Program, information processing system, and information processing method
Patent Information
- Application Number
- JP2023128331
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-07
- Publication Date
- 2025-11-11
AI Technical Summary
Players in games with training functions must repeatedly play to experience all possible action result patterns, leading to significant time consumption due to random determination of performance execution.
A program and system that allows players to select and experience game performance execution patterns arbitrarily, including a performance viewing function that presents randomly determined patterns as candidates and enables screenshot saving.
Enhances convenience by allowing players to quickly experience various game effects without repeated play, improving the overall gaming experience.
Smart Images

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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 game content is developed. [Background technology]
[0002] Conventionally, there are known games that have a training function for training game media such as characters, and instruct the action of the game media each turn in the training function, and perform game presentation based on the action result of the game media (see Patent Document 1). In games with such a training function, experiencing game presentation based on the action result of the game media is one of the attractions for players when playing the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7146039 Summary of the Invention [Problem to be solved by the invention]
[0004] However, even if the same action is instructed on the game medium to be developed, the effect execution pattern may be determined randomly, for example, when there are branching patterns in the action results. For this reason, in order for the player to experience the game effects of all effect execution patterns, it may be necessary to play the game repeatedly, which may consume a huge amount of time.
[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a program, an information processing system, and an information processing method that improve the convenience of experiencing game presentation. [Means for solving the problem]
[0006] (1) The present invention relates to a program for a game in which game media is developed, the program causing a computer to function as a development function providing unit that presents selection candidates for instructing the action of the game media to be developed and provides a development function that determines an effect execution pattern based on conditions linked to the action selected by the player and executes the game effect, and a performance viewing function providing unit that allows a player to select the game media and the effect execution pattern and provides an effect viewing function that executes the game effect based on the selection result, the performance viewing function providing unit presents the effect execution patterns randomly determined in the development function as selection candidates, allowing the player to select the effect execution pattern at his / her discretion.
[0007] (2) In the program of the present invention, the performance viewing function providing unit may be configured to take a screenshot of the game performance being executed by the performance viewing function and provide an input interface that enables the captured screenshot image to be saved.
[0008] (3) In the program of the present invention, the game media that will appear in the game presentation executed by the presentation viewing function can be selected as a main element or a sub-element, and a first condition for which it can be selected as the main element and a second condition for which it can be selected as the sub-element can be set in association with each of the game media.
[0009] (4) The present invention relates to an information processing system for a game in which game media is developed, the information processing system including: a development function providing unit that presents selection candidates for instructing the action of the game media to be developed, and provides a development function that determines an effect execution pattern based on conditions linked to the action selected by the player, and executes the game effect; and a performance reproduction function providing unit that allows the player to select the game media and the effect execution pattern, and provides an effect viewing function that executes the game effect based on the selection result, wherein the effect viewing function providing unit presents the effect execution patterns randomly determined in the development function as selection candidates, allowing the player to select the effect execution pattern at his / her discretion.
[0010] (5) The present invention relates to an information processing method for a game in which game media is developed, comprising: a development function providing step of presenting selection candidates for instructing the action of the game media to be developed, determining an effect execution pattern based on conditions linked to the action selected by the player, and providing a development function that executes the game effect; and a performance viewing function providing step of allowing the player to select the game media and the effect execution pattern, and providing an effect viewing function that executes the game effect based on the selection result, wherein in the performance viewing function providing step, the effect execution patterns randomly determined in the development function are presented as selection candidates, allowing the player to select the effect execution pattern at his / her discretion.
[0011] In the above-mentioned program, information processing system, and information processing method of the present invention, a presentation viewing function is provided in addition to the training function, and the presentation viewing function presents presentation execution patterns randomly determined in the training function as selection candidates, allowing the player to select the presentation execution pattern at their own discretion, thereby enabling the player to quickly experience game presentations that they have not experienced in the training function using the presentation viewing function. Therefore, according to the present invention, it is possible to improve the convenience of experiencing game presentations. [Brief description of the drawings]
[0012] [Figure 1] FIG. 1 is a diagram showing an overall configuration of an information processing system. [Diagram 2] This is a functional block diagram of a server related to the training function and the performance viewing function among the functions realized by the information processing system. [Diagram 3] A functional block diagram of a player terminal related to the training function and the performance viewing function among the functions realized by the information processing system. [Figure 4] 13 is a flowchart showing an example of processing related to a character development function. [Diagram 5] FIG. 13 is a diagram showing an example of a character selection screen displayed on a player terminal. [Figure 6] FIG. 13 is a diagram showing an example of an inheritance character selection screen displayed on a player terminal. [Figure 7] FIG. 13 is a diagram showing an example of an inherited character list screen displayed on a player terminal. [Figure 8] FIG. 13 is a diagram showing an example of an inheritance character selection screen displayed on a player terminal. [Figure 9] FIG. 13 is a diagram showing an example of an inheritance character selection screen displayed on a player terminal. [Figure 10] FIG. 13 is a diagram showing an example of a support formation screen displayed on a player terminal. [Figure 11] FIG. 13 is a diagram showing an example of a final confirmation screen displayed on the player terminal. [Figure 12] FIG. 13 is a diagram showing an example of a training home screen displayed on a player terminal. [Figure 13] FIG. 13 is a diagram showing an example of a training screen displayed on a player terminal. [Figure 14] FIG. 13 is a diagram showing an example of a display screen displayed on a player terminal during execution of a game presentation. [Figure 15] FIG. 13 is a diagram showing an example of a display screen displayed on a player terminal during execution of a game presentation. [Figure 16] FIG. 13 is a diagram showing an example of a race list screen displayed on a player terminal. [Figure 17] FIG. 13 is a diagram showing an example of a training home screen displayed on a player terminal. [Figure 18] FIG. 13 is a diagram showing an example of a race list screen displayed on a player terminal. [Figure 19] FIG. 13 is a diagram showing an example of a goal achievement notification screen displayed on the player terminal. [Figure 20] FIG. 13 is a diagram showing an example of a target list screen displayed on a player terminal. [Figure 21] A figure showing an example of a state transition related to a presentation viewing function for viewing game presentations. [Figure 22] FIG. 13 is a diagram showing an example of a top screen of a photo library displayed on a player terminal. [Figure 23] FIG. 13 is a diagram showing an example of a main character selection screen displayed on a player terminal. [Figure 24] FIG. 13 is a diagram showing an example of a performance part selection screen displayed on a player terminal. [Diagram 25] FIG. 13 is a diagram showing an example of a training details selection screen displayed on a player terminal. [Figure 26] FIG. 13 is a diagram showing an example of a training details selection screen displayed on a player terminal. [Figure 27] FIG. 13 is a diagram showing an example of a partner selection dialogue displayed on a player terminal. [Figure 28] FIG. 13 is a diagram showing an example of an outing / event details selection screen displayed on the player terminal. [Figure 29] FIG. 13 is a diagram showing an example of a display screen displayed on a player terminal during execution of a game presentation. [Diagram 30] FIG. 13 is a diagram showing an example of an image confirmation screen displayed on a player terminal. [Diagram 31] FIG. 13 is a diagram showing an example of a confirmation dialog displayed on the player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] Hereinafter, an embodiment of the present invention will be described. Note that the embodiment described below does not unduly limit the contents 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.
[0014] 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 a plurality of player terminals 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, and a so-called client-server communication system is constructed. Each of the plurality of player terminals 40 communicates with the server 20 via the network 30 to transmit and receive various information. Each of the plurality of player terminals 40 also communicates with the other player terminals 40 via the network 30 and the server 20 to transmit and receive various information.
[0015] 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 a 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 terminal 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 terminal 40.
[0016] The player terminal 40 is a smartphone, a tablet, a personal computer, a portable game machine, a stationary game machine installed in a store or at home, etc. 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 a ROM or RAM, and an auxiliary storage device such as a flash memory, a HDD, or a SDD, an operation / input unit 43 consisting of a touch panel, a keyboard, a microphone, etc., a display unit 44 consisting of a liquid crystal display, an organic EL display, etc., and a communication unit 45 consisting of a communication module and a 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 through the communication unit 45 and transmits information to the server 20 or to other player terminals 40.
[0017] The information processing system 10 of this embodiment provides a game in which a character based on a racehorse is raised through a player terminal 40. In particular, the information processing system 10 of this embodiment has a raising function for raising a character, a performance viewing function for viewing game performance, and the like, and the following describes a case in which these functions are realized mainly by the player terminal 40. However, the above-mentioned functions may be realized mainly by the server 20, or may be realized by sharing between the server 20 and the player terminal 40. Although detailed explanations are omitted in this embodiment, the information processing system 10 also has, as game functions other than the above-mentioned raising function and performance viewing function, a business card creation function for creating a player business card containing the player's profile information, a competition function for making the raised character compete against other characters in a race, and a live viewing function for watching a live singing performance by a character.
[0018] FIG. 2 is a functional block diagram showing the main functions of the server 20.
[0019] The server 20 in the information processing system 10 has the function of managing players, characters, etc. using various identification information, the function of performing calculations necessary for the progress of the game in response to requests from the player terminal 20, and the function of transmitting the calculation results to the player terminal 40, and these functions are realized by the server data storage unit 50 and the game calculation unit 60 working together.
[0020] The server data storage unit 50 includes a player management database 51, and is mainly realized by the storage unit 22. In this embodiment, a character list, an item list, a development target list, and the like are stored in the player management database 51 in association with a player ID assigned to each player.
[0021] 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, speed, stamina, power, guts, intelligence, possessed skills, acquired titles), lock status (locked, unlocked), and the character's training history (training conditions, performance in races run during training).
[0022] In this embodiment, a "character that has been trained" 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 ended and whose status has been determined.
[0023] In this embodiment, there are a "character individual ID" and a "character type ID", and the difference between them is as follows.
[0024] First, the "character individual ID" is an ID that is assigned when character training is completed in 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.
[0025] In addition, in this embodiment, the training function is designed so that the player can select the character to be trained from a number of different characters, and the "character type ID" is an ID given to identify the type of character that has been trained.
[0026] The "locked state" indicates whether or not the transfer of a trained character (deletion from the character list) is prohibited; if unlocked, the character can be transferred, and if locked, the character cannot be transferred. Examples of situations in which a character is locked include when the player selects a character individually from a list of trained characters, or when a trained character is registered to run in a race.
[0027] 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. Also, in this embodiment, it is possible to release new characters by using release items or a character acquisition lottery, 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.
[0028] The item list includes data on the items, enhancement points, and in-game currency owned by the player. In this embodiment, for example, the contents and amount of items owned, the amount of enhancement points owned, the amount of in-game currency owned, and the like are stored in the player management database 51 as the item list.
[0029] 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.
[0030] Further, the strengthening points are used, for example, to strengthen support items which are items that support the development of a character, and the more the support items are strengthened, the more advantageous the development environment becomes for the character.
[0031] The data stored in the player management database 51 includes a friend list. In this embodiment, by registering other players as friends, the player can rent and use characters and support items from the other players registered as friends in the training function. To register a friend, the player ID of another player is input on the friend registration screen displayed on the display unit 44 of the player terminal 40. If a player corresponding to the player ID exists and the player can be registered as a friend, the player ID of the other player to be registered is added to the friend list by tapping a registration button provided on the friend registration screen. There is an upper limit (e.g., 50) on the number of friend registrations for each player, and there is also an upper limit (e.g., 100) on the number of friends registered for each player. Therefore, if neither limit has been reached, a new friend can be registered.
[0032] The game calculation unit 60 performs a process of performing calculations necessary 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 necessary 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 running simulation of a race by multiple characters including a character to be trained and a non-player character (NPC), and transmits the result of the running simulation to the player terminal 40.
[0033] FIG. 3 is a functional block diagram showing the main functions of the player terminal 40. As shown in FIG.
[0034] As shown in FIG. 3, the player terminal 40 in the information processing system 10 of this embodiment realizes a training function, a presentation viewing function, and the like, in cooperation with a terminal data storage unit 70 and a game execution unit 80.
[0035] The terminal data storage unit 70 stores data for the game execution unit 80 to perform various processes, and is realized mainly by the storage unit 42.
[0036] 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, and a friend list 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, the development target list, the item list, and the friend list), and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, when it becomes necessary to change the character list, the development target list, the item list, or the friend list in association 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, and the stored contents of both are synchronized. Data linked to a player ID, such as a character list, a training target list, an item list, and a friend list, may be downloaded from the player management database 51 to the player data storage unit 71 as needed, such as when an application is started.
[0037] 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 selectable 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, and the like 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.
[0038] In addition, the training progress data storage unit 72 stores various data for executing game effects that occur in the character training process in the training function. For example, body data that models the body of the character, costume data that models the costume of the character, texture data that specifies the coloring of the character and the costume, motion data that defines the character's movement, effect data for generating effects according to the character's movement and the progress of the performance, background data according to the scene of the game performance, and the like are stored in the training progress data storage unit 72 as data of performance materials for executing the game performance. In this embodiment, the data of performance materials stored in the training progress data storage unit 72 is data that is commonly used in the training function and the performance viewing function.
[0039] The training progress data storage unit 72 also stores a factor information database, which stores information such as factor names, factor levels, and factor types, linked to factor registration IDs. The factor information is information that is linked to a trained character when a character is trained using the training function. In this embodiment, when a character is trained using the training function, a factor inheritance event occurs as a game event for status reinforcement that affects the abilities of the character to be trained, such as increasing the skill acquisition level or increasing performance parameters, based on the factor information linked to the trained character selected as the inheritance character.
[0040] There are four types of factor information: blue factors, red factors, inherent factors, and white factors. Each factor information has three levels, and the higher the factor level, the more advantageous the effect on status reinforcement. Factor types are further classified into blue factors, red factors, inherent factors, and white factors. Blue factors are factor information named after performance parameters, and affect performance parameters. The higher the factor level, the higher the increase in performance parameters. Red factors are factor information named after course suitability, distance suitability, or leg type suitability, and affect course suitability, distance suitability, or leg type suitability. The higher the factor level, the easier it is to increase suitability in factor inheritance events. Inheritance factors are factor information named after inherent skills, and allow the inherited character to acquire inherent skills. The higher the factor level, the easier it is to raise the acquisition level of inherent skills. The acquisition level of a skill affects the amount of skill points consumed when acquiring a skill, and the higher the acquisition level, the fewer skill points consumed. White factors are factor information that do not belong to any of blue factors, red factors, and inherent factors, and include skill factors, race factors, and scenario factors. Skill factors are factor information named after the name of a skill, which makes 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 the name of a race or racetrack, which makes it easier to increase at least one of the performance parameters and the acquisition level of normal skills, and the effect differs depending on the type of race or racetrack. Scenario factors are factor information named after the name of a training scenario, which is 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 greatly increased, and the performance parameters that increase differ depending on the type of scenario factor. In addition, in the factor types described above, factor information is classified into six types: blue factors, red factors, inherent factors, skill factors, race factors, and scenario factors.
[0041] The terminal data storage unit 70 also includes a race control data storage unit 73, which stores data for controlling the movements of characters and the performance of skill activation when watching a race in which a character participates in the training function or battle function, as well as text data and audio data for the live race commentary.
[0042] The terminal data storage unit 70 also includes an image data storage unit 74, which stores images of screenshots taken in the performance viewing function. In this embodiment, it is possible to take a screenshot of the game performance being executed in the performance viewing function and store the taken image in the image data storage unit 74. The images of the screenshots stored in the image data storage unit 74 can not only be viewed at will, but can also be used in the business card creation function.
[0043] 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 generation 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 and a performance viewing function providing unit 82.
[0044] The training function providing unit 81 performs processing for providing a training function for training a character. In this embodiment, it accepts input related to character training and performs operations such as displaying the results of calculations performed in response to the input.
[0045] In this embodiment, when training a character in the training function, it is required to select an action that is the target of turn consumption (hereinafter referred to as a turn consumption action) for each turn. The turn consumption actions include training, participating in a race, going out, and the infirmary. The training function providing unit 81 accepts the selection of the turn consumption action through the training home screen displayed on the display unit 44, and requests the server 20 to calculate the result of the selected turn consumption action. The server 20 that receives the request calculates the result of the selected turn consumption 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. In particular, in this embodiment, when training, going out, and the infirmary are selected as turn consumption actions, a game presentation corresponding to the action result is executed based on the calculation result received from the server 20. In this way, the training function providing unit 81 presents selection candidates for instructing the action of the character to be trained, and executes the game presentation by determining a presentation execution pattern based on the conditions associated with the action selected by the player.
[0046] In this embodiment, a training goal is set according to the type of character to be trained, and there may be a required action that is forced to be selected in a specific turn in the training goal. For example, the training goal may be to enter a specific race, or to achieve 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.
[0047] The effect viewing function providing unit 82 performs processing to provide an effect viewing function that allows the player to select a character and an effect execution pattern, and executes a game effect based on the selection result. The effect viewing function accepts input of information required for reproducing a game effect that is executed when the character is instructed to perform an action classified as training or going out among the turn consumption actions of the training function, and allows the player to view the game effect at his / her discretion. The effect viewing function also allows reproduction of a game effect corresponding to a hot spring trip event that occurs randomly during the training process. However, regarding the hot spring trip event, whether it is released or not is managed for each character, and the hot spring trip event can be reproduced by the effect viewing function only for characters that have experienced the hot spring trip event in the training function. In this embodiment, the effect viewing function providing unit 82 presents an effect execution pattern that is randomly determined in the training function as a selection candidate, and allows the player to select the effect execution pattern at his / her discretion.
[0048] In this embodiment, a character that will be a main element and a character that will be a sub-element can be selected as characters that will appear in the game presentation executed by the presentation viewing function, and a first condition for selecting the character as a main element and a second condition for selecting the character as a sub-element are set in association with each character. Specifically, a main character that will appear as a main element and a training partner that will appear as a sub-element can be selected as characters that will appear in the game presentation generated by a training instruction in the training process, and the first condition for the main character is that the main character is a released character owned by the player, and the second condition for the training partner is that the training partner is a character that corresponds to a support item owned by the player.
[0049] The effect viewing function providing unit 82 also provides an input interface that allows a screenshot of the game effect being executed by the effect viewing function and the captured screenshot image to be stored in the image data storage unit 74. In this embodiment, a capture button is provided on the display screen during execution of the game effect, and when the capture button is tapped, the game effect being executed is paused and a screenshot is taken. The captured screenshot image can be saved at the player's discretion, and when the player checks the image and decides to save it, the screenshot image is saved in the image data storage unit 74.
[0050] Furthermore, the effect viewing function providing unit 82 makes it possible to apply filtering processing to a screenshot image taken regarding a game effect being executed by the effect viewing function before storing the screenshot image in the image data storage unit 74. In this embodiment, nine types of filtering processing can be selected, and it is also possible to store a screenshot image in the image data storage unit 74 without applying filtering processing.
[0051] In addition, when the performance viewing function providing unit 82 saves a screenshot image that has been subjected to filtering processing in the image data storage unit 74, the performance viewing function providing unit 82 also performs processing to save an unprocessed screenshot image in the image data storage unit 74 at the time of initial saving.
[0052] 2. Control method of this embodiment In the following, the control method of this embodiment will be described 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.
[0053] The game program of this embodiment is configured to provide multiple types of game functions, and in the training function, which is the main game function, a character to be trained is selected from multiple types of characters, and the status changes as the game progresses, and 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 battle 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 (for example, 240 characters) is reached, it becomes impossible to train a new character using the training function. For this reason, it is necessary to delete trained characters from the character list to secure a new slot.
[0054] The information processing system 10 to which the game program of this embodiment is applied has a performance viewing function that allows the player to freely view game performances that occur during the character training process in the training function. Here, as a premise for explaining the performance viewing function, the training function for training characters will be explained.
[0055] In the training function, the player can select one character to train from among multiple types of characters at their own discretion. Each of the multiple types of characters that can be selected for training has its own initial status set. In addition, each character to be trained has a unique skill (unique skill) that corresponds to the type of character from the beginning of training, and the conditions for activating the unique skill and the effect when it is activated are different. In addition, the growth correction rates for parameters such as speed, stamina, power, tenacity, and intelligence are set according to the character for each type of character, and parameters that are easy to increase are set for each type of character.
[0056] Once the character training target is selected and character training begins, the character can be trained by issuing training instructions for each of a maximum of 75 turns. Specifically, when training instructions are issued that are associated with performance parameters such as speed, stamina, power, tenacity, and intelligence, the performance parameters change and skill points are acquired according to the training results. One turn can also be consumed by issuing an instruction to enter a race, and performance parameters change and skill points are acquired according to the race results. In addition, if the conditions for an event are met during training, an event will occur, and the number of skills that can be acquired will increase, or performance parameters will change. The aforementioned skill points are points used to allow the character to acquire skills, and skills can be acquired by consuming the skill points possessed from a list of available skills.
[0057] In addition, in character training, multiple training goals are set for each character depending on the type of character to be trained. Training goals include participating in a target race, finishing within a specified position in the target race, and acquiring a specified number of fans by a specified turn. In this embodiment, when a character being trained is entered in a race, the character can acquire a number of fans according to the character's finishing position, and the entry conditions are set according to the number of fans depending on the race.
[0058] In this embodiment, multiple training goals are set for each character in the first 72 turns, and the final race is from the 73rd to the 75th turns. The final race takes place over three turns, including a qualifying race, a semi-final race, and a final race, and training instructions can be given before each race.
[0059] In this embodiment, when a character is trained with a training goal of finishing within a specified position in a target race, a continue function is provided as a rescue function for when the player fails to finish within the specified position. This continue function provides an opportunity to retry the target race, and the player can retry the target race by consuming a pre-allocated number of continues. In this embodiment, the number of continues is three times for the training of one character.
[0060] In the training game function, when any one of a plurality of predetermined types of end conditions is met, the state transitions to a training end confirmation state.
[0061] First, when the final race is reached, that is, when the 75th turn is reached, training ends with the end of the final race. If the player finishes second or lower in the final race, they can try again if they have any continues remaining, but if they finish second or lower in the final race after using up all their continues, training ends at that point. It is up to the player to decide whether or not to use the continue function, and if they choose not to use the continue function, training ends at that point.
[0062] Furthermore, if the character's training goal set for each character is not achieved within the first 72 turns, training will end.
[0063] For example, if the training goal is to acquire a certain number of fans, training ends if the set number of fans is not reached in the turn set in the training goal. In this case, the continue function cannot be used, so training ends if the number of fans has not reached the set number at the time of the turn to be judged.
[0064] 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 a certain number of fans, which is a condition for entry in that race. If the horse does not have the required number of fans in the target race's turn, the horse will not be able to enter the target race, and training will end.
[0065] For example, if the training goal is to finish within a certain place in the target race, if the conditions for the target race are not met, training ends at that point, and if the horse does not finish within the certain place even if it participates in the target race and there are no more continues remaining, training ends. As mentioned above, the use of the continue function is at the discretion of the player, and if the player chooses not to use the continue function even if there are remaining continues, the training goal is not achieved and training ends.
[0066] Also, if you have progressed to the 73rd turn or later, you can advance to the next turn by coming in first in the qualifying race for the final race and the semi-final race, but if you come in 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, training will end at that point.
[0067] In this embodiment, when the condition for ending the training is met, the system transitions to a training end confirmation state. This training end 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 currently possessed. In addition, in the training end confirmation state, an input interface is provided for inputting confirmation of the end of training, and when the player inputs confirmation of the end of training, the status of the character to be trained is finalized, and information about the 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.
[0068] When the character's status is confirmed after the completion of training, a reward is provided according to the training result. In this embodiment, the reward provided includes in-game currency and strengthening points according to the total number of fans acquired by the end of training.
[0069] The game progress of the character training function will be described in more detail below with reference to FIG.
[0070] 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 mechanism for increasing performance parameters and the mechanism for acquiring skills differ depending on the selected training scenario. The training scenario to be selected can be switched by swiping input, and when an input to determine the training scenario (for example, a tap input on the decision button) is made, the selection of the character to be trained in the selected training scenario is accepted (step S101).
[0071] 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 a character to be trained (characters that can be trained) is managed in a training target list in the player data storage unit 71, and the character type ID of the character that can be trained is acquired from the training target list to display the character selection screen. On the character selection screen, the initial status information of the selected character can be confirmed. In this embodiment, the initial status information of performance parameters (speed, stamina, power, tenacity, intelligence), course suitability (turf, dirt), distance suitability (short distance, mile, middle distance, long distance), and running style suitability (breakaway, leading, overtaking, chasing) can be confirmed on the character selection screen.
[0072] When the character icon 301 of the character to be trained is selected on the training character selection screen shown in FIG. 5 and a tap input is made to the progress button 302, the display screen transitions to an inheritance character selection screen as shown in FIG. 6, and the selection of the inheritance character is accepted (step S102).
[0073] In this embodiment, the player can select two previously trained characters 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.
[0074] In this embodiment, the status reinforcement of the character to be trained based on the factor information is performed at the start of training and in a factor inheritance event that occurs at a specified turn after the start of training. When a factor inheritance event occurs during character training in the training function, an event result request is transmitted from the player terminal 40 to the server 20, and the server 20 that receives the event result request executes a factor inheritance lottery based on the factor information linked to the two inherited characters and transmits the lottery result to the player terminal 40. The player terminal 40 that receives the lottery result reinforces the status of the character to be trained, such as increasing performance parameters and increasing the acquired level of skills, based on the lottery result, and also executes a display process that notifies the player of the result of the status reinforcement by the factor inheritance event.
[0075] When selecting an inheritance character, a list of selectable inheritance characters is displayed by tapping on 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 on 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.
[0076] In addition, the selection of the inherited character can be made by renting not only the character trained by the player himself but also the 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, and when a tap input is made on the rental tab 308, a rental character acquisition request is transmitted to the server 20. The server 20 that receives the rental character acquisition request refers to the friend registration information (profile information of other players registered as friends) linked to 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. Then, the player terminal 40 generates and displays an inherited character list screen based on the received rental character list.
[0077] In addition, in order to start character cultivation, it is necessary to select two inherited characters. 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 proceed.
[0078] 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).
[0079] 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 held by other players as a friend frame.
[0080] 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.
[0081] 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 made 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 is generated to display a list of support items possessed by the player, and the selection of the support item is accepted. When a tap input is made on the friend support slot 315, a friend support acquisition request is transmitted to the server 20. The server 20, which has received the friend support acquisition request, references the friend registration information associated with 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 who are registered as friends have set in their profile information. Based on the received friend support list, the player terminal 40 generates a screen to display a list of support items that can be set in the friend support slot 315, and accepts the selection of the support item.
[0082] As shown in Fig. 10, when six support items are organized on the support organization screen, tap input is performed on the training start button 316, as shown in Fig. 11, the display screen transitions to a final confirmation screen, and the input to confirm the start of training by the player is accepted (step S104). On the final confirmation screen, the organization contents of the character to be trained, the inherited character, and the support items selected by the player are displayed.
[0083] 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 a default character. This setting of the default character is for making the default character the initially selected character on the training target selection screen the next time training is performed, and is highly convenient for a player who repeatedly trains the same character.
[0084] FIG. 12 shows an example of a breeding home screen, which is one type of display screen during character breeding.
[0085] In the character training function of this embodiment, the screen basically transitions from the training home screen to a screen for instructing various actions such as training. The training home screen displays an animation of the character to be trained, and also includes a status display field 401 that displays the current character status (speed, stamina, power, tenacity, intelligence, skill points).
[0086] Also displayed on the training home screen are a stamina gauge 402 and a motivation icon 403. The stamina gauge 402 is a gauge showing stamina, which is a parameter that affects the failure rate of training, and fluctuates depending on training during training, participation in races, game events occurring during training, etc., and when stamina is low, training becomes more likely to fail and motivation decreases. The motivation icon 403 shows motivation, which is a parameter showing the condition of the character being trained, and in this embodiment, there are five settings: very bad, bad, normal, good, and excellent. This motivation parameter affects the training effect and performance parameters at the time of race entry, and in the case of very bad or poor condition, the training effect and performance parameters at the time of race entry are downwardly corrected compared to the normal case, and in the case of good or excellent condition, the training effect and performance parameters at the time of race entry are upwardly corrected compared to the normal case.
[0087] The training home screen also includes a rest button 404, a training button 405, a skill button 406, a health room button 407, a go out button 408, and a race button 409 as buttons for selecting various actions such as training. In this embodiment, in principle, an instruction for one type of action can be given per turn (specifically, one of rest, training, health room, go out, and race), and when the action corresponding to the instruction given in the current turn is processed, the current turn is consumed and the game progresses to the next turn. Note that in this embodiment, as an exception, the acquisition of a skill does not involve the consumption of a turn. In this embodiment, five types of actions, rest, training, health room, go out, and race, are set as actions that consume one turn in the training function as described above, and these may be called turn-consuming actions as necessary.
[0088] Rest button 404 is a button for issuing a rest instruction to recover stamina, and when rest button 404 is tapped, a rest confirmation dialog box is displayed to confirm the instruction to rest. Next, when the decision button in the rest confirmation dialog box is tapped, a rest result request is sent to server 20, and server 20, which has received the rest result request, performs calculations regarding the amount of recovered stamina and whether or not a game event has occurred, and sends a rest result response including the calculation results to player terminal 40. Player terminal 40, which has received the rest result response, displays an animation that recovers stamina gauge 402 based on the calculation results included in the rest result response, and executes processing related to the game event if a game event has occurred.
[0089] Training button 405 is a button for issuing instructions for training to vary the performance parameters of a character, and when training button 405 is tapped, the display screen transitions to a training screen, as shown in FIG.
[0090] On the training screen, a speed button 410, a stamina button 411, a power button 412, a guts button 413, and a wisdom button 414 are arranged in an area where various buttons were arranged on the training home screen. In this embodiment, for convenience of explanation, the buttons for issuing instructions for each training may be collectively referred to as training buttons.
[0091] 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.
[0092] The training screen displays how much each performance parameter will increase and how much skill points can be acquired by instructing training using the 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 acquired. In this embodiment, when speed training is performed, speed and power increase, when stamina training is performed, stamina and guts increase, when power training is performed, power and stamina increase, when guts training is performed, guts, power, and speed increase, and when intelligence training is performed, intelligence and speed increase. Skill points can be acquired when any training is performed.
[0093] In this embodiment, the support items organized before the start of training are randomly associated with training items by lottery by the server 20 at each turn, and in the training items to which the support items are associated, the increase in performance parameters and the amount of skill points acquired when training is performed are increased due to the effect of the support items. In the example shown in Fig. 13, when the speed training item is selected, character icon 431 indicating character D and character icon 432 indicating character L are displayed, and it can be seen that the support item associated with character D and the support item associated with character L are arranged in the speed training item.
[0094] When training is performed, physical strength is consumed. The amount of physical strength consumed by training can be known in advance from the physical strength gauge 402 on the training screen. Physical strength is a parameter that affects the failure rate in training, and the failure rate is likely to increase as physical strength decreases. In this embodiment, when a training instruction is given, the server 20 performs a lottery based on the failure rate to determine whether the training has failed or not, and 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 physical strength is consumed.
[0095] 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 on 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 related to the training result (display related to the success / failure of training and display that varies performance parameters) based on the calculation results included in the training result response, and executes processing related to the game event if a game event has occurred.
[0096] For example, when the training instructed for the character to be trained is successful, a game presentation corresponding to the success of the training is executed as shown in FIG. 14. In the example shown in FIG. 14, the training is performed in which the character to be trained (character N) and the character of the training partner (character D) run side by side, and a game presentation is executed depicting the state in which the character to be trained (character N) arrives ahead of the character of the training partner (character D). Also, for example, when the training instructed for the character to be trained fails, a game presentation corresponding to the failure of the training is executed as shown in FIG. 15. In the example shown in FIG. 15, the training is performed in which the character to be trained (character N) and the character of the training partner (character D) run side by side, and a game presentation is executed depicting the state in which the character of the training partner (character D) arrives ahead of the character to be trained (character N). In this way, in this embodiment, different game presentations may be executed depending on the results of the training.
[0097] The training partner that appears in the game presentation is a character that corresponds to a support item arranged in the training instructed by the player, and when multiple support items are arranged, the training partner can be randomly determined from the multiple support items arranged in the training instructed by the player. When multiple support items are arranged, the training partner may not be randomly determined, but may be determined according to a predetermined condition (for example, in the case of speed training, the support item for speed is given priority). Furthermore, when no support item is arranged in the training instructed by the player, a game presentation is executed in which there is no training partner and only the character to be trained appears. Note that even when no support item is arranged in the training instructed by the player, one support item is randomly determined from the support items organized by the player prior to the start of training, and a character corresponding to the determined support item can be determined as the training partner.
[0098] In this embodiment, body data, costume data, motion data, etc. are prepared for each character, and multiple types of costume data and motion data are prepared according to the scene of the game presentation to be executed. Multiple types of background data related to the game presentation are also prepared according to the scene of the game presentation. Data of presentation materials for executing these game presentations is stored in the training progress data storage unit 72. In the display process related to the training result, a presentation execution pattern is determined based on each information of the training type, training level, success / failure of training, season, training location, and training partner, and the body data, costume data, and motion data of the character to be trained (e.g., character N) and the training partner character (e.g., character D) are set, and a character image in which the character to be trained (e.g., character N) moves and a character image in which the training partner character (e.g., character D) moves are generated, and background data is set based on the determined presentation execution pattern to generate a background image. Then, each character image and the background image are synthesized to generate images of each frame from the first frame to the last frame of the game presentation, and are displayed and output to the display unit 44.
[0099] 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 the acquire button is tapped, 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. The player terminal 40 that receives the skill acquisition completion response displays that the skill acquisition has been completed, and executes a process of displaying the acquired skill on the skill acquisition screen as an acquired skill.
[0100] 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 is given by a game event during development. In this embodiment, a bad status such as lack of sleep may be given by the occurrence of a game event, and when a bad status is given, game events that are disadvantageous to development such as a decrease in physical strength or a decrease in motivation are more likely to occur. If a bad status is not given to a character being developed, the infirmary button 407 is displayed in a grayed-out state, and if a bad status is given to a 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, and the server 20 that receives the request for the infirmary result performs a lottery to determine whether the bad status has been eliminated or not, and transmits 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.
[0101] The Go Out button 408 is a button used to increase the motivation of the character being trained, and when the Go Out button 408 is tapped, a Go Out confirmation dialog box is displayed to confirm that the character is to go out. Next, when the Confirm button is tapped in the Go Out confirmation dialog box, a Go Out result request is sent to the server 20, and the server 20 that has received the Go Out result request performs a lottery for a motivation increase event and transmits to the player terminal 40 a Go Out result response including information on the motivation increase event determined by the lottery. The player terminal 40 that has 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. In addition, when Going Out is designated as the action of the character to be trained, a destination for the motivation increase event is randomly determined by lottery, and a game presentation is executed according to a presentation execution pattern based on the destination determined by lottery and the season corresponding to the turn in which the Going Out was designated.
[0102] 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 FIG. 16.
[0103] On the race list screen, a race in which the character being trained will run can be selected by tapping the race selection box 415. The selected race can be identified by the presence or absence of a selection mark 416, and the race condition display area 417 displays 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 will be held. When the selected race is changed, the display content of the race condition display area 417 is also changed to match the selected race. In addition, the race entry conditions for each race are set according to the number of fans that the character being trained has acquired, and for races in which the character being trained does not meet the race entry conditions, the race selection box 415 is grayed out and the character cannot run.
[0104] In addition, in this embodiment, a target race may be set as a training goal, and in a turn in which a target race is set, the display mode of the training home screen is different, and only the skill button 406 and the race button 409 are displayed as buttons for selecting actions, as shown in Fig. 17. In other words, in a turn in which a target race is set, the only action that can be consumed by a turn is to participate in the race.
[0105] 18 is a diagram showing an example of a race list screen in a turn where a target race is set. When a target race is 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 including the target race, the race selection box 415 of 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 displayed as grayed out, making it impossible to enter the race.
[0106] 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. The server 20 that receives the request to enter runs a running simulation for the race to be entered, with 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. The player terminal 40 that receives the race result response executes a display process that allows the player to watch the race based on the results of the running simulation.
[0107] In this embodiment, when a character being developed is entered into a race, the performance parameters are adjusted according to the level of motivation on the turn the character is instructed to enter the race; if motivation is at its lowest or lowest, the performance parameters are adjusted downward compared to when motivation is normal, and if motivation is high or at its best, the performance parameters are adjusted upward compared to when motivation is normal.
[0108] In a turn in which a training goal is set in character training, a determination is made as to whether the training goal has been achieved, and if the training goal has been achieved, a goal achievement notification screen is displayed as shown in FIG. 17. In the example shown in FIG. 19, the training goal is to achieve a result within the top 5 in the target race "CCC Award", and if the character being trained achieves a result within the top 5 in the "CCC Award", the goal achievement notification screen is displayed after displaying the result of the target race. A progress button 420 is provided on the goal achievement notification screen, and when a tap input is made on the progress button 420, the display screen transitions to a goal list screen as shown in FIG. 20.
[0109] 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. 20, six training goals are set for the character being trained, and a clear mark 421 indicating that the training goal has been achieved is given to each of the training goals up to the third training goal "Place within the top 5 in the CCC Awards." A progress button 422 is provided on the goal list screen, and when the progress button 422 is tapped, the game progresses to the next turn and returns to the training home screen.
[0110] In this embodiment, each training goal is set for the period up to the 72nd turn, and the number of training goals and the contents of the training goals are set individually according to the type of character. When all the training goals for the character being trained are achieved, the character can advance to the final race from the 73rd turn onwards.
[0111] If all the training goals are achieved in the character training, from the 73rd turn onwards, the character will first participate in the qualifying race, and if it comes first in the qualifying race, it will participate in the semi-final race, and if it comes first in the semi-final race, it will participate in the final race, and if it comes first in the final race, it will win the final race and training will end. Training instructions can be given before the start of each turn of the qualifying race, semi-final race, and final race. The final race from the 73rd turn onwards is an extra turn in which no training goal is set, and if the character comes in any other than first place in the qualifying race or semi-final race, it is possible to try again by using the continue function, but if there are no more continues remaining, training will end. As mentioned above, the use of the continue function is left to the player's choice, so if the player chooses not to use the continue function even if it is available, the character will lose the final race and training will end.
[0112] In addition, if the character being trained fails to achieve the training goal set for the character, training ends at that point. In particular, in this embodiment, if the training goal is to achieve a result within a specified finishing position in the target race, it is possible to try again by using the continue function even if the character is unable to achieve a result within the specified finishing position in the target race, but if the training goal is to gain a specified number of fans by a specified turn or to enter the target race, the continue function cannot be used if the training goal cannot be achieved, and training ends at the point where the judgment turn for the training goal is reached.
[0113] When the training end 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 end button, and when a tap 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 is made on the training end button, training end processing is performed (step S108).
[0114] 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 determine the character's status, linking it to the character individual ID and saving the status in the character list of 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.
[0115] In particular, the factor information is determined by referring to the character's training contents (race participation history, etc.) and the status at the time of training completion (performance parameters, acquired skills, etc.). Among the factor information, blue factors and red factors are always given, and inherent factors are given when the talent blooming level (level 1 to level 5) of the character to be trained is a predetermined level or higher (level 3 or higher). Among the factor information, the skill factor of the white factor is determined by referring to the acquired skills, the race factor is determined by referring to the races that have been run and won during training, and the scenario factor is determined by referring to the training scenario selected prior to the start of training. In addition, when factor information is given, the factor level of the factor information that is decided to be given 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.
[0116] 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. The more fans the player has, the more in-game currency and support points the player can obtain.
[0117] In addition, in the training end process, a training end request is sent to the server 20, and the server 20, upon receiving the training end request, registers the trained character in a character list in the player management database 51, and adds a reward for the training results to an item list in the player management database 51.
[0118] In this way, in the training function provided by the information processing system 10 of this embodiment, by performing turn-consuming actions such as instructing training or instructing to go out during the character training process, game effects corresponding to the action results are generated. These game effects often result in different game effects even when the same action is instructed to the character to be trained due to branching of action results (e.g., success / failure of training, etc.). Furthermore, the game effects generated in response to the action results of the character during the training process are composed of characters that appear in the game effects, with the character to be trained as the main element and the characters of the support items arranged in the instructed training as sub-elements, so that the determination of the characters that appear as sub-elements includes a random element, and an enormous amount of play time is required to cover all possible performance execution patterns.
[0119] In this embodiment, therefore, a presentation viewing function is provided that allows the player to customize the character and presentation execution pattern and view the game presentation of the desired content. In the following, the game progress of the presentation viewing function that allows the player to arbitrarily view the game presentation that can be executed by the training function will be described in more detail with reference to an example of state transition shown in FIG.
[0120] First, the function is set to a usage start acceptance state in which the function is accepted for use (step S200). In this embodiment, the function is provided as a part of a game function called a photo library, and the function is accepted for use through the top screen of the photo library shown in FIG.
[0121] The top screen of the photo library has two types of start using buttons 501 and 502. The start using button 501 is a button for starting to use the performance viewing function, and the start using button 502 is a button for starting to use the function for viewing saved images of screenshots.
[0122] When the start use button 501 is tapped while the top screen of the photo library is displayed, the use of the effect viewing function is started and the state transitions to a character selection reception state (step S201). In the character selection reception state, the selection of a character (main character) that will appear as a main element in the game effect is accepted through a main character selection screen. As shown in FIG. 23, the main character selection screen displays a list of released characters possessed by the player. The main character can be selected from the released characters possessed by the player, and unreleased characters are not presented as selection candidates on the main character selection screen, and it is not possible to view game effects in which an unreleased character appears as a main character. However, it is also possible to make an unreleased character selectable as a main character in the effect viewing function, and to view game effects in which an unreleased character appears as a main character.
[0123] On the main character selection screen, the selected character is displayed in selected character display area 511. A character can be selected by performing a tap input on character icon 512, and a selection mark 513 is added to character icon 512 of the selected character.
[0124] In addition, in the main character selection screen, the display mode of the list display of released characters can be changed by sorting and filtering. Items such as the number of stars (rarity), intimacy, acquisition procedure, and name can be selected as sorting objects, and ascending or descending order can be switched for each. A sort change button 514 is provided in the main character selection screen, and the sorting object can be changed by tapping the sort change button 514. In addition, an ascending / descending order change button 515 is provided in the main character selection screen, and the ascending order can be switched to descending order and the descending order can be switched to ascending order by tapping the ascending / descending order change button 515. Rarity (number of stars) can be specified as a filtering object, and when the filtering function is enabled by tapping the filtering button 516, it can be changed so that only characters of the specified rarity are displayed. When the filtering function is enabled and a tap is made on the filtering button 516, the filtering function is disabled and the display mode is changed so that all released characters are displayed.
[0125] In this embodiment, the character selection information on the main character selection screen when the performance viewing function is used is saved in the player data storage unit 71, and the initial character selection is determined based on the saved main character selection information the next time the main character selection screen is displayed. When the main character selection screen is displayed for the first time, the character with the highest sorting rank among the released characters (the character displayed in the leftmost position at the top of the display screen) is set as the initial character selection.
[0126] The main character selection screen also has a progress button 517 and a return button 518. When the progress button 517 is tapped, the selected character is set as the main character and the state transitions to a performance part selection acceptance state (step S202). When the return button 518 is tapped, the state returns to the start acceptance state (step S200), and the display screen transitions to the top screen of the photo library.
[0127] In the performance part selection acceptance state, the selection of a performance part associated with the action content of the character among the performance execution patterns is accepted through the performance part selection screen shown in FIG. 24. In this embodiment, two types of selection candidates are prepared, one of which is a performance part corresponding to training, and the other is a performance part corresponding to going out and events (going out, special events, etc.). Selection of each performance part is performed using the training selection button 521 and the going out and event selection button 522, and when a tap input is performed on either button, a selection mark 523 is added to the button corresponding to the selected performance part. Note that when transitioning to the performance part selection screen, the initially selected performance part is set to training.
[0128] In this embodiment, the game effects that can be viewed in the effect viewing function are classified into game effects that occur in response to training instructions in the development function, game effects that occur in response to instructions other than training, and game effects that correspond to events that may occur randomly in the development process. The former can be selected using the training selection button 521 as a performance part that corresponds to training, and the latter can be selected using the outing / event selection button 522 as a performance part that corresponds to outings / events. In this embodiment, since the game effects that occur in response to training instructions in the development function are executed based on many conditions in the character development process, a branch is provided between the game effects that occur in response to training instructions and the others so that more detailed scene designation is possible.
[0129] The performance part selection screen also has a decision button 524 and a return button 525, and when decision button 524 is tapped, the screen transitions to an execution pattern selection acceptance state in which more specific performance execution pattern conditions are set for the selected performance part (step S203). When return button 525 is tapped while the performance part selection screen is displayed, the screen returns to a character selection acceptance state (step S201), and the display screen transitions to the main character selection screen.
[0130] For example, when training is selected, a training details selection screen is displayed as shown in FIG. 25 and FIG. 26. For the game presentation corresponding to training, the settings can be customized for each of the items of training type, training level, success / failure of training, season, training location, and training partner. In the training details selection screen, a first display area 531 presenting selection candidates for training type, a second display area 532 presenting selection candidates for training level, a third display area 533 presenting selection candidates for training success / failure, a fourth display area 534 presenting selection candidates for season, a fifth display area 535 presenting selection candidates for training location, and a sixth display area 536 presenting selection candidates for training partner are provided. In this embodiment, in the training details selection screen, radio buttons corresponding to each of a plurality of selection candidates are provided for each of the items of training type, training level, success / failure of training, season, training location, and training partner, and by performing a tap input on a radio button, only the radio button in the same item where the tap input is performed is displayed as an active item, and one selection candidate can be specified for each item. For example, in the situation shown in FIG. 25, for the training type item, the radio button corresponding to "Speed" is displayed as enabled, while the radio buttons corresponding to "Stamina," "Power," "Durability," and "Intelligence" are displayed as disabled, meaning that "Speed" is specified.
[0131] The training types presented in the first display area 531 include "speed", "stamina", "power", "guts", and "wisdom", and one of these can be selected. The training levels presented in the second display area 532 include five levels, "level 1" (Lv1), "level 2" (Lv2), "level 3" (Lv3), "level 4" (Lv4), and "level 5" (Lv5), and one of these can be selected. In this embodiment, even if the training types are the same, when the training levels are different, the content of the game presentation is different. Note that there may be restrictions on the selection of the training level in relation to the training location described later. In this embodiment, a turn corresponding to "summer training camp" is provided in the training function, and in the turn of "summer training camp", the training level is always "level 5". Therefore, when "summer training camp" is selected as the training location, only "level 5" is valid, and "level 1" to "level 4" are displayed in gray and cannot be selected. In this way, in the training details selection screen, when "summer training camp" is selected as the training location, the training level item is linked to make only appropriate selection candidates valid, so that the input convenience of the player can be improved. Regarding the success / failure of the training presented in the third display area 533, there are "success" and "failure", and one of them can be selected. Regarding the seasons presented in the fourth display area 534, there are "spring", "summer", "autumn", and "winter", and one of them can be selected. In this embodiment, the costume of the character changes according to the season, and the background changes. Note that there may be a restriction on the selection of the season in relation to the training location described later. Specifically, when "summer training camp" is selected as the training location, all the selection candidates for the season are invalidated, and no selection can be made. In this way, in the training details selection screen, when "summer training camp" is selected as the training location, the season item is linked to make the selection restricted, so that the input convenience of the player can be improved.The training locations presented in the fifth display area 535 are "normal" and "summer training camp", and either one can be selected. In this embodiment, when the training location is "normal", a game presentation is executed with a background according to the season, but when the training location is "summer training camp", the background is a special specification, and a game presentation is executed with a sandy beach as the background. And, as described above, when "summer training camp" is selected as the training location, restrictions on the selection of season and training level occur.
[0132] The training partners presented in the sixth display area 536 can be selected from "Not set", "Set" and "Random". When "Set" is selected for the training partner, the player can select a character to be a training partner within the range of support items possessed by the player.
[0133] When transitioning to the training details selection screen, the initial selection regarding the training partner is "No setting", but when the radio button corresponding to "Setting" is tapped to select "Setting", a partner selection dialogue is displayed as shown in Fig. 27, allowing the user to select a character to set as the training partner. If the user wishes to change the training partner, the partner selection dialogue can be called up by tapping change button 538 provided in sixth display area 536 on the training details selection screen.
[0134] In this embodiment, one or more characters corresponding to each support item are set. Also, there are some support items associated with the same character that have different parameters for support in training. For example, the speed support item of character A, the power support item of character A, and the like. Also, there are three levels of rarity (R < SR < SSR) for support items, and generally, the higher the rarity, the higher the support effect in the training function. Also, support items are classified into three categories: "Normal", "Friend", and "Group". Support items classified as "Normal" are associated with any of the performance parameters such as speed, and are support items with one character associated. "Friend" and "Group" are not associated with specific performance parameters, and are support items that can generate item-specific outings in the training function. Also, "Group" has two or more characters associated, and can generate outings with each character. Regarding the selection candidates for the training partner in the production viewing function, they are support items classified as "Normal", and are not affected by the rarity of the support items held by the player or the type of performance parameters of the support target. However, it may be possible to present selection candidates for the training partner corresponding to the type of performance parameters of the support item.
[0135] In the partner selection dialogue, a list of characters corresponding to support items classified as "normal" among the support items possessed by the player is displayed using character icons 541. In this embodiment, when the partner selection dialogue is displayed, a training partner can be selected by tapping on any of the listed character icons 541. A selection mark 542 is added to the character icon 541 for the selected character, so that the player can know which character is selected. When a tap input is made on the decision button 545 in a state where the selection mark 542 is added to any of the character icons 541, the character corresponding to the character icon 541 to which the selection mark 542 is added is set as the training partner, and is reflected in the character icon 537 on the training details selection screen. When a tap input is made on the cancel button 546 provided in the partner selection dialogue, the current selection is discarded, the partner selection dialogue is closed, and the training details selection screen is returned to.
[0136] The partner selection dialogue also includes a no setting icon 543 and a random icon 544. When the decision button 545 is tapped with these selected, the selection is reflected as the selection for the training partner item. For example, when the decision button 545 is tapped with the no setting icon 543 selected, a radio button for "no setting" is enabled for the training partner item on the training details selection screen. For example, when the decision button 545 is tapped with the random icon 544 selected, a radio button for "random" is enabled for the training partner item on the training details selection screen. In this way, in this embodiment, the input convenience can be improved by making it possible to select any of "no setting", "setting", and "random" for the training partner item in the partner selection dialogue.
[0137] In this embodiment, training partners can be randomly determined rather than selected by the player, and training partners appearing in the game presentation can be randomly determined by lottery by selecting "random" for the training partner item. When "random" is selected for the training partner item, items to be selected are set from the range of support items possessed by the player, and one item is randomly selected and set as the training partner.
[0138] It is also possible to allow the player to select not only one training partner but two or more. In addition, when the "random" setting is selected, the number of characters to be selected can be controlled so as to be determined randomly. When two or more training partners can be selected, an upper limit can be set for the number of training partners to be selected. In addition, when the "random" setting is selected, the player may be able to specify the range of training partners to be selected.
[0139] The training details selection screen is provided with a view start button 539 and a return button 540, and when a tap input is made on the view start button 539, the screen transitions to a performance execution state in which game performance is executed based on the content selected by the player in each state of the character selection acceptance state, the performance part selection acceptance state, and the execution pattern selection acceptance state (step S204). Note that when a tap input is made on the return button 540 while the training details selection screen is displayed, the screen returns to the performance part selection acceptance state (step S203), and the display screen transitions to the performance part selection screen.
[0140] For example, when "going out / event" is selected, the outing / event details selection screen shown in FIG. 28 is displayed. In this embodiment, the settings of the game presentation corresponding to the outing / event can be customized for each item of the outing destination and the season. In the outing / event details selection screen, a seventh display area 553 presenting selection candidates related to the outing destination and an eighth display area 552 presenting selection candidates related to the season are provided. In this embodiment, in the outing / event details selection screen, icons corresponding to each of the multiple selection candidates are provided for the outing destination item, and by performing a tap input on the icon, a selection mark 553 is given to the selected icon, so that one selection candidate can be specified. In this embodiment, in the outing / event details selection screen, radio buttons corresponding to each of the multiple selection candidates are provided for the season item, and by performing a tap input on the radio button, only the radio button in the same item where the tap input is performed is displayed as an active item, so that one selection candidate can be specified.
[0141] The seventh display area 551 presents the following destinations: "riverside," "shrine," "karaoke," "sea," and "hot spring trip," from which one can be selected. The eighth display area 552 presents the following seasons: "spring," "summer," "autumn," and "winter," from which one can be selected. If the player selects "sea" as the destination, only "summer" can be selected as the season, and the radio button corresponding to "summer" is enabled, while the radio buttons for "spring," "autumn," and "winter" are grayed out and cannot be selected. In this way, the radio buttons for the seasons are automatically selected in accordance with the destination selected by the player on the outing / event details selection screen, improving the player's input convenience. In addition, for the "hot spring trip" in the destination item, it is necessary that the "hot spring trip" event has already been generated in the training function for the selected main character, and the game presentation has been released. If the game presentation for "hot spring trip" has not been released for the main character, "hot spring trip" cannot be selected. If "Hot Spring Trip" cannot be selected for the main character, the icon corresponding to "Hot Spring Trip" can be grayed out, or a badge icon can be added to notify that "Hot Spring Trip" has not been unlocked, making it clear that "Hot Spring Trip" cannot be selected. In this way, on the outing / event details selection screen, if a specific event has not been unlocked for each character using the training function, restrictions are placed on the selection of outing destinations, providing an incentive to use various characters using the training function.
[0142] The outing / event details selection screen is provided with a view start button 554 and a return button 555, and when a tap input is made on the view start button 554, the screen transitions to a performance execution state in which game performance is executed based on the content selected by the player in each state of the character selection acceptance state, the performance part selection acceptance state, and the execution pattern selection acceptance state (step S204). Note that when a tap input is made on the return button 555 while the outing / event details selection screen is displayed, the screen returns to the performance part selection acceptance state (step S202), and the display screen transitions to the performance part selection screen.
[0143] In the performance execution state, a game performance is executed according to the main character and the selection result of the performance execution pattern. In this embodiment, the performance browsing function reads out data of performance materials common to the training function from the training progress data storage unit 72 and executes the game performance. FIG. 29 is a diagram showing an example of a display screen during execution of a game performance in the performance browsing function. In the example shown in FIG. 29, a game performance depicting a state in which a main character 561 (character A) and a training partner 562 (character D) are training is executed. In this embodiment, a shooting button 563 and a loop playback button 564 are provided on the display screen during execution of the game performance. When a tap input is made on the shooting button 563, the game performance being executed is paused, a screenshot is displayed, and the screen transitions to an image confirmation screen shown in FIG. 30. Each time a tap input is made on the loop playback button 564, loop playback can be switched on / off. When loop playback is on, the game performance is reexecuted by returning from the final frame of the game performance to the first frame. When loop playback is off, when execution of a series of game performances is completed, the image of the final frame of the game performance is paused and displayed. Regarding the drawing process of the frame images constituting the game presentation in the loop playback, the image of each frame may be drawn each time the loop playback is performed, or the image of the series of frames drawn at the first execution of the game presentation may be temporarily stored in the storage unit 42 as movie data, and the movie data temporarily stored in the storage unit 42 may be played from the first frame instead of performing the drawing process again at the time of the loop playback. Also, the loop playback button 564 can be used to switch the loop playback on / off during both the execution of the game presentation and the pause of the game presentation. A seek bar may be provided on the display screen during the execution of the game presentation, so that the game presentation can be progressed from any frame from the first frame to the final frame, or the progress of the game presentation can be rewound to any frame.
[0144] On the image confirmation screen, as shown in FIG. 30, the image of the captured screenshot is displayed in the image display area 571. In this embodiment, when the image confirmation screen is displayed, the image of the captured screenshot can be specified as a storage format including filtering before the image of the captured screenshot is stored in the image data storage unit 74. In this embodiment, the storage format can be specified as one of "retro", "girly", "sharp", "drama", "silver", "original", "monochrome", "sepia", "cute", and "cool". On the image confirmation screen, five types of storage formats can be displayed in the storage format display area 572 provided at the bottom of the image display area 571, and the hidden storage formats can be displayed and checked by swiping left and right. In addition, the captured image can be saved as it is by selecting the "original" storage format on the image confirmation screen. On the other hand, when a storage format other than "original" is specified on the image confirmation screen, an image that has been subjected to filtering processing according to the storage format is displayed in the image display area 571, and the filtered image can be saved in the image data storage unit 74 by tapping the save button 573 in that state. In this embodiment, when a storage format other than "original" is specified to store a filtered image, the "original" image and the filtered image are stored in the image data storage unit 74 at the time of initial storage. If the "original" image has already been stored in the image data storage unit 74, only the filtered image is additionally stored.
[0145] When the save button 573 is tapped while the image confirmation screen is displayed, a save confirmation dialog is displayed as shown in Fig. 31(A). When the OK button 581 is tapped while the save confirmation dialog is displayed, the image displayed in the image display area 571 of the image confirmation screen is saved in the image data storage unit 74, and when the image saving is completed, the screen returns to the image confirmation screen. Note that when the cancel button 582 provided in the save confirmation dialog is tapped, the image is not saved, the save confirmation dialog is closed, and the screen returns to the image confirmation screen.
[0146] Furthermore, in this embodiment, the display of the save confirmation dialog can be omitted, and the display / non-display of the save confirmation dialog can be switched using check box 583 provided in the save confirmation dialog. For example, if a check mark is present in check box 583 in the save confirmation dialog, the next time an image is saved, the display of the save confirmation dialog is omitted and the image displayed in image display area 571 is saved in image data storage unit 74 by tapping save button 573 on the image confirmation screen.
[0147] In this embodiment, an upper limit (e.g., 120) is set for the number of images that can be saved in the image data storage unit 74, and when a new image is to be saved when the number of images saved in the image data storage unit 74 has reached the upper limit, the image with the oldest saved date and time is overwritten and saved. For this reason, in this embodiment, by tapping on the saved data edit button 574 provided on the image confirmation screen, a list of images saved in the image data storage unit 74 is displayed, and any image can be deleted or registered as a favorite. Images registered as favorites are excluded from the images to be overwritten, and it is possible to prevent a situation in which an image that is not desired to be deleted is lost due to overwriting.
[0148] Furthermore, when a tap input is made on the return button 575 provided on the image confirmation screen, the end confirmation dialog shown in Fig. 31(B) is displayed. When a tap input is made on the OK button 591 provided on the end confirmation dialog, the end confirmation dialog is closed and the state of accepting the selection of the performance part before the start of the execution of the game performance (the training details selection screen or the outing / event details selection screen) is restored. On the other hand, when a tap input is made on the cancel button 592 provided on the end confirmation dialog, the end confirmation dialog is closed and the image confirmation screen is restored.
[0149] In this embodiment, the effect viewing function can be terminated by selecting to move to another game function from the menu bar 600 provided at the bottom of each of the photo library top screen, the character selection screen, the effect part selection screen, the training details selection screen, and the outing / event details selection screen.
[0150] In the information processing system 10 of the present embodiment described above, a performance viewing function is provided in addition to the training function, and the performance viewing function presents performance execution patterns randomly determined in the training function as selection candidates, allowing the player to select the performance execution pattern at his / her own discretion. In particular, in this embodiment, the selection candidates for performance execution patterns include performance execution patterns that the player cannot select at will in the training function but are randomly determined by lottery, making it possible for the player to quickly experience game performances that he / she has not experienced in the training function by using the performance viewing function. Therefore, the information processing system 10 of the present embodiment can improve the convenience of experiencing game performances.
[0151] Furthermore, the information processing system 10 of this embodiment provides an input interface that allows a screenshot of the game presentation being executed by the presentation viewing function and enables the captured screenshot image to be saved. Therefore, according to the information processing system 10 of this embodiment, a record of the game presentation experience can be left as a screenshot image, thereby enhancing the interest in the game presentation experience.
[0152] In this embodiment, as characters appearing in the game presentation executed by the presentation viewing function, a main character that is a character appearing as a main element and a training partner character that appears as a sub-element can be selected, and a first condition for being selectable as the main character is that the character is a released character possessed by the player, and a second condition for being selectable as the training partner character is that the character corresponds to a support item possessed by the player. Therefore, according to the information processing system 10 of this embodiment, since there are limitations on the game presentation that can be reproduced depending on the release status of the player's character and the possession status of the support item, it is possible to stimulate the player's desire to acquire characters and the player's desire to acquire support items.
[0153] In this embodiment, the game effects executable in the effect viewing function are limited to the game effects executed when the training function instructs the character to be trained to train or go out, and the game effects executed when a hot spring trip event occurs, but are not limited thereto. For example, the effect viewing function may also be executable for game effects that occur randomly in association with a support item and correspond to an event specific to the support item, or game effects that occur according to a training scenario and occur at a predetermined turn in the training process, and have a pattern of branching results. The game effects executable in the effect viewing function may also be game effects executed when the training function instructs the nurse's office, which is a turn-consuming action, as well as training and going out. The game effects executable in the effect viewing function may also be game effects that occur due to an instruction for an action that is not a turn-consuming action in the training function, or game effects that correspond to an event that occurs randomly by lottery in the training process. For example, the game effects may be game effects that occur when an item, skill, effect that affects status, etc. is acquired in the training process, or game effects that correspond to an event corresponding to a training scenario selected prior to the start of training, in which the player is given a choice and executed according to the selection result.
[0154] The effect viewing function may also allow the player to view game effects executed in game functions other than the training function. For example, in the case where another game function is provided that executes a game effect that expresses a scene of a player selecting one of the released characters owned by the player, specifying a destination for the selected released character, and going out with the character, the game effect executed in the other game function may be reproduced and viewed by having the player select a character to appear and an effect execution pattern. In the case where a success pattern and a failure pattern exist in the game effect executed in the game function other than the training function, the effect viewing function may allow the player to view game effects according to a pattern selected by the player as the success pattern and the failure pattern, or may allow the player to view game effects according to a pattern randomly determined by lottery (the lottery may be performed by either the server 20 or the player terminal 40).
[0155] In addition, in the performance viewing function, a random element may exist in the execution of some game performances. For example, when an outing / event is selected as the performance part, if a "shrine" is specified as the destination, a game performance corresponding to an event of drawing a fortune is executed. In the event of drawing a fortune, a branching pattern is set according to the result of the fortune, and the result of the fortune can be determined randomly by lottery. In other words, instead of having the player decide all of the performance execution patterns at their discretion, some of the performance execution patterns can be determined randomly by lottery. In addition, in the development function, the branching pattern related to the execution of the game performance is determined by lottery in the server 20, whereas in the performance viewing function, the branching pattern related to the execution of the game performance can be determined by lottery in the player terminal 40. In this way, the function can be used smoothly in the player terminal 40 by reducing the opportunities for communication with the server 20 in the performance viewing function. For example, the lottery for determining the result of the fortune in the event of drawing a fortune, as described above, can be executed in the server 20 in the development function, and executed in the player terminal 40 in the performance viewing function. However, in both the development function and the performance viewing function, the lottery for determining the branching pattern may be conducted by the server 20, and in both the development function and the performance viewing function, the lottery for determining the branching pattern may be conducted by the player terminal 40.
[0156] In this embodiment, in the effect viewing function, screenshots can be taken and the captured images can be saved in the effect execution state, but the effect of the game being executed may be saved as a video. When the effect of the game being executed is saved as a video, any range from the first frame to the last frame may be specified and the video of the specified range may be cut out and saved. When the effect of the game being executed is saved as a video, there may be a limit to the length of the video that can be saved (number of seconds or number of frames).
[0157] The control method of the present embodiment can be equally applied to any game in which game effects occur during the game progression and the game effects executed have random elements. The control method of the present embodiment can also be configured to provide the functions of the information processing system 10 in other games. For example, the control method can be applied to sports games such as baseball games and soccer games in which characters participating in a competition are trained. The control method of the present embodiment can also be applied to games in other genres in which game media such as characters, items, and equipment can be trained, such as idol training games, card battle games, fighting games, action games, battle royale games, and role-playing games. [Explanation of symbols]
[0158] 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 image data storage unit, 80 game execution unit, 81 training function providing unit, 82 performance viewing function providing unit,
Claims
1. A program for a game in which a character is developed, a training function providing unit that presents selection candidates for instructing an action associated with the training of the character and provides a training function that changes parameters associated with the character based on the action selected by the player; causing the computer to function as an effect viewing function providing unit that allows a player to select the character and provides an effect viewing function that enables the player to view game effects that occur during the character's development process; The performance viewing function providing unit, A program that presents as selection candidates performance components determined based on actions selected by a player in the development function, and allows the character and the performance components to be selected when viewing the game performance.
2. In claim 1, A success pattern and a failure pattern are set for the game presentation, The said breeding function providing unit, selectively executing the game presentation of a success pattern and the game presentation of a failure pattern with a probability based on parameters associated with the character during the character development process; The performance viewing function providing unit, A program that enables viewing of the game presentation of the successful pattern.
3. In claim 1 or 2, The said breeding function providing unit, determining a combination of characters to appear in the game presentation from among a plurality of characters selected prior to the start of character development; The browsing function providing unit, The program enables a combination of characters to be made to appear in the game presentation to be set from a group of characters that can be selected prior to starting the development of the characters.
4. An information processing system for a game in which a character is developed, comprising: a training function providing unit that presents selection candidates for instructing an action associated with the training of the character and provides a training function that changes parameters associated with the character based on the action selected by the player; and a presentation viewing function providing unit that allows a player to select the character and provides a presentation viewing function that enables the player to view game presentations that occur during the character's development process, The performance viewing function providing unit, An information processing system that presents as selection candidates presentation components determined based on actions selected by the player in the development function, allowing the character and the presentation components to be selected when viewing the game presentation.
5. An information processing method for a game in which a character is developed, comprising: a training function providing step of presenting selection candidates for instructing an action associated with the training of the character and providing a training function that changes parameters associated with the character based on the action selected by the player; a performance viewing function providing step of allowing a player to select the character and providing a performance viewing function that enables the player to view game performances that occur during the character development process; In the performance viewing function providing step, An information processing method that presents as selection candidates presentation components determined based on actions selected by the player in the development function, allowing the character and the presentation components to be selected when viewing the game presentation.