Program, information processing system and information processing method
Patent Information
- Application Number
- JP2023067801
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-04-18
- Publication Date
- 2025-06-30
- Estimated Expiration
- 2042-03-25
AI Technical Summary
The inconvenience of viewing large amounts of profile information on social networking services (SNS) for player friend registration in games, leading to difficulty in finding suitable players for friend registration, is addressed.
A program and system that generates images displaying specific information about a player's characters, with varying levels of detail based on the type of information, allowing players to select appropriate images for sharing, while optionally hiding personal identification information.
Enhances the convenience of information exchange between players by promoting active and appropriate information sharing, while respecting privacy by hiding personal identification information.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, an information processing system, and an information processing method for a game in which the abilities of other characters are affected in the game progress using other characters based on specific information linked to the character owned by the player. [Background technology]
[0002] Conventionally, there has been a function that encourages players to register as friends by posting a profile image that summarizes the player's profile information, such as the player ID, on a social networking service (SNS) (see Non-Patent Document 1). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] "Guide to creating Deresute business cards! Twitter integration", [online], May 11, 2018, Deresute strategy summary, [Retrieved March 18, 2022], Internet<URL:https: / / deresute-kouryaku.com / card> Summary of the Invention [Problem to be solved by the invention]
[0004] However, if the amount of information disclosed in a profile picture becomes too large, it may become inconvenient for users to browse the profile picture, or it may be difficult to find a player suitable for friend registration.
[0005] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a program, an information processing system, and an information processing method that improve the convenience of information exchange between players. [Means for solving the problem]
[0006] (1) The present invention relates to a program for a game in which the abilities of other characters are affected in the progress of the game using other characters based on specific information linked to the character owned by the player, and the program causes a computer to function as a character selection receiving unit that receives a selection of a character to be featured from among the characters owned by the player, and an image generation unit that generates, based on the specific information linked to the character selected to be featured, a first image that simply displays the specific information and a second image that displays the specific information in detail.
[0007] (2) In the program of the present invention, the image generation unit may determine the specific information to be displayed in the second image according to a display priority order corresponding to the type of specific information linked to the character selected as the publication target.
[0008] (3) In the program of the present invention, the image generation unit may generate the first image and the second image so that the player's identification information is displayed in one of the first image and the second image and is not displayed in the other.
[0009] (4) The present invention relates to an information processing system for a game in which the abilities of other characters are affected in the progress of the game using other characters based on specific information linked to the character owned by the player, and the information processing system includes a character selection receiving unit that receives a selection of a character to be featured from among the characters owned by the player, and an image generation unit that generates, based on the specific information linked to the character selected to be featured, a first image that simply displays the specific information and a second image that displays the specific information in detail.
[0010] (5) The present invention relates to an information processing method for a game in which the abilities of other characters are affected in the progress of the game using other characters based on specific information linked to the character owned by the player, the information processing method including: a character selection receiving step for receiving a selection of a character to be featured from among the characters owned by the player; and an image generation step for generating, based on the specific information linked to the character selected to be featured, a first image that simply displays the specific information and a second image that displays the specific information in detail.
[0011] The program, information processing system, and information processing method of the present invention generate a first image that simply displays specific information linked to a character owned by a player selected as the subject of publication, and a second image that displays the specific information in detail, thereby giving players the freedom to select an image with an appropriate amount of information depending on the application, thereby improving the convenience of information exchange between players.
[0012] Furthermore, by determining the specific information to be displayed in the second image according to a display priority order corresponding to the type of specific information linked to the character selected for inclusion, it is possible to promote useful information exchange between players.
[0013] Furthermore, if the first image and the second image are generated so that the player's identification information is displayed in either the first image or the second image and not displayed in the other, consideration can be given to players who do not want their personal information to be identified, and active information exchange between players can be promoted. [Brief explanation of the drawings]
[0014] [Figure 1] FIG. 1 is a diagram illustrating an overall configuration of an information processing system. [Figure 2] FIG. 2 is a functional block diagram of a server related to a character development function among the functions realized by the information processing system. [Figure 3] 10 is a functional block diagram of a player terminal related to a character development function among functions realized by the information processing system. FIG. [Figure 4] 10 is a flowchart showing an example of processing related to a character development function. [Figure 5] FIG. 10 is a diagram showing an example of a character to be trained selection screen displayed on a player terminal. [Figure 6] FIG. 10 is a diagram showing an example of an inheritance character selection screen displayed on the player terminal. [Figure 7] FIG. 10 is a diagram showing an example of an inherited character list screen displayed on the player terminal. [Figure 8] FIG. 10 is a diagram showing an example of an inheritance character selection screen displayed on the player terminal. [Figure 9] FIG. 10 is a diagram showing an example of an inheritance character selection screen displayed on the player terminal. [Figure 10] FIG. 10 is a diagram showing an example of a support formation screen displayed on a player terminal. [Figure 11] FIG. 10 is a diagram showing an example of a final confirmation screen displayed on the player terminal. [Figure 12] FIG. 10 is a diagram showing an example of a training home screen displayed on the player terminal. [Figure 13] FIG. 10 is a diagram showing an example of a training screen displayed on a player terminal. [Figure 14] FIG. 10 is a diagram showing an example of a race list screen displayed on a player terminal. [Figure 15] FIG. 10 is a diagram showing an example of a training home screen displayed on the player terminal. [Figure 16] FIG. 10 is a diagram showing an example of a race list screen displayed on a player terminal. [Figure 17] FIG. 10 is a diagram showing an example of a goal achievement notification screen displayed on the player terminal. [Figure 18] FIG. 10 is a diagram showing an example of a target list screen displayed on a player terminal. [Figure 19] FIG. 10 is a diagram showing an example of a training goal completion screen displayed on the player terminal. [Figure 20] FIG. 10 is a diagram showing an example of a target list screen displayed on a player terminal. [Figure 21] FIG. 10 is a diagram showing an example of a profile screen displayed on a player terminal. [Figure 22] FIG. 10 is a diagram showing an example of a player business card screen displayed on a player terminal. [Figure 23] FIG. 10 is a diagram showing an example of a player business card screen displayed on a player terminal. [Figure 24] FIG. 10 is a diagram showing an example of a business card editing screen displayed on the player terminal. [Figure 25] FIG. 10 is a diagram showing an example of a business card editing screen displayed on the player terminal. [Figure 26] FIG. 10 is a diagram showing an example of a business card editing screen displayed on the player terminal. [Figure 27] FIG. 10 is a diagram showing an example of a business card editing screen displayed on the player terminal. [Figure 28] 10A and 10B are diagrams illustrating a method for determining factor information to be displayed on a player's business card. DETAILED DESCRIPTION OF THE INVENTION
[0015] The following describes an embodiment of the present invention. Note that the embodiment described below does not unduly limit the content of the invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.
[0016] 1. Information processing system configuration Fig. 1 is a diagram showing the overall configuration of an information processing system 10 of this embodiment. As shown in Fig. 1, in the information processing system 10, a server 20 and multiple player terminals 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, thereby constructing a so-called client-server communication system. Each of the multiple player terminals 40 communicates with the server 20 via the network 30 to send and receive various information. Each of the multiple player terminals 40 also communicates with the other player terminals 40 via the network 30 and the server 20 to send and receive various information.
[0017] The server 20 includes a control unit 21 consisting of a processor such as a CPU, a storage unit 22 consisting of a main storage device such as a ROM or RAM and an auxiliary storage device such as an HDD or SSD, and a communication unit 23 consisting of a communication module and a communication interface. In the server 20, the control unit 21 executes various processes in accordance with the programs stored in the storage unit 22. The server 20 also receives information from the player terminals 40 via the communication unit 23, and transmits information relating to the results of the processes executed by the control unit 21 to the player terminals 40.
[0018] The player terminal 40 may be a smartphone, tablet, personal computer, portable game console, or stationary game console installed in a store or at home. The player terminal 40 includes a control unit 41 consisting of a processor such as a CPU; a storage unit 42 consisting of a main storage device such as ROM or RAM and an auxiliary storage device such as flash memory, HDD, or SSD; an operation / input unit 43 consisting of a touch panel, keyboard, microphone, or the like; a display unit 44 consisting of a liquid crystal display, organic EL display, or the like; and a communication unit 45 consisting of a communication module or communication interface. The player terminal 40 also executes various processes according to the programs stored in the storage unit 42. The player terminal 40 also receives information from the server 20 via the communication unit 45 and transmits information to the server 20 or other player terminals 40.
[0019] The information processing system 10 of this embodiment has the function of providing, via the player terminal 40, a game in which a player raises a character based on a racehorse and enters the raised character in races to compete against other characters. In particular, the information processing system 10 of this embodiment has a character raising function for raising a character, a business card creation function for creating a player business card containing the player's profile information, a race competition function for watching a race between the raised character and other characters, a live viewing function for watching a live singing performance by a character, and a photo function for taking, saving, and viewing screenshots of the game screen. The following describes a case in which these functions are mainly implemented by the player terminal 40. However, the above-mentioned functions may be mainly implemented by the server 20, or may be implemented by sharing the functions between the server 20 and the player terminal 40.
[0020] FIG. 2 is a functional block diagram showing the main functions of the server 20.
[0021] The server 20 in the information processing system 10 has the function of managing players, characters, etc. using various types of identification information, the function of performing calculations necessary for the progress of the game in response to requests from the player terminals 20, and the function of transmitting the calculation results to the player terminals 40, and these functions are realized by the server data storage unit 50 and the game calculation unit 60 working together.
[0022] The server data storage unit 50 includes a player management database 51 and is mainly realized by the storage unit 22. In this embodiment, the player management database 51 stores a character list, an item list, a development target list, and the like, linked to a player ID assigned to each player.
[0023] The character list includes, for example, an individual character ID assigned to each trained character, a character type ID indicating the character's type, the character's status (rarity, evaluation points, course suitability, distance suitability, running style suitability, running style, speed, stamina, power, tenacity, intelligence, possessed skills, acquired titles), lock status (locked, unlocked), and the character's training history (training conditions, results of races entered during training).
[0024] In this embodiment, a "trained character" means a character that has been trained using a training function, which is one of the game functions realized by the information processing system 10 of this embodiment, and whose training has been completed and whose status has been determined.
[0025] In this embodiment, there are a "character individual ID" and a "character type ID", and the difference between them is as follows.
[0026] First, the "character individual ID" is an ID that is assigned when character training is completed using the training function and the trained character is registered in the character management database 51, and is used to identify each trained character linked to the player ID.
[0027] In addition, in this embodiment, the training function is designed so that the player can select the character to train from multiple types of characters, and the "character type ID" is an ID assigned to identify the type of character that has been trained.
[0028] The "locked state" indicates whether or not a trained character can be transferred (deleted from the character list). If the character is unlocked, it can be transferred, and if the character is locked, it cannot be transferred. Examples of situations in which a character can be locked include when the player selects an individual character from a list of trained characters, or when a trained character is registered to run in a race.
[0029] The training target list stores data in which information on either released or not released is associated with a character type ID. In this embodiment, characters associated with information on released in the training target list are characters that the player can select as a training target in the training function. In this embodiment, it is also possible to release new characters by using release items or by drawing lots to acquire characters, and the number of characters that can be selected as a training target varies depending on the player. Hereinafter, characters that can be selected as a training target in the training function may be referred to as released characters.
[0030] The item list includes data related to the items, enhancement points, and in-game currency owned by the player. In this embodiment, for example, the content and quantity of items owned, the quantity of enhancement points owned, the quantity of in-game currency owned, etc. are stored as an item list in the player management database 51.
[0031] In this embodiment, items are used, for example, to support character development or to change the starting conditions of a race, and can be obtained based on the results of a race or by consuming in-game currency.
[0032] Further, the strengthening points are used, for example, to strengthen support items, which are items that support character development, and the stronger the support items are, the more advantageous the character development environment can be.
[0033] Data stored in the player management database 51 also includes a friend list. In this embodiment, other players can be registered as friends, and characters and support items can be rented and used from other players registered as friends in the training function. To register a friend, a player inputs the player ID of another player on a friend registration screen displayed on the display unit 44 of the player terminal 40. If a player matching the player ID exists and is available for friend registration, the player taps a registration button on the friend registration screen, and the player ID of the other player to be registered is added to the friend list. There is an upper limit (e.g., 50) on the number of friends that can be registered per player, and there is also an upper limit (e.g., 100) on the number of friends that can be registered per player. Therefore, as long as neither limit has been reached, a new friend can be registered.
[0034] The game calculation unit 60 performs a process of performing calculations required for the progress of the game in response to a request from the player terminal 20, transmitting the calculation results to the player terminal 40, and a process of transmitting data required for the progress of the game to the player terminal 40 in response to a request from the player terminal 20, and is mainly realized by the control unit 41 and the communication unit 45. For example, when a request for training instructions is received from the player terminal 20 in the training function, the game calculation unit 60 calculates whether the training is successful or unsuccessful and transmits the calculation result to the player terminal 40. Also, for example, when a request for participation in a race is received in the training function, the game calculation unit 60 performs a simulation of a race run by multiple characters including a character to be trained and non-player characters (NPCs), and transmits the results of the running simulation to the player terminal 40.
[0035] FIG. 3 is a functional block diagram showing the main functions of the player terminal 40. As shown in FIG.
[0036] As shown in FIG. 3, the player terminal 40 in the information processing system 10 of this embodiment has a terminal data storage unit 70 and a game execution unit 80 working together to realize functions such as training, business card creation, racing, live viewing, and photo functions.
[0037] The terminal data storage unit 70 stores data used by the game execution unit 80 to perform various processes, and is mainly realized by the storage unit 42.
[0038] The terminal data storage unit 70 includes a player data storage unit 71, which stores data related to a character list, a development target list, an item list, a friend list, and the like, corresponding to a player ID. In this embodiment, when an application is started or ended, or in other necessary situations, a synchronization process is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20 regarding data linked to the player ID (such as the character list, development target list, item list, and friend list), and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, when the character list, development target list, item list, or friend list needs to be changed in conjunction with the execution of various game processes, the stored contents of the player data storage unit 71 are updated and the updated stored contents are backed up in the player management database 51 of the server 20, thereby synchronizing the stored contents of both. Data linked to player IDs, such as character lists, development target lists, item lists, and friend lists, may be downloaded from the player management database 51 to the player data storage unit 71 as needed, such as when the application is launched.
[0039] The terminal data storage unit 70 also includes a training progress data storage unit 72, which stores data (training progress data) necessary for the progress of the training function of characters that can be selected as training targets in the training function (characters with character type IDs associated with released information in the training target list). In this embodiment, training goals, game events, etc. are prepared for each character in relation to the training function, and training progress data including at least the setting contents of the training goals and the setting contents of the game events is stored in the training progress data storage unit 72 in association with the character type ID.
[0040] The terminal data storage unit 70 also includes a race control data storage unit 73, which stores data for controlling the character's movements and skill activation when watching a race in which a character participates in the training function or race competition function, as well as text data and audio data for the race commentary.
[0041] The terminal data storage unit 70 also includes a live control data storage unit 74, which stores music data relating to the live viewing function, character singing data, character movement data, and the like.
[0042] The terminal data storage unit 70 also includes a factor information database 75, which stores information such as factor names, factor levels, and factor types, linked to factor registration IDs. The factor information is information linked to a trained character when the character is trained using the training function. In this embodiment, when training a character using the training function, a factor inheritance event occurs as a game event for strengthening the status that affects the abilities of the character to be trained, such as increasing the acquired skill level or increasing performance parameters, based on the factor information linked to the trained character selected as the inheritance character.
[0043] There are four types of factor information: blue factors, red factors, inherent factors, and white factors. Each factor information has three levels, with higher factor levels providing more beneficial effects on stat enhancement. Factor types are further categorized into blue factors, red factors, inherent factors, and white factors. Blue factors are factor information named after performance parameters and affect them; the higher the factor level, the greater the increase in performance parameters. Red factors are factor information named after course suitability, distance suitability, or running style suitability. These factors affect course suitability, distance suitability, or running style suitability. The higher the factor level, the more likely these suitabilities are to be increased through factor inheritance events. Inheritance factors are factor information named after inherent skills and allow the inherited character to acquire their inherent skills. The higher the factor level, the easier it is to increase the level of these skills. The skill acquisition level affects the number of skill points consumed when acquiring a skill; the higher the acquisition level, the fewer skill points consumed. White factors are factor information that do not belong to any of the blue factors, red factors, or inherent factors, and include skill factors, race factors, and scenario factors. Skill factors are factor information named after the skill, making it easier to increase the acquisition level of normal skills (skills other than inherent skills), and exist for each type of skill. Race factors are factor information named after races or racetracks, making it easier to increase at least one of the performance parameters and the acquisition level of normal skills, and their effects vary depending on the type of race or racetrack. Scenario factors are factor information named after the training scenario, and are factor information related to the training scenario in which the character was trained. When a scenario factor is inherited in a factor inheritance event, multiple performance parameters can be significantly increased, and the performance parameters that increase vary depending on the type of scenario factor. Furthermore, in the factor types mentioned above, factor information is classified into six types: blue factors, red factors, inherent factors, skill factors, race factors, and scenario factors.
[0044] The terminal data storage unit 70 also includes an image data storage unit 76, which stores screenshot images taken by the photo function. In this embodiment, not only can the screenshot images stored in the image data storage unit 74 be viewed in the photo function, but the screenshot images can also be used in the business card creation function.
[0045] The game execution unit 80 performs processes such as starting a game when a game start condition is satisfied, executing a selected game mode from a plurality of game modes, progressing the game, generating an event when an event occurrence condition is satisfied, calculating a game result, ending the game when a game end condition is satisfied, requesting calculations from the server 20, obtaining calculation results and necessary data from the server 20, and transmitting calculation results and data of the player terminal 40 to the server 20, and is realized mainly by the control unit 41 and the communication unit 45. In this embodiment, the game execution unit 80 includes a training function providing unit 81, a business card creation function providing unit 82, a race competition function providing unit 85, a live viewing function providing unit 86, and a photo function providing unit 87.
[0046] The development function providing unit 81 performs processing to provide a development function for developing a character. In this embodiment, it accepts input related to character development and displays the results of calculations performed in response to the input.
[0047] In this embodiment, when training a character using the training function, the player is required to select an action that will consume a turn for each turn. Actions that will consume a turn include training, entering a race, going out, and visiting the nurse's office. The training function providing unit 81 accepts the selection of an action that will consume a turn via a training home screen displayed on the display unit 44, and requests the server 20 to calculate the result of the selected action. Upon receiving the request, the server 20 calculates the result of the selected action and transmits the calculation result to the player terminal 40, and the training function providing unit 81 causes the display unit 44 to display a display screen corresponding to the calculation result received from the server 20.
[0048] In this embodiment, a training goal is set according to the type of character to be trained, and a training goal may include a required action that must be selected in a specific turn. For example, a training goal may involve participating in a specific race or achieving a specific finishing position in a specific race. In this case, in a turn in which a specific race associated with the training goal is set, participating in the race is a required action, and actions that consume turns other than participating in the race cannot be selected. In this way, the training function providing unit 81 performs control to restrict the selection of actions other than the required action in a turn in which the selection of a required action is accepted.
[0049] The business card creation function providing unit 82 performs processing to provide a business card creation function for creating a business card image that includes the player's profile information.
[0050] In this embodiment, the business card creation function can be used to create a player business card consisting of a front image and a back image. Of the front and back images, the back image is not necessarily created, but is created only if creation of the back image is permitted in the option settings. The business card creation function providing unit 82 includes a character selection receiving unit 83 and an image generating unit 84.
[0051] The character selection receiving unit 83 performs processing to receive a selection of a trained character to be the subject of display of a business card image from among the trained characters owned by the player. In this embodiment, a representative character can be set from among the trained characters owned by the player through a profile screen displayed on the display unit 44, and the representative character becomes the subject of display of a business card image. The character selection receiving unit 83 receives a selection of a representative character through a business card editing screen displayed on the display unit 44, and makes it possible to change the representative character. In other words, the representative character set through the profile screen becomes the default subject of display on the business card editing screen, and if the representative character is changed through the business card editing screen, the change to the representative character is also reflected on the profile screen.
[0052] The image generation unit 84 performs processing to generate a front image that simply displays the factor information linked to the trained character selected for publication, and a back image that displays the factor information in detail, based on the factor information linked to the trained character selected for publication. In this embodiment, the front image displays factor information for the representative character's red factor, blue factor, and inherent factor, and the back image displays factor information for the representative character and two inherited characters' red factor, blue factor, inherent factor, and white factor.
[0053] The image generation unit 84 also performs a process of determining the factor information to be displayed on the back image according to a display priority corresponding to the type of factor information linked to the trained character selected as the display target. In this embodiment, five levels of display priority are set overall, in the order of red factor > blue factor > inherent factor > white factor (scenario factor) > white factor (other than scenario factor). For white factors other than scenario factors (racetrack factors and skill factors), two levels of display priority are set, in the order of factor level > factor registration ID. For the back image, an upper limit is set on the number of factor information items that can be displayed per character, and if more than the upper limit is linked to the number of factor information items, the factor information to be displayed on the back image is determined from the highest display priority so as not to exceed the upper limit.
[0054] The image generation unit 84 also generates the front and back images so that the player ID is displayed on the front image and not displayed on the back image. It is also possible to display the player ID on the back image without displaying the player ID on the front image. That is, the image generation unit 84 can generate the front and back images so that the player ID is displayed on either one of the front and back images and not displayed on the other. However, the player ID may also be displayed on both the front and back images.
[0055] The race competition function providing unit 85 performs processing to provide a race competition function that allows a player's trained character to compete in a race against other players' trained characters or non-player characters (NPCs).
[0056] In this embodiment, when a player becomes the organizer of a race, the number of characters that can be registered to run can be set between 9 and 18, and up to three characters that have been trained can be registered to run, with the remaining slots being filled with characters that have been trained by other players or non-player characters (NPCs), allowing the registered characters to race against each other. Also, if there are vacant slots for registered characters in a race organized by another player, up to three trained characters can be registered to run, and the registered characters can race against each other in the same way as if the player were the organizer.
[0057] When the race organizer permits a player terminal 40 to participate in the race, a racing simulation is executed on the server 20, and the race competition function providing unit 85 enables the player terminal 40 to request the results of the racing simulation from the server 20. Upon receiving the results of the racing simulation from the server 20, the race competition function providing unit 85 on the player terminal 40 generates race footage based on the results of the racing simulation using various data stored in the race control data storage unit 73, and displays the generated race footage on the display unit 44, allowing the player to watch the race.
[0058] The live performance viewing function providing unit 86 performs processing to provide a live performance viewing function that allows the player to view a live singing performance by characters that can be selected as training targets in the training function or non-player characters (NPCs).
[0059] In this embodiment, the live viewing function allows the player to select characters to participate in the live performance and watch the singing live performance with the member composition selected by the player. The song for the singing live performance can be selected from multiple songs, and the live viewing function providing unit 86 generates live video based on data corresponding to the selected song stored in the live control data storage unit 74, and displays the generated live video on the display unit 44, allowing the player to watch the singing live performance.
[0060] The photo function providing unit 87 performs processing to provide a photo function for taking, saving, and viewing screenshot images of the game screen.
[0061] In this embodiment, a screenshot image can be taken using the photo function while watching race footage in the race competition function and while watching live footage in the live viewing function. The photo function can be switched on / off in the input interface settings. When the photo function is on, a photo button is displayed on the display screen of the race footage or live footage. When the player taps the photo button at any time, the race footage or live footage is paused and a screenshot image is taken. When the player confirms that they want to save the screenshot image, the screenshot image is saved in the image data storage unit 76. The photo function also allows a list of screenshot images to be displayed, allowing any screenshot image to be viewed. The screenshot images stored in the image data storage unit 76 can also be used to create a player business card using the business card creation function.
[0062] 2. Control method of this embodiment The control method of this embodiment will be described below by taking as an example a case where the game program of this embodiment is applied to a game application of a player terminal 40 provided as a smartphone.
[0063] The game program of this embodiment is configured to provide multiple types of game functions. In the training function, which is the main game function, a character to be trained is selected from multiple types of characters, and the character's status changes as the game progresses. When a predetermined end condition is met, the character's status is finalized and training ends. This trained character can race against characters trained by other players in a racing function, which is another game function. In this embodiment, the number of characters that have been trained (the number that can be registered in the character list) is predetermined, and when the upper limit of the number of characters that can be registered (e.g., 240) is reached, new characters cannot be trained using the training function. Therefore, it is necessary to delete trained characters from the character list to free up space.
[0064] In the information processing system 10 to which the game program of this embodiment is applied, the training function is designed to allow players who are registered as friends to rent trained characters and support items and use them to train their characters. To encourage players to register as friends, there is also a business card creation function, and players can exchange information with each other by posting business card images created with the business card creation function on a social networking service (SNS).
[0065] Before explaining the business card creation function, we will explain the character development function.
[0066] In the training function, the player can select one character from multiple types of characters to train. Each of the multiple types of characters that can be selected for training has its own initial status. Furthermore, characters to be trained acquire unique skills (unique skills) according to their type from the start of training, and the conditions for activating and the effects of activating these skills are different for each type of character. Furthermore, the growth correction rates for parameters such as speed, stamina, power, tenacity, and intelligence are set according to the character, and parameters that are easy to increase are set for each type of character.
[0067] Once you select a character to train and begin character training, you can train them by giving training instructions each turn, up to a maximum of 75 turns in total. Specifically, by giving training instructions associated with performance parameters such as speed, stamina, power, tenacity, and intelligence, the performance parameters will change and skill points will be acquired depending on the training results. You can also spend one turn by ordering a race, which will change the performance parameters and earn skill points depending on the race results. Furthermore, if the conditions for an event are met during training, an event will occur, increasing the number of skills that can be acquired and causing changes to the performance parameters. The aforementioned skill points are used to allow the character to acquire skills, and skills can be acquired by spending the skill points you have from a list of available skills.
[0068] Furthermore, in character development, multiple development goals are set for each character depending on the type of character being developed. Development goals include participating in a target race, finishing within a specified position in the target race, and gaining a specified number of fans by a specified turn. In this embodiment, when a character being developed enters a race, the character can gain a number of fans according to its finishing position, and race entry conditions are set according to the number of fans depending on the race.
[0069] In this embodiment, multiple training goals are set for each character up to turn 72, and the final race is from turn 73 to turn 75. The final race takes place over three turns: a qualifying race, a semi-final race, and a final race, and training instructions can be given before each race begins.
[0070] In this embodiment, when a character is trained with a goal of finishing within a specified position in a target race, a continue function is provided as a rescue function for when the player does not achieve the specified position. This continue function provides the player with an opportunity to retry the target race, and the player can retry the target race by using up a pre-allocated number of continues. In this embodiment, the number of continues is three times for the training of one character.
[0071] In the training game function, when any one of a plurality of predetermined termination conditions is met, the state transitions to a training termination confirmation state.
[0072] First, if you reach the final race, that is, if you reach the 75th turn, your training will end with the end of the final race. If you finish second or lower in the final race, you can try again if you have any continues remaining, but if you finish second or lower in the final race after using up all your continues, your training will end at that point. It is up to the player to decide whether or not to use the continue function, and if you choose not to use the continue function, your training will end at that point.
[0073] Furthermore, if the character's training goal is not achieved within the first 72 turns, training will also end.
[0074] For example, if the goal is to acquire a certain number of fans, the training will end if the number of fans set in the training goal is not reached in the turn set. In this case, the continue function cannot be used, so the training will end if the number of fans has not reached the specified number at the time of the turn to be judged.
[0075] For example, if the training goal is to enter a target race, the training goal will be achieved as long as the horse can enter the target race, regardless of the horse's finishing position in that race.However, each race requires the horse to have acquired the number of fans that meets the entry conditions set for that race, and if the horse has not acquired the number of fans that meets the entry conditions for that race on the turn of the target race, the horse will not be able to enter the target race and training will end.
[0076] For example, if the training goal is to finish within a specified position in a target race, and the conditions for entering the target race are not met, training will end at that point, and if the horse does not finish within the specified position even after entering the target race and there are no more continues remaining, training will also end. As mentioned above, the use of the continue function is at the player's discretion, and if the player chooses not to use the continue function even if there are remaining continues, the training goal will not be achieved and training will end.
[0077] If you have progressed past the 73rd turn, you can advance to the next turn by finishing first in the qualifying race for the final race and the semi-final race, but if you finish second or lower and have no more continues, your training will end. In this case, if the player chooses not to use the continue function, your training will end at that point.
[0078] In this embodiment, when the training termination condition is met, the system transitions to a training termination confirmation state. This training termination confirmation state provides a final opportunity to acquire skills before the status is finalized, and the player can acquire skills by consuming the skill points they currently possess. In addition, the training termination confirmation state provides an input interface for inputting confirmation that training has been completed. When the player inputs confirmation that training has been completed, the status of the character being trained is finalized, and information about that character is registered as a trained character in the character list of the player data storage unit 71 and the character list of the player management database 51.
[0079] Once the character's status is confirmed after the completion of training, a reward is provided according to the training results. In this embodiment, the reward provided may be in-game currency, strengthening points, or the like, according to the total number of fans acquired by the end of training.
[0080] The game progress of the character training function will be described in more detail below with reference to FIG.
[0081] First, before starting character training, a selection of a training scenario is accepted (step S100). In this embodiment, multiple types of training scenarios are prepared, and the mechanisms for increasing performance parameters and acquiring skills differ depending on the selected training scenario. The training scenario to be selected can be switched by swiping, and when an input to decide the training scenario is made (for example, a tap input on the confirm button), a selection of a character to be trained in the selected training scenario is accepted (step S101).
[0082] In this embodiment, as shown in FIG. 5, a character icon 301 for identifying a character can be tapped on the character selection screen to select a character to be trained. Information on characters selectable as characters to be trained (trainable characters) is managed in a training target list in the player data storage unit 71, and the character type ID of the trainable character is acquired from the training target list to display the character selection screen. On the character selection screen, initial status information for the selected character can be confirmed. In this embodiment, the initial status information that can be confirmed on the character selection screen includes performance parameters (speed, stamina, power, tenacity, intelligence), course suitability (turf, dirt), distance suitability (short distance, mile, middle distance, long distance), and running style suitability (breaker, leading, overtaking, chasing).
[0083] When the character icon 301 of the character to be trained is selected on the training character selection screen shown in Figure 5 and a tap is made on the progress button 302, the display screen transitions to the inheritance character selection screen as shown in Figure 6, and the selection of the inheritance character is accepted (step S102).
[0084] In this embodiment, the player can select two characters that have been previously trained as inherited characters when training a new character, and the status of the character to be trained can be reinforced based on the factor information (information acquired by the inherited characters during their training) linked to the two selected inherited characters.
[0085] In this embodiment, the status of the character to be trained is reinforced based on factor information at the start of training and in a factor inheritance event that occurs a predetermined turn after training has started. When a factor inheritance event occurs while training a character in the training function, an event result request is sent from the player terminal 40 to the server 20. Upon receiving the event result request, the server 20 executes a factor inheritance lottery based on the factor information associated with the two inherited characters and transmits the lottery results to the player terminal 40. Upon receiving the lottery results, the player terminal 40 reinforces the status of the character to be trained, such as by increasing performance parameters and increasing the acquired skill level, based on the lottery results, and also executes display processing that notifies the player of the results of the status reinforcement by the factor inheritance event.
[0086] When selecting an inheritance character, a list of selectable inheritance characters is displayed by tapping either inheritance slot 303 or inheritance slot 304, which are provided for two characters. When a tap input is made on inheritance slot 303 (or inheritance slot 304) on the inheritance character selection screen shown in FIG. 6, the character list in player data storage unit 71 is referenced, and a list of characters that have been trained (inheritance character list) is referenced, and an inheritance character list screen is generated and displayed as shown in FIG. 7. On the inheritance character list screen, a character can be selected by tapping character icon 306, and when a tap input is made on progress button 309 while any of the inheritance characters is selected, the screen returns to the inheritance character selection screen as shown in FIG. 8.
[0087] In addition, the inherited character can be selected not only from a character trained by the player himself, but also from a character trained by another character registered as a friend of the player. In this embodiment, a character trained by another character can be rented up to three times per day. The inherited character list screen shown in FIG. 7 has a trained character tab 307 and a rental tab 308. When the rental tab 308 is tapped, a rental character acquisition request is sent to the server 20. Upon receiving the rental character acquisition request, the server 20 references the friend registration information (profile information of other players registered as friends) associated with the player ID of the sender of the rental character acquisition request and transmits to the player terminal 40 a list of rental characters (rental character list) set in the profile information of other players registered as friends. The player terminal 40 then generates and displays an inherited character list screen based on the received rental character list.
[0088] In addition, in order to start cultivating characters, it is necessary to select two inherited characters without fail. As shown in FIG. 8, when only one inherited character is selected, the progress button 305 is grayed out and the preparation for starting character cultivation cannot be advanced.
[0089] As shown in FIG. 9, when two inherited characters are selected on the inherited character selection screen and a tap input is made on the progress button 305, as shown in FIG. 10, the display screen transitions to the support formation screen and accepts the selection of support items (step S103).
[0090] In this embodiment, there are support items modeled after cards as items for supporting character cultivation. By using support items, it is possible to obtain an effect of increasing performance parameters and increase the types of skills that can be acquired. When cultivating a character, it is necessary to compile six support items. Among the six support items, five are selected from the support items owned by the player himself / herself, and the remaining one is a rental specification of the support items owned by another player as a friend frame.
[0091] Support items are classified into six categories according to their performance: speed, stamina, power, determination, wisdom, and friend. For speed, stamina, power, determination, and wisdom, as the name implies, they exert an effect of increasing parameters during training corresponding to the performance parameters of the character. For friend, it exerts an effect of recovering physical strength and motivation. The category of support items can be identified by category icons, and the player selects the six support items to be used in this cultivation relying on the category icons. In addition, support items have three levels of rarity: rare (R), super rare (SR), and special super rare (SSR). In this embodiment, the rarity increases in the order of R < SR < SSR, and basically, the higher the rarity, the higher the support effect.
[0092] As shown in FIG. 10 , the support organization screen has five player support slots 310-314 and one friend support slot 315. When a tap input is performed on any of the player support slots 310-314, the item list in the player data storage unit 71 is referenced to acquire a list of support items (player support list). Then, based on the acquired player support list, a screen displaying a list of support items possessed by the player is generated and a selection of a support item is accepted. When a tap input is performed on the friend support slot 315, a friend support acquisition request is sent to the server 20. Upon receiving the friend support acquisition request, the server 20 references the friend registration information linked to the player ID of the sender of the friend support acquisition request and transmits to the player terminal 40 a list of support items (friend support list) that other players registered as friends have set in their profile information. Based on the received friend support list, the player terminal 40 generates a screen displaying a list of support items that can be set in the friend support slot 315 and accepts a selection of a support item.
[0093] As shown in Fig. 10, when six support items are organized on the support organization screen, if a tap input is made on the training start button 316, the display screen transitions to a final confirmation screen as shown in Fig. 11, and the player's input to confirm the start of training is accepted (step S104). The final confirmation screen displays the organization details of the character to be trained, the inherited character, and the support items selected by the player.
[0094] Then, when a tap input is made on the training start button 317 on the final confirmation screen, a training progress process for training the character is performed (step S105). In this embodiment, when a tap input is made on the training start button 317 on the final confirmation screen in the preparation stage for starting training, the character to be trained is set as the default character. This setting of the default character is intended to make the default character the initially selected character on the training target selection screen the next time training is performed, and is highly convenient for players who repeatedly train the same character.
[0095] FIG. 12 shows an example of a character training home screen, which is a type of display screen during character training.
[0096] In the character training function of this embodiment, the screen basically transitions from the training home screen to a screen for giving instructions for various actions such as training. The training home screen displays an animated image of the character to be trained, and also has a status display field 401 that displays the current character status (speed, stamina, power, tenacity, intelligence, skill points).
[0097] The training home screen also displays a stamina gauge 402 and a motivation icon 403. The stamina gauge 402 is a gauge that indicates stamina, a parameter that affects the failure rate of training, and fluctuates depending on training during training, race participation, game events that occur during training, etc. As stamina decreases, the character becomes more likely to fail training and their motivation decreases. The motivation icon 403 indicates motivation, a parameter that indicates the state of the character being trained. In this embodiment, there are five settings: extremely poor, poor, normal, good, and excellent. This motivation parameter affects training effectiveness and performance parameters at the time of race entry. When the character is in poor or poor form, a downward correction is applied to the training effectiveness and performance parameters at the time of race entry compared to normal, and when the character is in good or excellent form, a upward correction is applied to the training effectiveness and performance parameters at the time of race entry compared to normal.
[0098] The training home screen also has buttons for selecting various actions, such as training: a rest button 404, a training button 405, a skill button 406, a nurse's office button 407, a trip button 408, and a race button 409. In this embodiment, as a rule, one instruction for one type of action can be given per turn (specifically, one of the following: rest, training, nurse's office, trip, or race). When the action corresponding to the instruction given in the current turn is completed, the current turn is consumed, and the game moves on to the next turn. Note that in this embodiment, as an exception, skill acquisition does not consume a turn. In this embodiment, the training function has five types of actions that consume one turn, as described above: rest, training, nurse's office, trip, and race. These may be referred to as turn-consuming actions as needed.
[0099] Rest button 404 is a button for issuing a rest instruction to restore stamina, and when rest button 404 is tapped, a rest confirmation dialog box is displayed to confirm the rest instruction. Subsequently, when the enter button in the rest confirmation dialog box is tapped, a rest result request is sent to server 20. Upon receiving the rest result request, server 20 performs calculations regarding the amount of restored stamina and whether or not a game event has occurred, and sends a rest result response including the calculation results to player terminal 40. Upon receiving the rest result response, player terminal 40 displays an animation that restores stamina gauge 402 based on the calculation results included in the rest result response, and, if a game event has occurred, executes processing related to the game event.
[0100] The training button 405 is a button for issuing training instructions to vary the performance parameters of a character, and when a tap input is made on the training button 405, the display screen transitions to a training screen as shown in FIG.
[0101] On the training screen, the area where the various buttons were arranged on the training home screen is now arranged with a speed button 410, a stamina button 411, a power button 412, a guts button 413, and an intelligence button 414. In this embodiment, for the sake of convenience, the buttons for issuing instructions for each training may be collectively referred to as training buttons.
[0102] On the training screen, training instructions are given by tapping on the selected training button, and the selected training button can be changed by tapping on a training button different from the selected training button.
[0103] The training screen displays the degree to which each performance parameter will increase and the amount of skill points that can be earned by issuing a training command using a selected training button. In the example shown in FIG. 13, when the speed button 410 is selected and speed training is instructed, it can be seen that speed increases by 10, power increases by 4, and 3 skill points can be earned. In this embodiment, speed training increases speed and power, stamina training increases stamina and perseverance, power training increases power and stamina, perseverance training increases perseverance, power, and speed, and intelligence training increases intelligence and speed. Skill points can be earned regardless of the type of training.
[0104] In this embodiment, the support items organized before the start of training are randomly associated with training items by lottery by the server 20 each turn, and for training items to which support items are associated, the effect of the support items will increase the amount of increase in performance parameters and the amount of skill points acquired when training is performed.
[0105] When training is performed, stamina is consumed. The amount of stamina consumed by training can be seen in advance from the stamina gauge 402 on the training screen. Stamina is a parameter that affects the failure rate in training, and as stamina decreases, the failure rate tends to increase. In this embodiment, when a training instruction is given, the server 20 conducts a lottery based on the failure rate to determine whether the training has failed. If the training is not a failure (if the training is successful), the performance parameter corresponding to the training instruction increases, and if the training is a failure, the performance parameter does not increase and stamina is consumed.
[0106] When a tap input is made on a selected training button on the training screen, a training result request is sent to server 20, and server 20, which has received the training result request, performs calculations regarding the training results and whether or not a game event has occurred, and sends a training result response including the calculation results to player terminal 40. Player terminal 40, which has received the training result response, performs display processing regarding the training result (display regarding the success / failure of training and display that varies performance parameters) based on the calculation results included in the training result response, and, if a game event has occurred, executes processing related to the game event.
[0107] The skill button 406 is a button for causing the character to acquire a skill, and when a tap input is made on the skill button 406, a skill acquisition screen showing a list of skills that the character can acquire at that time is displayed. When a skill is selected on the skill acquisition screen and a tap input is made on the acquire button, a skill acquisition request is sent to the server 20, and the server 20 that receives the skill acquisition request registers the skill specified in the skill acquisition request as an acquired skill in the status information of the character being trained, and sends a skill acquisition completion response to the player terminal 40. When the player terminal 40 receives the skill acquisition completion response, it displays a message that skill acquisition has been completed, and executes processing to display the acquired skill on the skill acquisition screen as an acquired skill.
[0108] The infirmary button 407 is a button used to eliminate a bad status given to a character being developed, and input is accepted only when a bad status has been given as a result of a game event during development. In this embodiment, a bad status such as lack of sleep may be given due to the occurrence of a game event. When a bad status is given, game events that are unfavorable to development, such as a decrease in stamina or a decrease in motivation, are more likely to occur. If a bad status has not been given to the character being developed, the infirmary button 407 is displayed grayed out. If a bad status has been given to the character being developed, the infirmary button 407 is displayed normally and accepts tap input. When an instruction to eliminate a bad status is given using the infirmary button 407, a request for the infirmary result is sent to the server 20. Upon receiving the request, the server 20 conducts a lottery to determine whether the bad status has been eliminated, and sends a response for the infirmary result including the determination to the player terminal 40. When the bad status is resolved, the player terminal 40 that has received the nurse's office result response notifies the player that the bad status has been resolved, and performs processing to erase the bad status from the character's status display.
[0109] The go out button 408 is a button used to increase the motivation of a character being trained, and when the go out button 408 is tapped, an go out confirmation dialog box is displayed to confirm that the character is to go out. Subsequently, when the enter button in the go out confirmation dialog box is tapped, an go out result request is sent to the server 20, and the server 20, having received the go out result request, conducts a lottery regarding a motivation increase event and transmits an go out result response including information about the motivation increase event determined by the lottery to the player terminal 40. The player terminal 40, having received the go out result response, executes processing related to the motivation increase event based on the information included in the go out result response.
[0110] The race button 409 is a button used to enter a character being trained in a race, and when a tap is made on the race button 409, the display screen transitions to a race list screen showing a list of races being held in the current turn, as shown in Figure 14.
[0111] On the race list screen, a user can select a race in which to enter a character being trained by tapping on a race selection box 415. The selected race can be identified by the presence or absence of a selection mark 416, and race condition information for the selected race, such as the season (spring, summer, fall, winter), weather (sunny, cloudy, rainy, snowy), course condition (good, slightly heavy, heavy, poor), number of characters participating, and the turn in which the race is held, is displayed in a race condition display area 417. When the selected race is changed, the content displayed in the race condition display area 417 also changes to match the selected race. Furthermore, entry conditions for each race are set based on the number of fans the character being trained has acquired, and for races in which the character being trained does not meet the entry conditions, the race selection box 415 is grayed out and the character cannot be entered.
[0112] In addition, in this embodiment, a target race may be set as a training goal, and the display mode of the training home screen changes in a turn in which a target race is set, and only the skill button 406 and the race button 409 are displayed as buttons for selecting actions, as shown in Fig. 15. In other words, in a turn in which a target race is set, the only action that can be taken in a turn is to enter the race.
[0113] 16 is a diagram showing an example of a race list screen in a turn where a target race has been set. When a target race has been set as a training goal, the race list screen is controlled so that only the target race can be selected. In this embodiment, on the race list screen that includes a target race, the race selection box 415 for the target race is marked with a target badge 416, making it possible to identify it as a target race, and the race selection box 415 for races other than the target race is grayed out and the race cannot be entered.
[0114] When the selection box 415 for the race to be entered is selected on the race list screen and the enter button 418 is tapped, a request to enter is sent to the server 20. Upon receiving the request to enter, the server 20 performs a running simulation for the race to be entered, involving the character being trained and an NPC (non-player character), and sends a race result response including the results of the running simulation to the player terminal 40. Upon receiving the race result response, the player terminal 40 executes display processing that allows the player to watch the race based on the results of the running simulation.
[0115] In this embodiment, when a character being trained is entered in a race, the performance parameters are adjusted according to the level of motivation at the turn the character is instructed to enter the race; if the character's motivation is extremely low or poor, the performance parameters are adjusted downward compared to when the character's motivation is normal, and if the character's motivation is good or at its best, the performance parameters are adjusted upward compared to when the character's motivation is normal.
[0116] In a turn in which a development goal is set in character development, a determination is made as to whether the development goal has been achieved, and if the development goal has been achieved, a goal achievement notification screen is displayed as shown in FIG. 17. In the example shown in FIG. 17, the development goal is to finish in the top five in the target race, the "CCC Award," and if the character being developed is able to finish in the top five in the "CCC Award," the goal achievement notification screen is displayed after displaying the results of the target race. The goal achievement notification screen has a progress button 420, and when the progress button 420 is tapped, the display screen transitions to a goal list screen as shown in FIG. 18.
[0117] On the goal list screen, a list of the training goals set for the character being trained is displayed in the order of turn progression. In the example shown in FIG. 18, six training goals have been set for the character being trained, and a clear mark 421 indicating that the training goal has been achieved is given for each of the training goals up to the third training goal, "Finish within the top five in the CCC Awards." A progress button 422 is provided on the goal list screen, and tapping the progress button 422 advances to the next turn and returns to the training home screen.
[0118] In this embodiment, each development goal is set for the period up to turn 72, and the number and content of development goals are set individually depending on the type of character. When all development goals for a character being developed are achieved, the character can advance to the final race from turn 73 onwards.
[0119] For example, when the last training goal set for the character being trained is achieved, a training goal completion screen is displayed as shown in FIG. 19. The training goal completion screen is provided with a progress button 423, and when a tap input is made on the progress button 423, a goal list screen is displayed as shown in FIG. 20. On the goal list screen shown in FIG. 20, clear marks 421 are added to all six training goals set for the character being trained, allowing the user to understand that all training goals have been achieved. Then, when a tap input is made on the close button 424 on the goal list screen, the screen proceeds to the next turn and returns to the training home screen.
[0120] If all character development goals are achieved, from turn 73 onward, the character will first compete in a qualifying race. If the character comes first in the qualifying race, they will compete in the semifinal race. If the character comes first in the semifinal race, they will compete in the final race. If the character comes first in the final race, they will win the final race and their development will end. Training instructions can also be given before the start of each of the qualifying, semifinal, and final races. The final race from turn 73 onward is an extra turn in which no development goals are set. If the character comes in anything other than first place in the qualifying or semifinal races, they can try again using the continue function, but if they run out of continues, their development will end. As mentioned earlier, use of the continue function is at the player's discretion. Therefore, if the player chooses not to use the continue function even when it is available, they will lose the final race and their development will end.
[0121] Furthermore, if the development goal set for the character being developed is not achieved, development ends at that point. In particular, in this embodiment, if the development goal is to achieve a result within a predetermined finishing position in the target race, it is possible to try again by using the continue function even if the development goal is not achieved within the predetermined finishing position in the target race, but if the development goal is to gain a predetermined number of fans by a predetermined turn or to run in the target race, it is not possible to use the continue function if the development goal is not achieved, and development ends at the time the development goal judgment turn is reached.
[0122] Then, when the training termination condition is met in the training progress processing (Y in step S106), a termination confirmation process is performed (step S107). In the termination confirmation process, a termination confirmation screen is displayed on which the status of the character being trained can be confirmed. The termination confirmation screen is provided with a skill acquisition button and a training termination button, and when a tap input is made on the skill acquisition button, a list of skills that can be acquired is displayed and skills can be acquired within the range of the skill points owned, and when a tap input is made on the training termination button, the training termination process is performed (step S108).
[0123] First, in the training end process, the trained character is registered. The registration of the trained character is completed by calculating the evaluation points and determining the factor information to confirm the character's status, linking it to the character's individual ID, and saving the status in the character list in the player data storage unit 71. The evaluation points are calculated based on the character's performance parameters and acquired skills, and the factor information is determined by lottery.
[0124] In particular, factor information is determined by referring to the character's training details (such as race participation history) and the status at the time of training completion (such as performance parameters and acquired skills). Of the factor information, blue factors and red factors are always assigned, and inherent factors are assigned when the character being trained has a talent development level (levels 1 to 5) of a predetermined level or higher (level 3 or higher). Of the factor information, skill factors are determined by referring to acquired skills, race factors are determined by referring to races entered and won during training, and scenario factors are determined by referring to the training scenario selected prior to the start of training. When factor information is assigned, the factor level of the factor information that is determined to be assigned is also determined by lottery. In this embodiment, the factor level is randomly set to one of three levels, from level 1 to level 3.
[0125] In addition, in the training end process, a reward is provided for the training results. In this embodiment, the reward is provided by adding the item to the item list in the player data storage unit 71, and the reward is determined as in-game currency and support points according to the number of fans acquired during training, and the more fans the player has, the more in-game currency and support points the player can obtain.
[0126] In addition, in the training end process, a training end request is sent to the server 20, and upon receiving the training end request, the server 20 registers the trained character in the character list of the player management database 51 and adds a reward for the training results to the item list of the player management database 51.
[0127] In this embodiment, since a character is trained using a previously trained character as a successor character to reinforce the status of the character being trained, the success of the character training depends greatly on which trained character is used as the successor character during the preparation stage of the training. However, at the stage of determining the successor character in the training function, the player may not necessarily have a trained character that can reinforce the desired status. For this reason, in this embodiment, a representative character set by another player who is registered as a friend can be selected as the successor character.
[0128] In this embodiment, in order to promote information exchange between players, including for friend registration purposes, a business card creation function is provided that enables creation of a player business card that lists the player's profile information.
[0129] FIG. 21 is a diagram showing an example of a profile screen. The profile screen displays the player's name, gender, birthday, title, team rank, player ID, club affiliation, progress, comments, representative character (representative character), training support items (training support), profile character, and the like. The player can arbitrarily edit the predetermined items displayed on the profile screen. The display content of each item of the player's name, gender, birthday, title, and comment can be changed by tapping the edit buttons 501, 502, 503, 504, and 505 provided to the right of each item.
[0130] The profile screen also has an ID copy button 506, and when the ID copy button 506 is tapped, the text information of the player ID is copied to the clipboard of the player terminal 40, and the player ID can be entered by performing a paste operation in another application.
[0131] Additionally, the profile screen has detail buttons 507 and 508 to the right of each of the items for belonging circle and progress status, and by tapping each detail button, you can check the details of belonging circle and progress status.
[0132] In this embodiment, the representative character (representative character), training support item (training support), and profile character can be set through the profile screen. For example, by tapping on change button 509, the screen transitions to a list of characters that have been trained, where any one of them can be selected and set as the representative character. Also, for example, by tapping on change button 510, the screen transitions to a list of support items that the player has, where any one of them can be selected and set as the training support item. Also, for example, by tapping on change button 511, the screen transitions to a list of characters that have been released, where any one of them can be selected and set as the profile character.
[0133] In this embodiment, a business card creation button 512 is provided on the profile screen, and when a tap input is made on the business card creation button 512, the display screen transitions to the player business card screen.
[0134] 22 and 23 are diagrams showing examples of the player business card screen.
[0135] In this embodiment, it is possible to create a player business card with only a front image as shown in Fig. 22, or a player business card consisting of a front image and a back image as shown in Fig. 23. The player can set whether or not to create a back image on the business card editing screen, which will be described later.
[0136] 22 and 23, the player business card screen is provided with a first display area 601 in which a front image is displayed and a second display area 602 in which a back image is displayed. In the example shown in FIG. 22, the setting for displaying the back image is turned off, so the front image is displayed in the first display area 601, but the back image is not displayed in the second display area 602. In the example shown in FIG. 23, the setting for displaying the back image is turned on, so the front image is displayed in the first display area 601 and the back image is displayed in the second display area 602. When the profile screen is switched to the player business card screen, the front image and the back image are generated based on the profile information set on the profile screen.
[0137] The front image includes an illustration area 603 and a profile area 604. The illustration area 603 displays an image based on one of the following: an image of a released character possessed by the player, an image of a support item possessed by the player, or a screenshot image taken using the photo function. Initially, an image of a predetermined character (e.g., an initial character possessed by all players from the start of the game) is set in the illustration area 603. The profile area 604 displays the player's profile information, including the player's name, player ID, title, team rank, club affiliation, stadium rank, representative character (representative character), training support item (training support), and comment. Initially, the title and comment are predetermined (e.g., the initial title possessed by all players from the start of the game and a standard comment), and the other information set on the profile screen is set in the profile area 604. In this embodiment, in the front image, factor information of the representative character is simply displayed below the icon representing the representative character. Specifically, the representative character's blue factor, red factor, and intrinsic factor (only if intrinsic factor is set) are displayed along with the factor level (number of stars). In the example shown in Figure 22, it can be seen that the factor information of the representative character is that the blue factor is power factor level 2, the red factor is mid-range factor level 2, and the intrinsic factor is related to character Y and is factor level 2.
[0138] The back-side image displays detailed factor information about the representative character 608 and two inherited characters 609, 610 when the representative character 608 is being raised. As shown in FIG. 23 , the back-side image displays factor information associated with each character in the following order from top to bottom: the representative character 608, the first inherited character 609, and the second inherited character 610 (see FIG. 6 for the first and second characters). In this embodiment, up to nine pieces of factor information can be displayed for each character. The display of the factor information on the back-side image is sorted according to a display priority order according to the type of factor information. Furthermore, when ten or more pieces of factor information are associated with one character, the top nine pieces of factor information based on the display priority order are displayed. The determination of the factor information to be displayed on the back-side image and the order in which the factor information is displayed will be described in detail below.
[0139] The player business card screen also has a business card edit button 605, and when the business card edit button 605 is tapped, the display screen transitions to the business card edit screen. The player business card screen also has an SNS post button 606, and when the SNS post button 606 is tapped, the image of the player business card displayed on the player business card screen is posted to a social networking service (SNS) along with standard text. The player business card screen also has a device save button 607, and when the device save button 607 is tapped, the image of the player business card displayed on the player business card screen is saved in a well-known data format (for example, JPEG format) in an image storage area (for example, a photo folder) in the storage unit 42 of the player terminal 40.
[0140] 24 to 27 are diagrams showing examples of the business card editing screen. In this embodiment, the business card editing screen allows editing of the base design, illustrations, and player information among the display contents of the player business card.
[0141] The business card editing screen is provided with an image display area 701, and either a front image or a back image can be displayed in the image display area 701. For the back image, turning on the back image display setting with the back side permission button 702 enables input to the image switching button 703, allowing switching between the front image and the back image displayed in the image display area 701. As shown in FIGS. 24 to 26, when the back image display setting with the back side permission button 702 is turned off, the image switching button 703 is disabled, and switching to the back image is not possible. When the image switching button 703 is disabled, the image switching button 703 is grayed out. On the other hand, as shown in FIG. 27, when the back image display setting with the back side permission button 702 is turned on, a tap input with the image switching button 703 is accepted, and when a tap input with the image switching button 703 is made while the front image is displayed in the image display area 701, the back image is displayed in the image display area 701.
[0142] On the business card editing screen, the user can use the base design tab 704, illustration tab 705, and player information tab 706 to switch between editing the base design, illustration, or player information.
[0143] On the business card editing screen, for example, when a tap input is made on the base design tab 704, as shown in FIG. 24, editing can be performed on each item of illustration placement, theme color, and business card background.
[0144] Regarding the illustration layout, you can set whether the illustration area is aligned to the left or right. In the example shown in Figure 24, the illustration area is aligned to the left, but if you set it to right, the positions of the illustration area and the profile area will be swapped.
[0145] The theme color allows the player to set the color of the border of the image on the player's business card. In this embodiment, color icons for 10 different theme colors are provided, and the theme color can be changed by tapping the color icon. The currently set theme color is indicated by a badge icon with the text "Setting."
[0146] For the business card background, background patterns for the front and back images can be set. In this embodiment, by tapping the background pattern display area of the business card background item, a dialog box for selecting a background pattern is displayed, and the business card background can be set from five background patterns, including no background.
[0147] Furthermore, on the business card editing screen, for example, when an input is made to the illustration tab 705, the image to be displayed in the illustration area can be edited, as shown in Fig. 25. Below the illustration selection item, a confirmation area 709 is set in which the image of the illustration area is displayed, and the edited content can be confirmed in the confirmation area 709. The image to be displayed in the illustration area can be set from an image of a character that the player has released, an image of a support item that the player has, or a screenshot image taken with the photo function.
[0148] When setting an image for a released character, tapping the released character button 710 displays a dialog box showing a list of released characters owned by the player, allowing the player to select any one of them. When setting an image for a released character, the character's costume and background can also be set. The setting procedure involves selecting the character, then the costume, and finally the background.
[0149] When setting an image of a support item, a dialog box showing a list of the support items possessed by the player is displayed and any item can be selected by tapping the support item button 711. When setting an image of a support item, the display area can be adjusted by enlarging, reducing, rotating, moving, etc. the image.
[0150] Furthermore, when setting a screenshot image taken using the photo function, tapping the photo button 712 displays a dialog box showing a list of screenshot images stored in the image data storage unit 76, allowing the player to select any one of them. When setting a screenshot image, the player can also adjust the display area by enlarging, reducing, rotating, or moving the image. Each time a screenshot image taken using the photo function is selected as the illustration to be used on the front image of the player's business card, the used screenshot image is transmitted to the server 20 and backed up and saved as an image associated with the player's business card.
[0151] Also, on the business card editing screen, for example, when a tap input is made on the player information tab 706, as shown in Figures 26 and 27, editing can be performed on the title, representative character (representative character), training support item (training support), and comments.
[0152] When editing a title, by tapping on the title icon 713 that indicates the title currently being set, a dialog box showing a list of titles possessed by the player is displayed, and any title can be selected.
[0153] When editing a representative character, by tapping on the representative character icon 714 that shows the currently set representative character, a dialog box showing a list of characters that the player has trained will be displayed, and any one of them can be selected. In this embodiment, when the representative character is changed through the business card editing screen, the representative character set on the profile screen is also changed accordingly.
[0154] When editing a training support item, by tapping on the training support icon 715 that indicates the currently set training support item, a dialog box showing a list of support items possessed by the player is displayed, and any item can be selected. In this embodiment, when a training support item is changed on the business card editing screen, the training support item set on the profile screen is also changed accordingly.
[0155] When editing a comment, text can be entered by tapping on the comment editing field 716. In this embodiment, there is a character limit on the comment, and any text entry exceeding 57 characters is invalid. In addition, prohibited words that are not suitable for publication are set, and if a prohibited word is entered in the comment editing field 716, an error message is displayed when the input content is saved, and the reflection of the edited content is restricted.
[0156] Furthermore, if the user wishes to discard the edited content for each item on the business card editing screen, the edited content can be discarded by tapping the "Undo" button 707. Furthermore, if the user is editing each item on the business card editing screen, by tapping the save button 708, front and back images reflecting the edited content are generated and displayed in the image display area 701. Furthermore, if the user wishes to end editing the player business card on the business card editing screen, by tapping the return button 717, the user will return to the player business card screen.
[0157] In this embodiment, by generating a front image that simply displays factor information linked to the representative character selected to be included on the player's business card, and a back image that displays the representative character's factor information in detail, players are given the freedom to select an image with an appropriate amount of information depending on the application, thereby improving the convenience of information exchange between players.
[0158] In this embodiment, the front and back images are generated so that the player ID, which is the player's identification information, is displayed on the front image but not on the back image. This allows consideration for players who do not want their personal information to be identified and promotes active information exchange between players. However, the player ID may be displayed not only on the front image but also on the back image. This prevents impersonation by using the stolen image of another player's player business card posted on a social networking service (SNS). Furthermore, personally identifiable information such as the player name, player ID, and club affiliation displayed in the profile area of the front image may be hidden by an option setting.
[0159] In this embodiment, the back image displays factor information for the representative character and the representative character's two inherited characters. However, since there is a limit to the number of factor information pieces that can be displayed for each character (maximum of 9), a method is adopted in which display priorities are set to determine which items are to be displayed.
[0160] FIG. 28 is a diagram for explaining a method for determining the relationship between the display target and the display frame of the factor information relating to the back-side image.
[0161] First, as shown in Fig. 28(A), a character printed on the back image is provided with nine display frames for the factor information associated with the character. Each display frame is assigned a frame number from 1 to 9, and the factor information to be displayed in each display frame is determined by associating the factor information with the display frame based on the result of sorting the factor information associated with the character according to display priority.
[0162] Figure 28(B) is a diagram showing details of factor information linked to a certain character (main character or inherited character). The factor information includes a factor registration ID, factor name, factor level, and factor type, and is sorted in ascending order of factor type, and within the same factor type, it is sorted in ascending order of factor registration ID. When a player refers to factor information from a list of trained characters, they can view the factor information linked to the character in the sort order shown in Figure 28(B). Factor types are classified into blue factors, red factors, inherent factors, race factors, skill factors, and scenario factors, with "1" being blue factors, "2" being red factors, "3" being inherent factors, "4" being race factors, "5" being skill factors, and "6" being scenario factors.
[0163] In this embodiment, when factor information associated with a character is displayed on the back image of a player's business card, it is sorted according to a special display priority. Specifically, factor types are ranked 1>2>3>6>4=5, and race and skill factors are sorted in descending order of factor level. For the same factor level, the display priority is sorted in descending order of factor registration ID. That is, in this embodiment, scenario factors, which would normally be ranked lowest in the sort order, are ranked higher than race and skill factors. For race and skill factors, the display priority is set so that higher factor levels are ranked higher. The number of display frames for race and skill factors is calculated by subtracting the number of displayed factor information for factor types 1, 2, 3, and 6 from the maximum number of display frames. In the example shown in Figure 28(B), there is one blue factor, one red factor, one unique factor, and one scenario factor, so the maximum number of display frames (9) minus the number of display frames for factor types 1, 2, 3, and 6 (4) = the number of display frames for race and skill factors (5). Some characters may not have inherent factors or scenario factors, in which case the number of display frames for race factors and skill factors will increase. Note that the display frames for blue factors, red factors, and inherent factors may be fixed, and if there is no corresponding factor information, the display frame for that factor information may be left blank.
[0164] The result of sorting according to the display priority in this embodiment is as shown in Fig. 28(C). Specifically, the top nine pieces of factor information in the display priority order for the back side image are displayed on the back side image and are associated with each display frame. Once the association between the display frames and the factor information to be displayed is completed in this way, a back side image can be generated in which the factor name and factor level are displayed in each display frame, as shown in Fig. 28(D).
[0165] In this way, in this embodiment, the factor information to be displayed on the back image is determined according to a display priority corresponding to the type of factor information linked to the representative character and inherited character, and scenario factors that are expected to significantly improve performance parameters in factor inheritance events are displayed preferentially, while race factors and skill factors with higher factor levels are displayed preferentially, thereby promoting useful information exchange between players.
[0166] 28, when 10 or more pieces of factor information are linked to one character, the number of pieces of factor information that were not displayed on the back image may be indicated by "n more." In this way, the number of pieces of factor information linked to each character can at least be grasped, and appropriate information can be displayed in a small space.
[0167] Furthermore, instead of sorting all factor information linked to one character as in this embodiment, the display frames may be determined in the order of display priority, in the order of blue factors, red factors, inherent factors, and scenario factors, before race factors and skill factors, and for the display of race factors and skill factors, the factor information to fill the remaining display frames may be extracted based on the factor level and factor registration ID.
[0168] Furthermore, the factor information to be displayed on the back-side image may be set arbitrarily by the player. When the player is allowed to set the factor information to be displayed, specific factor information such as the blue factor, red factor, and inherent factor may be displayed as a fixed item, and only the white factor may be set arbitrarily by the player. In other words, the player can individually set the factor information to be displayed on the back-side image, but a fixed display frame and a free display frame may be provided as display frames for factor information on the back-side image, and only the free display frame may be customized by the player.
[0169] In this embodiment, the factor information is classified by factor type and a display priority is set according to the factor type. However, a display priority may be set individually for each factor information. Furthermore, the factor information may be classified according to the effect of status reinforcement in a factor inheritance event. For example, the display priority may be set by classifying factor information having the effect of increasing performance parameters and factor information having the effect of increasing the acquired level of a skill. Furthermore, the display priority may be set according to the classification according to the effect of the skill. For example, the display priority may differ depending on the effect of a skill such as a speed-increasing skill, an acceleration-increasing skill, a recovery skill, or a debuff skill. In other words, the characteristics or attributes of the factor information may be used as classification criteria when setting the display priority of the factor information.
[0170] In this embodiment, the photo function can be used to take, save, and view screenshots of the game screen. The photo function can be used by turning on the "Show photo button" option in the photo function settings in the input interface.
[0171] In this embodiment, the photo function can be used while playing back race footage for watching the race between characters in the race competition function, and while playing back live footage for watching a character sing live in the live viewing function. If a story mode for playing and enjoying story footage is available, the photo function may be made available in the story mode.
[0172] In this embodiment, when the photo function is available, such as on a race video playback screen or a live video playback screen, a capture button is displayed on the display screen, and when the capture button is tapped, a screenshot image is taken at the time the input is accepted, and the screen transitions to a screen for saving the screenshot image. If the player decides to save the screenshot image on the save screen, the captured image is saved in the image data storage unit 76. Note that when the tap input on the capture button is accepted, playback of the race video or live video is paused, and when the save screen is returned to, the pause is lifted and playback of the race video or live video resumes.
[0173] The save screen not only allows the user to save screenshot images but also allows filtering, such as color correction (changing to sepia or monochrome) using known filtering techniques. In this embodiment, a user interface (UI), such as various buttons, is displayed in race footage and live footage, and the save screen allows the user to select whether to display or hide the UI. When taking a screenshot using the photo function, two screenshot images, one for displaying the UI and one for hiding the UI, are captured in the work buffer, and the screenshot image selected by the player is saved in the image data storage unit 76. The image data storage unit 76 has a set limit on the number of screenshot images that can be saved. If an attempt is made to save more screenshot images than the limit, the screenshot image with the oldest save date and time and that is not locked is overwritten and saved. When a screenshot image is filtered and saved, the image data storage unit 76 saves two images: the original image and the filtered image.
[0174] Screenshot images stored in the image data storage unit 76 can be viewed from the photo library. In the photo library, favorite screenshot images can be set to a locked state to prevent them from being overwritten. There is also a limit to the number of images that can be set to a locked state, and once the limit is reached, new images cannot be set to a locked state unless at least one existing locked image is unlocked. In the photo library, screenshot images stored in the image data storage unit 76 can also be deleted.
[0175] In addition, in the present embodiment, a game in which two of the characters already trained can be set as inherited characters when training a character has been described as an example. However, the number of selectable inherited characters may be at least one, and three or more inherited characters may be set. The functions of the information processing system 10 may also be provided in other games. For example, the present invention may be applied to sports games such as baseball games and soccer games in which characters participating in a competition are trained and the trained characters are used to reinforce the status of the character being trained. The present invention may also be applied to games of other genres, such as card battle games, fighting games, action games, battle royale games, and role-playing games, in which characters are trained and the trained characters are used to reinforce the status of the character being trained. [Explanation of symbols]
[0176] 10 Information processing systems, 20 server, 40 player terminal, 21, 41 control unit, 22, 42 storage unit, 23, 45 communication unit, 43 operation input unit, 44 display unit, 50 server data storage unit, 51 player management database, 60 game calculation unit, 70 terminal data storage unit, 71 player data storage unit, 72 training progress data storage unit, 73 race control data storage unit, 74 live control data storage unit, 75 Factor information database, 76 Image data storage unit, 80 game execution unit, 81 training function providing unit, 82 business card creation function providing unit, 83 character selection reception unit, 84 image generation unit, 85 race battle function provision unit, 86 Live viewing function providing unit, 87 Photo function providing unit,
Claims
1. A growth function providing unit that performs a process of affecting the parameters of another character that is a growth target in a game progress in which another player grows another character based on specific information associated with a character owned by a player; A character selection reception unit that receives a selection of the character to be posted from among the characters owned by the player; An image generation unit that generates a first image that simply displays the specific information and a second image that displays the specific information in detail based on the specific information associated with the character selected as the posting target; A program for causing a computer to function.
2. In Claim 1, an upper limit is set for the number of displayable specific information in the second image, and the image generation unit determines the specific information to be displayed in the second image according to the display priority order set for generating the second image according to the type of the specific information associated with the character selected as the posting target.
3. In Claim 1 or 2, the image generation unit generates the first image and the second image so that the identification information of the player is displayed in one of the first image and the second image and not displayed in the other.
4. In any of Claims 1 to 3, A program that provides an input interface that enables the generated first image and second image to be posted to a social networking service or saved in the player's terminal.
5. A growth function providing unit that performs a process of affecting the parameters of another character that is a growth target in a game progress in which another player grows another character based on specific information associated with a character owned by a player; A character selection reception unit that receives a selection of the character to be posted from among the characters owned by the player; An image generation unit that generates a first image that simply displays the specific information and a second image that displays the specific information in detail based on the specific information associated with the character selected as the posting target; An information processing system including the above.
6. A growth function providing step of performing a process that affects the parameters of another character that is a growth target in a game progression in which another player grows another character based on specific information associated with a character owned by the player; A character selection reception step of receiving a selection of the character to be posted from among the characters owned by the player; An image generation step of generating a first image that simply displays the specific information and a second image that displays the specific information in detail based on the specific information associated with the character selected as the posting target; An information processing method for causing a computer to execute.