Information processing program, information processing method, information processing system, and game device
Patent Information
- Application Number
- CN202580016032.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2024-02-21
- Filing Date
- 2025-02-20
- Publication Date
- 2026-09-15
AI Technical Summary
[0042] According to the present invention, the fun of the game can be improved.
Smart Images

Figure CN122766489A_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 are known simulation games that update parameters associated with a character being raised based on the player's input. These simulation games consist of multiple rounds, and in each round, the player can select any of a number of commands. Each command specifies an action that the character being raised will perform. Therefore, the player can select the action to be performed by the character being raised in each round.
[0003] Existing technical documents
[0004] Patent documents
[0005] Patent Document 1: Japanese Patent Application Publication No. 2021-164726 Summary of the Invention
[0006] The problem the invention aims to solve
[0007] However, in the aforementioned simulation games, the commands players can choose are the same every turn. Therefore, this results in limited player options and reduced game enjoyment.
[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 the fun of games.
[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] Multiple commands that are classified into any of the multiple categories and are used to specify the actions of the character being developed are made selectable commands so that the player can choose them, wherein each of the multiple commands is associated with specific parameters;
[0012] Based on the selectable command chosen by the player, update one or more parameters associated with the character being nurtured;
[0013] The update establishes a specific parameter associated with the selectable command chosen by the player;
[0014] For each category, determine whether the aggregate value of the specific parameters associated with the commands classified in the same category reaches a threshold; and
[0015] The utility corresponding to the category whose total value of the specific parameter is determined to reach a threshold is set to be able to be activated.
[0016] Alternatively, in the process of setting the utility to be able to be activated, the number of times the utility can be activated is managed, and the number of times the utility can be activated is reduced based on the player's selection of the selectable command.
[0017] Alternatively, in the process of setting the utility to be able to be activated, if the total value of the specific parameter is determined to be a threshold for the category corresponding to the utility in the state where the number of times it can be activated is 1 or more, the number of times it can be activated is increased.
[0018] Alternatively, multiple commands may be associated with specific parameters.
[0019] The information processing program causes the computer to perform the following process: update the specific parameters associated with the selectable command selected by the player.
[0020] Alternatively, the commands set as selectable commands to allow the player to choose include commands not associated with the specific parameter.
[0021] This allows the player to select the optional commands, which are then executed repeatedly.
[0022] In the process of updating the specific parameter, if the previous selectable command selected by the player is not associated with the specific parameter, the updated value of the specific parameter is made larger compared to the case where the previous selectable command selected by the player is associated with the specific parameter.
[0023] To address the above problems, an information processing method is an information processing method executed by one or more computers, including the following processes:
[0024] Multiple commands that are classified into any of the multiple categories and are used to specify the actions of the character being developed are made selectable commands so that the player can choose them, wherein each of the multiple commands is associated with specific parameters;
[0025] Based on the selectable command chosen by the player, update one or more parameters associated with the character being nurtured;
[0026] The update establishes a specific parameter associated with the selectable command chosen by the player;
[0027] For each category, determine whether the aggregate value of the specific parameters associated with the commands classified in the same category reaches a threshold; and
[0028] The utility corresponding to the category whose total value of the specific parameter is determined to reach a threshold is set to be able to be activated.
[0029] To solve the above problems, the information processing system includes one or more computers, wherein the following processing is performed by said computers:
[0030] Multiple commands that are classified into any of the multiple categories and are used to specify the actions of the character being developed are made selectable commands so that the player can choose them, wherein each of the multiple commands is associated with specific parameters;
[0031] Based on the selectable command chosen by the player, update one or more parameters associated with the character being nurtured;
[0032] The update establishes a specific parameter associated with the selectable command chosen by the player;
[0033] For each category, determine whether the aggregate value of the specific parameters associated with the commands classified in the same category reaches a threshold; and
[0034] The utility corresponding to the category whose total value of the specific parameter is determined to reach a threshold is set to be able to be activated.
[0035] To address the aforementioned problems, the gaming device includes one or more computers, wherein the following processes are performed by said computers:
[0036] Multiple commands that are classified into any of the multiple categories and are used to specify the actions of the character being developed are made selectable commands so that the player can choose them, wherein each of the multiple commands is associated with specific parameters;
[0037] Based on the selectable command chosen by the player, update one or more parameters associated with the character being nurtured;
[0038] The update establishes a specific parameter associated with the selectable command chosen by the player;
[0039] For each category, determine whether the aggregate value of the specific parameters associated with the commands classified in the same category reaches a threshold; and
[0040] The utility corresponding to the category whose total value of the specific parameter is determined to reach a threshold is set to be able to be activated.
[0041] The effects of the invention
[0042] According to the present invention, the fun of the game can be improved. Attached Figure Description
[0043] [Figure 1 ] Figure 1 This is an explanatory diagram showing the outline structure of an information processing system.
[0044] [ Figure 2 ] Figure 2 A is a diagram illustrating the hardware structure of the player's terminal. Figure 2 B is a diagram illustrating the hardware structure of the server.
[0045] [ Figure 3 ] Figure 3 A is an example image illustrating the homepage screen. Figure 3 B is an example of a screen showing optional settings. Figure 3 C is an example of a diagram illustrating the profile settings screen.
[0046] [ Figure 4 ] Figure 4 It is a diagram used to illustrate the general progress of a simulation game.
[0047] [ Figure 5 ] Figure 5 A is a diagram illustrating an example of the initial additive data in a script. Figure 5 B is a diagram illustrating an example of the initial upper limit data for a script. Figure 5 C is a diagram illustrating an example of script activity plus calculated data.
[0048] [ Figure 6 ] Figure 6 A is an image illustrating the character selection screen for raising / developing a character. Figure 6 B is the first image shown in the character details screen. Figure 6 C is the second image that illustrates the character details screen.
[0049] [ Figure 7 ] Figure 7 A is a graph illustrating the table of capability parameters (initial values). Figure 7 B is a graph illustrating the fitness parameter (initial value) table. Figure 7 C is a diagram illustrating the skills. Figure 7 D is a diagram illustrating a specific activity.
[0050] [ Figure 8 ] Figure 8 It's an image illustrating the character enhancement screen.
[0051] [ Figure 9 ] Figure 9 A is the first image illustrating the character selection screen for inheritance. Figure 9 B is the first image that shows the overview of the characters you can develop. Figure 9 C is the second image illustrating the character selection screen for inheritance. Figure 9 D is the third image showing the character selection screen for inheritance.
[0052] [ Figure 10 ] Figure 10 It is a diagram illustrating the lineage of succession.
[0053] [ Figure 11 ] Figure 11 It is a graph that illustrates the information of the factors.
[0054] [ Figure 12 ] Figure 12 A is a diagram illustrating the utility generated through basic ability factors. Figure 12 B is a diagram illustrating the utility generated through role factors.
[0055] [ Figure 13 ] Figure 13 A is a diagram illustrating the criteria for determining compatibility. Figure 13 B is a diagram illustrating the criteria for determining compatibility.
[0056] [ Figure 14 ] Figure 14 A is the first image illustrating the layout of the assistance card. Figure 14 B is an illustration of the assistance card selection screen. Figure 14 C is the second image illustrating the layout of the assistance card.
[0057] [ Figure 15 ] Figure 15 A is a diagram illustrating the assistance card table. Figure 15 B is a diagram illustrating the effect of assistance. Figure 15 C is a diagram illustrating the skills possessed. Figure 15 D is a diagram illustrating the assistance activities.
[0058] [ Figure 16 ] Figure 16 A is the image showing the final confirmation screen. Figure 16 B is a diagram illustrating the preset selection screen.
[0059] [ Figure 17 ] Figure 17 This is a diagram illustrating the commands in each round.
[0060] [ Figure 18 ] Figure 18 It's an image illustrating the homepage layout.
[0061] [ Figure 19 ] Figure 19 This is an illustration of the training screen.
[0062] [ Figure 20 ] Figure 20 This is a diagram illustrating the training subjects.
[0063] [ Figure 21 ] Figure 21 This is a graph illustrating an example of the improvement in basic training.
[0064] [ Figure 22 ] Figure 22 This is a graph illustrating the allocation ratios for training subjects.
[0065] [ Figure 23 ] Figure 23 Figure A is the first diagram illustrating an example of the formula for calculating the increase in competitive level. Figure 23 Figure B is the second example illustrating the formula for calculating the increase in competitive level.
[0066] [ Figure 24 ] Figure 24 This is a diagram illustrating an example of the stimulating effect.
[0067] [ Figure 25 ] Figure 25 This is a diagram showing the dialog box indicating the level of competition.
[0068] [ Figure 26 ] Figure 26 Figure A is an example illustrating the benchmark levels and quotas in a conference. Figure 26 B is a diagram illustrating one example of the awards presented at the conference.
[0069] [ Figure 27 ] Figure 27 A is the first image illustrating the performance at the event. Figure 27 B is the second image illustrating the performance at the event. Figure 27 C is the third image illustrating the performance at the event. Figure 27 D is the fourth image illustrating the performance at the event.
[0070] [ Figure 28 ] Figure 28 Figure A is the first diagram, illustrating an example of the formula for calculating the increase value of an ability parameter. Figure 28 Figure B is the second example illustrating the formula for calculating the increase in the capability parameter.
[0071] [ Figure 29 ] Figure 29 This is a graph illustrating an example of the effect value of training level.
[0072] [ Figure 30 ] Figure 30 This is a diagram illustrating an example of additive calculation during linked training.
[0073] [ Figure 31 ] Figure 31 This is a diagram illustrating an example of the linkage reward correction value.
[0074] [ Figure 32 ] Figure 32 This is the first image illustrating the negotiation process.
[0075] [ Figure 33 ] Figure 33 This is the second image illustrating the negotiation process.
[0076] [ Figure 34 ] Figure 34 A is the first diagram illustrating the inheritance process. Figure 34 B is the second diagram illustrating the inheritance process. Figure 34 C is the third diagram illustrating the inheritance process. Figure 34 D is the fourth diagram illustrating the inheritance process.
[0077] [ Figure 35 ] Figure 35 A is the first image in the skill description screen. Figure 35 B is the second image that explains the skill screen.
[0078] [ Figure 36 ] Figure 36 A is the first image illustrating the game selection screen. Figure 36 B is an image illustrating the start of the match. Figure 36 C is the first image showing the match result. Figure 36 D is the second image showing the match result.
[0079] [ Figure 37 ] Figure 37 A is an illustration showing how to complete a picture. Figure 37 B is the second image illustrating the completion of the process. Figure 37 C is the third image illustrating the completion of the training process.
[0080] [ Figure 38 ] Figure 38 It is a diagram illustrating the structure of the memory in the player's terminal and its function as a computer.
[0081] [ Figure 39 ] Figure 39 It is a diagram illustrating the structure of the memory in a server and its function as a computer.
[0082] [ Figure 40 ] Figure 40 This is a sequence diagram illustrating the processing related to the simulation game on the player's terminal and server.
[0083] [ Figure 41 ] Figure 41 This is a flowchart illustrating the preparation phase processing in the player's terminal.
[0084] [ Figure 42 ] Figure 42 This is a flowchart illustrating the preparation phase of the server process.
[0085] [ Figure 43 ] Figure 43This is a flowchart illustrating the nurturing phase processing in the server.
[0086] [ Figure 44 ] Figure 44 This is a flowchart illustrating the processes that occur at the start of a round in the server.
[0087] [ Figure 45 ] Figure 45 This is a flowchart illustrating the development stage processing in the player's terminal.
[0088] [ Figure 46 ] Figure 46 This is a flowchart illustrating the subcommand processing in the player's terminal.
[0089] [ Figure 47 ] Figure 47 This is a flowchart illustrating the subcommands in the server that specify the information reception and processing.
[0090] [ Figure 48 ] Figure 48 This is a flowchart illustrating the main command in the server that specifies the information reception and processing.
[0091] [ Figure 49 ] Figure 49 This is a flowchart illustrating the reception and processing of result information in the player's terminal.
[0092] [ Figure 50 ] Figure 50 This is a flowchart illustrating the conference organization process on the server.
[0093] [ Figure 51 ] Figure 51 This is a flowchart illustrating the reception and processing of win determination information in the player's terminal.
[0094] [ Figure 52 ] Figure 52 This is a flowchart illustrating the process of ending a simulation game on the server. Detailed Implementation
[0095] 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.
[0096] (Overall structure of information processing system S)
[0097] Figure 1This 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.
[0098] 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.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] (Hardware structure of player terminal 1 and server 1000)
[0103] Figure 2 Diagram A illustrates the hardware structure of player terminal 1. Additionally, Figure 2 B is a diagram illustrating the hardware structure of server 1000. (For example...) Figure 2 As shown in Figure A, 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.
[0104] In addition, such as Figure 2As shown in B, 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.
[0105] 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.
[0106] 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.
[0107] An input / output interface 16 is connected to bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0108] 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.
[0109] 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.
[0110] 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.
[0111] 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.
[0112] (Game content)
[0113] 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.
[0114] 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.
[0115] Figure 3 Figure A illustrates an example of a home screen 100. When the game application is launched on the player's 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 contains multiple operation points that the player can operate (click).
[0116] 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.
[0117] When the home screen selection operation unit 102a is clicked, the following is displayed on the monitor 26: Figure 3 The homepage shown in image A is 100.
[0118] 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.
[0119] Furthermore, the assist cards held by players are associated with two parameters: a maximum unlock tier and a level. Players can consume specified items to increase the level of the assist cards. However, for each maximum unlock tier, there is a maximum level that can be increased. For example, when the maximum unlock tier is 0, the maximum level is "30", and when the maximum unlock tier is 1, the maximum level is "35". Thus, for each tier increase in the maximum unlock tier, the maximum level increases by "5".
[0120] Here, for all support cards, there are five tiers for unlocking the maximum level, from tier 0 to tier 4. When a player possesses multiple identical support cards, they can increase the maximum unlock level of that support card by consuming the remaining support cards. Specifically, the initial maximum unlock level of a support card is tier 0. Let's assume a player possesses five support cards with a maximum unlock level of tier 0. In this case, the player can increase the maximum unlock level of that support card by four tiers by consuming the remaining four support cards on the base support card. In this way, the player can increase the maximum unlock level of a support card by a maximum of four tiers. As a result, the maximum level cap of the support card can increase by a maximum of 20.
[0121] In addition, each assistance card has a pre-set rarity level, as detailed later. The maximum level value in each unlock tier varies depending on the rarity of the assistance card.
[0122] 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.
[0123] 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.
[0124] 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.
[0125] 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).
[0126] 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.
[0127] 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.
[0128] 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.
[0129] 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 3 As shown in Figure A, 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.
[0130] Figure 3 Figure B illustrates an example of the optional settings screen 110. The optional settings screen 110 is a screen where various information can be confirmed and set. Multiple operation units are provided in the optional settings screen 110; when an operation unit is clicked, the information corresponding to that operation unit can be confirmed and set.
[0131] The optional settings screen 110 includes a profile settings operation unit 110a and a close operation unit 110c. When the close operation unit 110c is clicked, the optional settings screen 110 is closed. When the profile settings operation unit 110a is clicked, the profile settings screen 120 is displayed.
[0132] Figure 3 Image C illustrates an example of profile setup screen 120. In 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.
[0133] 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.
[0134] 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.
[0135] 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.
[0136] 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.
[0137] 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.
[0138] Furthermore, in this embodiment, various limited-time events are held irregularly. During the period of a specific event that is a limited-time event, such as... Figure 3 As shown in Figure A, 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 offered in the specific event, for various rewards.
[0139] 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.
[0140] 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.
[0141] (Raising / Simulation Game)
[0142] Figure 4This 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.
[0143] 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.
[0144] like Figure 4 As shown, in the preparation phase, the following steps are performed sequentially: script registration, character registration for development, character registration for inheritance, assistance card registration, and specific character 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.
[0145] <Preparation Phase Processing>
[0146] 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.
[0147] <Script Registration>
[0148] 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.
[0149] 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.
[0150] Figure 5A is a diagram illustrating an example of the initial additive data in a script. Figure 5 B is a diagram illustrating an example of the initial upper limit data for a script. Figure 5 C is a diagram illustrating an example of script activity plus calculated data. For example... Figure 5 As shown in Figure A, 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.
[0151] 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.
[0152] 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.
[0153] 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.
[0154] 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.
[0155] For example, such as Figure 5 As shown in Figure A, 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".
[0156] 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".
[0157] 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 5 As shown in Figure B, the initial upper limit value data for the script is set up, and the initial upper limit value for each capability parameter is derived based on this data. According to the initial upper limit value data, the initial upper limit value of each of the five capability parameters is associated with its respective script ID. In the initial upper limit value data, the value associated with each script ID is the initial upper limit value obtained by adding the initial additive value of the script's initial additive value data to the common basic value.
[0158] 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.
[0159] 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".
[0160] like Figure 5 As shown in C, 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.
[0161] 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.
[0162] <Registration of Characters to be Raised>
[0163] Figure 6 Image A shows the character selection screen (150) for character development. When a player selects a script in the script selection screen, it displays... Figure 6Screen A shows the character selection screen 150. Multiple character icons 151 are displayed in the center of the character selection screen 150, providing a list of the characters the player owns.
[0164] 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.
[0165] 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.
[0166] 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.
[0167] 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 6 In the example shown in A, 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.
[0168] Figure 7 A is a graph illustrating the capability parameters (initial values). In this embodiment, as... Figure 7 As shown in Figure A, the initial values of the ability parameters for each character 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.
[0169] 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.
[0170] 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.
[0171] exist Figure 7 Figure A shows the initial values for a character 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.
[0172] In addition, in this embodiment, suitability parameters (initial values) are set for each role. For example... Figure 6 As shown in Figure A, 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.
[0173] Figure 7 B is a graph illustrating the fitness parameter (initial value) table. In this embodiment, as... Figure 7 As shown in B, 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.
[0174] 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.
[0175] 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.
[0176] 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.
[0177] Figure 6 B is the first image in the character details screen (160 pixels). Additionally, Figure 6 C is the second image illustrating the character details screen 160. When the 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 character icon 151 that was long-pressed in the character selection screen 150.
[0178] The character details screen 160 displays the skill operation section 161 and the activity operation section 162 in the center. For example... Figure 6 As shown in Figure B, 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.
[0179] Figure 7 C is a diagram illustrating the skill. For example... Figure 7 As shown in C, each character possesses multiple skills. For example... Figure 6 As shown in B, 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; it must be acquired 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."
[0180] 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.
[0181] In this embodiment, Figure 7 Skills represented by "◎" in C are Figure 6 Character B's details screen (160) shows that he has acquired the skill. Additionally, Figure 7 Skills represented by "0" in C are Figure 6 Character B's details screen 160 displays the skills they possess. In this embodiment, as... Figure 6 As shown in B's character details screen 160, acquired skills are highlighted to easily distinguish them from skills held.
[0182] Specifically, in Figure 6 In the character details screen 160 shown in B, one acquired skill is displayed in the Acquired Skills display bar 161a, and seven held skills are displayed in the Skills 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 character level increases, the consumption of in-game currency or items, etc.
[0183] Here, "held skills" includes "awakened skills." Awakened skills are skills that are linked to the character as held skills from the start of the raising game once the unlocking conditions are met. In other words, awakened skills whose unlocking conditions are not met are not held skills at the start of the raising game. However, even awakened skills whose unlocking conditions are not met can sometimes become held skills during the main raising game.
[0184] exist Figure 7 In section C, 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 differently based on the character, such as acquired skills, held skills, or awakened skills.
[0185] 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 6 As shown in B, the character details screen 160 includes a shutdown control unit 163a and an enhancement control unit 163b.
[0186] When the enhancement operation unit 163b is clicked, the character enhancement screen 165 is displayed on the monitor 26. Figure 8This 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.
[0187] 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.
[0188] 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.
[0189] 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.
[0190] 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.
[0191] 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.
[0192] The Awakening Skill display panels 168a, 168b, 168c, and 168d respectively display the Awakening Skills unlocked at Awakening Levels 2, 3, 4, and 5. At this time, unlocked Awakening Skills are marked "Unlocked" in the Awakening Skill display panels 168a, 168b, 168c, and 168d. Conversely, locked Awakening Skills are displayed in grayed-out areas. Figure 8 The text shows a state where the awakening level is 4 and 3 awakening skills have been unlocked.
[0193] 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).
[0194] 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.
[0195] Additionally, when the player clicks on the activity operation section 162 of the character details screen 160, such as Figure 6 As shown in C, 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 is displayed, or changes in ability parameter values are shown.
[0196] Figure 7 D is a diagram illustrating a specific activity. For example... Figure 7 As shown in D, there are several dedicated events for each role. For example... Figure 6 As shown in C, 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.
[0197] In addition, regarding Figure 6 The special events displayed in the character details screen 160 shown in C 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.
[0198] In addition, such as Figure 6 B and Figure 6 As shown in C, 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.
[0199] Additionally, when in Figure 6 When the user clicks the "Return to Operation Unit 153" button on the character selection screen 150 shown in Figure A, the following will be displayed on the monitor 26: Figure 3 The homepage screen 100 is shown in Figure A. 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.
[0200] 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.
[0201] 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.
[0202] 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.
[0203] 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.
[0204] 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.
[0205] 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, if a competition with a specified number of supporters as a participation requirement is set as a competition with a specific objective (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 in which the objective competition begins.
[0206] 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.
[0207] Therefore, if the required number of supporters for the target match is not obtained before the round of the target match, the character being trained cannot participate in the target match. In this case, the goal is not achieved, and the training game ends.
[0208] 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.
[0209] 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.
[0210] 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.
[0211] 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.
[0212] As mentioned above, players in Figure 6 In the character selection screen 150 shown in Figure A, one can select a character to raise while checking various information about each character. Furthermore, when the next operation unit 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.
[0213] <Registration of Inherited Roles>
[0214] Figure 9 A is the first image in screen 170, which illustrates the character selection screen for inheritance. Figure 9 B is the first image in the 180-degree view of the characters you're raising. Figure 9 C is the second image showing the character selection screen (170). Figure 9D is the third image in the character selection screen 170. The character selection screen 170 is used by players to register their inherited characters.
[0215] 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.
[0216] 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 9 As shown in Figure A, the first inheritance role selection area 171a and the second inheritance role selection area 171b are displayed as empty columns.
[0217] When the first inheritance character selection area 171a or the second inheritance character selection area 171b is clicked, the following will be displayed: Figure 9 Screen 180, shown as B, displays 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 icons for the raised characters (182).
[0218] With my character tag 181a selected, as follows: Figure 9 As shown in B, 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.
[0219] 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 9 The inherited character selection screen 170 is displayed as shown in C. 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.
[0220] 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 9 As shown in Figure D, the image of the character being developed is displayed in the second inheritance character selection area 171b, indicating that the character is in a temporary selection state.
[0221] 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.
[0222] 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.
[0223] like Figure 10 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.
[0224] In this case, such as Figure 10 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.
[0225] 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.
[0226] like Figure 9As shown in D, the first inheritance character selection area 171a contains icons corresponding to the one character who inherited the first generation and the two characters who inherited the second generation, respectively, forming the first inheritance group. Similarly, the second inheritance character selection area 171b contains icons corresponding to the one character who inherited the first generation and the two characters who inherited the second generation, forming the second inheritance group.
[0227] Figure 11 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.
[0228] 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.
[0229] 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 11 The data is categorized into basic ability factors, aptitude factors, competition factors, role factors, and skill factors. Each factor can be assigned any of several levels. Here, the factor levels are set as Level 1, Level 2, and Level 3.
[0230] 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.
[0231] 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.
[0232] 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.
[0233] Figure 12 A is a diagram illustrating the utility generated through 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".
[0234] 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).
[0235] 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.
[0236] 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.
[0237] 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%.
[0238] In the character selection screen 170, the ability parameters are displayed as the increase value in the first round. For example, in Figure 9 In option C, one successor character is temporarily selected to form the first succession group. In this case, the type and value of the ability parameter increase in the first turn due to the temporarily selected successor character are displayed. Here, "+63" is displayed above the Strength ability parameter, indicating that the Strength ability parameter increases by 63 points in the first turn. In addition, the value obtained by adding the increase value in the first turn is displayed in the ability parameter display section 152a.
[0239] In addition, Figure 9 In option D, 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.
[0240] 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 9 In D, 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.
[0241] 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".
[0242] 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.
[0243] 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.
[0244] 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.
[0245] 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.
[0246] Moreover, such as Figure 9 C and Figure 9As shown in Figure D, 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.
[0247] 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.
[0248] 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%.
[0249] 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.
[0250] 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.
[0251] 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.
[0252] 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.
[0253] 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.
[0254] 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.
[0255] 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.
[0256] 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.
[0257] 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.
[0258] 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.
[0259] 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.
[0260] Figure 12 B is a diagram illustrating the utility generated by the character factor. The increase in the upper limit of the ability parameter generated by the character factor is limited to the second and third activation times. However, the character factor may also be activated at the first activation time. When the character factor is 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.
[0261] 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.
[0262] 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.
[0263] Figure 11 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.
[0264] 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.
[0265] 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.
[0266] 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.
[0267] 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.
[0268] 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.
[0269] Figure 13 A is a diagram illustrating the criteria for determining compatibility. Figure 13 B is a diagram illustrating the criteria for determining compatibility. For example... Figure 13 As shown in Figure A, in this embodiment, seven judgment objects are set, 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.
[0270] 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).
[0271] 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).
[0272] For each of the above-mentioned judgment objects, determine whether the judgment conditions for each of the multiple judgment items are met. Figure 13B shows an example of a judgment item. In this embodiment, the game's world is set as follows: the characters that can be selected as training targets are students, and each character undergoes training at a school.
[0273] Moreover, such as Figure 13 As shown in B, 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.
[0274] 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 ...
[0275] 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.
[0276] 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.
[0277] 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.
[0278] like Figure 9 B Figure 9 C and Figure 9As shown in Figure D, when an inheritable character is selected, compatibility indicators representing the degree of compatibility are displayed in the upper right corner of both the inheritable 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 9 As shown in A, the compatibility marker is not displayed when no inherited role is selected.
[0279] In addition, such as Figure 9 As shown in Figure B, 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.
[0280] Registration of Assistance Card
[0281] Figure 14 A 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 14 The assistance card arrangement screen 190 shown in Figure A has an assistance card display area 191 in the center. 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.
[0282] 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.
[0283] 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.
[0284] Figure 14 B is an illustration of the assistance card selection screen 200. When in... Figure 14 When A clicks on the assistance card display box 192 in the assistance card arrangement screen 190 (except for the assistance card display box 192 displayed in the lower right corner), it is displayed on the monitor 26. Figure 14The assistance card selection screen 200 is shown in Figure B. The assistance card selection screen 200 displays a list of card icons 201 corresponding to the assistance cards held by the player. By clicking on the card icons 201 displayed in the assistance card selection screen 200, the player can select an assistance card.
[0285] 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.
[0286] As mentioned above, each assist card is necessarily associated with one character ID. Additionally, each character card is also necessarily associated with one character ID. Furthermore, each character card is associated with a unique character card ID. Additionally, each assist card is associated with a unique assist card ID. The character card ID and assist card ID are separate identification information, distinct from the character ID, used to identify the card type. During the preparation phase, the player must select an assist card (assist card ID) after selecting a character card (character card ID), i.e., the character they want to develop. In this implementation, the character ID associated with a character card cannot be the same as the character ID associated with an assist card. Therefore, the player must select six assist cards that are associated with completely different character IDs.
[0287] Additionally, players must select an assist card that is associated with a different character ID than the one associated with the previously selected character card. Therefore, in the assist card selection screen 200, assist cards associated with the same character ID as the previously selected character card are identified and displayed. The identification and display of assist cards can be exemplified by graying out or overlapping icons indicating that they are not selectable.
[0288] Figure 15 A is a diagram illustrating the assistance card table. For example... Figure 15 As shown in Figure A, the assistance card table stores the type (character ID), rarity, skill level, and preferred training of assistance characters for each category (i.e., assistance card ID) of the assistance cards held by the player. There is a one-to-one correspondence between assistance characters and assistance card categories. That is, each assistance card ID is necessarily associated with one character ID. In other words, one assistance card necessarily corresponds to one assistance character.
[0289] 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).
[0290] 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.
[0291] 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.
[0292] 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.
[0293] Figure 15 B is a diagram illustrating the effect of assistance. For example... Figure 15 As shown in B, each assistance card stores multiple assistance effects. Assistance effects are those that increase various stats in the main game. Each assistance card has multiple objects for which assistance effects are set. Examples of objects for assistance effects include stamina, speed, endurance, strength, perseverance, and intelligence.
[0294] Figure 15 C is a diagram illustrating the skills possessed. For example... Figure 15 As shown in C, 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.
[0295] Figure 15 D is a diagram illustrating collaborative activities. For example... Figure 15As shown in D, 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.
[0296] 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.
[0297] 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.
[0298] 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."
[0299] Figure 14 C is the second diagram illustrating the assistance card arrangement screen 190. In this embodiment, when all six assistance cards are selected, as shown... Figure 14 As shown in C, the start operation unit 193 becomes operable. On the other hand, if not all six assistance cards are selected, such as... Figure 14 As shown in Figure A, the start operation unit 193 is not operable.
[0300] Furthermore, when the return operation unit 153 is operated in the assistance card arrangement screen 190, the display 26 shows... Figure 9 The character selection screen for inheritance shown in D is 170. Additionally, as shown... Figure 14 As shown in C, 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 16 The final confirmation screen shown in A is 205.
[0301] Figure 16 A is the image showing the final confirmation screen 205. Figure 16Figure B illustrates 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 section 205a. The preset display section 205a shows the number of the currently selected preset.
[0302] 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 16 The preset selection screen shown in B is 205A.
[0303] 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.
[0304] 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, the Home Screen 210 is displayed on the monitor 26. Figure 18 A).
[0305] Registration of Specific Roles
[0306] like Figure 4 As shown, after registering the script, the character to be developed, the inherited character, and the assist card, the next step is to register the specific character. The specific character is pre-defined for each script, and the character corresponding to the script selected by the player is set as the specific character.
[0307] As mentioned above, the preparation phase ends when the target character, inherited character, assisting character (assisting card), and specific character are stored.
[0308] <Management during the development stage>
[0309] 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.
[0310] Figure 17 This is a diagram illustrating the commands in each round. For example... Figure 17 As shown, the main simulation game consists of rounds 1 to 78. The game features a story element where time progresses as rounds go by. Here, it's set up with two rounds advancing one month, allocating half a month to each round. Specifically, the first half of January is allocated to round 1, and the second half to round 2. Similarly, the first half of February is allocated to round 3, and the second half to round 4. This continues, allocating the first or second half of each month of the first year to rounds 1 through 24.
[0311] Similarly, the first half or second half of each month of the second year is allocated to rounds 25 to 48, and the first half or second half of each month of the third year is allocated to rounds 49 to 72. Furthermore, the period from round 1 to 24 is called Beginner, the period from round 25 to 48 is called Classic, and the period from round 49 to 72 is called Advanced. Additionally, no time is allocated to rounds 73 to 78; this period is called Final. Rounds 37 to 40 and rounds 61 to 64 are called Training Periods, and the periods other than Training Periods are called Normal Periods. Training Periods are periods where the character's ability parameters are more easily increased compared to Normal Periods.
[0312] Players can select commands in each round. Multiple commands are available for players to choose from. Each command specifies the action to be taken by the character being trained. In other words, players can select commands to choose the actions that the character being trained will perform.
[0313] The commands players can choose are broadly divided into main commands and sub-commands. Main commands end the current turn. Sub-commands do not end the current turn. Figure 17 The main commands are shown in the table. Here, as main commands, there are "Rest Command," "Infirmary Command," "Go Out Command," "Training Command," and "Competition Command," details of which will be described later.
[0314] Furthermore, training commands are set according to the training subjects. Here, there are 15 training types, therefore 15 training commands are set. Hereafter, the training commands for each training subject are also referred to as subject-specific commands. In addition, training commands and subject-specific commands sometimes also refer to the instructions that the player can operate on the control unit or the computer's processing. Furthermore, training subjects refer to the content of the training, as detailed later. Since subject-specific commands are set for each training subject, training subjects can also be considered synonymous with training commands and subject-specific commands.
[0315] Additionally, the match command is used to make the character you're training participate in a match. The matches a character can participate in are set for each round. Therefore, there are various types of matches, and the match commands are set according to the type of match.
[0316] exist Figure 17 In the diagram, 〇 indicates that the corresponding command can be selected in each round. △ indicates that the corresponding command can be selected under specified conditions in each round. × indicates that the corresponding command cannot be selected in each round.
[0317] For example, in rounds 1 through 12, main commands other than match commands can be selected. Additionally, in rounds 13 through 72, all main commands can be selected. However, there are rounds with specific objectives set for the characters being trained (hereinafter referred to as objective rounds). In objective rounds, there are sometimes matches that the characters being trained must participate in (hereinafter referred to as objective matches). Players must have their characters participate in the objective matches in objective rounds with objective matches set. Therefore, in objective rounds with objective matches set, all main commands other than objective matches cannot be selected.
[0318] Furthermore, the target round and target match differ for each character being trained. However, a common target round and target match can also be set for all characters being trained. Additionally, there are conditions for achieving the target match. By achieving these conditions, players can continue the main training game. Conversely, if the conditions are not met, the main training game ends at the end of that round, i.e., the player quits.
[0319] Furthermore, target rounds and target matches are not mandatory. It can also be set so that no target rounds or target matches are set for any of the characters being developed. Alternatively, it can be a mix of characters being developed with target rounds and target matches set and those without.
[0320] In addition, sometimes objectives other than the target match are set for the target round, i.e., achievement conditions. For example, the objective (achievement condition) might be to win at least one match before the target round, or to make a specified parameter reach a specified value or higher. In this case, if the achievement condition is achieved by the end of the target round, the main game can continue; if the condition is not achieved, the game ends.
[0321] In addition, rounds 74, 76, and 78 are set as target rounds for all characters to be developed. However, within these target rounds, different target matches are set for each character to be developed.
[0322] Furthermore, in this embodiment, a tournament is held after a predetermined number of rounds. Specifically, tournaments are held after the 24th, 36th, 48th, 60th, and 72nd rounds. Details regarding the tournaments will be described later.
[0323] Figure 18 This is an image illustrating the homepage screen 210. It is displayed on monitor 26 when the user transitions to the development stage. Figure 18 The homepage screen 210 is shown. At the top of the homepage screen 210 are a stamina display section 211 and a motivation display section 212. A "stamina" parameter is set for the character being trained. The "stamina" parameter is mainly used to calculate the probability of failure in training, as described later, i.e., the failure rate. Furthermore, "stamina" is mainly consumed due to the execution of some training sessions, participation in competitions, and the occurrence of some activities. The stamina display section 211 displays the remaining amount of the character's current "stamina" relative to its maximum value, allowing for a visual understanding of the character's remaining "stamina."
[0324] In addition, a "motivation" parameter is set for the character being trained. The motivation display unit 212 displays the current "motivation" of the character being trained in a way that allows the viewer to visually grasp the character's current motivation in multiple levels (very poor, bad, average, good, and excellent). The higher the "motivation" 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.
[0325] In addition, such as Figure 18 As shown, the homepage screen 210 displays an image of the character to be trained, a status display 213, and a skill point display 214 in the center. In the status display 213, the current status of the character to be trained is represented by numerical values and letters indicating the levels corresponding to each value. 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 214 displays the number of skill points possessed by the character to be trained. Players can consume skill points to enable the character to acquire skills.
[0326] In addition, such as Figure 18 As shown, the lower part of the homepage screen 210 displays the following commands: Rest Command 215a, Training Command 215b, Go Out Command 215c, Infirmary Command 215d, and Competition Command 215e. These five commands are the main commands mentioned above, functioning as the operation unit that handles player actions. Additionally, the lower part of the homepage screen 210 displays the Skill Command 216a and the Negotiation Command 216b. These two commands are the sub-commands mentioned above, also functioning as the operation unit that handles player actions.
[0327] Players can use the Rest command 215a to make the character they are raising perform the "Rest" action. When the Rest command 215a is selected, it primarily restores the character's stamina.
[0328] Additionally, players can select the training subjects to be performed on the character being trained by using training command 215b. The selection of training subjects will be described later.
[0329] Additionally, players can use the "Go Out" command (215c) to make their character go "out". Selecting "Go Out" command 215c primarily increases the character's motivation or stamina.
[0330] Additionally, players can use the Infirmary Command 215d to make their character perform "Infirmary" actions. Furthermore, although detailed explanations are omitted, in the main game, the character may sometimes be in a state detrimental to their development. Selecting Infirmary Command 215d primarily removes this detriment. Moreover, Infirmary Command 215d can only be selected when a detriment is applied. That is, players cannot select Infirmary Command 215d when no detriment is applied.
[0331] Additionally, players can select the type of competition to have their character participate in by using the competition command 215e.
[0332] When the character being trained selects and executes any main command, various parameters associated with the character are updated, and the current turn ends. Furthermore, as described above, in this embodiment, a target turn is set for each character being trained. In a target turn with a designated match, the rest command 215a, training command 215b, outing command 215c, and infirmary command 215d cannot be selected. In a target turn with a designated match, the rest command 215a, training command 215b, outing command 215c, and infirmary command 215d are grayed out, making player actions unavailable. Therefore, in a target turn with a designated match, the player must execute the match command 215e to make the character being trained participate in the target match.
[0333] Furthermore, Skill Command 216a and Negotiation Command 216b can always be selected throughout all rounds, as detailed later. Even if Skill Command 216a and Negotiation Command 216b are selected, the round does not end. Therefore, players can select any of the aforementioned main commands after selecting Skill Command 216a and Negotiation Command 216b. Additionally, Negotiation Command 216b can be disabled, for example, in target rounds where a specific objective is set.
[0334] Figure 19 This is a diagram illustrating the training screen 220. When the training command 215b of the home screen 210 is executed, the training screen 220 is displayed on the monitor 26. The training screen 220 is a screen where the training subjects to be performed by the character being trained can be selected. Similar to the home screen 210, the training screen 220 displays the stamina display 211, the motivation display 212, the status display 213, and the skill point display 214.
[0335] Additionally, five subject-based commands 221 are displayed at the bottom of the training screen 220. These five subject-based commands 221, from left to right, are referred to as the first subject-based command 221a, the second subject-based command 221b, the third subject-based command 221c, the fourth subject-based command 221d, and the fifth subject-based command 221e. Each subject-based command 221 is associated with one of the 15 training subjects.
[0336] When the player executes any subject-by-subject command 221, the subject-by-subject command 221 that has been entered becomes temporarily selected. In other words, the training subject associated with the subject-by-subject command 221 that has been entered becomes temporarily selected. At this time, the subject-by-subject command 221 in the temporary selection state is highlighted. Figure 19 The image shows the state where the first subject-by-subject command 221a is temporarily selected. When the subject-by-subject command 221a is entered again while it is in the temporarily selected state, the subject-by-subject command 221a, i.e., the training in the temporarily selected state, is executed.
[0337] Figure 20 This is a diagram illustrating the training subjects. As described above, in this embodiment, 15 training subjects are provided. These include "volleyball," "water polo," "basketball," "soccer," "softball," "karate," "wrestling," "sumo," "judo," "fencing," "long jump," "rock climbing," "hammer throw," "diving," and "archery." In other words, the main training game of this embodiment features a storyline where the character being trained performs competitive training in these 15 subjects. Hereinafter, "training subjects" can be referred to as "competition."
[0338] like Figure 20As shown, these 15 training subjects are categorized into any one of three competitive categories. These categories are "Ball Games," "Combat Sports," and "Mixed Sports." The five training subjects "Volleyball," "Water Polo," "Basketball," "Soccer," and "Softball" are categorized under the "Ball Games" category. Additionally, the five training subjects "Karate," "Wrestling," "Sumo," "Judo," and "Fencing" are categorized under the "Combat Sports" category. Furthermore, the five training subjects "Long Jump," "Rock Climbing," "Hammer Throw," "Diving," and "Archery" are categorized under the "Mixed Sports" category.
[0339] In this way, the subject-based command 221, which is used to specify the actions of the character being trained and can be selected by the player as an optional command, is categorized into multiple categories, that is, any one of multiple competitive types.
[0340] In addition, primary parameters are set for each training subject. Primary parameters refer to the main ability parameters that increase upon successful training. In this embodiment, when training is successful, two or more of the five ability parameters increase. For each training subject, categories of ability parameters that increase upon successful training and corresponding base training increase values for each category are pre-defined.
[0341] Figure 21 This is a graph illustrating an example of baseline training increase. The baseline training increase is the value used as the base value for the increase in ability parameters when training is successful. For example... Figure 21 As shown, for each training subject, two or three ability parameters are set that increase upon successful training. Each of these ability parameters has a base training increase value. Upon successful training, the increase value for each ability parameter is calculated based on the increase value calculation formula, as detailed later. This increase value calculation formula involves addition and multiplication of the base training increase value.
[0342] The primary parameter is the maximum value among the basic training improvement values set for each training subject. For example, for volleyball, the basic training improvement values are set as follows: speed is "10" and strength is "3". Therefore, the primary parameter for volleyball is speed. Similarly, for judo, the basic training improvement values are set as follows: speed is "2", perseverance is "10", and intelligence is "1". Therefore, the primary parameter for judo is perseverance.
[0343] In this way, each training subject is classified into any one of the three competitive types, and any one of the five ability parameters is set as the primary parameter. That is, it can also be said that each training subject is classified into any one of the three competitive types, and is also classified as any one of the five primary parameters.
[0344] In addition, such as Figure 21 As shown, each training subject has a skill point increase value awarded upon successful training. Additionally, each training subject has a stamina consumption value upon successful training.
[0345] like Figure 19 As shown, in a single round, the player can choose from 5 subject-specific commands 221. At the start of a round where training can be performed, the 5 subject-specific commands 221 that the player can choose are determined by random selection. In other words, at the start of a round where training can be performed, the training subjects associated with the 5 subject-specific commands 221 that the player can choose are determined by random selection. Here, one training subject is determined for each of the 5 main parameters.
[0346] Specifically, such as Figure 20 As shown, the training subjects with speed as the main parameter are volleyball, karate, and long jump. Therefore, the player can choose one of these three subjects by drawing lots. Similarly, for training subjects with endurance, strength, perseverance, and intelligence as the main parameters, one of these three subjects is also chosen by drawing lots.
[0347] In this way, at the start of a round where training can be performed, for each main parameter, one training subject is randomly selected from one of the three competitive types. Furthermore, in the selection of the training subjects that a player can choose, the three training subjects have equal probability of being selected. However, the individual selection probabilities of the three training subjects can differ across all rounds, or they can differ from round to round.
[0348] In short, you only need to set the training subjects corresponding to each ability parameter and update the ability parameters corresponding to the selected training subjects.
[0349] Moreover, such as Figure 19 As shown, the subject command 221 is displayed according to each main parameter. Here, the first subject command 221a corresponds to the training subject with speed as the main parameter. Similarly, the second subject command 221b, the third subject command 221c, the fourth subject command 221d, and the fifth subject command 221e correspond to the training subjects with endurance, strength, perseverance, and intelligence as the main parameters, respectively.
[0350] Furthermore, although illustrations are omitted, the "By Subject" command 221 contains patterns that identify training subjects. In other words, the "By Subject" command 221 contains patterns that differ for each training subject, allowing players to master the training subjects through this command. At this time, the "By Subject" command 221 distinguishes each training subject by color according to the competitive type to which it is categorized.
[0351] For example, the "By Subject" command 221 for training subjects categorized as ball games is displayed in blue (shown as a large-spaced shading in the image). Similarly, the "By Subject" command 221 for training subjects categorized as combat games is displayed in red (shown as a small-spaced shading in the image). Furthermore, the "By Subject" command 221 for training subjects categorized as mixed games is displayed in yellow (shown as a cross-shading in the image). Therefore, by using the "By Subject" command 221, players can identify not only the training subject but also the specific competitive category to which it is categorized.
[0352] Additionally, the status display unit 213 displays the increase in the capability parameter when training has been successfully established in connection with the subject-by-subject command 221, which is in a temporary selection state. Figure 19 In the example shown, the first subject command 221a is temporarily selected, and the speed bar in the status display 213 displays "+8", the endurance bar displays "+2", the strength bar displays "+1", and the intelligence bar displays "+2". Additionally, the skill point display 214 displays the increase in skill points if training associated with the temporarily selected subject command 221a is successful. Figure 19 In the example shown, "+10" is displayed near the skill point display unit 214.
[0353] Furthermore, when the subject-based command 221, which is in a temporary selection state, is changed, the increase value of the ability parameter displayed on the status display unit 213 and the increase value of the skill points displayed near the skill point display unit 214 are changed.
[0354] Additionally, during rounds where training can be performed, each training subject is associated with a character. Hereinafter, this association between training subjects and characters will be referred to as character configuration. The characters configured in a training subject include the aforementioned assistant characters, specific characters, and additionally defined story characters that differ from all of them. During rounds where training can be performed, for each character that can be configured in training, a random selection process determines whether to configure that character into a training subject and the training subject for that character.
[0355] Figure 22 This is a diagram illustrating the configuration ratio for different training subjects. A configuration decision table is stored in server 1000, and the training subjects for assigned roles are determined based on this table. In this embodiment, for each role being processed, it is determined whether that role should be assigned to any training subject; if so, that training subject is determined. Furthermore, the roles being processed here include all support roles, specific roles, and story roles. The selection of training subjects for assigning roles is performed by sequentially changing the roles being processed.
[0356] Furthermore, in this embodiment, the configuration ratio of training subjects for a character is linked to five main parameters. For example, let's say that the main parameter of speed is determined based on a configuration decision table for the character being processed. In this case, the character is configured in one of the three training subjects with speed as the main parameter, a subject that was previously selected as available to the player in a random draw. In this way, the training subjects for the character being processed are indirectly determined by deciding the main parameters.
[0357] Furthermore, after determining the training subjects available to the player, it is decided whether to assign characters to each training subject. However, it is also possible to determine the training subjects available to the player after deciding whether to assign characters to each training subject.
[0358] The configuration decision tables are set according to the identification information of each role. Each configuration decision table determines one of the five main parameters and whether the role is not configured in any training (marked as "None" in the diagram). Specifically, when the role being processed is an assisting role and a specific role, there is a 10% probability that the role will not be configured in any training, and each of the main parameters—speed, endurance, strength, perseverance, and intelligence—has an 18% probability.
[0359] In addition, when the role being processed is not an assisting role but a specific role, there is a 20% probability that the role will not be assigned to any training, and there is a 16% probability that the main parameters of speed, endurance, strength, perseverance, and intelligence will be determined respectively.
[0360] In addition, when the role being processed is an assisting role rather than a specific role, there is a 30% probability that the role will not be assigned to any training, and there is a 14% probability that the main parameters of speed, endurance, strength, perseverance, and intelligence will be determined respectively.
[0361] In addition, if the role being processed is neither an assisting role nor a specific role, there is a 50% probability that the role will not be assigned to any training, and there is a 10% probability that the main parameters of speed, endurance, strength, perseverance, and intelligence will be determined respectively.
[0362] Furthermore, as mentioned above, each assistant card (assistant role) is assigned a training preference. When the role being processed is an assistant role, the selection ratio is changed based on the configuration decision table to increase the probability of selecting the training preference assigned to the assistant card. Alternatively, for example, some or all assistant cards (assistant roles) can be associated with effects that increase the probability of being configured for a specified training subject. For assistant roles associated with such effects, the selection ratio is changed to increase the probability of being configured for the specified training subject.
[0363] In addition, there is a limit to the number of characters that can be configured in each training subject. Here, a limit of "5" is set for the total number of characters that can be configured in all training subjects. Therefore, the maximum number of characters that can be configured in one training subject is "5".
[0364] Furthermore, as mentioned above, the decision on whether to assign each role to a training subject is made on a per-role basis. In this case, the order in which roles are extracted as processing objects is arbitrary. Moreover, for example, if a role has a predetermined maximum number of roles in a training subject (main parameter) to which it is to be assigned, it can be decided not to assign that role to any training subject. Alternatively, for training subjects where a maximum number of roles has already been determined, it can be excluded from the selection process, and the selection probability of other training subjects can be changed. However, a maximum number of roles to be assigned to a training subject is not mandatory; roles can be assigned to training subjects according to the selection results.
[0365] Furthermore, there is no particular limitation on the method for determining which training subjects a character is assigned to. For example, as mentioned above, it is also possible to determine the five training subjects that the player can choose by random selection based on the main parameters. Then, for each training subject that the player can choose, it is decided whether to assign a character as the processing target. In this case, the probability of assigning a character can also vary depending on the training subjects that the player can choose.
[0366] Once the role is determined as described above, the role is associated with each training subject or main parameter. Furthermore, the configuration information linking the training subjects to the roles is stored in player terminal 1 and server 1000.
[0367] like Figure 19 As shown, the upper right corner of the training screen 220 displays the configuration role icon 222 corresponding to the role configured in the training subject (hereinafter referred to as the configuration role) in the temporary selection state. For example, in the temporary selection state of the first subject command 221a, the configuration role icon 222 corresponding to the role configured in the training subject with speed as the main parameter is displayed. Here, the following situation is shown: by referring to the above-mentioned configuration decision table, two roles were selected for the main parameter of speed.
[0368] Furthermore, if training is successful, certain activities may occur that are associated with the configured role. In this case, an activity notification display 223 will be shown on the corresponding configured role icon 222.
[0369] Furthermore, when training is successfully performed with a configured role attached, the increase in capability parameters is greater compared to when training is successfully performed without any configured roles attached. Hereinafter, training with at least one configured role will be referred to as joint training.
[0370] Additionally, a bond gauge 222a is displayed below the character icon 222. The bond gauge 222a visually displays the bond parameters associated with the configured character. When joint training with an 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. Furthermore, the bond parameter value can also increase through specified events.
[0371] Additionally, when a support character with a bond parameter of a specified value or higher is assigned to a designated training course, a "Friendship Training" state is set for that training course. If a training course with a "Friendship Training" state is selected and the training is successful, a Friendship Training session occurs. In other words, when training in a "Friendship Training" state is successful, 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.
[0372] Furthermore, for each assistance card (assistant character), one of five main parameters—speed, endurance, strength, perseverance, and intelligence—is used as a training specialty. Moreover, the assistance character is configured with the training subject associated with the main parameter used for training specialty, and the assistance character's bond parameter is set to a certain value or higher for friendship training to occur.
[0373] Therefore, when a support character with a bond parameter of a specified value is assigned to a main parameter (training subject) that is associated with that support character's expertise training, the training subject for that main parameter is set to be eligible for Friendship Training. Furthermore, when a training subject with the Friendship Training eligible state is selected and the training is successful, the ability parameters of the character being trained increase significantly compared to normal joint training.
[0374] Although the illustration is omitted, the icon 222 of the configured character corresponding to the configured character whose friendship training is enabled has a special effect when displayed overlapping with it. This allows players to identify which configured character is involved in the friendship training. Furthermore, when friendship training is enabled for any training subject, the training command 215b on the home screen 210 also has a special effect when displayed overlapping with it. Therefore, players can also see which training is enabled on the home screen 210.
[0375] Furthermore, the support cards (support characters) may also include support cards (support characters) that are not associated with any specific training skill. Moreover, it is also possible that, for support cards (support characters) that are not associated with any specific training skill, regardless of the training subject configured for that support card (support character), the ability to participate in Friendship Training is set to occur only if the Bond Parameter of the support character is at or above a specified value. Alternatively, it is also possible that, for support cards (support characters) that are not associated with any specific training skill, the ability to participate in Friendship Training is not set.
[0376] As described above, in this embodiment, the conditions for setting the assisting character's affinity parameter to be above a predetermined value and the assisting character being configured in a pre-defined training subject of the main parameter to enable friendship training are as follows. However, the conditions for enabling friendship training are not limited to these. For example, here, for an assisting character, the main parameter is indirectly associated as a skill training. Therefore, it can be said that for an assisting character, three training subjects with the same main parameter are set as skill training. However, for example, it is also possible that for an assisting character, instead of associating with the main parameter, a single training subject is directly associated as skill training.
[0377] Additionally, a failure rate display 224 is displayed near the subject selection command 221 when the selection is in progress. For each of the five training subjects the player can choose, a failure rate is pre-calculated. When a training subject is selected, the success or failure of training is determined based on the pre-calculated failure rate. The method for calculating the failure rate differs for each training subject. The failure rate is displayed numerically in the failure rate display 224, allowing the player to use the failure rate of each training subject as a criterion when selecting training subjects. The failure rate increases inversely proportional to the remaining stamina associated with the character being trained.
[0378] Then, when the subject-by-subject command 221, which is in a temporary selection state, is entered again, training corresponding to the entered subject-by-subject command 221 is performed. When training is performed, a training result notification screen (not shown) is displayed on monitor 26. The training result notification screen displays an image indicating whether the training was successful or failed.
[0379] In the case of performing typical joint training, an image of the training target character undergoing training is displayed on the training result notification screen. The image displayed at this time is set for each training subject. In addition, regarding the image corresponding to each training subject, there is a success mode displayed when training is successful and a failure mode displayed when training fails.
[0380] Additionally, if training is successfully completed and the conditions for enabling Friendship Training have been set, a special Friendship Training event will be executed. This event includes a scene displaying the assisting character on the training result notification screen. The assisting character displayed at this time is the one whose conditions for enabling Friendship Training have been met.
[0381] Furthermore, in the training result notification screen, the ability parameters displayed on the status display unit 213 are updated. That is, if the training is successful, a pre-calculated increase value is added to each ability parameter for the training subject selected by the player. In addition, the display on the stamina display unit 211 is updated according to the training subject performed. Furthermore, if the training is successful, the prescribed number of skill points are obtained.
[0382] 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 decrease in motivation. 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, and a greater level of decrease in motivation).
[0383] Additionally, the penalty can be determined based on the training subject. For example, it could be set so that if speed training fails, the speed ability parameter value decreases, and if strength training fails, the strength ability parameter value decreases. Furthermore, for some training subjects, it could be set so that no penalty is imposed even if the training fails.
[0384] In this embodiment, as described above, the 15 training subjects are categorized into any one of three competition types: ball sports, combat sports, and mixed sports. Each competition type is associated with 5 training subjects. Furthermore, each training subject is associated with a parameter called competition level. The competition level is a parameter that increases through training execution or activity. For example, when volleyball training is performed, the competition level associated with volleyball increases. Similarly, for example, when archery training is performed, the competition level associated with archery increases.
[0385] Here, if a training subject is selected and the training is successful, the competitive level increases based on the selected subject command 221. However, the competitive level can also increase based on the execution of training, regardless of whether the training was successful or not.
[0386] An ascending level indicator 225 is displayed above the subject command 221. The ascending level indicator 225 is displayed for each of the five subject commands 221. Therefore, as... Figure 19As shown, five indicator icons 225 are displayed to indicate the increase in competition level when the subject command 221 is selected. For example, in... Figure 19 In the example shown, an icon 225 indicating an increase in level, represented as "+4", is displayed above the first subject command 221a. Therefore, when the first subject command 221a is selected and training associated with the first subject command 221a is performed, the competitive level of that training subject increases by "4".
[0387] Figure 23 Figure A is the first diagram illustrating an example of the formula for calculating the increase in competitive level. Figure 23 B is the second diagram illustrating an example of the formula for calculating the increase in athletic performance. For example... Figure 23 As shown in A, the increase in athletic performance is calculated using the formula (A+B)×C+D+E. At the start of each round where training can be performed, the increase in athletic performance is calculated for each subject command 221. Therefore, at the start of each round where training can be performed, based on... Figure 23 The formula shown in A is used to calculate the increase value for each of the five items according to subject command 221.
[0388] like Figure 23 As shown in B, A in the formula for calculating the increase in competitive level is a fixed value, which is an arbitrary value that is preset. Furthermore, regarding the fixed value of A, the same value is always used in the main game of raising the character, but different values can also be used depending on the progress of the game.
[0389] In the formula for calculating the increase in competitive level, B represents the number of configured roles, specifically the number of configured roles configured in the training subject. For example, in the case of subject command 221 with two configured roles, the value of "2" is applied to B. Therefore, the more configured roles there are, the greater the increase in competitive level through training.
[0390] In the formula for calculating the increase in competitive level, C represents the friendship bonus value. Here, "2" is set when the selected and executed training subject is in a friendship training achievable state, and "1" is set when the selected and executed training subject is not in a friendship training achievable state. That is, if the selected and executed training subject is in a friendship training achievable state, the bonus is doubled based on A+B. In other words, when a support character is configured to meet the conditions for a friendship training achievable state, the bonus is doubled based on A+B.
[0391] In the formula for calculating the increase in competitive level, D represents the growth value for a specific number of characters. This growth value is set based on the number of specific characters configured in the training subjects. The more specific characters configured, the greater the growth value for that specific character.
[0392] In the formula for calculating the increase in competitive level, E is a special additive value. This special additive value is assigned when a main command other than the training command (according to subject command 221) is selected and executed in the round immediately preceding the current round (e.g., going out, resting, infirmary, part or all of the match). Here, if a main command other than the training command is selected and executed in the previous round, "1" is added as a special additive value.
[0393] As described above, the increase in competitive level achieved through training is calculated for each selectable training subject, or in other words, for each subject-specific command 221. The more specific characters configured during training, the greater the increase in competitive level (B, D). Furthermore, the increase in competitive level further increases when the configured characters meet specified conditions during training (C). Additionally, the increase in competitive level increases further if no training was performed in the previous round (E).
[0394] also, Figure 23 A and Figure 23 The formula for calculating the increase in competitive level shown in B is just one example. For example, the increase in competitive level could also be a fixed value. Alternatively, for example, the increase in competitive level could also be a value preset based on the number of rounds.
[0395] Return to Figure 19 When the subject-by-subject command 221 is selected and executed, the competitive level of the training subject associated with the selected subject-by-subject command 221 increases. For example, if the training subject associated with the first subject-by-subject command 221a is volleyball, selecting the first subject-by-subject command 221a increases the volleyball competitive level by "4". Similarly, for example, if the training subject associated with the third subject-by-subject command 221c is sumo, selecting the third subject-by-subject command 221c increases the sumo competitive level by "5".
[0396] Furthermore, in this embodiment, the competitive level associated with the subject command 221 that is not selected by the player but is classified as belonging to the same competitive type as the subject command 221 that is selected by the player also increases. Specifically, in one round, the player can select 5 subject commands 221. At this time, the subject command 221 that is classified as belonging to the same competitive type as the subject command 221 selected by the player (or temporarily selected) out of the 4 subject commands 221 that is not selected by the player (or is not in a temporary selection state) is referred to as a linkage command. In addition, below, the training subject that is classified as belonging to the same competitive type as the training subject selected by the player (or temporarily selected) out of the 4 training subjects that is not selected by the player (or is not in a temporary selection state) is sometimes referred to as a linkage command.
[0397] For example, in Figure 19 In this context, the first subject command 221a is selected. Furthermore, the first subject command 221a is associated with a training subject volleyball, categorized as a ball sport. Similarly, the fourth subject command 221d is associated with a training subject soccer, categorized as a ball sport. In other words, the first subject command 221a and the fourth subject command 221d are categorized as the same sport. Therefore, when the first subject command 221a, i.e., the volleyball training subject, is selected (temporarily selected), the fourth subject command 221d, i.e., the soccer training subject, becomes a linked command.
[0398] As described above, in training screen 220, the subject selection command 221 in the temporary selection state is highlighted. Additionally, in training screen 220, subject selection commands 221 that are set as linked commands relative to the temporary selection commands 221 are identified and displayed. Here, the subject selection commands 221 in the temporary selection state and the subject selection commands 221 set as linked commands are displayed offset upwards compared to the other subject selection commands 221. Furthermore, the subject selection commands 221 set as linked commands are marked with an upward-pointing arrow labeled "Linked".
[0399] In this state, when the first subject command 221a is selected and executed, the volleyball skill level increases by "4". Furthermore, for the fourth subject command 221d, which is linked to the first subject command 221a, "4" is calculated as the skill level increase value based on the aforementioned formula. Therefore, in this case, the soccer skill level also increases by "4".
[0400] Additionally, for example, in Figure 19In the example shown, the second subject command 221b is associated with wrestling, a sport classified as a combat sport. Similarly, the third subject command 221c is associated with sumo, also classified as a combat sport. Both the second and third subject commands 221b are classified into the same sport type. Therefore, when the second subject command 221b (wrestling) is selected, the third subject command 221c (sumo) becomes a linked command.
[0401] In this case, when the second subject command 221b is selected and executed, the wrestling skill level increases by "4". Furthermore, for the third subject command 221c, which is linked to the second subject command 221b, "5" is calculated as the skill level increase value based on the aforementioned formula. Therefore, in this case, in addition to the wrestling skill level, the sumo skill level also increases by "5".
[0402] In this embodiment, the competitive level of the subject-specific command 221 selected by the player, as well as the competitive level of the subject-specific commands 221 that were not selected by the player but were classified as having the same competitive level as the subject-specific command 221 selected by the player, are increased. Therefore, the more linkage commands are set for the subject-specific command 221 selected by the player, the greater the total increase in competitive level in a single round.
[0403] A competition level confirmation display unit 226 is provided in the upper left corner of the training screen 220 and the home screen 210. The competition level confirmation display unit 226 is provided with a first display area 226a, a second display area 226b, and a third display area 226c. The first display area 226a is associated with the ball game competition type, the second display area 226b is associated with the fighting game competition type, and the third display area 226c is associated with the mixed game competition type.
[0404] As described above, the subject command 221 distinguishes each training subject by its respective competition type using color. Specifically, the subject command 221 for training subjects classified as ball sports is displayed in blue, the subject command 221 for training subjects classified as combat sports is displayed in red, and the subject command 221 for training subjects classified as mixed sports is displayed in yellow. Therefore, the first display area 226a associated with the ball sports competition type is displayed in blue, the second display area 226b associated with the combat sports competition type is displayed in red, and the third display area 226c associated with the mixed sports competition type is displayed in yellow.
[0405] In this embodiment, the total competitive level is calculated by summing the competitive levels of five training subjects classified into the same competitive type. Furthermore, multiple activation thresholds are set for the total competitive level. Here, activation thresholds of "50", "100", "150", "200", and "250" are set for the total competitive level of each competitive type. While the activation thresholds set for the total competitive level are common to all competitive types, different activation thresholds can also be set for each competitive type.
[0406] The first display area 226a displays the total competitive level ("Lv.75" in the figure) obtained by summing the competitive levels of the five training subjects classified as ball sports, and the remaining total competitive level ("25" in the figure) until the next achievable activation threshold. Similarly, the second display area 226b displays the total competitive level ("Lv.130" in the figure) obtained by summing the competitive levels of the five training subjects classified as combat sports, and the remaining total competitive level ("20" in the figure) until the next achievable activation threshold. In addition, the third display area 226c displays the total competitive level ("Lv.155" in the figure) obtained by summing the competitive levels of the five training subjects classified as comprehensive sports, and the remaining total competitive level ("45" in the figure) until the next achievable activation threshold.
[0407] Figure 24 This diagram illustrates an example of an intensification effect. When the total competitive level reaches the activation threshold, the effect set for each competitive type becomes active. Here, the effect that becomes active when the total competitive level reaches the activation threshold is called an intensification effect. Furthermore, in this embodiment, a common intensification effect is set for all activation thresholds of a competitive type. However, it is also possible to set different intensification effects for each activation threshold within a competitive type.
[0408] For example, the training effect increases accordingly based on the intensity of the competition type for ball games, and the number of characters configured. Furthermore, the training effect referred to here is the parameter used in the formula used to calculate the increase in ability parameters when training is successful, as detailed later. As an example, with 1 character configured, the training effect increases by 5%; with 2 characters configured, it increases by 10%; with 3 characters configured, it increases by 15%; with 4 characters configured, it increases by 18%; and with 5 characters configured, it increases by 20%.
[0409] Additionally, for example, based on the intensification effect set for combat-type competitions, ability parameters and skill points increase. Here, the greater the increase in competitive level, the greater the increase in ability parameters and skill points.
[0410] Additionally, for example, the occurrence rate of inspirational events is increased based on the intensification effect set for comprehensive competitive types. Furthermore, the maximum number of inspirations that can be obtained is increased.
[0411] Furthermore, the number of training sessions required to apply the effect is set for each activation effect (hereinafter referred to as the effect-applying training count). Here, the effect-applying training count for each activation effect is set to 2 times. Additionally, the remaining number of effect-applying training counts is managed in the main game. For example, when the total competitive level of a ball reaches the activation threshold, the effect-applying training count for the ball's activation effect is set to "2". When training is performed in this state, regardless of the training subject performed, the effect-applying training count for the ball's activation effect is reduced by "1". Thus, when the effect-applying training count for an activation effect becomes "0", the activation effect does not activate.
[0412] Furthermore, the effect-granted training count is only updated when training has been selected and executed. Therefore, if a main command other than training is selected and executed while the effect-granted training count is "1" or higher, the effect-granted training count is not deducted. In other words, the effect-granted training count is not consumed by executing a main command other than training. Therefore, the state of having an effect-granted training count of "1" or higher can also be considered a state where the intensification effect can be activated.
[0413] In this embodiment, the number of training executions is set as the effective period of the activation effect. However, the effective period of the activation effect can also be set by the number of rounds. Alternatively, the number of successful training sessions can also be set as the effective period of the activation effect. Furthermore, here, a common number of training sessions is set for the activation effects of each of the three competition types. However, the number of training sessions for each activation effect, i.e., competition type, can also vary.
[0414] Additionally, for example, suppose that when the number of training sessions for the intensification effect of a ball game is "1" or more, the total competitive level of the ball game further reaches the activation threshold. In this case, the number of training sessions for that point in time is increased by "2". That is, when the competitive type corresponding to the intensification effect that is in the state of having 1 or more training sessions for the effect is determined to have reached the activation threshold, the number of training sessions for the effect is increased.
[0415] However, for example, it's also possible that if the total competitive level of a ball game reaches the activation threshold when the number of training sessions for each activation effect is "1" or higher, the number of training sessions for that effect is updated to "2". In other words, an upper limit can be set for the number of training sessions for each activation effect. Alternatively, it's also possible that if the total competitive level of a ball game reaches the activation threshold when the number of training sessions for each activation effect is "1" or higher, the number of training sessions for that effect is not updated.
[0416] Furthermore, activation effects can be triggered repeatedly within a single round. For example, consider training performed with the activation effects for ball games, fighting games, and mixed games all having a training count of "2". In this case, all three activation effects are triggered repeatedly. However, it is also possible to prevent activation effects from being triggered repeatedly. For instance, if multiple activation effects are available, only one activation effect can be triggered according to a pre-defined priority order or based on a random selection. In this case, the training count for activation effects that are not triggered can be either deducted or not.
[0417] Return to Figure 19 The competition level confirmation display unit 226 can display a total competition level increase icon 227a and a count notification icon 227b. The total competition level increase icon 227a indicates the total competition level that will increase when the subject-by-subject command 221, which is in a temporary selection state, is executed. Figure 19 In the example shown, the first subject command 221a is in a temporary selection state. When the first subject command 221a is executed, the competitive level of volleyball corresponding to the first subject command 221a increases by "4", and the competitive level of football corresponding to the fourth subject command 221d, which is a linkage command, increases by "4".
[0418] Therefore, upon executing the first subject-based command 221a, the total competitive level of the ball game increases by "8". In this case, an icon 227a representing the increase in total competitive level is displayed in the first display area 226a associated with the competitive type of the ball game. Furthermore, the value representing the increase in total competitive level in the icon 227a is "+8". In other words, the icon 227a indicates both the competitive type and the increased total competitive level.
[0419] Additionally, the number of training sessions indicated by the indicator 227b indicates the effect of the activation effect and assigns a number of training sessions. The number of training sessions indicated by the indicator 227b is displayed in the first display area 226a, the second display area 226b, and the third display area 226c, in the area corresponding to the type of competition that can activate the activation effect. Therefore, Figure 19The state shown is the activation state of the intensification effect set for the comprehensive competitive type, indicating that the effect of this intensification effect is applied to the state with a training count of "2".
[0420] In addition, an information button 226d is provided in the competition level confirmation display unit 226. Players can use the information button 226d to check various information related to their competition level.
[0421] Figure 25 This is a diagram illustrating the competition level dialog box 240. The competition level dialog box 240 is displayed when the information button 226d on the competition level confirmation display unit 226 is pressed. (See diagram for reference.) Figure 25 As shown, the Competition Level dialog box 240 displays the current total competition level and the remaining total competition level until the next achievable activation threshold for each competition type. Additionally, the Competition Level dialog box 240 displays icons representing the training subjects categorized as that competition type, along with the competition level for each training subject, for each competition type. Furthermore, the Competition Level dialog box 240 displays the activation effect and the number of training sessions assigned to that effect for each competition type. In this way, players can view various information related to their competition level in the Competition Level dialog box 240.
[0422] Furthermore, a close button 240a is provided at the bottom of the competition level dialog box 240. When the close button 240a is pressed, the competition level dialog box 240 closes, displaying either the home screen 210 or the training screen 220. Additionally, although detailed explanations are omitted, when a specified area is accessed within the competition level dialog box 240, detailed information for each training subject is displayed.
[0423] In this embodiment, as described above, a tournament is held after a set number of rounds. This tournament is for 15 training subjects, each with the goal of winning. In the tournament, a winner or prize is awarded for each training subject. The winner or prize for each training subject is determined based on the competitive level of each training subject at the time the tournament is held. Hereinafter, the determination of the winner or prize for each training subject in the tournament will be referred to as the "winner determination."
[0424] Figure 26 Figure A is an example illustrating the benchmark levels and quotas in a conference. Figure 26 B is a diagram illustrating an example of the tournament rewards. In this implementation, five tournaments are held, from the first to the fifth, as the rounds progress. Figure 26 As shown in Figure A, a baseline level and a quota are set for each round of the tournament. The baseline level is the competitive level required to determine a victory in the winning decision.
[0425] The winning decision is made on a per-training-subject basis. Since there are 15 training subjects, 15 winning decisions are made in one competition. In each winning decision, the competitive level of the subject is compared to a benchmark level. If the competitive level is above the benchmark level specified for each competition, the participant is declared a winner; otherwise, they receive a prize.
[0426] The baseline level is a common value for all training subjects. Specifically, the baseline level used to determine the winner in a tournament is common to all 15 training subjects. Furthermore, the baseline level increases as the rounds progress. Here, the baseline level for the first tournament is set to "10", the baseline level for the second tournament is set to "20", the baseline level for the third tournament is set to "30", the baseline level for the fourth tournament is set to "40", and the baseline level for the fifth tournament is set to "50".
[0427] However, the benchmark level used to determine the winner in a single tournament can also vary for each training subject. Alternatively, a common benchmark level can be set regardless of the number of tournaments.
[0428] Furthermore, here, if the skill level is above the baseline level, the player is guaranteed to win. However, it is also possible that, if the skill level is above the baseline level, the player is guaranteed to win with a predetermined probability. In this case, the higher the skill level, the higher the probability of winning. Alternatively, a baseline level may not be set, and a probability of winning may be pre-defined for each skill level.
[0429] The quota is the number of wins required to clear a tournament. Hereinafter, the number of wins will be referred to as the victory count. Here, a common quota of 6 wins is set for all tournaments. However, the quota can vary for each tournament. When a tournament is cleared, a breakthrough bonus is granted. This breakthrough bonus is granted immediately and may include, for example, an increase in ability parameters, gain of skill points, recovery of stamina, increase in motivation, removal of debuffs, or gain of skill inspiration. However, the content of the breakthrough bonus is not particularly limited. For example, the breakthrough bonus may also provide a specified effect over one or more subsequent rounds, similar to the aforementioned boosting effect.
[0430] Furthermore, in this embodiment, whether or not one can break through the tournament only affects whether or not one can obtain the aforementioned breakthrough reward. Therefore, even if one fails to break through the tournament, one will not be eliminated and can proceed to the next round. However, it is also possible to exit at that point if one fails to break through the tournament.
[0431] Furthermore, in this embodiment, the total number of victories in the tournament is managed according to each competition type. Moreover, as... Figure 26As shown in B, tournament rewards are granted to the characters being trained based on the total number of victories. Here, as a tournament reward, training effectiveness is increased. The training effectiveness granted as a tournament reward refers to the parameter used in the formula used to calculate the increase in ability parameters upon successful training, as detailed later.
[0432] As an example, such as Figure 26 As shown in B, a 5% training effect is applied when the total number of wins is 1 to 4. Similarly, a 10% training effect is applied when the total number of wins is 5 to 9, a 12% training effect is applied when the total number of wins is 10 to 14, a 14% training effect is applied when the total number of wins is 15 to 19, and a 15% training effect is applied when the total number of wins is 20 to 25.
[0433] Here, the training effect gradually increases with the total number of wins. For example, at the point where the total number of wins in ball games reaches 4, a 5% training effect is granted. Then, when a tournament is held and the total number of wins in ball games reaches 5, the training effect increases from 5% to 10%. Furthermore, tournament rewards are continuously granted until the main game ends.
[0434] Furthermore, tournament rewards are awarded on a per-competition basis. Therefore, for example, if the total number of wins across all three competition types is 20 or more, the training effect generated by tournament rewards is 15% × 3 = 45%. In other words, tournament rewards are awarded repeatedly for each competition type.
[0435] also, Figure 26 The tournament reward shown in B is just one example. Here, the tournament reward is continuously awarded until the main game ends, but the effective period of the tournament reward can also be set to a number of rounds or training sessions. Alternatively, the tournament reward can be an immediate reward, similar to the breakthrough reward mentioned above. Furthermore, the tournament reward can also be awarded based on the total number of wins across all competition types, rather than on each individual competition type.
[0436] Figure 27 A is the first image illustrating the performance at the event. Figure 27 B is the second image illustrating the performance at the event. Figure 27 C is the third image illustrating the performance at the event. Figure 27 Figure D is the fourth image illustrating the performance at the conference. When the time comes for the conference to be held, an unillustrated performance image is displayed to announce the holding of the conference, and as... Figure 27 As shown in Figure A, this prompts operation on display 26. When an operation is input to display 26, as... Figure 27 B and Figure 27 As shown in C, image 250 is displayed by subject.
[0437] As described above, the tournament is a competition with the goal of winning each of the 15 training subjects. Here, a subject-specific performance image 250 is set up for each training subject, and the subject-specific performance image 250 switches at predetermined intervals. The subject-specific performance image 250 is an image of the character being trained challenging the training subject. For example, in... Figure 27 Image 250, showing a softball performance by subject, is shown in section B. Figure 27 Image C shows a performance image 250 for archery by subject. In this way, in a performance used in a conference, performance images 250 for each training subject are displayed sequentially.
[0438] However, in this embodiment, there are 15 training subjects. If all the performance images 250 for each subject are displayed sequentially, the performance would take a long time. Therefore, it is configured to display only the performance images 250 corresponding to 5 of the 15 training subjects. This prevents the performance from exceeding the required time.
[0439] Furthermore, the training subjects displayed as performance images 250 by subject are determined based on competitive level. Here, the top 5 training subjects at the time of the tournament are selected based on competitive level. Therefore, the performance images 250 corresponding to the 5 highest-ranking training subjects are displayed sequentially. However, there is no particular limitation on the number of performance images 250 displayed or the method for determining the performance images 250 by subject. For example, performance images 250 corresponding to all training subjects could also be displayed. In this case, it is preferable that the player can skip or end the display of performance images 250 by subject through input.
[0440] When the display of all subject performance images 250 ends, as follows Figure 27 As shown in D, the results screen 251 is displayed. The number of wins and awards in this tournament is displayed at the top of the results screen 251. Additionally, the results for each training subject are displayed on the results screen 251. Furthermore, players can confirm the results for all training subjects by inputting a light swipe up or down gesture on the results screen 251.
[0441] At the bottom of the results screen 251, there is a next step operation unit 251a. When the next step operation unit 251a is operated, a performance image (not shown) is displayed to inform the user of the breakthrough reward and the tournament reward awarded in this tournament.
[0442] Next, the increase in ability parameters upon successful training will be explained. At the start of a training round where training can be performed, the increase in ability parameters upon successful training is calculated. This increase is calculated based on the increase calculation formula. Furthermore, for each of the five subject-based commands 221, i.e., the five selectable training subjects, the increase in all five ability parameters is calculated.
[0443] Specifically, at the start of the round, firstly, five training subjects are selected by drawing lots (according to subject command 221). Then, the assigned roles for each training subject are determined. Next, with the training subjects and assigned roles determined, the increase in capability parameters is calculated.
[0444] At this point, the increases in speed, endurance, strength, perseverance, and intelligence are calculated when the first subject command 221a is selected. Similarly, the increases in the five ability parameters when the second subject commands 221b through the fifth subject commands 221e are selected are calculated separately. Therefore, at the start of the round, 5 subject commands 221 (training subjects) × 5 ability parameters = 25 increases are calculated. That is, any one of the 15 training subjects and any one of the 5 ability parameters is used as the processing object to calculate the increase. At this point, the calculation formula used for each increase is common.
[0445] Figure 28 Figure A is the first diagram, illustrating an example of the formula for calculating the increase value of an ability parameter. Figure 28 B is the second figure, illustrating an example of the formula for calculating the increase in the capability parameter. For example... Figure 28 As shown in A, the increase in the capability parameter is calculated using the formula ("1"+"2"+"3"+"4")×("5"+"6"+"7"+"8"+"9"+"10"+"11"+"12")+"13).
[0446] like Figure 28 As shown in B, the "1" in the formula for calculating the increase in ability parameters represents the increase in basic training value. For example... Figure 21 As shown, the basic training increase value is a fixed value preset for each training subject. The basic training increase value set for the combination of training subject and ability parameter being processed is applied to "1" in the increase value calculation formula. Therefore, if no basic training increase value is set for the combination of training subject and ability parameter being processed, the value of "1" in the increase value calculation formula is 0.
[0447] In the formula for calculating the increase in ability parameters, "2" represents the training level effect value. Each training subject is associated with a training level parameter. Training levels are set to five levels, from level 1 to level 5. The initial training level for each subject is level 1. The training level is updated based on the competitive level. Specifically, for competitive levels of 1 to 20, the training level is level 1; for competitive levels of 21 to 40, the training level is level 2; for competitive levels of 41 to 60, the training level is level 3; for competitive levels of 61 to 80, the training level is level 4; and for competitive levels of 81 to 100, the training level is level 5.
[0448] Furthermore, here we set a parameter to associate training level with each training subject, but the training level parameter is not mandatory. For example, we can also omit the training level parameter and calculate the training level effect value based on the competitive level.
[0449] Figure 29 This is a diagram illustrating an example of training level effect values. Training level effect values are values set in association with the training level. For example, the training level for level 1 is associated with "0" as the training level effect value. Similarly, for example, the training levels for levels 2 and 3 are associated with 1 as the training level effect value, the training level for level 4 is associated with 2 as the training level effect value, and the training level for level 5 is associated with 3 as the training level effect value.
[0450] Furthermore, the training level effect value can be applied to the "2" in the rise value calculation formula only when the value used as the base training rise value is 1 or higher. Alternatively, the training level effect value can be applied to the "2" in the rise value calculation formula only when the capability parameter of the processing object is a main parameter.
[0451] The "3" in the formula for calculating the increase in ability parameters represents the assistance effect (parameter bonus). The assistance effect set for assistance cards includes parameter bonuses. The parameter bonus pre-sets the category of the ability parameter to which the additive value is assigned and the assigned additive value.
[0452] For example, suppose there exists a parameter reward A where the additive value is set to 1, and the ability parameter to which the additive value is assigned is set to "speed". When the assistant role A of the assistant card A, to which this parameter reward A is set, is configured in a training subject where the main parameter is speed, parameter reward A is assigned. In this case, when calculating the increase in speed, the "3" in the increase calculation formula is applied as the additive value of 1.
[0453] Furthermore, when the ability parameter assigned to the target differs from the main parameter of the training subject being processed, a parameter bonus set for the assistance card can be assigned. For example, let's say the main parameter of the training subject being processed is endurance. In this case, let's say the aforementioned assistance role A (assistance card A) is configured in that training subject. In this situation, by assigning parameter bonus A, the "3" in the formula for calculating the increase in speed can be applied as an additive value of 1.
[0454] Furthermore, the parameter reward set for the assistance card can also be granted when the assistance character is configured in a linkage command. For example, let's say the training subject with the main parameter being speed, and the speed ability parameter are the processing objects. In this case, let's say that for this training subject, the fourth subject command 221d is determined to be a linkage command. And let's say that the aforementioned assistance character A (assistance card A) is configured in the fourth subject command 221d. In this case, we can also apply the "3" in the increment value calculation formula of the processing object as an additive value of 1 by granting parameter reward A.
[0455] The "4" in the formula for calculating the increase in capability parameters is the additive value from the linked training. The additive value from the linked training is assigned through linked training.
[0456] Figure 30 This diagram illustrates an example of the additive value for linked training. The additive value for linked training is applied when calculating the increase in the ability parameter set for the main parameter of a linked command. For example, for the second subject command 221b, the third subject command 221c with the main parameter = strength and the fourth subject command 221d with the main parameter = perseverance are set as linked commands.
[0457] In this case, the linkage training additive value is applied to the "4" of the formula for calculating the increase value when the main parameter = endurance (second subject command 221b) and the main parameter = strength (as the subject in the third subject command 221c, which is a linkage command) are set as the subject. Similarly, the linkage training additive value is applied to the "4" of the formula for calculating the increase value when the main parameter = endurance (second subject command 221b) and the main parameter = perseverance (as the subject in the fourth subject command 221d, which is a linkage command) are set as the subject.
[0458] Here, as Figure 30As shown, the additive value for linked training is applied differently depending on the training level. However, the training level referenced here is the training level of the ability parameter of the main parameter of the training subject being processed. In the example above, the training subject with the main parameter = endurance (second subject command 221b) is the subject being processed. Therefore, in this case, the additive value for linked training is determined based on the endurance training level. Here, when the training level is below level 3, the additive value for linked training is "1", and when the training level is above level 4, the additive value for linked training is "2".
[0459] Furthermore, although detailed explanations are omitted, the added value from linked training is also applied to skill points. In the example above, when the second subject command 221b is selected, the third subject command 221c and the fourth subject command 221d become linked commands. Therefore, when the endurance training level is below 2, the skill points gained upon successful training with the second subject command 221b are increased by "+1" × 2 (number of linked commands) = 2. Conversely, when the endurance training level is 3 or higher, the skill points gained upon successful training with the second subject command 221b are increased by "+2" × 2 (number of linked commands) = 4.
[0460] Furthermore, this setup determines the linkage training additive value based on the training level of the training subject being processed. However, the linkage training additive value can also be determined based on the training level of the capability parameter, which is set as the main parameter of the linkage command.
[0461] In the formula for calculating the increase value of an ability parameter, "5" represents the growth rate. The growth rate is preset for each character that can be designated as a potential character for development. For each character, a growth rate is set for at least one ability parameter. The total number of growth rates set for all characters is equal, for example, 30%. In other words, a 30% growth rate is assigned to any of the five ability parameters for each character. For example, for character A, 20% is set for the speed ability parameter and 10% for the perseverance ability parameter. Additionally, for example, for character B, 30% is set for the stamina ability parameter. When a growth rate is set for the ability parameter that is the target character for development, the value of the set growth rate is applied to "5" in the formula for calculating the increase value.
[0462] The "6" in the formula for calculating the increase in ability parameters represents the configuration role correction value. The configuration role correction value is set based on the number of configured roles; the more configured roles, the more advantageous the value.
[0463] The "7" in the formula for calculating the increase value of the ability parameter is the friendly training correction value. When the training subject being processed is in a state where friendly training can occur, the specified value is applied as the friendly training correction value to "7" in the formula for calculating the increase value.
[0464] The "8" in the formula for calculating the increase in the capability parameter is the motivation correction value. The motivation correction value is set according to the level of the motivation parameter; the higher the motivation parameter, the more favorable the value is set.
[0465] The "9" in the formula for calculating the increase in ability parameters represents the assistance effect (increase in training effect). The assistance effect set for assistance cards includes the assistance effect of increasing training effect. A value for "9" is pre-set in the calculation formula for the increase in training effect. When an assistance card (assistance character) with an increased training effect is configured in the training subject being processed, the pre-set value is applied to "9" in the increase calculation formula.
[0466] The "10" in the formula for calculating the increase value of the capability parameter is the linkage reward correction value. The linkage reward correction value is only applied when a base training increase value has been set for the capability parameter being processed.
[0467] Figure 31 This diagram illustrates an example of a linkage reward correction value. The linkage reward correction value is applied based on the number of linkage commands; the more linkage commands, the more advantageous the value. Furthermore, the linkage reward correction value differs between normal and intensive training. The linkage reward correction value is higher during intensive training than in normal training. Additionally, the linkage reward correction value is also applied when calculating stamina consumption and failure rate upon successful training. According to the linkage reward correction value, the more linkage commands, the higher the stamina consumption and failure rate.
[0468] The "11" in the formula for calculating the increase in ability parameters represents the conference reward. For example... Figure 26 As shown in B, the tournament rewards are set based on the total number of wins in each competition type. As mentioned above, tournament rewards are assigned to each competition type, therefore the sum of the improvement values of training effects in each of the three competition types is applied to the "11" in the formula for calculating the increase value of the ability parameter.
[0469] In the formula for calculating the increase in ability parameters, "12" represents the activating effect (ball games). For example... Figure 24 As shown, the activation effect (ball type) is set accordingly to the number of configured characters. However, the value of "12" in the formula for calculating the increase value of the ability parameter is only applied when the activation effect of the ball type is in an active state, that is, when the effect is applied to more than 1 training time.
[0470] The "13" in the formula for calculating the increase in ability parameters represents the intensification effect (fighting-type). For example... Figure 24 As shown, the increase in skill level and the intensity of the enhancement effect (fighting-type) are set to a predetermined value. However, the value of "13" in the formula for calculating the increase in ability parameters is only applied when the enhancement effect of the fighting-type is active, i.e., when the effect is applied to more than 1 training session.
[0471] Based on the aforementioned increase value calculation formula, one or more ability parameters associated with the character being developed are updated based on the subject command 221 selected by the player, and the subject commands 221 not selected by the player that are classified as belonging to the same competitive type as the subject command 221 selected by the player. Specifically, the ability parameters are updated based on the linked commands by applying the linkage training additive value of "4" and the linkage reward correction value of "10" to the increase value calculation formula.
[0472] In particular, by applying the linkage reward correction value of "10" to the rise value calculation formula, the ability parameters are updated based on the number of subject commands 221 that were not selected by the player and were classified as the same competitive type as the subject commands 221 selected by the player.
[0473] Furthermore, the above formula for calculating the increase value is merely one example. For instance, some of the values from "1" to "13" mentioned above may not be specified. Alternatively, values corresponding to the competitive level may be applied to the increase value formula. In this case, it is best to set it such that the higher the competitive level, the higher the increase value of the ability parameter. Thus, the ability parameter is updated based on the competitive level.
[0474] As described above, according to this embodiment, five subject-based commands 221 that the player can choose are determined by random selection. The player can select one of the five subject-based commands 221 determined by random selection to execute. The ability parameters of the character being trained are updated based on the subject-based command 221 selected by the player. At this time, if the subject-based command 221 that was not selected by the player is set as a linkage command, the ability parameters of the character being trained are also updated according to the linkage command.
[0475] Furthermore, training subjects are associated with a skill level parameter. The skill level is used to determine victory in tournaments and also serves as a parameter for setting activation effects. Therefore, in this embodiment, the skill level can be considered an important parameter for increasing ability parameters. This skill level primarily increases through training; however, similarly, the skill level associated with the training subjects selected by the player also increases with the skill level associated with linkage commands.
[0476] In each round, the player can only choose one main command. However, by setting linked commands, parameters are updated in a single round corresponding to multiple subject-based commands 221. In other words, even though the player selects one main command, the parameters corresponding to multiple main commands are updated. This increases player satisfaction and enhances their willingness to play the game.
[0477] Furthermore, in the aforementioned gameplay, the more training subjects categorized into the same competitive type, the more advantageous it is for the player. However, since training subjects are determined by drawing lots, situations may arise where there are fewer training subjects categorized into the same competitive type, depending on the results of the draw. Therefore, in this embodiment, the following function is provided: to change the training subjects determined by drawing lots (by subject command 221) to training subjects categorized into the competitive type specified by the player (by subject command 221).
[0478] Figure 32 This is the first image illustrating the negotiation scene (260). Figure 33 This is the second image illustrating the negotiation scene (260°). For example... Figure 18 As shown, the homepage screen 210 includes a negotiation command 216b as a sub-command. Additionally, as... Figure 19 As shown, a negotiation command 228 is set in the training screen 220. When negotiation commands 216b and 228 are executed, the following is displayed: Figure 32 The negotiation screen shown is 260. Figure 32 The text is a jumbled collection of characters and phrases, seemingly from different sources and lacking coherent sentences. A direct translation wouldn't be meaningful. Figure 19 The state shown indicates that negotiation command 228 was executed.
[0479] Players can change their currently selectable training subjects to unselectable ones in the consultation screen 260. The consultation screen 260 includes a command display area 261 showing the commands before the change. This area displays the five subject-specific commands 221 (training subjects) currently available to the player. The first subject-specific command 221a to the fifth subject-specific command 221e are displayed in the same arrangement as in the training screen 220.
[0480] Additionally, in the command display area 261 before the change, the competitive level of each training subject is also displayed for each subject-based command 221. Furthermore, five configuration role quantity icons 262 are displayed in the command display area 261 before the change. The configuration role quantity icons 262 are displayed for each subject-based command 221. The configuration role quantity icons 262 show the number of roles configured in each subject-based command 221.
[0481] Below the original command display area 261 is a modified command display area 263. The modified five subject-based commands 221 are displayed in the modified command display area 263. The first subject-based command 221a to the fifth subject-based command 221e are also displayed in the modified command display area 263 in the same arrangement as in the original command display area 261.
[0482] Furthermore, the configuration role quantity icon 262 is displayed in the command display area 263 after the change, just like in the command display area 261 before the change. Even if the subject command 221 is changed, the configuration role is not changed. Therefore, the same configuration role quantity icon 262 is displayed in both the command display area 261 before the change and the command display area 263 after the change.
[0483] Below the command display area 263 after the change, there are ball game change area 264, fighting game change area 265, and general game change area 266. To the left of the ball game change area 264, an icon 264a indicating the starting point for ball game changes is displayed. Furthermore, to the right of the starting point icon 264a, a first change target icon 264b indicating fighting game changes and a second change target icon 264c indicating general game changes are displayed. The first change target icon 264b and the second change target icon 264c function as operation units that handle player input.
[0484] On the left side of the fighting game change area 265, a change starting point icon 265a, labeled as a fighting game, is displayed. Additionally, on the right side of the change starting point icon 265a, a first change target icon 265b, labeled as a ball game, and a second change target icon 265c, labeled as a mixed game, are displayed. The first change target icon 265b and the second change target icon 265c function as operation units that handle player actions.
[0485] On the left side of the general category change area 266, a change starting point icon 266a, labeled as general category, is displayed. Additionally, on the right side of the change starting point icon 266a, a first change target icon 266b, labeled as ball game, and a second change target icon 266c, labeled as fighting game, are displayed. The first change target icon 266b and the second change target icon 266c function as operation units that handle player actions.
[0486] The ball game change area 264 is used to change the currently selectable training subjects, i.e., training subjects categorized as ball games, to training subjects categorized as combat sports or mixed sports. For example, when the first change target icon 264b is operated, a reservation is made to change the training subject categorized as ball games to a training subject categorized as combat sports.
[0487] Furthermore, the changes to the training program were made within the same master parameter. In other words, the training program before the change was replaced with a training program of a different competition type but with the same master parameters.
[0488] As an example, in Figure 32 The status of the first change target icon 264b is shown. When the first change target icon 264b is operated, a reservation is made to change the training subject classified as a ball game to a combat game. The ball game training subjects currently available for selection are volleyball, which is associated with the first subject command 221a, and soccer, which is associated with the fourth subject command 221d.
[0489] In this case, reservations are made to change volleyball to karate (classified as a combat sport), and to change soccer to judo (classified as a combat sport). The command display area 263 shows the corresponding subject-by-subject command 221. Additionally, in the command display area 263, a change icon 267 is displayed near the subject-by-subject command 221 after the change. The change icon 267 clearly indicates to the player which subject-by-subject command 221 they wish to change.
[0490] Furthermore, when the second change target icon 264c is activated, a reservation is made to change a training subject categorized as a ball sport to a mixed sport. Similarly, when the first change target icon 265b is activated, a reservation is made to change a training subject categorized as a combat sport to a ball sport. Additionally, when the second change target icon 265c is activated, a reservation is made to change a training subject categorized as a combat sport to a mixed sport.
[0491] exist Figure 33 The status of the second change target icon 265c is shown. The combat-type training subjects currently available for selection are wrestling, which is associated with the second subject command 221b, and sumo, which is associated with the third subject command 221c.
[0492] In this case, reservations are made to change wrestling to rock climbing, which is classified as a mixed-gender sport, and to change sumo to hammer throw, which is also classified as a mixed-gender sport. Therefore, as... Figure 33 As shown, the command by subject 221 and the change icon 267 are displayed in the changed command display area 263.
[0493] Furthermore, when the first change target icon 266b is operated, a reservation is made to change the training subject classified as a general competitive sport to a ball-based competitive sport. Additionally, when the second change target icon 266c is operated, a reservation is made to change the training subject classified as a general competitive sport to a combat-based competitive sport.
[0494] As described above, when the change button 268a is pressed while a change of training subject has been scheduled, the training subject is changed as scheduled. In this case, the consultation screen 260 closes, and the home screen 210 or the training screen 220 is displayed. Furthermore, when the close button 268b is pressed, the appointment information is discarded, and the consultation screen 260 closes.
[0495] As described above, in this embodiment, the selectable subject command 221 can be changed to a subject command 221 categorized according to the competition type specified by the player. However, in this embodiment, the number of times the subject command 221 can be changed is limited. Here, the number of changes is 3 times per period until the next tournament is held. Players are limited to changing the subject command 221 within the limit of the number of changes.
[0496] For example, at the start of round 1, 3 changes are set as the number of changes allowed. Then, whenever a change is made to subject command 221, the number of changes is decremented. When the number of changes reaches 0, no further changes can be made to subject command 221. Then, when the meeting ends, 3 changes are set again as the number of changes allowed. Furthermore, even if the meeting ends with more than 1 change allowed remaining, the number of changes is not accumulated and remains at 3. However, the number of changes allowed can be accumulated. Additionally, the timing of updating the number of changes allowed is just one example; design changes can be made appropriately.
[0497] If the five main commands selected through a draw do not meet the player's expectations, the player can "negotiate" to change the commands to suit their own ideas. This allows for strategic progression. Furthermore, since the number of "negotiations" is limited, the timing of these negotiations requires strategic thinking, thus increasing the game's enjoyment.
[0498] Furthermore, when "Negotiation" is selected, the increase in ability parameters is recalculated based on the modified main command. Here, it is explained that the subject-specific command 221 can be changed through the "Negotiation" action, which the training target character can perform. However, the effects of "Negotiation" are not limited to this. For example, "Negotiation" can also lead to an increase in the competitive level of all or some training subjects. Additionally, multiple effects resulting from "Negotiation" can be set, and the player can choose any of them.
[0499] Alternatively, for example, "discussion" can be used to temporarily change the sport associated with the training subject, rather than changing the training subject itself. As an example, one could change karate, a combat sport, to ball sport karate. However, "discussion" is not mandatory.
[0500] Here, when training has been completed and the display of the training results ends, an activity screen is sometimes shown on monitor 26. Various activities are performed in the activity screen. Furthermore, multiple activities may occur within a single round.
[0501] 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.
[0502] In addition to the first and second inspiration events that grant skill gains, the events also include stamina recovery events, stamina depletion events, first and second ability events that increase or decrease ability parameters, motivation-increasing events, and motivation-depleting events. Furthermore, some events occur in pre-determined rounds, while others occur due to being selected through a predetermined draw. Additionally, some events occur at the start of a round, while others occur before the end of a round. When all events have concluded, the game proceeds to the next round, and the main screen 210 is displayed. Furthermore, the events include inheritance events.
[0503] Figure 34 A is the first diagram illustrating the inheritance process. Figure 34 B is the second diagram illustrating the inheritance process. Figure 34 C is the third diagram illustrating the inheritance process. Figure 34D is the fourth diagram illustrating the inheritance event. During the aforementioned factor activation rounds, the inheritance event occurs at the start of the round. Furthermore, this inheritance event is a script-wide event described later; regardless of the script chosen by the player, this inheritance event will always occur in the same round. In this embodiment, rounds 1, 31, and 55 are designated as factor activation rounds, and the case where the inheritance event occurs in round 31 will be explained here.
[0504] When round 31 begins, firstly, as Figure 34 As shown in Figure A, the character to be trained and the touch control marked "touch" are displayed on the inheritance activity screen 300. When the touch control displayed on the inheritance activity screen 300 is clicked, as shown in Figure A... Figure 34 As shown in B, animated images of the character to be raised and two inherited characters are displayed. Additionally, when the control panel is clicked, a selection is made regarding whether to activate any of the six raised characters (one inherited from the first generation and one from the second generation).
[0505] Then, as Figure 34 As shown in C, the factors selected through a random selection process, thus determining whether to activate, are then... Figure 34 As shown in Figure D, the types of ability or aptitude parameters that increase through the activation of factors and their increase values are displayed, and the parameters are updated. When the inheritance activity ends, it is displayed... Figure 18 The homepage screen 210 shown allows the player to select any item. At this time, the status display unit 213 displays the state after the increase values of the ability parameters and aptitude parameters displayed in the inheritance activity have been added together.
[0506] Figure 35 A is the first image in the skill description screen 310. Figure 35 B is the second image illustrating skill screen 310. When skill command 216a is executed on the home screen 210, Figure 35 The skill screen 310 shown in Figure A is displayed on the monitor 26. A skill point display unit 214 is displayed on the skill screen 310. The skill point display unit 214 displays the current skill points held by the character being trained (the player), as described above. Furthermore, the character being trained can gain skill points through successful training or the occurrence of various events.
[0507] A skill display area 311 is provided below the skill point display unit 214. Multiple skill display bars 312 are provided within the skill display area 311. The skill display bars 312 display acquired skills, pre-set skills for the character being trained, and skills acquired through various events, etc. Figure 35In A, three skill display bars 312 are displayed in the skill display area 311. However, when a light swipe operation in the up or down direction is input to the skill display area 311, other skill display bars 312 are further displayed in the skill display area 311.
[0508] The skill display area 311 displays the skill's name, activation conditions, and effects upon activation. Additionally, a points-required display section 313 is displayed to the right of the skill display area 311. This section shows the number of skill points required to acquire the skill. Furthermore, the points-required display section 313 includes operation buttons labeled "+" or "-". Players can select a skill displayed in the skill display bar 312 by operating the "+" button. Conversely, players can deselect a skill displayed in the skill display bar 312 by operating the "-" button.
[0509] Furthermore, if a first or second enlightenment event occurs for a held skill, the skill points consumed to acquire that skill are discounted. Additionally, if a character's enlightenment level is enhanced before the start of the training game, the skill points used to acquire the held skill are also discounted. Here, for a held skill that has been enlightened, the discounted skill points are displayed in the required points display section 313. At this time, a discount rate display icon 314, indicating the discount rate, is displayed in the skill display bar 312.
[0510] Additionally, in the skill screen 310, skill display bars 312 corresponding to obtainable skills and skill display bars 312 corresponding to unobtainable skills are identified and displayed. For example, skill display bars 312 corresponding to obtained skills and skill display bars 312 corresponding to held skills that cannot be obtained due to insufficient skill points are displayed in gray (represented by cross-shading in the figure). Furthermore, in the skill display bar 312 corresponding to obtained skills, an icon marked "Obtained" is displayed instead of the required points display section 313.
[0511] Additionally, a decision operation unit 315a, a reset operation unit 315b, and a return operation unit 315c are located below the skill display area 311. When the decision operation unit 315a is operated while any skill is selected, a confirmation screen (not shown) is displayed. Furthermore, when the specified operation for acquiring a skill is entered on the confirmation screen, information associated with the selected skill is obtained. In other words, the held skill is updated to an acquired skill.
[0512] For example, in Figure 35In state A, it is assumed that the skill corresponding to the skill display bar 312 displayed at the top of the skill display area 311 has been acquired. In this case, along with the acquisition of the skill, the skill screen 310 displays as shown. Figure 35 The skill display bar 312, which is displayed at the top of the skill display area 311, is grayed out. Additionally, the remaining skill points after acquiring the skill are displayed in the skill point display section 214.
[0513] Furthermore, when the reset control unit 315b is operated, all skill selection states are deactivated. Additionally, when the return control unit 315c is operated, the skill screen 310 is closed, and the home screen 210 is displayed.
[0514] Figure 36 A is the first image illustrating the match selection screen 320. When the match command 215e is executed on the home screen 210, the following is displayed: Figure 36 Screen A shows the match selection screen 320. The match features gameplay where the character you are raising competes against so-called non-player characters (hereinafter referred to as NPCs).
[0515] The center of the match selection screen 320 displays a match selection operation unit 321 for choosing the match events for the character being trained to participate in. Additionally, a start operation unit 322 is displayed at the bottom of the match selection screen 320. Furthermore, the matches that can be selected via the match selection operation unit 321 on the match selection screen 320 are preset for each round.
[0516] 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 36 As shown in Figure A, the participation conditions are displayed in the match selection operation unit 321 to indicate that the match cannot be selected. Additionally, in the target round where a target match has been set, the match selection screen 320 displays that only the target match is selectable.
[0517] Figure 36 B is an illustration of the match start screen 330. When the start operation unit 322 is operated after selecting the match category through the match selection operation unit 321, the following screen appears: Figure 36The match start screen 330 is shown in Figure B. A strategy display section 331 is displayed in the center of the match start screen 330. Furthermore, the currently selected strategy (follow-up, center, front, leader) is highlighted in the strategy display section 331. Additionally, a change operation section 332 is displayed in the strategy display section 331. When the change operation section 332 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.
[0518] Additionally, a result operation unit 333 and a match operation unit 334 are displayed at the bottom of the match start screen 330. When the match operation unit 334 is operated, a match screen (not shown) is displayed on the monitor 26. The match screen displays a motion image of the match unfolding (hereinafter also referred to as the match motion image).
[0519] Figure 36 C is the first image in screen 340, which shows the match result. Figure 36 D is the second diagram illustrating the match result screen 340. When the aforementioned match motion graphics playback has ended and when the result operation unit 333 has been operated, the match result screen 340 is displayed on the monitor 26. In the match result screen 340, as shown... Figure 36 As shown in C, the ranking of the character being trained in the competition is displayed. Additionally, in the competition results screen 340, as shown... Figure 36 As shown in Figure D, the current character's rank (Class) is displayed.
[0520] 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 340 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.
[0521] As described above, in the main character development game, the character's stats increase as the rounds progress. These stats increase through successful training or the occurrence of various events. The game ends when all rounds are completed. Additionally, the game ends at the point in time if the objectives set for each character are not achieved during the main character development game.
[0522] Here, when the simulation game ends, the character that was developed in the simulation game is stored as a developed character. More precisely, information related to the developed character in the simulation game (hereinafter referred to as developed character information) is stored in association with the player ID. In addition, developed character information is stored on both player terminal 1 and server 1000. The developed character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inherited information, etc.
[0523] When the training game ends, the evaluation score of the trained character is calculated. 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.
[0524] 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.
[0525] Figure 37 A is the first image illustrating the completion of the training process (image 350). Figure 37 B is the second image illustrating the completion of the training process (image 350). Figure 37 C represents the third image, indicating the completion screen (350 pixels). When the simulation game ends, as shown... Figure 37 As shown in Figure A, the training completion screen 350 is displayed on monitor 26. The training completion screen 350 first displays the training level of the trained character, and then... Figure 37 As shown in B, the evaluation score is displayed.
[0526] Additionally, when a specified time has elapsed since the displayed evaluation score, such as Figure 37As shown in C, the character's ability parameters, aptitude parameters, and acquired skills are displayed on the character development completion screen 350. At this time, a close operation unit 351 is provided on the character development completion screen 350. When the close operation unit 351 is clicked, the character development completion screen 350 becomes inactive, and the main screen 100 is displayed on the monitor 26.
[0527] Furthermore, when the raising game ends, a selection of factors that the raised character will gain is performed, and the associated factor information for the raised character is stored. Although an illustration is omitted, the player can display the factor information gained by the raised character in the raising completion screen 350. The selection of factors is performed according to pre-set conditions for each factor category. The probability of obtaining factors is set based on the outcome of the raising game.
[0528] Additionally, although detailed instructions are omitted, players can exit the simulation game by performing specific actions, effectively ending the game midway. In such cases, the simulation game ends without generating a character.
[0529] As described above, in a raising simulation game, various parameters are updated and associated with the character being raised. Then, when the raising simulation game is completed, the player can hold a raised character with the parameters associated with it at the time of completion. This generated raised character can participate in the aforementioned competitive games. Therefore, players repeatedly play the raising simulation game with the goal of generating raised characters with higher associated parameters.
[0530] Next, the functional structure of player terminal 1 and server 1000 will be explained.
[0531] (Functional structure of player terminal 1)
[0532] Figure 38 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.
[0533] 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 38 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.
[0534] 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 also 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 registration 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 raised in the simulation game is stored in the game information storage unit 751.
[0535] Additionally, for example, all information other than game information, such as information related to the player or other players, the settings of player terminal 1, items held by the player, and assistance cards, is considered as player information. Player information is information associated with the player ID and is stored in the player information storage unit 750.
[0536] 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.
[0537] 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.
[0538] 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.
[0539] 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.
[0540] 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.
[0541] (Functional structure of server 1000)
[0542] Figure 39 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.
[0543] 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 39 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.
[0544] 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.
[0545] 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.
[0546] 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.
[0547] When various information settings are made in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1.
[0548] The Raising Game Execution Department 1101a handles all processes related to raising games.
[0549] When the raising game ends, the raising game end processing unit 1102a outputs an evaluation score and raising level for the raised character. Furthermore, the raising game end processing unit 1102a determines the factors the raised character will acquire through a random selection. Moreover, the raising character information, including the raised character's ability parameters, aptitude parameters, acquired skills, inherited information, factor information, and the type of character used in the raising process, is linked to the player ID and stored in the game information storage unit 1151.
[0550] 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.
[0551] The following flowchart illustrates the processing performed by each functional unit in the player terminal 1 and server 1000.
[0552] (Handling of player terminal 1 and server 1000)
[0553] <Handling related to simulation games>
[0554] Figure 40 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).
[0555] 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).
[0556] 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.
[0557] 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).
[0558] Figure 41 This is a flowchart illustrating the preparation phase processing (P6) in player terminal 1. The raising game execution unit 701a of player terminal 1 performs the raising target character selection screen display processing (P6-1). 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.
[0559] 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 registers the character corresponding to the character icon 151 for which the selection operation was input and switches the display screen.
[0560] 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 registered 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.
[0561] Next, the raising game execution unit 701a performs the inheritance character selection screen display processing (P6-2). 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 overview screen 180, the raising game execution unit 701a temporarily registers the character corresponding to the raising character icon 182 for which the selection operation was input as the inheritance character and switches the display screen.
[0562] 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.
[0563] Next, the training game execution unit 701a performs the assistance card selection screen display processing (P6-3). Here, when a selection operation (an operation on the card icon 201 of the assistance card) is input, the training game execution unit 701a temporarily registers the assistance card corresponding to the card icon 201 that has been selected and switches the display screen.
[0564] 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.
[0565] Next, the simulation game execution unit 701a performs the final confirmation screen display processing (P6-4). 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.
[0566] In addition, when a selection operation (operation on the selection operation unit 206c) is entered in the preset selection screen 205A, the simulation game execution unit 701a temporarily registers the preset reservation selection information corresponding to the selected operation input and switches the display screen.
[0567] Furthermore, during the final confirmation screen display process, it is determined whether the inherited character temporarily registered in P6-2 and the assist card temporarily registered in P6-3 meet the conditions for starting the main simulation game. These conditions include having a game point count of a specified value (e.g., 30 or more). Here, if all conditions for starting the main simulation game are met, the start operation unit 205b is activated; if not all conditions are met, the start operation unit 205b is deactivated. In other words, during the final confirmation screen display process, the start operation unit 205b is activated only if all conditions for starting the main simulation game are met.
[0568] When a decision operation (an operation on the activated start operation unit 205b) is entered on the final confirmation screen 205, the raising game execution unit 701a sends a confirmation message to the server 1000. Furthermore, the confirmation message includes information for identifying the temporarily registered raising target character, the inherited character, and the assist card. Upon receiving the confirmation message, a preparation phase process (S6) is executed on the server 1000. The server 1000 determines whether the main raising game can be executed; details will be described later. If it is determined that the main raising game can be executed, the player terminal 1 receives permission information from the server 1000.
[0569] Upon receiving the authorization information from server 1000 after sending the confirmation message, the Raising Game Execution Department 701a completes the preparation phase (P6-5). Here, the Raising Game Execution Department 701a registers the temporarily registered character to be raised. Additionally, the Raising Game Execution Department 701a registers the temporarily registered character as an inheriting character and the temporarily registered support cards into the deck.
[0570] In addition, the raising game execution unit 701a registers the character ID of the character set as a specific character based on specific character information. Furthermore, the raising game execution unit 701a sets initial character identification information. Additionally, the raising game execution unit 701a registers the preset reservation selection information that has been temporarily registered. Thus, the preparation phase is completed and the main raising game begins.
[0571] Figure 42 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).
[0572] 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.
[0573] 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").
[0574] 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).
[0575] 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).
[0576] 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 target character, inherited character, and assist card, and the arrangement conditions for using another player's representative character are met, the raising game execution unit 1101a sets permission information (S6-13) and sends the permission information to the player terminal 1. On the other hand, if any of the target character, inherited character, or assist card is abnormal, or if the arrangement conditions for using another player's representative character are not met, the raising game execution unit 1101a sets disallowed information (S6-14) and sends the disallowed information to the player terminal 1. Upon receiving the disallowed information, a final confirmation screen 205 is displayed on the player terminal 1 to inform them of the prescribed error.
[0577] Return to Figure 40 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.
[0578] 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.
[0579] Figure 43 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, when the start command is received ("Yes" in S7-1), the training game execution unit 1101a executes turn start processing (S10). Furthermore, start commands are sent from player terminal 1 to server 1000, for example, at the start of training phase processing, processing related to the current turn, or when a scene completes.
[0580] Figure 44 This 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.
[0581] 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.
[0582] Furthermore, if the current round is not the target round of the target match ("No" in S10-5), the training game execution unit 1101a performs a training subject determination process by drawing lots to determine the training subject (S10-6). Here, a training subject is determined by drawing lots from three training subjects that have the same main parameter and are classified into different competition types. This drawing is performed for each of the five main parameters. Therefore, five training subjects are determined from 15 training subjects. In addition, the five determined training subjects are associated with the first subject command 221a to the fifth subject command 221e, respectively.
[0583] Next, the training game execution unit 1101a performs linkage determination processing (S10-7). Here, when two or more training subjects classified into the same competition type are determined in S10-6, determination information indicating the mutual linkage of multiple subject-based commands 221 associated with these training subjects is derived. For example, suppose that the first subject-based command 221a, the second subject-based command 221b, and the fifth subject-based command 221e are associated with training subjects classified as ball games. In this case, determination information indicating the linkage between the second subject-based command 221b and the fifth subject-based command 221e and the first subject-based command 221a is derived. In addition, determination information indicating the linkage between the first subject-based command 221a and the fifth subject-based command 221e and the second subject-based command 221b is derived. In addition, determination information indicating the linkage between the first subject-based command 221a and the second subject-based command 221b and the fifth subject-based command 221e is derived.
[0584] Next, the raising game execution unit 1101a performs the character configuration decision process (S10-8). Here, the raising game execution unit 1101a, based on the configuration decision table, decides whether to configure these characters and their training subjects by drawing lots, for assisting characters, specific characters, and other story characters. At this time, if the training subjects for the configured characters are determined, the raising game execution unit 1101a stores the characters in association with the determined training subjects.
[0585] Next, the raising game execution unit 1101a performs the friendship training setting process (S10-9). Here, the raising game execution unit 1101a extracts the assistant characters configured in the training subjects in S10-8. Furthermore, for each extracted assistant character, it is determined whether the setting conditions for a friendship training occurrence state are met. The raising game execution unit 1101a associates friendship training occurrence information with assistant characters that meet the setting conditions for a friendship training occurrence state. In addition, it also associates friendship training occurrence information with the training subjects configured with assistant characters that meet the setting conditions for a friendship training occurrence state.
[0586] Next, the calculation and processing of the increase value of the execution capability parameter of the training game execution unit 1101a is performed (S10-10). Here, based on Figure 28 The formula for calculating the increase in ability parameters shown in A calculates the increase in each of the five ability parameters for each training subject determined in S10-6. At this time, the judgment information derived in S10-7 is referenced. Furthermore, the training game execution unit 1101a determines the number of skill points awarded upon successful training for each training subject.
[0587] Next, the training game execution unit 1101a performs the calculation process for the increase value of the competitive level (S10-11). Here, based on Figure 23 The formula shown in A calculates the increase in athletic performance for each training subject determined in S10-6.
[0588] Next, the training game execution unit 1101a determines the update values of the parameters that will be updated after training has been performed (S10-12). For example, it determines the amount of stamina reduction or stamina recovery upon successful training. Furthermore, the training game execution unit 1101a calculates the failure rate for each training subject based on the stamina of the character being trained.
[0589] In addition, the training game execution unit 1101a performs a decision process on whether a second activity has occurred (S10-13). Here, the training game execution unit 1101a determines whether to perform a pre-set assistance activity for assistance cards that are associated with the training subjects by drawing lots.
[0590] Then, the simulation game execution unit 1101a saves the information determined in each of the above processes as game information and makes the player terminal 1 receive the information (S10-14).
[0591] Figure 45This 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, when game information is received ("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 round number. Specifically, in rounds where training can be performed, based on the received game information, five subject-based commands 221 are set as selectable commands. In other words, the five subject-based commands 221 are each associated with a training subject. Furthermore, in target rounds where a target match is set, the target match is set as a selectable command.
[0592] Furthermore, the training game execution unit 701a performs display control processing (P7-3) to display the game screen based on the received game information. Here, the training game execution unit 701a displays the home screen 210, training screen 220, etc., based on the received game information. As an example, the training game execution unit 701a displays the subject command 221 set in P7-2 in the training screen 220. In addition, the training game execution unit 701a displays the configured character icon 222 for each training subject. In addition, the training game execution unit 701a performs display control of the status display unit 213. Furthermore, the training game execution unit 701a enables special effects to be displayed in the subject command 221 corresponding to the training subject that is set to be in a state where friendship training can occur, and in the training command 215b of the home screen 210.
[0593] Then, when a sub-command associated operation (an operation associated with skill acquisition or negotiation) is entered ("Yes" on P7-4), the training game execution department 701a executes the sub-command processing (P15).
[0594] Figure 46 This is a flowchart illustrating the subcommand processing in player terminal 1. The simulation game execution unit 701a determines whether the input subcommand's associated operation is a decision operation (P15-1). A decision operation is... Figure 32 The operation of the change button 268a in the negotiation screen 260, and the operation of... Figure 35 A, Figure 35 The operation of the decision operation section 315a in skill screen 310 of B. That is, the decision operation is the operation to acquire the skill or the operation to change the subject command 221.
[0595] If the input subcommand associated operation is a decision operation ("Yes" on P15-1), the training game execution unit 701a sends subcommand specification information to the server 1000 (P15-2). The subcommand specification information contains information indicating the skill to be acquired, or information indicating the training subjects (competition type) before and after the change.
[0596] In server 1000, when the information specified by the subcommand is received, update information is set, as detailed later. Player terminal 1 waits to receive update information from server 1000 (P15-3). When update information is received ("Yes" in P15-3), the simulation game execution unit 701a performs update information receiving processing (P15-4). Here, the simulation game execution unit 701a updates the game information in the game information storage unit 751 based on the received update information. In addition, the simulation game execution unit 701a performs update screen display control processing based on the player's operation input or the received update information (P15-5).
[0597] Return to Figure 45 The game execution unit 701a repeats the processing steps P7-3 to P7-5 until the main command is executed (P7-5 "No"). When the main command is executed (P7-5 "Yes"), the game execution unit 701a sends the main command specification information (P7-6) corresponding to the main command input by the player to the server 1000. Afterwards, the player terminal 1 goes into standby mode until it receives the result information from the server 1000 (P7-7 "No").
[0598] Return to Figure 43 After processing at the start of the execution round, the game execution unit 1101a executes the sub-command specification information receiving processing (S15) when it receives the sub-command specification information from the player terminal 1 (S7-2 "Yes").
[0599] Figure 47 This is a flowchart illustrating the subcommand specification information receiving and processing in server 1000. When a subcommand specification information indicating skill acquisition is received ("Yes" in S15-1), the training game execution unit 1101a executes the skill acquisition processing (S15-2). Here, the skill acquired by the player is associated with the acquisition information. Furthermore, skill points are deducted based on the acquired skill.
[0600] When a sub-command indicating a change in training subject is received ("Yes" in S15-3), the training game execution unit 1101a determines whether the number of possible changes is greater than 0 (S15-4). If the number of possible changes is greater than 0 ("Yes" in S15-4), the training game execution unit 1101a changes the selectable training subject (by subject command 221) based on the received sub-command information (S15-5). Furthermore, based on the changed training subject, the increase in ability parameters and skill points is recalculated. Additionally, the training game execution unit 1101a decrements the number of possible changes by 1 (S15-6). Furthermore, the training game execution unit 1101a sets update information indicating the information updated in S15-2, S15-5, or S15-6, and sends this update information to the player terminal 1 (S15-7).
[0601] Return to Figure 43 When the main command specification information is received from the player terminal 1 (S7-3 "Yes"), the simulation game execution unit 1101a performs the main command specification information receiving processing (S20).
[0602] Figure 48 This is a flowchart illustrating the main command specification information reception and processing in server 1000. When main command specification information indicating operation input for outing command 215c is received ("Yes" in S20-1), the training game execution unit 1101a performs outing execution processing (S20-2). Here, an outing activity that increases the parameters of stamina and motivation is determined. Furthermore, the parameters of stamina and motivation are updated based on the determined outing activity.
[0603] When the main command specification information indicating the operation input for rest command 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.
[0604] When the main command specification information indicating the operation input for the infirmary command 215d is received ("Yes" in S20-5), the training game execution unit 1101a performs infirmary execution processing (S20-6). Here, it is decided which infirmary activity will eliminate the currently active debuff. Furthermore, based on the decided infirmary activity, the debuff is eliminated.
[0605] When the main command indicating the start of the match is received ("Yes" in S20-7), the raising game execution unit 1101a performs match execution processing (S20-8). Here, the match simulation is performed based on the parameters of the raising target character and the NPC participating in the match. In addition, the raising game execution unit 1101a performs reward assignment processing to grant rewards to the player (S20-9). Here, the reward is determined based on the simulation results, i.e., the ranking of the raising target character, the progress of the match, etc., and the determined reward is granted to the player.
[0606] When the main command indicating the execution of any training is received ("Yes" in S20-10), the training game execution unit 1101a performs a success determination process (S20-11). Here, the success of the training is determined based on the failure rate pre-calculated at the start of the round. Then, the training game execution unit 1101a updates various parameters based on the determination result of S20-11 (S20-12).
[0607] If training is successful, update the ability parameters and skill points as determined in S10-10 at the start of training. Additionally, update the character's bond parameters, the competitive level of the executed training subject, the competitive level of training subjects set as linked commands for the executed training subject, the training level of the executed training subject, and the values of stamina and motivation. Furthermore, if the activation state of the intensification effect is set, the number of training attempts granted by the effect is reduced by 1.
[0608] Additionally, the training game execution unit 1101a performs a second activity decision process (S20-13) to determine whether to execute the second activity. Furthermore, if a second activity is decided upon that involves changes to various parameters such as ability parameters and competitive level, these parameters are updated. Furthermore, based on the updated competitive level from S20-1 to S20-13, the training game execution unit 1101a determines whether the total competitive level of any competitive type has reached the activation threshold (S20-14). If the total competitive level has reached the activation threshold (S20-14 "Yes"), the training game execution unit 1101a sets the activation state of the intensification effect (S20-15). Here, the training game execution unit 1101a assigns a training count of "2" to the intensification effect corresponding to the competitive type whose total competitive level has reached the activation threshold.
[0609] Then, the simulation game execution unit 1101a sets result information containing the results of the above-mentioned processes and various updated information, and makes the player terminal 1 receive the result information (S20-16).
[0610] Alternatively, when any subject-based command 221 is temporarily selected in player terminal 1, the linkage decision-making process can be performed in player terminal 1 or server 1000 in the same way as in S10-7. Then, the increase value of various parameters can be calculated based on the decision result in the linkage decision-making process, and when training is successful, the various parameters can be updated based on the increase value calculated during the temporary selection.
[0611] Return to Figure 45 When player terminal 1 receives result information from server 1000 ("Yes" on P7-7), the simulation game execution unit 701a performs result information receiving and processing (P20).
[0612] Figure 49 This is a flowchart illustrating the receiving and processing of result information in player terminal 1. The training game execution unit 701a determines the performance execution mode based on the received result information (P20-1). Then, the training game execution unit 701a executes the performance in the execution mode determined in P20-1 (P20-2). Here, if training is successful and the friendship training is set to occur, a friendship training-specific performance is executed.
[0613] Furthermore, taking the second activity as an example, when an activity occurs after the main command is selected ("Yes" on P20-3), the raising game execution unit 701a executes the performance for the activity that occurred (P20-4). Additionally, when an activation state is set to be active, the performance corresponding to the activation state is executed. Furthermore, the raising game execution unit 701a updates parameters based on the received result information (P20-5).
[0614] Then, when all the actions performed in the current turn have ended, the training game execution unit 701a determines whether the current turn is the turn for holding a tournament. If it is the turn for holding a tournament ("Yes" on P20-6), the training game execution unit 701a sends an end command to the server 1000 (P20-7). On the other hand, if the current turn is not the turn for holding a tournament ("No" on P20-6), the training game execution unit 701a sends a start command to the server 1000 (P20-8). When a start command is sent to the server 1000, the current turn ends in player terminal 1. Then, when the server 1000 receives the start command, it subsequently performs the processing related to the next turn through the same process as described above.
[0615] Return to Figure 43In server 1000, when an end command is received (S7-4 "Yes"), the training game execution unit 1101a determines whether the current turn is the turn for holding a tournament (S7-5). If it is the turn for holding a tournament (S7-5 "Yes"), the training game execution unit 1101a executes the tournament holding process (S30).
[0616] Figure 50 This is a flowchart illustrating the tournament organization process in server 1000. The training game execution unit 1101a extracts the competitive level for each training subject (S30-1). Furthermore, based on the extracted competitive level, the training game execution unit 1101a performs a winning decision for each training subject (S30-2). In the winning decision, a player is declared a winner if their competitive level is above the baseline level for this tournament. Moreover, this winning decision is performed for each training subject.
[0617] Furthermore, the training game execution unit 1101a performs tournament reward setting processing (S30-3) based on the winning determination result of S30-2. Here, the total number of wins for each competition type is exported. Then, if the total number of wins reaches a threshold, the process of assigning tournament rewards is executed. In addition, the assignment of tournament rewards can also be performed by storing values that improve training effectiveness.
[0618] The training game execution unit 1101a sets the number of possible changes according to subject command 221 to a predetermined number (here, "3") (S30-4). Thus, after the tournament, tournament rewards are granted starting from the next round. Then, based on the results of S30-2 to S30-4, the training game execution unit 1101a sets the winning decision information and sends it to the player terminal 1.
[0619] Return to Figure 45 When the winning decision information is received in the player terminal 1 (P7-8), the game development unit 701a performs the winning decision information receiving and processing (P30).
[0620] Figure 51 This is a flowchart illustrating the receiving and processing of winning decision information in player terminal 1. The training game execution unit 701a determines the performance execution mode based on the received winning decision information (P30-1). Here, it determines the performance image 250 and result screen 251 corresponding to the training subjects with the top 5 competitive levels. The training game execution unit 701a executes the performance according to the determined execution mode (P30-2). Furthermore, the training game execution unit 701a updates various parameters (P30-3) and sends a start command to the server 1000 (P30-4). Thus, the current round ends, and the next round begins.
[0621] Return to Figure 40 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).
[0622] Figure 52 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).
[0623] 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.
[0624] 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.
[0625] 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).
[0626] Return to Figure 40 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 350 (see reference) based on the training result information. Figure 37 A, Figure 37 B Figure 37 C) Displayed on monitor 26.
[0627] The above-described simulation game is achieved through the above processing. Furthermore, the character information related to the character developed (created) through the simulation game is stored in association with the player's ID.
[0628] 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.
[0629] The gameplay and processing described in the above embodiments, as well as in player terminal 1 and server 1000, are merely one example. The information processing program causes the computer (in this embodiment, either or both of player terminal 1 and server 1000) to perform the following processing.
[0630] (Processing performed by the computer)
[0631] The following processing is performed: multiple commands (in the implementation, for example, competitive type) that are classified into any of the multiple categories (in the implementation, for example, main command) and used to specify the actions of the character being trained are set as selectable commands so that the player can choose them, wherein each of the multiple commands is associated with a specific parameter (in the implementation, for example, competitive level) (in the implementation, for example, S10-6).
[0632] The following processing is performed: based on the selectable command selected by the player, update one or more parameters (in the implementation, for example, ability parameters) that are associated with the character being developed (in the implementation, for example, S20-12).
[0633] The following process is performed: updating specific parameters associated with the selectable commands chosen by the player (in the implementation, as an example, S20-12).
[0634] The following process is performed: for each category, it is determined whether the total value of the specific parameters associated with the command classified in the same category reaches a threshold (in the implementation, as an example, S20-14).
[0635] The following process is performed: the utility (in the implementation, for example, the intensification effect) corresponding to the category whose total value of a specific parameter has reached a threshold is set to be able to be activated (in the implementation, for example, S20-15).
[0636] Furthermore, in the above embodiment, the case where the training subject is competition and the training subject is classified into a competition type was described. However, the content of the training subject and category is just one example and is not limited to the above embodiment. In short, as long as the multiple commands used to specify the actions of the character being trained are classified into any of the multiple categories, it is acceptable. In addition, it is acceptable as long as the multiple commands are set as selectable commands so that the player can choose.
[0637] Furthermore, in the above embodiment, the training subjects that players can choose are determined in the server 1000. However, the training subjects can also be determined in the player terminal 1. Alternatively, for example, the increase value of ability parameters or the increase value of competitive level can also be determined in the player terminal 1.
[0638] Alternatively, in the process of setting the effect to be activatable, the number of times the effect can be activated can be managed, and the number of activations (in this implementation, for example, the effect is assigned training counts) can be reduced based on the player's selection of selectable commands. Furthermore, the above implementation describes the case where the effect is made activatable by setting the effect's assigned training counts. However, for example, the activation of the effect can be switched by turning a flag indicating the activation status of the effect on or off. Additionally, the activation effect can be continuously applied, like a tournament reward, until the main game ends.
[0639] Alternatively, in the process of setting the utility to be able to be activated, if the total value of the category judgment for the utility corresponding to the state with more than 1 activation count reaches a threshold, the number of activation counts is increased.
[0640] Alternatively, commands set as selectable to allow players to choose include commands not associated with specific parameters (in this implementation, for example, subcommands).
[0641] Alternatively, it could be that the player can choose to have the selectable command processed repeatedly (in one implementation, for example, multiple rounds).
[0642] Alternatively, in the process of updating specific parameters, if the previous selectable command selected by the player is not associated with a specific parameter, the updated value of the specific parameter can be made larger compared to the case where the previous selectable command selected by the player is associated with a specific parameter.
[0643] Furthermore, some of the functions in the simulation game described in the above embodiments 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 used to execute the game may also be stored in player terminal 1.
[0644] 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.
[0645] Explanation of reference numerals in the attached figures
[0646] 1: Player terminal; 1000: Server; S: Information processing system.
Claims
1. An information processing program that causes a computer to perform the following processes: Multiple commands that are categorized into any of several classes and used to specify the actions of the character being developed are made selectable commands so that the player can choose them. Each of the multiple commands is associated with specific parameters; Based on the selectable command chosen by the player, update one or more parameters associated with the character being nurtured; The update establishes a specific parameter associated with the selectable command chosen by the player; For each category, determine whether the total value of the specific parameters associated with the command classified in the same category reaches a threshold; as well as The utility corresponding to the category whose total value of the specific parameter is determined to reach a threshold is set to be able to be activated.
2. The information processing program according to claim 1, wherein, In the process of setting the utility to be able to be activated, the number of times the utility can be activated is managed, and the number of times the utility can be activated is reduced based on the player's selection of the selectable command.
3. The information processing program according to claim 2, wherein, In the process of setting the utility to be able to be activated, if the total value of the specific parameter is determined to be a threshold for the category corresponding to the utility in the state where the number of times it can be activated is 1 or more, the number of times it can be activated is increased.
4. The information processing program according to claim 1 or 2, wherein, The commands set as selectable commands to allow the player to choose include commands not associated with the specific parameter. This allows the player to select the optional commands, which are then executed repeatedly. In the process of updating the specific parameter, if the previous selectable command selected by the player is not associated with the specific parameter, the updated value of the specific parameter is made larger compared to the case where the previous selectable command selected by the player is associated with the specific parameter.
5. An information processing method, executed by one or more computers, comprising the following processes: Multiple commands that are categorized into any of several classes and used to specify the actions of the character being developed are made selectable commands so that the player can choose them. Each of the multiple commands is associated with specific parameters; Based on the selectable command chosen by the player, update one or more parameters associated with the character being nurtured; The update establishes a specific parameter associated with the selectable command chosen by the player; For each category, determine whether the total value of the specific parameters associated with the command classified in the same category reaches a threshold; as well as The utility corresponding to the category whose total value of the specific parameter is determined to reach a threshold is set to be able to be activated.
6. An information processing system comprising one or more computers, wherein, The computer performs the following processes: Multiple commands that are classified into any of the multiple categories and are used to specify the actions of the character being developed are made selectable commands so that the player can choose them, wherein each of the multiple commands is associated with specific parameters; Based on the selectable command chosen by the player, update one or more parameters associated with the character being nurtured; The update establishes a specific parameter associated with the selectable command chosen by the player; For each category, determine whether the aggregate value of the specific parameters associated with the commands classified in the same category reaches a threshold; and The utility corresponding to the category whose total value of the specific parameter is determined to reach a threshold is set to be able to be activated.
7. A gaming device comprising one or more computers, wherein, The computer performs the following processes: Multiple commands that are classified into any of the multiple categories and are used to specify the actions of the character being developed are made selectable commands so that the player can choose them, wherein each of the multiple commands is associated with specific parameters; Based on the selectable command chosen by the player, update one or more parameters associated with the character being nurtured; The update establishes a specific parameter associated with the selectable command chosen by the player; For each category, determine whether the aggregate value of the specific parameters associated with the commands classified in the same category reaches a threshold; and The utility corresponding to the category whose total value of the specific parameter is determined to reach a threshold is set to be able to be activated.
Citation Information
Patent Citations
Game management device, game system, game management method, and program
JP2021164726A