Information processing program, information processing method, information processing system, and game device
By linking the character to be developed with a support character in the game, updating parameters and determining the win rate, the game solves the problem of existing games relying heavily on luck and lacking strategy, thereby increasing players' interest in the game.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-07-24
- Publication Date
- 2026-03-27
Smart Images

Figure CN121752340A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to an information processing program, an information processing method, an information processing system, and a gaming device. Background Technology
[0002] Previously, as shown in Patent Document 1, there were known games in which an activity was determined by drawing lots, and when an activity occurred, a success was determined by drawing lots.
[0003] Existing technical documents
[0004] Patent documents
[0005] Patent Document 1: Japanese Patent No. 6392439 Summary of the Invention
[0006] The problem the invention aims to solve
[0007] In games like the one described above, the occurrence and success of an event are determined by drawing lots. Therefore, the following problems exist: the element of luck is significant, lacking strategic depth for players, which reduces their willingness to play.
[0008] The purpose of this invention is to provide an information processing program, information processing method, information processing system, and game device that can enhance players' willingness to play games by improving strategic elements.
[0009] Solution for solving the problem
[0010] To solve the above problems, the information processing program causes the computer to perform the following processes:
[0011] Associate the first of several commands used to specify the actions of the character being trained with a secondary character;
[0012] The process of accepting a player's selection includes at least the operation of any one of the multiple commands of the first command, and obtaining information corresponding to the command selected by the player;
[0013] Upon obtaining information corresponding to the first command, update the first development parameter associated with the development object character;
[0014] Update the first auxiliary parameter associated with the auxiliary role according to the specified update conditions;
[0015] Determine whether the first auxiliary parameter has reached a specified value;
[0016] In the presence of an auxiliary role whose first auxiliary parameter reaches a predetermined value, the second command among multiple commands is enabled; and
[0017] Upon obtaining information corresponding to the validated second command, the first training parameters are updated.
[0018] Alternatively, the information processing program may cause the computer to perform the following process: associate the auxiliary role whose first auxiliary parameter has reached a predetermined value with the second command.
[0019] In the process of updating the first nurturing parameter upon obtaining information corresponding to the second command,
[0020] The first development parameter is updated based on the first development parameter and the second auxiliary parameter associated with the auxiliary character.
[0021] Alternatively, the second command can be a command used to specify a battle between the character being trained and the auxiliary character associated with the second command.
[0022] Information processing programs cause computers to perform the following processes:
[0023] The win rate of the character being developed is determined based on the first development parameter and the second auxiliary parameter; and
[0024] Upon obtaining information corresponding to the second command, the outcome of the character being developed is determined based on the win rate.
[0025] In the process of updating the first nurturing parameter upon obtaining information corresponding to the second command,
[0026] The first development parameter is updated based on the wins and losses of the character being developed.
[0027] Alternatively, the information processing program may cause the computer to perform the following process: associate the auxiliary role whose first auxiliary parameter has reached a predetermined value with the second command.
[0028] In the process of updating the first nurturing parameter upon obtaining information corresponding to the second command,
[0029] The first development parameter is updated based on the second development parameter associated with the development target character.
[0030] Alternatively, the second command can be a command used to specify a battle between the character being trained and the auxiliary character associated with the second command.
[0031] Information processing programs cause computers to perform the following processes:
[0032] The win rate of the character being developed is determined based on the second development parameter; and
[0033] Upon obtaining information corresponding to the second command, the outcome of the character being developed is determined based on the win rate.
[0034] In the process of updating the first nurturing parameter upon obtaining information corresponding to the second command,
[0035] The first development parameter is updated based on the wins and losses of the character being developed.
[0036] Alternatively, there may be rewards associated with the aforementioned auxiliary role.
[0037] The information processing program causes the computer to perform the following process: if the target character defeats the auxiliary character, the program assigns the reward to the target character.
[0038] Alternatively, in the process of associating the auxiliary role with the second command,
[0039] The second command can associate multiple auxiliary roles whose first auxiliary parameter reaches the specified value.
[0040] The information processing program causes the computer to perform the following process: if more than one predetermined number of the auxiliary roles are associated with the second command, it determines whether to cause a special state to occur.
[0041] When the special state occurs, at least one of the winning probability and the reward becomes more favorable compared to when the special state does not occur.
[0042] Alternatively, in the process of associating the auxiliary role with the second command,
[0043] The second command can associate multiple auxiliary roles whose first auxiliary parameter reaches the specified value.
[0044] The information processing program causes the computer to perform the following process: if more than one predetermined number of the auxiliary roles are associated with the second command, it determines whether to cause a special state to occur.
[0045] When the special state occurs, the updated value of the first training parameter becomes more advantageous compared to when the special state does not occur.
[0046] Alternatively, the information processing program may cause the computer to perform the following process: successfully determine the action of the character being trained, corresponding to the first command selected by the player.
[0047] In the process of updating the first nurturing parameters upon obtaining information corresponding to the first command,
[0048] The first development parameter is updated based on the result of the successful determination.
[0049] To address the above problems, an information processing method is an information processing method executed by one or more computers, including the following processes:
[0050] Associate the first of several commands used to specify the actions of the character being trained with a secondary character;
[0051] The process of accepting a player's selection includes at least the operation of any one of the multiple commands of the first command, and obtaining information corresponding to the command selected by the player;
[0052] Upon obtaining information corresponding to the first command, update the first development parameter associated with the development object character;
[0053] Update the first auxiliary parameter associated with the auxiliary role according to the specified update conditions;
[0054] Determine whether the first auxiliary parameter has reached a specified value;
[0055] In the presence of an auxiliary role whose first auxiliary parameter reaches a predetermined value, the second command among multiple commands is enabled; and
[0056] Upon obtaining information corresponding to the validated second command, the first training parameters are updated.
[0057] To solve the above problems, an information processing system includes one or more computers.
[0058] The computer performs the following processing:
[0059] Associate the first of several commands used to specify the actions of the character being trained with a secondary character;
[0060] The process of accepting a player's selection includes at least the operation of any one of the multiple commands of the first command, and obtaining information corresponding to the command selected by the player;
[0061] Upon obtaining information corresponding to the first command, update the first development parameter associated with the development object character;
[0062] Update the first auxiliary parameter associated with the auxiliary role according to the specified update conditions;
[0063] Determine whether the first auxiliary parameter has reached a specified value;
[0064] In the presence of an auxiliary role whose first auxiliary parameter reaches a predetermined value, the second command among multiple commands is enabled; and
[0065] Upon obtaining information corresponding to the validated second command, the first training parameters are updated.
[0066] To address the aforementioned issues, gaming devices include one or more computers.
[0067] The computer performs the following processing:
[0068] Associate the first of several commands used to specify the actions of the character being trained with a secondary character;
[0069] The process of accepting a player's selection includes at least the operation of any one of the multiple commands of the first command, and obtaining information corresponding to the command selected by the player;
[0070] Upon obtaining information corresponding to the first command, update the first development parameter associated with the development object character;
[0071] Update the first auxiliary parameter associated with the auxiliary role according to the specified update conditions;
[0072] Determine whether the first auxiliary parameter has reached a specified value;
[0073] In the presence of an auxiliary role whose first auxiliary parameter reaches a predetermined value, the second command among multiple commands is enabled; and
[0074] Upon obtaining information corresponding to the validated second command, the first training parameters are updated.
[0075] Invention Effects
[0076] According to the present invention, players' willingness to play games can be increased by enhancing the strategic aspect. Attached Figure Description
[0077] [ Figure 1 ] Figure 1 This is an explanatory diagram showing the outline structure of an information processing system.
[0078] [Figure 2] Figure 2A It is a diagram illustrating the hardware structure of the player's terminal. Figure 2B It is a diagram illustrating the hardware structure of the server.
[0079] [Figure 3] Figure 3A This is an example image illustrating the homepage screen. Figure 3B This is an example of a screen that illustrates the optional settings.Figure 3C This is an example of a diagram illustrating the setup screen.
[0080] [ Figure 4 ] Figure 4 It is a diagram used to illustrate the general progress of a simulation game.
[0081] [Figure 5] Figure 5A This is a diagram illustrating an example of the initial addition data in a script. Figure 5B This is a diagram illustrating an example of the initial upper limit data for a script. Figure 5C This is a diagram illustrating an example of script activity adding calculated data.
[0082] [Figure 6] Figure 6A This is an image illustrating the screen for selecting a character to raise. Figure 6B This is the first image shown in the character details screen. Figure 6C This is the second image showing the character details.
[0083] [Figure 7] Figure 7A It is a diagram illustrating the table of capability parameters (initial values). Figure 7B This is a diagram illustrating the fitness parameter (initial value) table. Figure 7C It's a diagram illustrating the skill. Figure 7D This is a diagram illustrating a specific activity.
[0084] [ Figure 8 ] Figure 8 It's an image illustrating the character enhancement screen.
[0085] [Figure 9] Figure 9A This is the first image illustrating the character selection screen for inheritance. Figure 9B This is the first image that shows the overview of the characters you're developing. Figure 9C This is the second image illustrating the character selection screen for inheritance. Figure 9D This is the third image illustrating the character selection screen for inheritance.
[0086] [ Figure 10 ] Figure 10 It is a diagram illustrating the lineage of succession.
[0087] [ Figure 11 ] Figure 11 It is a graph that illustrates the information of the factors.
[0088] [Figure 12] Figure 12A It is a diagram illustrating the utility generated through basic ability factors. Figure 12B It is a diagram illustrating the utility generated through role factors.
[0089] [Figure 13] Figure 13A This is a diagram illustrating the criteria for determining compatibility. Figure 13B This is a diagram illustrating the criteria for determining compatibility.
[0090] [Figure 14] Figure 14A This is the first image illustrating the layout of the assistance card. Figure 14B This is an illustration of the assistance card selection screen. Figure 14C This is the second image illustrating the layout of the assistance card.
[0091] [Figure 15] Figure 15A This is a diagram illustrating the assistance card table. Figure 15B This is a diagram illustrating the effect of assistance. Figure 15C This is a diagram illustrating the skills one possesses. Figure 15D This is a diagram illustrating the assistance activities.
[0092] [Figure 16] Figure 16A This is an image illustrating the final confirmation screen. Figure 16B This is an image illustrating the preset selection screen.
[0093] [Figure 17] Figure 17A This is a diagram illustrating the types of characters. Figure 17B This is a diagram illustrating member IDs.
[0094] [ Figure 18 ] Figure 18 It is a diagram illustrating the choices made in each round.
[0095] [ Figure 19 ] Figure 19 It's an image illustrating the homepage layout.
[0096] [ Figure 20 ] Figure 20 This is the first image illustrating the training process.
[0097] [Figure 21] Figure 21A This is the second image illustrating the training screen. Figure 21B This is the third image illustrating the training process. Figure 21C This is an image that displays the training results. Figure 21D It is an illustration of the activity screen.
[0098] [ Figure 22 ] Figure 22 This is a diagram illustrating the SS competition information dialog box.
[0099] [ Figure 23 ] Figure 23 This is a diagram illustrating the team member dialog box.
[0100] [ Figure 24 ] Figure 24 This is the fourth image illustrating the training screen.
[0101] [ Figure 25 ] Figure 25 This is an image showing the temporary selection screen for the SS competition.
[0102] [Figure 26] Figure 26A This is a diagram illustrating the formula for calculating the winning probability. Figure 26B This is a diagram illustrating the calculation of physical strength.
[0103] [Figure 27] Figure 27A This is the first image explaining the selection screen for the competition. Figure 27B This is an image illustrating the start of the match. Figure 27C This is the first image showing the match result. Figure 27D This is the second image showing the match results.
[0104] [ Figure 28 ] Figure 28 It is a diagram illustrating the topics covered in the exchange battles and special competitions.
[0105] [ Figure 29 ] Figure 29 This is a diagram illustrating overseas suitability.
[0106] [ Figure 30 ] Figure 30 This is an image illustrating how overseas adaptations can be obtained.
[0107] [ Figure 31 ] Figure 31 This is an image illustrating the dialog box that shows the conditions for obtaining the results.
[0108] [ Figure 32 ] Figure 32 This is an image of the dialog box that shows the effects.
[0109] [ Figure 33 ] Figure 33 It is a diagram illustrating the general flow of processes at the start of a round.
[0110] [ Figure 34 ] Figure 34 This is a graph illustrating the configuration ratios allocated to the training program.
[0111] [ Figure 35 ] Figure 35 This is a diagram illustrating the SSS competition's lottery process.
[0112] [ Figure 36 ] Figure 36 This is a graph illustrating the training level.
[0113] [Figure 37] Figure 37A It is a graph illustrating a fixed upward value (speed). Figure 37B It is a diagram illustrating the rising fixed value table (force).
[0114] [Figure 38] Figure 38A It is an illustration showing how to complete a picture. Figure 38B This is the second image illustrating the completion of the process.Figure 38C This is the third image illustrating the completion of the process.
[0115] [ Figure 39 ] Figure 39 It is a diagram illustrating the structure of the memory in the player's terminal and its function as a computer.
[0116] [ Figure 40 ] Figure 40 It is a diagram illustrating the structure of the storage in a server and its function as a computer.
[0117] [ Figure 41 ] Figure 41 This is a sequence diagram illustrating the processing related to the simulation game on the player's terminal and server.
[0118] [ Figure 42 ] Figure 42 This is a flowchart illustrating the preparation phase processing in the player's terminal.
[0119] [ Figure 43 ] Figure 43 This is a flowchart illustrating the preparation phase of the server process.
[0120] [ Figure 44 ] Figure 44 This is a flowchart illustrating the nurturing phase processing in the server.
[0121] [ Figure 45 ] Figure 45 This is a flowchart illustrating the processes that occur at the start of a round in the server.
[0122] [ Figure 46 ] Figure 46 This is a flowchart illustrating the decision-making process for SS competition information in the server.
[0123] [ Figure 47 ] Figure 47 This is a flowchart illustrating the SSS competition initiation and selection process on the server.
[0124] [ Figure 48 ] Figure 48 This is a flowchart illustrating the development stage processing in the player's terminal.
[0125] [ Figure 49 ] Figure 49 This is a flowchart illustrating the overseas compatibility association processing in the player's terminal.
[0126] [ Figure 50 ] Figure 50 This is a flowchart illustrating the receiving and processing of selection commands on the server.
[0127] [ Figure 51 ] Figure 51This is a flowchart illustrating the game execution process on the server.
[0128] [ Figure 52 ] Figure 52 This is a flowchart illustrating the reception and processing of result information in the player's terminal.
[0129] [ Figure 53 ] Figure 53 This is a flowchart illustrating the process of ending a simulation game on the server. Detailed Implementation
[0130] The following description, with reference to the accompanying drawings, details one embodiment of the present invention. The numerical values and other details shown in the embodiments are merely illustrative for ease of understanding and are not intended to limit the invention, unless otherwise stated. Furthermore, in this specification and the accompanying drawings, elements having substantially the same function or structure are labeled with the same reference numerals, thereby omitting redundant descriptions. Additionally, illustrations of elements not directly related to the present invention are omitted.
[0131] (Overall structure of information processing system S)
[0132] Figure 1 This is an explanatory diagram showing the general structure of the information processing system S. The information processing system S is a so-called client-server system, including a player terminal 1 that functions as a client, i.e., a game terminal, a server 1000, and a communication network N with a communication base station Na.
[0133] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as game devices G. The player terminal 1 and the server 1000 respectively share the responsibility of controlling the progress of the game, and the game can progress through the cooperation between the player terminal 1 and the server 1000.
[0134] Player terminal 1 can establish communication with server 1000 via communication network N. Player terminal 1 broadly includes electronic devices capable of establishing wireless or wired communication connections with server 1000. Examples of player terminal 1 include smartphones, mobile phones, tablets, personal computers, and gaming devices. In this embodiment, the case of using a smartphone as player terminal 1 will be described.
[0135] Server 1000 can communicate with multiple player terminals 1. Server 1000 accumulates various information for each player playing the game. In addition, server 1000 mainly updates the accumulated information and downloads images / various information to player terminals 1 based on the operations input from player terminals 1.
[0136] Communication base station Na is connected to communication network N, enabling wireless transmission and reception of information with player terminal 1. Communication network N consists of mobile phone networks, the Internet, LAN (Local Area Network), dedicated lines, etc., to realize wireless or wired communication connections between player terminal 1 and server 1000.
[0137] (Hardware structure of player terminal 1 and server 1000)
[0138] Figure 2A This is a diagram illustrating the hardware structure of player terminal 1. Additionally, Figure 2B This is a diagram illustrating the hardware structure of server 1000. (For example...) Figure 2A As shown, the player terminal 1 is configured to include a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0139] In addition, such as Figure 2B As shown, the server 1000 is configured to include a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0140] Furthermore, the structure and function of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of player terminal 1. Therefore, the hardware structure of player terminal 1 will be described below, while the description of server 1000 will be omitted.
[0141] The CPU 10 executes the program stored in the memory 12 to control the game's progress. The memory 12, consisting of ROM (Read Only Memory) or RAM (Random Access Memory), stores the program and various data required for controlling the game's progress. The memory 12 is connected to the CPU 10 via bus 14.
[0142] Bus 14 is connected to input / output interface 16. Input / output interface 16 is connected to storage unit 18, communication unit 20, input unit 22 and output unit 24.
[0143] The storage unit 18 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory) and is used to store various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 can be loaded into the memory 12 (RAM) by the CPU 10.
[0144] The communication unit 20 communicates wirelessly with the communication base station Na, and sends and receives various data and program information with the server 1000 via the communication network N. In the player terminal 1, programs and other data received from the server 1000 are saved to the memory 12 or the storage unit 18.
[0145] The input unit 22 may consist of, for example, a touch panel, buttons, keyboard, mouse, D-pad, analog controller, etc., capable of inputting player operations (accepting operations). Alternatively, the input unit 22 may be a dedicated controller installed on the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer for detecting the tilt or movement of the player terminal 1, or a microphone for detecting the player's voice. In other words, the input unit 22 broadly includes devices that enable the player's intentions to be input in a recognizable manner.
[0146] The output unit 24 is configured to include a display device and a speaker. Alternatively, the output unit 24 may be a device connected (externally) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24 and a touch panel overlapping the display 26 as the input unit 22.
[0147] (Game content)
[0148] Next, the game provided by the information processing system S and the game device G of this embodiment will be described. Players can possess game media obtained through a lottery system called gacha, or game media distributed by the operator. In this embodiment, players can possess character cards and support cards, which serve as game media. Each character card and support card is necessarily associated with one character. Furthermore, the character associated with the character card becomes a character to be raised in a raising game. Hereinafter, the character associated with the character card will sometimes be simply referred to as a character.
[0149] In the game described in this embodiment, a raising / nurturing game is provided, as detailed later. Players can raise / nurturing characters in the raising / nurturing game to generate raised / nurturing characters associated with various parameters. Furthermore, the raising / nurturing game in this embodiment features gameplay such as raising / nurturing characters that are associated with character cards while they participate in races that mimic horse racing.
[0150] Figure 3AThis is an illustration of a home screen 100. When the game application is launched on the player terminal 1, the home screen 100 is displayed on the monitor 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 has multiple operation points that the player can operate (click).
[0151] Here, the menu bar 102 includes a home screen selection operation unit 102a, an enhancement screen selection operation unit 102b, a story screen selection operation unit 102c, a competition game selection operation unit 102d, and a gashapon screen selection operation unit 102e. Furthermore, in the menu bar 102, the operation units corresponding to the screen currently displayed on the monitor 26 are highlighted, making it possible to identify the currently displayed screen.
[0152] When the home screen selection operation unit 102a is clicked, the following is displayed on the monitor 26: Figure 3A The homepage shown is 100.
[0153] When the enhancement screen selection operation unit 102b is clicked, an enhancement screen (not shown) is displayed. In this screen, the player can enhance their held characters and support cards. By enhancing characters and support cards, the player can increase their level. Character and support card settings have various parameters, which increase as the level increases. By increasing the parameters of characters and support cards, players can develop characters with more powerful stats in the game.
[0154] When the story screen selection operation unit 102c is clicked, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. Players can select a character and story image to view within the story screen.
[0155] When the game selection operation unit 102d is clicked, a game selection screen (not shown) is displayed. In this embodiment, various game selection screens are provided that allow characters raised through the training game (described later) to participate. Players can select a game for their raised characters to participate in from the game selection screen. Among these game selection screens are team-based competitive games where teams composed of multiple raised characters battle against teams of other players selected by the computer. Team-based competitive games offer the gameplay of competing for rankings with other players.
[0156] When you click on the gacha screen and select Operation Section 102e, the gacha screen (not shown) will appear. In this screen, players can use in-game currency or tickets to perform gacha draws. Through these draws, players can obtain character cards and support cards.
[0157] Additionally, on the main screen 100, a raising game control panel 104 is located above the menu bar 102. When the raising game control panel 104 is clicked, the raising game screen is displayed, and the raising game described later begins. The raising game is roughly divided into a preparation stage and a raising stage. In the preparation stage, the player first selects one character from their own characters to set as the character to be raised (hereinafter referred to as the raising target character).
[0158] Additionally, players set up a deck during the preparation phase to use when raising the character they are raising. The deck consists of multiple inherited characters and multiple support cards, as detailed later. Therefore, in the raising game, players use the inherited characters and support cards arranged in the deck.
[0159] Once the character you're raising and the deck (including inherited characters and support cards) are set up, the game transitions from the preparation phase to the raising phase, where you begin raising the character. During the raising game, you can change the parameters of the character you're raising. Players can hold characters raised through the raising game as their raised characters. As mentioned above, players can arrange their raised characters into a team for use in team-based competitive games and other similar activities.
[0160] Thus, the main objective of this implementation of the game is to generate nurtured characters through a nurturing game, and to use these nurtured characters to improve the ranking in team-based competitive games.
[0161] Furthermore, this embodiment includes functions for sharing character development roles or support cards among players, and functions for sharing information among multiple players. Players can set up character development roles and support cards that can be used by other players in the simulation game. Specifically, such as... Figure 3A As shown, a settings operation unit 106 is located in the upper right corner of the home screen 100. When the settings operation unit 106 is clicked, an optional settings screen 110 is displayed.
[0162] Figure 3B This is an illustration of an example of the optional settings screen 110. The optional settings screen 110 is a screen where various information can be confirmed and set. The optional settings screen 110 has multiple operation units, and when an operation unit is clicked, the information corresponding to that operation unit can be confirmed and set.
[0163] The optional settings screen 110 includes a profile settings operation unit 110a and a close operation unit 110b. When the close operation unit 110b is clicked, the optional settings screen 110 closes and displays the main screen 100. When the profile settings operation unit 110a is clicked, the profile settings screen 120 is displayed.
[0164] Figure 3CThis is an example image illustrating the profile setup screen 120. On the profile setup screen 120, players can view and set their profile information. Profile information includes profile character, player name, player ID, affiliated guild, representative character, and rental card.
[0165] The profile character serves as the character displayed when a player's information is viewed by other players. For example, the profile character is displayed when using guild functions, which are used for sharing information with other players. The profile setting screen 120 displays the currently configured profile character image 122. A change button 124 is located near the profile character image 122. When the change button 124 is clicked, a profile character change screen (not shown) is displayed. Players can change their profile character in the profile character change screen.
[0166] Additionally, the profile setup screen 120 displays the player's name, the player ID assigned to the player, and the name of the guild the player belongs to. Furthermore, the profile setup screen 120 includes a character setting operation unit 126a and a rental card setting operation unit 126b.
[0167] When the representative character setting operation section 126a is clicked, the representative character setting screen (not shown) is displayed. In this screen, players can select any one of their trained characters to serve as their representative character. The representative character setting operation section 126a displays an icon representing the currently selected representative character. Furthermore, the representative character can be inherited into the deck from other players' training games, as detailed later.
[0168] When the rental card setting operation unit 126b is clicked, a rental card setting screen (not shown) is displayed. In this screen, the player can set any one of their owned support cards as a rental card. The rental card setting operation unit 126b displays an icon representing the currently set rental card. Furthermore, as described above, the support card set as a rental card can be added to the decks of other players for use in their respective simulation games.
[0169] Furthermore, although detailed explanations are omitted, when profile information is changed in the profile settings screen 120, the change information is sent to server 1000. Server 1000 saves profile information for each player.
[0170] In addition, in this embodiment, various limited-time events are held irregularly. During the duration of a specific limited-time event, a specific event icon 108 is displayed on the main screen 100. When the specific event icon 108 is clicked, the specific event screen is displayed. In the specific event screen, players can, for example, exchange specific event points, which are limited to those provided in the specific event, for various rewards.
[0171] When the player clicks on the simulation game operation section 104 on the main screen 100, the simulation game screen is displayed, and the simulation game begins. Furthermore, players can play the simulation game by consuming game points. Regarding game points, players are given a predetermined value (e.g., +1) of game points every specified time interval (e.g., 10 minutes). A pre-defined upper limit (e.g., 100) is set for the number of game points a player can hold, and players can only hold game points within this limit. A game point display bar 136 is located at the top of the main screen 100 to visually display the ratio of the currently held game points to the upper limit.
[0172] Furthermore, game points are deducted by a predetermined amount (e.g., -30) at the start of a simulation game. Therefore, players cannot start a simulation game without the required number of game points. However, players can possess items used to restore game points, and can use these items to recover them. These items may be awarded as rewards in simulation games or team-based competitive games, or can be obtained by consuming in-game currency. The simulation game is described in detail below.
[0173] (Raising / Simulation Game)
[0174] Figure 4 This diagram illustrates the general flow of a simulation game. Simulation games are broadly divided into setting games and main simulation games. The main simulation game involves selecting one character from the player's existing characters as the character to be raised (hereinafter referred to as the character to be raised), and raising it will be discussed in detail later.
[0175] Additionally, the setup game is where players register the characters they want to develop and their card decks (inherited characters and support cards), essentially serving as the preparation phase for a development game. Below, the processes performed in the setup game will be referred to as preparation phase processes, while the processes performed in the main development game will be referred to as development phase processes. For ease of understanding, we will first explain the general flow of the preparation and development phase processes.
[0176] like Figure 4As shown, in the preparation phase, the following steps are performed sequentially: script registration, character registration, inherited character registration, assistance card registration, and team member registration. Furthermore, the order of these registration and setting processes is merely one example. Therefore, the order of these registration and setting processes can be appropriately changed.
[0177] <Preparation Phase Processing>
[0178] The preparation phase mainly involves registering scripts, registering target characters, and registering card decks (inherited characters and support cards). Additionally, support cards are used to assist in the development of target characters. Each support card is always associated with one character; the character associated with the support card registered during the preparation phase will assist in the development of the target character. Hereinafter, the character associated with a support card will be referred to as the support character.
[0179] <Script Registration>
[0180] When a player clicks on the simulation game operation section 104 on the main screen 100, a script selection screen (not shown) is displayed. In this embodiment, multiple scripts for the simulation game are provided. Each script for the simulation game includes a final goal, mid-game goals, etc. The player needs to achieve the goals set in each script in sequence. The goals, the time until the goal is achieved, the game difficulty, etc., vary from script to script.
[0181] In addition, each script has a script ID, and the script ID selected by the player is registered here. Furthermore, when a character to be developed (described later) is selected, the character ID set for each character is registered. There are scripts with different goals for each type of character to be developed (here, we call them existing scripts), and scripts with common goals for all characters to be developed (here, we call them new scripts).
[0182] In the existing script, goals are set at the start of the raising game based on the registered script ID and character ID. In the new script, goals are set based on the registered script ID. Furthermore, the new script does not specify the character ID when setting goals for the raising game, thus setting a common goal regardless of the type of character being raised.
[0183] Furthermore, the simulation game features a storyline, with gameplay following the narrative. Additionally, events occur at various times within the simulation game. These events are script-specific. Therefore, at least some of the events occurring in multiple scripts will differ from each other. Players can select any script from multiple scripts on the script selection screen.
[0184] Figure 5AThis is a diagram illustrating an example of the initial addition data in a script. Figure 5B This is a diagram illustrating an example of the initial upper limit data for a script. Figure 5C This is a diagram illustrating an example of script activity adding calculated data. For example... Figure 5A As shown, each script is associated with a unique script ID. When a player selects a script in the script selection screen, the script ID associated with the selected script is registered. Here, there are four script IDs: 0001 to 0004.
[0185] The goal of this simulation game is to improve the character's stats, as detailed later. There are five stats: Speed, Endurance, Strength, Perseverance, and Intelligence. The higher the value of these five stats, the more advantageous it is for the character in a match.
[0186] However, there are upper limits set for each ability parameter. In the main game, the values of each ability parameter are updated only within these upper limits, and updates to parameters exceeding these limits are restricted. At the start of the main game, initial upper limits are set for each ability parameter. These initial upper limits vary for each script. Furthermore, the upper limits for each ability parameter may sometimes increase from their initial values during gameplay.
[0187] The player terminal 1 and server 1000 store the initial additive value data of the script. This initial additive value data is obtained by associating the initial additive value of each of the five ability parameters with the script ID. In this embodiment, the initial upper limit value of each ability parameter is set based on the initial additive value data of the script at the start of the main game.
[0188] Specifically, a common basic value is preset for each ability parameter. In this embodiment, "1200" is set as the common basic value. This common basic value is common to all scripts and all ability parameters. However, the common basic value can also be different for each script or for each ability parameter. Furthermore, at the start of the main training game, the initial upper limit value of each ability parameter is set by adding the initial calculation value of the script corresponding to the script selected by the player to the common basic value.
[0189] For example, such as Figure 5A As shown, based on the initial additive values of the script, the initial additive values of the five ability parameters associated with the script ID "0001" are all set to "200". Therefore, when the script ID "0001" is selected and the main game is started, the initial upper limit of the five ability parameters is "1400".
[0190] Additionally, for example, if the script ID "0002" is selected and the main game is started, the initial maximum value for the ability parameters of speed and perseverance is the common base value of "1200", the initial maximum value for the ability parameters of endurance and intelligence is "1600", and the initial maximum value for the ability parameter of strength is "1400".
[0191] Furthermore, here, the initial upper limit value is derived by adding the initial additive value of the capability parameter to the common basic value. However, it is also possible to... Figure 5B The script initial upper limit value data is set as shown, and the initial upper limit values of each capability parameter are derived based on this data. According to the script initial upper limit value data, the initial upper limit values of each of the five capability parameters are associated with the script ID. In the script initial upper limit value data, the initial upper limit value associated with each script ID is the value obtained by adding the initial additive value of the script initial additive value data to the common basic value.
[0192] In this way, the initial upper limit value of the script associated with the script ID can be set as the initial upper limit value of each capability parameter. Alternatively, the value obtained by adding the initial script calculation value to the common basic value can be set as the initial upper limit value of each capability parameter.
[0193] Additionally, in the main character development game, script events may occur at specific times, increasing the maximum values of various ability parameters. When a script event occurs, the sum of the associated script event values is added to the maximum values at that point in time. For example, in the main character development game with script ID "0001", when the specified script event occurs, the maximum values of each of the five ability parameters increase by "20".
[0194] like Figure 5C As shown, the upper limit of the capability parameter that can be increased through script activities varies for each script. Furthermore, multiple script activities that increase the upper limit of the capability parameter can be set for a single script, or none can be set. Additionally, the timing of script activities can be common to all scripts or different for each script.
[0195] In this way, the upper limit of ability parameters varies depending on the script chosen by the player. As a result, it is possible to develop characters with different abilities and characteristics in each script. Thus, through a wide variety of scripts, players' willingness to play the game is increased.
[0196] <Registration of Characters to be Raised>
[0197] Figure 6A This image illustrates the character selection screen (150). It shows the screen when a player selects a script in the script selection screen. Figure 6AThe character selection screen 150 is shown. Multiple character icons 151 are displayed in the center of the character selection screen 150, providing a list of the characters the player owns.
[0198] Additionally, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the top of the character selection screen 150. Furthermore, a return operation section 153 and a next operation section 154 are displayed at the bottom of the character selection screen 150.
[0199] In this embodiment, initial values for ability parameters are set for each character. In the ability parameter display unit 152a, the initial values of the ability parameters for the character corresponding to the character icon 151 selected by the player are displayed numerically. In this embodiment, the larger the value of the ability parameter, the higher the ability.
[0200] Additionally, the initial maximum value of each ability parameter is displayed on the ability parameter display unit 152a. In other words, the maximum values of each ability parameter set at the start of the main game, when the player can select a script or after the player has selected a script, are displayed on the ability parameter display unit 152a. In the ability parameter display unit 152a, the initial maximum value corresponding to the script selected by the player is displayed in the denominator, and the initial values of the ability parameters of the character selected by the player are displayed in the numerator.
[0201] Here, in the capability parameter display unit 152a, the initial upper limit value exceeding the common basic value is identified and displayed. For example, in Figure 6A In the example shown, the initial upper limits of speed, strength, and perseverance exceed the common basic value of "1200". Therefore, in the ability parameter display unit 152a, the initial upper limits of speed, strength, and perseverance are identified and displayed relative to the initial upper limits of endurance and intelligence. Here, as an identification display, the initial upper limit values exceeding the common basic value are flashed or displayed in a different color.
[0202] Figure 7A This is a diagram illustrating the capability parameters (initial values). In this embodiment, as... Figure 7A As shown, the initial values of each character's ability parameters are stored in the ability parameter (initial value) table. Furthermore, the initial values of the ability parameters in the ability parameter display unit 152a are displayed based on the initial values of the ability parameters stored in the ability parameter (initial value) table.
[0203] In this embodiment, initial values for ability parameters are set for each character for various abilities. Specifically, as ability parameters, the following are set: a speed ability parameter recorded as "Speed" in the ability parameter display unit 152a; an endurance ability parameter recorded as "Endurance" in the ability parameter display unit 152a; a strength ability parameter recorded as "Strength" in the ability parameter display unit 152a; a perseverance ability parameter recorded as "Perseverance" in the ability parameter display unit 152a; and an intelligence ability parameter recorded as "Intelligence" in the ability parameter display unit 152a.
[0204] Furthermore, the initial values of each character's ability parameters will increase by strengthening the character (character card). For example, each character has five stat levels, and players can increase these levels by consuming in-game currency and specified items. As a character's stat level increases, the initial values of that character's ability parameters also increase.
[0205] exist Figure 7A The initial values are shown when the character is at a specified level. Furthermore, players can increase the values of these stats during the main character development game. That is, the goal of the main game is to develop a character with higher stat values.
[0206] In addition, in this embodiment, suitability parameters (initial values) are set for each role. For example... Figure 6A As shown, the initial values of the suitability parameters of the character corresponding to the character icon 151 selected by the player are displayed in alphabetical order in the suitability parameter display unit 152b.
[0207] Figure 7B This is a diagram illustrating the fitness parameter (initial value) table. In this embodiment, as... Figure 7B As shown, the initial values of the suitability parameters for each character are stored in the suitability parameter (initial value) table. The initial values of the suitability parameters are set to one of seven levels using letters A through G. Furthermore, regarding the initial values of the suitability parameters, A represents the highest suitability, and G represents the lowest suitability. Based on the initial values of the suitability parameters stored in the suitability parameter (initial value) table, the initial values of the suitability parameters are displayed in the suitability parameter display unit 152b.
[0208] In this embodiment, initial values for aptitude parameters are set for each role for various aptitudes. Specifically, as aptitude parameters, there are aptitude parameters related to aptitude for various terrains such as grass and sand, aptitude parameters related to aptitude for various distances such as short distance, mile, middle distance, and long distance, and aptitude parameters related to aptitude for various running styles such as leading, front, middle, and rear.
[0209] In simulation games, players can make their characters participate in various competitions. The higher the character's suitability for the competition, the more advantageous the competition will be.
[0210] Alternatively, it's possible to increase the initial values of each character's aptitude parameters by consuming in-game currency. Furthermore, the values of aptitude parameters can change during the main character development game. Additionally, within the main game, there can be characters whose aptitude parameters are set to S, which is higher than A.
[0211] Figure 6B This is the first image in the character details screen (160p). Also, Figure 6C This is the second image illustrating the character details screen 160. When a character icon 151 in the character selection screen 150 is long-pressed, the character details screen 160 is displayed on the monitor 26. The character details screen 160 displays details of the abilities of the character corresponding to the long-pressed character icon 151 in the character selection screen 150.
[0212] The character details screen 160 displays the skill operation section 161 and the activity operation section 162 in the center. For example... Figure 6B As shown, at the beginning of the character details screen 160, the skill operation section 161 is highlighted, displaying the skills set for each character. Skills refer to abilities that may be activated when certain conditions are met during the execution of matches and team matches (described later). Each character's match progression becomes advantageous through the activation of their skills.
[0213] Figure 7C It's a diagram illustrating a skill. For example... Figure 7C As shown, each character possesses multiple skills. Figure 6B As shown, the character details screen 160 displays the skills possessed by the character (hereinafter referred to as "possessed skills"). In the main character development game, you can acquire the possessed skills of the character you are developing by fulfilling certain conditions. Furthermore, regarding skills, simply possessing a skill will not activate it in a match; you must acquire the possessed skill to activate it. Below, skills that the character can activate, i.e., skills the character has already acquired, will be referred to as "acquired skills."
[0214] Each character starts with one acquired skill at the beginning of the main game. In addition, each character has multiple possessed skills, unlike the acquired skill. Possessed skills can be acquired after the main game begins by consuming skill points (described later). In other words, possessed skills can be converted into acquired skills by exchanging skill points.
[0215] In this embodiment, Figure 7C Skills indicated by "◎" in Chinese Figure 6BThe character details screen (160) displays the acquired skills. Additionally, Figure 6B Skills represented by "〇" in Chinese Figure 6B The character details screen 160 displays the skills they possess. In this embodiment, as... Figure 7C As shown in the character details screen (160), acquired skills are highlighted to easily distinguish them from skills already possessed.
[0216] Specifically, in Figure 6B In the character details screen 160 shown, one acquired skill is displayed in the acquired skill display bar 161a, and seven held skills are displayed in the held skill display bar 161b. Furthermore, the number of acquired and held skills can vary for each character. Alternatively, for example, the number of acquired or held skills for each character can increase through factors such as the character's level increase, the consumption of in-game currency or items, etc.
[0217] Here, "possessed skills" includes "awakened skills." An awakened skill becomes a possessed skill only after certain unlocking conditions are met. That is, if the unlocking conditions are not met, an awakened skill is not a possessed skill. Therefore, awakened skills whose unlocking conditions are not met cannot be obtained in the main character development game.
[0218] exist Figure 8 In the diagram, awakened skills are marked with an asterisk. Here, each character has four awakened skills. However, the number of awakened skills can vary for each character. Furthermore, awakened skills differ for each character. For example, regarding skill d in the diagram, it is set as an awakened skill for character A, an acquired skill for character B, and a normally held skill for character C. Thus, skills also include those that have been categorized as acquired, held, or awakened based on the character.
[0219] In this implementation, an awakening level is set as a condition for unlocking awakening skills. The aforementioned status level and awakening level are associated with each character (character card). Players can raise their status level and awakening level independently. Figure 8 As shown, the character details screen 160 includes a shutdown control unit 163a and an enhancement control unit 163b. When the enhancement control unit 163b is clicked, the character enhancement screen 165 is displayed on the monitor 26.
[0220] Figure 6CThis image illustrates the character enhancement screen 165. The character enhancement screen 165 is displayed when the enhancement operation section 163b of the character details screen 160 is clicked, and also when the enhancement screen selection operation section 102b is clicked. The character icon 151 corresponding to the player's held character is displayed in the lower part of the character enhancement screen 165 compared to the center. When the player clicks on the character icon 151, the character corresponding to the clicked character icon 151 becomes the selected character.
[0221] Furthermore, when the enhancement operation section 163b of the character details screen 160 is clicked to display the character enhancement screen 165, the character selected in the character details screen 160 will also be selected directly when the character enhancement screen 165 is displayed. Information related to the selected character is displayed at the top of the character enhancement screen 165.
[0222] Specifically, the character enhancement screen 165 includes an Awakening tab 167a, an Inspiration tab 167b, and a Status tab 167c. When the Awakening tab 167a is clicked, the Awakening Skill Display Bar 168a, 168b, 168c, and 168d are displayed. Furthermore, at the start of the character enhancement screen 165, the Awakening tab 167a is selected, thus displaying the Awakening Skill Display Bar 168a, 168b, 168c, and 168d. The Awakening Skill Display Bar 168a, 168b, 168c, and 168d each display the name of the Awakening Skill corresponding to the Awakening Level.
[0223] Below the character enhancement screen 165 is an Awakening Level Enhancement button 169a. When the Awakening Level Enhancement button 169a is clicked, a confirmation screen (not shown) is displayed. This confirmation screen displays the items required to increase the Awakening Level, and explains how consuming these items will increase the Awakening Level. Furthermore, when the specified action is entered on the confirmation screen, the Awakening Level of the selected character increases.
[0224] In this implementation, each character's initial awakening level is set to level 1. Players can raise a character's awakening level to a maximum of level 5 by consuming items. Each awakening level is associated with one awakening skill. By raising the awakening level, the awakening skill corresponding to the increased awakening level is unlocked. Specifically, when the awakening level becomes level 2, the awakening skill corresponding to level 2 is unlocked. Similarly, when the awakening level becomes level 5, the awakening skill corresponding to level 5 is unlocked.
[0225] Each character has four awakening skills. Furthermore, players can unlock an equal number of awakening skills by increasing their awakening level. These awakening skills function as acquired skills once unlocked.
[0226] The Awakening Skill display panels 168a, 168b, 168c, and 168d display the Awakening Skills unlocked at Awakening Levels 2, 3, 4, and 5, respectively. At this time, unlocked Awakening Skills are marked "Unlocked" in the display panels 168a, 168b, 168c, and 168d. Conversely, locked Awakening Skills are displayed in grayed-out areas. Figure 7D The text shows the state where the awakening level is level 4 and 3 awakening skills have been unlocked.
[0227] Furthermore, although detailed explanations are omitted, long-pressing the Awakening Skill display bars 168a, 168b, 168c, and 168d displays detailed information such as the content of each Awakening Skill. Additionally, clicking the Inspiration tab 167b displays an Inspiration Level Enhancement screen (not shown). In this screen, items can be consumed to increase the Inspiration Level of the skills held (described later).
[0228] Additionally, clicking status label 167c displays a status level enhancement screen (not shown). In this screen, items can be consumed to increase the character's status level. Furthermore, a return control 169b is located in the character enhancement screen 165. Clicking the return control 169b closes the character enhancement screen 165 and displays the character details screen 160.
[0229] Additionally, when the player clicks on the activity operation section 162 of the character details screen 160, such as Figure 7D As shown, the content of the character details screen 160 switches to display a special event display bar 162a, which represents special events set for each character. Special events occur in the main character development game under specified conditions. When a special event occurs, a story image related to the character appearing in the game, or a change in the value of an ability parameter, is displayed.
[0230] Figure 6C This is a diagram illustrating a specific activity. For example... Figure 6C As shown, there are several dedicated events for each role. For example... Figure 6B As shown, the character details screen 160 displays exclusive events associated with the character. These exclusive events include inspirational events that allow the character to acquire or possess skills, and ability events that increase or decrease the character's stats.
[0231] In addition, regarding Figure 6C The special events displayed in the character details screen 160 can be set to execute all special events during the main character's gameplay, execute at least some special events during the main character's gameplay, or execute none of the special events during the main character's gameplay if certain conditions are not met. Alternatively, for example, the number of special events set for each character can be increased by the character's level increasing, or by consuming in-game currency or items. Additionally, special events not displayed as special events can be executed during the main character's gameplay if certain conditions are met.
[0232] In addition, such as Figure 6A and Figure 3A As shown, a close operation unit 163a is displayed at the bottom of the character details screen 160. When the close operation unit 163a of the character details screen 160 is clicked, the display of the character details screen 160 ends, and the character selection screen 150 for raising potential characters is displayed on the monitor 26.
[0233] Additionally, when in Figure 6A When the user clicks the "Return to Operation Unit 153" button on the character selection screen 150, the following message appears on the monitor 26: Figure 9A The homepage screen 100 is shown. Additionally, a character selection screen 150 includes a character development information display button 155. Clicking the character development information display button 155 displays a character development information screen (not shown). Players can view information related to the character selected in the character selection screen 150 in the character development information display screen.
[0234] The goal of a character development game is to raise and train characters chosen from the player's existing characters to create stronger ones. The main game consists of multiple rounds, during which the player must train the character or have them participate in matches; details will be discussed later.
[0235] Furthermore, multiple objectives are set for each character. The objectives for the selected character can be viewed on the training information display screen. Each round pre-determines the matches the character can participate in. Additionally, achieving objectives includes having the character participate in the designated matches and achieve the specified ranking within the designated rounds.
[0236] Additionally, when a character being trained participates in a competition, that character gains supporters. Each competition has a base number of supporters for each ranking achieved; higher rankings yield more supporters. Furthermore, competitions have varying difficulty levels; more difficult competitions will garner more supporters.
[0237] Here, the number of supporters gained by participating in the competition is calculated by adding the basic number of supporters required for each ranking to the bonus number of supporters gained. Specifically, a correction value is determined based on the competition results, and the bonus number of supporters is calculated by multiplying the basic number of supporters gained by the correction value. The sum of the bonus number of supporters gained and the basic number of supporters gained becomes the number of supporters the character being developed gains. For example, if the character ranks first in the competition, the larger the difference between the character being developed and the character who ranks second, the larger the correction value. Conversely, if the character ranks second through fifth in the competition, the smaller the difference between the character being developed and the character who ranks first, the larger the correction value.
[0238] Additionally, the character being developed activates skills (already acquired skills) with a predetermined probability during matches. The more skills activated, the larger the correction value. In this way, in each match, there are defined conditions for adding supporters, increasing the number of supporters gained based on various match results other than the final ranking, and events occurring during the match. However, the number of supporters a character develops must gain is at least higher than the basic number gained for their final ranking.
[0239] Furthermore, depending on the competition, sometimes a certain number of supporters is required for participation. If the number of supporters a character has acquired does not meet the requirement for participation, the player cannot allow that character to participate in the competition. The higher the difficulty of the competition, the more supporters are required to participate. Therefore, when a competition with a specified number of supporters as a participation requirement is set as an objective competition (hereinafter referred to as an objective competition), the character being trained needs to acquire the required number of supporters for that objective competition before the round of the objective competition.
[0240] Additionally, achieving objectives includes gaining a specified number of supporters before a given number of rounds. Another objective might be achieving first place a specified number of times in a high-difficulty match (e.g., GI) within a given number of rounds. Multiple objectives are set for each character. By achieving these objectives, players can continue playing the main character development game until the final round. Conversely, if an objective is not achieved, the main character development game ends for that round.
[0241] Therefore, if a character cannot participate in a target match if they haven't acquired the required number of supporters before the round of that match, the character cannot participate. In this case, the objective is not achieved, and the raising game ends.
[0242] In simulation games, the various parameters of the character being developed increase in each round, so the more rounds played, the stronger the character can be developed. Therefore, in order to achieve all the objectives in simulation games, it is necessary to improve the parameters of the character being developed.
[0243] Furthermore, the goals set for each character are generally fixed, and the same goals are set as the subject each time the simulation game is played. However, it may also include goals that change according to the progress of the main simulation game, or goals that players can choose to achieve for a particular character.
[0244] Additionally, upon completion of the training game, a trained character is generated. At the end of the training game, an evaluation score is calculated for each trained character, and a training level is derived based on this score. The evaluation score is calculated based on various parameters of the trained character at the time of completion, scores based on acquired skills, and other pre-defined formulas. The training information display screen shows the level, evaluation score, name, and registration date of the top 3 trained characters with the highest evaluation scores, based on the selected character.
[0245] Furthermore, although detailed explanations are omitted, multiple scripts are available for this simulation game. The basic gameplay style is common across all scripts, but some functions differ for each script. The simulation information screen displays the script selected when each character is being trained.
[0246] As mentioned above, players in Figure 9B The character selection screen 150 shows the ability to select a character to raise while checking various information about each character. Furthermore, when the next operation 154 is clicked in the character selection screen 150, the selected character is set as the character to raise, and the inheritance character selection screen 170 is displayed on the monitor 26.
[0247] <Registration of Inherited Roles>
[0248] Figure 9C This is the first image showing the character selection screen (170). Figure 9D This is the first image in the 180-degree view of the character development screen. Figure 9A This is the second image illustrating the character selection screen (170). Figure 9BThis is the third image in the character inheritance selection screen 170. The character inheritance selection screen 170 is used by players to register their inherited characters.
[0249] Inherited characters refer to characters that allow a character to inherit their stats, skills, etc. Players can choose two inherited characters from their own characters, as well as representative characters from other players (such as followers), according to specified extraction conditions, to add to their deck and register. Furthermore, only one representative character from another player can be added to the deck as an inherited character per character per game.
[0250] The succession character selection screen 170 includes an ability parameter display unit 152a, an aptitude parameter display unit 152b, a first succession character selection area 171a, and a second succession character selection area 171b. When the screen transitions from the training target character selection screen 150 to the succession character selection screen 170, as follows... Figure 9B As shown, the first inheritance role selection area 171a and the second inheritance role selection area 171b are displayed as empty columns.
[0251] When the first inheritance character selection area 171a or the second inheritance character selection area 171b is clicked, the following will be displayed: Figure 9C The screen shown is a list of characters you can raise. This list includes a "My Character" tag (181a) and a "Rent" tag (181b). Below these tags is a display area showing the list of characters you can raise. The display area shows the icons for the raised characters (182).
[0252] With my character tag 181a selected, as follows: Figure 9D As shown, the icon 182 corresponding to the character being developed by the player is displayed. Additionally, although the illustration is omitted, when the rental tab 181b is selected, the icon 182 corresponding to the character being developed by the friend is displayed.
[0253] Additionally, when the character development icon 182 is clicked, the character corresponding to icon 182 becomes temporarily selectable. Furthermore, when the character development icon 182 is clicked, as... Figure 10 The inherited character selection screen 170 is displayed as shown. At this time, for example, if the first inherited character selection area 171a is clicked and the training character overview screen 180 is displayed, and the training character icon 182 is clicked in the training character overview screen 180, the image of the training character that is temporarily selected is displayed in the first inherited character selection area 171a.
[0254] In this state, for example, when the second inherited character selection area 171b is clicked and the character development overview screen 180 is displayed, and the character development icon 182 is clicked in the character development overview screen 180, such as Figure 10 As shown, the image of the character being developed is displayed in the second inherited character selection area 171b, indicating that the character is in a temporary selection state.
[0255] In addition, information related to the inherited character used during character development is stored for each character being developed. This information is displayed in the first inherited character selection area 171a.
[0256] Figure 10 This is a diagram illustrating the inheritance lineage. In simulation games, based on the information possessed by inherited characters, various effects can occur, such as increasing the stats and aptitude parameters of the character being trained. Here, two inherited characters are set for one character being trained, and these inherited characters are previously generated characters. Therefore, when a character is generated as an inherited character, two inherited characters are also set for that character.
[0257] like Figure 9D As shown, the character to be raised in the upcoming main raising game is designated as the current generation. Additionally, two characters designated as inheritors for this character are designated as the first generation of inheritors. Furthermore, for the first generation of inheritors, two characters are designated as inheritors at the start of their raising. The two characters designated as inheritors when the first generation of inheritors is created are designated as the second generation of inheritors.
[0258] In this case, such as Figure 11 As shown, the characters that inherit from the first generation and the characters that inherit from the second generation have an effect on the current generation's character. As mentioned above, two inheriting characters (inheriting from the first generation) are set for each character, so a total of six characters will have an effect on one character.
[0259] For example, the first inheritance group consists of one of the two characters who inherited from the first generation and the two characters who inherited from the second generation. Similarly, the second inheritance group consists of the other of the two characters who inherited from the first generation and the two characters who inherited from the second generation.
[0260] like Figure 11As shown, the first inheritance character selection area 171a displays icons corresponding to the one character who inherits from the first generation and the two characters who inherit from the second generation, respectively, forming the first inheritance group. Similarly, the second inheritance character selection area 171b displays icons corresponding to the one character who inherits from the first generation and the two characters who inherit from the second generation, forming the second inheritance group.
[0261] Figure 12A This is a diagram illustrating the factor information. When the simulation game is completed, the character being simulated is registered as a simulation character, and at this time, factor information is associated with and stored for the simulation character, as detailed later. Specifically, when the simulation character's development is complete, the factors the simulation character receives are determined through a lottery or similar process. Then, factor information representing the determined factors is associated with the simulation character. In other words, when the simulation game is completed, the simulation character can obtain the factors selected in the lottery.
[0262] However, the factors acquired by a character during development do not affect the character's abilities themselves. For example, a developed character can participate in competitive games such as team-based games. In this case, the simulation and calculation process for determining the ranking and proceeding of the game is based on the ability parameters, aptitude parameters, and acquired skills of all participating developed characters. The factors possessed by the developed character are not used in the calculation process; therefore, even assuming a large number of factors, the game will not progress favorably.
[0263] The factors possessed by a character being developed, when that character is set as an inheritor character, only affect the character being developed. The factors that a character can acquire are categorized into several types. Figure 9C The data is categorized into four factor types: basic ability, aptitude, competition, role, and skill. Each factor can be assigned any of several levels. Specifically, the factor levels are set at three levels: Level 1, Level 2, and Level 3.
[0264] Furthermore, factor levels are determined through sampling. Alternatively, after determining the factors acquired for character development, the factor levels can be determined by sampling for each acquired factor. Or, a selection ratio can be set for each combination of factors and factor levels, and a specific combination pattern can be determined based on the set selection ratio. In this case, the acquired factors and factor levels are determined simultaneously.
[0265] Regarding factor levels, level 3 has the highest effect, and level 1 has the lowest. In the selection process that determines factor levels, level 3 has the lowest selection probability, and level 1 has the highest. However, it's also possible that the selection probability of the obtained factors and factor levels varies based on the outcome of the simulation game. In this case, for example, a character with higher ability parameters and evaluation scores could be assigned a higher factor level.
[0266] Basic ability factors are those that increase the values and maximum values of the ability parameters of the character being trained. There are five basic ability factors: Speed, Endurance, Strength, Perseverance, and Intelligence. Every character being trained will acquire one of these five basic ability factors. These five basic ability factors correspond to the five ability parameters: Speed, Endurance, Strength, Perseverance, and Intelligence. For example, if a character inherits the Speed factor from a first-generation or second-generation character, the value and maximum value of the Speed ability parameter of the trained character will increase.
[0267] Figure 9D This is a diagram illustrating the utility generated by basic ability factors. The increase in the value and the upper limit of each ability parameter vary depending on the factor level of the basic ability factor. For example, when the factor level of the speed factor is level 1, the ability parameter of the character's speed increases by "7"; when the factor level of the speed factor is level 2, the ability parameter increases by "13"; and when the factor level of the speed factor is level 3, the ability parameter increases by "21".
[0268] Therefore, assuming that all six characters (two inheriting from the first generation and four inheriting from the second generation) have a speed factor of level 3, the speed ability parameter of the character being trained can increase by a maximum of 126 (an increase of 21 x 6 characters).
[0269] However, each factor has a specific activation time and conditions. Therefore, even if the inherited character possesses these factors, they will not have any effect on the character being developed if the activation time and conditions are not met.
[0270] As mentioned above, the main game consists of multiple rounds, with certain rounds designated as factor activation rounds. For example, rounds 1, 31, and 55 of the main game are designated as factor activation rounds. In this case, round 1 is the first activation opportunity, round 31 is the second activation opportunity, and round 55 is the third activation opportunity. During each factor activation round, a decision is made regarding whether to activate each factor (inherited character). If a factor is determined to be an activation factor, its activation conditions are met, resulting in the corresponding effect.
[0271] Furthermore, the activation of basic ability factors is determined by a draw. The probability of selecting a factor to activate (the probability of activating a basic ability factor) can vary across the three factor activation rounds. In round 1, the activation probability of a basic ability factor is set to 100%, regardless of its level. However, in rounds 31 and 55, the activation probability of a basic ability factor differs depending on its level. For example, in rounds 31 and 55, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.
[0272] In the character selection screen 170, the ability parameters are displayed as the increase value in the first round. For example, in Figure 9D In this case, one successor character is temporarily selected to form the first succession group. The type and value of the ability parameter increase in the first turn are displayed by the temporarily selected successor character. Here, "+63" is displayed above the Strength ability parameter, indicating that the Strength ability parameter increases by 63 points in the first turn. Furthermore, the ability parameter display section 152a displays the value obtained by adding the increase value from the first turn.
[0273] In addition, Figure 9C In this scenario, two inheriting characters are temporarily selected to form the first and second inheritance groups. In this case, the types of ability parameters that increase in the first round through the two temporarily selected inheriting characters are displayed, along with their increase values. Here, the upper parts of the ability parameters for Speed, Strength, and Intelligence are displayed as "+21", "+63", and "+42", respectively, indicating that the ability parameters for Speed, Strength, and Intelligence increase by 21, 63, and 42 points respectively in the first round.
[0274] Furthermore, in the inheritance character selection screen 170, the increase values of ability parameters gained through inheritance characters forming the first inheritance group and the increase values of ability parameters gained through inheritance characters forming the second inheritance group are displayed in a recognizable manner. For example, in Figure 9D In the game, the "+63" mark displayed above the Strength ability parameter is distinguished by color from the "+21" and "+42" marks displayed above the Speed and Intelligence ability parameters.
[0275] Additionally, when a basic ability factor is activated, the upper limit of the corresponding ability parameter increases. The magnitude of this increase varies depending on the level of the basic ability factor. Furthermore, the magnitude of the increase also varies depending on the timing of the activation. For example, with the speed factor at level 1, the upper limit of the target character's speed ability parameter increases by "4" on the first activation. On the second and third activations, the upper limit of the speed ability parameter increases within the range of "1" to "4".
[0276] Furthermore, when the speed factor is at level 2, the maximum value of the target character's speed ability parameter increases by "9" upon the first activation, and increases within the range of "1" to "4" upon the second and third activations. Conversely, when the speed factor is at level 3, the maximum value of the target character's speed ability parameter increases by "16" upon the first activation, and increases within the range of "1" to "4" upon the second and third activations.
[0277] Furthermore, at the first activation opportunity, the upper limit of the capability parameter will necessarily increase by the value corresponding to the factor level. On the other hand, at the second and third activation opportunities, a selection process is conducted to determine whether to activate. Moreover, if activation is decided, a selection process is conducted to determine the increase value of the upper limit. In this case, it is also possible that the higher the factor level, the higher the probability of deciding to activate. Alternatively, it can be set that the higher the factor level, the higher the increase value of the upper limit.
[0278] Furthermore, the decision regarding whether a basic capability factor is activated can be made either on a factor-by-factor basis or individually for each utility. For example, if the activation of a single basic capability factor is determined on a factor-by-factor basis, let's assume that the activation of that basic capability factor is decided. In this case, the value of the corresponding capability parameter increases accordingly to the factor level, and the upper limit of the same capability parameter also increases.
[0279] On the other hand, when determining whether a basic ability factor is activated based on each utility, the decisions regarding whether to increase the value of the ability parameter and whether to increase the upper limit value are made separately through random selection. Therefore, in this case, for example, it is possible that only either the value of the ability parameter or the upper limit value of the ability parameter increases. In either case, in this embodiment, the basic ability factor is guaranteed to activate on the first activation timing. Thus, with the start of the main development game, the value and upper limit value of the ability parameter increase accordingly with the factor level.
[0280] Moreover, such as Figure 11 and Figure 12BAs shown, the initial upper limit value of the ability parameters displayed in the ability parameter display unit 152a of the inherited character selection screen 170 is updated to a value after adding the upper limit value increased by the basic ability factors. In this way, by displaying the initial upper limit value that takes into account the initial script calculation value and the calculation value generated by the basic ability factors, the convenience of selecting an inherited character is improved.
[0281] Figure 11 The suitability factors shown are those that increase the suitability parameters of the character being trained. There are six suitability factors: grassland, sand, short distance, mile, medium distance, and long distance. Each character being trained will always acquire one of these six suitability factors. These six suitability factors correspond to grassland suitability, sand suitability, short distance suitability, mile suitability, medium distance suitability, and long distance suitability, respectively. For example, if the character is inherited from the first generation or if the second generation includes a character with the grassland factor, the character's grassland suitability parameter will increase.
[0282] Furthermore, activation timing and conditions are set for suitability factors. In the rounds where factors identical to basic ability factors are activated, a decision is made regarding whether to activate each suitability factor. If an suitability factor is activated, the corresponding suitability parameter increases by one level. For example, in the first round, regardless of the factor level, the activation probability of the suitability factor is set to 100%.
[0283] For example, suppose the suitability factors for the three characters in the first inheritance group are grassland, short distance, and mileage, respectively, and the suitability factors for the three characters in the second inheritance group are grassland, short distance, and medium distance, respectively. In this case, the suitability for grassland and short distance for the target character increases by 2 levels, and the suitability for mileage and medium distance increases by 1 level.
[0284] For example, suppose the suitability factors for the three characters in the first inheritance group are all grassland, and the suitability factors for the three characters in the second inheritance group are all short-distance. In this case, the suitability for grassland and short-distance for the target character increases by 3 levels each. Alternatively, as another example, suppose the suitability factors for the three characters in the first inheritance group are all grassland, and the suitability factors for the three characters in the second inheritance group are grassland, short-distance, and miles respectively. In this case, the suitability for grassland for the target character increases by 4 levels, and the suitability for short-distance and miles each increases by 1 level.
[0285] However, in the first round, a limit is set on the increase of the suitability parameters. Specifically, in the first round, the upper limit of all suitability parameters is set to A. Therefore, assuming that the initial value of the target character's grass suitability is A, even if the inherited character has the grass factor, the grass suitability will not increase in the first round.
[0286] In contrast, in rounds 31 and 55, for each suitability factor, a selection is made based on the factor level to determine whether it should be activated. For example, in rounds 31 and 55, the activation probability of a level 3 suitability factor is set to 5%, the activation probability of a level 2 suitability factor is set to 3%, and the activation probability of a level 1 suitability factor is set to 1%. In rounds 31 or 55, when the activation of a suitability factor is determined through selection, the suitability parameter corresponding to that factor increases. Furthermore, in rounds 31 and 55, the upper limit of each suitability is increased from A to S. Therefore, in rounds 31 and 55, by activating suitability factors, the value of the suitability parameter can be increased to S.
[0287] In addition, the aptitude parameter display unit 152b on the inherited character selection screen 170 displays the value of the aptitude parameter after it increased in the first round.
[0288] Competition factors are those that increase the ability parameters of the character being trained. Competition factors are set for each high-difficulty competition (hereinafter referred to as factor-object competition) that can be participated in during the main training game. At the end of the training game, a lottery is held to determine whether the character will receive a competition factor for each factor-object competition in which the character was ranked first. If selected in this lottery, the character will receive the competition factor.
[0289] In addition, factor levels are set for each competition factor, and the factor level is determined by a draw for each competition factor that is determined to be obtained. Furthermore, there is no limit to the number of competition factors that a character can obtain; a character can obtain multiple competition factors.
[0290] Each competition factor has pre-set ability parameters that increase upon activation, along with their increase values. For example, competition factors include those that increase speed and those that increase strength. The higher the factor level, the greater the increase in the ability parameter.
[0291] In addition, activation timing and conditions are set for each competition factor. During the factor activation round, a decision is made regarding whether to activate each competition factor. If a competition factor is activated, the corresponding ability parameter increases. Furthermore, the activation rounds for competition factors are limited to rounds 31 and 55. Additionally, the activation probability of a competition factor during a factor activation round varies depending on the factor's level; the higher the factor's level, the higher the activation probability.
[0292] Character factors are inherent to a character. For example, if a character is raised to a specified level and its attributes are enhanced, the character factors set for that character will be automatically granted to that character upon completion of the raising game. Furthermore, only one character factor can be set for each character, so a raised character can obtain a maximum of one character factor. Additionally, if a raised character is created based on a character that has not been raised to the specified level, no character factors will be obtained.
[0293] Additionally, character factors can be activated during pre-set factor activation rounds, by being selected through a draw performed during those rounds. When a character factor is activated, an inspiration event occurs, as described above, which can inspire skills. Furthermore, when a character factor is activated, the maximum value of the specified ability parameters increases.
[0294] Figure 13A This diagram illustrates the effects generated by character factors. The increase in the upper limit of the ability parameter generated by character factors is limited to the second and third activation times. However, character factors may also be activated at the first activation time. When character factors are activated at the first activation time, as mentioned above, the character being trained gains skill inspiration, but the upper limit of the ability parameter will not increase.
[0295] Additionally, when a character factor is activated for the second or third time, in addition to gaining skill inspiration, the upper limit of the ability parameter also increases. Here, regardless of the factor level, the upper limit of the ability parameter increases within the range of "3" to "6". Furthermore, the increase in the upper limit can be determined, for example, through a lottery. Alternatively, it can be set so that the higher the factor level, the greater the increase.
[0296] Furthermore, in this embodiment, the ability parameters whose upper limits increase due to the activation of character factors are preset for each character factor. For example, through character factor A, the upper limit of endurance increases within the range of "3" to "6", and through character factor B, the upper limit of speed increases by "1" and the upper limit of perseverance increases by "2", or the upper limit of speed increases by "2" and the upper limit of perseverance increases by "2". In addition, regarding whether a character factor is activated, similar to the basic ability factors mentioned above, it can be determined either on a factor-by-factor basis or individually for each effect.
[0297] Figure 13B The skill factors shown are assigned based on the skills already acquired by the character. Specifically, at the end of the training game, for each acquired skill of the character, a selection process is performed to determine whether a skill factor will be acquired. By selecting a factor in this selection, a skill factor is assigned to the character. In other words, the character can acquire some or all of the skill factors corresponding to the acquired skills. Furthermore, when a skill factor is determined, its level is determined through a selection process.
[0298] Furthermore, skill factors can be activated during pre-set factor activation rounds, selected through a draw performed during those rounds. The higher the factor level, the higher the selection probability. When a skill factor is activated, an inspiration event occurs for each factor, granting the character the inspiration for the skill. Thus, the character being developed can acquire the same skills as those already obtained by inherited characters.
[0299] In this way, the acquisition of skill factors is determined within the range of skills already acquired by the character being developed. Therefore, the more skills a character has acquired, the higher the probability of acquiring skill factors. However, since the acquisition of skill factors is determined by a lottery, there are times when even if a character has acquired many skills, they may still not acquire skill factors.
[0300] Furthermore, it is set here that the character being developed acquires skill factors separately from the skills already acquired. However, it is also possible not to set skill factors and instead determine the skills that the character being developed can acquire based on the skills already acquired by the character being developed as the inheritor.
[0301] As mentioned above, the ability parameters of the character being developed vary greatly depending on the inherited characters included in the deck. Furthermore, even if the developed character has high inherent abilities, since the acquisition of factors is determined by drawing cards, a character with high inherent abilities isn't necessarily suitable as an inherited character. On the other hand, even if the developed character's inherent abilities are low, sometimes they can effectively function as an inherited character by acquiring a large number of high-level factors. Thus, by allowing the inclusion of inherited characters in the deck, the game not only offers the fun of developing powerful developed characters but also the enjoyment of developing characters that are effective as inherited characters.
[0302] Furthermore, in this embodiment, compatibility is determined among the character being trained, the character inheriting from the first generation, and the character inheriting from the second generation. Moreover, in the case of a combination of characters with good compatibility, the activation conditions of the factor become favorable.
[0303] Figure 13A This is a diagram illustrating the criteria for determining compatibility. Figure 13B This is a diagram illustrating the criteria for determining compatibility. For example... Figure 13B As shown, in this embodiment, seven judgment objects are set up, numbered No.1 to No.7. The first judgment object (No.1) is the current generation's character being trained and the character in the first inheritance group who inherits from the first generation. The second judgment object (No.2) is the current generation's character being trained and the character in the second inheritance group who inherits from the first generation.
[0304] The third judgment object (No. 3) is the character raised to inherit the first generation in the first inheritance group and the character raised to inherit the first generation in the second inheritance group. The fourth judgment object (No. 4) is the character raised to inherit the first generation in the current generation, the character raised to inherit the first generation in the first inheritance group, and the character raised by one of the two characters raised to inherit the second generation in the first inheritance group (character raised to inherit the second generation). The fifth judgment object (No. 5) is the character raised to inherit the first generation in the current generation, the character raised to inherit the first generation in the first inheritance group, and the character raised by the other character raised to inherit the second generation in the first inheritance group (character raised to inherit the second generation).
[0305] The sixth judgment object (No. 6) is the current generation's raised character, the raised character in the second inheritance group who inherited the first generation, and the raised character of the party in the second inheritance group who inherited the second generation (raised character A). The seventh judgment object (No. 7) is the current generation's raised character, the raised character in the second inheritance group who inherited the first generation, and the raised character of the other party in the second inheritance group who inherited the second generation (raised character B).
[0306] For each of the above-mentioned judgment objects, determine whether the judgment conditions for each of the multiple judgment items are met. Figure 9BAn example of the judgment item is shown. In this embodiment, as the game's world view, the following setting is made: the characters that can be selected as training targets are students, and each character undergoes training at a school.
[0307] Moreover, such as Figure 9C As shown, each character is pre-defined with settings such as grade level, colleagues, and close friends. Judgment criteria include whether the two or three characters being judged are in the same grade, colleagues, or close friends. Additionally, judgment criteria include whether the characters being judged have suitable running styles, distance adaptability, and track suitability.
[0308] Furthermore, each judgment item is associated with a corresponding expected value, and the expected values of the expected values of the judgment items that are established between the roles that are the judgment objects are accumulated. Here, the expected value of ...
[0309] For example, when determining compatibility, firstly, a determination is made regarding whether all determination items are true between the current generation's character (the first determination object) and the first generation's character (the first inheritance group's character). At this point, the compatibility expectation values associated with the true determination items are accumulated and counted. In this way, compatibility expectation values are counted sequentially from the first determination object to the seventh determination object, and the activation probability of factors is adjusted based on the finally calculated compatibility expectation values. That is, the higher the compatibility expectation value, the higher the activation probability of all factors; the lower the compatibility expectation value, the lower the activation probability of all factors.
[0310] Alternatively, the calculated expected value of the fit can be used as a correction value to calculate the activation probability. Another option, for example, is to set a correction value for each fit level to adjust the activation probability of the factor, and determine the fit level based on the calculated expected value of the fit.
[0311] As such, since the activation probability of a factor varies depending on the compatibility between the character being developed and the inherited character, or the compatibility between the inherited characters themselves, the combination of two inherited characters can significantly impact the development of the character being developed. In other words, the compatibility between characters is an important criterion when choosing an inherited character.
[0312] like Figure 9D , Figure 9A as well as Figure 9BAs shown, when an inherited character is selected, compatibility indicators representing the degree of compatibility are displayed in the upper right corner of the inherited character selection screen 170 and the character development overview screen 180. Here, three compatibility indicators—◎, 〇, and △—are used to represent the compatibility level based on the selected character. Furthermore, as... Figure 14A As shown, the compatibility marker is not displayed when no inherited role is selected.
[0313] In addition, such as Figure 14A As shown, a display toggle button 183 is provided in the character overview screen 180. When the display toggle button 183 is operated, a display condition setting screen (not shown) is displayed. In the display condition setting screen, players can set or filter the sorting of the character icons 182 displayed in the character overview screen 180, i.e., the characters that can be selected as inheritance characters.
[0314] Registration of Assistance Card
[0315] Figure 14B This is the first image in the assistance card arrangement screen 190. When two inheritance characters are registered in the inheritance character selection screen 170, the following is displayed: Figure 14A The assistance card arrangement screen 190 is shown. An assistance card display area 191 is provided in the center of the assistance card arrangement screen 190. The assistance card display area 191 includes multiple assistance card display frames 192. Additionally, a return operation unit 153 and a start operation unit 193 are displayed at the bottom of the assistance card arrangement screen 190.
[0316] Multiple (six in this case) assistance card display frames 192 are displayed in the assistance card display area 191. The number of assistance card display frames 192 displayed is the same as the number of assistance cards that the player can set. In addition, at the beginning of the assistance card arrangement screen 190, the assistance card display frames 192 are displayed as empty columns.
[0317] In this embodiment, players can set up 6 types of support cards in their deck. Furthermore, some of the 6 types of support cards a player can set up (e.g., 5 types) can be selected from the support cards the player already possesses. Additionally, another portion of the 6 types of support cards a player can set up (e.g., 1 type) can be selected from support cards that have been set as rental cards by friends or other players.
[0318] Figure 14B This is an image illustrating the assistance card selection screen 200. When in... Figure 15A When the assist card display box 192 (other than the assist card display box 192 displayed in the lower right corner) is clicked in the assist card arrangement screen 190, it is displayed on the monitor 26. Figure 15AThe assist card selection screen 200 is shown. The assist card selection screen 200 displays a list of card icons 201 corresponding to the assist cards held by the player. By clicking on the card icons 201 displayed in the assist card selection screen 200, the player can select an assist card.
[0319] Furthermore, although the illustration is omitted, when the assist card display box 192 shown in the lower right corner is clicked in the assist card arrangement screen 190, the assist cards set as rental cards by friends or players selected based on certain conditions such as draws will be displayed in the assist card selection screen 200. At this time, by clicking on the assist card displayed in the assist card selection screen 200, the player can select one of the friend's assist cards. In this way, players can use the assist cards held by other players in the simulation game.
[0320] Figure 15B This is a diagram illustrating the assistance card table. For example... Figure 15B As shown, the assistance card table stores the type of assistance character (character ID), rarity, skill level, and preferred training method for each type of assistance card held by the player (i.e., assistance card ID). There is a one-to-one correspondence between assistance characters and assistance card types. That is, each assistance card ID is associated with one character ID. In other words, one assistance card corresponds to one assistance character.
[0321] In this embodiment, each support card is assigned a rarity level. There are three rarity levels: R (Rare), SR (Super Rare), and SSR (Super Extra Rare). R is set as the lowest rarity, and SSR as the highest. In this embodiment, there is a tendency that the higher the rarity of the support card, the greater its support effect (described later). Furthermore, in this embodiment, there is a tendency that the higher the rarity of the support card, the more skills it possesses and the more support activities it can participate in (described later).
[0322] The assist cards have 50 levels, from level 1 to level 50. Players can increase the level of the assist cards, and the level of each card after being increased by the player is stored. Furthermore, assist card levels can be increased using in-game currency, items, etc. Additionally, there is a level cap for assist cards based on their rarity.
[0323] For example, the maximum level for assistance cards with a rarity of R is set at level 20, the maximum level for assistance cards with a rarity of SR is set at level 25, and the maximum level for assistance cards with a rarity of SSR is set at level 30.
[0324] Furthermore, the level cap can be increased in stages under specified conditions. For example, it can be set that the maximum level cap for an R rarity card can be increased to level 40, the maximum level cap for an SR rarity card can be increased to level 45, and the maximum level cap for an SSR rarity card can be increased to level 50.
[0325] Figure 15C This is a diagram illustrating the effect of assistance. For example... Figure 15C As shown, each assistance card stores multiple assistance effects. Assistance effects are those that increase various stats in the main game. Each assistance card can have multiple assistance effects applied to it. Examples of assistance effects that can be applied to stats such as stamina, speed, endurance, strength, perseverance, and intelligence.
[0326] Figure 15D This is a diagram illustrating the skills one possesses. For example... Figure 15D As shown, each support card has multiple skills. In this embodiment, just as each character has skills, support cards also have associated skills. The skills assigned to each support card can be acquired by the character the player chooses to raise through an inspiration event in the main character development game.
[0327] Figure 14C This is a diagram illustrating collaborative activities. For example... Figure 14C As shown, there are multiple assistance activities associated with each assistance card. Assistance activities refer to activities that may occur during the main gameplay. When an assistance activity occurs, the values of various states in the main gameplay may sometimes increase or decrease.
[0328] For example, the assistance activities to be performed can be determined either based on the number of rounds or through a predetermined lottery. Alternatively, multiple assistance activities can be selected within a single round. In any case, the assistance activities to be performed must be determined according to the pre-defined decision-making method.
[0329] In addition, assistive activities may also include inspirational activities and ability-building activities. Furthermore, inspirational activities may include a first inspirational activity that may occur at the start of a round in the training game, and a second inspirational activity that may occur after performing the training described later in the training game. Similarly, ability-building activities may include a first ability-building activity that may occur at the start of a round in the training game, and a second ability-building activity that may occur after performing the training game.
[0330] The first and second enlightenment activities are activities that enable the acquisition or possession of skills. Additionally, the first and second ability activities are activities that increase or decrease the values of a character's ability parameters. Hereinafter, the first enlightenment activities and first ability activities will be collectively referred to as "first activities," and the second enlightenment activities and second ability activities will be collectively referred to as "second activities."
[0331] Figure 14A This is the second image illustrating the assistance card arrangement screen 190. In this embodiment, when all six assistance cards are selected, as shown... Figure 9D As shown, the start operation unit 193 becomes operable. On the other hand, if not all six assistance cards are selected, such as... Figure 14C As shown, the start operation unit 193 is not operable.
[0332] Furthermore, when the return operation unit 153 is operated in the assistance card arrangement screen 190, the display 26 shows... Figure 16A The character selection screen shown is 170. Additionally, as... Figure 16A As shown, when the Start Operation Unit 193 is clicked in the Assist Card Arrangement Screen 190, the selected assist cards are temporarily registered and displayed. Figure 16B The final confirmation screen shown is 205.
[0333] Figure 16B This is an image illustrating the final confirmation screen 205. Figure 4 This is an illustration of the preset selection screen 205A. The final confirmation screen 205 displays the character the player has selected for training, the characters forming the first inheritance group, the characters forming the second inheritance group, and the support cards. Additionally, the final confirmation screen 205 displays a preset display unit 205a. The preset display unit 205a shows the number of the currently selected preset.
[0334] Here, a preset refers to the reservation information for a match in the main character development game that the character to be developed will participate in. Players can select any match from all matches to create a preset. Multiple presets can be saved, and one preset can be selected from the saved presets on the final confirmation screen 205. Specifically, when the preset display unit 205a is clicked, the preset display will show... Figure 19 The preset selection screen shown is 205A.
[0335] The preset selection screen 205A displays a preset loading button 206a corresponding to the saved preset. Players can set a preset by clicking any preset loading button 206a and then clicking the selection operation unit 206c. Furthermore, when the selection operation unit 206c is clicked, the preset selection screen 205A closes, and the final confirmation screen 205 is displayed. Additionally, when the cancel operation unit 206b of the preset selection screen 205A is clicked, the preset is not changed, and the preset selection screen 205A is displayed again.
[0336] Furthermore, when the Cancel Operation Unit 205c is clicked on the final confirmation screen 205, the Assist Card Arrangement Screen 190 is displayed. On the other hand, when the Start Operation Unit 205b is clicked, as shown... Figure 17A As shown, after team members have registered, the homepage screen 210 is displayed on monitor 26. Figure 17B ).
[0337] <Team Member Registration>
[0338] Figure 17A This is a diagram illustrating the types of characters. Figure 17B This is a diagram illustrating member IDs. The main game in this implementation features a storyline where the character being developed and 15 other characters form a team. During the preparation phase, the 15 characters forming the team are determined. Hereinafter, the characters chosen to be team members will be referred to as team members.
[0339] A role that can become a team member is one that is associated with a role card or support card provided by the operator. For example... Figure 18 As shown, roles that can be designated as team members are prioritized, with team members selected sequentially from roles with the highest priority. Here, the script linker role has the highest priority.
[0340] Scripted Link Characters are essential characters in the main story of the raising game. In this implementation, six characters are pre-set as scripted linked characters. If the character being raised is not a scripted linked character, the six scripted linked characters are designated as team members. Furthermore, if the character being raised is a scripted linked character, the other five scripted linked characters are designated as team members.
[0341] When the script linker is determined as a team member, the support roles are then determined as team members. As mentioned above, a support role is a role that has been associated with a support card. Here, the priority of the support role is set to be second only to the script linker. During the preparation phase, six support cards are arranged into a deck. Therefore, the team members can include six support roles that have been associated with the support cards arranged into the deck.
[0342] However, if the character associated with the support card is a script linker, that character has already been determined as a team member as a script linker. For example, suppose two of the six support cards in the deck are associated with script linkers. In this case, since two support characters have already been determined as team members as script linkers, the other four support characters are determined as team members.
[0343] Furthermore, although detailed explanations are omitted, the support roles include characters that can be set as training targets and special characters that cannot be set as training targets. Special characters are pre-set not to be determined as team members. Therefore, if all 6 support cards in the deck are associated with special characters, the number of support characters determined as team members is 0. Additionally, special characters are not included in the script link roles here. However, special characters can also be set as script link characters. Furthermore, it is also possible for a special character to be determined as a team member if it is a support character.
[0344] Then, once team members are determined from the script linker and assistant roles, any remaining team members are determined from other object roles. Other object roles refer to roles that can be determined as team members, excluding the development object role, script linker role, and assistant role. Furthermore, special roles are not included in the object roles.
[0345] For example, if 10 team members have already been determined from script linking and assisting roles, 5 more roles can be selected from other object roles. Here, other object roles are extracted, and roles to be set as team members are chosen from among the extracted roles. Alternatively, for example, roles used to fill gaps in the team can be prioritized, with roles selected in order of priority.
[0346] Associate the member ID with the role determined to be a team member. Here, for example... Figure 18 As shown, member IDs are set from 01 to 15. While detailed explanations are omitted, similar to the roles being developed, initial values for various parameters, such as ability parameters, are associated with each member ID. Generally speaking, the initial values associated with member IDs 01-06 are higher than those associated with member IDs 07-10. Furthermore, generally speaking, the initial values associated with member IDs 07-10 are stronger than those associated with member IDs 11-15. Therefore, the higher the priority of the role, the higher the initial abilities of the team members.
[0347] As mentioned above, once the development target role, inherited role, assisting role (assisting card), and team members are registered and stored, the preparation phase ends and the process moves to the development phase.
[0348] <Management during the development stage>
[0349] Once the preparation phase is complete, the character development phase begins. Through the development phase, the main game progresses by nurturing the character you are developing. Furthermore, for ease of understanding, the basic flow of the main game will be explained below.
[0350] Figure 18 This is a diagram illustrating the selection options in each round. In the script of this implementation, a goal is set for the character to be raised in the raising game. Here, as described above, a common goal is set for all the characters to be raised, based on the script ID registered during the preparation phase. Therefore, regardless of the type of character selected as a character to be raised, the player needs to help them achieve this common goal in the raising game.
[0351] like Figure 19 As shown, the main game consists of rounds 1 to 67. Each round, the player chooses an option to advance the game. When an option is selected, the round ends and proceeds to the next. During each round, various parameters are updated based on the player's chosen option. The following uses... Figure 19 and Figure 19 Explain the selected items.
[0352] Figure 19 This is an image illustrating the homepage screen 210. It is displayed on monitor 26 when the user transitions to the development stage. Figure 19 The homepage screen 210 is shown. At the top of the homepage screen 210 are a stamina display unit 211 and a physical condition display unit 212. A "stamina" parameter is associated with the character being trained. The "stamina" parameter is primarily used to calculate the probability of failure in the training process described later, i.e., the failure rate. The stamina display unit 211 displays the character's current "stamina" relative to its maximum value in a visually perceptible manner.
[0353] In addition, a "physical condition" parameter is set for the character being trained. The physical condition display unit 212 displays the current "physical condition" of the character being trained in a way that allows the viewer to visually grasp the character's current "physical condition" in multiple levels (very poor, bad, average, good, and excellent). The higher the "physical condition" parameter, the more advantageous it is for the character being trained in the competition. Furthermore, the greater the increase in ability parameters achieved through training.
[0354] In addition, such asFigure 18 As shown, the homepage screen 210 displays an image of the character to be trained, a status display unit 213, and a skill point display unit 214 in the center. The status display unit 213 shows the current status of the character to be trained. In the status display unit 213, the status of the character to be trained is represented by numerical values and letters indicating the levels based on those values. Specifically, in this embodiment, the numerical values and levels of each ability parameter—speed, stamina, strength, perseverance, and intelligence—are displayed. Furthermore, the skill point display unit 214 displays the number of skill points possessed by the character to be trained.
[0355] In addition, such as Figure 18 As shown, the lower part of the homepage screen 210 displays the following operation sections: Rest Operation Section 215a, Training Operation Section 215b, Skill Operation Section 215c, Health Room Operation Section 215d, Outing Operation Section 215e, Overseas Aptitude Operation Section 215f, and Competition Operation Section 215g. These operation sections can also be described as commands used to specify the actions of the character being trained. The commands in the Rest Operation Section 215a, Training Operation Section 215b, Health Room Operation Section 215d, Outing Operation Section 215e, and Competition Operation Section 215g are commands that end the current turn. That is, in each turn, one can choose any one of the commands in the Rest Operation Section 215a, Training Operation Section 215b, Health Room Operation Section 215d, Outing Operation Section 215e, and Competition Operation Section 215g.
[0356] However, as mentioned above, there are goals set for the character being trained. These goals include participating in a pre-set target competition and achieving a predetermined result. Thus, in a round where a target competition is set (hereinafter referred to as a competition-limited round), the competition operation unit 215g can be selected, but the rest operation unit 215a, training operation unit 215b, health room operation unit 215d, and outing operation unit 215e cannot be selected.
[0357] Additionally, during the limited rounds of the match, the Rest Operation Department 215a, Training Operation Department 215b, Infirmary Operation Department 215d, and Outing Operation Department 215e are grayed out and can no longer handle player actions. Therefore, during the limited rounds of the match, the player must operate the Match Operation Department 215g to make the character they are training participate in the match.
[0358] Players can select "Rest" as an option by operating the Rest control unit 215a. When "Rest" is selected, the character's stamina is restored. Additionally, players can select the training session to be performed by operating the Training control unit 215b.
[0359] Additionally, players can select "Skills" as an option by operating the Skill Operation Unit 215c. When a "Skill" is selected, the player can consume skill points to acquire any skill. Furthermore, the Skill Operation Unit 215c remains selectable throughout all turns. Even if the player acquires a skill by operating the Skill Operation Unit 215c, the turn does not end.
[0360] Additionally, players can select "Health Room" as an option by operating the Health Room control unit 215d. Selecting "Health Room" will eliminate negative parameters of the character being trained. Although detailed explanations are omitted, negative parameters can sometimes hinder the game's progress when set for the character being trained.
[0361] In the main training game, there are events where characters acquire negative parameters. These events cause the character being trained to acquire negative parameters. Additionally, the character also acquires negative parameters if training fails. Selecting the "Infirmary" while the character has negative parameters will remove them. However, sometimes selecting the "Infirmary" will not remove the negative parameters. Also, sometimes selecting the "Infirmary" will restore stamina. Furthermore, the Infirmary operation unit 215d is unselectable when the character does not have negative parameters.
[0362] Additionally, players can select "Go Out" as an option by operating the Out Operation Unit 215e. When "Go Out" is selected, the physical condition of the character being trained increases.
[0363] Additionally, players can select "Overseas Aptitude" as an option by operating the Overseas Aptitude Operation Unit 215f. Players can gain Overseas Aptitude by consuming Aptitude Points, which will be described later, by selecting "Overseas Aptitude." Furthermore, the Overseas Aptitude Operation Unit 215f is always set to be selectable throughout all turns. Even if a player gains Overseas Aptitude by operating the Overseas Aptitude Operation Unit 215f, the turn does not end. Details regarding Overseas Aptitude and Aptitude Points will be described later.
[0364] In addition, players can select the type of competition to have their character participate in by operating the competition control unit 215g.
[0365] When the character being trained performs any of the following actions: "Rest", "Train", "Infirmary", "Go Out", or "Participate in Competition", the current turn ends and the next turn begins.
[0366] Figure 18 This shows an example of the choices a player can make in each round. Figure 18In the diagram, ◎ indicates that the option must be selected, 〇 indicates that the option can be selected, and × indicates that the option cannot be selected. Additionally, △ indicates that depending on the parameters of the character being trained at the start time of each round, the option may or may not be selected. Furthermore, in this embodiment, as... Figure 19 As shown, the aforementioned "competitions" are roughly divided into "regular competitions" and "special competitions".
[0367] In this example, from round 1 to round 10, the "Match" option is unavailable; players can choose from options other than "Match". Additionally, there are multiple match-limited rounds, such as round 11, round 41, round 43, round 65, and round 67. In these match-limited rounds, players must choose between a pre-set regular match or a special match.
[0368] In other words, target matches and objectives within those matches are pre-set for the character being developed. Each target match has a predetermined ranking, and the round in which the target match is held is a limited-round match. Therefore, players must ensure their character participates in the target match within the limited-round match. Furthermore, the main game ends if the objectives for the target match are not met.
[0369] Furthermore, the script of this embodiment has the following storyline: the character being trained trains with team members with the goal of winning a competition overseas. Therefore, the regular competition is a domestic competition, while the special competition is an overseas competition. Additionally, in this embodiment, a representative exchange match is held after a set number of rounds. The representative exchange match is a competition between the character being trained and team members and a representative from overseas. Here, as... Figure 19 As shown, a total of four representative exchange battles will be conducted, from the first to the fourth. Furthermore, the goal of developing a character can also include achieving a specified ranking in the representative exchange battles.
[0370] In addition, such as Figure 20 As shown, a details icon 217 and an expectation display bar 218 are located in the upper left corner of the homepage screen 210. The expectation display bar 218 displays the current assistant points and the expectation level calculated based on the assistant points. Assistant points are parameters associated with the target character and team members respectively. For example, the assistant points of the target character increase through the execution of the SS competition described later. Additionally, for example, the assistant points of team members increase through the execution of joint training described later.
[0371] Furthermore, the conditions for the development target character and team members to obtain Assistant Points are not limited to this. For example, either or both of the development target character and team members can also obtain Assistant Points by participating in the target match. Additionally, Assistant Points can be randomly assigned each round. The development target character's Assistant Points are displayed in the Expectation Display panel 218 (in... Figure 21A The value is 7,777 pt.
[0372] Additionally, an information button 217a is provided within the details icon 217. When the information button 217a is activated, the team member dialog box 310, described later, is displayed. The team member dialog box 310 displays the assistant points, etc., for each role.
[0373] Figure 21B This is the first image illustrating training screen 220. Figure 20 This is the second image illustrating training screen 220. Figure 20 This is the third image illustrating training screen 220. When the training operation section 215b of the home screen 210 is operated, training screen 220 is displayed on monitor 26. (As shown...) Figure 21B As shown, training programs are displayed at the bottom of training screen 220. Here, speed operation unit 221a, endurance operation unit 221b, strength operation unit 221c, perseverance operation unit 221d, intelligence operation unit 221e, and SS competition operation unit 221f are displayed. Hereinafter, speed operation unit 221a, endurance operation unit 221b, strength operation unit 221c, perseverance operation unit 221d, intelligence operation unit 221e, and SS competition operation unit 221f will sometimes be collectively referred to as operation unit 221.
[0374] When the player operates the control unit 221, the training item corresponding to the control unit 221 that has been input becomes temporarily selected. At this time, the control unit 221 corresponding to the training item that is in the temporary selection state is highlighted. For example, in Figure 21A and Figure 20 The image shows the state where the endurance operation unit 221b is temporarily selected. Additionally, in... Figure 21B The image shows the state where the power operation unit 221c is temporarily selected.
[0375] Then, when an operation input is made again to the operation unit 221 which is in a temporary selection state, training corresponding to the operation unit 221 that was operated is executed. Specifically, when an operation input is made again to the speed operation unit 221a, endurance operation unit 221b, strength operation unit 221c, perseverance operation unit 221d, intelligence operation unit 221e, and SS competition operation unit 221f which are in a temporary selection state, training in speed, endurance, strength, perseverance, intelligence, and SS competition is executed respectively.
[0376] Here, the training level for each training item is displayed together in the speed operation unit 221a, endurance operation unit 221b, strength operation unit 221c, perseverance operation unit 221d, and intelligence operation unit 221e. The training level is a parameter that increases based on the number of training sessions for each training item. The higher the training level, the greater the increase in the ability parameter upon successful training, as detailed later. The training level is initially set to level 1 and can be increased to a maximum of level 5.
[0377] Furthermore, the speed operation unit 221a, endurance operation unit 221b, strength operation unit 221c, perseverance operation unit 221d, and intelligence operation unit 221e, which are in a temporary selection state, display a failure rate display unit 222. The failure rate displayed numerically in the failure rate display unit 222 is set to increase inversely proportional to the remaining stamina displayed in the stamina display unit 211.
[0378] Additionally, the status display unit 213 displays the increase in capability parameters when training is successful, corresponding to the operation unit 221 which is in a temporary selection state. Figure 21A and Figure 20 In the example shown, the endurance operation unit 221b is temporarily selected, and the endurance column of the status display unit 213 displays "+15" and the perseverance column displays "+5". Additionally, in Figure 21C In the example shown, the power operation unit 221c is temporarily selected, and the endurance column of the status display unit 213 is displayed as "+8" and the power column is displayed as "+10".
[0379] Additionally, sometimes a prescribed activity may occur after training is successfully completed. In this case, an activity notification display 223 is displayed on the operation unit 221 corresponding to the training item for which the prescribed activity will occur. Furthermore, the activity notification display 223 can be configured to display different modes depending on the type of activity.
[0380] Additionally, during rounds where training can be performed, roles may be configured in various training projects. The roles configured in training projects are team members and story characters defined in the script. During each round where training can be performed, for each role that may be configured in training, a random selection process is used to determine whether to assign that role to a training project and which training project to assign that role.
[0381] like Figure 21A As shown, in the upper right corner of the training screen 220, for each item in the temporarily selected operation unit 221, a configuration character icon 224 corresponding to the character configured in training (hereinafter referred to as the configuration character) is displayed. Furthermore, if training is successful, a prescribed activity associated with the configuration character may occur. In this case, an activity notification display 223 is shown on the corresponding configuration character icon 224.
[0382] Furthermore, when training is successfully performed with a configured role attached, the parameter increases of the target character are higher compared to when training is successfully performed without any configured roles attached. Additionally, training with configured roles will be referred to as joint training below.
[0383] Additionally, a bond gauge 224a is displayed below the character icon 224. The bond gauge 224a visually displays the bond parameters associated with the configured character. When the training of the associated configured character is successful, the bond parameters of that configured character increase. The higher the bond parameter value, the greater the increase in the ability parameters of the target character upon successful training.
[0384] Additionally, when a support character with a bond parameter of a specified value or higher is assigned to a designated training program, the program is set to be eligible for Friendship Training. If a training program with this option is selected and successfully completed, Friendship Training occurs. In other words, when training in a Friendship Training-eligible state is successfully completed, regular joint training is upgraded to Friendship Training. During Friendship Training, the increase in the target character's ability parameters is greater compared to regular joint training.
[0385] Furthermore, for each assistance card (assistant character), one of five training items—speed, endurance, strength, perseverance, and intelligence—is used as a preferred training area. Moreover, configuring an assistance character in preferred training and setting the assistance character's bond parameter to a specified value or higher are set as conditions for friendship training to occur.
[0386] Therefore, when a support character with a bond parameter of a specified value or higher based on a predetermined probability is assigned to the support character's preferred training, the training program is set to be eligible for Friendship Training. Furthermore, when a training program with the Friendship Training eligible state is selected and the training is successful, the ability parameters of the target character increase significantly compared to normal joint training.
[0387] Furthermore, the support cards (support characters) may also include support cards (support characters) that are not associated with any specific skill training. Moreover, it is also possible that, for support cards (support characters) not associated with any specific skill training, regardless of the training program configured for that support card (support character), the friendship training state can be set to occur only if the support character's bond parameter is at or above a specified value. Alternatively, it is also possible that, for support cards (support characters) not associated with any specific skill training, the friendship training state is not set to occur.
[0388] As described above, in this embodiment, the bond parameter of the assisting character is above a specified value, and the assisting character is configured in a pre-set training program to be in a state where friendship training can occur.
[0389] Figure 21B This is a diagram illustrating the training result notification screen 220a. As described above, when an operation input is made again to the operation unit 221 which is in a temporary selection state, training corresponding to the operation input to the operation unit 221 is performed. When training is performed, the training result notification screen 220a is displayed on the display 26. The training result notification screen 220a displays an image indicating whether the training was successful or failed.
[0390] Although illustrations are omitted, during typical joint training, images of the target character undergoing training are displayed on the training result notification screen 220a. The images displayed at this time are set for each training item. Furthermore, regarding the images corresponding to each training item, there is a success mode displayed when training is successful and a failure mode displayed when training fails.
[0391] Additionally, if training is successfully completed and the conditions for enabling friendship training are met, a special friendship training scene will be executed. This scene includes a display of the assisting character on the training result notification screen 220a. The assisting character displayed at this time is one that meets the conditions for enabling friendship training.
[0392] For example, suppose character A is configured as a support character in a speed training program. At this time, character A's bond parameter is set to a specified value or higher, and character A's (support card's) strength training is speed. In this case, the speed training program becomes a friendship training activity. In this state, the speed training program is selected, and the speed training is successful. In this case, an image including character A is displayed on the training result notification screen 220a.
[0393] Furthermore, sometimes multiple assisting characters configured in the same training exercise within a single round meet the conditions for a friendship training state to occur. For example, suppose four assisting characters, A, B, C, and D, are configured in an endurance training exercise. In this case, assume that characters A, B, C, and D all meet the conditions for a friendship training state to occur. In this situation, a friendship training-specific animation is executed, displaying characters A, B, C, and D simultaneously or sequentially on the training result notification screen 220a.
[0394] Furthermore, the Friendship Training-specific performances involve characters who meet the conditions for Friendship Training to occur training together with the character they are training. Therefore, it can be said that the conditions for Friendship Training to occur are not only set for training programs, but also for assisting characters.
[0395] Although the illustration is omitted, the icon 224 of the configured character corresponding to the configured character whose friendship training is enabled has an overlapping effect. This allows players to identify which configured character will participate in friendship training. Furthermore, when friendship training is enabled for any training program, the training operation section 215b on the home screen 210 also has an overlapping effect. Therefore, players can also see which characters are enabled for friendship training on the home screen 210.
[0396] Additionally, in the training result notification screen 220a, the ability parameters of the status display unit 213 are updated. That is, the ability parameters of the character being trained, corresponding to the training program selected by the player, are updated.
[0397] Here, Figure 21D or Figure 20 The value of the ability parameter displayed on the status display unit 213 is added up when training is successful. Additionally, the display on the stamina display unit 211 is updated according to the training program performed. If any of the speed, endurance, strength, or willpower training is successful, stamina decreases. Conversely, if the intelligence training is successful, stamina recovers.
[0398] Furthermore, in the event of training failure, prescribed penalties are imposed. Specifically, these penalties include a decrease in physical strength, a decrease in the value of ability parameters, and a reduction in physical condition. Moreover, it can be set such that, for example, penalties imposed when the failure rate is high are more detrimental than those imposed when the failure rate is low (e.g., a greater decrease in physical strength, a greater decrease in ability parameters, or a greater reduction in physical condition).
[0399] Additionally, the content of the penalty can be determined based on the training program. For example, it can be set so that if speed training fails, the value of the speed ability parameter decreases, and if strength training fails, the value of the strength ability parameter decreases. Furthermore, for some training programs (e.g., intelligence), it can be set so that no penalty is imposed even if the training fails.
[0400] Figure 20 This is a diagram illustrating activity screen 220b. Sometimes, activity screen 220b is displayed on monitor 26 when the display of training results notification screen 220a ends. Various activities are performed in activity screen 220b. Furthermore, sometimes multiple activities occur within a single round.
[0401] For example, in the event of a first or second inspirational event, a skill is inspired. When a skill is inspired, the player can consume skill points to acquire the skill. Multiple skills are available, and sometimes each skill activates a specific ability. Each skill has its own activation conditions and effects; when the respective activation conditions are met, the pre-defined effects are activated. Skills are sometimes activated during the execution of a match, as described later.
[0402] In addition to the first and second inspiration events that grant skill gains, the activities include stamina recovery events, stamina depletion events, first and second ability events that increase or decrease ability parameters, events that improve physical condition, and events that decrease physical condition. Furthermore, there are events that occur in pre-determined rounds and events that occur under predetermined selection conditions, details of which will be described later. There are also events that occur at the start of a round and events that occur before the end of a round. When all events have concluded, a homepage screen 210 related to the next round is displayed.
[0403] In addition, each team member is assigned an SS parameter and SS level. The SS parameter and SS level are parameters associated with each team member. The SS parameter consists of four levels from 0 to 3, and the SS level consists of five levels from 1 to 5. At the start of the main game, all team members' SS level is set to level 1, and the SS parameter level is set to "0".
[0404] like Figure 20 As shown, in training screen 220, a star gauge 225 is displayed to the left of the configuration role icon 224. The star gauge 225 displays the current SS parameters and SS level of the team member corresponding to the configuration role icon 224. Furthermore, the current SS parameters are represented by a gauge divided into three regions within the star gauge 225.
[0405] Specifically, when the SS parameter level is "1", such as Figure 20 Similar to the upper star bar 225 in the two star bars 225, the lower area of the three regions is displayed in black, while the middle and upper areas are displayed in white. Additionally, when the SS parameter level is "2", as in... Figure 22 Similar to the star gauge 225 located below, the lower and middle two areas of the three regions are displayed in black, while the upper area is displayed in white. Furthermore, although the illustration is omitted, when the SS parameter level is "0", all three areas are displayed in white, and when the SS parameter level is "3", all three areas are displayed in black.
[0406] Additionally, a privilege marker 225a is displayed above the star gauge 225. Privilege training is set for team members. Specifically, the member ID associated with a team member is pre-assigned one of five training types: speed, endurance, strength, perseverance, and intelligence, as privilege training. Therefore, team members are assigned privilege training corresponding to their associated member ID. Thus, even for the same character, different privilege training can be set for each character in each development game due to different assigned member IDs.
[0407] Privilege marker 225a reveals the privileged training of team members. Furthermore, when a team member's role is a support role, that role is associated with both the proficiency training set for the support card and the privileged training as a team member. In this case, the privileged training is sometimes the same as the proficiency training, and sometimes different from it.
[0408] Additionally, a reward marker 225b is displayed near the star gauge 225. Reward marker 225b indicates the additional reward earned when a character defeats a team member in the SS competition described later.
[0409] When joint training with team members is successful, the SS (Skill Level) parameters of all team members configured in the successful joint training increase. In a typical successful joint training scenario, the SS parameters increase by one level. Furthermore, in the case of friendly training, the SS parameters of the configured team members increase by two levels. However, a maximum of "3" is set for each SS level. Therefore, for example, if friendly training occurs during training with team members configured with an SS parameter level of "2", the SS parameter level of that team member will increase to "3".
[0410] Furthermore, team members whose SS parameters have reached the cap are configured and associated with the "SS Competition," which serves as a training exercise. The "SS Competition," as a training exercise, is activated by configuring at least one team member in it. In other words, a player can participate in an "SS Competition" if there is at least one team member whose SS parameters have reached the cap. Team members whose SS parameters have reached the cap are always configured in "SS Competitions," unlike other training exercises. Therefore, when the rewards a player desires are linked to team members, the player will always be able to participate in training with the desired team members.
[0411] Therefore, if no team member has reached the maximum SS parameter limit, players cannot participate in "SS Competition". Thus, in the absence of "SS Competition", if... Figure 22As shown, the SS competition operation unit 221f is displayed in gray. In this state, the SS competition operation unit 221f is disabled.
[0412] Furthermore, after deciding whether to assign team members to the "SS Competition," the next step is to decide whether to assign them to the "Match" held in the same round. In this case, team members assigned to the "SS Competition" will not be assigned to the "Match." Additionally, after deciding whether to assign team members to the "SS Competition" or "Match," the next step is to decide whether to assign each team member to each training program. In this case, each team member can be assigned to each training program regardless of whether they are assigned to the "SS Competition" or "Match." That is, team members can be assigned to either training program or both the "SS Competition" and "Match" in a single round. For team members assigned to the "SS Competition" or "Match," a random selection process is performed to assign them to other training programs, thus preventing a reduction in the options for joint training due to members favoring a particular training program.
[0413] Then, when the player activates the effective SS competition operation unit 221f, an SS competition is performed as training. An SS competition is a one-on-one battle between the character being trained and a team member, as detailed later. When an SS competition is performed, the SS level of the team member who battled the character being trained increases by "1". Additionally, at the same time, the SS parameter level is reset to "0".
[0414] Information operation unit 226 is displayed in the upper left corner of training screen 220. When information operation unit 226 is operated, SS competition information dialog box 300 is displayed.
[0415] Figure 20 This is a diagram illustrating the SS competition information dialog box 300. The SS competition information dialog box 300 has multiple team member information panels 301. Each team member information panel 301 is set for each team member. In other words, each team member information panel 301 corresponds to any one team member. As mentioned above, privileged training is set for each team member. In the SS competition information dialog box 300, the team member information panels 301 are displayed categorized according to each privileged training set for each team member. Figure 19 The text shows four team member information panels 301, but other team member information panels 301 can be displayed by sliding the text up and down in the SS competition information dialog box 300.
[0416] An icon representing a role is displayed on the left side of the team member information panel 301. This icon identifies which team member's information is being displayed in the team member information panel 301.
[0417] Additionally, a star gauge 225 is displayed on the right side of the team member information panel 301, allowing users to check the team members' current SS parameters and SS levels. Furthermore, three additional rewards are displayed in the team member information panel 301. As mentioned above, during SS competitions, when a character being developed defeats a team member who is their opponent, an additional reward is granted to the developed character. In this case, one additional reward is granted to the developed character.
[0418] At the start of the main game, three additional rewards are determined for all team members. These rewards are then assigned to the target character in a specific order. In the team member information panel 301, the reward assigned earlier in the order is displayed at the top. Specifically, if the target character defeats a designated team member in the next SS competition, the reward displayed at the top of the team member information panel 301 will be awarded. Conversely, if the target character defeats a designated team member in a subsequent SS competition, the reward displayed in the middle of the team member information panel 301 will be awarded.
[0419] Furthermore, when two additional rewards remain to be granted, a new order is determined for the three additional rewards initially decided at the start of the main game. For example, suppose the first of the three additional rewards initially decided at the start of the main game is granted to the character being developed. In this case, since two additional rewards remain to be granted, the order of the three additional rewards is re-determined. Thus, a total of five additional rewards are set as the planned additional rewards for this team member. However, even in this case, only the three additional rewards granted to the character being developed in the order of first to third are displayed in the team member information panel 301.
[0420] Subsequently, when the SS competition is further conducted and the character being trained wins 3 battles against members of that team, 3 additional rewards are granted to the character being trained. In this case, the originally planned additional rewards become two, and the order in which the 3 additional rewards are granted is determined at that point.
[0421] Furthermore, this setup assumes that three additional rewards are determined at the start of the main game. Then, during the main game, the order in which these three additional rewards are granted is determined. Therefore, a maximum of three additional rewards can be associated with a team member. However, during the main game, additional rewards different from those determined at the start of the game can also be determined through a lottery.
[0422] Additionally, for example, you can pre-set the additional rewards and their order for certain characters, such as script-linked characters. Alternatively, you can pre-set the additional rewards and their order for all characters.
[0423] Furthermore, when additional rewards are determined by drawing lots, it's possible to determine a new additional reward by drawing lots each time one additional reward is granted. Alternatively, at the start of the main game, a predetermined number (e.g., 10-20) of additional rewards can be determined by drawing lots for each team member. In this case, if all the predetermined number of additional rewards set for a team member have been granted, then as a second round, rewards can be granted sequentially starting from the first additional reward.
[0424] In addition, as supplementary rewards, there are the acquisition of aptitude points, status effects, skill inspiration, and stamina recovery. However, these are just one example; many other supplementary rewards are also available. The content of these supplementary rewards, determined by a lottery, can also vary for each team member. For example, the types of supplementary rewards that can be determined by a lottery can be pre-defined based on role type and member ID.
[0425] In the team member information panel 301, a reward marker 225b is displayed along with text indicating additional rewards. Additionally, as mentioned above, the reward marker 225b is also displayed near the star count bar 225 in the training screen 220. Only one reward marker 225b corresponding to the next additional reward to be awarded is displayed in the training screen 220 (see reference). Figure 23 ).
[0426] Additionally, a close operation unit 302 is provided at the bottom of the SS competition information dialog box 300. When the close operation unit 302 is operated, the SS competition information dialog box 300 becomes inactive, and the training screen 220 is displayed.
[0427] In addition, such as Figure 23 As shown, when the information button 217a of the details icon 217 displayed on the home screen 210 is operated, the team member dialog box 310 is displayed.
[0428] Figure 24 This diagram illustrates the team member dialog box 310. The team member dialog box 310 contains multiple role information panels 311. These role information panels 311 are set according to the character being developed and each team member. In other words, each role information panel 311 corresponds to either the character being developed or any one of the team members.
[0429] exist Figure 24The dialog box 310 displays four character information bars 311, but other character information bars 311 can be displayed by sliding the slider vertically within the team member dialog box 310. Furthermore, in the team member dialog box 310, the topmost character information bar 311 corresponds to the character being trained. Additionally, the character information bar 311 of team members with higher assistant points is displayed further up in the team member dialog box 310.
[0430] An icon representing a character is displayed on the left side of the character information bar 311. This icon allows you to identify which character's information is being displayed in the character information bar 311.
[0431] Additionally, a star gauge 225 is displayed to the right of the role information panel 311 corresponding to each team member, allowing users to confirm the team member's current SS parameters and SS level. Furthermore, the role information panel 311 displays the role's name and current assistant points.
[0432] Furthermore, the current expectation level is displayed at the top of the team member dialog box 310. As mentioned above, the expectation level is calculated based on the total points of the training target character and the team members' respective assistant points. The higher the total points, the higher the expectation level. Moreover, in this embodiment, an expectation level reward corresponding to the expectation level is assigned to the training target character. For example, an expectation level reward such as a 5% increase in the increase value of the ability parameter upon successful training is set. The currently assigned expectation level reward is displayed in the team member dialog box 310.
[0433] Furthermore, there is no particular limitation on the duration for which the expectation bonus effect is applied. For example, the expectation bonus effect could last until the end of the main game. Alternatively, a set number of turns could be set as the duration of the effect. Alternatively, the effect could end at the point in the main game when a specified event occurs.
[0434] Additionally, a close operation unit 312 is located at the bottom of the team member dialog box 310. When the close operation unit 312 is operated, the team member dialog box 310 becomes inactive and the home screen 210 is displayed.
[0435] Figure 24 This is the fourth image illustrating training screen 220. When team members are configured in the "SS Competition" training project (team members are associated with the "SS Competition" training project), as follows... Figure 24As shown, the SS competition operation unit 221f is activated. At this time, a character quantity display icon 227 is displayed at the top of the SS competition operation unit 221f. The character quantity display icon 227 displays "VS×n (n is an integer from 1 to 5)". The n in "VS×n" indicates the number of team members configured in the training project "SS competition".
[0436] exist Figure 25 In the example shown, it is displayed as "VS×2," indicating that two team members were configured in the training project "SS Competition." Figure 26A In the state shown, when the SS competition operation unit 221f is operated, "SS competition" becomes a temporary selection state. In the temporary selection state of "SS competition", the training screen 220 becomes the SS competition temporary selection screen 320.
[0437] Figure 26B This image illustrates the temporary selection screen 320 for the SS Competition. Similar to the regular training screen 220, the temporary selection screen 320 for the SS Competition displays the status display 213, skill point display 214, operation section 221, failure rate display 222, and event notification display 223. As described above, the SS Competition is a game where a character being trained battles against team members whose SS stats have reached their maximum limit in a one-on-one duel.
[0438] At the start of each round, team members whose SS parameters have reached the maximum are selected, as detailed later. If fewer than five team members are selected, all selected team members are chosen as opponents. Conversely, if six or more team members are selected, five team members are randomly selected as opponents. That is, in a single SS competition, a maximum of five team members are chosen as opponents. Alternatively, for example, the SS parameters of each team member can be checked individually to see if they have reached the maximum, and the process ends when five team members whose SS parameters have reached the maximum are selected.
[0439] Then, once team members are determined to be opposing teams, a win rate (or victory probability) is set for each opposing team member, based on the probability of the character being trained. This win rate is primarily calculated based on the evaluation score associated with the character being trained and the evaluation score associated with the opposing team member. The evaluation score is calculated based on parameters such as current ability parameters, aptitude parameters, and acquired skills, which are mainly referenced when deriving the match result. In other words, the evaluation score is a comprehensive parameter representing the character's strength in the match; the stronger the character, the higher the evaluation score. Furthermore, parameters used in calculating the evaluation score may include, for example, parameters unrelated to the match result, such as the number of supporters.
[0440] Figure 26A This is a diagram illustrating the formula for calculating the winning probability.Figure 26B This is a diagram illustrating the calculation of stamina. The win rate in SS competitions is based on... Figure 25 The calculation is based on the formula shown. That is, the win rate in an SS competition is calculated as (the character's rating ÷ the opponent's rating). 2 Calculated by multiplying by 50 and adding the "Stamina Bonus". Here, for example... Figure 25 As shown, the stamina bonus is determined based on the current stamina of the character being developed.
[0441] Specifically, the stamina of the character being trained is set using integers from 0 to 100. Furthermore, when the stamina of the character being trained is below 30, the stamina bonus is 0%; when the stamina of the character being trained is between 31 and 70, the stamina bonus is 5%; and when the stamina of the character being trained is above 71, the stamina bonus is 10%.
[0442] As mentioned above, the higher the rating of the character you are training is compared to the rating of your opponent, the higher your win rate in the SS competition. Additionally, the higher the stamina of the character you are training, the higher your win rate in the SS competition. However, the above formula for calculating the win rate in the SS competition is just one example. The parameters used in calculating the win rate in the SS competition are not limited to the rating and stamina mentioned above; other parameters can also be used.
[0443] For example, a correction value based on stamina can be applied instead of the aforementioned stamina calculation. Specifically, a correction value of -80% is applied when stamina is 0-1, a correction value of -50% is applied when stamina is 2-9, a correction value of -20% is applied when stamina is 10-19, and a correction value of 0% is applied when stamina is 20 or higher. Similarly, a negative correction value corresponding to stamina can be applied instead of the aforementioned stamina calculation.
[0444] Alternatively, for example, only the aforementioned physical strength-based correction value can be used as a parameter for calculating the win rate. In this case, the win rate can also be calculated by adding a negative correction value corresponding to physical strength to the baseline value. The baseline value can be a fixed value such as 100%. Alternatively, the baseline value can also be a value calculated based on the SS level or SS parameter.
[0445] Furthermore, the "physical condition" parameter can also be applied as a parameter when calculating the winning percentage in SS competitions. For example, an additive correction value can be set for cases where the "physical condition" is excellent, and a subtractive correction value can be set for cases where the "physical condition" is very poor, and these correction values can be added to, subtracted from, multiplied by, and divided by the aforementioned baseline value. Alternatively, the correction value based on the "physical condition" parameter and the aforementioned negative correction value corresponding to physical strength can be added to, subtracted from, multiplied by, and divided by the baseline value.
[0446] As mentioned above, by making the win rate change according to the timing of the SS competition, one can enjoy the strategic game of whether or not to execute the SS competition.
[0447] Then, when the SS Competition operation unit 221f is operated again in the temporary selection state of "SS Competition" as a training project, the SS Competition is executed. When the SS Competition is executed, the outcome of the training target character is determined for each opponent based on the win rate calculated at the start of the round. This outcome is determined by drawing lots. For example, with a win rate of 70%, a draw is performed with a probability of 70% for winning and 30% for losing. Thus, the outcome of the training target character is determined for each opponent.
[0448] Furthermore, during an SS match, all team members associated with that SS match play against each other. Therefore, players can wait until many team members are associated before engaging in an SS match all at once. Since each SS match consumes one turn, waiting until many team members are associated before engaging an SS match reduces the number of turns required for the match.
[0449] On the other hand, as mentioned above, team members' SS parameters are reset through the execution of SS competitions. In other words, if SS competitions are not executed, team members' SS parameters remain at their maximum level, and even with training, SS parameters and SS levels will not increase. Therefore, if SS competitions are not executed until many team members are associated with them, it will be difficult for team members' SS levels to improve. Thus, the timing of executing SS competitions requires a high degree of strategy from players, thereby increasing their willingness to play the game.
[0450] Return to Figure 27A In the SS competition temporary selection screen 320, the increase values of various parameters are displayed near the status display section 213 and the skill point display section 214. When an SS competition is performed, all ability parameters and skill points increase regardless of the outcome of the character being trained. That is, when an SS competition is performed, the increase values of ability parameters and skill points are given as a basic reward. In addition, the increase values of ability parameters are calculated in addition to the privilege training of team members who are the opponents. That is, the increase values of ability parameters consistent with the privilege training of team members who are the opponents are greater than the increase values of other ability parameters. Furthermore, when performing an SS competition, only the ability parameters consistent with the privilege training of team members who are the opponents may increase. Alternatively, for example, if the character being trained wins in an SS competition, the ability parameters consistent with the privilege training of team members who are the opponents may increase as an additional reward.
[0451] Furthermore, there are no specific limitations on the content of the base reward. For example, the base reward can vary based on the number of SS competitions completed or the number of wins so far, the number of opponents in this SS competition, the number of wins, the win rate, etc. Alternatively, for example, the higher the SS level of the opposing team members, the higher the base reward.
[0452] In this embodiment, victory rewards are given to the character being trained, in addition to the basic rewards. Here, assistant points are given as victory rewards. A point display area 321 is provided in the SS competition temporary selection screen 320. The current assistant points of the character being trained are displayed in the point display area 321. In addition, the assistant points awarded if all opponents are defeated are also displayed in the point display area 321 (here, 1,500). Furthermore, victory rewards include the aforementioned additional rewards. Alternatively, assistant points may be given as a separate basic reward from the victory rewards, or assistant points may be given as a basic reward in addition to victory rewards.
[0453] Additionally, the opponent information display bar 322 is displayed in the SS competition temporary selection screen 320. The opponent information display bar 322 is configured for each individual opponent. Figure 27A In the example shown, two team members are designated as opponents, resulting in the display of two opponent information panels 322. The opponent information panel 322 displays the opponent's character icon, star gauge 225, bond gauge 224a, and additional rewards that can be obtained if the target character wins.
[0454] Additionally, a win rate icon 322a is provided in the opponent information display panel 322. The win rate icon 322a displays a win rate marker corresponding to the win rate. For example, four symbols are provided: ◎, 〇, △, and ×. Players can use these win rate markers to understand the win rate of each opponent to some extent. Furthermore, the win rate icon 322a serves as a criterion for determining whether to participate in an SS competition.
[0455] Although illustrations are omitted, individual battle screens are displayed when an SS competition is executed. These individual battle screens inform the character whether they have defeated their opponent. If there are multiple opponents, the individual battle screens are displayed repeatedly. When all individual battle screens have finished displaying, the character is informed of their rewards and their status is updated.
[0456] As described above, in the main game of this embodiment, the character being trained undergoes training, including SS competitions, thereby increasing various parameters. As the parameters of the character being trained increase, their win rate in competitions also increases.
[0457] Figure 27A This is the first image on screen 240, illustrating the match selection process. When the match operation section 215g on the homepage screen 210 is accessed, the following is displayed: Figure 27B The match selection screen shown is 240. The match features gameplay where the character being developed competes against so-called non-player characters (hereinafter referred to as NPCs).
[0458] The upper part of the match selection screen 240 displays a stamina display 211 and a physical condition display 212. Additionally, the center of the match selection screen 240 displays a match selection operation 241 for selecting the match for the character to participate in. Furthermore, the lower part of the match selection screen 240 displays a start operation 242. Moreover, the matches that can be selected through the match selection operation 241 on the match selection screen 240 are preset for each round.
[0459] In addition, participation conditions are pre-set for each competition, allowing players to restrict their character's participation to only those competitions that meet the conditions. As mentioned above, sometimes a certain number of supporters is required for participation in a competition. For competitions where the required number of supporters is not met, such as... Figure 27B As shown, the participation conditions are displayed on the match selection operation unit 241 to indicate that the match cannot be selected. Additionally, in rounds where a target match is set as the objective, the match selection screen 240 displays that only the target match is selectable.
[0460] Figure 27C This is an illustration of the match start screen 250. When the start operation unit 242 is operated after selecting the match event through the match selection operation unit 241, the following screen appears: Figure 27D The match start screen 250 is shown. A strategy display section 251 is displayed in the center of the match start screen 250. Furthermore, the currently selected strategy (follow-up, center, front, lead) is highlighted in the strategy display section 251. Additionally, a change operation section 252 is displayed in the strategy display section 251. When the change operation section 252 is operated, a strategy change screen (not shown) is displayed on the monitor 26. Players can change their match strategy to any strategy by operating on the strategy change screen.
[0461] Additionally, a result operation unit 253 and a match operation unit 254 are displayed at the bottom of the match start screen 250. When the match operation unit 254 is operated, a match screen (not shown), i.e., a match motion image, is displayed on the monitor 26.
[0462] Figure 27C This is the first image in the 260-degree view showing the match results. Figure 27DThis is the second image illustrating the match result screen 260. When the aforementioned match motion graphics playback has ended and when the result operation unit 253 has been operated, the match result screen 260 is displayed on the monitor 26. In the match result screen 260, as shown... Figure 18 The ranking of the character being trained in the competition is displayed as shown. Additionally, in the competition results screen 260, as shown... Figure 28 The current character's rank (Class) is displayed as shown.
[0463] In this embodiment, the target character's rank is determined based on the number of supporters acquired. A range for the number of supporters is set for each rank. Here, the target character is categorized into one of eight rank tiers based on the number of supporters acquired. The match results screen 260 displays the cumulative number of supporters, obtained by adding the number of supporters acquired in this match to the number of supporters acquired previously. Furthermore, the current rank corresponding to the cumulative number of supporters is identified and displayed.
[0464] As described above, in this embodiment, the competition is broadly divided into regular competitions and special competitions. For example, in... Figure 28 As indicated by ◎, all special matches are set as target matches, requiring players to have their trained characters participate in special matches in rounds 41, 43, 65, and 67. As mentioned above, this script features domestic matches as regular matches and overseas matches as special matches, creating a storyline focused on winning overseas matches. Furthermore, to enhance the storyline, the script incorporates the unique difficulty of overseas matches within the game.
[0465] Figure 28 This is an illustration explaining the topics covered in the Representative Exchange Battles and Special Competitions. The main training game includes features specifically designed for Representative Exchange Battles and Special Competitions. Figure 29 The topics shown are each given a name (topic name). Here, topics such as "unfamiliar grass," "unknown track," "jet lag," "language barrier," "overseas food," "long-distance travel," "home field discomfort," "extreme tension," and "bad luck" are generally unique to overseas competitions.
[0466] Each training exercise has a debuff effect that activates during the target character's matches. A debuff effect is a negative effect that makes the match unfavorable for the character being trained. For example, the debuff effect of the training exercise "Unfamiliar Grassland" activates in all representative exchange battles and all special matches. When the debuff effect of the training exercise "Unfamiliar Grassland" activates, the target character's Grassland Adaptability becomes "G", and the Strength parameter is reduced by "-100".
[0467] Additionally, for example, the debuff effect of the "Unknown Track" topic is activated in all representative exchange battles and all special matches. When the debuff effect of the "Unknown Track" topic is activated, the mid-range aptitude of the character being trained becomes "G", and the stamina parameter is reduced by "-100".
[0468] Additionally, for example, the debuff effect of the "Bad Luck" quest activates in the second and fourth special matches. When the "Bad Luck" quest debuff activates, all ability parameters of the character being trained are reduced by 100.
[0469] Therefore, for example, in the second and fourth special matches, there are Figure 29 All the challenges and debuffs shown will activate, making it extremely difficult for the character you're training to win matches. For example, representative exchange battles and special matches are designed to make it difficult for the character you're training to win due to the activation of these debuffs.
[0470] However, each topic has its own associated overseas aptitude. Characters can acquire overseas aptitude by fulfilling specific acquisition conditions. Overseas aptitude has the effect of overcoming the corresponding topic. For example, when a character acquires the overseas aptitude "Overseas Grassland Aptitude," the topic "Unfamiliar Grassland" is overcome. By overcoming the topic "Unfamiliar Grassland," the debuffs associated with that topic are not triggered. Therefore, players need to acquire the required overseas aptitude before the rounds of representative exchange battles and special matches.
[0471] Figure 28 This is a diagram illustrating overseas suitability. For example... Figure 29 As shown, there are specific acquisition conditions for each overseas suitability, and the character being developed can acquire the overseas suitability once the acquisition conditions are met. For example, the acquisition conditions for the overseas suitability "Overseas Grassland Suitability" and "Longshang Arena Suitability" are set as 2 wins in SS competitions. Therefore, in the main development game, when the character being developed achieves 2 wins in SS competitions, they will simultaneously acquire the overseas suitability "Overseas Grassland Suitability" and "Longshang Arena Suitability".
[0472] Here, there are parameters for the suitability level associated with each overseas suitability. In this embodiment, the suitability level is set to three levels, from "1" to "3". When acquiring each overseas suitability, the suitability level is set to "1". In other words, when the acquisition conditions are met, the character being trained acquires a new overseas suitability with a suitability level of "1".
[0473] Furthermore, each overseas aptitude association has an effect based on its respective aptitude level. For example, an aptitude level of "1" for the overseas aptitude "Overseas Grassland Aptitude" is associated with an effect of "+5" in the "Perseverance" ability value upon successful training. Similarly, an aptitude level of "1" for the overseas aptitude "Longshang Track Aptitude" is associated with an effect of "+5" in the "Endurance" ability value upon successful training.
[0474] Furthermore, the "Overseas Grassland Adaptability" aptitude level "2" is associated with two effects: overcoming challenges and increasing grassland adaptability. The challenge-overcoming effect is to overcome the challenge "Unfamiliar Grassland" that corresponds to the Overseas Grassland Adaptability. Therefore, when the Overseas Grassland Adaptability aptitude level 2 is achieved, the debuff effect of the challenge "Unfamiliar Grassland" will no longer activate in the target match.
[0475] Furthermore, the Grassland Adaptability Boost effect targets characters with a Grassland Adaptability of "B" or lower, and subsequently raises their Grassland Adaptability to "A" during the main game. Moreover, the Grassland Adaptability Boost effect is not limited to Representative Battles and Special Matches; it also activates in regular matches. Therefore, in this script, for example, even if a character with a Grassland Adaptability of "G" is selected as a character to train, the main game can progress in the same way as if a character with a Grassland Adaptability of "A" were selected.
[0476] Therefore, even characters whose grass aptitude is set to "G" and who are not originally suitable for this script can be developed by players.
[0477] However, the effect of increasing grassland aptitude is limited to the simulation game. Specifically, in this embodiment, when the simulation of a character is completed, the character that was simulated in the simulation game is stored as the simulated character. The simulated character inherits various parameters from the simulated character, including the final ability parameters, aptitude parameters, and acquired skills from the simulation game.
[0478] However, the effects triggered by acquiring overseas aptitude are limited to the raising game. Therefore, for example, even if the grass aptitude of the character being raised changes from "G" to "A" by acquiring the aptitude level 2 of the overseas aptitude "overseas grassland aptitude", the grass aptitude of the character being raised will still be "G" when the raising game is completed.
[0479] Similarly, the "Longshang Track Suitability" suitability level "2" for overseas suitability is associated with two effects: overcoming challenges and increasing mid-range suitability. The overcoming challenges effect is to overcome the challenge "Unknown Track" that corresponds to the overseas suitability "Longshang Track Suitability". Therefore, when the overseas suitability "Longshang Track Suitability" suitability level 2 is obtained, the debuff effect of the challenge "Unknown Track" will no longer activate in the target race.
[0480] Furthermore, the mid-range suitability boost effect targets characters with a mid-range suitability of "B" or lower, and changes their mid-range suitability to "A" in the main game. Moreover, the mid-range suitability boost effect is not limited to representative exchange battles and special matches; it also activates in regular matches. Therefore, in this script, for example, even if a character with a mid-range suitability of "G" is selected as a character to train, the main game can progress in the same way as if a character with a mid-range suitability of "A" were selected.
[0481] However, the effect of this mid-range aptitude increase is limited to the training game. Therefore, for example, even if the mid-range aptitude of the character being trained changes from "G" to "A" by obtaining the aptitude level 2 of the overseas aptitude "Longshang Arena Aptitude", the mid-range aptitude of the character being trained will still be "G" when the training game is completed.
[0482] Furthermore, it is set here that the effect of increasing aptitude parameters by obtaining aptitude level 2 of overseas aptitude is limited to the raising game. However, it is also possible that if aptitude parameters increase by obtaining aptitude level 2 of overseas aptitude, the increased aptitude parameters are inherited by the raised character.
[0483] Furthermore, the competition results are primarily derived based on ability parameters, aptitude parameters, and acquired skills. The calculations are performed in a way that the higher the values of the ability and aptitude parameters, and the more skills acquired, the more favorable the competition results. Here, two topics related to aptitude parameters and overseas aptitude are set up, such as... Figure 29 and Figure 30 As shown, other topics and overseas suitability mainly relate to capability parameters and the effectiveness of training execution.
[0484] Here, overseas aptitude necessarily corresponds to a specific topic, and the effect of overcoming that topic is always set to aptitude level "2". Therefore, the character being developed cannot overcome the topic simply by acquiring overseas aptitude. Figure 30 As shown, the required number of aptitude points is set for each aptitude level "2" and "3" for each overseas aptitude. Players who have already obtained an overseas aptitude level "1" can consume aptitude points to obtain an overseas aptitude level "2" or "3".
[0485] Furthermore, this is set up so that the effect of overcoming the problem is associated with fitness level "2" for all overseas fitness levels, but this is just one example. For example, the effect of overcoming the problem could also be associated with fitness level "1". Alternatively, the fitness level of the effect of overcoming the problem could vary depending on the type of overseas fitness. Also, this is set up so that all overseas fitness levels necessarily correspond to one problem, but overseas fitness levels that do not correspond to a problem can also be set. Additionally, problems that cannot be overcome by acquiring overseas fitness can also be set.
[0486] Figure 30 This is an image illustrating the overseas compatibility acquisition screen 330. When the overseas compatibility operation unit 215f is operated on the homepage screen 210, it displays... Figure 30 The screen shown is 330, where players can acquire overseas aptitude through input actions displayed in the overseas aptitude acquisition screen 330.
[0487] In the overseas aptitude acquisition screen 330, an overseas aptitude icon 331 corresponding to the overseas aptitude is displayed. The overseas aptitude icon 331 corresponds to any one overseas aptitude. The overseas aptitude icon 331 displays the currently acquired aptitude level for the corresponding overseas aptitude. However, the overseas aptitude icon 331 corresponding to an unacquired overseas aptitude is displayed as "Unacquired" and is grayed out as shown by the cross-shading in the figure.
[0488] When a player interacts with the overseas aptitude icon 331, the overseas aptitude corresponding to the interacted icon 331 becomes selected. An effect display bar 332 is located at the bottom of the overseas aptitude acquisition screen 330. The effect display bar 332 displays the effects of the selected overseas aptitude at each aptitude level. The effect display bar 332 includes a selection aptitude level display section 332a, a left button 332L, and a right button 332R.
[0489] The suitability level selection display unit 332a displays the suitability level currently selected by the player. When the left button 332L is pressed, the selected suitability level is decremented by 1, and when the right button 332R is pressed, the selected suitability level is incremented by 1. That is, the player can change the selected suitability level within the range of 1 to 3 by pressing the left button 332L or the right button 332R.
[0490] Additionally, the overseas aptitude acquisition screen 330 includes an aptitude point display bar 334 and a point consumption display bar 335. The aptitude point display bar 334 shows the aptitude points currently possessed by the character being trained. The point consumption display bar 335 shows the number of aptitude points required to obtain the overseas aptitude level that is currently selected.
[0491] exist In the example shown, the overseas aptitude "overseas grassland aptitude" aptitude level "2" has already been obtained. Thus, when the obtained aptitude level is displayed in the aptitude level selection display unit 332a, "0" is displayed in the point consumption display bar 335. In addition, in the effect display bar 332, the number of aptitude points required to obtain the overseas aptitude level is displayed in the column showing the effect of the aptitude level that has not been obtained.
[0492] exist In the example shown, for instance, if the player operates the right button 332R, the selected aptitude level is updated to "3". In this case, 250pt is displayed in the points consumption display bar 335. In this state, when the decision operation section 336, located at the bottom of the overseas aptitude acquisition screen 330, is operated, the character being trained acquires the overseas aptitude "Overseas Grassland Aptitude" aptitude level "3".
[0493] Alternatively, even if the character being trained doesn't have enough aptitude points to raise their aptitude level, the aptitude level displayed on the aptitude level selection display 332a can still be raised by pressing the right button 332R. However, in this case, it's best to set the decision operation unit 336 to not accept operations, or to display a pop-up window such as "conditions not met" even if the operation is accepted. In short, it's sufficient to configure it so that aptitude points cannot be consumed to obtain overseas aptitude when the aptitude level cannot be raised.
[0494] Additionally, an acquisition condition button 337 and an effect button 338 are located in the center of the overseas-adaptive acquisition screen 330. When the acquisition condition button 337 is pressed, the following is displayed: Figure 31 The dialog box 340 showing the conditions for obtaining the desired result is displayed. Additionally, when the effect button 338 is pressed, the following is displayed: Figure 32 The effect shown in the dialog box 350 is a preview.
[0495] Figure 31 This diagram illustrates the Acquisition Conditions Overview dialog box 340. The Acquisition Conditions Overview dialog box 340 displays multiple Overseas Adaptability Display Bars 341 corresponding to any given Overseas Adaptability. The Overseas Adaptability Display Bars 341 display the acquisition conditions required to achieve an Overseas Adaptability level of "1" in text form. Furthermore, the achievement level of the acquisition conditions is visually displayed, showing "Achieved" in the Overseas Adaptability Display Bar 341 corresponding to already achieved Overseas Adaptability. Additionally, a close operation unit 342 is provided at the bottom of the Acquisition Conditions Overview dialog box 340. When the close operation unit 342 is operated, the Acquisition Conditions Overview dialog box 340 becomes inactive, and the Overseas Adaptability Acquisition Screen 330 is displayed.
[0496] Figure 32 This is an illustration of the Effects Overview dialog box 350. The Effects Overview dialog box 350 displays a summary of the effects granted by acquiring Overseas Adaptability. The Effects Overview dialog box 350 also includes a Task Overcoming Status Display bar 351. The Task Overcoming Status Display bar 351 displays a summary of the tasks set for the Representative Exchange Battle and Special Competition. Furthermore, the Task Overcoming Status Display bar 351 clearly indicates whether each task has been overcome or not.
[0497] Furthermore, the effect overview dialog box 350 includes a match effect display bar 352 and a training effect display bar 353. The match effect display bar 352 displays all effects activated during the match based on the acquired overseas aptitude. The training effect display bar 353 displays all effects activated during training, including SS competitions, based on the acquired overseas aptitude. Additionally, a close operation unit 354 is located at the bottom of the effect overview dialog box 350. When the close operation unit 354 is operated, the effect overview dialog box 350 becomes inactive, and the overseas aptitude acquisition screen 330 is displayed.
[0498] As described above, this implementation of the raising game requires a high degree of strategy, necessitating the execution of SS competitions and the acquisition of overseas aptitudes at optimal times. Furthermore, players can choose which overseas aptitudes to acquire based on the character they want to raise and their raising strategy, making it easy to raise any type of character and allowing players to develop characters according to their own plans. Below, we will explain the handling at the start of each turn while supplementing the above-mentioned SS competition.
[0499] Figure 33 This is a diagram illustrating the general flow of the round-start processing. The training phase processing includes the round-start processing performed at the beginning of each round in the training game. Details regarding round-start processing will be discussed later, but the general flow is explained here. Furthermore, the round-start processing described below is performed in rounds other than the match-limited rounds, i.e., rounds where training can be selected.
[0500] In the main character development game, decisions are made each turn regarding whether to trigger various events. Events are broadly categorized into three types: scripted events, the aforementioned dedicated events for each character being developed, and assistance events. Furthermore, scripted events, dedicated events, and assistance events that can appear in the main character development game are pre-defined for each script.
[0501] Script activities refer to activities designed for each script in the main simulation game. In this implementation, multiple scripts are provided, and players can choose one. Script activities appear according to each script selected by the player. In other words, the script activities appearing in the main simulation game are determined based on the script selected by the player.
[0502] In addition, script-specific activities and script-common activities can be set within script activities. A script-specific activity is an activity that is associated with only one script. For example, a script-specific activity associated with the first script will only appear if the first script is selected, and will not appear if other scripts are selected.
[0503] Furthermore, script-common activities refer to activities that occur commonly in multiple scripts. Therefore, script-common activities occur in both the case where the first script is selected and the case where the second script is selected.
[0504] Here, it's set up that, as a script activity, there are both a script-specific activity and a script-common activity. However, it's also possible to set only either the script-specific activity or the script-common activity.
[0505] As mentioned above, dedicated events are pre-designed events for each character. These events appear in the main character development game for characters that the player has registered as development targets during the setup game, i.e., the preparation phase.
[0506] As mentioned above, assistance activities are pre-defined activities for each assistance card. These activities appear in the main training game and are associated with the assistance cards registered by the player in the setup game. Assistance activities include a first activity that may occur at the start of a round, and a second activity that may occur after training is completed. Regarding the first activity, whether it occurs at the start of a round is determined based on a randomly generated random number and the first activity table.
[0507] Regarding the second activity, after processing the decisions for each assistant role configured during training, a decision on whether to occur is made based on a randomly obtained random number and the second activity table. Furthermore, the decision on whether to occur for the second activity is made only for the configured assistant role if one was configured during training.
[0508] Furthermore, in this embodiment, the first activity is not limited to selecting an assist activity associated with an assist card registered by the player in the deck during the preparation phase, but can also be selected with an assist card associated with an assist card chosen from all assist cards installed in the game through a draw. However, the probability of selecting an assist activity associated with an assist card registered in the deck is higher than the probability of selecting an assist card activity associated with an assist card not registered in the deck.
[0509] In this way, the appearance of script-based activities is determined based on the script itself. Furthermore, regarding dedicated activities and assistance activities, their appearance is determined based on the character being trained and the assistance card, respectively. These activity types are distinguished according to the information referenced when deciding whether an activity will appear.
[0510] In contrast, in this embodiment, each activity is categorized into one of six activity categories based on the content generated by the activity's occurrence. Here, each activity is categorized into one of the following activity categories: First Inspiration Activity, Second Inspiration Activity, First Ability Activity, Second Ability Activity, Adaptability Activity, and Story Activity.
[0511] As mentioned above, the first and second inspirational activities are activities that enable the character to acquire or possess skills. Additionally, the first and second ability activities are activities that increase or decrease the ability parameters of the character being trained. The suitability activities are activities that increase or decrease the suitability parameters of the character being trained. Story activities are activities that display stories related to the characters appearing in the training game. Furthermore, in addition to displaying the story, ability and suitability parameters may sometimes change during story activities.
[0512] Here, script activities include first-stage inspirational activities, second-stage inspirational activities, first-stage ability activities, second-stage ability activities, suitability activities, and story activities. Additionally, dedicated activities and assistance activities include first-stage inspirational activities, second-stage inspirational activities, first-stage ability activities, and second-stage ability activities. Furthermore, dedicated activities may also include story activities.
[0513] In this embodiment, the round start processing includes processing for determining script activities and processing for determining dedicated activities. Furthermore, illustrations and explanations regarding the processes for determining script activities and dedicated activities are omitted here. Moreover, the round start processing includes... Figure 33 The processes shown include "determining whether to conduct the first activity," "determining SS competition information," "determining whether to configure a character and their training program," "setting the possibility of friendship training," "determining the increase value of ability parameters," "determining the failure rate of training," and "setting the possibility of conducting the second activity." In addition, various other processes are performed during the start-of-round process, but they will be explained in turn here. Figure 33 The processing shown.
[0514] <Handling of whether the first activity should occur>
[0515] In the process of deciding whether the first event will occur, the first event is determined by drawing lots from all assist events associated with all assist cards provided by the operator. At this time, the probability of selecting assist events associated with assist cards registered by the player in the deck during the preparation phase is set to be high.
[0516] <Determining the Processing of SS Competition Information>
[0517] At the start of the round, SS competition information is determined. SS competition information refers to various information related to the SS competition. In the process of determining SS competition information, firstly, at the start of the round, all team members whose SS parameters have reached their maximum are extracted. If the number of extracted team members is less than 5, then all extracted team members are associated with the training project "SS Competition".
[0518] On the other hand, if more than 6 team members are extracted, then 5 team members are selected from the extracted team members to be associated with the training project "SS Competition". Here, the selected 5 team members are associated with "SS Competition". In addition, as mentioned above, it is also possible to check whether the SS parameters of each team member have reached the upper limit one by one, and the processing ends when 5 team members whose SS parameters have reached the upper limit are extracted.
[0519] <Deciding whether to configure a role, and processing the training programs for the role>
[0520] Once the SS competition information is determined, the roles to be assigned in the competition or training program are then decided. First, roles assigned in the competition are determined by random selection. Furthermore, as mentioned above, roles (team members) associated with the "SS competition" are excluded from the process of determining roles assigned in the competition. Then, after deciding whether to assign roles to the "SS competition" and the "competition," it is then decided whether to assign them to training programs for each role. Furthermore, for all roles being processed, regardless of whether they are assigned to the "SS competition" or the "competition," the process of determining the training program to which roles will be assigned is executed. However, it is also possible to configure roles already assigned to the "SS competition" or the "competition" not to be assigned to training programs other than the "SS competition."
[0521] Figure 34 This is a graph illustrating the configuration ratios for training items. A configuration decision table is stored in player terminal 1 and server 1000, and the training items to be configured for a character are determined based on this table. In this embodiment, based on character identification information, the training items to be configured for all assist characters, script linking characters, story characters, and other team members are determined.
[0522] Here, the configuration decision table is set according to the identification information of each role, and the configuration ratio for each training item is different in each configuration decision table. Specifically, according to the configuration decision table used for assistant roles and script linking roles, the decision to not configure in any training ("None" in the figure) is set to 10%, and the decisions to configure in the training items of speed, endurance, strength, perseverance, and intelligence ("Speed", "Endurance", "Strength", "Perseverance", and "Intelligence" in the figure) are all set to 18%. This configuration decision table for assistant roles and script linking roles is used when the role whose configuration is to be determined is set as an assistant role and is also set as a script linking role.
[0523] Additionally, according to the configuration decision table for script linking roles, the decision to not configure in any training is set to 20%, while the decision to configure in training programs of speed, endurance, strength, perseverance, and intelligence is set to 16%. This configuration decision table for script linking roles is used when the target role is not set as an assisting role but is set as a script linking role.
[0524] Additionally, according to the configuration decision table for assistant roles, the decision to not configure in any training is set to 30%, while the decision to configure in training programs of speed, endurance, strength, perseverance, and intelligence is set to 14%. This configuration decision table for assistant roles is used when the target role is set as an assistant role and not as a script linking role.
[0525] Additionally, according to the configuration decision table for other roles, the decision to not configure in any training is set to 50%, while the decision to configure in speed, endurance, strength, perseverance, and intelligence training programs is set to 10% each. The configuration decision table for other roles is used when the target character is not set as a support character or a script linking character. Furthermore, the configuration decision table for other roles can also be used, for example, when the target character is a story character.
[0526] Furthermore, as mentioned above, there are training preferences for assist cards (assistant roles). When the target role is an assist role, it can also be based on... Figure 34 The configuration decision table shown can be modified to increase the probability of selecting a particular training item for an assistance card. Alternatively, for example, some or all assistance cards (assistant roles) can be associated with effects that increase the probability of being configured for a specific training item. For assistance roles associated with such effects, the configuration probability of being configured for the specified training item can be changed to increase.
[0527] In addition, a maximum number of configured characters is set for each training item. Here, "5" is set as the maximum number of configured characters for all training items. Therefore, the maximum number of configured characters in one training item is "5".
[0528] In addition, as described above, for each character, the training items to be associated with the character are determined. At this time, the order of determining the characters of the training items is arbitrary. Moreover, for example, in the case where the configured characters with the maximum number of configured characters have been determined in the training item where the character is to be configured, it is also possible to determine that the character is not configured in any training item. Or, for the training item that has reached the maximum number of configured characters, it can also be regarded as not being an object of lottery and the configuration probability of other training items can be changed.
[0529] However, the maximum number of configured characters is not necessary, and the configured characters can also be configured into the training items according to the lottery result. In addition, the method of determining the training items for which the characters are to be configured is not particularly limited.
[0530] When the configured characters are determined as described above, the configured characters are associated with each training item. Moreover, the configuration information in which the training item and the configured characters are associated is stored in the player terminal 1 and the server 1000.
[0531] <SSS Contest Launch Lottery>
[0532] Return to Figure 33 When the configuration of each character into the training item is determined, then the SSS Contest Launch Lottery is executed. In this embodiment, an SSS contest is set that is positioned higher than the level of the SS contest. Specifically, when the launch condition of the SSS contest is satisfied, the SS contest is upgraded to the SSS contest. The launch condition of the SSS contest includes being selected in the SSS Contest Launch Lottery. However, an execution condition is set for the SSS Contest Launch Lottery, and the SSS Contest Launch Lottery is executed only when the execution condition is satisfied.
[0533] Here, as the execution condition of the SSS Contest Launch Lottery, it includes that 5 team members are associated with the SS contest for the first time after the start or the end of the cultivation game. Therefore, the SSS Contest Launch Lottery can be executed only when 5 team members are associated with the SS contest in the current round.
[0534] However, sometimes the SS competition is not executed in a round where the player was not selected in the SSS competition activation draw. In this case, five team members are still associated with the SS competition in the next round. However, in this case, the SSS competition activation draw was already executed after the previous SS competition or after the start of the training game. Therefore, the execution condition for the SSS competition activation draw is not met in this situation. When the execution condition for the SSS competition activation draw is not met, the win rate is determined for each team member. At this time, the win rate of the team members is determined based on the evaluation scores of the character being trained and the team members.
[0535] Conversely, if the conditions for initiating the SSS competition selection are met, the SSS competition selection is executed. If a team member is not selected in the SSS competition selection, the win rate is determined for each team member in the same manner as above. However, if a team member is selected in the SSS competition selection, the win rate for all team members is set to 100%.
[0536] Figure 35 This is a diagram illustrating the SSS competition's selection process. (Example) Figure 35 As shown, if the character you are training has 3 or fewer wins in the SS competition after it starts (or after the training game begins), the probability of being selected in the SS competition draw is set to 10%. Furthermore, if the character you are training has 4 to 7 wins in the SS competition after it starts (or after the training game begins), the probability of being selected in the SS competition draw is set to 40%. If the character has 8 or more wins, the probability of being selected is set to 100%.
[0537] In addition, Figure 35 In the game, the victory count of characters you've trained in the SS competition is reset upon the start of the SSS competition. Therefore, Figure 35 The number of victories in the SS competition can also be said to be the number of victories in the SS competition starting from the last time the SSS competition was launched.
[0538] When an SS competition is upgraded to an SSS competition, a special effect is displayed overlapping in, for example, the training operation section 215b on the home screen 210 and the SS competition operation section 221f on the training screen 220. This conveys the message that the SS competition has been upgraded to an SSS competition on the home screen 210 and the training screen 220. Then, in the case of an SSS competition, the character being trained will inevitably defeat all team members. Furthermore, in the case of an SSS competition, compared to the case of an SS competition, the increase in the character's ability parameters and the rewards given to the character being trained are greater.
[0539] Furthermore, the probability of selection triggered by the SSS contest is just one example. For instance, the probability of selection could remain constant. Moreover, the additional privileges granted when an SSS contest is executed are not specifically limited. And, the SSS contest is not mandatory.
[0540] <Handling of possible states during friendship training>
[0541] Return to Figure 33 As described above, once the configuration information is determined, the conditions for enabling friendship training are set. Specifically, the assisting characters configured in the training program are extracted. Then, for the extracted assisting characters, it is determined whether the conditions for enabling friendship training are met. As described above, here, the conditions for enabling friendship training are set as follows: the training program configured with the assisting character is "proficient training," and the bond parameter associated with the assisting character is above a specified value.
[0542] Furthermore, assistance characters whose conditions for enabling friendship training are met are associated with friendship training availability information. Additionally, training programs configured for assistance characters whose conditions for enabling friendship training are met are also associated with friendship training availability information. Thus, the ability to enable friendship training is established.
[0543] <Handling of Incremental Values in Determining Capability Parameters>
[0544] In each round where training can be performed, the increase in the capability parameter is determined for each training item upon successful training.
[0545] Figure 36 This is a graph illustrating the training level. For example... Figure 36 As shown, the training level increases based on the number of successful attempts for each training item. Specifically, a training level is set for each of the five training items: speed, endurance, strength, perseverance, and intelligence. For example, if the number of successful attempts for "speed" training is 0-4, the speed training level is "1". Moreover, as the number of successful attempts for "speed" training increases, the speed training level increases as shown in the figure.
[0546] Furthermore, this setup assumes that the training level increases based on the number of successful training iterations, but it could also be that the training level increases based on the number of training executions. Additionally, the parameters that cause the training level to increase are not limited to the number of successful training iterations or the number of executions.
[0547] In this embodiment, if the training selected by the player is executed and successful, the value of the specified ability parameter increases according to the training item executed.
[0548] Specifically, in this embodiment, when speed training is performed and successful, the values of the speed and strength ability parameters increase.
[0549] In addition, when endurance training is performed and successful, the values of endurance and perseverance ability parameters increase.
[0550] Furthermore, when strength training is performed and successful, the values of endurance and strength ability parameters increase.
[0551] Furthermore, when perseverance training is performed and successful, the values of speed, strength, and perseverance ability parameters increase.
[0552] Furthermore, when intelligence training is performed and successful, the values of speed and intelligence ability parameters increase.
[0553] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by adding the value obtained by adding the fixed increase value corresponding to the training item and training level to the fixed increase value.
[0554] Figure 37A This is a graph illustrating the fixed upward velocity (speed) table. Additionally, Figure 37B This is a diagram illustrating the rising fixed value table (force). That is, Figure 37A This shows the fixed increase value when the training item is speed. Additionally, Figure 37B This shows the fixed increase value when the training item is strength.
[0555] like Figure 37A and Figure 37B As shown, the rising fixed value table stores rising fixed values that correspond to the training items and training levels performed. Furthermore, in this embodiment, as... Figure 37A and Figure 37B As shown, the higher the training level, the greater the increase in the ability parameters.
[0556] In addition, although the details are omitted here, there are tables showing the fixed increases in endurance, perseverance, and intelligence when these are selected as training items.
[0557] Furthermore, in this embodiment, many additive conditions for ability parameters are set. For example, configured roles can be listed as additive conditions. In this case, a predetermined additive value is added to the fixed increase value. Alternatively, for example, a growth rate for each training item can be preset for each training target role. In this case, the fixed increase value is multiplied by the growth rate of each training item.
[0558] In this way, if the addition condition is met, the added value is added to the fixed increase or multiplied by the prescribed addition rate. Finally, the calculated value is multiplied by the friendship reward addition rate. The friendship reward addition rate is used when a friendship reward can occur in the training project. Furthermore, the friendship reward addition rate is calculated for each configured character in the training project.
[0559] For example, suppose the friendship reward bonus rate is 20%, and there are 3 characters configured to have friendship rewards active, all within the same training program. In this case, the friendship reward bonus rate is 60%. By multiplying by the friendship reward bonus rate, the increase in the ability parameter becomes larger.
[0560] <Handling the Failure Rate of Training>
[0561] Return to Figure 33 In each round where training can be performed, the failure rate for each training item is determined.
[0562] <Handling the possible states of setting up a second activity>
[0563] For each assistant role configured in any training project, set the occurrence state of the second activity. The second activity is selected by drawing lots from the assistant activities (second activities) associated with the assistant roles (assistant cards) configured in each training project.
[0564] In this implementation, a process is performed to determine whether to set the possible state of a second activity for all assist characters configured in the training program. If the player selects a training program with an assist character configured to have the possible state of a second activity set, the second activity will occur after the training is executed.
[0565] Furthermore, sometimes a second activity's occurrence state is set for each of the multiple assisting roles configured in a single training project. In this case, it is also possible that, when the training is performed, only one of the second activities with a set occurrence state is executed. Alternatively, all second activities with a set occurrence state can be executed.
[0566] As described above, in the main character development game, players can increase the stats of the character they are developing as the game progresses. These stats increase through successful training or the occurrence of various events. The game ends when all turns are completed. Additionally, the game ends at the point in time if the goals set for each character are not achieved during the main game.
[0567] Here, when the simulation game ends, the character that has been developed in the game is stored as a "developed character". More precisely, information related to the developed character (hereinafter referred to as "developed character information") is stored in association with the player's ID. Furthermore, the developed character information is stored on both player terminal 1 and server 1000. The developed character information stored in association with the player's ID includes ability parameters, aptitude parameters, acquired skills, inherited information, etc.
[0568] Additionally, when the training game ends, an evaluation score is calculated for the trained character. This score is calculated based on the character's ability parameters, aptitude parameters, acquired skills, match results, and team match results at the time the training game ended. Furthermore, a pre-prepared calculation method, or formula, is used to calculate the evaluation score, and the score is calculated based on this formula. However, the calculation method and formula are not particularly limited. For example, the evaluation score could be calculated solely based on parameters such as ability parameters, aptitude parameters, and acquired skills at the time the training game ended that influence the outcome of team-based competitive games or other games.
[0569] Furthermore, for characters being developed, development levels are assigned based on evaluation scores. Development level is an indicator of a character's strength, with each level corresponding to a range of evaluation scores. For example, a character with an evaluation score of 13000-14499 is assigned an "A+" development level, while a character with an evaluation score of 14500-15499 is assigned an "S" development level. By assigning development levels based on evaluation scores, it's easy to understand the approximate strength of a character. In addition, the evaluation score and development level can also be included in the character's information.
[0570] Figure 38A This is the first image illustrating the completion of a 360-degree view. Figure 38B This is the second image illustrating the completion of a 360-degree view. Figure 38C This is the third image showing the completion screen in 360 degrees. When the simulation game ends, as shown... Figure 38A As shown, the training completion screen 360 is displayed on monitor 26. The training completion screen 360 first displays the training level of the trained character, and then, as shown... Figure 38B As shown, the evaluation score is displayed.
[0571] Additionally, when a specified time has elapsed since the displayed evaluation score, such as Figure 38CAs shown, the character's ability parameters, aptitude parameters, and acquired skills are displayed on the character development completion screen 360. At this time, a close operation unit 331 is provided on the character development completion screen 360. When the close operation unit 331 is clicked, the character development completion screen 360 becomes inactive, and the main screen 100 is displayed on the monitor 26.
[0572] Furthermore, when the character development game ends, a selection of factors that the developed character will gain is performed, and the associated factor information is stored. Although illustrations are omitted, the player can display the factor information gained by the developed character in the 360-degree completion screen. The selection of factors is performed according to pre-set conditions for each factor type. The probability of obtaining factors is set based on the outcome of the character development game.
[0573] Next, the functional structure of the player terminal 1 and server 1000 used to execute the above-mentioned simulation game will be explained.
[0574] (Functional structure of player terminal 1)
[0575] Figure 39 This diagram illustrates the structure of the memory 12 in player terminal 1 and its function as a computer. The memory 12 includes a program storage area 12a and a data storage area 12b. When the game starts, the CPU 10 stores the game control program (module) on the terminal side into the program storage area 12a.
[0576] The terminal-side game control program includes an information setting processing program 700, a simulation game execution program 701, and a simulation completion processing program 702. Furthermore, Figure 39 The program listed is just one example; in addition, there are many other programs set up in the game control program on the terminal side.
[0577] The data storage area 12b includes a player information storage unit 750 and a game information storage unit 751 for storing data. In addition, numerous other storage units are provided in the data storage area 12b. Here, information directly related to games such as simulation games (hereinafter referred to as game information) is stored in the game information storage unit 751. Furthermore, temporary storage of various information regarding the progress of each game, including simulation games, is also performed in the game information storage unit 751. Therefore, all information related to the character being developed in the simulation game is stored in the game information storage unit 751. Additionally, for example, all information other than game information, such as information related to the player or other players, and the settings information of the player's terminal 1, is stored as player information. This player information is stored in the player information storage unit 750.
[0578] The CPU 10 activates the programs stored in the program storage area 12a to update the data in each storage unit of the data storage area 12b. Furthermore, by activating the programs stored in the program storage area 12a, the CPU 10 enables the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a simulation game execution unit 701a, and a simulation completion processing unit 702a.
[0579] Specifically, the CPU 10 causes the information setting processing program 700 to operate, so that the computer functions as the information setting processing unit 700a. Similarly, the CPU 10 causes the training game execution program 701 and the training completion processing program 702 to operate, so that they function as the training game execution unit 701a and the training completion processing unit 702a, respectively.
[0580] When various settings are configured in player terminal 1, the information configuration processing unit 700a stores the configuration-related information as player information in the player information storage unit 750. Furthermore, when the information in the player information storage unit 750 is updated, the information configuration processing unit 700a sends the updated information to the server 1000.
[0581] The Raising Game Execution Department 701a performs all processing related to raising games. Specifically, the Raising Game Execution Department 701a performs preparation stage processing and raising stage processing.
[0582] When the training game is completed, the processing unit 702a stores training character information, including the training character's ability parameters, aptitude parameters, acquired skills, inherited information, factor information, and the type of character used in the training.
[0583] (Functional structure of server 1000)
[0584] Figure 40 This diagram illustrates the structure of the memory 1012 in the server 1000 and its function as a computer. The memory 1012 includes a program storage area 1012a and a data storage area 1012b. When the game starts, the CPU 1010 stores the server-side game control program (module) into the program storage area 1012a.
[0585] The server-side game control program includes an information setting processing program 1100, a simulation game execution program 1101, and a simulation game end processing program 1102. In addition, Figure 40 The program listed is just one example; in addition, there are many other programs set up in the game control program on the server side.
[0586] The data storage area 1012b includes a player information storage unit 1150 and a game information storage unit 1151 for storing data. In addition, numerous other storage units are provided within the data storage area 1012b. Here, all players' game information is stored in the game information storage unit 1151, linked to their player IDs. Furthermore, all players' player information is stored in the player information storage unit 1150, linked to their player IDs.
[0587] The CPU 1010 causes the programs stored in the program storage area 1012a to operate, thereby updating the data in each storage unit of the data storage area 1012b. Furthermore, by causing the programs stored in the program storage area 1012a to operate, the CPU 1010 enables the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a simulation game execution unit 1101a, and a simulation game end processing unit 1102a.
[0588] Specifically, the CPU 1010 causes the information setting processing program 1100 to operate, so that the computer functions as the information setting processing unit 1100a. Similarly, the CPU 1010 causes the training game execution program 1101 and the training game end processing program 1102 to operate, so that they function as the training game execution unit 1101a and the training game end processing unit 1102a, respectively.
[0589] When various information settings are configured in player terminal 1, the information configuration processing unit 1100a updates the player information in player information storage unit 1150 based on the update information received from player terminal 1. Additionally, the information configuration processing unit 1100a keeps track of time and updates each player's game points.
[0590] The Raising Game Execution Department 1101a handles all processes related to raising games.
[0591] When the character development game ends, the character development game end processing unit 1102a exports evaluation scores, development levels, etc., for the developed character. Furthermore, the character development game end processing unit 1102a determines the factors the developed character will acquire through a random selection. Moreover, the character development information, including the character's ability parameters, aptitude parameters, acquired skills, inherited information, factor information, and the type of character used in the development, is linked to the player ID and stored in the game information storage unit 1151.
[0592] Furthermore, while the information setting processing unit 700a in player terminal 1 and the information setting processing unit 1100a in server 1000 share the commonality of storing player information, the specific processing content and the scope of the stored player information differ. Additionally, while the simulation game execution unit 701a in player terminal 1 and the simulation game execution unit 1101a in server 1000 share the commonality of performing simulation game-related processing, their functions and scope of responsibility differ.
[0593] The following flowchart illustrates the processing performed by each functional unit in the player terminal 1 and server 1000.
[0594] (Handling of player terminal 1 and server 1000)
[0595] <Handling related to simulation games>
[0596] Figure 41 This is a sequence diagram illustrating the processing related to the simulation game on player terminal 1 and server 1000. Furthermore, in the following explanation, the processing in player terminal 1 is denoted as Pn (n is any integer). The processing in server 1000 is denoted as Sn (n is any integer).
[0597] When a player performs various setting changes on player terminal 1, the information setting processing unit 700a of player terminal 1 performs information setting processing (P1) to update the player information storage unit 750 based on the player's operation input. In this information setting processing, update information is sent to server 1000. Upon receiving the update information, server 1000 updates the player information in player information storage unit 1150 (S1).
[0598] Furthermore, player information updated in P1 and S1 includes, for example, a player's profile that can be configured. Additionally, when an operation is performed as a setting change, such as adding or removing another player as a friend, friend-related information is updated. Moreover, in P1 and S1, information setting processing units 700a and 1100a each manage the game points consumed for playing the simulation game. When the game points are below the upper limit, information setting processing units 700a and 1100a keep track of time and assign a specified number of game points to the player at regular intervals.
[0599] When the player terminal 1 inputs the "Start Raising Game" command, the Raising Game Execution Unit 701a performs a preparation phase process (P6). During this preparation phase process, communication is performed between the player terminal 1 and the server 1000. On the server 1000, based on the information received from the player terminal 1, the Raising Game Execution Unit 1101a performs a preparation phase process (S6).
[0600] Figure 42 This is a flowchart illustrating the preparation phase processing (P6) in player terminal 1. The simulation game execution unit 701a of player terminal 1 performs script selection screen display processing (P6-1). Here, the simulation game execution unit 701a displays a script selection screen and temporarily registers the script ID based on the player's input.
[0601] Next, the raising game execution unit 701a of player terminal 1 performs the display processing of the raising target character selection screen (P6-2). Here, the raising game execution unit 701a displays the raising target character selection screen 150 and temporarily registers the raising target character based on the player's operation input.
[0602] Specifically, when a player inputs a display switching operation to change the display screen, the raising game execution unit 701a switches the display screen of the monitor 26. For example, when a long press operation is input on the character icon 151 in the character selection screen 150, the raising game execution unit 701a displays the character details screen 160. Additionally, when the enhancement operation unit 163b is operated in the character details screen 160, the character enhancement screen 165 is displayed. Furthermore, when a selection operation (an operation on the character icon 151) is input in the character selection screen 150, the raising game execution unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation was input and switches the display screen.
[0603] Additionally, when a decision is made (an operation on the next step operation unit 154) in the character selection screen 150, the raising game execution unit 701a temporarily registers the temporarily stored character as the character to be raised. Furthermore, the raising game execution unit 701a retrieves information from the server 1000 regarding representative characters extracted according to prescribed extraction conditions, such as representative characters of friends, and displays the inheritance character selection screen 170.
[0604] Next, the raising game execution unit 701a performs the inheritance character selection screen display processing (P6-3). Here, when a display switching operation is input, the raising game execution unit 701a switches the display screen of monitor 26. In addition, when a selection operation (an operation on the raising character icon 182) is input in the raising character list screen 180, the raising game execution unit 701a temporarily stores the character corresponding to the raising character icon 182 that has been selected as the inheritance character and switches the display screen.
[0605] Additionally, when a decision operation (an operation on the next step operation unit 154) is entered in the inherited character selection screen 170, the training game execution unit 701a will display the assist card arrangement screen 190 on the monitor 26.
[0606] Next, the raising game execution unit 701a performs the assistance card selection screen display processing (P6-4). Here, when a selection operation (an operation on the card icon 201 of the assistance card) is input, the raising game execution unit 701a temporarily stores the assistance card corresponding to the card icon 201 that has been selected, and switches the display screen.
[0607] Additionally, if a display switching operation is input while the assist card arrangement screen 190 is being displayed, the simulation game execution unit 701a switches the display screen of the monitor 26. Furthermore, when a decision operation (an operation on the start operation unit 193) is input, the simulation game execution unit 701a displays the final confirmation screen 205 on the monitor 26.
[0608] Next, the simulation game execution unit 701a performs the final confirmation screen display processing (P6-5). Here, when a display switching operation is input to switch the display screen, the simulation game execution unit 701a switches the display screen of the monitor 26.
[0609] In addition, when a selection operation (operation on the selection operation unit 206c) is input in the preset selection screen 205A, the simulation game execution unit 701a temporarily stores the preset reservation selection information corresponding to the selected operation input and switches the display screen.
[0610] Additionally, when a decision operation (an operation on the start operation unit 205b) is entered on the final confirmation screen 205, the training game execution unit 701a performs the preparation phase completion process (P6-6). Here, the training game execution unit 701a determines whether the game points are a specified value (e.g., 30) or higher. If the game points are a specified value or higher, a confirmation message is sent to the server 1000.
[0611] In addition, the confirmation information includes information for identifying the temporarily registered character to be raised, the inherited character, and the assist card. When the confirmation information is received, a preparation phase process (S6) is performed on server 1000. On server 1000, a decision is made regarding the execution permission of the main game for raising characters who have used the temporarily registered character to be raised, the inherited character, and the assist card; details will be described later.
[0612] After sending the confirmation message, upon receiving the license information from server 1000, the Raising Game Execution Unit 701a registers the temporarily registered script ID and the character to be raised. Additionally, the Raising Game Execution Unit 701a registers the character temporarily stored as an inherited character and the temporarily stored support cards into the deck. Furthermore, if the script selected in P6-1 is an existing script, the Raising Game Execution Unit 701a sets the objective based on the script ID and the character ID of the character to be raised. Conversely, if, for example, the script selected in P6-1 is a new script, the Raising Game Execution Unit 701a sets the objective based on the script ID. Thus, the preparation phase is completed, and the main raising game begins. The objective in the main raising game is then set.
[0613] Figure 43 This is a flowchart illustrating the preparation phase processing (S6) in server 1000. When the raising game execution unit 1101a receives the confirmation information, it checks the player's owned characters stored in the player information storage unit 1150 (S6-1). If the character the player selected to raise is included in the owned characters, the raising game execution unit 1101a determines that there is no abnormality (S6-2).
[0614] If the character the player selects for development is normal ("Yes" in S6-2), then the development game execution department 1101a checks whether the assist card selected by the player is normal (S6-3). Furthermore, in S6-3, anomalies are determined if the player selects an assist card they do not possess, if the selected rental card is not associated with the player's player ID, or if the assist character is the same as the character being developed.
[0615] If the assist card selected by the player is normal (S6-4 "Yes"), the raising game execution unit 1101a checks the raising character information stored in the game information storage unit 1151 (S6-5). Then, if the raising character selected by the player as the inheritance character is associated with the player's player ID, that is, if the raising character that the player has raised is selected as the inheritance character, the raising game execution unit 1101a determines that the inheritance character is normal (S6-6 "Yes").
[0616] If no abnormality is found in the inherited character, the Raising Game Execution Department 1101a determines whether the raised characters selected by the player as the inherited character include other players' representative characters (S6-7). If other players' representative characters are included ("Yes" in S6-7), the Raising Game Execution Department 1101a determines whether the number of times the character has been used that day is less than 3 times (S6-8).
[0617] If the number of uses in a day is less than 3 ("Yes" in S6-8), the Raising Game Execution Department 1101a determines whether the player holds 2000 or more of the prescribed in-game currency (S6-9). In other words, S6-8 and S6-9 determine whether the scheduling conditions are met. If the player holds 2000 or more of in-game currency ("Yes" in S6-9), the Raising Game Execution Department 1101a increments the number of uses for the day by "1" (S6-10). Additionally, the Raising Game Execution Department 1101a subtracts 2000 from the amount of the prescribed in-game currency stored in the Player Information Storage Department 1150 (S6-11).
[0618] Furthermore, the raising game execution unit 1101a subtracts a predetermined value (e.g., 30) from the player's game points (S6-12). Then, if there are no abnormalities in the raising target character, the inherited character, and the assist card, and the arrangement conditions for using other players' representative characters are met, the raising game execution unit 1101a sets the permission information (S6-13) and makes the player terminal 1 receive the permission information.
[0619] In addition, the Raising Game Execution Department 1101a registers the characters to be raised (S6-14). Furthermore, the Raising Game Execution Department 1101a performs team member registration processing (S6-15). Here, as described above, the Raising Game Execution Department 1101a determines the script linking characters, assisting characters, and other target characters as team members. Furthermore, the Raising Game Execution Department 1101a associates the determined team members with their member IDs. And, based on the member IDs, the Raising Game Execution Department 1101a sets initial values for various states, such as ability parameters, for each team member.
[0620] Next, the simulation game execution unit 1101a performs the additional reward determination process (S6-16). Here, the simulation game execution unit 1101a determines 3 additional rewards for each team member. As mentioned above, 3 additional rewards are pre-set for the member ID associated with the team member. Here, for each team member, 3 additional rewards are determined based on the member ID. In addition, additional reward IDs are set for the additional rewards, and here, 3 additional reward IDs and information indicating the order of assignment are associated with each team member.
[0621] Furthermore, when the character being trained is a script-linked character, the additional rewards that would normally be allocated to the script-linked character are instead allocated to the character with the lowest member ID, excluding the script-linked character. Then, the training game execution unit 1101a saves the information determined in S6-14 to S6-16 above as game information to be received by player terminal 1 (S6-17). In player terminal 1, the received game information is stored, and the training phase processing begins.
[0622] On the other hand, if any of the character being trained, the inherited character, or the assist card is abnormal, or if the arrangement conditions for using a representative character of another player are not met, the training game execution unit 1101a sets a disallowed message (S6-18) and makes the player terminal 1 receive the disallowed message. Upon receiving the disallowed message, a final confirmation screen 205 is displayed on the player terminal 1 to inform them of the specified error.
[0623] Return to Figure 41 When the preparation phase processing (P6, S6) ends, the raising phase processing (P7) is executed by the raising game execution unit 701a on player terminal 1. Furthermore, during this raising phase processing, communication processing occurs between player terminal 1 and server 1000. On server 1000, based on the information received from player terminal 1, the raising phase processing (S7) is executed by the raising game execution unit 1101a.
[0624] The following will explain the development stage processing (P7) executed in player terminal 1 and the development stage processing (S7) executed in server 1000. However, for ease of understanding, the order of the processing in player terminal 1 and the processing in server 1000 will be appropriately reversed for explanation.
[0625] Figure 44 This is a flowchart illustrating the training phase processing in server 1000. The training game execution unit 1101a of server 1000 waits to receive a start command from player terminal 1 (S7-1). Then, upon receiving the start command ("Yes" in S7-1), the training game execution unit 1101a performs turn start processing (S10). Furthermore, the start command may be sent from player terminal 1 to server 1000, for example, during processing related to the current turn or upon completion of a scene.
[0626] Figure 45This is a flowchart illustrating the process at the start of a turn in server 1000. The training game execution unit 1101a of server 1000 updates the current turn number (S10-1). Then, if the current turn is a factor activation turn ("Yes" in S10-2), the training game execution unit 1101a performs factor activation decision processing (S10-3). Here, it is decided whether to activate a factor for each registered inherited character.
[0627] In addition, the Raising Game Execution Department 1101a performs a decision-making process regarding whether an activity should occur (S10-4). Here, the Raising Game Execution Department 1101a determines the activities that should occur in the current turn, such as scripted activities, special activities, and first activities.
[0628] In addition, if the current round is not a competition-limited round ("No" in S10-5), the training game execution department 1101a performs SS competition information decision processing (S11).
[0629] Figure 46 This is a flowchart illustrating the SS competition information decision-making process in server 1000. The training game execution unit 1101a extracts all team members whose SS parameters have reached their maximum limit (S11-1). Next, the training game execution unit 1101a determines whether more than one team member was extracted in S11-1 (S11-2). If no team member was extracted (S11-2 "No"), the training game execution unit 1101a ends the SS competition information decision-making process. Furthermore, if more than six team members are extracted in S11-1 (S11-3 "Yes"), the training game execution unit 1101a selects five team members from the extracted team members through random selection (S11-4). Then, the training game execution unit 1101a associates the extracted team members with the training project "SS Competition" (S11-5).
[0630] Return to Figure 45 The Raising Game Execution Department 1101a performs the role allocation decision processing (S10-6). Here, the Raising Game Execution Department 1101a decides whether to allocate roles for the competition for team members other than those associated with the "SS Competition" in S11. Furthermore, the Raising Game Execution Department 1101a bases its decisions on the allocation table (…). Figure 34 The system determines whether to configure a game and the training program to be configured through a random selection process. Once the game and training program to be configured are determined, the game development unit 1101a stores the character in association with the determined game and training program.
[0631] Next, the Raising Game Execution Department 1101a performs the SSS competition initiation lottery process (S12).
[0632] Figure 47 This is a flowchart illustrating the selection process for the SSS competition initiation on the server. In the SS competition information decision process, if there are not 5 team members associated with the "SS competition" (S12-1 "No"), the Raising Game Execution Department 1101a determines the win rate for each team member who becomes an opponent (S12-3). Here, the Raising Game Execution Department 1101a determines the win rate for each team member who becomes an opponent based on the evaluation scores of the character being raised and all team members associated with the "SS competition," as well as the character's stamina.
[0633] On the other hand, if there are 5 team members associated with the "SS Competition" ("Yes" in S12-1), the Raising Game Execution Department 1101a determines whether the SSS Competition standby flag is off (S12-4). Furthermore, the SSS Competition standby flag is turned on when the SSS Competition is selected in the draw and the decision to initiate the SSS Competition is made. Therefore, the situation determined in S12-4 as the SSS Competition standby flag being on refers to the situation where, although the decision to initiate the SSS Competition was made before the current turn, the SSS Competition has not yet been executed.
[0634] If the SSS competition standby flag is off ("Yes" in S12-4), the Raising Game Execution Department 1101a determines whether the activation lottery execution flag is off (S12-5). Furthermore, the SSS competition activation lottery is only executed when the number of team members associated with the "SS competition" reaches five for the first time after the SSS competition is initiated. The activation lottery execution flag is turned on when the SSS competition activation lottery has been executed. That is, the turned-on state of the activation lottery execution flag indicates that the SSS competition activation lottery has been executed once since the last SSS competition was initiated.
[0635] If the "Activation of the lottery has been executed" flag is not off ("No" in S12-5), the training game execution unit 1101a transfers the processing to S12-3. Alternatively, if the "Activation of the lottery has been executed" flag is off ("Yes" in S12-5), the training game execution unit 1101a executes the SSS competition activation lottery (S12-6). Here, the selection probability is set based on the number of wins in the SS competitions since the last SSS competition. Additionally, the training game execution unit 1101a turns on the "Activation of the lottery has been executed" flag (S12-7).
[0636] If the SSS competition is initiated through the draw in S12-6 ("Yes" in S12-8), the Raising Game Execution Department 1101a will activate the SSS competition standby flag (S12-9). Furthermore, if the SSS competition standby flag is determined to be activated in S12-5 ("No" in S12-4), or if the SSS competition is initiated ("Yes" in S12-8), the Raising Game Execution Department 1101a will set the win rate of all team members associated with the "SS competition" to 100% (S12-10).
[0637] In addition, if the SSS competition is initiated through a lottery but no decision is made to initiate an SSS competition ("No" in S12-8), the Raising Game Execution Department 1101a will transfer the processing to S12-3.
[0638] Return to Figure 45 The game development department 1101a performs friendship training setting processing (S10-7). Here, the process is implemented using... Figure 33 The described "processing for setting the possible state of friendship training" means that the simulation game execution unit 1101a extracts any assistant characters configured in any training program. Furthermore, for each extracted assistant character, it is determined whether the conditions for setting the possible state of friendship training are met. The simulation game execution unit 1101a associates friendship training occurrence information with assistant characters that meet the conditions for setting the possible state of friendship training. Additionally, it also associates friendship training occurrence information with training programs configured with assistant characters that meet the conditions for setting the possible state of friendship training.
[0639] Next, the game development execution unit 1101a performs the capability parameter determination process (S10-8). Here, the process is executed... Figure 33 The description refers to the "processing for determining the increase value of the ability parameter". Specifically, the training game execution unit 1101a selects one of five training items as the processing object. The training game execution unit 1101a obtains the training level of the processing object's ability parameter and determines a fixed increase value.
[0640] Additionally, the training game execution unit 1101a acquires the configuration information of the configured characters and determines the additive value. Furthermore, the training game execution unit 1101a determines whether other additive conditions, such as the utility of the currently effective expectation reward or the effect of overseas aptitude, are met, and determines the final increase value of the training item being processed based on the met additive conditions. The determination of the final increase value of the ability parameters is performed for each training item. Moreover, although detailed explanations are omitted, the ability parameter determination process determines the amount of stamina consumed or recovered when each training item is performed.
[0641] In addition, the training game execution unit 1101a calculates the failure rate of training for each training item based on the stamina of the training target character (S10-9). Here, the failure rate is also calculated based on the utility of the currently effective expectation reward or the effect of overseas suitability, etc.
[0642] Next, the training game execution unit 1101a performs the second activity determination process (S10-10). Here, the use of... Figure 33 The description refers to the "processing for setting the possible state of the second activity". That is, the training game execution unit 1101a determines whether to execute the pre-set assistance activity for the assistance card associated with the training project by drawing lots. Then, the training game execution unit 1101a saves the information determined in each of the above processes as game information to be received by the player terminal 1 (S10-11).
[0643] Return to Figure 44 After the processing at the start of the round ends, when a skill acquisition command indicating the acquisition of any held skill is received from player terminal 1 ("Yes" in S7-2), the training game execution unit 1101a updates skill information such as skill acquisition information (S7-3). Here, the acquired skill is associated with the acquisition information. Additionally, the training game execution unit 1101a subtracts the skill points required to acquire the skill from the currently held skill points. Furthermore, the training game execution unit 1101a causes player terminal 1 to receive the updated skill information.
[0644] Furthermore, after the processing ends at the start of the round, when an overseas aptitude acquisition command indicating the acquisition of any overseas aptitude (aptitude level "2" or higher) is received from player terminal 1 ("Yes" in S7-4), the training game execution unit 1101a executes the overseas aptitude acquisition processing (S7-5). Here, the overseas aptitude acquisition information is updated. Specifically, the acquisition information is associated with the aptitude level of the acquired overseas aptitude. In addition, the training game execution unit 1101a subtracts the aptitude points required to acquire the overseas aptitude from the currently possessed aptitude points. In addition, the training game execution unit 1101a causes player terminal 1 to receive the updated overseas aptitude information. Then, the training game execution unit 1101a enters standby mode until a selection command (information corresponding to the command selected by the player) is received from player terminal 1 ("No" in S7-6).
[0645] Figure 48This is a flowchart illustrating the training phase processing in player terminal 1. The training game execution unit 701a of player terminal 1 waits to receive game information from server 1000 (P7-1). Then, upon receiving the game information ("Yes" in P7-1), the training game execution unit 701a executes command setting processing (P7-2). Here, the processing of setting commands selectable by the player is based on the current turn number. Furthermore, if one or more team members have established an association with the SS competition, the training game execution unit 701a activates the training project "SS competition." Conversely, if no team member has established an association with the SS competition, the training game execution unit 701a deactivates the training project "SS competition."
[0646] Furthermore, the raising game execution unit 701a performs display control processing (P7-3) to display the game screen based on the received game information. Here, the raising game execution unit 701a displays the home screen 210, training screen 220, etc., based on the received game information. Specifically, the raising game execution unit 701a displays the configuration character icon 224 and star bar 225 for each training item in the training screen 220. In addition, the raising game execution unit 701a controls the display of the status display unit 213. Furthermore, the raising game execution unit 701a displays special effects on the operation unit corresponding to the training item that is set to be in a friendship training state and on the training operation unit 215b of the home screen 210. In addition, when the SSS competition can be activated, the raising game execution unit 701a displays special effects on the training operation unit 215b of the home screen 210 and the SS competition operation unit 221f of the training screen 220.
[0647] Additionally, when the skill operation unit 215c is operated ("Yes" on P7-4), the training game execution unit 701a performs skill screen display processing (P7-5). Here, a skill screen for acquiring skills is displayed. Furthermore, during the display of the skill screen, processing is performed based on the player's input to grant skills to the character being trained.
[0648] Additionally, when the overseas aptitude-related operation unit ("Yes" on P7-6) is operated, the training game execution unit 701a performs overseas aptitude-related processing (P10). Furthermore, the overseas aptitude-related operation unit includes, for example, the overseas aptitude operation unit 215f, the overseas aptitude icon 331, the left button 332L, the right button 332R, the decision operation unit 336, the acquisition condition button 337, and the effect button 338.
[0649] Figure 49This is a flowchart illustrating the overseas aptitude association processing in player terminal 1. When an operation to obtain overseas aptitude (aptitude level "2" or higher) is entered in the overseas aptitude acquisition screen 330, i.e., an operation on the decision operation unit 336 ("Yes" on P10-1), the training game execution unit 701a updates the acquired overseas aptitude information (P10-2). Additionally, the training game execution unit 701a updates the challenge-solving information, indicating the progress made in overcoming the challenges set for the special competition. Based on the challenge-solving information, it is possible to identify whether each challenge has been overcome or not. Furthermore, the training game execution unit 701a activates the effects associated with the overseas aptitude obtained in P10-2 (P10-3).
[0650] Additionally, the simulation game execution unit 701a displays an image indicating the acquisition of overseas aptitude (P10-4) and sends an overseas aptitude acquisition command to the server 1000 (P10-5). This overseas aptitude acquisition command is configured to identify the type of overseas aptitude, the acquired aptitude level, and challenge-solving information. Thus, the overseas aptitude acquisition information and challenge-solving information are shared between the server 1000, which receives the overseas aptitude acquisition command, and the player terminal 1. Furthermore, if an operation other than the acquisition operation is entered in the overseas aptitude-related operation unit ("No" on P10-1), the simulation game execution unit 701a switches the screen of the display 26 (P10-6).
[0651] Return to Figure 48 Before the player inputs an "End Turn" operation ("No" on page 7-7), the game execution unit 701a switches the display screen on monitor 26 based on the player's input. Here, "End Turn" refers to the operation that ends the current turn, including operations on the rest operation unit 215a, infirmary operation unit 215d, outing operation unit 215e, speed operation unit 221a, endurance operation unit 221b, strength operation unit 221c, perseverance operation unit 221d, intelligence operation unit 221e, SS competition operation unit 221f, and operations used to determine the competition events.
[0652] When the player inputs an end-of-turn action ("Yes" on page 7-7), the game execution unit 701a sends a selection command corresponding to the end-of-turn action input by the player to the server 1000 (page 7-8). After that, the player terminal 1 goes into standby mode until it receives the result information from the server 1000 ("No" on page 7-9).
[0653] Return to Figure 44 When a selection command is received from player terminal 1 (S7-6 "Yes"), the simulation game execution unit 1101a performs selection command receiving processing (S20).
[0654] Figure 50 This is a flowchart illustrating the selection command receiving and processing in server 1000. When a selection command indicating operation input to the outing operation unit 215e is received ("Yes" in S20-1), the training game execution unit 1101a executes the outing execution process (S20-2). Here, an outing activity that increases the parameters of stamina and physical condition is determined. Furthermore, the parameters of stamina and physical condition are updated based on the determined outing activity.
[0655] When a selection command indicating an operation input to the rest operation unit 215a is received ("Yes" in S20-3), the training game execution unit 1101a performs rest execution processing (S20-4). Here, a rest activity that increases the stamina parameter is determined. In addition, the stamina parameter is updated based on the determined rest activity.
[0656] When a selection command indicating an operation input for the health room operation unit 215d is received ("Yes" in S20-5), the training game execution unit 1101a performs health room execution processing (S20-6). Here, activities such as eliminating negative parameters are determined. In addition, parameters are updated based on the determined activities.
[0657] When a selection command indicating the start of the game is received ("Yes" in S20-7), the training game execution unit 1101a performs game execution processing (S21).
[0658] Figure 51 This is a flowchart illustrating the competition execution process in server 1000. The training game execution unit 1101a obtains parameters for all participating characters, including the training target character and NPCs, in the competition (S21-1). Here, the training game execution unit 1101a obtains ability parameters, aptitude parameters, acquired skills, and other parameters for all participating characters that will be used when exporting the competition results.
[0659] Next, if the competition being conducted is a special competition, the training game execution unit 1101a extracts the unsolved challenges from the challenges set for that competition based on the challenge-solving information (S21-2). Then, the training game execution unit 1101a applies debuffs to the challenges extracted in S21-2 (S21-3).
[0660] For example, if the "Unfamiliar Grassland" quest remains unsolved, the character's Grassland Aptitude is changed to "G". Similarly, if the "Overseas Dining" quest remains unsolved, all of the character's ability parameters are reduced to "-100". Thus, for each unsolved quest, the character's ability and aptitude parameters are updated in a way that makes them unfavorable.
[0661] Additionally, the training game execution unit 1101a acquires the previously obtained overseas aptitude (S21-4). Next, the training game execution unit 1101a applies the effects of the overseas aptitude acquired in S21-4 (S21-5). For example, if an overseas aptitude has been acquired that is associated with an effect that increases ability parameters such as Strength and Endurance by "+200", then the ability parameters of the training target character acquired in S21-1 are added together. Furthermore, the ability parameters increased by activating the effects of the overseas aptitude can be viewed on the participation screen, match screen, etc.
[0662] Then, the game simulation unit 1101a performs the simulation of the game (S21-6) based on the various parameters obtained in S21-1 and the various parameters updated in S21-3 and S21-5.
[0663] Furthermore, each race is divided into multiple stages from start to finish. In the race simulation, various parameters of the participating characters are input into formulas set for each stage for calculation.
[0664] The specific calculation formula is not particularly limited, but the values of the ability parameters are input into the calculation formula at each stage to directly affect the calculated speed, endurance, etc. Additionally, for example, aptitude parameters can also be used as correction coefficients input into the calculation formula. Specifically, as mentioned above, aptitude parameters have seven initial values, A to G. Furthermore, for example, aptitude parameters can be raised to "S," which is more advantageous than "A," in training games. In this case, the aptitude parameters used in the competition simulation are eight levels, S to G.
[0665] Furthermore, in the simulation of the competition, the suitability parameters of the character being trained are used, and the suitability parameters corresponding to the competition are used. For example, if the competition field is "grass", the suitability parameters for "grass" in the suitability parameters of the field are used; if the competition field is "sand", the suitability parameters for "sand" in the suitability parameters of the field are used.
[0666] Additionally, when the race distance is "short distance," the "short distance" suitability parameter is used from the suitability parameters for distance suitability. Similarly, when the race distance is "miles," "medium distance," or "long distance," the "miles," "medium distance," and "long distance" suitability parameters are used from the suitability parameters for distance suitability, respectively.
[0667] Furthermore, let's assume that, within a specified phase, the formula for calculating speed includes a multiplication factor. In this case, if the grass suitability is "S", then 105% is applied as the correction factor; if the grass suitability is "A", then 100% is applied as the correction factor. And, if the field suitability is "G", then 10% is applied as the correction factor. Based on this formula, the suitability parameter is used as the parameter for calculating speed.
[0668] Furthermore, for example, aptitude parameters can also be used to correct capability parameters. For instance, suppose that the capability parameters are corrected based on the aptitude parameters before performing the calculations for each stage. In this case, for example, if the aptitude parameter is "S", the specified capability parameter is multiplied by 1.10; if the aptitude parameter is "G", the specified capability parameter is multiplied by 0.7. Then, the capability parameters corrected based on the aptitude parameters are input into the calculation formula to perform the simulation. In this way, aptitude parameters can also be used as parameters for correcting capability parameters.
[0669] As described above, the training target character has grass aptitude, sand aptitude, and distance aptitude. Furthermore, distance aptitude is set for different distances: short distance, miles, medium distance, and long distance. In the simulation, the competition results are derived based on the ability parameters and the aptitude parameters among the multiple aptitude parameters associated with the training target character, which are set to derive the results of the competition.
[0670] The training game execution unit 1101a stores the match results obtained through the simulation executed in S21-6 (S21-7). Then, if the executed match is the target match ("Yes" in S21-8), the training game execution unit 1101a determines whether the target has been achieved (S21-9). Here, the target is, for example, set to achieve a ranking of at least a specified rank for the character being trained.
[0671] If the objective is achieved (S21-9 "Yes"), the raising game execution unit 1101a performs objective achievement processing (S21-10). Here, for example, if achieving a specified objective is set as a condition for obtaining overseas aptitude, processing is performed to obtain overseas aptitude by performing a specified activity at the end of the turn. Additionally, for example, if a predetermined objective achievement reward is given based on objective achievement, the objective achievement reward is given. Furthermore, the raising game execution unit 1101a performs reward-giving processing (S21-11). Here, the reward is determined based on the simulation results, i.e., the ranking of the character being raised, the progress of the match, etc., and the determined reward is given.
[0672] On the other hand, if the goal is not achieved ("No" in S21-9), the raising game execution unit 1101a executes the termination process (S21-12) to end the raising main game.
[0673] Return to Figure 50 When a selection command indicating an operation input to the SS competition operation unit 221f is received ("Yes" in S20-8), the training game execution unit 1101a performs victory / defeat determination processing (S20-9). Here, based on the win rate determined in S12-3 or S12-10, a lottery is performed to determine the winner of the training target character. Furthermore, if there are multiple opponents, the winner is determined for each opponent.
[0674] Next, the Raising Game Execution Department 1101a updates various parameters (S20-10) based on the results of S20-9. Specifically, the Raising Game Execution Department 1101a updates the suitability points, ability parameters, and assistant points of the raising target character based on the character's wins and losses. Furthermore, the Raising Game Execution Department 1101a updates the ability parameters of the raising target character based on the privileged training of team members. That is, basic rewards are assigned here. Additionally, the Raising Game Execution Department 1101a updates the evaluation score of the raising target character along with the update of the ability parameters.
[0675] Additionally, here, the SS parameters of the team members who become the opponent in the training game will be reset, and their SS level will increase by "1". Furthermore, the number of wins and executions in the SS competition will be updated. Moreover, the training game execution department 1101a can also update the ability parameters and evaluation scores of the team members who become the opponent in the battle based on the results of wins and losses. However, the stamina of the character being trained will not be updated here.
[0676] Next, the raising game execution unit 1101a assigns victory rewards (S20-11) when the character being raised wins. Here, when the character being raised defeats the opponent, as a victory reward, ability parameters and evaluation score increase. Therefore, when the character being raised wins, the increase in ability parameters is greater than when the character being raised loses. Consequently, when the character being raised defeats the opponent, the evaluation score increases significantly more when the character being raised loses.
[0677] Furthermore, as mentioned above, victory rewards include additional rewards. Here, additional rewards are assigned to the opponents defeated by the character being trained. When additional rewards are assigned, the training game execution unit 1101a performs a reward update process, in which the additional rewards assigned to the character being trained are removed from the additional rewards associated with team members (S20-12). Here, if the result of updating the additional rewards is that there are still two additional rewards remaining for team members, the training game execution unit 1101a determines the new order of assigning the three additional rewards by drawing lots.
[0678] Furthermore, when a selection command indicating the execution of any training session other than the SS competition is received ("No" in S20-8), the training game execution unit 1101a performs a success determination process (S20-13). Here, the success of the training is determined based on the failure rate calculated in S10-9. Then, the training game execution unit 1101a updates various parameters of the training target character based on the determination result of S20-13 (S20-14). Here, ability parameters, etc., are updated as determined in S10-8 at the start of the round.
[0679] Additionally, during training, the character's stamina is updated. Also, the character's evaluation score is updated along with the updated ability parameters. Next, the Raising Game Execution Department 1101a updates and configures various parameters for the character (S20-15). Here, the Raising Game Execution Department 1101a updates and configures the character's bond parameters, SS parameters, and assistant points, etc.
[0680] When processing S20-12 or S20-15 is performed, the training game execution unit 1101a performs the overseas aptitude acquisition determination processing (S20-16). Here, it is determined whether the overseas aptitude acquisition condition has been met through the execution of the SS competition or training other than the SS competition. Then, if the overseas aptitude acquisition condition has been met, processing is performed to obtain the overseas aptitude by performing the prescribed activity at the end of the turn.
[0681] Then, the simulation game execution unit 1101a sets result information representing the results of the above-mentioned processes, and makes the player terminal 1 receive the result information (S20-17).
[0682] Return to Figure 48 When player terminal 1 receives result information from server 1000 ("Yes" on P7-9), the simulation game execution unit 701a performs result information receiving and processing (P20).
[0683] Figure 52This is a flowchart illustrating the result information reception and processing in player terminal 1. The simulation game execution unit 701a determines the performance execution mode based on the received result information (P20-1). Then, the simulation game execution unit 701a executes the performance using the execution mode determined in P20-1 (P20-2). Here, for example, different performances are executed based on whether the goal is achieved or not. Additionally, for example, different performances are executed based on whether the character being trained wins or loses in an SS competition.
[0684] Furthermore, in the event of a second activity or an activity where the conditions for obtaining overseas suitability are met ("Yes" on P20-3), the raising game execution unit 701a performs a performance for the activity that occurred (P20-4). Additionally, the raising game execution unit 701a updates the parameters based on the received result information (P20-5). Here, in the case where an activity is performed because the conditions for obtaining overseas suitability are met, the overseas suitability information is updated.
[0685] Then, when all the actions performed in the current turn have ended, the training game execution unit 701a sends a start command (P20-6) to the server 1000. Thus, in player terminal 1, the current turn ends. Then, when the server 1000 receives the start command, it subsequently performs the processing related to the next turn through the same process described above.
[0686] Furthermore, although detailed explanations are omitted, in the case of a representative exchange battle being executed after the round, it is also possible that the training game execution department 701a sends a prescribed command to the server 1000 instead of the start command. In this case, on the server 1000, with Figure 51 The match execution process shown also derives the match results for the representative exchange battle. In player terminal 1, upon receiving the match results, processing such as playing the match motion graphics related to the representative exchange battle is performed. Then, after the processing related to the representative exchange battle is completed, a start command is sent to server 1000.
[0687] Return to Figure 41 In server 1000, when the above-mentioned training stage processing (S7) ends, the training game end processing unit 1102a executes the training game end processing (S8).
[0688] Figure 53 This is a flowchart illustrating the game completion process in server 1000. The game completion processing unit 1102a derives an evaluation score based on various parameters of the character being trained (S8-1). Furthermore, the game completion processing unit 1102a derives a training level based on the derived evaluation score (S8-2).
[0689] Furthermore, the game-ending processing unit 1102a determines the factors that a character gains from training (S8-3). Additionally, the game-ending processing unit 1102a determines the rank based on the number of supporters gained (S8-4). Furthermore, the game-ending processing unit 1102a determines the intimacy points based on prescribed parameters such as training level or number of supporters (S8-5). Moreover, although detailed explanations are omitted, intimacy points are not points assigned to the character being trained, but rather points assigned to the character that forms the basis of the character being trained.
[0690] Regarding the aforementioned story scenes, each character has multiple story scenes, and some of these scenes have unlocking conditions. Some story scenes require a certain amount of intimacy points to unlock; once the intimacy points reach a certain threshold, the player can view that particular story scene.
[0691] Furthermore, the game completion processing unit 1102a determines the alias (S8-6). Here, the conditions achieved in the main game are confirmed to determine the alias obtained by the character. Additionally, the game completion processing unit 1102a determines the reward given to the player (S8-7). Furthermore, the game completion processing unit 1102a stores the character's information, including evaluation score, development level, ability parameters, aptitude parameters, acquired skills, inherited information, factor information, rank, alias, etc., in the game information storage unit 1151, associating it with the player's player ID (S8-8). Finally, the game completion processing unit 1102a sets the development result information and makes the player terminal 1 receive this development result information (S8-9).
[0692] Return to Figure 41 When player terminal 1 receives the training result information, the training completion processing unit 702a executes the training game end processing (P8). Here, the training completion processing unit 702a stores the received training result information in the game information storage unit 751. Furthermore, the training completion processing unit 702a displays the training completion screen 360 (see reference) based on the training result information. Figure 38A , Figure 38B , Figure 38C (Displayed on monitor 26.)
[0693] The above-described simulation game is achieved through the above processing. Furthermore, the character information associated with the character developed (created) through the simulation game is stored in association with the player's ID. Moreover, the processing in player terminal 1 and server 1000 described above is merely one example. Additionally, the above processing may also be executed only in player terminal 1, or only in server 1000.
[0694] The above description, with reference to the accompanying drawings, illustrates one embodiment; however, it is self-evident that the present invention is not limited to the above-described embodiment. Those skilled in the art will recognize that various modifications and variations can be conceived within the scope of the claims, and will understand that they also fall within the technical scope.
[0695] For example, in the above implementation, team members whose SS parameters reach the upper limit are associated with the training project "SS Competition". However, the association between team members and "SS Competition" is not mandatory. For example, "SS Competition" is activated when there are team members whose SS parameters reach the specified value. In this case, the team member can also be assigned to other training projects.
[0696] Furthermore, in the above implementation, the "SS Competition" is set to be a battle between a character being trained and team members, but the content of the "SS Competition" is not particularly limited. For example, it could also be set to be a predetermined activity that occurs randomly as the "SS Competition" is executed, without associating team members with the "SS Competition".
[0697] Thus, the simulation game described in the above embodiments is merely one example. In any case, the information processing program only needs to cause the computer to perform the following processes.
[0698] (Processing performed by the computer)
[0699] The following processing is performed: The first command among the various commands used to specify the action of the training target role (in the implementation, for example, a training command for speed, endurance, strength, perseverance, and intelligence) is associated with an auxiliary role (in the implementation, for example, a team member) (in the implementation, for example, S10-6).
[0700] The following processing is performed: accepting the player's selection includes at least one of the multiple commands of the first command (in the implementation, as an example, P7-2), and obtaining information corresponding to the command selected by the player (in the implementation, as an example, S7-6).
[0701] The following process is performed: Upon obtaining information corresponding to the first command, the first training parameter associated with the training target character (in the implementation, for example, the evaluation score) is updated (in the implementation, for example, S20-14).
[0702] The following process is performed: The first auxiliary parameter associated with the auxiliary role (SS parameter, for example, in the implementation) is updated according to the prescribed update conditions (S20-15, for example, in the implementation).
[0703] The following process is performed: determining whether the first auxiliary parameter has reached a specified value (in the implementation, as an example, S11-2).
[0704] The following processing is performed: In the case of an auxiliary role where the first auxiliary parameter reaches a specified value, the second command among multiple commands (in the implementation, for example, SS competition) is made effective (in the implementation, for example, P7-2).
[0705] The following process is performed: if the second command to be made valid is selected, the first training parameter is updated (in the implementation, as an example, S20-10).
[0706] Alternatively, the following process can be performed: associating the auxiliary role whose first auxiliary parameter reaches a specified value (in the implementation, for example, level "3") with the second command (in the implementation, for example, S11-5).
[0707] Alternatively, in the process of updating the first development parameter when the information corresponding to the second command is obtained, the first development parameter can be updated based on the first development parameter and the second auxiliary parameter associated with the auxiliary role (in the implementation, for example, the team member's evaluation score and privilege training).
[0708] Alternatively, the second command can be used to specify a battle between the character being trained and a support character associated with the second command.
[0709] Alternatively, the following process can be performed: the win rate of the character being trained is determined based on the first training parameter and the second auxiliary parameter (in the implementation, as an example, S12-3).
[0710] Alternatively, the following process can be performed: if the second command is selected, the win or loss of the character being developed is determined based on the win rate (in the implementation, as an example, S20-9).
[0711] Alternatively, in the process of updating the first development parameter when the second command is selected, the first development parameter can be updated based on the win or loss of the development target character.
[0712] Alternatively, in the process of updating the first development parameter when the information corresponding to the second command is obtained, the first development parameter can be updated based on the second development parameter associated with the development target character (in the implementation, for example, stamina).
[0713] Alternatively, the following process can be performed: determine the win rate of the character being developed based on the second development parameter.
[0714] Additionally, there may be rewards associated with supporting roles.
[0715] Alternatively, the following process can be performed: if the character being trained defeats the supporting character, a reward is given to the character being trained (in the implementation, as an example, S20-11).
[0716] Alternatively, it could be possible to associate multiple auxiliary roles whose first auxiliary parameter has reached a specified value with the second command.
[0717] Alternatively, the following process can be performed: when more than one specified number of auxiliary roles are associated with the second command, it is decided whether to cause a special state (SSS competition in the implementation) to occur (S12-6, as an example in the implementation).
[0718] Alternatively, it could be that, in the event of a special condition, at least one of the following becomes more advantageous compared to the event in which the special condition does not occur: win rate, update value of the first development parameter, and reward.
[0719] Alternatively, the following process can be performed: a success determination of the action of the training target character corresponding to the first command selected by the player (in the implementation, as an example, S20-13).
[0720] Alternatively, the first development parameters can be updated based on the result of a successful determination.
[0721] Furthermore, some of the functions described in the above-described simulation game may not be included. Additionally, some or all of the processing in player terminal 1 may also be executed in server 1000. Similarly, some or all of the processing in server 1000 may also be executed in player terminal 1. Therefore, communication between player terminal 1 and server 1000 is not necessary; for example, the entire program for executing the game may be stored in player terminal 1 or game device G.
[0722] Furthermore, the information processing program for performing the processes in the above embodiments and various modifications can also be stored in a computer-readable, non-transitory storage medium and provided in the form of a storage medium. Additionally, a game terminal device including such a storage medium can also be provided. Moreover, the above embodiments and various modifications can also serve as information processing methods for implementing the various functions and the steps shown in the flowcharts.
[0723] Explanation of reference numerals in the attached figures
[0724] 1: Player terminal; 1000: Server; G: Game device; S: Information processing system.
Claims
1. An information processing program that causes a computer to perform the following processes: Associate the first of several commands used to specify the actions of the character being trained with a secondary character; The process of accepting a player's selection includes at least the operation of any one of the multiple commands of the first command, and obtaining information corresponding to the command selected by the player; Upon obtaining information corresponding to the first command, update the first development parameter associated with the development object character; Update the first auxiliary parameter associated with the auxiliary role according to the specified update conditions; Determine whether the first auxiliary parameter has reached a specified value; In the presence of an auxiliary role whose first auxiliary parameter reaches a predetermined value, the second command among multiple commands is made valid; as well as Upon obtaining information corresponding to the validated second command, the first training parameters are updated.
2. The information processing program according to claim 1, wherein, The information processing program causes the computer to perform the following process: associate the auxiliary role whose first auxiliary parameter has reached a specified value with the second command. In the process of updating the first nurturing parameter upon obtaining information corresponding to the second command, The first development parameter is updated based on the first development parameter and the second auxiliary parameter associated with the auxiliary character.
3. The information processing program according to claim 2, wherein, The second command is used to specify a battle between the character being trained and the auxiliary character associated with the second command. The information processing program causes the computer to perform the following processes: The win rate of the character being developed is determined based on the first development parameter and the second auxiliary parameter; and Upon obtaining information corresponding to the second command, the outcome of the character being developed is determined based on the win rate. In the process of updating the first nurturing parameter upon obtaining information corresponding to the second command, The first development parameter is updated based on the wins and losses of the character being developed.
4. The information processing program according to claim 1, wherein, The information processing program causes the computer to perform the following process: associate the auxiliary role whose first auxiliary parameter has reached a specified value with the second command. In the process of updating the first nurturing parameter upon obtaining information corresponding to the second command, The first development parameter is updated based on the second development parameter associated with the development target character.
5. The information processing program according to claim 4, wherein, The second command is used to specify a battle between the character being trained and the auxiliary character associated with the second command. The information processing program causes the computer to perform the following processes: The win rate of the character being developed is determined based on the second development parameter; and Upon obtaining information corresponding to the second command, the outcome of the character being developed is determined based on the win rate. In the process of updating the first nurturing parameter upon obtaining information corresponding to the second command, The first development parameter is updated based on the wins and losses of the character being developed.
6. The information processing program according to claim 3 or 5, wherein, There are rewards associated with the aforementioned auxiliary roles. The information processing program causes the computer to perform the following process: if the target character defeats the auxiliary character, the program assigns the reward to the target character.
7. The information processing program according to claim 6, wherein, In the process of associating the auxiliary role with the second command, The second command can associate multiple auxiliary roles whose first auxiliary parameter reaches the specified value. The information processing program causes the computer to perform the following process: if more than one predetermined number of the auxiliary roles are associated with the second command, it determines whether to cause a special state to occur. When the special state occurs, at least one of the winning probability and the reward becomes more favorable compared to when the special state does not occur.
8. The information processing program according to claim 2 or 4, wherein, In the process of associating the auxiliary role with the second command, The second command can associate multiple auxiliary roles whose first auxiliary parameter reaches the specified value. The information processing program causes the computer to perform the following process: if more than one predetermined number of the auxiliary roles are associated with the second command, it determines whether to cause a special state to occur. When the special state occurs, the updated value of the first training parameter becomes more advantageous compared to when the special state does not occur.
9. The information processing program according to claim 1, wherein, The information processing program causes the computer to perform the following process: successfully determine the action of the character being trained, corresponding to the first command selected by the player. In the process of updating the first nurturing parameters upon obtaining information corresponding to the first command, The first development parameter is updated based on the result of the successful determination.
10. An information processing method, executed by one or more computers, comprising the following processes: Associate the first of several commands used to specify the actions of the character being trained with a secondary character; The process of accepting a player's selection includes at least the operation of any one of the multiple commands of the first command, and obtaining information corresponding to the command selected by the player; Upon obtaining information corresponding to the first command, update the first development parameter associated with the development object character; Update the first auxiliary parameter associated with the auxiliary role according to the specified update conditions; Determine whether the first auxiliary parameter has reached a specified value; In the presence of an auxiliary role whose first auxiliary parameter reaches a predetermined value, the second command among multiple commands is made valid; as well as Upon obtaining information corresponding to the validated second command, the first training parameters are updated.
11. An information processing system comprising one or more computers, The computer performs the following processing: Associate the first of several commands used to specify the actions of the character being trained with a secondary character; The process of accepting a player's selection includes at least the operation of any one of the multiple commands of the first command, and obtaining information corresponding to the command selected by the player; Upon obtaining information corresponding to the first command, update the first development parameter associated with the development object character; Update the first auxiliary parameter associated with the auxiliary role according to the specified update conditions; Determine whether the first auxiliary parameter has reached a specified value; In the presence of an auxiliary role whose first auxiliary parameter reaches a predetermined value, the second command among multiple commands is made valid; as well as Upon obtaining information corresponding to the validated second command, the first training parameters are updated.
12. A gaming device comprising one or more computers, The computer performs the following processing: Associate the first of several commands used to specify the actions of the character being trained with a secondary character; The process of accepting a player's selection includes at least the operation of any one of the multiple commands of the first command, and obtaining information corresponding to the command selected by the player; Upon obtaining information corresponding to the first command, update the first development parameter associated with the development object character; Update the first auxiliary parameter associated with the auxiliary role according to the specified update conditions; Determine whether the first auxiliary parameter has reached a specified value; In the presence of an auxiliary role whose first auxiliary parameter reaches a predetermined value, the second command among multiple commands is made valid; as well as Upon obtaining information corresponding to the validated second command, the first training parameters are updated.
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