Program, information processor, and control method
The program and device enable users to select between normal and practice modes for game parts, addressing convenience issues by adjusting gameplay requirements and reducing server dependency, thus enhancing user experience.
Patent Information
- Application Number
- JP2024173859
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-02
- Publication Date
- 2024-12-19
- Estimated Expiration
- 2036-05-12
AI Technical Summary
Conventional games may not be very convenient for users, as they often restrict gameplay based on the availability of points, leading to limitations in accessing game parts.
A program and information processing device that allows users to select between a first mode (normal mode) and a second mode (practice mode) for game parts, adjusting gameplay requirements such as stamina consumption, time limits, and rewards, enabling independent execution without server communication in practice mode.
Enhances gameplay convenience by allowing users to play game parts in a mode that suits their preferences, reducing the need for real-time server communication and maintaining game balance while improving usability.
Smart Images

Figure 2024177355000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an information processing device, and a control method. [Background technology]
[0002] Conventionally, games executed by information processing devices are known. For example, Patent Document 1 discloses a configuration in which a user consumes points owned in a game to execute game parts such as quests or mini-games. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5833789 Summary of the Invention [Problem to be solved by the invention]
[0004] Conventional games are not always convenient for users. For example, if a user does not have enough points, the user may not be able to play a game part freely depending on the game part settings. Therefore, there is room for improvement in the convenience of games.
[0005] In view of the above circumstances, an object of the present invention is to provide a program, an information processing device, and a control method that improve the convenience of games. [Means for solving the problem]
[0006] In order to solve the above problems, the program according to the present invention comprises: In the user's information processing device, a communication step of communicating with a server device that stores predetermined information regarding the user; a storage step of storing information regarding the game part to be played by the user; a determination step of determining a mode of the game part to be a first mode or a second mode when a first user operation is detected; an execution step of executing the game part so that a requirement according to the mode determined in the determination step is satisfied; The execution step is capable of reading out, when executing the game part in the first mode, a group of game media that was used when playing the game part in the second mode in the past and that was stored in the storage step.
[0007] Further, the information processing device according to the present invention comprises: A storage unit that stores information about a game part to be played by a user, and a control unit, The control unit is A communication process for communicating with a server device that stores predetermined information regarding the user; a storage process for storing information about a game part to be played by the user in the storage unit; a determination process of determining a mode of the game part to be a first mode or a second mode when a first user operation is detected; an execution process for executing the game part so that a requirement corresponding to the mode determined in the determination process is satisfied; The execution process, when executing the game part in the first mode, is capable of reading out a group of game media stored in the memory unit that was used when playing the game part in the second mode in the past.
[0008] Further, the control method according to the present invention comprises: A method for controlling a game executed by a user's information processing device, comprising: a communication step of communicating with a server device that stores predetermined information regarding the user; a storage step of storing information regarding the game part to be played by the user; a determination step of determining a mode of the game part to be a first mode or a second mode when a first user operation is detected; an execution step of executing the game part so that a requirement according to the mode determined in the determination step is satisfied; The execution step is capable of reading out, when executing the game part in the first mode, a group of game media that was used when playing the game part in the second mode in the past and that was stored in the storage step. Effect of the Invention
[0009] The program, information processing device, and control method according to the present invention improve the convenience of the game. [Brief description of the drawings]
[0010] [Figure 1] 1 is a block diagram of a game system according to a first embodiment of the present invention. [Diagram 2] FIG. 13 is a diagram showing information about a user. [Diagram 3] A figure showing information regarding a first game medium. [Figure 4] FIG. 13 is a diagram showing information regarding game parts. [Diagram 5] FIG. 13 shows a game part selection screen. [Figure 6] FIG. 13 shows a helper selection screen. [Figure 7] FIG. 13 is a diagram showing a preparation screen in a normal mode. [Figure 8] FIG. 13 shows a preparation screen in a practice mode. [Figure 9] 13 is a flowchart showing the process of the terminal device up to the display of the preparation screen. [Figure 10] 13 is a flowchart showing a process of the terminal device after displaying a preparation screen. [Figure 11] FIG. 11 is a diagram showing information relating to a user according to the second embodiment of the present invention. [Figure 12] FIG. 13 is a diagram showing a preparation screen in a practice mode according to the second embodiment. [Figure 13] FIG. 11 is a diagram showing a preparation screen in a normal mode according to the second embodiment. [Figure 14] FIG. 13 shows an opponent selection screen. [Figure 15] FIG. 11 is a diagram showing one aspect of a game part selection screen according to the second embodiment. [Figure 16] 13 is a flowchart showing a process of the terminal device after displaying a preparation screen according to the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, an embodiment of the present invention will be described.
[0012] (First embodiment) First, a game system including a server device and a terminal device according to a first embodiment of the present invention will be described. As shown in Fig. 1, a game system 10 according to this embodiment includes a server device 11 and one or more terminal devices 12. For simplicity, only two terminal devices 12 are shown in Fig. 1, but any number of terminal devices 12 may be provided.
[0013] The server device 11 is, for example, an information processing device such as a server managed by a game operator, and provides games (game data) to the terminal devices 12 owned by individual users. The terminal devices 12 are, for example, information processing devices such as a mobile phone, smartphone, PC, or game device, and execute the games provided by the server device 11. In this way, the server device 11 and the terminal devices 12 work together to control the games provided to the users of the terminal devices 12.
[0014] Here, an overview of the game according to the present embodiment will be described. The game according to the present embodiment is a game in which the user can play a game part using, for example, game media.
[0015] Game media is electronic data used in a game, and includes any media, such as cards, items, tickets, characters, avatars, virtual currency, etc. Game media is electronic data that can be acquired, owned, used, managed, exchanged, synthesized, enhanced, sold, discarded, donated, etc. by a user within a game, but the manner of use of the game media is not limited to those explicitly stated in this specification.
[0016] Hereinafter, unless otherwise specified, "game media owned by a user" refers to game media associated with a user ID of a user. Furthermore, "granting game media to a user" refers to associating the game media with a user ID. Furthermore, "discarding game media owned by a user" refers to dissociating the association between a user ID and the game media. Furthermore, "consuming game media owned by a user" refers to the possibility of causing some effect or influence in the game in response to dissociation of the association between a user ID and the game media. Furthermore, "selling game media owned by a user" refers to dissociating the association between a user ID and the game media, and associating the user ID with other game media (e.g., virtual currency or items, etc.). Furthermore, "transferring game media owned by user A to user B" refers to dissociating the association between user A's user ID and the game media, and associating the game media with user B's user ID.
[0017] Moreover, the game part is a content that the user can play in the game, and includes, for example, quests, missions, mini-games, item acquisition events, dungeon exploration events, and battle events with opponents (for example, other users, enemy characters, and enemy buildings). For example, when it is determined that a predetermined condition (for example, a game task) set for each game part has been successfully achieved, the user may be given a predetermined reward, for example, game media such as items and virtual currency, and points such as experience points. The game task may be any task according to the content of the game part, such as a task of winning a battle against an enemy character or a task of reaching the goal of a dungeon. In the following description, the achievement of a specific task (cleared task) among the game tasks set in the game part is also referred to as the clearing of the game part. In other words, when it is determined that a cleared task has been successfully achieved in the game part, the game part is determined to be cleared, and the game part ends.
[0018] The game part according to the present embodiment is a single-player game part that is played by a single user. Specifically, as described below, a user playing the game part plays a battle against an enemy character such as an NPC (Non Player Character) using one or more first game media (e.g., characters) owned by the user and a second game medium (e.g., characters) owned by another user.
[0019] Moreover, the game part according to the present embodiment is, for example, a side-scrolling action game. The user controls a moving character, such as a motorbike, to acquire predetermined items while avoiding obstacles and the like. The first game medium and the second game medium attack an enemy character according to the number of acquired predetermined items. When the HP (Hit Point) of the enemy character is reduced to zero by the attack, the player wins the battle against the enemy character and the game part is determined to be cleared. On the other hand, when the total HP of the first game medium and the second game medium is reduced to zero by the attack from the enemy character, the game part cannot be continued (for example, the game is over). The game part is not limited to the above-mentioned action game, and any genre of game may be played, such as a puzzle game, a quiz game, a fighting game, or a simulation game that constructs a virtual space such as a city or a garden.
[0020] Furthermore, in the game according to this embodiment, a plurality of modes are provided for one game part, for example, two modes, a "normal mode" and a "practice mode" described later. The user can determine the mode of the game part to be the "normal mode" or the "practice mode". Then, depending on the determined mode, the game part settings, such as the conditions required to execute the game part, are switched. With this configuration, the user can play one game part with a plurality of different settings, improving the convenience of the game.
[0021] Next, each component of the game system 10 will be described.
[0022] (Server device configuration) First, a description will be given of the server device 11. The server device 11 includes a server communication unit 13, a server storage unit 14, and a server control unit 15.
[0023] The server communication unit 13 is an interface that communicates with an external device wirelessly or via a wired connection to transmit and receive information. In this embodiment, the server communication unit 13 can transmit and receive information to and from the terminal device 12 via a network 16 such as the Internet.
[0024] The server storage unit 14 includes, for example, a primary storage device and a secondary storage device, and stores various information and programs necessary for providing and controlling the game. For example, the server storage unit 14 stores information about the user and information about the game part.
[0025] (User information) The information about the user includes any information unique to the user. In this embodiment, the information about the user includes, for example, as shown in FIG. 2, login information, a user experience value, a user rank, stamina, and information about the game medium, which are associated with a user ID.
[0026] The user ID is information that can uniquely identify a user.
[0027] The login information indicates the date and time when the user last logged in to the game system 10 (hereinafter, also referred to as the last login date and time).
[0028] The user experience value is a parameter that can increase as the game is played. For example, the user experience value increases as a game part is cleared.
[0029] The user rank is a parameter that increases according to the user experience value. For example, when the user experience value reaches a predetermined upper limit, the user experience value decreases to zero and the user rank is incremented. Therefore, the user rank may indicate, for example, the user's proficiency with the game.
[0030] Stamina is a parameter that is consumed when executing a game part. As described later, a "stamina consumption" parameter is set for each game part, and a game part is executed with the requirement that stamina is consumed (reduced) by the amount of stamina consumed. If the stamina does not reach the stamina consumption amount, the game part is controlled so that it cannot be executed. Stamina also increases up to a predetermined maximum value, for example, as time passes or a predetermined game medium is used. The maximum value of stamina is determined, for example, according to the user rank, and the higher the user rank, the higher the maximum value of stamina.
[0031] The information about the game medium may include any information about the game medium owned by the user in the game. For example, the information about the game medium may include the number of virtual currencies owned by the user in the game. The information about the game medium may also include information about a first game medium (e.g., a character) that may be used to play a game part.
[0032] In this embodiment, information regarding the first game medium includes status, cost, experience points, level, HP, attack power, recovery power, and skills, associated with the first game medium ID, as shown in, for example, FIG. 3.
[0033] The first game medium ID is information that can uniquely identify the first game medium.
[0034] The state is information that identifies a first game medium included in a game media group (hereinafter, also referred to as a deck) among the first game media owned by the user. The first game media included in the game media group are used to execute the game part.
[0035] In this embodiment, the state can be "leader", "support", or "null". "Leader" refers to a first game medium included in the game media group, in which a leader skill, described below, is enabled. "Support" refers to a first game medium included in the game media group, in which a leader skill, described below, is disabled. "Null" refers to a first game medium that is not included in the game media group. Here, the game media group is allowed to have one first game medium that is "leader" and up to a predetermined number (e.g., four) of first game media that are "support".
[0036] The cost is a parameter used to determine whether or not the first game medium can be added to the game media group. Specifically, the addition of the first game medium is permitted until the total value of the costs of the first game media included in the game media group reaches a predetermined upper limit value. The cost value may be determined according to information about the first game medium (e.g., the level), or may be a constant. The predetermined upper limit value may be determined according to information about the user (e.g., the user rank), or may be a constant.
[0037] Alternatively, the cost may be a parameter used to execute a predetermined command for the first game medium. The predetermined command may include any command for the first game medium, such as a command to place (appear) the first game medium on a game field, a command to make the first game medium attack an opponent, or a command to make the first game medium activate a command skill described below. When there are multiple commands corresponding to one first game medium, a cost may be determined for each command. When the value of the cost is equal to or less than a predetermined upper limit, the command for the first game medium is executable. The predetermined upper limit is, for example, a predetermined point associated with the user. In response to the execution of the command, the points are decreased by the cost. The points may be increased (recovered), for example, in response to the passage of time, the use of a predetermined game medium (for example, an item), or the activation of a predetermined command skill.
[0038] The experience value is a parameter that can increase as the player plays the game. For example, the experience value increases as the player clears a game part.
[0039] The level is a parameter that increases according to the experience value. For example, when the experience value reaches a predetermined upper limit, the experience value decreases to zero and the level is incremented.
[0040] The HP (Hit Point) is a parameter used in the execution of a game part. For example, if the total HP of a first game medium included in the game medium group decreases to zero during the execution of the game part, the game part cannot be continued. The total HP decreases by the amount of damage received from an enemy character, for example.
[0041] The attack power is a parameter used in executing a game part. For example, the greater the attack power, the greater the amount of damage the first game medium inflicts on an enemy character during execution of the game part.
[0042] The recovery power is a parameter used in the execution of a game part. For example, the greater the total recovery power of the first game media included in the game media group, the greater the amount of recovery (increase) when a predetermined event (e.g., acquisition of a recovery item) that recovers (increases) the total HP occurs during the execution of the game part.
[0043] A skill is a function (ability) of a game medium that generates a predetermined effect during execution of a game part. For example, skills may include a leader skill that is automatically activated and a command skill that is activated in response to a user operation. A leader skill generates an effect that increases or decreases a parameter (e.g., total attack power, etc.) of a group of game media. A command skill generates an effect that inflicts damage on an enemy character, for example. The effects generated by skills are not limited to those described above and may include a variety of effects.
[0044] (Information about the game part) The information on the game part includes any information unique to the game part. In this embodiment, the information on the game part includes a mode and a game part setting in association with a game part ID, as shown in FIG.
[0045] The game part ID is information that can uniquely identify a game part.
[0046] The mode is information indicating the mode of the game part. In this embodiment, there are two modes: "normal mode (first mode)" and "practice mode (second mode)". At least one of the normal mode and the practice mode is provided for one game part. In this embodiment, at least the normal mode is provided for each game part. For example, in FIG. 4, the game part "gp001" is provided with the normal mode and the practice mode. On the other hand, the game part "gp002" is provided with only the normal mode. Also, for example, there may be a game part provided with only the practice mode.
[0047] The game part setting is provided for each mode and includes information indicating various settings related to the game part. When the game part is executed, the game part setting corresponding to the determined mode is used as described below. In this embodiment, the game part setting includes the amount of stamina consumption, the time limit, reward information, and information related to the continuation of play.
[0048] The stamina consumption is a parameter indicating the amount of stamina required to execute a game part. As described above, a game part is executed on the condition that the user's stamina is consumed (deducted) by the stamina consumption amount. Here, the value of the stamina consumption amount may differ depending on the mode of the game part. Preferably, the stamina consumption amount corresponding to the practice mode is smaller than the stamina consumption amount corresponding to the normal mode, and is set to zero, for example. With this configuration, the requirements for executing a game part in the practice mode are relaxed compared to the normal mode, improving the convenience of the game.
[0049] In this embodiment, in the game part setting corresponding to the normal mode, the stamina consumption is set to a value greater than zero. On the other hand, in the game part setting corresponding to the practice mode, the stamina consumption is set to zero. For example, in FIG. 4, the stamina consumption corresponding to the normal mode of the game part "gp001" is 25 points, and the stamina consumption corresponding to the practice mode is 0 points.
[0050] The time limit is used for comparison with the elapsed time from the start of a game part during play of the game part. For example, if the elapsed time reaches the time limit before the game part is cleared, the game part cannot be continued (for example, the game is over). In such a case, when a continue operation described later is executed, for example, the elapsed time is reset, and the game part can be continued. Here, the time limit may differ depending on the mode of the game part. Preferably, the time limit corresponding to the practice mode is longer than the time limit corresponding to the normal mode, and is set to, for example, unlimited. With this configuration, the probability of a state in which it is impossible to continue playing the game part in the practice mode is reduced compared to the normal mode, improving the convenience of the game.
[0051] In this embodiment, in the game part setting corresponding to the normal mode, the time limit is set to unlimited or a predetermined value. On the other hand, in the game part setting corresponding to the practice mode, the time limit is set to unlimited. For example, in FIG. 4, the time limit corresponding to the normal mode of the game part "gp001" is 10 minutes, and the time limit corresponding to the practice mode is unlimited.
[0052] The reward information includes any information related to a reward that may be granted to a user when a predetermined condition is achieved in a game part. The predetermined condition includes, for example, a condition of accomplishing a game task set in the game part, but may be any condition related to the game part. In this embodiment, the reward information includes, for example, information indicating the type and quantity of reward, and the probability that a reward will be granted when the predetermined condition is achieved. The type of reward may include, for example, game media such as characters or virtual currency, and points that increase parameters such as user experience points or experience points of the first game media. The reward is granted by changing (updating) corresponding information or parameters among information related to the user.
[0053] Here, the reward information may differ depending on the mode of the game part. Preferably, the quantity or probability of the reward corresponding to the practice mode is smaller than the quantity or probability of the reward corresponding to the normal mode, and is set to, for example, zero. With this configuration, when the requirements for executing the game part in the practice mode are relaxed compared to the normal mode, as described above, the quantity or probability of the reward is reduced in the practice mode, so that the game balance is appropriately adjusted. Also, when the quantity or probability of the reward corresponding to the practice mode is set to zero, there is no need to update information about the user by executing the game part in the practice mode. Therefore, for example, the game part in the practice mode can be executed by the terminal device 12 alone without communication between the server device 11 and the terminal device 12, and the communication frequency and communication amount can be suppressed.
[0054] In this embodiment, in the game part setting corresponding to the normal mode, the reward information is set so that some reward may be awarded. On the other hand, in the game part setting corresponding to the practice mode, the reward information is set so that no reward is awarded. For example, in FIG. 4, the reward information corresponding to the normal mode of the game part "gp001" is "5 virtual currency coins, 10%", indicating that 5 virtual currency coins will be awarded with a 10% probability. On the other hand, the reward information corresponding to the practice mode is "null", indicating that no reward is awarded.
[0055] The information regarding continuation of play includes any information used in a process for continuing play (e.g., a process for continuing) that may be executed when a state occurs during play of a game part where play of the game part cannot be continued (e.g., a game over state). For example, if a condition is met during play of a game part, such as the total HP of the game media group decreasing to zero, causing a game over, and if a continue is executed, the total HP will increase, for example, to a maximum value, and play of the game part will be able to continue. On the other hand, if a continue is not executed when a game over occurs during play of a game part, the game over is confirmed and the game part ends.
[0056] In this embodiment, the information regarding the continuation of play includes information indicating whether or not the game can be continued when the game is over, and information indicating the user's resources (e.g., game media or virtual currency associated with the user) consumed to continue, but the information included in the information regarding the continuation of play is not limited to these. For example, the information regarding the continuation of play may further include information indicating a limit on the number of times the game can be continued.
[0057] Here, the information on continuing play may differ depending on the mode of the game part. Preferably, the information on continuing play corresponding to the practice mode is determined so that a greater number of continues can be performed with fewer resources (e.g., no resources) compared to the normal mode. With this configuration, it is easier to continue in the practice mode compared to the normal mode, improving the convenience of the game.
[0058] In this embodiment, in the game part setting corresponding to the normal mode, the information on the continuation of play is determined so that continuation is impossible, or so that continuation is possible by consuming some resources. On the other hand, in the game part setting corresponding to the practice mode, the information on the continuation of play is determined so that continuation is possible without consuming any resources. For example, in FIG. 4, the information on the continuation of play corresponding to the normal mode of the game part "gp001" indicates that continuation is possible by consuming five virtual currencies. Also, the information on the continuation of play corresponding to the practice mode of the game part "gp001" indicates that continuation is possible without consuming any resources. Also, the information on the continuation of play corresponding to the normal mode of the game part "gp002" indicates that continuation is impossible.
[0059] The information about the game part is not limited to the above. For example, the information about the game part may further include any information necessary for executing the game part, such as image data to be displayed on the terminal device 12 during the execution of the game part, and information about enemy characters.
[0060] The server control unit 15 (see FIG. 1) includes a dedicated or general-purpose processor. The server control unit 15 controls the operation of the entire server device 11. For example, the server control unit 15 transmits and receives information via the server communication unit 13. The server control unit 15 also stores the above-mentioned information on the game parts, information on the specific game media, and setting information on the game parts in the server storage unit 14.
[0061] The server control unit 15 also performs various processes related to the game part, which will be described in detail below.
[0062] The server control unit 15 transmits information about at least some of the multiple users (see FIG. 2 and FIG. 3) to the terminal device 12. Here, the server control unit 15 may transmit information about other users, among multiple other users other than the user of the terminal device 12, who satisfy a condition (selectable condition) that the elapsed time from the last login date and time indicated in the login information to the current time is less than a predetermined value. The information about other users transmitted to the terminal device 12 is used, for example, for display processing of a helper selection screen and execution processing of a game part in the terminal device 12. The processing in the terminal device 12 will be described later. In this embodiment, the information about the user is transmitted when, for example, the user of the terminal device 12 logs in to the game system 10, but may be transmitted at any timing.
[0063] The server control unit 15 also transmits information about one or more game parts (see FIG. 4) to the terminal device 12. The information about the game parts transmitted to the terminal device 12 is used, for example, in the execution process of the game parts in the terminal device 12. The process in the terminal device 12 will be described later. In this embodiment, the information about the game parts is transmitted, for example, when the user plays the game part for the first time, but may be transmitted at any timing. Here, the information about the game parts transmitted to the terminal device 12 is stored in the terminal device 12 as described later. For this reason, when the user plays the game part again, the server control unit 15 may omit transmitting the information about the game parts.
[0064] (Terminal Device Configuration) Next, a description will be given of the terminal device 12. As shown in Fig. 1, the terminal device 12 includes a terminal communication unit 17, a terminal storage unit 18, a display unit 19, an input unit 20, and a terminal control unit 21.
[0065] The terminal communication unit 17 is an interface that communicates with an external device wirelessly or via a wire to transmit and receive information. In this embodiment, the terminal communication unit 17 transmits and receives information to and from the server device 11 via the network 16.
[0066] The terminal storage unit 18 includes, for example, a primary storage device and a secondary storage device, and stores various information and programs necessary for processing the game provided by the server device 11. For example, the terminal storage unit 18 stores a dedicated application for executing the game (hereinafter also referred to as a game application). The game application is obtained, for example, from a predetermined application distribution server via the network 16. When the game application is executed (activated), the operation of the terminal device 12 related to the game is realized.
[0067] The terminal storage unit 18 also stores information about the user and information about the game part received from the server device 11.
[0068] Furthermore, the terminal storage unit 18 stores a mode determined as described below from among a plurality of modes provided in the game part. Specifically, the terminal storage unit 18 stores the normal mode or the practice mode as the determined mode. As described below, the game part is executed by preferentially using the game part setting corresponding to the determined mode. In this embodiment, the mode stored in the terminal storage unit 18 is commonly used for all game parts, but a mode may be stored for each game part.
[0069] The display unit 19 is a display device such as a liquid crystal display or an organic EL display, and is capable of displaying a variety of screens.
[0070] The input unit 20 is an input interface including, for example, a touch panel provided integrally with the display unit 19, and is capable of accepting user operations on the terminal device 12.
[0071] The terminal control unit 21 includes a dedicated or general-purpose processor. The terminal control unit 21 controls the operation of the entire terminal device 12. For example, the terminal control unit 21 transmits and receives information via the terminal communication unit 17. The terminal control unit 21 also executes (launches) a game application in response to a user's operation.
[0072] The terminal control unit 21 also performs various processes related to the game part, which will be described in detail below.
[0073] The terminal control unit 21 acquires information about one or more users from the server device 11 and stores it in the terminal storage unit 18. Specifically, the terminal control unit 21 stores information about one or more users, including the user of the terminal device 12, among the multiple users. The terminal control unit 21 also acquires information about one or more game parts from the server device 11 and stores it in the terminal storage unit 18.
[0074] Furthermore, the terminal control unit 21 determines a game media group including one or more first game media, automatically or in response to a user operation. Specifically, the terminal control unit 21 determines the status of one or more first game media selected automatically or in response to a user operation among the first game media owned by the user to "leader" or "support," and updates the information about the user stored in the terminal storage unit 18. The terminal control unit 21 then transmits the updated information about the user to the server device 11. In this manner, the updated information about the user is stored in each of the server device 11 and the terminal device 12.
[0075] Furthermore, the terminal control unit 21 causes the display unit 19 to display a game part selection screen in response to, for example, a predetermined user operation. The game part selection screen is a screen on which a graphic user interface capable of detecting a user operation for selecting one of one or more game parts is displayed. Hereinafter, the graphic user interface is also simply referred to as an interface. The game part selection screen is displayed using information related to one or more game parts stored in the terminal storage unit 18. Then, the terminal control unit 21 selects one of the one or more game parts in response to a user operation on the game part selection screen.
[0076] For example, on the game part selection screen shown in Fig. 5, two interfaces 22 (22a, 22b) capable of detecting user operations for selecting game parts "gp001" and "gp002", respectively, are displayed. Preferably, information on each game part, such as stamina consumption, is displayed on the game part selection screen. For example, when detecting a user operation on the interface 22a corresponding to the game part "gp0001", the terminal control unit 21 selects the game part "gp0001".
[0077] Next, the terminal control unit 21 displays a helper selection screen on the display unit 19. The helper selection screen is a screen on which an interface capable of detecting a user operation for selecting one of the one or more second game media that satisfy the selectable condition is displayed. Here, the second game medium is a first game medium that is owned by a user other than the user of the terminal device 12 and whose status is set to "leader", but may be any first game medium owned by the other user. The second game medium that satisfies the selectable condition is a second game medium of the other user that satisfies the selectable condition that the elapsed time from the last login date and time to the current time is less than a predetermined value, as described above. The helper selection screen is displayed using information about the other user stored in the terminal storage unit 18. Then, the terminal control unit 21 selects one of the one or more second game media in response to a user operation on the helper selection screen. The selected second game medium is used to execute the game part together with the first game medium included in the game media group.
[0078] For example, on the helper selection screen shown in FIG. 6, two interfaces 23 (23a, 23b) capable of detecting user operations to select the second game medium of user "user002" and the second game medium of user "user004", respectively, are displayed. Preferably, on the helper selection screen, an image of each second game medium and the remaining time until the selectable condition is no longer satisfied are displayed. For example, when the terminal control unit 21 detects a user operation on the interface 23a corresponding to the second game medium of user "user002", it selects the second game medium of user "user0002".
[0079] Next, the terminal control unit 21 causes the display unit 19 to display a preparation screen. The preparation screen is a screen on which an interface (first interface) capable of detecting a user operation (first user operation) for determining the mode of the game part is displayed. The terminal control unit 21 determines the mode of the game part to be the normal mode or the practice mode according to the first user operation on the first interface. Specifically, the terminal control unit 21 switches the mode of the game part between the normal mode and the practice mode every time the terminal control unit 21 detects the first user operation.
[0080] Furthermore, the terminal control unit 21 changes at least a part of the preparation screen according to the mode of the game part. This configuration makes it easier for the user to recognize the mode of the game part, improving the convenience of the game. This will be specifically described below.
[0081] In addition to the above-mentioned first interface, the preparation screen according to the present embodiment further displays an interface (second interface) capable of detecting a user operation (second user operation) for executing (starting) a game part in the determined mode, and information on the mode of the game part. The terminal control unit 21 changes the display mode of at least one of the first interface and the second interface, such as a shape, color, image, or text, according to the mode of the game part. The terminal control unit 21 also changes information on the mode of the game part displayed on the preparation screen (for example, an explanation of the mode, etc.).
[0082] For example, Fig. 7 shows an example of a preparation screen when the mode of the game part is normal mode. In the preparation screen shown in Fig. 7, the first interface 24 displays the text "normal mode" indicating the mode of the game part. The second interface 25 displays the text "start game part". The shape of the second interface 25 is approximately rectangular. The area 26 displays the text "run the game part with this team" as information related to the normal mode.
[0083] When the mode of the game part is the normal mode, the terminal control unit 21 determines the mode of the game part from the normal mode to the practice mode when it detects a first user operation on the first interface 24. On the other hand, when the terminal control unit 21 detects a second user operation on the second interface 25, it performs a process of executing the game part in the normal mode. Specifically, the terminal control unit 21 reads out a game part setting corresponding to the normal mode of the game part from the information on the game part stored in the terminal storage unit 18, and executes the game part based on the game part setting.
[0084] Here, in the game part setting corresponding to the normal mode in this embodiment, as described above, the stamina consumption is set to a value greater than zero, and the reward information is set so that some reward can be given. Therefore, the information about the user needs to be updated. For this reason, when the game part is executed in the normal mode, the terminal control unit 21 updates, for example, the information about the user, such as the information about the stamina and the game medium. The terminal control unit 21 also transmits the updated information about the user to the server device 11. In other words, when the mode of the game part is the normal mode, the terminal control unit 21 updates the information about the user stored in the terminal storage unit 18, and also communicates with the server device 11 to update the information about the user stored in the server device 11. The terminal control unit 21 may, for example, communicate with the server device 11 at the start and end of the game part to update the information about the user. In this case, at the start of the game part, for example, the stamina is reduced by the amount of stamina consumption. Also, at the end of the game part, for example, a reward is given to the user.
[0085] On the other hand, for example, Fig. 8 shows an example of a preparation screen when the mode of the game part is practice mode. In the preparation screen shown in Fig. 8, the text displayed in the first interface 24 has changed to "Practice mode" indicating the mode of the game part. The text displayed in the second interface 25 has changed to "Start practice". The shape of the second interface 25 has also changed to an oval. The text displayed in the area 26 has changed to "In practice mode, rewards and stamina consumption will be zero" as information regarding the practice mode.
[0086] When the mode of the game part is the practice mode, the terminal control unit 21 determines the mode of the game part from the practice mode to the normal mode upon detecting a first user operation on the first interface 24. On the other hand, when the terminal control unit 21 detects a second user operation on the second interface 25, it performs a process of executing the game part in the practice mode. Specifically, the terminal control unit 21 reads out a game part setting corresponding to the practice mode of the game part from the information on the game part stored in the terminal storage unit 18, and executes the game part based on the game part setting.
[0087] In this embodiment, in the game part setting corresponding to the practice mode, the stamina consumption amount is set to zero as described above, and the reward information is set so that no reward is given. Therefore, unlike the case where the game part is executed in the normal mode, the information about the user does not need to be updated. Therefore, when the mode of the game part is the practice mode, the terminal control unit 21 does not update the information about the user stored in the terminal storage unit 18, and does not communicate with the server device 11 to update the information about the user. Therefore, the information about the user stored in the server device 11 is not updated either.
[0088] Furthermore, when the game part mode is the normal mode and a state occurs in which play of the game part cannot be continued during execution of the game part, the terminal control unit 21 automatically ends the game part if the game part mode is the normal mode, or continues play of the game part in response to a predetermined user operation. Specifically, when the game part is set to be non-continuable, the terminal control unit 21 automatically ends the game part, and when the game part is set to be continuable, the terminal control unit 21 executes continuation in response to a predetermined user operation and continues play of the game part.
[0089] Here, in the game part setting corresponding to the normal mode in this embodiment, the information on the continuation of play is determined so that continuation is impossible as described above, or so that continuation is possible by consuming some resource. Therefore, when continuing in the normal mode by consuming resources, the information on the user needs to be updated. Therefore, when continuing in the normal mode, the terminal control unit 21 updates the information on the user so as to consume the resource. In addition, the terminal control unit 21 transmits the updated information on the user to the server device 11. In other words, when the mode of the game part is the normal mode, the terminal control unit 21 updates the information on the user stored in the terminal storage unit 18 when continuing, and also communicates with the server device 11 to update the information on the user stored in the server device 11.
[0090] On the other hand, when the game part mode is the practice mode, if the game part cannot be continued during its execution, the terminal control unit 21 automatically executes the continue operation to continue the game part. With this configuration, the user playing the game part in the practice mode does not need to perform a user operation to execute the continue operation, improving the usability of the game.
[0091] Here, in the game part setting corresponding to the practice mode in this embodiment, the information regarding continuation of play is determined so that continuation is possible without consuming any resources as described above. Therefore, unlike the case where continuation is executed in the normal mode, the information regarding the user does not need to be updated. Therefore, when continuing in the practice mode, the terminal control unit 21 does not update the information regarding the user stored in the terminal storage unit 18, and does not communicate with the server device 11. Therefore, the information regarding the user stored in the server device 11 is not updated either.
[0092] Next, a process from displaying a game part selection screen to displaying a preparation screen among the processes related to the game parts executed by the terminal device 12 will be described with reference to the flowchart of Fig. 9. Here, it is assumed that the terminal device 12 stores information related to the user and information related to the game parts.
[0093] Step S100: First, the terminal control unit 21 causes the display unit 19 to display a game part selection screen in response to, for example, a predetermined user operation.
[0094] Step S101: Next, the terminal control unit 21 selects one of one or more game parts in response to a user operation on a game part selection screen. Hereinafter, the selected one game part will be simply referred to as a game part.
[0095] Step S102: Next, the terminal control unit 21 causes the display unit 19 to display a helper selection screen.
[0096] Step S103: Next, the terminal control unit 21 selects one second game medium from the one or more second game media in response to a user operation on the helper selection screen.
[0097] Step S104: Then, the terminal control unit 21 causes the display unit 19 to display a preparation screen.
[0098] Next, a process related to the game part executed by the terminal device 12 from the state where the preparation screen is displayed to the execution of the game part will be described with reference to the flowchart of Fig. 10. This process is executed after the above-mentioned step S104.
[0099] Step S200: First, the terminal control unit 21 judges whether or not a first user operation on a first interface on the preparation screen has been detected. If it is judged that a first user operation has been detected (step S200-Yes), the process proceeds to step S201. On the other hand, if it is judged that a first user operation has not been detected (step S200-No), the process proceeds to step S203.
[0100] Step S201: When it is determined that the first user operation is detected in step S200 (step S200-Yes), the terminal control unit 21 determines the mode of the game part to be the normal mode or the practice mode. Specifically, the terminal control unit 21 switches the mode of the game part between the normal mode and the practice mode.
[0101] Step S202: Next, the terminal control unit 21 changes at least a part of the preparation screen according to the mode determined in step S201.
[0102] Step S203: After step S202, or if it is determined in step S200 that the first user operation has not been detected (step S200-No), the terminal control unit 21 determines whether or not a second user operation on the second interface on the preparation screen has been detected. If it is determined that the second user operation has been detected (step S203-Yes), the process proceeds to step S204. On the other hand, if it is determined that the second user operation has not been detected (step S203-No), the process returns to step S200.
[0103] Step S204: If it is determined in step S203 that a second user operation has been detected (step S203-Yes), the terminal control unit 21 performs a game part execution process. Specifically, the terminal control unit 21 reads out a game part setting corresponding to the mode determined in step S201 from the information related to the game part stored in the terminal storage unit 18, and executes the game part based on the game part setting.
[0104] In the execution process of the game part in step S204, when the mode of the game part is the normal mode, the terminal control unit 21 updates the information about the user stored in the terminal storage unit 18 as described above, and also communicates with the server device 11 to update the information about the user stored in the server device 11. On the other hand, when the mode of the game part is the practice mode, the terminal control unit 21 does not update the information about the user stored in the terminal storage unit 18, and does not communicate with the server device 11. Therefore, the information about the user stored in the server device 11 is not updated either.
[0105] As described above, when a first user operation on the first interface on the preparation screen is detected, the terminal device 12 according to the present embodiment determines the mode of the game part to be the normal mode or the practice mode, and executes the game part in the determined mode. With this configuration, when playing the game part, the user can play the game part in a desired mode out of two different modes. Therefore, compared to a configuration in which the user cannot freely switch between modes, for example, the convenience of the game is improved. In addition, the terminal device 12 changes a part of the preparation screen according to the mode of the game part. With this configuration, the user can easily recognize the mode of the game part on the preparation screen, and the convenience of the game is further improved.
[0106] Preferably, the terminal device 12 changes the display mode of the second interface, which is capable of detecting a second user operation for executing the game part in the determined mode, in the preparation screen according to the mode of the game part. With this configuration, the display mode of the second interface, which is likely to attract the attention of the user who is about to start the game part, changes, thereby improving the certainty that the mode of the game part will be recognized by the user.
[0107] Furthermore, in the execution process of the game part, when the mode of the game part is the normal mode, the information about the user stored in the server device 11 is updated. On the other hand, when the mode of the game part is the practice mode, the information about the user stored in the server device 11 is not updated. With this configuration, even if the game part is executed in the practice mode, for example, stamina and user experience points do not change. Therefore, the user can easily practice the game part, further improving the convenience of the game.
[0108] Furthermore, in the execution process of the game part, when the mode of the game part is the normal mode, the terminal device 12 communicates with the server device 11. On the other hand, when the mode of the game part is the practice mode, the terminal device 12 does not communicate with the server device 11. In this way, the terminal device 12 can execute the game part in the practice mode by itself, and the frequency and amount of communication can be suppressed.
[0109] Furthermore, when a state occurs in which a game part cannot be continued during execution of the game part, if the mode of the game part is the normal mode, the terminal device 12 automatically ends the game part, or continues the game part in response to a user operation. On the other hand, if the mode of the game part is the practice mode, the terminal device 12 automatically continues the game part. With this configuration, it is easier to continue in the practice mode compared to the normal mode, improving the convenience of the game.
[0110] Second embodiment Next, a game system 10 according to a second embodiment of the present invention will be described. In the following description, the same components as those in the first embodiment are given the same reference numerals, and description thereof will be omitted. The game system 10 includes a server device 11 and a plurality of terminal devices 12. In summary, the second embodiment differs from the first embodiment in that the game part is used in a match between users. A specific description will be given below.
[0111] In the game according to this embodiment, first, a first user (first player user) selects a second user from among a plurality of users, and the second user is determined as an opponent (second player user). The first player user then plays a game part (first game part). In the first game part, the first player user plays a match against an enemy character. Result information of the first game part, for example, a score, is determined based on the result of the match against the enemy character (for example, win or loss) and the time required to defeat the enemy character. For example, defeating the enemy character results in a high score. Similarly, for example, the shorter the time required to defeat the enemy character, the higher the score.
[0112] When the first player finishes playing the first game part, the second player plays a game part (second game part) corresponding to the first game part. The second game part is, for example, the same as or a corresponding game part to the first game part, but is not limited to this and may be, for example, a game part completely different from the first game part. As with the first game part, in the second game part, the second player plays a match against an enemy character. Also, as with the first game part, result information of the second game part, for example, a score, is determined based on the result of the match against the enemy character and the time it took to defeat the enemy character, etc.
[0113] Then, when the second player finishes playing the second game part, the result of the asynchronous match is determined based on the result information of the first game part of the first player and the result information of the second game part of the second player. Specifically, the user with the higher score is determined as the winning user, and the user with the lower score is determined as the losing user. The match between users in this embodiment is not limited to the asynchronous match described above, and may be a synchronous match in which users play one game part at the same time, for example.
[0114] Next, the components of the game system 10 according to this embodiment will be described, focusing mainly on the differences from the first embodiment.
[0115] (Configuration of server device 11) First, a description will be given of the server device 11. The server device 11 includes a server communication unit 13, a server storage unit 14, and a server control unit 15. The server communication unit 13, the server storage unit 14, and the server control unit 15 are the same as those in the first embodiment (see FIG. 1).
[0116] In this embodiment, the information about the user stored in the server storage unit 14 includes login information, a user experience value, a user rank, stamina, information about the game medium, and a lock flag, all of which are associated with a user ID, as shown in Fig. 11. The login information, the user experience value, the user rank, stamina, and the information about the game medium are the same as those in the first embodiment.
[0117] The lock flag is a flag indicating whether the corresponding user is in a locked state or an unlocked state. As described later, when the first and second users who will play in the match are determined, the first and second users are changed from a locked state to a locked state. Also, when the asynchronous match ends, the first and second users are released from their locked state and become unlocked. As described later, a user in a locked state cannot select a candidate user to start an asynchronous match, and cannot be selected as a candidate user by other users. That is, in this embodiment, control is performed so that two or more asynchronous matches are not simultaneously pending for one user. In FIG. 11, a user with a lock flag of "1" indicates that the user is in a locked state, and a user with a lock flag of "0" indicates that the user is in an unlocked state.
[0118] In this way, the lock flag is used to prevent two or more asynchronous battles from being pending simultaneously for one user, so that, for example, a large number of asynchronous battles are prevented from being pending for a specific user, and delays or impediments to game progress are prevented. Also, compared to a configuration in which a large number of asynchronous battles are pending for a specific user, the success rate of asynchronous battles is improved. Also, the number of asynchronous battles that the server device 11 must process in the entire game system 10 is reduced, so the processing burden on the server device 11 is reduced.
[0119] In this embodiment, when the server control unit 15 receives a request for acquiring information indicating candidate users from the terminal device 12 of the first user as described below, the server control unit 15 extracts one or more users other than the first user who are in an unlocked state as candidate users from among the multiple users. Then, the server control unit 15 transmits information indicating the one or more extracted candidate users to the terminal device 12 of the first user.
[0120] Next, when the server control unit 15 receives information indicating one second user selected from one or more candidate users from the terminal device 12 of the first user, it sets the first user and the second user to a locked state. The server control unit 15 also transmits a notification to the terminal device 12 of the second user indicating that the first user's terminal device 12 has determined that the second user is the opponent.
[0121] Next, when the server control unit 15 detects the end of the asynchronous battle between the first user and the second user, it determines the result (win or lose) of the asynchronous battle.
[0122] For example, the server control unit 15 detects the end of the asynchronous battle when it receives result information (e.g., score) of the first game part from the terminal device 12 of the first player and receives result information (e.g., score) of the second game part from the terminal device 12 of the second player. In such a case, the server control unit 15 determines the user with the higher score indicated in the result information, between the first player and the second player, as the winning user, and determines the user with the lower score as the losing user.
[0123] Also, for example, the server control unit 15 detects the end of the asynchronous battle if it does not receive result information of the game part from at least one of the terminal device 12 of the first player and the terminal device 12 of the second player within a predetermined time after setting the first user and the second user in a locked state. In such a case, the server control unit 15 sets the user associated with the terminal device 12 that sent the result information as the winning user, and sets the user associated with the terminal device 12 that did not send the result information as the losing user. Alternatively, the server control unit 15 determines that the game is a draw if it does not receive results of the game part from both the terminal device 12 of the first player and the terminal device 12 of the second player.
[0124] (Configuration of terminal device 12) Next, a description will be given of the terminal device 12. The terminal device 12 includes a terminal communication unit 17, a terminal storage unit 18, a display unit 19, an input unit 20, and a terminal control unit 21. The terminal communication unit 17, the terminal storage unit 18, the display unit 19, the input unit 20, and the terminal control unit 21 are the same as those in the first embodiment (see FIG. 1).
[0125] The terminal control unit 21 performs different processing depending on whether the user is the second user or not. This will be specifically described below.
[0126] (Processing when not the second player) First, the process when the user of the terminal device 12 is not the second player (i.e., when the user has not been selected as an opponent in the terminal devices 12 of other users) will be described. As in the first embodiment, the terminal control unit 21 causes the display unit 19 to display a game part selection screen, a helper selection screen, and a preparation screen. The game part selection screen and the helper selection screen are the same as in the first embodiment.
[0127] Furthermore, the terminal control unit 21 changes at least a part of the preparation screen depending on the mode of the game part.
[0128] For example, when the game part mode is the practice mode, the preparation screen displays a first interface, a second interface, and information about the game part mode. For example, FIG. 12 shows an example of the preparation screen when the game part mode is the practice mode. In the preparation screen shown in FIG. 12, the first interface 24 displays the text "Practice mode" indicating the game part mode. Also, the second interface 25 displays the text "Start practice". Also, the shape of the second interface 25 is an oval. Also, the area 26 displays the text "No battle will take place in practice mode" as information about the practice mode.
[0129] On the other hand, when the mode of the game part is the normal mode, the first interface, the third interface, and information on the mode of the game part are displayed on the preparation screen. The third interface is an interface capable of detecting a user operation (third user operation) for acquiring information indicating one or more candidate users of the opponent. The third interface is displayed in place of the above-mentioned second interface. For example, FIG. 13 shows an example of a preparation screen when the mode of the game part is the normal mode. In the preparation screen shown in FIG. 13, the text displayed on the first interface 24 has changed to the text "normal mode" indicating the mode of the game part. In addition, the third interface 27 displayed in place of the second interface 25 (see FIG. 12) displays the text "obtain opponent candidates". In addition, the shape of the third interface 27 is an approximately rectangular shape. In addition, in the area 26, the text "run the game part with this team" is displayed as information on the normal mode.
[0130] When the terminal control unit 21 detects a third user operation on the third interface, it transmits an acquisition request for information indicating candidate users to the server device 11. Then, the terminal control unit 21 acquires, from the server device 11, information indicating one or more candidate users.
[0131] Next, the terminal control unit 21 uses information indicating one or more candidate users to display an opponent selection screen on the display unit 19. The opponent selection screen is a screen that displays an interface that can detect a user operation for selecting one of the one or more candidate users and determining the candidate user as the opponent (second player). When the terminal control unit 21 detects a user operation on the interface, it determines one of the one or more candidate users as the opponent (second player). The terminal control unit 21 then transmits information indicating the determined opponent (second player) to the server device 11. In addition, a second interface is displayed on the opponent selection screen. The second interface is the same as in the first embodiment.
[0132] For example, in the opponent selection screen shown in FIG. 14, two interfaces 28 (28a, 28b) for selecting candidate users "user002" and "user003", respectively, and a second interface 25 are displayed. For example, when the terminal control unit 21 detects a user operation on the interface 28a corresponding to the candidate user "user002", it determines the candidate user "user002" as the opponent (the user who will play second) and sends information indicating the user who will play second to the server device 11. Next, when the terminal control unit 21 detects a second user operation on the second interface 25, it performs a process of executing the game part in the mode of the determined game part, here, in the normal mode.
[0133] When the game part ends, the terminal control unit 21 generates result information of the game part (for example, a score) and transmits it to the server device 11.
[0134] Furthermore, the terminal control unit 21 performs control so that a game part cannot be temporarily executed from the time the opponent (second player) is determined until the asynchronous match ends (i.e., until the lock state of the first player and second player is released). Specifically, when displaying a game part selection screen, the terminal control unit 21 displays the interface 22a on the game part selection screen in a different manner from normal (for example, darker than normal), as shown in FIG. 15, for example. The terminal control unit 21 also prohibits the interface 22a from detecting user operations. The control to disable a game part is not limited to the above-mentioned processing, and any processing can be adopted.
[0135] (Processing when the second player is the player) Next, a process will be described when the user of the terminal device 12 is the second user. When the terminal device 12 of another user (first user) receives a notification from the server device 11 indicating that the user of the terminal device 12 has been determined as the opponent (second user), the terminal control unit 21 determines the other user as the opponent (first user).
[0136] Similarly to the above-described processing for the first player, the terminal control unit 21 causes the display unit 19 to display a game part selection screen, a helper selection screen, and a preparation screen. The game part selection screen and the helper selection screen are the same as those in the first embodiment.
[0137] Here, the terminal control unit 21 controls so that the game part cannot be temporarily executed in the practice mode from the time the opponent (first player user) is determined until the asynchronous match ends (i.e., until the lock state of the first player user and the second player user is released). For example, when displaying the preparation screen, the terminal control unit 21 displays the preparation screen corresponding to the normal mode even if the practice mode is stored in the terminal storage unit 18 as the mode of the game part. In addition, the terminal control unit 21 displays, for example, the first interface on the preparation screen in a different mode from normal (for example, darker than normal). In addition, the terminal control unit 21 prohibits detection of the first user operation by the first interface. With this configuration, it is prevented that only the second player user can practice the game part in the practice mode after the asynchronous match starts. Therefore, fairness between the first player user and the second player user is improved.
[0138] Next, among the processes related to the game part executed by the terminal device 12 of the user who is not the second player, the process from the state where the preparation screen is displayed to the execution of the game part will be described with reference to the flowchart in Fig. 16. This process is executed after the same processes as steps S100-S104 in the first embodiment, for example.
[0139] Step S300: First, the terminal control unit 21 judges whether or not a first user operation on the first interface on the preparation screen has been detected. If it is judged that the first user operation has been detected (step S300-Yes), the process proceeds to step S301. On the other hand, if it is judged that the first user operation has not been detected (step S300-No), the process proceeds to step S303.
[0140] Step S301: When it is determined that the first user operation is detected in step S300 (step S300-Yes), the terminal control unit 21 determines the mode of the game part to be the normal mode or the practice mode. Specifically, the terminal control unit 21 switches the mode of the game part between the normal mode and the practice mode.
[0141] Step S302: Next, the terminal control unit 21 changes at least a part of the preparation screen according to the mode determined in step S301.
[0142] Step S303: After step S302, or if it is determined in step S300 that the first user operation has not been detected (step S300-No), the terminal control unit 21 determines whether or not a second user operation on the second interface on the preparation screen has been detected. If it is determined that the second user operation has been detected (step S303-Yes), the process proceeds to step S308. On the other hand, if it is determined that the second user operation has not been detected (step S303-No), the process proceeds to step S304.
[0143] Step S304: If it is determined in step S303 that the second user operation has not been detected (step S303-No), the terminal control unit 21 determines whether or not a third user operation on the third interface on the preparation screen has been detected. If it is determined that the third user operation has been detected (step S304-Yes), the process proceeds to step S305. On the other hand, if it is determined that the third user operation has not been detected (step S304-No), the process returns to step S300.
[0144] Step S305: If it is determined in step S304 that a third user has been detected (step S304-Yes), the terminal control unit 21 sends a request to the server device 11 to obtain information indicating candidate users, and obtains information indicating one or more candidate users from the server device 11.
[0145] Step S306: Next, the terminal control unit 21 causes the display unit 19 to display an opponent selection screen using the information indicating one or more candidate users acquired in step S305.
[0146] Step S307: Next, the terminal control unit 21 determines one of the one or more candidate users as an opponent (second player) in response to a user operation on the opponent selection screen. The terminal control unit 21 also transmits information indicating the determined match (second player) to the server device 11.
[0147] Step S308: After step S307, or if it is determined that a second user operation is detected in step S303 (step S303-Yes), the terminal control unit 21 performs a game part execution process. Specifically, the terminal control unit 21 reads out a game part setting corresponding to the mode determined in step S301 from the information related to the game part stored in the terminal storage unit 18, and executes the game part based on the game part setting.
[0148] In the execution process of the game part in step S308, if the mode of the game part is the normal mode, the terminal control unit 21, like the first embodiment, updates the information about the user stored in the terminal storage unit 18, and communicates with the server device 11 to update the information about the user stored in the server device 11. The terminal control unit 21 also determines result information (e.g., score) of the game part and transmits it to the server device 11. The transmitted result information is used by the server device 11 to determine the battle result of the asynchronous battle.
[0149] On the other hand, when the mode of the game part is the practice mode, the terminal control unit 21, like the first embodiment, does not update the information about the user stored in the terminal storage unit 18, and does not communicate with the server device 11. Also, asynchronous competition with an opponent is not performed.
[0150] Although the present invention has been described based on the drawings and embodiments, it should be noted that those skilled in the art can easily make various modifications and corrections based on the present disclosure. Therefore, it should be noted that these modifications and corrections are included in the scope of the present invention. For example, the functions included in each means, each step, etc. can be rearranged so as not to be logically inconsistent, and multiple means, steps, etc. can be combined into one or divided into one.
[0151] For example, in the above-described embodiment, the terminal control unit 21 may store in the terminal storage unit 18 first information indicating one or more first game media included in the group of game media used when a game part is executed in practice mode. Then, when executing a game part in normal mode, for example, in response to a user operation to select the first information, the terminal control unit 21 updates the information about the user stored in the terminal storage unit 18 so that the first game media included in the group of game media become the one or more first game media indicated in the first information. With this configuration, the user can, for example, retrieve the group of game media used when playing a game part in practice mode in the past, further improving the convenience of the game.
[0152] Preferably, the terminal control unit 21 stores the first information in the terminal storage unit 18 when the execution result of the game part in the practice mode satisfies a predetermined condition. For example, the terminal control unit 21 determines result information (e.g., score) of the game part in the practice mode, and stores the first information in the terminal storage unit 18 when the condition that the score exceeds a predetermined value (e.g., the past maximum score of the game part in the practice mode) is satisfied. With this configuration, the first information is stored only when the execution result of the game part in the practice mode is, for example, good, further improving the convenience of the game.
[0153] A game part may also be set with a predetermined limiting condition regarding a group of game media that can be used to play the game part. The limiting condition may include, for example, a condition that the total or average value of the cost or level of all first game media included in the group of game media is less than a predetermined threshold, but may also include any condition that can be determined based on information about the first game media. For example, when starting a game part in normal mode, the terminal control unit 21 determines whether or not the limiting condition of the game part is satisfied based on information about the first game media included in the group of game media. Then, the terminal control unit 21 executes the game part when it is determined that the limiting condition is satisfied, and stops the execution of the game part when it is determined that the limiting condition is not satisfied.
[0154] In such a configuration, the terminal control unit 21 may store, for example, a plurality of pieces of first information when a game part in the practice mode is executed a plurality of times in the terminal storage unit 18. Then, when executing a game part in the normal mode, for example, the terminal control unit 21 causes the display unit 19 to display the plurality of pieces of first information in a selectable manner.
[0155] Here, the terminal control unit 21 may display only the first information that satisfies the limiting condition of the game part on the display unit 19 among the multiple pieces of first information. Alternatively, the terminal control unit 21 may control the display unit 19 to make the first information that does not satisfy the limiting condition of the game part unselectable among the multiple pieces of first information displayed on the display unit 19. Specifically, the terminal control unit 21 displays the first information that does not satisfy the limiting condition in a display mode different from normal (for example, grayed out display) and stops accepting a user operation to select the first information that does not satisfy the limiting condition. With this configuration, the user can easily read out a group of game media that satisfies the limiting condition of the game part from a group of game media used when playing a game part in a practice mode in the past, for example, and the convenience of the game is further improved.
[0156] Furthermore, in the above-described embodiment, the terminal control unit 21 may store second information indicating the second game medium used when executing the game part in the practice mode in the terminal storage unit 18. Then, when the second game medium indicated in the second information satisfies the selectable condition, the terminal control unit 21 notifies the user. With this configuration, for example, when the second game medium used when playing a game part in the practice mode in the past satisfies the selectable condition, the user can recognize this through the notification, thereby further improving the convenience of the game.
[0157] Preferably, when the second information is stored, the terminal control unit 21 preferentially displays the second game medium indicated in the second information on the helper selection screen. With this configuration, the user can easily find the second game medium that was previously used in the practice mode on the helper selection screen, further improving the convenience of the game.
[0158] Also preferably, the terminal control unit 21 stores the second information in the terminal storage unit 18 when the execution result of the game part in the practice mode satisfies a predetermined condition. For example, the terminal control unit 21 determines result information (e.g., score) of the game part in the practice mode, and stores the second information in the terminal storage unit 18 when the condition that the score exceeds a predetermined value (e.g., the past maximum score of the game part in the practice mode) is satisfied. With this configuration, the second information is stored only when the execution result of the game part in the practice mode is, for example, good, further improving the convenience of the game.
[0159] Furthermore, in the above-described embodiment, when a game part is executed using the second game medium and the mode of the game part is normal mode, the terminal control unit 21 of the terminal device 12 updates the information about the user stored in the terminal storage unit 18 by adding information indicating the user ID of another user who owns the second game medium and the execution date and time of the game part. Then, the terminal control unit 21 transmits the updated information about the user to the server device 11. In this manner, the information about the user stored in the server storage unit 14 of the server device 11 is updated.
[0160] When transmitting information about at least some of the multiple users to the terminal device 12, the server control unit 15 transmits information about other users, among multiple other users other than the user of the terminal device 12, who satisfy the selectable condition that the elapsed time from the last login date and time indicated in the login information to the current time is less than a predetermined value and the execution date and time of the game part is before the last login date and time. As described above, the transmitted information about other users is used, for example, for display processing of a helper selection screen and execution processing of a game part in the terminal device 12.
[0161] In this way, when the terminal control unit 21 of the terminal device 12 executes a game part in normal mode using the second game medium, the terminal control unit 21 communicates with the server device 11 to update information about the user. Then, the second game medium cannot be selected when starting the game part again on the terminal device 12 until another user who owns the second game medium logs in again. On the other hand, even when the terminal control unit 21 executes a game part in practice mode using the second game medium, the terminal control unit 21 does not update information about the user stored in the terminal storage unit 18, and does not communicate with the server device 11 to update information about the user. Therefore, information about the user stored in the server device 11 is not updated either.
[0162] Furthermore, in the above-described embodiment, some of the various game screens may be web displays displayed on the terminal device 12 based on data generated by the server device 11, and some of the game screens (for example, a header area and a footer area in which menu buttons are arranged) may be native displays displayed by a native application installed on the terminal device 12. In this way, the game according to the above-described embodiment may be a hybrid game in which the server device 11 and the terminal device 12 each handle part of the processing.
[0163] Moreover, an information processing device such as a computer or a mobile phone can be suitably used to function as the server device 11 or the terminal device 12 according to the above-described embodiment. Such an information processing device can be realized by storing a program describing the processing contents for realizing each function of the server device 11 or the terminal device 12 according to the embodiment in a storage unit of the information processing device, and reading and executing the program by a CPU of the information processing device.
[0164] The inventions described in the claims of the original application of this application are set forth below. [1] In the user's information processing device, storing information about a game part to be played by the user; displaying a screen including a first interface capable of detecting a first user operation; a determination step of determining a mode of the game part to be a first mode or a second mode when the first user operation is detected; a changing step of changing a part of the screen in accordance with a mode of the game part; an execution step of executing the game part in the mode determined in the determination step. [2] The program according to [1], the information processing device is capable of communicating with a server device that stores information about the user; the game part is a game part used in a match between the user and an opponent, In the changing step, When the mode of the game part is the second mode, a second interface capable of detecting a second user operation for executing the execution step is displayed on the screen; A program that, when the mode of the game part is the first mode, displays on the screen a third interface capable of detecting a third user operation for obtaining information indicating one or more candidate opponents from the server device. [3] [2] The program according to the present invention, The information processing device includes: acquiring, when the third user operation is detected, the information indicating the one or more candidates from the server device; determining one candidate from the one or more candidates as an opponent. [4] The program according to [2] or [3], The information processing device includes: The program further causes an information processing device of the other user to execute a step of determining the other user as an opponent when the information processing device of the other user receives from the server device a notification that the other user has been determined as an opponent. [5] The program according to any one of [2] and [4], the match is an asynchronous match between the user and the opponent, In the execution step, the program performs control so that the game part in the second mode cannot be executed during the period from when an opponent for the asynchronous battle is determined to when the asynchronous battle ends. [6] The program according to [1], the screen includes a second interface capable of detecting a second user operation for executing the execution step; A program that, in the changing step, changes a display mode of the second interface depending on a mode of the game part. [7] The program according to any one of [1] to [6], the information processing device is capable of communicating with a server device that stores information about the user; In the execution step, When the mode of the game part is the first mode, the information about the user stored in the server device is updated; When the mode of the game part is the second mode, the information about the user stored in the server device is not updated. [8] The program according to any one of [1] to [7], the information processing device is capable of communicating with a server device that stores information about the user; In the execution step, When the mode of the game part is the first mode, communicating with the server device; When the mode of the game part is the second mode, the program does not communicate with the server device. [9] The program according to any one of [1] to [8], In the execution step, when the game part becomes unable to be continued during execution of the game part, When the mode of the game part is the first mode, automatically ending the game part or continuing the game part in response to a user operation; When the mode of the game part is the second mode, the program automatically continues the game part.
[10] The program according to any one of [1] to [9], the game part is executed using a group of game media including one or more first game media; The information processing device includes: determining a group of game media including one or more first game media; a first storage step of storing first information indicating one or more first game media included in a group of game media used when executing the game part in the second mode; The program further executes a step of updating a first game medium included in a group of game media to the one or more first game media indicated in the first information.
[11]
[10] The program according to claim 1, A program that, in the first storage step, stores the first information when a result of execution of the game part in the second mode satisfies a predetermined condition.
[12] The program according to any one of [1] to
[11] , the game part is executed using a game media group including one or more first game media and a second game medium; The information processing device includes: a display step of displaying one or more second game media that satisfy a selectable condition in a selectable manner; selecting a second game medium to be used for executing the game part from among the one or more second game media; a second storage step of storing second information indicating a second game medium used when the game part is executed in the second mode; The program further executes a step of notifying the user if the second game medium indicated in the second information satisfies the selection condition.
[13]
[12] The program according to claim 1, A program that, in the display step, when the second information is stored, displays the second game medium indicated in the second information with priority.
[14]
[12] or
[13] , A program that, in the second storage step, stores the second information when a result of execution of the game part in the second mode satisfies a predetermined condition.
[15] A game device comprising: a storage unit that stores information regarding a game part to be played by a user; a display unit; and a control unit; The control unit is Displaying a screen including a first interface capable of detecting a first user operation on the display unit; When the first user operation is detected, a determination process is executed to determine a mode of the game part to be a first mode or a second mode; changing a part of the screen according to a mode of the game part; an information processing device that executes the game part in the mode determined in the determination process.
[16] A method for controlling a game executed by a user's information processing device, comprising: storing information about a game part to be played by the user; displaying a screen including a first interface capable of detecting a first user operation; a determination step of determining a mode of the game part to be a first mode or a second mode when the first user operation is detected; changing a part of the screen in accordance with a mode of the game part; and an execution step of executing the game part in the mode determined in the determination step. [Explanation of symbols]
[0165] 10. Game System 11 Server equipment 12 Terminal Equipment 13 Server Communication Section 14 Server memory section 15 Server control section 16 Network 17 Terminal communication unit 18 Terminal memory section 19 Display section 20 Input section 21 Terminal control unit 22, 22a, 22b Interface 23, 23a, 23b Interface 24 First Interface 25 Second Interface 26 areas 27 Third Interface 28, 28a, 28b Interface
Claims
[Claim 1] In the user's information processing device, a communication step of communicating with a server device that stores predetermined information regarding the user; a storage step of storing information regarding the game part to be played by the user; a determination step of determining a mode of the game part to be a first mode or a second mode when a first user operation is detected; an execution step of executing the game part so that a requirement according to the mode determined in the determination step is satisfied; The execution step is a program capable of reading out a group of game media used when playing the game part in the second mode in the past, which are stored in the storage step, when executing the game part in the first mode.
Citation Information
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