Information processing program, information processing method, and information processing system
Patent Information
- Application Number
- JP2022187578
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-11-24
- Publication Date
- 2025-05-01
AI Technical Summary
The home screen in gaming applications lacks an engaging presentation effect, leading to a potential decrease in player motivation.
The system enhances the home screen by displaying player-selected and randomly determined objects, including characters and background images, along with interactive elements like jukebox music and character conversations, to create an immersive experience.
The enhanced home screen maintains player engagement by providing variety and interaction, reducing boredom and enhancing the overall gaming experience.
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] Patent Document 1 describes that a background image can be changed on a home screen for selecting an application to be executed.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Since the home screen is a screen that players frequently visit, there is room for improvement from the perspective of improving the production effect on the home screen in order to suppress a decrease in the player's motivation to play the game. [[ID=3�]]
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can improve the production effect on the home screen.
Means for Solving the Problems
[0006] To solve the above problems, the information processing program sets an object selected by a player among a plurality of objects as a corresponding object corresponding to game content, displays the corresponding object on the home screen, Based on the player's selection operation to select the corresponding object displayed on the home screen, a process is performed to display a screen for executing the game content corresponding to the selected corresponding object, Have the computer perform this task.
[0007] Regardless of the configured corresponding object, the process of displaying a menu bar including an operation section corresponding to the game content, Based on the selection operation of the operation unit in the menu bar, a process is performed to display a screen for executing the game content corresponding to the selected operation unit, The computer may then perform this task further.
[0008] The aforementioned home screen includes a screen for running the game content, The screen for executing the game content may display an object of the same type as the corresponding object displayed on the home screen, which corresponds to the game content.
[0009] A process to display an unsupported object on the home screen, which is an object that does not correspond to any of the aforementioned game content. The computer may then perform this task further.
[0010] A process for determining which unsupported objects to display on the home screen from among the objects that are not set as the corresponding objects, The computer may then perform this task further.
[0011] When the predetermined possession conditions are met, the process involves storing the possession information of the object, In any of the aforementioned game content, a process is performed to make available the object from among the aforementioned objects on which the possession information is stored, Let the computer perform the next step The process of setting the aforementioned object as the corresponding object is such that the object in which the possession information is stored can be set as the corresponding object. The process for determining the incompatible object may also determine the object in which the possession information is stored, and the object in which the predetermined information is not stored, as the incompatible object.
[0012] To solve the above problems, the information processing methods performed by computers are: A method of information processing performed by a computer, The process of setting the object selected by the player from among multiple objects as the corresponding object for the game content, The process of displaying the corresponding object on the home screen, Based on the player's selection operation to select the corresponding object displayed on the home screen, a process is performed to display a screen for executing the game content corresponding to the selected corresponding object, Includes.
[0013] To solve the above problems, the information processing system will Equipped with one or more computers, The aforementioned computer, The process of setting the object selected by the player from among multiple objects as the corresponding object for the game content, The process of displaying the corresponding object on the home screen, Based on the player's selection operation to select the corresponding object displayed on the home screen, a process is performed to display a screen for executing the game content corresponding to the selected corresponding object, To carry out. [Effects of the Invention]
[0014] According to the present invention, the visual effects on the home screen can be improved.
Brief Description of the Drawings
[0015] [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 the hardware configuration of a player terminal. FIG. 2B is a diagram for explaining the hardware configuration of a server. [Figure 3] FIG. 3A is a diagram for explaining an example of a home screen. FIG. 3B is a diagram for explaining an example of an option setting screen. FIG. 3C is a diagram for explaining an example of a profile setting screen. FIG. 3D is a diagram for explaining an example of a music playback condition setting screen. [Figure 4] FIG. 4 is a diagram for explaining a character management table. [Figure 5] FIG. 5A is a diagram for explaining an example of a left home screen. FIG. 5B is a diagram for explaining an example of a right home screen. FIG. 5C is a diagram for explaining an example of a home setting screen. FIG. 5D is a diagram for explaining an example of a campaign screen. [Figure 6] FIG. 6 is a first diagram for explaining a viewpoint for imaging within a virtual game space. [Figure 7] FIG. 7A is a diagram for explaining an example of a strengthening screen. FIG. 7B is a diagram for explaining an example of a character cultivation screen. [Figure 8] FIG. 8A is a diagram for explaining an example of a story screen. FIG. 8B is a diagram for explaining an example of a team arena screen. [Figure 9] FIG. 9A is a first diagram for explaining an example of a conversation screen. FIG. 9B is a second diagram for explaining an example of a conversation screen. [Figure 10] FIG. 10 is a second diagram for explaining a viewpoint for imaging within a virtual game space. [Figure 11] FIG. 11A is a diagram for explaining an example of a bulletin board screen. FIG. 11B is a first diagram for explaining an example of a poster screen. FIG. x11C is a second diagram for explaining an example of a poster screen. FIG. 11D is a third diagram for explaining an example of a poster screen. [Figure 12]Figure 12 illustrates an example of the home screen during scheduled maintenance. [Figure 13] Figure 13A illustrates an example of a song selection screen. Figure 13B illustrates an example of a selected song information screen. Figure 13C illustrates an example of a rating history information screen. Figure 13D illustrates an example of a playback history information screen. [Figure 14] Figure 14A illustrates an example of the home screen when the random song selection function is activated. Figure 14B illustrates an example of the right-hand screen of the home screen when the random song selection function is activated. Figure 14C illustrates an example of the requester details screen. Figure 14D illustrates an example of the selected song information screen when the random song selection function is activated. [Figure 15] Figure 15A illustrates an example of the evaluation history information screen when the other player request function is activated. Figure 15B illustrates an example of the evaluation history information screen when a player evaluates a song. [Figure 16] Figure 16 illustrates the memory configuration and computer functions of the player terminal. [Figure 17] Figure 17 illustrates the memory configuration and computer functionality of the server. [Figure 18] Figure 18 is a sequence diagram illustrating the basic processing of the player terminal and server. [Figure 19] Figure 19 is a first flowchart illustrating the performance control process in the player terminal. [Figure 20] Figure 20 is a second flowchart illustrating the performance control process on the player terminal. [Figure 21] Figure 21 is a third flowchart illustrating the performance control process in the player terminal. [Figure 22] Figure 22 is a fourth flowchart illustrating the performance control process on the player terminal. [Modes for carrying out the invention]
[0016] 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.
[0017] (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 that functions as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0018] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that function as a game device G. The player terminal 1 and the server 1000 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 1000.
[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. 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 with a game application downloaded is used as the player terminal 1 will be described.
[0020] Server 1000 communicates with multiple player terminals 1. Server 1000 stores various types of information for each player playing the game. Server 1000 also primarily performs processes such as updating the stored information and downloading images and other information to player terminals 1, based on the operations input from player terminals 1.
[0021] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N 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 1000.
[0022] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. 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.
[0023] Furthermore, as shown in Figure 2B, the server 1000 is composed of a CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024.
[0024] Furthermore, the configuration and functions 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 the 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 the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and other information received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0029] 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.
[0030] 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.
[0031] (Game content) Next, the game provided by the information processing system S and game device G of this embodiment will be described. Players can possess characters obtained through a lottery known as gacha, or characters distributed by the operator. Players can also possess support cards obtained through a lottery known as gacha, or support cards distributed by the operator.
[0032] While a detailed explanation will be omitted, the game according to this embodiment provides a character-raising game. In the character-raising game, predetermined ownership conditions are set for characters. Players can own characters that meet these ownership conditions and can raise the characters they own. For example, players can own characters obtained through a lottery known as gacha, characters distributed by the operator, and characters obtained by spending in-game currency, all of which meet the ownership conditions. Furthermore, the character-raising game in this embodiment has a gameplay element in which players raise characters by having them participate in races modeled after horse racing.
[0033] Figure 3A is a diagram illustrating an example of the home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. The home screen 100 displays various information and controls that the player can operate (tap). For example, the home screen 100 may display information about parameters (stamina) necessary to play training games or races (team competition games described later), information about the team rank based on game results in team competition games, information about the evaluation score of the assembled team, information about the in-game currency the player possesses, information about ongoing events (banners), controls for displaying the details screen of ongoing events, controls for purchasing in-game currency, etc.
[0034] Additionally, a menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 has multiple control buttons that the player can operate (tap).
[0035] In this configuration, the menu bar 102 includes a home screen selection control section 102a, an enhanced screen selection control section 102b, a story screen selection control section 102c, a team arena screen selection control section 102d, and a gacha screen selection control section 102e. Furthermore, in the menu bar 102, the control section corresponding to the currently displayed screen is highlighted so that the screen currently displayed on the display 26 can be identified.
[0036] When the home screen selection operation unit 102a is tapped, the home screen 100 shown in Figure 3A is displayed on the display 26.
[0037] Furthermore, when the enhancement screen selection operation unit 102b is tapped, the enhancement screen 230 (Figure 7A), described later, is displayed, which is an intermediate screen for executing (displaying) game content (content screen) related to character enhancement.
[0038] Furthermore, when the story screen selection operation unit 102c is tapped, the story screen 250 (Figure 8A), described later, is displayed, which is an intermediate screen for executing (displaying) game content (content screen) related to viewing the story.
[0039] Furthermore, when the team arena screen selection operation unit 102d is tapped, the team arena screen 260 (Figure 8B), which will be described later, is displayed as an intermediate screen for executing (displaying) game content (content screen) related to the race.
[0040] Furthermore, when the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed as game content (content screen) related to the so-called gacha lottery. On the gacha screen, players can spend in-game currency to perform a so-called gacha lottery in which they can obtain characters and support cards by lottery.
[0041] Furthermore, on the home screen 100, a training game control unit 104 is provided above the menu bar 102. When the training game control unit 104 is tapped, a training game screen (not shown) is displayed. The training game is broadly divided into a preparation phase and a training phase. First, in the preparation phase, the player selects one character from their owned characters and sets it as the character to be trained. Also in the preparation phase, the player sets the support cards to be used when training the character to be trained.
[0042] Once the character to be trained and support cards have been set, the game transitions from the preparation phase to the training phase, and the game for training the character begins. Players can then possess the character they have trained in the training game as their trained character. As described above, players can assemble their trained characters into a team and use them in team-based competitive games.
[0043] Thus, the main objectives of the game in this embodiment are to train characters through a training game and to improve the ranking in a team competition game using the trained characters.
[0044] Furthermore, this embodiment includes functions for sharing information among multiple players and for sharing training characters or support cards. Players can set training characters and support cards that other players can use in the training game. Specifically, as shown in Figure 3A, a settings operation unit 106 is provided in the upper right corner of the home screen 100. When the settings operation unit 106 is tapped, the options settings screen 110 is displayed.
[0045] Figure 3B illustrates an example of the option settings screen 110. The option settings screen 110 is a screen where various types of information can be viewed and configured. The option settings screen 110 is provided with multiple operation buttons, and when an operation button is tapped, the corresponding information can be viewed and configured.
[0046] The options settings screen 110 includes a profile settings control panel 110a, a music playback condition settings control panel 110b, and a close control panel 110c. When the close control panel 110c is tapped, the options settings screen 110 is closed and the home screen 100 is displayed. When the profile settings control panel 110a is tapped, the profile settings screen 120 is displayed.
[0047] Figure 3C illustrates an example of the profile settings screen 120. On the profile settings screen 120, players can view and set their profile information. Profile information includes profile character, player name, player ID, affiliated club, representative character, and rental card.
[0048] The profile character functions as a character that is displayed when a player's information is viewed by other players. For example, the profile character is displayed when using the Circle function, which is a place for sharing information with other players. The profile settings screen 120 displays the currently set profile character image 122. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. On the profile character change screen, the player can change their profile character.
[0049] Furthermore, the profile settings screen 120 displays the player name set by the player, the player ID assigned to the player, and the name of the circle to which the player belongs. The profile settings screen 120 also includes a representative character setting operation section 126a and a rental card setting operation section 126b.
[0050] When the representative character setting operation unit 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters they have trained as their representative character. The representative character setting operation unit 126a displays an icon image indicating the currently set representative character. As mentioned above, the representative character becomes available for use in the training game played by other players.
[0051] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards they own as a rental card. The rental card setting operation unit 126b displays an icon image indicating the currently set rental card. As mentioned above, support cards set as rental cards can be used in the training game played by other players.
[0052] Incidentally, although detailed description is omitted, when profile information is set and changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores profile information for each player.
[0053] Also, when the music playback condition setting operation unit 110b is tapped on the option setting screen 110, the music playback condition setting screen 130 is displayed.
[0054] FIG. 3D is a diagram for explaining an example of the music playback condition setting screen 130. Although details will be described later, in the present embodiment, a jukebox function is installed. During the game, various character images are displayed. For example, on each content screen, the screen transitions successively by the player's operation input. Also, during the game, music (content) is played under various situations. The music played during the game includes those corresponding to game types such as a breeding game or a team competition game, and those corresponding to the characters displayed on the game screen. By using the jukebox function, the player can view the music selected by the player from a plurality of pre-prepared music. Also, the player can play the game while playing the selected music as BGM (Back Ground Music).
[0055] However, the game screens where BGM can be played by the jukebox function are limited. For example, while each content screen is being displayed, a dedicated BGM is output. Therefore, the music selected by the player is output as BGM while a screen other than each content screen is being displayed. Also, on each content screen, a dedicated background image different from the background image displayed on the home screen 100 may be displayed.
[0056] The music playback condition setting screen 130 includes a version setting operation unit 132, a random song selection setting operation unit 134, an other player request setting operation unit 136, and a setting completion operation unit 138. The version setting operation unit 132 includes a short version selection operation unit 132a and a long version selection operation unit 132b. Each song playable by the jukebox function has a short version with a shorter playback time and a long version with a longer playback time. The player can select the version of the song to be played by inputting an operation to the version setting operation unit 132.
[0057] Specifically, when the short version selection control 132a is tapped, the short version is selected, and when the long version selection control 132b is tapped, the long version is selected. When the short version is selected, the short version of the song is played, and when the long version is selected, the long version of the song is played.
[0058] The random song selection setting operation unit 134 includes an off operation unit 134a and an on operation unit 134b. The player can switch the random song selection function on and off by inputting an operation to the random song selection setting operation unit 134. The random song selection function is a function that randomly selects a song when the player transitions from a content screen to a screen other than a content screen during gameplay, and outputs the selected song as background music.
[0059] The "on" state of the random song selection function means that the random song selection function is enabled. The player can set the random song selection function to "on" by tapping the "on" control 134b. On the other hand, the "off" state of the random song selection function means that the random song selection function is disabled. The player can set the random song selection function to "off" by tapping the "off" control 134a.
[0060] The other player request setting operation unit 136 includes an off operation unit 136a and an on operation unit 136b. The player can switch the other player request function on and off by inputting an operation to the other player request setting operation unit 136. Here, the other player request function is a function that outputs songs selected and played using the jukebox function on another player's player terminal 1 as background music on the player's own player terminal 1. This output of background music by the other player request function gives the impression that the player is sharing a jukebox with other players.
[0061] The "Other Player Request" function is enabled when it is set to "On". Players can set the Other Player Request function to "On" by tapping the "On" control 136b. Conversely, the "Other Player Request" function is disabled when it is set to "Off". Players can set the Other Player Request function to "Off" by tapping the "Off" control 136a.
[0062] The player can only enable the "Request Other Players" function if the "Random Selection" function is enabled. Therefore, when the "Random Selection" function is enabled, the player can enable or disable the "Request Other Players" function. Conversely, when the player taps the "Off" button 134a and the "Random Selection" function is disabled, the "Request Other Players" function is also disabled at the same time.
[0063] Therefore, the player can choose to set one of three states: both the random song selection function and the other player request function are turned on; both the random song selection function and the other player request function are turned off; or the random song selection function is turned on and the other player request function is turned off.
[0064] The setting completion operation unit 138 is activated when settings are changed by input to the version setting operation unit 132, the random song selection setting operation unit 134, and the other player request setting operation unit 136. When the activated setting completion operation unit 138 is tapped, the changed states are stored and the setting change is completed. Once the setting change is complete, the music playback condition setting screen 130 is closed and the option setting screen 110 is displayed. Also, once the setting change is complete, setting change information indicating the changed states is sent to the server 1000. The server 1000 stores each state set by the player.
[0065] Next, the home screen 100 will be described. The home screen 100 includes the home center screen 100a, the home left screen 100b (Figure 5A), which will be described later, and the home right screen 100c (Figure 5B), which will be described later.
[0066] When the home screen 100 is first displayed, the home center screen 100a shown in Figure 3A is displayed on the display 26. The home center screen 100a displays the first set character 140a from the set characters set by the player.
[0067] As will be explained in more detail later, players can set four characters to be displayed on the home screen 100: the first setting character 140a, the second setting character 140b, the third setting character 140c, and the fourth setting character 140d.
[0068] The home screen 100a displays one of the four pre-configured characters (the first pre-configured character 140a). When the first pre-configured character 140a displayed on the home screen 100a is tapped, a predetermined message is output, and the home screen 100 (home screen 100a) is displayed on the display 26.
[0069] The timing at which the predetermined message audio corresponding to the first setting character 140a displayed on the home screen 100a (home central screen 100a) is output is not limited to the timing described above. Specifically, for example, the predetermined message audio corresponding to the first setting character 140a may be output when the home screen 100a (home central screen 100a) is displayed on the display 26 from a state where something other than the home screen 100a (home central screen 100a) is displayed, that is, when a screen transition to the home screen 100a (home central screen 100a) occurs. Alternatively, the predetermined message audio corresponding to the first setting character 140a may be output every time a predetermined period of time (for example, 15 seconds) has elapsed while the home screen 100a (home central screen 100a) is displayed on the display 26.
[0070] Additionally, the home screen 100 (home center screen 100a, home left screen 100b, and home right screen 100c) displays the first unset character 142 and the second unset character 143, which are unset characters determined by lottery.
[0071] In other words, the unassigned character cannot be determined by the player and is assigned randomly by lottery. In this embodiment, however, the characters assigned to the unassigned character are restricted so as not to overlap.
[0072] Furthermore, the lottery to determine the non-set character can be performed each time a predetermined lottery timing occurs. For example, the lottery timing can be the timing when the home screen 100 is first displayed after a predetermined time has been reached. Alternatively, the lottery timing can be the timing when the home screen selection operation unit 102a or the first set character 140a is tapped and the home screen 100 is displayed.
[0073] As a result, various characters will be displayed on the home screen 100 as unassigned characters, allowing for a wider variety of characters the player interacts with, thus reducing the risk of the player becoming bored with the game. Additionally, a speech bubble image 142a will be displayed for the first unassigned character 142.
[0074] As will be explained in more detail later, when the first unset character 142 or the speech bubble image 142a is tapped, the first unset character 142 is enlarged, and the conversation screen 270 (Figure 9A), which will be explained later, is displayed.
[0075] Furthermore, the second unconfigured character 143 moves within the home screen 100 (home center screen 100a, home left screen 100b, and home right screen 100c) based on one of several pre-configured movement patterns. The specific content of the movement patterns is not particularly limited, but for example, they may involve walking within the home screen 100 (home center screen 100a, home left screen 100b, and home right screen 100c).
[0076] Figure 4 illustrates the character management table. In this embodiment, a character management table is provided for each player, that is, for each player ID. The character management table is stored in the storage unit 18 of the player terminal 1 and in the storage unit 1018 of the server 1000, respectively. When the character management table stored in the storage unit 18 of the player terminal 1 is updated, update information is sent from the player terminal 1 to the server 1000. Upon receiving the update information, the server 1000 updates the character management table stored in the storage unit 1018 of the server 1000 based on the received update information.
[0077] Furthermore, if the character management table is updated on the server 1000 side, specifically, for example, if the lottery process in a so-called gacha is performed on the server 1000 side, when the character management table stored in the storage unit 1018 of the server 1000 is updated, the player terminal 1 obtains the update information of the character management table stored (updated) in the storage unit 1018 of the server 1000, and updates the character management table stored in the storage unit 18 of the player terminal 1 based on the obtained update information.
[0078] As shown in Figure 4, the character management table stores ownership information for each character ID, indicating whether or not the ownership conditions have been met. In other words, when the predetermined ownership conditions are met, the ownership information for the object is stored.
[0079] Furthermore, the character management table stores information for each character ID indicating whether or not it can be set as the default character. As shown in Figure 4, in this embodiment, characters whose ownership conditions are met can be set as the default character.
[0080] In this embodiment, the four characters assigned to each setting character are restricted so as not to overlap.
[0081] Furthermore, all or part of the playable characters may be determined by lottery. In this way, the player can either set their desired character as the playable character, or set the playable character to be determined randomly (by lottery). In this case, the playable character may be determined by lottery from among the characters that meet the ownership requirements but have not been set as the playable character by the player.
[0082] Furthermore, the character management table stores information indicating the characters set as the first setting character 140a, the second setting character 140b, the third setting character 140c, and the fourth setting character 140d.
[0083] Furthermore, the character management table stores information for each character ID indicating whether or not it can be set as an unset character. As shown in Figure 4, in this embodiment, regardless of whether the ownership conditions are met, characters that are not set as the first set character 140a, second set character 140b, third set character 140c, and fourth set character 140d can be set as unset characters. In other words, characters that the player does not own can also be displayed as unset characters on the home screen 100.
[0084] Furthermore, the character management table stores information indicating the characters that have been set as the first unassigned character 142 and the second unassigned character 143.
[0085] Here, the home screen 100 displays an unshown background image. Since the game involves raising characters, the background image displayed here is tailored to the game's world, for example, to give the impression that the characters are present within the school building. Therefore, when the player taps the first set character 140a or the first unset character 142, it gives the impression that they are conversing with the characters within the school building. Furthermore, by switching the background image according to the time of year (season or annual event) or time of day (morning, noon, night), it is possible to enhance the sense of connection with reality and improve immersion in the game.
[0086] Additionally, notification icons 144L and 144R are displayed on the home screen 100a. Notification icons 144L and 144R indicate whether new information is available on the home left screen 100b and the home right screen 100c, respectively. When a rightward swipe, drag, or flick operation is performed on the home screen 100a, the home left screen 100b is displayed, and when a leftward swipe, drag, or flick operation is performed, the home right screen 100c is displayed.
[0087] Figure 5A is an example illustrating the left home screen 100b, and Figure 5B is an example illustrating the right home screen 100c. As shown in Figure 5A, the left home screen 100b displays two setting characters (second setting character 140b and third setting character 140c), one non-setting character (first non-setting character 142), and a notification icon 144R. When a leftward swipe, drag, or flick operation is performed on the left home screen 100b, the center home screen 100a is displayed.
[0088] Furthermore, as shown in Figure 5B, the home right screen 100c displays one configured character (fourth configured character 140d), two unconfigured characters (first unconfigured character 142), and a notification icon 144L. When a rightward swipe, drag, or flick operation is performed on the home right screen 100c, the home center screen 100a is displayed.
[0089] Here, the setting characters displayed on the home screen 100 (first setting character 140a, second setting character 140b, third setting character 140c, fourth setting character 140d) function as controls for switching between screens.
[0090] Specifically, the first setting character 140a displayed on the home screen center 100a is assigned the same functions as the home screen selection control unit 102a. The second setting character 140b and the third setting character 140c displayed on the home screen left 100b are assigned the same functions as the enhancement screen selection control unit 102b and the story screen selection control unit 102c, respectively. Furthermore, the fourth setting character 140d displayed on the home screen right 100c is assigned the same functions as the team arena screen selection control unit 102d.
[0091] Therefore, on the left home screen 100b, for example, if the third setting character 140c displayed in the upper left is tapped, the screen transitions from the home screen 100 to the story screen 250 (Figure 8A). Similarly, on the left home screen 100b, if the second setting character 140b displayed in the lower left is tapped, the screen transitions from the home screen 100 to the enhancement screen 230 (Figure 7A). Also, on the right home screen 100c, if the fourth setting character 140d is tapped, the screen transitions from the home screen 100 to the team arena screen 260 (Figure 8B). Furthermore, on the center home screen 100a, if the first setting character 140a is tapped, the center home screen 100a is displayed again on the display 26.
[0092] Thus, in this embodiment, by displaying the desired character set by the player as a designated character (first designated character 140a, second designated character 140b, third designated character 140c, fourth designated character 140d) on the home screen 100, which is a screen that the player frequently visits, it is possible to suppress a decrease in the player's motivation to play the game and improve the visual effects on the home screen 100.
[0093] Furthermore, by assigning each operation unit in the menu bar 102 (home screen selection unit 102a, enhancement screen selection unit 102b, story screen selection unit 102c, team arena screen selection unit 102d) to these setting characters (first setting character 140a, second setting character 140b, third setting character 140c, fourth setting character 140d), it becomes possible to improve operability in addition to the above-mentioned visual effects.
[0094] In this embodiment, regardless of the settings of the first setting character 140a, second setting character 140b, third setting character 140c, and fourth setting character 140d, the display content of the home screen selection operation unit 102a, enhancement screen selection operation unit 102b, story screen selection operation unit 102c, and team arena screen selection operation unit 102d will not change. In other words, regardless of the set corresponding object (first setting character 140a, second setting character 140b, third setting character 140c, and fourth setting character 140d), the menu bar 102 including the operation units corresponding to the game content (home screen selection operation unit 102a, enhancement screen selection operation unit 102b, story screen selection operation unit 102c, and team arena screen selection operation unit 102d) will be displayed.
[0095] Additionally, a settings icon 146 is displayed on the home screen 100. When the settings icon 146 is tapped, the home settings screen 150 is displayed. Figure 5C is a diagram illustrating an example of the home settings screen 150. On the home settings screen 150, the player can set the setting characters (first setting character 140a, second setting character 140b, third setting character 140c, and fourth setting character 140d) that are displayed on the home screen 100. In other words, the player can set the first setting character 140a, second setting character 140b, third setting character 140c, and fourth setting character 140d to which the functions as an operation unit are assigned.
[0096] As shown in Figure 5C, the home settings screen 150 clearly displays the character image and corresponding control unit for each of the four currently set characters. When a character image displayed on the home settings screen 150 is tapped, a character selection screen (not shown) is displayed. The player can select a set character on the character selection screen. The player can also set the costume of the set character on the home settings screen 150. In this embodiment, a predetermined costume (for example, seasonal costumes or costumes for annual events) is set for characters that are not set. For example, it may be possible to select a different costume for a set character than for a character that is not set. In this way, the costume set by the player will have a special feel to it, and the effect of the presentation can be improved.
[0097] The designated costumes are not limited to the examples described above. For example, they may be costumes determined based on time information (information about the current time) (e.g., costumes corresponding to the morning, daytime, or nighttime hours), or costumes corresponding to the background images described later.
[0098] Additionally, the campaign icon 148 is displayed on the home screen 100. When the campaign icon 148 is tapped, the campaign screen 155 is displayed.
[0099] Figure 5D illustrates an example of a campaign screen 155. As shown in Figure 5D, a campaign operation unit 157 is displayed on the campaign screen 155. When the campaign operation unit 157 is tapped, a campaign details screen (not shown) corresponding to the tapped campaign operation unit 157 is displayed on the display 26. The campaign details screen displays detailed information about the currently running campaign.
[0100] The specific content of the campaigns to be implemented is not particularly limited, but they could, for example, be campaigns that allow players to perform each game content more advantageously. Specifically, these could include campaigns that increase the rewards players can earn in training games or team arenas, or campaigns that change the training conditions such as various lottery probabilities in training games.
[0101] Furthermore, as shown in Figure 3A, the home screen 100 (home center screen 100a) displays a bulletin board 149 on which posters are posted. When the bulletin board 149 is tapped, the bulletin board screen 280 (Figure 10A), which will be described later, is displayed on the display 26.
[0102] Figure 6 is the first diagram illustrating the viewpoint for imaging within the virtual game space. In this embodiment, as shown in Figure 6, objects such as characters placed within the virtual game space are imaged from a virtual camera to display the home screen 100 (home center screen 100a, home left screen 100b, and home right screen 100c) and the various screens described later (enhancement screen 230, story screen 250, team arena screen 260, conversation screen 270, bulletin board screen 280, poster screen 290).
[0103] Specifically, for example, by displaying the screen captured by a camera facing directly into the virtual space on the display 26, the home center screen 100a is displayed on the display 26. Also, when a leftward swipe, drag, or flick operation is input, the screen captured by the camera spanning to the left is displayed on the display 26, thereby displaying the home left screen 100b on the display 26. Also, when a rightward swipe, drag, or flick operation is input, the screen captured by the camera spanning to the right is displayed on the display 26, thereby displaying the home right screen 100c on the display 26.
[0104] Furthermore, when the enhanced screen selection operation unit 102b or the second setting character 140b is tapped, as shown in Figure 6, the camera moves to the vicinity of the second setting character 140b and displays the captured image on the display 26, thereby displaying the enhanced screen 230 on the display 26. In other words, the home screen 100 includes a screen for executing game content (enhanced screen 230).
[0105] Figure 7A is a diagram illustrating an example of the enhancement screen 230. The enhancement screen 230 displays the second setting character 140b and is provided with multiple control buttons.
[0106] Figure 7B is a diagram illustrating an example of the character training screen 240. For example, when the character training screen selection operation unit 232 is tapped on the enhancement screen 230 shown in Figure 7A, the character training screen 240 shown in Figure 7B is displayed.
[0107] On the character training screen 240, the second set character 140b is displayed, and an operation section is provided for displaying a content screen for strengthening the characters owned by the player. By operating this operation section, the content screen for strengthening the characters owned by the player can be displayed. In other words, the screens for executing game content (enhancement screen 230, character training screen 240) display an object (second set character 140b) of the same type as the corresponding object (second set character 140b) displayed on the home screen 100, which corresponds to the game content.
[0108] Players can increase the level of their characters by strengthening them. Characters have various parameters, and these parameters increase as the character level rises. By increasing a character's parameters, players can develop characters with stronger stats in the training game. These strengthened characters can then be used to gain an advantage in training-related game content and racing-related game content. In other words, in any of the game content, objects (characters) whose ownership information is stored become usable. Furthermore, objects (characters) whose ownership information is stored can be set as corresponding objects (1st setting character 140a, 2nd setting character 140b, 3rd setting character 140c, 4th setting character 140d).
[0109] When the story screen selection operation unit 102c or the third setting character 140c is tapped, as shown in Figure 6, the camera moves to the vicinity of the third setting character 140c and displays the captured image on the display 26, thereby displaying the story screen 250 on the display 26. In other words, the home screen 100 includes a screen for executing game content (story screen 250).
[0110] Figure 8A is a diagram illustrating an example of the story screen 250. The story screen 250 displays the third setting character 140c and is provided with multiple control buttons. In other words, the screen for executing game content (story screen 250) displays an object (third setting character 140c) of the same type as the corresponding object (third setting character 140c) displayed on the home screen 100, which corresponds to the game content.
[0111] In this embodiment, a story image is provided for each character appearing in the game. On the story screen 250, the player can operate the various control buttons to execute (display) game content (content screen) related to viewing the story, and select and view characters and story images.
[0112] Furthermore, when the team arena screen selection operation unit 102d or the fourth setting character 140d is tapped, as shown in Figure 6, the camera moves to the vicinity of the fourth setting character 140d and displays the captured image on the display 26, thereby displaying the team arena screen 260 on the display 26. In other words, the home screen 100 includes a screen for executing game content (team arena screen 260).
[0113] Figure 8B is a diagram illustrating an example of the team arena screen 260. The team arena screen 260 displays the fourth setting character 140d and is provided with multiple control buttons. In other words, the screen for executing game content (team arena screen 260) displays an object (fourth setting character 140d) of the same type as the corresponding object (fourth setting character 140d) displayed on the home screen 100, which corresponds to the game content.
[0114] In this embodiment, the player can form a team using characters they have trained. By operating a predetermined control unit, the player can execute (display) game content (content screen) related to racing and play a team competition game in which the player's team competes against teams of other players selected by the computer. The team competition game has a gameplay element in which players compete for rankings against other players.
[0115] Furthermore, when the first unset character 142 or the speech bubble image 142a is tapped, as shown in Figure 6, the camera moves to the vicinity of the first unset character 142 and displays the captured image on the display 26, thereby displaying the conversation screen 270 on the display 26.
[0116] Figure 9A is the first diagram illustrating an example of the conversation screen 270. Figure 9B is the second diagram illustrating an example of the conversation screen 270. As shown in Figure 9A, the conversation screen 270 displays a predetermined message image of the first unset character 142 corresponding to the tapped first unset character 142 or speech bubble image 142a, and outputs the character's voice.
[0117] The player can advance the characters' conversations sequentially by tapping the conversation screen 270, as shown in Figure 9B. Note that, as shown in Figures 9A and 9B, the settings control unit 106 is grayed out and unusable while the conversation screen 270 is displayed. This allows the player's attention to be directed towards the characters' conversations, thereby improving the overall presentation.
[0118] In addition, the above describes the case where a conversation screen is displayed in which two first non-configured characters 142 are conversing. However, a conversation screen 270 may also be displayed in which one first non-configured character 142 is conversing (talking to himself), or in which three or more first non-configured characters 142 are conversing.
[0119] The content of the conversations can be pre-set for each character or for each combination of characters. In this case, the distance the camera moves may be adjusted according to the number of first unset characters 142 displayed on the conversation screen 270.
[0120] Figure 10 is a second diagram illustrating the viewpoint for imaging within the virtual game space. For example, as shown in Figure 6, the camera capturing the two first unset characters 142 in the upper right (the black-filled camera in Figure 6) may travel a shorter distance than the camera capturing the single first unset character 142 in the upper right (the black-filled camera in Figure 10). In other words, the more first unset characters 142 displayed on the conversation screen 270, the shorter the distance the camera capturing the first unset characters 142 may travel. That is, the distance between the single first unset character 142 in the upper right and the camera capturing it (the black-filled camera in Figure 10) in Figure 10 may be shorter than the distance between the two first unset characters 142 in the upper right and the camera capturing them (the black-filled camera in Figure 6). By doing so, the size of the first unset characters 142 displayed on the conversation screen 270 can be made appropriate.
[0121] Furthermore, when the bulletin board 149 is tapped, as shown in Figure 6, the camera moves to the vicinity of the bulletin board 149 and displays the captured image on the display 26, thereby displaying the bulletin board screen 280 on the display 26.
[0122] Figure 11A is a diagram illustrating an example of the bulletin board screen 280. As shown in Figure 11A, the bulletin board screen 280 displays a poster selection operation unit 282 that mimics a poster. When the poster selection operation unit 282 is tapped, the camera position moves further, and the poster screen 290 is displayed on the display 26.
[0123] Figure 11B is the first diagram illustrating an example of the poster screen 290. Figure 11C is the second diagram illustrating an example of the poster screen 290. As shown in Figure 11B, on the poster screen 290, the poster image 292 corresponding to the tapped poster selection operation unit 282 is displayed in an enlarged view, and a message image 294 explaining the displayed poster image 292 is displayed. When the poster screen 290 is tapped in this state, the message image 294 disappears, as shown in Figure 11C. This makes it easier for the player to take a screenshot of the poster image 292 using a so-called screenshot function.
[0124] Figure 11D is a third diagram illustrating an example of the poster screen 290. As shown in Figure 11D, when the poster screen 290 is displayed, an external link operation unit 296 that guides the user to a homepage or other website related to the poster screen 290 may also be displayed. When the external link operation unit 296 is tapped, the screen transitions to the homepage or other website corresponding to the external link operation unit 296. At this time, the browser on the player terminal 1 may be launched to display the homepage or other website. This makes it possible to provide more detailed information to players who have become interested after viewing the poster image 292.
[0125] Figure 12 illustrates an example of the home screen 100 when maintenance is scheduled. As shown in Figure 12, when maintenance is scheduled for the game application, a predetermined ticker 295 indicating that maintenance is scheduled can be displayed at the top of the home screen 100. This ticker 295 is displayed with higher priority than all other objects displayed on the home screen 100. This makes it possible to properly inform the player that maintenance is scheduled.
[0126] In this embodiment, as shown in Figure 12, the case where the ticker 295 is displayed superimposed on the setting operation unit 106 is shown. In this case, if the setting operation unit 106, which is displayed with a lower priority than the ticker 295, is operated (tapped), the operation (tap) may be treated as valid, and the option setting screen 110 may be displayed based on the operation (tap). Also, if a portion (area) of the displayed ticker 295 that does not superimpose on the setting operation unit 106 is operated (tapped), the displayed ticker 295 may be hidden (deleted) based on the operation (tap).
[0127] Alternatively, if any of the control buttons displayed with a lower priority than the ticker 295 are operated (tapped), the operation (tap) may be treated as invalid, and the corresponding screen transition may not be performed based on that operation (tap). In this case, if any area of the displayed ticker 295 is operated (tapped), the displayed ticker 295 may be hidden (deleted) based on that operation (tap).
[0128] Furthermore, as shown in Figure 5B, the home right screen 100c displays a jukebox image 152 and a request character image 154. The jukebox image 152 functions as an operation unit that accepts commands to activate the jukebox function. The request character image 154 is displayed near the jukebox image 152 while a song is being played using the jukebox function, and when the song to be played has been selected.
[0129] As will be explained in more detail later, when a song is played using the jukebox function, the person who requested the song is always determined. The requester is a character. Hereafter, the character that acts as the requester will be referred to as the request character. Near the jukebox image 152, the request character image 154 corresponding to the request character is displayed. This gives the impression that the request character is operating the jukebox. The jukebox function will be explained in detail below.
[0130] Figure 13A illustrates an example of the song selection screen 160. The song selection screen 160 is a screen where the player can select the song to be played during gameplay. Multiple album art images 162 are displayed on the song selection screen 160. There is a separate album art image 162 for each song that can be played using the jukebox function.
[0131] When any of the album art images 162 are tapped, the tapped album art image 162 is highlighted. At this time, the song corresponding to the tapped album art image 162 is set as the selected song.
[0132] A song information display area 164 is provided at the top of the song selection screen 160. The song information display area 164 displays song information associated with the currently selected song. The song information includes, for example, the song title, jacket image 162, lyrics, composer name, and other information about the song. The selected song may be played for listening when the jacket image 162 or the song information display area 164 is tapped.
[0133] Additionally, the song selection screen 160 is provided with version switching toggles 166a and 166b. By tapping the version switching toggles 166a and 166b, the player can switch the version of the song being played, similar to the version setting operation unit 132.
[0134] Furthermore, a cancel operation section 168 and a request operation section 170 are provided at the bottom of the song selection screen 160. When the cancel operation section 168 is tapped, the song selection screen 160 is hidden, and the previously displayed screen (the selected song information screen 180, described later) is displayed. Note that if the cancel operation section 168 is tapped after a change operation has been entered by tapping the jacket image 162 or the version switching toggles 166a and 166b, the changed information will be discarded without being saved.
[0135] When the request operation unit 170 is tapped, the request playback state is switched. The request playback state identifies whether or not a song is being played by the jukebox function. Here, the request playback state is provided as a "playing" state, which indicates that a song is playing, and a "stopped" state, which indicates that playback is stopped, i.e., that a song is not playing.
[0136] When the request operation unit 170 is tapped while playback is in progress, the request playback state is changed from playback to stopped. In this case, playback of the selected song is stopped, and the selected song information is erased. When the request operation unit 170 is tapped while playback is stopped, the selected song information is stored, the request playback state is changed from stopped to playback, and playback of the selected song is started. At this time, the screen transitions from the song selection screen 160 to the selected song information screen 180. Note that when the cancel operation unit 168 is tapped and the screen transitions from the song selection screen 160 to the selected song information screen 180, the request playback state may be changed to playback.
[0137] Although a detailed explanation will be omitted, in this embodiment, a default background music (BGM) is provided in addition to the songs that can be played in the jukebox function. When request playback is stopped, the default BGM is output. However, the player can set the BGM volume on the option settings screen 110. When the BGM volume is set to mute, the output of the default BGM is stopped.
[0138] Figure 13B is a diagram illustrating an example of the selected song information screen 180. When the request operation unit 170 is tapped on the song selection screen 160 and playback of the selected song starts, the selected song information screen 180 shown in Figure 13B is displayed. Also, when the jukebox image 152 is tapped on the home screen 100, the selected song information screen 180 shown in Figure 13B is displayed. The selected song information screen 180 includes an album art image 162, a request operation unit 170, a requester name display field 182, an evaluation information display field 184, an other player request setting toggle 186, a play / stop button 188, and a return operation unit 190.
[0139] The selected song information screen 180 displays the jacket image 162 corresponding to the currently playing song. However, if the jukebox image 152 is tapped on the home screen 100 while the default BGM is playing, the selected song information screen 180 will display a default image without the jacket image 162 or other elements. Additionally, the jacket image 162 will have the effect image 162b and mini jukebox image 162c superimposed on it. The effect image 162b includes a mini character icon corresponding to the requester and a comment display area.
[0140] The mini-character icons move in time with the music's rhythm. When the player selects a song, the profile character set by the player becomes the requester. Therefore, in this case, the mini-character icon corresponding to the profile character is displayed. Alternatively, when the player selects a song, the representative character set by the player may also become the requester.
[0141] Furthermore, as described above, when a song is selected using the random song selection function (excluding when the other player request function is activated), a requested character is determined. While a song selected using the random song selection function (excluding when the other player request function is activated) is playing, a mini-character icon corresponding to the requested character is displayed as the animation image 162b.
[0142] Furthermore, if the other player request function is activated and a song is selected, the representative character set by the other player will be determined as the requester, i.e., the requested character. In this case, a mini-character icon corresponding to the other player's representative character will be displayed as the visual image 162b. Note that the profile character set by the other player may also be determined as the requested character.
[0143] The comment display area shows comments corresponding to the currently playing song. The mini jukebox image 162c has multiple display colors, and the color corresponding to the currently playing song is displayed.
[0144] Furthermore, when the request operation unit 170 is tapped on the selected song information screen 180, the song selection screen 160 shown in Figure 13A is displayed. At this time, playback of the selected song is stopped, and the selected song information is deleted.
[0145] The requester's name is displayed in the Requester Name Display Field 182. When a player selects a song, the player name set by the player is displayed in the Requester Name Display Field 182. Additionally, when a song is being played using the Random Song Selection function (except when the Other Player Request function is activated), the character name of the requesting character is displayed. Furthermore, when the Other Player Request function is activated and a song is determined, the player name set by the other player is displayed.
[0146] The evaluation information display area 184 is provided with an evaluation operation unit 184a and a history display button 184b. The player can evaluate the currently playing song by tapping the evaluation operation unit 184a. The evaluation information display area 184 displays the number of evaluations next to the evaluation operation unit 184a, indicating the number of times the currently playing song has been evaluated.
[0147] As shown in Figure 13B, when playback of a song begins, the rating count for that song is displayed as 0. In this state, if the player taps the rating operation unit 184a, the rating count is updated to 1. The player can only rate the selected song once between the time the song is set and when it is changed. Therefore, once the rating operation unit 184a is tapped by the player, it will no longer accept any further operations.
[0148] When the history display button 184b is tapped, the history information screen 200 for the selected song is displayed.
[0149] Figure 13C is a diagram illustrating an example of the evaluation history information screen 200a, and Figure 13D is a diagram illustrating an example of the playback history information screen 200b. The history information screen 200 includes the evaluation history information screen 200a and the playback history information screen 200b. When the history display button 184b is tapped, the evaluation history information screen 200a shown in Figure 13C is displayed. At the top of the history information screen 200, there are evaluation history tabs 202a and playback history tabs 202b.
[0150] As will be explained in more detail later, the evaluation history information screen 200a displays a list of evaluators who evaluated the song, as shown in Figure 13C. The playback history information screen 200b displays the history of songs played by the jukebox function on player terminal 1, as shown in Figure 13D. When the playback history tab 202b is tapped while the evaluation history information screen 200a is displayed, the playback history information screen 200b is displayed. Similarly, when the evaluation history tab 202a is tapped while the playback history information screen 200b is displayed, the evaluation history information screen 200a is displayed.
[0151] Furthermore, the player can switch the random song selection function on and off by tapping the other player request setting toggle 186 on the selected song information screen 180 shown in Figure 13B, similar to the random song selection setting operation unit 134 described above.
[0152] The play / stop button 188 functions as an operation unit to switch between playing and stopping the selected song. When the play / stop button 188 is tapped while the selected song is playing, the requested playback state switches to the stopped state, and the song stops playing. In this case, the song is paused, and the selected song information is retained. Also, when the play / stop button 188 is tapped while the selected song is stopped, the requested playback state switches to the playing state, and the song starts playing again.
[0153] When the return control 190 is tapped on the selected song information screen 180, the selected song information screen 180 is hidden and the home screen 100 is displayed. If the return control 190 is tapped while a song is playing, the song will continue playing even after the home screen 100 is displayed. This allows the player to play the game while the song they requested is playing as background music.
[0154] As explained above, the jukebox function allows the player to select and listen to their favorite songs. Furthermore, as described above, this embodiment includes a random song selection function in which a song is randomly selected and output as background music when the player transitions from a content screen to a screen other than a content screen during gameplay. The random song selection function will be described in more detail below.
[0155] In this embodiment, conditions for activating the random song selection function are provided. When these conditions are met, a randomly selected song is played as background music. The conditions for activating the random song selection function include transitioning from a content screen to a screen other than the content screen, the random song selection function being turned on, the activation time for the random song selection function having passed, and the requested playback status being in the "playing" state.
[0156] When the activation conditions are met during a transition from a content screen to a screen other than a content screen, the server 1000 determines the song to be played on player terminal 1. When player terminal 1 transitions from a content screen to a screen other than a content screen, it receives information about the song to be played from server 1000 and plays the song based on the received information.
[0157] Figure 14A illustrates an example of the home screen 100 when the random song selection function is activated. For example, suppose that when the user transitions to the home center screen 100a, a song selected by the random song selection function is played. In this case, the home center screen 100a displays an image prompting the player to confirm the jukebox image 152 displayed on the home right screen 100c, or more precisely, the jukebox image 152 displayed on the home right screen 100c.
[0158] Specifically, on the home screen 100a, the notification icon 144R is highlighted, and a jukebox icon 210 is displayed near the notification icon 144R. The jukebox icon 210 is an image resembling a jukebox. The highlighting of the notification icon 144R and the display of the jukebox icon 210 prompt the user to input an action to display the home screen 100c on the right.
[0159] Figure 14B illustrates an example of the home screen 100c when the random song selection function is activated. When a leftward swipe operation is performed in the state shown in Figure 14A, the home screen 100c is displayed as shown in Figure 14B. At this time, the jukebox image 152 displays an image similar to the album art image 162 corresponding to the song currently being played. This allows the player to identify the song currently being played by the jukebox image 152.
[0160] Furthermore, as mentioned above, once a song is selected by the random song selection function, the person who requested that song (the request character) is determined. On the right side of the home screen 100c, the request character image 154 corresponding to the determined request character is displayed. In addition, an icon with an exclamation mark is displayed near the request character image 154.
[0161] Figure 14C illustrates an example of the requester details screen 220. When the request character image 154 is tapped on the home right screen 100c, the requester details screen 220 shown in Figure 14C is displayed. The requester details screen 220 displays the request character image 154, the requester's name, and a comment. The comment displayed on the requester details screen 220 may be linked to the currently playing song or to the request character image 154. Furthermore, the comment displayed on the requester details screen 220 may be the same as or different from the comment displayed in the comment display field of the performance image 162b.
[0162] Figure 14D illustrates an example of the selected song information screen 180 when the random song selection function is activated. When the jukebox image 152 is tapped on the home right screen 100c shown in Figure 14B, the selected song information screen 180 shown in Figure 14D is displayed. The basic structure of the selected song information screen 180 is the same whether the player has selected the song themselves or the random song selection function has been activated.
[0163] However, if the other player request function is activated, an information notification icon 184c will be displayed in the evaluation information display area 184 of the selected song information screen 180. When the information notification icon 184c is tapped, the other player information screen (not shown) will be displayed. The other player information screen will display information about the other player who requested the song currently being played. This information about the other player includes, for example, the other player's player name, representative character, profile character, and the message the other player has set.
[0164] Figure 15A illustrates an example of the evaluation history information screen 200a when the other player request function is activated. Figure 15B illustrates an example of the evaluation history information screen 200a when a player has evaluated a song. When the other player request function is activated, a rating of 1 or more is set when the selected song information screen 180 is first displayed.
[0165] For example, when another player selects and plays a song, an evaluator (evaluation character) is determined on player terminal 1. Also, when a player selects and plays a song on player terminal 1, the song selected by the player and evaluation information indicating the evaluator are saved on server 1000.
[0166] Furthermore, players can register other players as friends, and the other player request function will select one friend from among the registered friends. The song last selected by the selected friend will then be played on player device 1.
[0167] At this time, evaluation information associated with the last song selected by the friend is retrieved, and based on the retrieved evaluation information, the evaluation history information screen 200a is displayed as shown in Figure 15A. Furthermore, if the player taps the evaluation operation unit 184a in this state, the evaluator is added to the evaluation history information screen 200a as shown in Figure 15B. In this case, the evaluator's information is sent to the server 1000, and the evaluation information associated with the last song selected by the friend is updated.
[0168] Subsequently, suppose the same friend is selected as the requester on another player's player terminal 1. In this case, the evaluation history information screen 200a shown in Figure 15B will be displayed from the beginning on this other player's player terminal 1.
[0169] Furthermore, for example, suppose that on a friend's player terminal 1, the player transitions to the training game screen while the friend is playing a song selected by the friend, i.e., in the requested playback state. After the training game ends and the home screen 100 is displayed, the same song as before the training game started will be played. At this time, suppose that during the friend's training game, the friend was determined to be the requester on another player's player terminal 1, and that other players have evaluated the song. In this case, on the friend's player terminal 1, the evaluation history information screen 200a in Figure 15A was displayed before the training game started, but after the training game ends, the evaluation history information screen 200a in Figure 15B will be displayed.
[0170] In this embodiment, various effects are performed when music is played using the jukebox function. Some of these effects are shared among multiple players, giving the impression that multiple players are using a single jukebox. In other words, it gives the impression that multiple players are playing the game simultaneously, which can enhance the players' motivation to play.
[0171] Next, we will describe the functional configuration of player terminal 1 and server 1000, and the processes performed by player terminal 1 and server 1000, respectively.
[0172] (Functional configuration of player terminal 1) Figure 16 illustrates the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When the game starts, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.
[0173] The terminal-side game control program includes a transmit / receive program 300, a player information acquisition program 302, an effects execution program 303, and a game information acquisition program 304. Note that the programs listed in Figure 16 are just examples; the terminal-side game control program includes many other programs.
[0174] The data storage area 12b is equipped with a player information storage unit 400 and a game information storage unit 401 as storage units for storing data. In addition, the data storage area 12b is equipped with numerous other storage units.
[0175] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. The CPU 10 then operates each program stored in the program storage area 12a, thereby enabling the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes a transmit / receive unit 300a, a player information acquisition unit 302a, a performance execution unit 303a, and a game information acquisition unit 304a.
[0176] Specifically, the CPU 10 runs the transmit / receive program 300, causing the computer to function as a transmit / receive unit 300a. Similarly, the CPU 10 causes the computer to function as a player information acquisition unit 302a, a performance execution unit 303a, and a game information acquisition unit 304a.
[0177] The transmitting / receiving unit 300a communicates with the player terminal 1 and the server 1000, and transmits various information from the player terminal 1 to the server 1000. The transmitting / receiving unit 300a also downloads various information from the server 1000.
[0178] The player information acquisition unit 302a stores the information downloaded from the server 1000 in the player information storage unit 400.
[0179] The performance execution unit 303a controls the display on the display 26 and performs all processing related to performance, such as music playback.
[0180] The game information acquisition unit 304a stores the information downloaded from the server 1000 in the game information storage unit 401.
[0181] (Functional configuration of Server 1000) Figure 17 illustrates the configuration of memory 1012 in server 1000 and its function as a computer. Memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, CPU 1010 stores the server-side game control program (module) in program storage area 1012a.
[0182] The server-side game control program includes a server-side login processing program 1300 and a player information update program 1302. Note that the programs listed in Figure 17 are just examples; the server-side game control program includes many other programs.
[0183] The data storage area 1012b is equipped with a player information storage unit 1400 and a game information storage unit 1401 as data storage units. In addition, the data storage area 1012b is equipped with numerous other storage units. Furthermore, all information stored in the data storage area 12b of the player terminal 1 is also stored in the data storage area 1012b of the server 1000. Various types of information stored in the data storage area 12b of the player terminal 1 are stored in the player information storage unit 1400 and game information storage unit 1401 of the server 1000.
[0184] The CPU 1010 runs each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. The CPU 1010 then runs each program stored in the program storage area 1012a, thereby enabling the server 1000 to function as the server-side game control unit 1000A. The server-side game control unit 1000A includes the server-side login processing unit 1300a, the player information update unit 1302a, and the game information update unit 1304a.
[0185] Specifically, the CPU 1010 runs the server-side login processing program 1300, causing the computer to function as the server-side login processing unit 1300a. Similarly, the CPU 1010 runs the player information update program 1302, causing the computer to function as the player information update unit 1302a and the game information update unit 1304a.
[0186] When the server-side login processing unit 1300a receives login information from the player terminal 1, it causes the player information storage unit 1400 to download various information stored in the player terminal 1.
[0187] The player information update unit 1302a updates the player information in the player information storage unit 1400 based on the information received from the player terminal 1.
[0188] The game information update unit 1304a updates the game information stored in the game information storage unit 1401.
[0189] The processes performed by each functional unit in the player terminal 1 and server 1000 described above are explained below using flowcharts.
[0190] (Communication processing between player terminal 1 and server 1000) Figure 18 is a sequence diagram illustrating the basic processing of player terminal 1 and server 1000. In the following explanation, processing on player terminal 1 is denoted as Pn (where n is any integer), processing on server 1000 is denoted as Sn (where n is any integer), and processing on the friend's player terminal 1 is denoted as Fn (where n is any integer).
[0191] When a player performs a login operation, such as launching a game application, on player terminal 1, the login information transmission process (P1) is performed. In the login information transmission process, the transmitting / receiving unit 300a sends the login information to the server 1000.
[0192] When server 1000 receives login information, the server-side login processing unit 1300a executes the server-side login process (S1). The server-side login process involves processing to allow player information and game information stored on server 1000 to be received by player terminal 1.
[0193] When player terminal 1 receives player information from server 1000, player information acquisition unit 302a stores the received player information in player information storage unit 400.
[0194] Furthermore, when the player terminal 1 receives game information from the server 1000, the player information acquisition unit 304a stores the received player information in the game information storage unit 401.
[0195] When a player performs various setting change operations on the option settings screen 110, etc., the updated settings are stored in the player information storage unit 400. The transmitting / receiving unit 300a then transmits the setting change information to the server 1000 (P2). Upon receiving the setting change information, the server 1000's player information update unit 1302a updates the player information in the player information storage unit 1400 (S2).
[0196] The player information stored on server 1000 includes information such as information about the characters the player owns, information about characters being trained, information that can be set on the options settings screen 110, information about the jukebox function, and information about the character management table.
[0197] Furthermore, the game information stored on server 1000 includes information such as the type of poster image 292 displayed on poster screen 290 (bulletin board screen 280), information on scheduled maintenance, and information on currently running campaigns.
[0198] Furthermore, player terminal 1 executes a performance control process (P3) to control various effects on player terminal 1.
[0199] Figure 19 is a first flowchart illustrating the performance control process in player terminal 1. Figure 20 is a second flowchart illustrating the performance control process in player terminal 1. Figure 21 is a third flowchart illustrating the performance control process in player terminal 1. Figure 22 is a fourth flowchart illustrating the performance control process in player terminal 1. The performance execution unit 303a executes jukebox function-related processing, which performs each of the processes related to the jukebox function described above (P3-1).
[0200] Furthermore, if the home screen selection operation unit 102a is operated (YES in P3-2), the performance execution unit 303a refers to the character management table (Figure 4) stored in the player information storage unit 400 and executes a character setting determination process to determine the set character (P3-4). In other words, from among multiple objects (characters), the object (character) selected by the player is set as the corresponding object for the game content.
[0201] Furthermore, after the setting character determination process (P3-4) is executed, or if the first setting character 140a is operated (YES in P3-3), the performance execution unit 303a refers to the character management table (Figure 4) stored in the player information storage unit 400 and executes the setting character determination process to determine the non-setting characters (P3-5). Here, if a predetermined lottery timing has arrived, the non-setting character determination process is executed to determine the first non-setting character 142 and the second non-setting character 143 by lottery from characters that are not set as the first setting character 140a, second setting character 140b, third setting character 140c, and fourth setting character 140d (P3-5).
[0202] At this time, information regarding the updated character management table is sent to the server 1000 as update information. In other words, from among the objects (characters) that are not set as corresponding objects (first set character 140a, second set character 140b, third set character 140c, fourth set character 140d), the unsupported objects (first unset character 142, second unset character 143) to be displayed on the home screen 100 are determined. Furthermore, objects (characters) for which ownership information is stored, and objects (characters) for which ownership information is not stored, can be determined as unsupported objects (first unset character 142, second unset character 143). Note that the information regarding unsupported objects (first unset character 142, second unset character 143) in the character management table may not be sent to the server 1000, but may be retained on the player terminal 1 as well.
[0203] Furthermore, the production execution unit 303a refers to information stored in the game information storage unit 401 regarding the type of poster image 292 to be displayed on the poster screen 290 (bulletin board screen 280), and executes a poster determination process to determine the type of poster image 292 to be displayed on the poster screen 290 (bulletin board screen 280) (P3-6).
[0204] Furthermore, the performance execution unit 303a performs other decision processing, including all other processing related to the display of the home screen 100 (P3-8). For example, the other decision processing includes a process to determine whether or not to display the text overlay 295 by referring to information about the maintenance schedule stored in the game information storage unit 401. Also, for example, the other decision processing includes a process to set a background image according to the time of year (season or annual event) or time of day (morning, noon, or night). Also, for example, the other decision processing includes a process to determine whether or not to display the campaign icon 148 based on whether or not there is information about currently running campaigns stored in the game information storage unit 401.
[0205] The performance execution unit 303a executes a home screen display process to display the home screen 100 on the display 26 based on the results of the decision processes in P3-4 to P3-7 (P3-8). In other words, it displays the corresponding objects (first setting character 140a, second setting character 140b, third setting character 140c, fourth setting character 140d) on the home screen 100. It also displays unsupported objects (first unset character 142, second unset character 143), which are objects (characters) that do not correspond to any game content, on the home screen 100.
[0206] Furthermore, when the enhanced screen selection operation unit 102b is operated (YES in P3-10 of Figure 20), and when the second setting character 140b is operated (YES in P3-11), the performance execution unit 303a refers to the character management table stored in the player information storage unit 400 and executes the enhanced screen display process to display the enhanced screen 230 on the display 26 (P3-12). In other words, based on the player's selection operation to select a corresponding object (enhanced screen selection operation unit 102b) displayed on the home screen 100, a screen (enhanced screen 230) for executing game content corresponding to the selected corresponding object (enhanced screen selection operation unit 102b) is displayed. Also, based on the selection operation of the operation unit (enhanced screen selection operation unit 102b) in the menu bar 102, a screen (enhanced screen 230) for executing game content corresponding to the selected operation unit (enhanced screen selection operation unit 102b) is displayed.
[0207] Furthermore, when the story screen selection operation unit 102c is operated (YES in P3-13), and when the third setting character 140c is operated (YES in P3-14), the performance execution unit 303a refers to the character management table stored in the player information storage unit 400 and executes a story screen display process to display the story screen 250 on the display 26 (P3-15). In other words, based on the player's selection operation to select a corresponding object (story screen selection operation unit 102c) displayed on the home screen 100, a screen (story screen 250) for executing game content corresponding to the selected corresponding object (story screen selection operation unit 102c) is displayed. Also, based on the selection operation of the operation unit (story screen selection operation unit 102c) in the menu bar 102, a screen (story screen 250) for executing game content corresponding to the selected operation unit (story screen selection operation unit 102c) is displayed.
[0208] Furthermore, when the Team Arena Screen Selection Operation Unit 102d is operated (YES in P3-16), and when the fourth setting character 140d is operated (YES in P3-17), the Performance Execution Unit 303a refers to the character management table stored in the Player Information Storage Unit 400 and executes the Team Arena Screen Display Processing to display the Team Arena Screen 260 on the Display 26 (P3-18). In other words, based on the player's selection operation to select a corresponding object (Team Arena Screen Selection Operation Unit 102d) displayed on the Home Screen 100, a screen (Team Arena Screen 260) for executing game content corresponding to the selected corresponding object (Team Arena Screen Selection Operation Unit 102d) is displayed. Also, based on the selection operation of the operation unit (Team Arena Screen Selection Operation Unit 102d) in the menu bar 102, a screen (Team Arena Screen 260) for executing game content corresponding to the selected operation unit (Team Arena Screen Selection Operation Unit 102d) is displayed.
[0209] Furthermore, if the first unassigned character 142 is operated on (YES in P3-20 of Figure 21), the performance execution unit 303a executes a conversation screen display process to display the conversation screen 270 on the display 26 (P3-21).
[0210] Furthermore, if an operation is performed on the bulletin board 149 (YES in P3-22), the performance execution unit 303a executes a bulletin board screen display process to display the bulletin board screen 280 on the display 26 (P3-23).
[0211] Furthermore, if the poster selection operation unit 282 is operated (YES in P3-24), the performance execution unit 303a executes a poster screen display process that displays the poster screen 290 corresponding to the operated poster selection operation unit 282 on the display 26 (P3-25).
[0212] Furthermore, if the external link operation unit 296 is operated (YES in P3-26), the performance execution unit 303a executes a link destination display process that displays the homepage or other page corresponding to the operated external link operation unit 296 (P3-26).
[0213] Furthermore, when a viewpoint movement operation such as a swipe, drag, or flick is input on the home screen 100 (home center screen 100a, home left screen 100b, home right screen 100c) (YES on P3-28), the performance execution unit 303a executes a viewpoint movement process that spans the camera capturing the virtual space (P3-29). For example, if a swipe or drag operation is input as a viewpoint movement operation, the camera capturing the virtual space may be slowly spanned in response to the swipe or drag operation, and if a flick operation is input as a viewpoint movement operation, the camera capturing the virtual space may be quickly spanned in response to the flick operation, and one of the pre-set screens (home center screen 100a, home left screen 100b, home right screen 100c) may be displayed.
[0214] In this embodiment, when a viewpoint movement operation is input, the camera capturing the virtual space moves and displays various screens, but this is not the only option. For example, when a viewpoint movement operation is input, the viewpoint may switch to the camera positioned at the location corresponding to the viewpoint movement operation among a plurality of cameras placed in the virtual space (the camera capturing the virtual space may switch).
[0215] Furthermore, while the enhancement screen 230 is being displayed (YES in P3-30 of Figure 22), if a display switching operation is input by tapping the control panel, the performance execution unit 303a switches the display screen of the display 26 (P3-38). In this case, for example, the training character screen 240 is displayed on the display 26.
[0216] Furthermore, while the character training screen 240 is being displayed (YES in P3-32), if a display switching operation is input by tapping the control panel (YES in P3-33), the performance execution unit 303a switches the display screen of the display 26 to display a content screen for strengthening the character owned by the player (P3-38).
[0217] Furthermore, while the story screen 250 is being displayed (YES in P3-34), if a display switching operation is input by tapping the control panel (YES in P3-35), the performance execution unit 303a switches the display screen of the display 26 to display a content screen related to viewing the story (P3-38).
[0218] Furthermore, while the team stadium screen 260 is being displayed (YES in P3-36), if a display switching operation is input by tapping the control panel (YES in P3-37), the performance execution unit 303a switches the display screen of the display 26 to display a content screen related to the race (P3-38).
[0219] 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.
[0220] In the above embodiment, we described the case where the game genre is a simulation game, but the game genre and gameplay are not particularly limited.
[0221] Furthermore, the processing performed by the player terminal 1 and server 1000 in the above embodiment is merely an example, and there are no particular limitations on how each process is divided amongst itself.
[0222] Furthermore, the information processing programs for executing the processes in the above embodiments and various modifications 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. In addition, the above embodiments and various modifications may also be information processing methods for realizing each function and the steps shown in the flowchart. [Explanation of Symbols]
[0223] 1 Player terminal 1000 Servers S Information Processing System
Claims
1. A process for displaying an operation object for executing game content on a home screen; a process of setting a game medium selected by a player from a plurality of game media as a first game medium; A process of displaying the first game medium on the home screen; a process of setting a game medium different from the game medium set as the first game medium as a second game medium by lottery; A process of displaying the second game medium on the home screen; The computer executes the above. An information processing program in which both the first game medium and the second game medium can be displayed on the home screen at the same time.
2. A process for setting an appearance of the first game medium to be displayed on the home screen based on a player's operation specifying an appearance of the first game medium; The information processing program according to claim 1 , which causes a computer to execute the steps of:
3. A process for setting an appearance of the second game medium displayed on the home screen based on predetermined conditions. The computer executes the above. The information processing program according to claim 1 , wherein the appearance of the second game medium cannot be specified by a player.
4. An information processing program as described in claim 1 or 2, wherein the first game medium and the second game medium may appear in a specified one of the game contents.
5. A process of registering the game medium for which the possession condition is met as a possessed game medium. The computer executes the above. The first game medium includes: The owned game media can be set, The second game medium includes: The information processing program according to claim 1 or 2, wherein a game medium different from the game medium set as the first game medium can be set among the owned game media and the game media other than the owned game media.
6. An information processing method performed by one or more computers, comprising: The computer includes: A process of displaying an operation object for executing game content on a home screen; a process of setting a game medium selected by a player from a plurality of game media as a first game medium; A process of displaying the first game medium on the home screen; a process of setting a game medium different from the game medium set as the first game medium as a second game medium by lottery; A process of displaying the second game medium on the home screen; To carry out the above. An information processing method, in which both the first game medium and the second game medium can be displayed on the home screen at the same time.
7. An information processing system comprising one or more computers, The computer includes: A process of displaying an operation object for executing game content on a home screen; a process of setting a game medium selected by a player from a plurality of game media as a first game medium; A process of displaying the first game medium on the home screen; a process of setting a game medium different from the game medium set as the first game medium as a second game medium by lottery; A process of displaying the second game medium on the home screen; To carry out the above. An information processing system in which both the first game medium and the second game medium can be displayed on the home screen at the same time.