Information processing program, information processing method, and information processing system
Patent Information
- Application Number
- JP2022139402
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-09-01
- Publication Date
- 2025-01-14
- Estimated Expiration
- 2041-10-29
AI Technical Summary
Existing games that allow players to skip gameplay to obtain items reduce the motivation to play the game, leading to a decrease in interest and prolonged gameplay time.
Implementing a system where rewards are determined based on game stage progression, allowing for a second play mode where gameplay advances without player input, with longer time requirements compared to the first mode, and enabling skip operations that alter the game stage and reward structure.
Enhances player motivation by maintaining interest and reducing fatigue through balanced gameplay experiences across different modes, encouraging longer play sessions and increased desire to play.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system.
Background Art
[0002] Conventionally, as shown in Patent Document 1, there is known a game in which a plurality of game fields are provided and a different game field is selected each time the game is played. In order for a player to obtain a desired item, experience value, etc., it is necessary to play the game repeatedly. However, since the game field is different each time the game is played, the player's motivation to play can be improved.
Prior Art Documents
Patent Documents
[0003] [[ID=2I]]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] As described above, in order to repeat the game many times, a long time is required, and there is a risk that many players will give up obtaining a desired item or the like. Therefore, there is known a game equipped with a skip function or the like that can obtain items and the like in the same way as when the game is played while omitting the play of the game.
[0005] However, if a function that can omit the play of the game is installed, there is a problem that the player's motivation to actually play the game decreases and the original interest of the game decreases.
[0006] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system capable of suppressing a decrease in the player's motivation to play.
Means for Solving the Problems
[0007] To solve the above problems, the information processing program is: When the game is started in a first play mode in which the game stages progress based on player input while the game screen is displayed, a process is performed to determine the reward based on the game stage reached. When a game is started in a second play mode in which player input and display of the game screen are unnecessary and the game stage progresses as time passes, the process of determining the reward based on the elapsed time or the game stage reached, The process of granting the determined reward to the player, Have the computer perform this task. The type of reward determined in the second play mode is the same as the type of reward determined in the first play mode. In the second play mode, the time required to reach the first game stage is longer than the time required to reach the first game stage in the first play mode.
[0008] Furthermore, information processing programs are When the game is started in the first play mode, the process of advancing the game based on the player's input is performed, In the first play mode described above, a process is performed to accept the player's skip command, Let the computer perform the next step If a skip operation is accepted in the first play mode, the process of advancing the game based on the player's input will skip one or more game stages and start the game from the second game stage. That is also acceptable.
[0009] Furthermore, information processing programs are In the second play mode described above, a process is performed to accept the player's skip command. Let the computer perform the next step If a skip operation is accepted in the second play mode, the time required to reach a predetermined game stage is reduced. That is also acceptable.
[0010] To solve the above problems, the information processing method is: A method of information processing performed by a computer, When the game is started in a first play mode in which the game stages progress based on player input while the game screen is displayed, a process is performed to determine the reward based on the game stage reached. When a game is started in a second play mode in which player input and display of the game screen are unnecessary and the game stage progresses as time passes, the process of determining the reward based on the elapsed time or the game stage reached, The process of granting the determined reward to the player, Includes, The type of reward determined in the first play mode and the type of reward determined in the second play mode are the same. In the second play mode, the time required to reach the first game stage is longer than the shortest time required to reach the first game stage in the first play mode.
[0011] To solve the above problems, the information processing system will When the game is started in a first play mode in which the game stages progress based on player input while the game screen is displayed, a process is performed to determine the reward based on the game stage reached. When a game is started in a second play mode in which player input and display of the game screen are unnecessary and the game stage progresses as time passes, the process of determining the reward based on the elapsed time or the game stage reached, The process of granting the determined reward to the player, The computer performs this task. The type of the reward determined in the first play mode and the type of the reward determined in the second play mode are common. In the second play mode, the time required to reach the first game stage is longer than the shortest time that can reach the first game stage in the first play mode.
Effect of the Invention
[0012] According to the present invention, the play motivation of a player can be improved.
Brief Description of the Drawings
[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] FIG. 2A is a diagram for explaining a hardware configuration of a player terminal. FIG. ²B is a diagram for explaining a hardware configuration of a server. [Figure 3] FIG. 3A is a diagram for explaining an example of a top screen of a dungeon quest. FIG. 3B is a diagram for explaining an example of a character selection screen. FIG. 3C is a diagram for explaining an example of a skill selection screen. [Figure 4] FIG. 4A is a first diagram for explaining an example of a game screen. FIG. 4B is a diagram for explaining an example of a stage clear screen. FIG. 4C is a second diagram for explaining an example of a game screen. FIG. 4D is a diagram for explaining an example of a result screen. [Figure 5] FIG. 5 is a diagram for explaining the relationship between the floor number and the stage. [Figure 6] FIG. 6A is a diagram for explaining an example of a skip floor number selection screen. FIG. 6B is a diagram for explaining an example when a skip floor number selection operation unit is operated. FIG. 6C is a diagram for explaining an example of a skip reward screen. FIG. 6D is a diagram for explaining an example of a game screen when a skip function is used. [Figure 7] FIG. 7 is a diagram for explaining the relationship between the maximum reachable floor number and the skipable floor number. [Figure 8]Figure 8A illustrates an example of the autoplay mode settings screen. Figure 8B illustrates an example of the top screen during dungeon quest gameplay using autoplay mode. Figure 8C illustrates an example of the mid-game termination dialog 52. Figure 8D illustrates an example of the autoplay mode results screen. [Figure 9] Figure 9A illustrates an example of the skip floor selection screen for autoplay mode. Figure 9B illustrates the remaining time when the skip function is used in autoplay mode. [Figure 10] Figure 10 is a diagram illustrating an example of a typical reward table. [Figure 11] Figure 11 illustrates an example of a skip reward table. [Figure 12] Figure 12 illustrates an example of an automated reward table. [Figure 13] Figure 13 illustrates an example of the breakdown of rewards for each table category. [Figure 14] Figure 14 illustrates the memory configuration and computer functions of the player terminal. [Figure 15] Figure 15 illustrates the memory configuration of the server and its functions as a computer. [Figure 16] Figure 16 is a sequence diagram illustrating the basic processing in the player terminal and server. [Figure 17] Figure 17 is a flowchart illustrating the preparation process on the player terminal. [Figure 18] Figure 18 is a flowchart illustrating the skip setting process on the player terminal. [Figure 19] Figure 19 is a flowchart illustrating the startup process on the server. [Figure 20] Figure 20 is a flowchart illustrating the reward lottery process on the server. [Figure 21] Figure 21 is a flowchart illustrating the normal gameplay execution process on the player terminal. [Figure 22] Figure 22 is a flowchart illustrating the autoplay termination process on the server. [Modes for carrying out the invention]
[0014] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The numerical values and other figures shown in this embodiment are merely illustrative for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0015] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1 (game terminal), a server 100, and a communication network 200 having a communication base station 200a.
[0016] In this embodiment, the information processing system S consists of a player terminal 1 and a server 100 that function as a game device G. The player terminal 1 and the server 100 are each assigned a role in controlling the progress of the game, and the game can be played through the cooperation of the player terminal 1 and the server 100.
[0017] The player terminal 1 can establish communication with the server 100 via the communication network 200. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 100. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.
[0018] Server 100 communicates with multiple player terminals 1. Server 100 stores various types of information (hereinafter referred to as player information) for each player identification information (hereinafter referred to as player ID) used to identify players playing the game. Server 100 also updates the stored information based on operations input from player terminals 1.
[0019] The communication base station 200a is connected to the communication network 200 and transmits and receives information wirelessly with the player terminal 1. The communication network 200 consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 100.
[0020] (Hardware configuration of player terminal 1 and server 100) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 100. As shown in Figure 2A, player terminal 1 is composed of a CPU (Central Processing Unit) 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24.
[0021] Furthermore, as shown in Figure 2B, the server 100 is composed of a CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124. The configuration and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 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 the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 100 will not be described.
[0022] The CPU 10 runs the program stored in memory 12 and controls the game's progress. Memory 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. Memory 12 is connected to the CPU 10 via bus 14.
[0023] 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.
[0024] The memory unit 18 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the memory unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0025] The communication unit 20 is wirelessly connected to the communication base station 200a and transmits and receives various data and information such as programs to and from the server 100 via the communication network 200. In the player terminal 1, programs and other information received from the server 100 are stored in the memory 12 or the storage unit 18.
[0026] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.
[0027] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24 and a touch panel superimposed on the display 26 as the input unit 22.
[0028] (Game content) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be explained using an example. Players can own characters obtained through a lottery known as gacha, or characters distributed by the operator. Players can play quests using the characters they own (hereinafter referred to as owned characters).
[0029] Figure 3A illustrates an example of the top screen of Dungeon Quest. During gameplay, a menu bar 30 is displayed at the bottom of the display 26. The menu bar 30 includes multiple selection sections, including a party formation selection section 30a, a quest selection section 30b, and an enhancement selection section 30c.
[0030] When the party formation selection section 30a is tapped, a party formation screen (not shown) is displayed. On the party formation screen, the player can select four owned characters to form a party. Although not explained in detail here, the player can also equip weapons and other equipment to the owned characters in the party on the party formation screen.
[0031] When the enhancement selection section 30c is tapped, an enhancement screen (not shown) is displayed. On the enhancement screen, the player can enhance their owned characters and equipment.
[0032] Furthermore, when the quest selection unit 30b is tapped, a quest selection screen (not shown) is displayed. Multiple types of quests are displayed on the quest selection screen. The game device G of this embodiment provides an action RPG (Roll Playing Game) as a quest. In each quest, the player can move a character placed in a virtual game space captured by a virtual camera and perform attack actions. Each quest is cleared by fulfilling clear conditions such as eliminating all enemy characters or defeating a predetermined boss character. Multiple types of quests with different virtual game spaces and difficulty levels are provided.
[0033] Additionally, some quests are only available in single-player mode, others are only available in multiplayer mode, and some allow players to choose between single-player and multiplayer modes.
[0034] Furthermore, quests are broadly divided into two types: normal quests, which are played using a party of four owned characters, and special quests, which are played using only one owned character. In normal quests, you can use owned characters and equipment that have been strengthened on the strengthening screen mentioned above. On the other hand, in special quests, you can strengthen owned characters that are specifically for special quests, and the parameters of owned characters etc. used for normal quests are not carried over to special quests. Also, equipment that has been strengthened for normal quests cannot be used in special quests.
[0035] In other words, regular quests and special quests are completely different types of games. However, in this embodiment, special items can be obtained in special quests. These special items can be used in regular quests or to enhance equipment used in regular quests. By making special items obtained in special quests usable in regular quests in this way, the relationship between regular quests and special quests is enhanced, and the motivation to play both types of quests is increased.
[0036] In this embodiment, a special quest called a Dungeon Quest is provided. The Dungeon Quest starts from the 1st floor stage, and the floor number increases by one each time a stage is cleared. Finally, clearing the 50th floor stage completes the Dungeon Quest. In the Dungeon Quest, stages corresponding to multiples of 5 floors are set as boss stages, and stages corresponding to other floors are set as normal stages.
[0037] In the regular stages, a maze is set up as a virtual game space. This maze has a starting point and an ending point, and at the start of the game, one character selected by the player (hereinafter referred to as the target character) is placed at the starting point. When the player gets the target character to the ending point, the regular stage is cleared and the player can advance to the next floor.
[0038] In the regular stages, there are enemy characters called "minions," and the player must progress through the labyrinth while defeating these minions. Each character has an HP value, and their HP decreases when they receive attacks from enemy characters. When a character's HP reaches 0, it's game over.
[0039] Here, the clear condition for a normal stage is not limited to reaching the goal. For example, the clear condition could be set as defeating all the minor enemies placed in the labyrinth. In this case, the clear condition may differ for each normal stage, or it may be the same for all normal stages.
[0040] Additionally, boss stages feature one or more boss characters. Clearing a boss stage requires defeating all the boss characters, allowing you to advance to the next floor. Both normal stages and boss stages feature increasingly powerful enemy characters as you progress through the floors, making the difficulty higher. In dungeon quests, players receive rewards based on the floor they reach. The higher the floor reached, the rarer the rewards become.
[0041] When a dungeon quest is selected on the quest selection screen (not shown), the dungeon quest top screen shown in Figure 3A is displayed. The dungeon quest top screen is provided with a normal play mode selection control section 32a, an enhancement control section 32b, and an auto-play mode selection control section 32c.
[0042] Dungeon Quest has two play modes: Normal Play Mode (the first play mode) and Auto Play Mode (the second play mode). In Normal Play Mode, the game progresses based on the player's input while the game screen is displayed. In Auto Play Mode, the game progresses automatically over time without the need for player input or the display of the game screen.
[0043] The normal play mode selection control unit 32a corresponds to the normal play mode, and the auto play mode selection control unit 32c corresponds to the auto play mode. The player can select a play mode by tapping either the normal play mode selection control unit 32a or the auto play mode selection control unit 32c. When the normal play mode selection control unit 32a is tapped, the character selection screen is displayed, and the system enters a state ready for normal play mode.
[0044] Figure 3B illustrates an example of a character selection screen. The character selection screen displays multiple character icons 34a corresponding to owned characters. Each character icon 34a displays an image that identifies the character and the highest floor reached by that character in dungeon quests. Players can select a character by tapping a character icon 34a on the character selection screen.
[0045] Furthermore, on the character selection screen, above the character icon 34a, there are character tabs 34b and skill tabs 34c. While the character selection screen is displayed, the character tab 34b is highlighted. When the skill tab 34c is tapped on the character selection screen, the skill selection screen is displayed.
[0046] Figure 3C illustrates an example of a skill selection screen. While the skill selection screen is displayed, the skill tab 34c is highlighted. Multiple skill icons 34d are displayed on the skill selection screen. Each skill icon 34d displays an image that identifies the skill. Players can select a skill on the skill selection screen by tapping a skill icon 34d.
[0047] Here, "skills" refer to special abilities activated by the target character. Skills include, for example, offensive skills that deal more damage to enemy characters than normal attacks, defensive skills that increase the target character's defense, and healing skills that restore the target character's HP. Players can select skills to use in dungeon quests by tapping skill icon 34d on the skill selection screen. Here, players can set multiple skills that can be used in dungeon quests.
[0048] When the character tab 34b is tapped on the skill selection screen, the character selection screen is displayed on the display 26. The character selection screen and skill selection screen are also provided with a return operation section 34e, a skip operation section 34f, and a start operation section 34g. When the return operation section 34e is tapped, the top screen shown in Figure 3A is displayed on the display 26. When the skip operation section 34f is tapped, the skip floor selection screen, which will be described later, is displayed. When the start operation section 34g is tapped, a dungeon quest in normal play mode is started using the target character and skills selected by the player.
[0049] Figure 4A is the first diagram illustrating an example of a game screen. Figure 4B is the first diagram illustrating an example of a stage clear screen. Figure 4C is the second diagram illustrating an example of a game screen. Figure 4D is the second diagram illustrating an example of a results screen. When a dungeon quest is started in normal play mode, a virtual game space corresponding to the first floor stage is displayed on display 26. The target character image 40a is displayed in the center of the virtual game space.
[0050] The player can move the target character image 40a in the desired direction by inputting directional inputs on the touch panel. Directional input is an operation in which the player continuously touches the touch panel for a predetermined period of time or longer. For example, if the player touches the touch panel and slides the touch position upwards, the target character image 40a will move upwards in the virtual game space. Since the target character image 40a is basically displayed near the center of the display 26, in this case the screen will be updated so that the virtual game space moves from top to bottom.
[0051] Furthermore, the player can make the target character image 40a perform an attack by inputting an attack command on the touch panel. An attack command is, for example, a tap on the touch panel. When the target character image 40a performs an attack, it can inflict damage on surrounding enemy characters.
[0052] The game screen also displays a target character information display section 40b, a dragon display section 40c, and three skill operation sections 40d. The target character information display section 40b displays the target character's icon and HP. The dragon display section 40c displays the dragon's icon. While a detailed explanation is omitted, in dungeon quests, players can acquire dragons during gameplay. Players can transform into the acquired dragon for a limited time. In other words, players can change their target character into the acquired dragon for a limited time.
[0053] Dragons deal significantly more damage to enemy characters than regular characters, and while transformed into a dragon, the target character's HP does not decrease. By transforming into a dragon, players can gain an advantage in dungeon quests. Players can change their target character to a dragon by tapping the dragon display area 40c.
[0054] The conditions for transforming into a dragon are pre-set, and if these conditions are not met, the dragon display unit 40c will be grayed out, as shown in Figure 4A. In this state, the dragon display unit 40c will not accept input, and it will not be possible to transform into a dragon.
[0055] The skill control panel 40d displays icons corresponding to the skills the player possesses. Players can activate skills by tapping the skill control panel 40d. Players can acquire skills while playing dungeon quests. Therefore, in addition to the skills set before starting a dungeon quest, players can also use skills acquired during gameplay.
[0056] The conditions for activating skills are predetermined, and if these conditions are not met, the skill operation unit 40d will be grayed out, as shown in Figure 4A. In this state, the skill operation unit 40d will not accept input, and skills cannot be activated.
[0057] Upon clearing a stage, the stage clear screen shown in Figure 4B is displayed. In normal play mode, players receive a reward each time they clear a stage. Hereafter, the rewards given to players each time they clear a stage will be referred to as stage rewards. Stage rewards are set for each stage, and when a stage is cleared, the stage reward to be given to the player is determined by lottery.
[0058] Stage rewards include experience points, points, weapons, dragons, and skills. Experience points are awarded to the target character. When the experience points earned as stage rewards reach a certain value, the target character's level increases. When the target character's level increases, parameters such as the character's attack power increase.
[0059] Points earned as stage rewards can be used to strengthen owned characters. Specifically, when the strengthening operation section 32b is tapped on the top screen shown in Figure 3A, a character strengthening screen specifically for dungeon quests is displayed. On this character strengthening screen, points can be used to increase the parameters of owned characters in dungeon quests.
[0060] Weapons, dragons, and skills obtained as stage rewards can be used in the dungeon quest you are currently playing. However, weapons, dragons, and skills obtained as stage rewards can only be used in the dungeon quest you are currently playing, and the data will be deleted when the dungeon quest ends. In other words, weapons, dragons, and skills obtained as stage rewards cannot be carried over to subsequent dungeon quests. On the other hand, experience points and points obtained as stage rewards are accumulated when the dungeon quest you are playing ends.
[0061] When the close operation section 40e on the stage clear screen is tapped, the stage clear screen is hidden. Then, as shown in Figure 4C, the virtual game space of the next floor's stage is displayed, and the dungeon quest resumes. In this embodiment, when playing the dungeon quest in normal play mode, the stages of each floor are determined as follows.
[0062] Figure 5 illustrates the relationship between floors and stages. The first floor contains only one type of normal stage, Stage 1, so dungeon quests always begin with Stage 1. After clearing Stage 1, the stages on the second floor begin. The second floor contains five types of normal stages: Stages 2A, 2B, 2C, 2D, and 2E, and one of these five normal stages is determined by lottery.
[0063] As mentioned above, floors that are not multiples of 5 are normal stages. Each normal stage floor, excluding the first floor, has five different normal stages, and the stage the player plays is determined from these five stages. The five normal stages corresponding to the same floor differ slightly in difficulty.
[0064] On the other hand, each boss stage floor contains only one boss stage. Therefore, players will always play the same boss stage on floors that are multiples of 5. However, just like regular stages, boss stage floors may also contain multiple boss stages with varying difficulty levels.
[0065] Thus, since the stages to be cleared are determined randomly, the route will differ each time you play, reducing player fatigue. When you clear the top floor stage and completely complete the dungeon quest, or when it's game over, the results screen shown in Figure 4D will be displayed.
[0066] The results screen displays a list of rewards awarded to the player. The results screen also shows the experience points, points, and items earned during gameplay. As mentioned above, weapons, dragons, and skills acquired during gameplay cannot be carried over to subsequent dungeon quests. Therefore, weapons, dragons, and skills acquired as stage rewards during gameplay will not be displayed on the results screen.
[0067] In contrast, stage rewards include special items that can be used in regular quests and other modes besides dungeon quests, and special items acquired during gameplay are displayed on the results screen. When the close operation button 40e on the results screen is tapped, the top screen shown in Figure 3A is displayed, and the dungeon quest in normal play mode ends.
[0068] Here, the dungeon quest has a skip function. When a player uses the skip function in normal play mode, they can skip a floor of their choice and start playing the dungeon quest from a predetermined floor. When the skip operation unit 34f is tapped while the target character and skill are selected on the character selection screen shown in Figure 3B or the skill selection screen shown in Figure 3C, the skip floor selection screen will be displayed.
[0069] Figure 6A illustrates an example of the skip floor selection screen. Figure 6B illustrates an example of what happens when the skip floor selection control unit is operated. Figure 6C illustrates an example of the skip reward screen. Figure 6D illustrates an example of the game screen when the skip function is used. As shown in Figure 6A, the skip floor selection screen displays the skip floor selection control unit 42. The skip floor selection control unit 42 displays the floors that can be skipped. In the example shown in Figure 6A, three skip floor selection control units 42 are displayed, labeled 5F, 10F, and 15F, respectively. The skippable floors are set in increments of 5 floors, and the player can set the number of floors to skip within the range of the maximum floor that the selected target character can reach.
[0070] Figure 7 illustrates the relationship between the maximum number of floors that can be reached and the number of floors that can be skipped. As shown in Figure 7, each character that a player can own is associated with a character ID. When a player selects a character from their owned characters and plays a dungeon quest, the highest number of floors reached by that character, i.e., the cleared floor, is stored as the maximum number of floors reached.
[0071] Players can set the number of floors to skip in increments of 5, within the range of the maximum floor reachable by the character they have selected as the target character. For example, the maximum floor reachable by characters with character IDs "0001" and "0002" is 0 and 3, respectively. Therefore, the number of floors that can be skipped when these characters are selected as the target character is 0. In other words, if a player selects a character with character IDs "0001" or "0002", they cannot use the skip function.
[0072] For example, the maximum floors that can be reached by characters with character IDs "0003" and "0004" are floors 5 and 9, respectively. Therefore, when these characters are selected as target characters, the number of floors that can be skipped is 5 in both cases. Also, for example, the maximum floors that can be reached by characters with character IDs "0005" and "0006" are floors 10 and 14, respectively. Therefore, when these characters are selected as target characters, the player can choose to skip either floors 5 or 10.
[0073] Note that the maximum number of floors that can be skipped is set to 30. Therefore, for characters whose maximum reach is 30 floors or more, the number of floors they can skip will be 5th, 10th, 15th, 20th, 25th, and 30th.
[0074] However, the above number of skippable floors is merely an example. For example, there is no upper limit to the number of skippable floors. Also, instead of skipping every 5 floors, the number of skippable floors could be the same as the highest floor reached. Furthermore, instead of setting the number of skippable floors for each owned character, the number of skippable floors could be set based on the player's highest reached floor.
[0075] As shown in Figure 6A, the skip floor selection screen displays a skip floor selection operation unit 42 corresponding to the number of floors the player can skip. When the skip floor selection operation unit 42 is tapped, the start operation unit 34g is displayed on the skip floor selection screen, as shown in Figure 6B. When the start operation unit 34g is tapped, the skip reward screen shown in Figure 6C is displayed.
[0076] As will be explained in more detail later, when the skip function is used, the player will be awarded skip rewards according to the number of floors skipped. Skip rewards are of the same type as the stage rewards mentioned above, and the skip rewards obtained will be displayed in a list on the skip rewards screen.
[0077] Then, when the close operation button 40e on the skip reward screen is tapped, the skip reward screen is hidden and the game screen is displayed as shown in Figure 6D. Here, since floors 1 through 15 have been skipped, the game screen for the 16th floor is displayed. In this way, when the skip function is used, the dungeon quest in normal play mode starts from the floor following the skipped floor.
[0078] As described above, players can use the skip function in normal play mode to start dungeon quests from intermediate floors. Therefore, skip rewards include weapons, dragons, and skills, and players can use the weapons and other items obtained as skip rewards in subsequent dungeon quests.
[0079] In contrast, when the autoplay mode selection control unit 32c is tapped on the top screen shown in Figure 3A, the system enters a state ready for autoplay mode. Even in this state ready for autoplay mode, the character selection screen is displayed, and the player can select one of their owned characters as the target character. Once a target character is selected on the character selection screen, the autoplay mode settings screen is displayed.
[0080] Figure 8A is a diagram illustrating an example of the autoplay mode setting screen. As shown in Figure 8A, the autoplay mode setting screen displays an image of the character selected by the player as the target character. The autoplay mode setting screen also includes a return operation unit 34e, a skip operation unit 34f, and a start operation unit 34g, as well as a formation operation unit 50a, a floor reached display unit 50b, and a time reached display unit 50c.
[0081] When the formation control unit 50a is tapped, the target character can be changed or owned characters can be strengthened. The floor reached display unit 50b displays the maximum floor that the target character can reach. As described above, the auto-play mode is a play mode in which the game stage, i.e., the floor, progresses as time passes, without requiring player input or display of the game screen. More specifically, in auto-play mode, the floor reached by the target character is determined according to the elapsed time since the start. Therefore, auto-play mode gives the player the impression that the target character is progressing through the dungeon quest automatically.
[0082] The maximum floor reachable in auto-play mode is determined by the maximum floor reached by the player in normal play mode. However, there is an upper limit to the maximum floor reachable in auto-play mode, which is set at 30 floors. Therefore, if a player has previously reached 30 floors or higher in normal play mode, that character can reach 30 floors in auto-play mode.
[0083] In autoplay mode, the maximum number of floors reachable is set in increments of 5. Therefore, for example, if the player's maximum reachable floor is between 5 and 9, the maximum number of floors reachable in autoplay mode will be 5, and if the player's maximum reachable floor is between 10 and 14, the maximum number of floors reachable in autoplay mode will be 10.
[0084] Furthermore, the type of character selected does not affect the maximum floor reachable in auto-play mode. For example, if the player's maximum reachable floor is 30, then regardless of which character is selected, the maximum floor reachable in auto-play mode will be 30. However, the maximum floor reachable in auto-play mode may be set individually for each character. For example, a character that has previously reached floor 30 may have its maximum reachable floor set to 30, while a character that has only reached up to floor 8 may have its maximum reachable floor set to 5.
[0085] In this example, a limit is placed on the maximum number of floors reachable in autoplay mode, but this limit is not mandatory. Also, while the maximum number of reachable floors is set to every 5 floors, the maximum number of floors reachable in autoplay mode may be exactly the same as the maximum number of floors reached by the player.
[0086] Furthermore, in this mode, the player cannot select the maximum floor reachable in autoplay mode. In other words, the maximum reachable floor is automatically set based on the highest floor the player has reached in the past. However, the player may be able to arbitrarily set how high a floor the target character should reach in autoplay mode.
[0087] The arrival time display unit 50c shows the time required for the target character to reach the maximum floor they can reach. In the example shown in Figure 8A, the floor reached display unit 50b shows 30F, and the arrival time display unit 50c shows 5 hours. Therefore, in this case, it is indicated that it will take 5 hours for the target character to reach the 30th floor.
[0088] Although not shown in the diagram, in autoplay mode, the time required to reach each floor is predetermined. Specifically, it takes 30 minutes to reach the 5th floor, 1 hour to reach the 10th floor, and then an additional 1 hour is added for every 5 floors thereafter.
[0089] When the start operation button 34g is tapped on the autoplay mode settings screen, the dungeon quest in autoplay mode begins. At this point, the elapsed time is started to be counted. While the elapsed time is being counted, the dungeon quest is being played in autoplay mode.
[0090] Figure 8B illustrates an example of the top screen during gameplay of a dungeon quest using autoplay mode. Figure 8C illustrates an example of the mid-game termination dialog 52. Figure 8D illustrates an example of the results screen in autoplay mode. During gameplay of a dungeon quest using autoplay mode, the remaining time is displayed on the autoplay mode selection control unit 32c on the dungeon quest's top screen. The remaining time displayed on the autoplay mode selection control unit 32c is the remaining time until the maximum reachable floor is reached.
[0091] If the auto-play mode selection control unit 32c is tapped before the remaining time reaches 0, that is, while playing a dungeon quest in auto-play mode, the mid-game termination dialog 52 shown in Figure 8C will be displayed. The player can forcibly terminate the dungeon quest in auto-play mode midway through. If the dungeon quest in auto-play mode is forcibly terminated, the player will be given a reward corresponding to the elapsed time up to that point.
[0092] As mentioned above, the time required to reach the 5th, 10th, 15th, 20th, 25th, and 30th floors is 30 minutes, 1 hour, 2 hours, 3 hours, 4 hours, and 5 hours, respectively. The reward given to the player is determined based on the time required to reach each of these floors. Specifically, if the elapsed time at the time of forced termination is less than 30 minutes, the player will not receive a reward. In this case, the termination dialog 52 will display a message indicating that the player will not receive a reward.
[0093] Furthermore, for example, if the game is forcibly terminated after 30 minutes or more but less than 1 hour, the player will receive a reward equivalent to the 5th floor. Also, for example, if the game is forcibly terminated after 4 hours or more but less than 5 hours, the player will receive a reward equivalent to the 25th floor. In this way, even if the game is forcibly terminated, the player can still receive rewards, and the longer the elapsed time, the more advantageous the reward the player will receive.
[0094] The mid-game termination dialog 52 is provided with a cancel operation section 52a and an end operation section 52b. When the cancel operation section 52a is tapped, the mid-game termination dialog 52 is closed and the top screen shown in Figure 8B is displayed. When the end operation section 52b is tapped, the dungeon quest in auto-play mode is forcibly terminated and the auto-play mode results screen is displayed. In addition, if the auto-play mode selection operation section 32c is tapped when the remaining time is 0, that is, when the dungeon quest in auto-play mode has ended, the auto-play mode results screen is also displayed.
[0095] As shown in Figure 8D, the results screen in auto-play mode displays the floor reached and a list of rewards. Note that rewards for dungeon quests in auto-play mode include experience points, points, and special items, but do not include weapons, skills, dragons, etc. In other words, rewards for dungeon quests in auto-play mode are limited to those that can be carried over to other games or subsequent dungeon quests. Tapping the close operation button 40e on the results screen hides the results screen and displays the top screen shown in Figure 3A. This allows you to restart the dungeon quest in auto-play mode.
[0096] Furthermore, players can play dungeon quests in normal play mode even while playing dungeon quests in auto-play mode. In other words, players can play dungeon quests in normal play mode and dungeon quests in auto-play mode simultaneously. However, players cannot use the same character in both play modes simultaneously.
[0097] Specifically, when playing a dungeon quest in auto-play mode, tapping the normal play mode selection control section 32a will display the character selection screen. At this time, the character selection screen is displayed in such a way that it is not possible to select a character that is already selected as the target character in auto-play mode.
[0098] Furthermore, the player can also use the skip function in autoplay mode. In the autoplay mode setting screen shown in Figure 8A, when the skip operation unit 34f is tapped, the skip floor selection screen for autoplay mode is displayed.
[0099] Figure 9A illustrates an example of the skip floor selection screen for autoplay mode. Figure 9B illustrates the remaining time when the skip function is used in autoplay mode. As shown in Figure 9A, the skip floor selection screen for autoplay mode displays a skip floor selection control unit 54. The skip floor selection control unit 54 displays the floors that can be skipped. In the example shown in Figure 9A, three skip floor selection control units 54 are displayed, labeled 5F, 10F, and 15F, respectively. In autoplay mode, the skippable floors are set in increments of 5 floors, and the player can set the number of skip floors within the range of the maximum floor reached by the selected character, just as in normal play mode.
[0100] Here, the skip function in autoplay mode has the effect of shortening the remaining time. In other words, when the skip function is used in autoplay mode, the time required to reach the maximum achievable floor is shortened. The time shortened is equal to the time required to reach each floor. For example, skipping to the 5th, 10th, and 15th floors shortens the required time by 30 minutes, 1 hour, and 2 hours, respectively. The skip floor selection operation unit 54 displays the number of floors to skip, as well as the required time shortened.
[0101] When the skip floor selection operation unit 54 is tapped, the start operation unit 34g shown in Figure 6B is displayed. When the start operation unit 34g is tapped, the dungeon quest is started in autoplay mode using the skip function. In this case, as shown in Figure 9B, the autoplay mode selection operation unit 32c displays the remaining time, which is the time required to reach the maximum floor minus the time corresponding to the skipped floors.
[0102] As described above, when a skip operation (tapping the skip floor selection control unit 42) is accepted in normal play mode, the game skips floors and starts from a predetermined floor. In contrast, when a skip operation (tapping the skip floor selection control unit 54) is accepted in auto-play mode, the time required to reach the predetermined floor is shortened. Thus, the skip function provides different benefits depending on the play mode used.
[0103] Here, the types of rewards determined in auto-play mode are the same as those determined in normal play mode. Therefore, the introduction of auto-play mode may reduce the motivation to play dungeon quests in normal play mode. To address this, the time required to reach each floor in auto-play mode is set to be longer than the time required to reach the same floor in normal play mode.
[0104] For example, in autoplay mode, it takes 5 hours to reach the 30th floor. In contrast, in normal play mode, it takes about 1 hour to reach the 30th floor. Note that this time is the average time for all players who have reached the 30th floor, and the shortest time to reach the 30th floor is even shorter. Thus, the relationship that the time required to reach a certain floor in autoplay mode is longer than the shortest and average time to reach the same floor in normal play mode holds true for all floors. Note that the time required to reach a certain floor in autoplay mode may be longer than the estimated time derived from simulations based on various parameters set by the developer, or the time reached based on AI simulations.
[0105] As described above, since auto-play mode requires a longer time to obtain rewards compared to normal play mode, it increases the motivation to play dungeon quests in normal play mode.
[0106] Furthermore, in this embodiment, the types of rewards obtainable in autoplay mode are the same as the types of rewards obtainable in normal play mode. However, the reward acquisition is set to be more advantageous for the player in normal play mode than in autoplay mode.
[0107] Figure 10 is a diagram illustrating an example of a normal reward table. In this embodiment, the rewards to be given to the player are determined by a lottery using the reward table. The reward table is broadly divided into three table categories: the normal reward table, the skip reward table, and the auto reward table. The normal reward table is the reward table used when playing a dungeon quest in normal play mode. The skip reward table is the reward table used when using the skip function in normal play mode. The auto reward table is the reward table used when playing a dungeon quest in auto play mode.
[0108] As shown in Figure 10, a standard reward table is provided for each stage. Figure 10 shows, as an example, the standard reward tables for Stage 1, Stage 2A, Stage 2B, Stage 5, and Stage 20. Furthermore, each stage's standard reward table is further divided by reward type. Figure 10 shows the standard reward tables for weapons, items, skills, points, experience points, and special items.
[0109] According to the normal reward table for weapons, the reward will be a weapon usable during dungeon quests in normal play mode. According to the normal reward table for items, the reward will be an item usable during dungeon quests in normal play mode. According to the normal reward table for skills, the reward will be a skill usable during dungeon quests in normal play mode.
[0110] Furthermore, according to the regular reward table for points, points that can be used to strengthen owned characters are determined as rewards. According to the regular reward table for experience points, experience points that increase the level of owned characters are determined as rewards. According to the regular reward table for special items, special items that can be used in regular quests other than dungeon quests are determined as rewards. Note that the regular reward tables are not limited to the tables shown in Figure 10; for example, there is a regular reward table for dragons where dragons are determined as rewards.
[0111] In normal play mode, when you clear a stage, the stage reward is determined using the normal reward table corresponding to the cleared stage. For example, when you clear Stage 1, a draw is held to determine the stage reward using the normal reward tables for weapons, items, skills, points, and experience points. Each normal reward table may be designed so that at least one reward is always determined, or it may be designed so that no reward is determined depending on the result of the draw, i.e., no reward is determined.
[0112] Here, the regular reward tables are designed so that higher floors offer more powerful weapons, items, and skills. Additionally, the regular reward tables are designed so that higher floors offer more experience points and other rewards.
[0113] The standard reward table shown in Figure 10 is used when a stage is cleared, but a separate in-game reward table (not shown) used during gameplay may also be provided. For example, if a treasure chest is placed in the virtual game space, the reward given to the player when this treasure chest is opened is determined by the in-game reward table. Similarly, when a player defeats a predetermined enemy character, the reward given to the player is also determined using the in-game reward table.
[0114] The rewards awarded through this in-game reward table lottery are only given to players who play dungeon quests in normal play mode. Therefore, players can earn more rewards by playing each stage in normal play mode compared to using the skip function or playing in auto-play mode.
[0115] As mentioned above, in normal play mode, there are five normal stages corresponding to each floor from the second floor upwards, and which normal stage is played is determined by a stage lottery. Furthermore, since the normal reward table differs for each stage, the rewards a player receives will also differ depending on the result of the stage lottery.
[0116] Furthermore, in this embodiment, players can obtain special items by clearing boss stages on the 20th floor or higher. The main objective of the dungeon quest is to obtain special items. Multiple special items are available that can be obtained by clearing boss stages on the 20th floor or higher, and the higher the floor, the higher the chance of obtaining rare special items.
[0117] Figure 11 illustrates an example of a skip reward table. A skip reward table is provided for each skipped floor. As mentioned above, players can select the number of floors to skip in increments of 5. Therefore, as shown in Figure 11, there are six types of skip reward tables: one for 5 floors, one for 10 floors, one for 15 floors, one for 20 floors, one for 25 floors, and one for 30 floors. Furthermore, each floor's skip reward table is further divided by reward type. Figure 11 shows skip reward tables for weapons, items, skills, points, experience points, and special items.
[0118] For example, if the number of skipped floors is 15, a lottery is held using a skip reward table for floor 15 to determine the reward. The lottery using the skip reward table takes place when skipping. The lottery ratio is designed so that the higher the number of skipped floors in the skip reward table, the more powerful the weapons, items, and skills that are likely to be won. As mentioned above, when using the skip function in normal play mode, the player must skip the skipped floor and start playing from the next floor's stage. Since the higher the number of skipped floors, the more powerful weapons and other items can be obtained, this prevents situations where clearing subsequent stages becomes extremely difficult when using the skip function.
[0119] Furthermore, the skip reward table is designed so that players who skip more floors can earn more experience points and other rewards. Also, similar to the regular reward table mentioned above, the skip reward table for special items is only used when the number of skipped floors is 20 or higher. Additionally, the higher the number of skipped floors, the higher the chance of winning rare special items.
[0120] When the skip function is used, the player is first awarded a reward through a lottery using the skip reward table. After that, the player will play each stage in normal play mode starting from the next floor after the skipped floor. In this case, each time the player clears a stage, they will be awarded another reward through a lottery using the normal reward table for the cleared stage.
[0121] Figure 12 illustrates an example of an auto-reward table. Auto-reward tables are provided for each elapsed time. As mentioned above, in auto-play mode, the number of floors reached is associated with the elapsed time, so it can also be said that auto-reward tables are provided for each floor reached. As shown in Figure 12, there are six types of auto-reward tables: for 30 minutes, 1 hour, 2 hours, 3 hours, 4 hours, and 5 hours. Furthermore, each time-based auto-reward table is further divided by reward type. Figure 12 shows auto-reward tables for points, experience points, and special items.
[0122] When a player completes a dungeon quest in auto-play mode, rewards are determined by a lottery using an auto-reward table corresponding to the elapsed time at that point. For example, if the elapsed time is 3 hours or more but less than 4 hours, the lottery will be conducted using the auto-reward table for 3 hours. Therefore, in this case, points, experience points, and special items may be determined as rewards.
[0123] In auto-play mode, if the elapsed time exceeds 3 hours, a special item may be awarded as a reward. As mentioned above, in auto-play mode, it takes 3 hours to reach the 20th floor. Therefore, even in auto-play mode, players can obtain a special item by reaching the 20th floor or higher.
[0124] As mentioned above, the skip function can also be used in autoplay mode. However, even if the skip function is used in autoplay mode, the skip reward table will not be used for the lottery. In other words, in autoplay mode, the skip function only shortens the remaining time until reaching a predetermined floor, and no skip rewards are awarded. Therefore, in autoplay mode, only rewards corresponding to the elapsed time are awarded to the player. However, skip rewards may be awarded to the player when the skip function is used in autoplay mode.
[0125] Figure 13 illustrates an example of the reward breakdown for each table category. Figure 13 shows an example of the rewards obtained by clearing the 25th floor stage. For example, if you play from the 1st floor in normal play mode without using the skip function, you can obtain 10-20 one-star weapons, 5-10 two-star weapons, and 1-2 three-star weapons by clearing the 25th floor stage. In Figure 13, the number of stars on weapons and items indicates rarity, meaning that the more stars an item has, the rarer it is. Higher rarity weapons and items allow you to progress through quests more easily.
[0126] Furthermore, if you play in normal play mode starting from the first floor, you can obtain 10-20 one-star items, 5-10 two-star items, and 3-5 three-star items upon clearing the 25th floor stage. In this case, you can also obtain 10-20 skills, over 1500 points, over 50000 experience points, and additionally, 2 two-star special items and 2 three-star special items.
[0127] In contrast, if you set the number of skipped floors to 25 and use the skip function, the skip rewards will be determined by a lottery using a skip reward table for 25 skipped floors. According to this table, you can obtain 5 one-star weapons, 2-4 two-star weapons, 0-1 three-star weapons, 3 three-star items, 4 skills, 1000 points, 35000 experience points, 1 two-star special item, and 1 three-star special item.
[0128] Additionally, if the number of floors reached at the end of autoplay mode is 25, the rewards will be determined by a lottery using an auto-reward table designed for 4 hours of elapsed time. According to this table, you can obtain 600 points, 35,000 experience points, one 2-star special item, and one 3-star special item.
[0129] As described above, the reward conditions in normal play mode (the number and content of rewards given to the player) are set to be more favorable than the reward conditions in auto-play mode. This motivates players to play in normal play mode and improves their enjoyment of the game. Furthermore, in normal play mode, the reward conditions are more favorable when not using the skip function than when using the skip function. Therefore, even if there is a limit on the number of times the skip function can be used, players will be motivated to play without using the skip function, thus improving their enjoyment of the game.
[0130] The following describes the functional configuration of the information processing system S, and the functions and processes performed by each function, primarily those related to dungeon quests.
[0131] (Functional configuration of information processing system S) Figure 14 illustrates the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 of the player terminal 1 is provided with a program storage area 12a and a data storage area 12b. At the start of the game, the CPU 10 stores various programs (modules) in the program storage area 12a. The programs stored in the program storage area 12a include a login processing program 80, an information acquisition program 81, a preparation processing program 82, and a normal gameplay execution program 83. Note that the programs shown in Figure 14 are just examples, and many other programs are also stored in the program storage area 12a.
[0132] The data storage area 12b is equipped with a player information storage unit 90 and a game information storage unit 91 as storage units for storing data. Note that the above-mentioned storage units are just examples, and the data storage area 12b is equipped with many other storage units.
[0133] The CPU 10 runs each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by running each program stored in the program storage area 12a, the CPU 10 makes the player terminal 1 function as the game control unit 1A.
[0134] The game control unit 1A includes a login processing unit 80a, an information acquisition unit 81a, a preparation processing unit 82a, and a normal gameplay execution unit 83a. Specifically, the CPU 10 runs the login processing program 80, causing the computer to function as the login processing unit 80a. Similarly, the CPU 10 runs the information acquisition program 81, the preparation processing program 82, and the normal gameplay execution program 83, causing the computer to function as the information acquisition unit 81a, the preparation processing unit 82a, and the normal gameplay execution unit 83a, respectively.
[0135] When the login processing unit 80a receives a login request from the player terminal 1, it sends the login information to the server 100.
[0136] The information acquisition unit 81a downloads various types of information set on the server 100 and stores them in the player information storage unit 90 and game information storage unit 91 of the data storage area 12b.
[0137] The preparation processing unit 82a executes processing for the preparation state of the dungeon quest.
[0138] The normal play execution unit 83a performs processing to execute a dungeon quest in normal play mode.
[0139] Figure 15 illustrates the configuration of the memory 112 in server 100 and its functions as a computer. The memory 112 of server 100 is provided with a program storage area 112a and a data storage area 112b. The CPU 110 stores various programs (modules) in the program storage area 112a. The programs stored in the program storage area 112a include an information setting program 130, a reward determination program 131, a stage determination program 132, and a completion time management program 133. Note that the programs shown in Figure 15 are just examples, and many other programs are also stored in the program storage area 112a.
[0140] The data storage area 112b is equipped with a player information storage unit 140 and a game information storage unit 141 as storage units for storing data. Note that the above-mentioned storage units are just examples, and the data storage area 112b is equipped with many other storage units.
[0141] The CPU 110 runs each program stored in the program storage area 112a and updates the data in each storage unit of the data storage area 112b. Then, by running each program stored in the program storage area 112a, the CPU 110 makes the server 100 function as the game control unit 100A.
[0142] The game control unit 100A includes an information setting unit 130a, a reward determination unit 131a, a stage determination unit 132a, and a completion time management unit 133a. Specifically, the CPU 110 runs the information setting program 130, causing the computer to function as the information setting unit 130a. Similarly, the CPU 110 runs the reward determination program 131, the stage determination program 132, and the completion time management program 133, causing the computer to function as the reward determination unit 131a, the stage determination unit 132a, and the completion time management unit 133a, respectively.
[0143] The information setting unit 130a sets the information to be downloaded to the player terminal 1 based on the information received from the player terminal 1. The information setting unit 130a also updates various information in the player information storage unit 140 and the game information storage unit 141.
[0144] The reward determination unit 131a determines the reward to be given to the player in the dungeon quest.
[0145] The stage determination unit 132a determines the stage that the player will play in a dungeon quest in normal play mode.
[0146] The completion time management unit 133a manages the time it takes to reach the maximum achievable floor in a dungeon quest using autoplay mode, that is, the completion time until autoplay mode is completed.
[0147] Next, we will explain an example of the processing performed by the information processing system S.
[0148] (Processing by information processing system S) Figure 16 is a sequence diagram illustrating the basic processing in the player terminal 1 and the server 100. When a login operation is input to the player terminal 1, the login processing unit 80a of the player terminal 1 sends the login information to the server 100 (P1). When the information setting unit 130a of the server 100 receives the login information, it sets various player information stored in association with the player ID (S1). When the information acquisition unit 81a of the player terminal 1 receives player information from the server 100, it stores the player information in the player information storage unit 90 (P2).
[0149] Furthermore, when a setting operation for configuring various settings related to Dungeon Quest is input from the Dungeon Quest top screen (see Figure 3A) on the player terminal 1, the preparation processing unit 82a executes the preparation process (P3).
[0150] Figure 17 is a flowchart illustrating the preparation process (P3) in player terminal 1. When a normal play mode selection operation (tapping the normal play mode selection operation unit 32a in Figure 3A) is input on the top screen (YES in P3-1), the preparation processing unit 82a stores normal play mode information indicating that normal play mode has been selected in the game information storage unit 91 (P3-2).
[0151] Furthermore, when an autoplay mode selection operation (tapping the autoplay mode selection operation unit 32c in Figure 3A) is input on the top screen (YES on P3-3), the preparation processing unit 82a stores autoplay mode information indicating that autoplay mode has been selected in the game information storage unit 91 (P3-4).
[0152] Furthermore, when a character selection operation (tapping the character icon 34a in Figure 3B) is input on the character selection screen (YES on P3-5), the preparation processing unit 82a stores character information indicating the selected character in the game information storage unit 91 (P3-6).
[0153] Furthermore, when a skill selection operation (tapping the skill icon 34d in Figure 3C) is input on the skill selection screen (YES on P3-7), the preparation processing unit 82a stores the skill information indicating the selected skill in the game information storage unit 91 (P3-8).
[0154] Furthermore, when a skip-related operation (tapping the skip operation unit 34f in Figures 3B, 3C, and 8A, the skip floor selection operation unit 42 in Figure 6A, or the skip floor selection operation unit 54 in Figure 9A) is input (YES in P3-9), the preparation processing unit 82a executes the skip setting process (P100).
[0155] Figure 18 is a flowchart illustrating the skip setting process (P100) on the player terminal 1. When the skip operation unit 34f is operated (YES in P100-1), the preparation processing unit 82a obtains the maximum floor reached by the selected character stored in the game information storage unit 91 (P100-2) and displays the skip floor selection screen shown in Figure 6A or Figure 9A (P100-3).
[0156] Furthermore, when the skip floor selection operation units 42 and 54 are operated (YES on page 100-4), the preparation processing unit 82a stores the selected skip floor in the game information storage unit 91 (page 100-5) and hides the skip floor selection screen shown in Figure 6A or Figure 9A (page 100-6).
[0157] Returning to Figure 17, when a start operation (tapping the start operation unit 34g in Figures 3B, 3C, 6B, and 8A) is input (YES in P3-10), the preparation processing unit 82a sends the setting information set by the player to the server 100 (P3-11). The setting information includes information indicating the play mode, character, skills, and number of floors to skip selected by the player.
[0158] Furthermore, if any other operation input is made during the preparation state (for example, tapping the enhancement operation unit 32b, character tab 34b, skill tab 34c, return operation unit 34e, formation operation unit 50a, cancel operation unit 52a, or end operation unit 52b) (YES in P3-12), the preparation processing unit 82a updates the screen of the display 26 (P3-13).
[0159] Returning to Figure 16, once the configuration information is sent from player terminal 1 to server 100, the server 100 executes the start process (S2).
[0160] Figure 19 is a flowchart illustrating the start process (S2) on server 100. Based on the received setting information, the information setting unit 130a stores game information such as the play mode, character, skills, and number of floors to skip selected by the player in the game information storage unit 141 (S2-1).
[0161] Then, if the normal play mode is selected as the play mode (YES in S2-2) and the number of skip floors is set (YES in S2-3), the reward determination unit 131a executes the reward lottery process (S100).
[0162] Figure 20 is a flowchart illustrating the reward lottery process (S100) in server 100. The reward determination unit 131a selects a lottery table to be used when determining the reward based on the received information received from player terminal 1 (S100-1). Then, the reward determination unit 131a uses the selected lottery table to determine the reward to be given to the player by lottery (S100-2). The information setting unit 130a sets the reward information indicating the determined reward and has it received by player terminal 1 (S100-3). The information setting unit 130a also updates the player information storage unit 140 and gives the determined reward to the player (S100-4).
[0163] Returning to Figure 19, if the normal play mode is selected (YES in S2-2), the stage determination unit 132a executes the stage determination process (S2-4). Here, the stage determination unit 132a determines and stores all stages that the player can play. For example, if the number of skipped floors is 0, it determines the stages that the player will play for all floors from the 1st to the 50th floor. Also, for example, if the number of skipped floors is 15, it determines the stages from the 16th to the 50th floor. Once the stages are determined, the information setting unit 130a sets the stage information indicating the stage and has the player terminal 1 receive it.
[0164] In this embodiment, all stages the player will play are determined at the start of a dungeon quest in normal play mode. However, the reward determination unit 131a may determine only the next stage each time a stage is cleared.
[0165] Furthermore, in this case, the stage is not determined for skipped floors, although the stage may be determined for skipped floors. As mentioned above, when a floor is skipped, the player is given a skip reward corresponding to the number of skipped floors, and the player is not given the stage reward corresponding to the skipped floor. However, the player may be given the stage reward corresponding to the skipped floor. In this case, the stage is determined for the skipped floor, and the reward is determined using the normal reward table for the determined stage.
[0166] Furthermore, in this case, the stage is not determined when autoplay mode is selected, although the stage may be determined even when autoplay mode is selected. As mentioned above, in autoplay mode, the player is given rewards according to the elapsed time, and stage rewards are not given to the player. However, stage rewards may be given to the player even in autoplay mode. In this case, the stage for each floor should be determined, and the rewards should be determined using the normal reward table for the determined stage.
[0167] If autoplay mode is selected (NO in S2-2), the completion time management unit 133a obtains the player's maximum reach (S2-5). Then, the completion time management unit 133a derives the maximum reachable floor in the current dungeon quest and the completion time from the obtained maximum reach, and stores them in the game information storage unit 141 (S2-6). At this point, the completion time management unit 133a also sets the completion time in the timer.
[0168] Furthermore, if the number of floors to skip is set (YES in S2-7), the completion time management unit 133a derives the shortened time (S2-8). Here, the shortened time is derived according to the number of floors to skip. The completion time management unit 133a subtracts the shortened time from the completion time stored in the game information storage unit 141 and the completion time set in the timer (S2-9). The information setting unit 130a sets the completion time information indicating the completion time and has the player terminal 1 receive it (S2-10).
[0169] Returning to Figure 16, when the player terminal 1 receives start information (reward information, stage information, completion time information) from the server 100, the game control unit 1A executes the terminal-side start process (P4). Here, the information acquisition unit 81a updates the information in the player information storage unit 90 and the game information storage unit 91 based on the received start information. Also, when autoplay mode is started, the completion time is displayed on the autoplay mode selection operation unit 32c, as shown in Figure 8B. When normal play mode is started and the skip function is used, the skip reward screen is displayed, as shown in Figure 6C. When normal play mode is started and the skip function is not used, the game screen is displayed, as shown in Figure 4A, and the normal play execution process (P5) begins.
[0170] Figure 21 is a flowchart illustrating the normal gameplay execution process (P5) on player terminal 1. When an action command is input for the target character (YES in P5-1), the normal gameplay execution unit 83a executes an action process to make the target character perform an action (P5-2). Action commands include, for example, movement commands to move the target character, attack commands to perform a normal attack, and skill commands to activate a skill. In the action process, the processing corresponding to the input action command is executed.
[0171] Furthermore, the normal play execution unit 83a executes enemy character action processing to determine and execute the actions of enemy characters (P5-3). In addition, the normal play execution unit 83a executes parameter update processing to update various parameters in accordance with the actions of the target character and enemy characters (P5-4).
[0172] Furthermore, when the stage clear conditions are met and the stage is cleared (YES in P5-5), the normal play execution unit 83a sends clear information to the server 100 (P5-6). Also, when the termination conditions are met, such as when the player's HP reaches 0 (YES in P5-7), the normal play execution unit 83a sends termination information to the server 100 (P5-8).
[0173] Returning to Figure 16, during normal gameplay execution on player terminal 1, the clear information, completion information, and drop request information when opening treasure chests or defeating enemy characters are transmitted from player terminal 1 to server 100. Upon receiving this information, server 100 executes the reward lottery process (S100) described above. Player terminal 1 receives the reward information from server 100, and the information in player information storage unit 90 or game information storage unit 91 is updated.
[0174] As mentioned above, while playing a dungeon quest in autoplay mode, the remaining time is displayed on the autoplay mode selection operation unit 32c. If, in this state, an autoplay termination operation (tapping the termination operation unit 52b of the mid-game termination dialog 52 in Figure 8C) is input to end the dungeon quest in autoplay mode, the game control unit 1A sends termination request information to the server 100 (P6). Upon receiving the termination request information, the server 100 executes the autoplay termination process (S3).
[0175] Figure 22 is a flowchart illustrating the autoplay termination process (S3) in server 100. The completion time management unit 133a derives the elapsed time by subtracting the remaining time from the completion time (S3-1). The completion time management unit 133a also derives the floor reached from the elapsed time and stores it in the player information storage unit 140 (S3-2).
[0176] Returning to Figure 16, once the autoplay termination process is executed, the reward determination unit 131a executes the reward lottery process (S100) described above. Here, the reward is determined by a lottery using an auto-lottery table corresponding to the elapsed time. As a result, the player terminal 1 receives the reward information, and the result screen shown in Figure 8D is displayed on the player terminal 1.
[0177] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these are also understood to fall within the technical scope.
[0178] In the above embodiment, the division of processing between the player terminal 1 and the server 100 is merely an example. For example, each of the above-described processes only needs to be executed on at least one of the player terminal 1 and the server 100, and the timing of their execution and the device on which they are executed are not particularly limited. In the above embodiment, the reward lottery is performed on the server 100, but the reward lottery may also be performed on the player terminal 1.
[0179] In the above embodiment, the case where the game genre is an action RPG was described, but the game genre is not particularly limited. In any case, if the game is started in a first play mode in which the game stages progress based on player inputs made while the game screen is displayed, the reward is determined based on the game stage reached. If the game is started in a second play mode in which player input and the display of the game screen are not required and the game stages progress as time passes, the reward is determined based on the elapsed time or the game stage reached, and the determined reward is given to the player. Therefore, the above technical matters may be applied to action games, puzzle games, rhythm games, and RPGs as long as there are multiple game stages.
[0180] In the above embodiment, the game stages are defined as floors, but the game stages are not limited to this. In the above embodiment, the game stages are the floors, or stages, and by clearing each game stage, the player can advance to the next game stage. In other words, in the above embodiment, each game stage is clearly distinguished. However, the game stages do not necessarily need to be clearly distinguished. For example, in a game where save points are provided in the virtual game space, the save points can be positioned as game stages. Also, for example, the progress made until one stage is cleared can be considered as a game stage.
[0181] Furthermore, the rewards in the above embodiment are merely examples. In the above embodiment, the types of rewards determined in auto-play mode (second play mode) are the same as the types of rewards determined in normal play mode (first play mode). Examples of reward types common to both play modes include points, experience points, and special items. In addition, in the above embodiment, multiple rewards with different rarities are provided for each type of reward. However, only one reward may be provided for each type of reward.
[0182] Furthermore, in the above embodiment, the relationship that the time required to reach a predetermined floor in autoplay mode is longer than the shortest time and average time to reach the same floor in normal play mode is assumed to hold true for all floors. However, the above relationship may hold true for some floors, for example, for floors above a predetermined level.
[0183] Alternatively, if a time limit is set for each floor or stage, the time required to reach a predetermined floor in autoplay mode (second play mode) may be set to be longer than the maximum time required to reach the same floor in normal play mode (first play mode), i.e., the total time of all time limits.
[0184] Furthermore, the above embodiment described a case where the skip function is available in both normal play mode and autoplay mode. However, the skip function may be available in only one of the two modes, or it may not be provided at all.
[0185] Furthermore, the information processing program for executing the processing in the above embodiment may be stored in a computer-readable non-temporary storage medium and provided as such. Moreover, a game terminal device including this storage medium may be provided. Additionally, the above embodiment may also be an information processing method for realizing each function and the steps shown in the flowchart. [Explanation of Symbols]
[0186] 1 Player terminal 100 servers G Game Device S Information Processing System
Claims
1. a process of progressing the game based on a player's operation input when the game is started in a first play mode in which the game stage progresses based on a player's operation input while a game screen is being displayed; a process of progressing the game stage based on an elapsed time when the game is started in a second play mode in which a player's operation input and a game screen display are not required and the game stage progresses with the passage of time; The computer executes the above. a time required to reach a first game stage in the second play mode is longer than a shortest time that can reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously in parallel. Information processing program.
2. A process for accepting a skip operation by a player in the first play mode. Then, the computer executes the above steps. when a skip operation is accepted in the first play mode, the process of progressing the game based on an operation input by a player includes skipping one or more game stages and starting the game from a second game stage; The information processing program according to claim 1 .
3. A process for enabling a player to select a character to be used in a game in the first play mode or the second play mode. Then, the computer executes the above steps. When the first play mode and the second play mode are played simultaneously in parallel, the characters used in the first play mode and the second play mode cannot overlap.
3. The information processing program according to claim 1 or 2.
4. 1. An information processing method performed by a computer, comprising: a process of progressing the game based on a player's operation input when the game is started in a first play mode in which the game stage progresses based on a player's operation input while a game screen is being displayed; a process of progressing the game stage based on an elapsed time when the game is started in a second play mode in which a player's operation input and a game screen display are not required and the game stage progresses with the passage of time; Including, a time required to reach a first game stage in the second play mode is longer than a shortest time that can reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously in parallel. Information processing methods.
5. a process of progressing the game based on a player's operation input when the game is started in a first play mode in which the game stage progresses based on a player's operation input while a game screen is being displayed; a process of progressing the game stage based on an elapsed time when the game is started in a second play mode in which a player's operation input and a game screen display are not required and the game stage progresses with the passage of time; The computer performs the above steps. a time required to reach a first game stage in the second play mode is longer than a shortest time that can reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously in parallel. Information processing system.