Information processing program, information processing method and game device
The information processing program addresses character display issues in games by storing game media in a deck and changing characters based on player input, maintaining worldview coherence and player engagement.
Patent Information
- Application Number
- JP2023103960
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-26
- Publication Date
- 2025-01-15
- Estimated Expiration
- 2043-06-26
AI Technical Summary
In games where players can arbitrarily set displayed characters, such settings may impair the game's worldview, leading to a decrease in player desire due to content mismatch with their preferences.
An information processing program that stores game media and parameters in a deck based on player input, determines display objects using specific conditions, and changes characters to maintain worldview coherence while considering player preferences.
Suppresses the decline in player desire by ensuring game content aligns with player preferences, enhancing gameplay experience.
Smart Images

Figure 2025004339000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing method, and a game device. [Background technology]
[0002] 2. Description of the Related Art Conventionally, as disclosed in Patent Document 1, for example, there is known a game in which a player can set which object is to be preferentially displayed when objects are displayed on a game screen. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6865877 Summary of the Invention [Problem to be solved by the invention]
[0004] For example, in a game such as a rhythm game in which multiple characters are displayed as objects, the player can arbitrarily set the characters to be displayed on the game screen. However, depending on the player's settings, the worldview of the game may be damaged. In such a case, it is conceivable to automatically change the characters displayed on the game screen so as not to damage the worldview of the game. However, as a result of changing the characters, the display content of the game screen may become far removed from the player's preferences, and the player's motivation to play the game may decrease.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and a game device that can suppress a decline in a player's motivation to play a game. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program includes: storing, in a deck, a plurality of game contents associated with objects to be displayed on a game screen of a predetermined game and parameters to be used in the predetermined game, based on an operation input by a player; a process of storing specific information for determining a display object to be displayed on the game screen in accordance with a specific condition based on an operation input by a player; A process of determining whether or not a preset change condition is established based on the plurality of game contents stored in the deck; if the change condition is not satisfied, a process of setting a plurality of display objects including the object associated with the game content for each of the plurality of game contents stored in the deck; When the change condition is satisfied, a process of determining, as a change target object, one of a plurality of objects associated with each of a plurality of game contents stored in the deck; a process of changing the change target object to a predetermined change object according to the specific condition if the specific information is stored when the change target object is determined, and changing the change target object to the change object according to a predetermined condition different from the specific condition if the specific information is not stored; A process of setting the display objects including the changed object and the display objects including the object that is linked to the game medium stored in the deck and is not determined as the changed object; A process of displaying the set display object on the game screen; A process of executing the predetermined game based on the parameters associated with the game contents organized in the deck; The computer is made to carry out the above steps.
[0007] the display object includes the object and a second object that is displayed integrally with the object, The process of changing the change target object to the change object includes: The object may be changed to another object, and a second object to be displayed together with the another object may be determined according to the specific condition or the predetermined condition.
[0008] The other object may be an object that is not linked to the game medium stored in the deck.
[0009] one or more second objects that can be displayed together with the object are associated with the object; The process of changing the change target object to the change object includes: Any one of the second objects linked to the changed object may be determined as the second object to be displayed integrally with the other object.
[0010] The second object is associated with information indicating a rarity level, The specific condition may include determining information indicating the rarity.
[0011] a process of setting, when the object is determined as the changed object, the second object to be displayed integrally with the changed object based on an operation input by a player; to make the computer function, The specific condition may include that the second object is set.
[0012] The process of determining whether the change condition is satisfied includes: The change condition may be determined to be met when two or more game media linked to a common object are stored in the deck.
[0013] There are multiple types of the predetermined game, The specific condition may include determining the type of the predetermined game.
[0014] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer, storing, in a deck, a plurality of game contents associated with objects to be displayed on a game screen of a predetermined game and parameters to be used in the predetermined game, based on an operation input by a player; a process of storing specific information for determining a display object to be displayed on the game screen in accordance with a specific condition based on an operation input by a player; A process of determining whether or not a preset change condition is established based on the plurality of game contents stored in the deck; if the change condition is not satisfied, a process of setting a plurality of display objects including the object associated with the game content for each of the plurality of game contents stored in the deck; When the change condition is satisfied, a process of determining, as a change target object, one of a plurality of objects associated with each of a plurality of game contents stored in the deck; a process of changing the change target object to a predetermined change object according to the specific condition if the specific information is stored when the change target object is determined, and changing the change target object to the change object according to a predetermined condition different from the specific condition if the specific information is not stored; A process of setting the display objects including the changed object and the display objects including the object that is linked to the game medium stored in the deck and is not determined as the changed object; A process of displaying the set display object on the game screen; A process of executing the predetermined game based on the parameters associated with the game contents organized in the deck; Carry out the following.
[0015] In order to solve the above problem, a game device includes: One or more computers; The computer, storing, in a deck, a plurality of game contents associated with objects to be displayed on a game screen of a predetermined game and parameters to be used in the predetermined game, based on an operation input by a player; a process of storing specific information for determining a display object to be displayed on the game screen in accordance with a specific condition based on an operation input by a player; A process of determining whether or not a preset change condition is established based on the plurality of game contents stored in the deck; if the change condition is not satisfied, a process of setting a plurality of display objects including the object associated with the game content for each of the plurality of game contents stored in the deck; When the change condition is satisfied, a process of determining, as a change target object, one of a plurality of objects associated with each of a plurality of game contents stored in the deck; a process of changing the change target object to a predetermined change object according to the specific condition if the specific information is stored when the change target object is determined, and changing the change target object to the change object according to a predetermined condition different from the specific condition if the specific information is not stored; A process of setting the display objects including the changed object and the display objects including the object that is linked to the game medium stored in the deck and is not determined as the changed object; A process of displaying the set display object on the game screen; A process of executing the predetermined game based on the parameters associated with the game contents organized in the deck; Carry out the following. Effect of the Invention
[0016] According to the present invention, it is possible to suppress a decline in the player's motivation to play the game. [Brief description of the drawings]
[0017] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram showing an example of a deck organization screen, and Fig. 3B is a diagram explaining an example of a game medium information dialogue. [Figure 4] FIG. 4 is a diagram illustrating an example of the deck information storage unit. [Diagram 5] Fig. 5A is a diagram illustrating an example of information linked to a game medium ID, Fig. 5B is a diagram illustrating an example of information linked to a costume ID, and Fig. 5C is a diagram illustrating an example of a costume ID linked to a character ID. [Figure 6] Fig. 6A is a diagram showing an example of a game selection screen in a state where the normal mode has been provisionally selected, and Fig. 6B is a diagram showing an example of a game selection screen in a state where the special mode has been provisionally selected. [Figure 7] FIG. 7 is a diagram illustrating an example of the deck-to-be-used setting screen. [Figure 8] FIG. 8 is a diagram illustrating an example of a rhythm game in the normal mode. [Figure 9] FIG. 9 is a diagram illustrating an example of the result display screen. [Figure 10] Fig. 10A is a diagram illustrating an example of a warning dialogue, and Fig. 10B is a diagram illustrating an example of a priority setting dialogue. [Figure 11] Fig. 11A is a diagram illustrating an outfit that is determined when the priority setting function is in the on state and in the off state, and Fig. 11B is a diagram illustrating an outfit that is determined when the MV-only priority setting is in the on state and in the off state. [Figure 12]FIG. 12 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 13] FIG. 13 is a flowchart illustrating an example of a deck setting process in a player terminal. [Figure 14] FIG. 14 is a flowchart illustrating an example of a rhythm game start process in a player terminal. [Figure 15] FIG. 15 is a first flowchart illustrating an example of a character determination process in a player terminal. [Figure 16] FIG. 16 is a second flowchart illustrating an example of the character determination process in the player terminal. [Figure 17] FIG. 17 is a diagram illustrating an example of a rhythm game control process in a player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0018] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0019] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 1000, and a communication network N having a communication base station Na.
[0020] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.
[0021] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various pieces of information (player information) for each player playing the game. The server 1000 also updates the accumulated information based on operations input from the player terminals 1.
[0022] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0023] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.
[0024] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage unit 12, a bus 14, an input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24.
[0025] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage unit 1012, a bus 1014, an input / output interface 1016, a storage device 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0026] The configurations and functions of the CPU 1010, storage unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.
[0027] The CPU 10 runs the programs stored in the storage unit 12 and controls the progress of the game. The storage unit 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The storage unit 12 is connected to the CPU 10 via a bus 14.
[0028] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0029] The storage device 18 is configured with a semiconductor memory, and stores various programs and data. In the player terminal 1, the programs and data stored in the storage device 18 are loaded into the storage unit 12 by the CPU 10.
[0030] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory unit 12 or the storage device 18.
[0031] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.
[0032] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.
[0033] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. Before starting the game, the player downloads a dedicated application from the server 1000 to the player terminal 1 in advance and registers a player ID in the server 1000. When the application is started, the player terminal 1 receives information stored in the server 1000, such as deck information and play history information described later, and displays a game screen on the touch panel 26. In this embodiment, the rhythm game can be played using a deck organized with multiple characters (here, five characters) owned by the player.
[0034] FIG. 3A is a diagram showing an example of a deck organization screen. FIG. 3B is a diagram explaining an example of a game medium information dialogue. When the application is started, a home screen (not shown) is displayed on the touch panel 26. On the home screen, as shown in FIG. 3A, a menu bar 30 consisting of a plurality of tabs is displayed. The player can switch the display screen of the touch panel 26 by tapping a tab on the menu bar 30.
[0035] When the first tab 30a of the menu bar 30 is tapped, a deck organization screen shown in FIG. 3A is displayed. On the deck organization screen, a unit switching bar 32 consisting of a plurality of (e.g., seven) unit tabs is displayed. In this embodiment, a total of seven deck information items, from the first deck information to the seventh deck information, are stored in the deck information storage unit of the storage unit 12. The deck information includes a deck name, five game media IDs, and five costume IDs. The player can edit the deck name for each deck.
[0036] 4 is a diagram illustrating an example of a deck information storage unit. The deck information storage units are provided for each deck number, from the first deck to the seventh deck. Each of the seven deck information storage units has five storage units, from the first storage unit to the fifth storage unit. Game media IDs and costume IDs are stored in these five storage units. Thus, five game media IDs and five costume IDs are stored in the deck information storage units provided for each deck number.
[0037] A game media ID is assigned to each game medium. A player can own a game medium by receiving it from the operator, purchasing it by spending in-game currency, winning a lottery, etc. As will be described in more detail later, a game media ID is linked to one character ID, one costume ID, multiple types of parameters, etc.
[0038] The character ID is identification information given to each character displayed on the game screen of the rhythm game. The character ID is associated with the character image displayed on the game screen. Therefore, it can be said that the game medium ID is associated with the character.
[0039] The costume ID is identification information given to each costume worn by a character. The costume ID is associated with a costume image displayed on the game screen.
[0040] The parameters include multiple types of parameters that provide an advantage in the rhythm game, such as appeal values and special skills, which will be described later.
[0041] A player can select five game media from the game media he or she owns and organize them into a deck. Note that a single deck cannot contain duplicates of the same game media. In other words, the deck information includes five different game media IDs.
[0042] Furthermore, the game media are assigned different game media IDs. The game media includes a plurality of game media that are linked to the same character ID and assigned different game media IDs. In this way, game media with different game media IDs and the same character ID are linked to different costume IDs and parameters. A single deck information can include a plurality of game media that are linked to the same character ID and assigned different game media IDs.
[0043] FIG. 5A is a diagram illustrating an example of information linked to a game medium ID. FIG. 5B is a diagram illustrating an example of information linked to a costume ID. FIG. 5C is a diagram illustrating an example of a costume ID linked to a character ID. As shown in FIG. 5A, one character ID is linked to the game medium ID. Therefore, the selection of a game medium ID can be said to be the selection of a character to which a character ID is assigned.
[0044] Moreover, one costume ID is linked to the game medium ID. In this manner, one character ID and one costume ID are linked to the game medium ID. That is, in this embodiment, one costume is always set as the default costume for the character linked to the game medium ID.
[0045] Here, as shown in FIG. 5A, multiple different game media IDs ("0000" and "0100" in the figure) are provided that are linked to the same character ID ("0000" in the figure). However, the multiple game media IDs that are linked to the same character ID are each linked to a different costume ID ("000000" and "000003" in the figure). Therefore, the game media associated with these two game media IDs can be said to be so-called versions of the same character with different costumes.
[0046] Additionally, multiple parameters (only one is shown in FIG. 5A ) are linked to the game media ID. Additionally, a rarity, i.e., a degree of scarcity, is set for the game media ID. Here, three levels of rarity are provided: SSR, SR, and R, with SSR being the highest rarity and R being the lowest rarity. Note that the parameters are set so that the higher the rarity of the game media, the greater the degree of advantage when used in a rhythm game.
[0047] Furthermore, possession information is linked to the game media ID for each player. Here, possession information, either possessed or not possessed, is linked and stored for each game media ID of all provided game media.
[0048] As shown in FIG. 5B, the costume ID is linked to rarity and possession information, similar to the game media ID. Here, MV-exclusive information is set in the costume ID. The MV-exclusive information is information indicating whether the costume is a dedicated costume corresponding to the MV original compatible song (described below) (hereinafter referred to as MV-exclusive costume). The costume ID is also linked to the character ID of the character that can wear the costume.
[0049] The costumes worn by characters are roughly divided into common costumes that can be worn by all characters, and exclusive costumes that are provided exclusively for certain characters. The costume ID of a common costume is linked to all character IDs that can wear it. On the other hand, the costume ID of an exclusive costume is linked to only some character IDs that can wear it.
[0050] As shown in FIG. 5C, a character ID is stored in association with information indicating whether or not the character with the character ID can wear each costume. Conditions for a character to be able to wear a costume include that the character possesses the game medium associated with the character and that the character possesses the costume. For example, when a player purchases an exclusive costume for a specific character that the player possesses, the specific character possesses the exclusive costume.
[0051] As shown in Fig. 3A, each unit tab corresponds to one of seven types of deck information, and a deck information page 34 corresponding to the tapped unit tab is displayed. In addition, the tapped unit tab is highlighted, making it easy for the player to recognize the correspondence between the unit tab and the deck information.
[0052] The deck information page 34 displays the deck name (here, AAAA), five character icons, various parameters of the deck, and center effect. The character icons indicate the characters associated with the game media organized in the deck. In other words, the character icons indicate the game media organized in the deck. In addition, four parameters are displayed here as the deck parameters, including a life value (indicated as "Life" in the figure) and three appeal values, namely, a vocal value (indicated as "Vo" in the figure), a dance value (indicated as "Da" in the figure), and a visual value (indicated as "Vi" in the figure).
[0053] When a character icon is tapped on the deck information page 34, a game media selection screen (not shown) is displayed. Although a detailed description is omitted, on the game media selection screen, the player can select one of the game media that he or she owns. The game media selected on the game media selection screen is replaced with the game media that corresponds to the character icon selected by the player on the deck information page 34.
[0054] In addition, when a character icon is pressed and held on the deck information page 34, a game medium information dialog 36 shown in Fig. 3B is displayed. The game medium information dialog 36 displays various parameters associated with the game medium and explanations of abilities (center effects, special skills) exerted in the rhythm game, etc.
[0055] As described above, a life value and an appeal value are set for each game medium. A player can improve the values of these parameters by developing a character associated with the game medium. The higher the parameter values, the more advantageously the player can play the rhythm game.
[0056] In addition, for each game medium, a "center effect" and a "special skill" are preset as character abilities. Both the "center effect" and the "special skill" are benefits that give an advantage in the rhythm game, and there are multiple types of each. However, in a rhythm game, only the center effect of the character linked to the game medium placed in the center (middle) of the five game media organized in one deck is effective. On the other hand, the "special skill" is effective regardless of the placement of the game media in the deck.
[0057] In this way, the player can check the parameters and capabilities of each game medium by displaying the game medium information dialog 36 on the deck organization screen. As shown in FIG. 3A, the deck parameters are displayed on the deck information page 34, which are the total values of the parameters of the game mediums organized in the deck. Furthermore, the deck information page 34 displays the center effect of the game medium placed in the center (middle) of the deck as the center effect of the deck.
[0058] Although not shown here, the player can set an outfit corresponding to the game content by performing a predetermined operational input on the deck information page 34. In other words, the player can set, on the deck organization screen, an outfit to be worn by a character associated with the game content to be organized in the deck.
[0059] Fig. 6A is a diagram showing an example of a game selection screen in a state where the normal mode is provisionally selected. Fig. 6B is a diagram showing an example of a game selection screen in a state where the special mode is provisionally selected. When the second tab 30b of the menu bar 30 is tapped, the game selection screen shown in Fig. 6A or Fig. 6B is displayed.
[0060] The game selection screen is a screen for the player to select a game type of the rhythm game. Here, a plurality of game types are provided, each with different music pieces to be played during the rhythm game and different game modes. That is, in this embodiment, at least one of the music pieces and the game mode is different for each game type. Although a detailed description is omitted, a plurality of game types with different difficulty levels may be provided for the same music piece and game mode.
[0061] The game selection screen displays a music information tab 40a, a title display tab 40b, a normal mode selection tab 42a, a special mode selection tab 42b, and a decision tab 44. The music information tab 40a displays information related to the provisionally selected game type. That is, the music information tab 40a displays the title of the provisionally selected music and play history information of the provisionally selected game type. In addition, while the game selection screen is displayed, a part of the provisionally selected music is repeatedly played.
[0062] A plurality of title display tabs 40b are displayed above and below the music information tab 40a. Only the title of the music is displayed on the title display tab 40b. When a selection operation (a flick operation in the up or down direction) is performed in the display area of the music information tab 40a and the title display tab 40b, the title is moved and displayed in the direction of the operation. This changes the temporarily selected music, and the display content of the music information tab 40a also changes. Furthermore, when a selection operation is performed by tapping any of the title display tabs 40b, the temporarily selected music is changed to the music corresponding to the tapped title display tab 40b.
[0063] The normal mode selection tab 42a and the special mode selection tab 42b are provided for switching the game mode. In this embodiment, a plurality of game modes including a normal mode and a special mode are provided. Although a detailed description is omitted, the normal mode is a game mode in which one deck, i.e., five game media, are used in the rhythm game, and the special mode is a game mode in which three decks, i.e., 15 game media, are used in the rhythm game.
[0064] When a selection operation of tapping the normal mode selection tab 42a is performed, the normal mode is stored as the provisionally selected game mode, and the normal mode selection tab 42a is highlighted as shown in Fig. 6A. On the other hand, when a selection operation of tapping the special mode selection tab 42b is performed, the special mode is stored as the provisionally selected game mode, and the special mode selection tab 42b is highlighted as shown in Fig. 6B. As shown in Figs. 6A and 6B, when the provisionally selected game mode is changed, the play history information displayed in the music information tab 40a is changed.
[0065] When the decision tab 44 is tapped, a deck to be used setting screen is displayed on the touch panel 26. The following describes the case where the normal mode is selected.
[0066] Fig. 7 is a diagram illustrating an example of a deck to be used setting screen. When the confirm tab 44 is tapped with the normal mode provisionally selected, the deck to be used setting screen shown in Fig. 7 is displayed on the touch panel 26. Here, deck information to be displayed on the touch panel 26 is selected according to preset conditions, such as deck information with the highest total appeal value, deck information used in the previous rhythm game, etc.
[0067] The deck selection screen displays five character icons 46a. The character icons 46a correspond to the characters (character IDs) associated with the game media organized in the currently provisionally selected deck. Additionally, costume icons 46b for each costume are displayed below the character icons 46a.
[0068] As described above, in the deck information storage unit, the game medium ID and the costume ID are stored in the first storage unit to the fifth storage unit. That is, in the deck information storage unit, the costume ID is stored in association with the game medium ID stored in the storage unit with the same number. This allows the costume to be worn by each character associated with the game medium. In the deck setting screen, the characters displayed on the game screen of the rhythm game and the costume worn by each character can be identified by the character icon 46a and the costume icon 46b.
[0069] When the character icon 46a is tapped on the deck setting screen, a game media selection screen (not shown) is displayed, similar to the above-mentioned deck information page 34, and the game media to be organized in the deck can be changed. When the character icon 46a is pressed and held, the game media information dialog 36 shown in FIG. 3B is displayed. When the costume icon 46b is tapped, a costume selection screen (not shown) is displayed. On the costume selection screen, the player can select a costume to be worn by the character.
[0070] In addition, two switching tabs 48 are displayed on the used deck setting screen. When the switching tab 48 is tapped, the provisionally selected deck information is changed, and a character icon 46a and a costume icon 46b corresponding to the changed deck information are displayed. In addition, a start tab 50 is provided on the used deck setting screen. When the start tab 50 is tapped, the provisionally selected deck is determined as the used deck, and a rhythm game using the used deck is started.
[0071] (Explanation of the rhythm game) Next, the content of the rhythm game will be described using an example, with the rhythm game in normal mode being described below.
[0072] FIG. 8 is a diagram illustrating an example of a rhythm game in normal mode. During the rhythm game, music is output from a speaker, which is a type of output unit 24 in the player terminal 1. Although not shown in FIG. 8, a music video in which a character appears is played and displayed on the touch panel 26 in time with the music output from the speaker. The music video played and displayed at this time displays a character linked to the game medium organized in the deck being used. The character is wearing a costume linked to a costume ID registered in the deck being used.
[0073] Although detailed explanation is omitted, a music video is a game screen generated corresponding to a game type (music), a game mode, a type such as 2D or 3D, and an image quality such as high image quality or low image quality. In other words, multiple music videos are generated for one game type. The player can set information for specifying the music video to be generated in advance on a predetermined menu screen.
[0074] In the rhythm game in normal mode, five target objects are displayed at the bottom of the touch panel 26. Here, the target objects displayed in the rhythm game in normal mode are a first target object 70a, a second target object 70b, a third target object 70c, a fourth target object 70d, and a fifth target object 70e.
[0075] Each target object is displayed superimposed on the music video. The target objects are set to have a higher priority than the music video, and are always displayed in front of the music video image. Furthermore, five common target coordinates are set in the rhythm game in normal mode, regardless of the song, i.e., the game type. The five target objects are displayed on the touch panel 26 within a certain range centered on one of the target coordinates. Therefore, the central positions of the five target objects shown in FIG. 8 respectively become the five target coordinates.
[0076] Specifically, the coordinate in the left-right direction in Fig. 8 is defined as the x coordinate, and the coordinate in the up-down direction is defined as the y coordinate. The five target coordinates are set to be equally spaced apart from one another in the x-axis direction, and all of the target coordinates have the same y coordinate. In other words, the five target coordinates are set to have different x coordinates and the same y coordinates.
[0077] Here, an icon corresponding to a character linked to the game medium organized in the used deck is displayed on the target object. That is, the five target objects are determined based on the character ID linked to the game medium ID stored in the used deck information. The first storage unit to the fifth storage unit in the deck information storage unit correspond to the first target object 70a to the fifth target object 70e, respectively. Therefore, for example, an image corresponding to the character ID linked to the game medium ID stored in the first storage unit of the deck information storage unit of the used deck is displayed on the first target object 70a.
[0078] The target coordinates are the positions where the notes will reach. In rhythm games, multiple types of notes are displayed moving from the top to the bottom of the touch panel 26, and eventually reach one of the target coordinates. In other words, a note always corresponds to one of the target coordinates, and the note moves toward the corresponding target coordinates. In rhythm games, when a target object is operated, a predetermined sound (hereinafter referred to as an operation sound) is output for a moment. When the operation sound is output at the timing when the note reaches the target coordinates (target object), it gives the impression that the performance is in sync with the music.
[0079] In this embodiment, five types of notes are provided: tap notes TN, flick notes FN, first slide notes SNh, intermediate slide notes SNm, and last slide notes SNe. Here, a group including the first slide notes SNh and the last slide notes SNe is called a slide note group SN.
[0080] All notes displayed in the normal mode rhythm game are perfectly circular, and all of their display areas are the same. All five target objects displayed in normal mode are also perfectly circular, and all of their display areas are the same as the notes. Therefore, all of the notes and target objects displayed in the normal mode rhythm game are the same shape. However, the shapes and display areas of the notes and target objects may differ depending on the type.
[0081] Each note is associated with a required operation mode, and the player is required to perform the operation corresponding to the note at a predetermined timing. Specifically, a tap note TN is associated with a tap operation as the operation mode. Note that a tap operation in this embodiment means the start of a new operation input (contact) to the touch panel 26 as the input unit 22. Therefore, in this embodiment, for example, when the touch panel 26 is pressed and held, the start of this long press operation is also included in the tap operation.
[0082] A flick operation is associated with the flick note FN as an operation mode. Here, when an operation is detected in which a predetermined distance is continuously moved in the x-axis direction within a certain time and a predetermined target coordinate is exceeded in the x-axis direction, it is determined that a flick operation has been input. However, the conditions for determining whether a flick operation has been input are not limited to this and can be set appropriately. As shown in the figure, an arrow indicating left or right is displayed on the flick note FN, and the direction of the flick operation is notified to the player.
[0083] The first slide note SNh is associated with a tap operation as an operation mode. The middle slide note SNm is associated with a continuous operation as an operation mode. In this embodiment, the continuous operation refers to a long press operation that is detected continuously without interruption, and the operation detection positions of two consecutive operations are within a certain range of the touch panel 26. Therefore, for example, when contact is maintained simultaneously at multiple different positions on the touch panel 26, the operation positions detected continuously will exceed the certain range, and therefore these multiple operations are not determined to be continuous operations.
[0084] The last slide note SNe is associated with a continuation end operation as an operation mode. In this embodiment, the continuation end operation refers to the end of the continuation operation, that is, the long press operation. Therefore, a continuation end operation always precedes a continuation operation, and a tap operation always precedes a continuation operation.
[0085] The slide note group SN is composed of a plurality of notes that have different display start timings on the touch panel 26, different timings for reaching the target coordinates, and different timings for erasing from the touch panel 26. In the slide note group SN, the note that is displayed first, i.e., the leading note, becomes the leading slide note SNh, and the note that is displayed last, i.e., the last note, becomes the final slide note SNe.
[0086] If the slide note group SN includes three or more notes, the notes between the first slide note SNh and the last slide note SNe are intermediate slide notes SNm. In this way, the slide note group SN includes at least the first slide note SNh and the last slide note SNe.
[0087] The first slide note SNh, the middle slide note SNm, and the last slide note SNe all have the same display form as the tap note TN (white perfect circle shape). However, the notes that make up the slide note group SN are connected by a slide guide SG. The slide guide SG is displayed across two consecutive notes in the display order, and moves together with the notes.
[0088] Therefore, the slide guide SG can be said to suggest the slide direction and the optimal movement speed to the player. Also, the slide guide SG enables the player to distinguish the tap note TN from the first slide note SNh, the middle slide note SNm, and the last slide note SNe.
[0089] As described above, the notes are objects that instruct the player on the operation mode, operation timing, and operation position, and in a rhythm game, the player is required to input operations according to the notes. Also, a judgment period is set for each note, and when an operation corresponding to the note is input within the judgment period for a target object where the note will reach, a score is awarded based on the input timing. The points thus acquired are accumulated, and the accumulated points are notified by the score bar 72a provided at the top of the touch panel 26.
[0090] A life bar 72b is also provided on the upper part of the touch panel 26. The life bar 72b visually displays the remaining life value of the deck, and when the life value reaches 0, the rhythm game ends. The life value decreases if an operation corresponding to a note is not input at the appropriate time. Some game media have the ability to increase their life value by satisfying a certain condition, and when such game media is organized into a deck, the life value may also increase.
[0091] FIG. 9 is a diagram illustrating an example of a result display screen. When the rhythm game ends, a result display screen as shown in FIG. 9 is displayed on the touch panel 26. In the rhythm game, the parameters of the characters linked to the game media used in the rhythm game increase based on the total points acquired and the points for each target object. At this time, if the parameters of any of the characters exceed a threshold value, a predetermined animation is displayed. In the normal mode rhythm game, various parameters of the characters linked to each of the five game media are displayed on the result display screen.
[0092] As described above, in the rhythm game, a music video is played and displayed. In this music video, characters associated with the game media organized in the deck by the player, i.e., characters selected by the player, are displayed. Therefore, the player can play the rhythm game while watching a music video featuring a character of his / her choice.
[0093] In this embodiment, five game media IDs are stored in one deck. In this case, the game media IDs are not allowed to overlap, but if the game media IDs are different, the character IDs linked to the game media IDs are allowed to overlap. For example, it is assumed that the same character ID is linked to three of the five game media IDs stored in one deck.
[0094] Characters that are linked to the game media IDs registered in the decks used appear in the music video. Therefore, if the same character ID is linked to three game media IDs as described above, three identical characters will be displayed in the music video. If the same character is displayed multiple times in the music video at the same time in this way, the worldview of the game is spoiled and the interest of the game is reduced.
[0095] On the other hand, players do not only organize game media into a deck taking into consideration the characters appearing in the music video, but also select game media after considering parameters, special skills, etc. that will give them an advantage in the rhythm game. Therefore, if the use of multiple game media with overlapping character IDs in one deck is restricted, deck organization patterns will be restricted.
[0096] Therefore, in this embodiment, when a plurality of game media with overlapping character IDs are included in the used deck, the characters appearing in the music video are automatically changed so that they do not overlap with each other. On the other hand, regardless of whether the characters appearing in the music video have been changed, parameters associated with the game media organized in the used deck are used in the progression of the rhythm game. This reduces the risk of the worldview of the game being damaged while still allowing the player to play the rhythm game as intended.
[0097] However, if the automatically changed character in the music video wears an outfit far removed from the player's image, the player's motivation to play the game will decrease. Therefore, in this embodiment, when the character appearing in the music video is automatically changed, a priority setting function is provided that allows the player's preference to be reflected in the outfit worn by the changed character. The priority setting function will be described below.
[0098] Fig. 10A is a diagram illustrating an example of the attention-calling dialog 80. Fig. 10B is a diagram illustrating an example of the priority setting dialog 90. For example, assume that game media with different game media IDs that have overlapping character IDs are selected on the deck organization screen illustrated in Fig. 3A or the usage deck setting screen illustrated in Fig. 7. In this case, the attention-calling dialog 80 illustrated in Fig. 10A is displayed.
[0099] The warning dialogue 80 displays a message indicating that the character IDs linked to the game media IDs in the deck being organized are duplicated. Specifically, the warning dialogue 80 displays the following: "During LIVE (here, a common name for rhythm games), a random character you own will appear in place of the duplicated character. Also, costumes will be worn randomly.", "The effects of the characters in the deck will be applied to the skills and status activated during LIVE.", and "When a character with an SSR costume is selected, you can choose whether to wear the SSR costume first."
[0100] For example, if three game media linked to character A are organized into a used deck, one of the three characters corresponding to these three game media is determined to be character A. The two characters corresponding to the remaining two game media are changed to characters randomly determined by lottery. Hereinafter, the character randomly determined by lottery is referred to as a substitute character.
[0101] The substitute character is selected by lottery from among the characters owned by the player that are not linked to any game medium organized in the used deck. Here, the character owned by the player is a character that has a character ID that is linked to a game medium owned by the player. In other words, the substitute character is any character that is linked to a game medium that is not organized in the used deck among the game media owned by the player.
[0102] In this embodiment, even if the character displayed in the music video is changed to a substitute character, the parameters, etc. associated with the game content organized in the used deck are applied in the rhythm game. The warning dialog 80 notifies the user that the parameters, etc. applied in the rhythm game will not be changed even if the character is changed to a substitute character.
[0103] The attention-calling dialog 80 also notifies the user that the costume of the representative character will be randomly selected by lottery. However, in this embodiment, a priority setting function is provided that prioritizes the wearing of SSR rarity costumes on the representative character when the character is changed to the representative character. The attention-calling dialog 80 notifies the user that the priority setting function is available.
[0104] The warning dialog 80 has an OK button 82. When the OK button 82 is tapped, a priority setting dialog 90 shown in FIG. 10B is displayed. The priority setting dialog 90 has a priority selection button 92 and a random selection button 94. A message stating "Preferentially wear SSR costume" is displayed near the priority selection button 92. A message stating "Randomly wear costumes you own" is displayed near the random selection button 94.
[0105] The priority selection button 92 and the random selection button 94 are operation units that can be alternatively selected. When the priority selection button 92 is tapped, the priority setting function is turned on. When the random selection button 94 is tapped, the priority setting function is turned off. When the priority setting function is turned on, the priority selection button 92 is highlighted, and when the priority setting function is turned off, the random selection button 94 is highlighted.
[0106] 10B shows the priority setting function in an on state. The priority setting function is switched on and off by the player's operation input to the priority selection button 92 or the random selection button 94 in the priority setting dialog 90. Furthermore, based on the player's operation input to the priority selection button 92 or the random selection button 94, priority setting information indicating the on or off state of the priority setting function is stored.
[0107] When the priority setting function is on, SSR rarity costumes are given priority as the costumes for the proxy character. Specifically, when the priority setting function is on and the proxy character has an SSR costume, the costume for the proxy character is determined to be an SSR costume. If the proxy character has multiple SSR costumes, one of the SSR costumes is selected by lottery. Also, even if the priority setting function is on, if the proxy character does not have an SSR costume, one of the costumes the proxy character has is selected.
[0108] When the priority setting function is off, the costume for the representative character is determined by lottery from among the costumes possessed by the representative character. Therefore, even if the priority setting function is off, if the representative character has an SSR costume, the SSR costume may be determined by lottery.
[0109] Further, the priority setting dialog 90 is provided with a check box 96. A message is displayed near the check box 96 stating that "If a dedicated costume is available for the MV original compatible song, it will be prioritized over the SSR costume." The check box 96 can be operated only when the priority setting function is on. Therefore, for example, when the random selection button 94 is tapped and the priority setting function is off, operation of the check box 96 is invalid. In this case, the check box 96 and the message displayed near the check box 96 are displayed grayed out.
[0110] In this embodiment, the music played in the rhythm game includes MV original songs. In addition, the MV original songs are provided with MV exclusive costumes. The player can switch the MV exclusive priority setting between on and off by tapping a check box 96. Note that the MV exclusive costumes are also associated with a rarity. Here, it is assumed that the MV exclusive costumes are associated with any of the rarities SSR, SR, and R.
[0111] For example, suppose that the song played in the rhythm game is an MV original compatible song, and the character is changed to a substitute character. At this time, if the MV-only priority setting is on, the MV-only costume is preferentially determined as the costume for the substitute character. However, the MV-only costume is determined as the costume for the substitute character only if the substitute character has an MV-only costume. Therefore, even if the MV-only priority setting is on, if the substitute character does not have an MV-only costume for the MV original compatible song played in the rhythm game, the MV-only costume is not determined.
[0112] In this case, if the representative character has an SSR costume, one of the SSR costumes that the representative character has is determined. For example, if the representative character has an MV-exclusive costume with an SSR rarity, the priority setting function is on, and the MV-exclusive priority setting is off, the MV-exclusive costume may be determined. However, the MV-exclusive costume may be determined as the representative character's costume only when the music played in the rhythm game is an MV original compatible song. Also, for example, the MV-exclusive costume may be determined only when the MV-exclusive priority setting is on.
[0113] The priority setting dialogue 90 is provided with a confirm button 98. When the confirm button 98 is tapped, the priority setting dialogue 90 is hidden, and a deck organization screen or a used deck setting screen is displayed.
[0114] FIG. 11A is a diagram for explaining the costumes that are determined when the priority setting function is on and off. FIG. 11A shows the rarity of the costumes worn by the representative character for a rhythm game in which music other than MV original music is played. As shown in FIG. 11A, when the priority setting function is on and the representative character has an SSR costume, the SSR costume is determined as the costume worn by the representative character. Also, when the priority setting function is on and the representative character does not have an SSR costume, an SR or R costume is randomly determined as the costume worn by the representative character.
[0115] Also, when the priority setting function is off and the representative character has an SSR costume, the costume worn by the representative character is randomly determined to be an SSR, SR, or R costume. Also, when the priority setting function is off and the representative character does not have an SSR costume, the costume worn by the representative character is randomly determined to be an SR or R costume. Note that when the costume worn by the representative character is randomly determined, any of the MV-exclusive costumes possessed by the representative character may be determined.
[0116] Fig. 11B is a diagram for explaining the costumes that are determined when the MV-only priority setting is in the ON state and OFF state. Fig. 11B shows the rarity of the costumes worn by the representative character for a rhythm game in which an MV original corresponding song is played. As shown in Fig. 11B, when the priority setting function is in the ON state and the MV-only priority setting is in the ON state, if the representative character has an MV-only costume, the MV-only costume is determined as the costume to be worn by the representative character.
[0117] In addition, if the priority setting function is on, the MV-only priority setting is on, and the representative character does not have an MV-only costume but has an SSR costume, the SSR costume will be determined as the costume to be worn by the representative character.
[0118] In addition, if the priority setting function is on and the MV-only priority setting is on, but the representative character does not have either the MV-only costume or the SSR costume, an SR or R costume will be randomly determined as the costume to be worn by the representative character.
[0119] Furthermore, when the priority setting function is on but the MV-only priority setting is off, the substitute character's costume is determined as follows, regardless of whether the substitute character has an MV-only costume. That is, if the substitute character has an SSR costume, the SSR costume is randomly determined as the costume to be worn by the substitute character. At this time, if the SSR costumes possessed by the substitute character include an MV-only costume, the MV-only costume may be determined as a result of the lottery. However, if the SSR costumes possessed by the substitute character do not include an MV-only costume, the MV-only costume will not be determined.
[0120] Also, if the substitute character does not have an SSR costume, an SR or R costume will be randomly selected as the costume to be worn by the substitute character. At this time, if the SR and R costumes possessed by the substitute character include an MV-exclusive costume, the MV-exclusive costume may be selected as the result of a lottery.
[0121] Also, when the priority setting function is in the OFF state, the MV-only priority setting is always in the OFF state. In this case, regardless of whether the representative character has an MV-only costume or not, the costume of the representative character is determined in the same way as when the priority setting function is in the ON state and the MV-only priority setting is in the OFF state.
[0122] As described above, according to this embodiment, when the characters linked to the game media organized in the deck overlap, the character appearing in the music video is changed to a substitute character. At this time, if the player has the priority setting function or the MV-only priority setting turned on, the SSR costume or the MV-only costume is preferentially determined as the costume of the substitute character. This makes it possible to make the substitute character wear the costume desired by the player, even if the character is changed to a substitute character. Therefore, when the character is changed, the risk that the display content of the music video will deviate significantly from the player's preferences is reduced, and the player's motivation to play the game can be suppressed from decreasing.
[0123] (Specific control process in player terminal 1) Next, a specific control process in the player terminal 1 for executing the above game will be described. Fig. 12 is a diagram for explaining the configuration of the storage unit 12 in the player terminal 1 and its functions as a computer. The storage unit 12 is provided with a program storage area 12a and a data storage area 12b. When an application is started, the CPU 10 stores a terminal side control program (module) in the program storage area 12a.
[0124] The terminal side control programs include a deck information setting program 200, a priority setting program 202, a rhythm game start processing program 204, a character determination program 206, a costume determination program 208, a music video playback program 210, and a rhythm game control program 212. Note that the above programs are merely examples, and many other programs are provided in the program storage area 12a.
[0125] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A.
[0126] The terminal side control unit 1A includes a deck information setting unit 200a, a priority setting unit 202a, a rhythm game start processing unit 204a, a character determination unit 206a, a costume determination unit 208a, a music video playback unit 210a, and a rhythm game control unit 212a. Specifically, the CPU 10 runs the deck information setting program 200, causing the computer to function as the deck information setting unit 200a. Similarly, the CPU 10 runs the priority setting program 202, the rhythm game start processing program 204, the character determination program 206, the costume determination program 208, the music video playback program 210, and the rhythm game control program 212, causing them to function as the priority setting unit 202a, the rhythm game start processing unit 204a, the character determination unit 206a, the costume determination unit 208a, the music video playback unit 210a, and the rhythm game control unit 212a, respectively.
[0127] The deck information setting unit 200a stores in the deck, based on the player's operation input, characters (objects) displayed on the game screen of a rhythm game (predetermined game) and multiple game media linked to parameters used in the rhythm game.
[0128] The priority setting unit 202a stores priority setting information, i.e., ON and OFF states (specific information), for determining the characters and costumes (display objects) to be displayed on the game screen in accordance with specific conditions based on the player's operation input.
[0129] The rhythm game start processing unit 204a executes processing for displaying a game screen when the rhythm game starts.
[0130] The character determination unit 206a determines whether a preset change condition is met based on the multiple game media stored in the deck. If the change condition is not met, the unit sets multiple display objects including characters (objects) linked to the multiple game media stored in the deck. If the change condition is met, the unit determines one of the multiple objects linked to each of the multiple game media stored in the deck as the change target object.
[0131] The costume determination unit 208a determines, for each character, a costume to be displayed on the game screen together with the character, and when the character includes a representative character and priority setting information is stored, determines the costume according to specific conditions.
[0132] The music video playback unit 210a plays back the audio and music video during the rhythm game. That is, the music video playback unit 210a displays the determined costume on the game screen together with the character.
[0133] The rhythm game control unit 212a executes a predetermined game based on parameters associated with the game contents organized in the deck.
[0134] The data storage area 12b includes, as storage units for storing data, a deck information storage unit 300, a game media information storage unit 302, a costume information storage unit 304, a character information storage unit 306, and a priority setting information storage unit 308. Note that the above storage units are merely examples, and the data storage area 12b includes many other storage units.
[0135] As shown in FIG. 4, the deck information storage unit 300 is a storage unit that stores five game media IDs and costume IDs for each deck number.
[0136] As shown in FIG. 5A, the game media information storage unit 302 stores a character ID, a costume ID, parameters, rarity, and possession information in association with a game media ID.
[0137] As shown in FIG. 5B, the costume information storage unit 304 stores rarity, possession information, MV-specific information, and wearable character IDs, linked to costume IDs.
[0138] 5C, information indicating whether the character with the character ID can wear the costume is stored for each costume ID in the character information storage unit 306. That is, the character information storage unit 306 stores information indicating whether each character can wear each costume, in other words, information on the costume owned by each character.
[0139] The priority setting information storage unit 308 stores the on or off state of the priority setting function and the MV-only priority setting.
[0140] A part of the processing executed by the terminal side control unit 1A will be explained below.
[0141] 13 is a flowchart explaining an example of a deck setting process in the player terminal 1. This process is executed by the deck information setting unit 200a while the deck composition screen or the used deck setting screen is displayed. When an outfit to be set on the deck is selected (YES in S1), the deck information setting unit 200a stores the outfit ID assigned to the outfit selected by the player in the target storage unit of the deck information storage unit (S2). In addition, the deck information setting unit 200a displays the deck composition screen or the used deck setting screen based on the deck information updated in S2 (S3).
[0142] When the game media to be set in the deck is selected (YES in S4), the deck information setting unit 200a stores the game media ID assigned to the game media selected by the player in the target storage unit of the deck information storage unit (S5). The deck information setting unit 200a also determines whether the character IDs linked to the game media IDs are duplicated based on the deck information updated in S5 (S6). If the character IDs are not duplicated (NO in S6), the deck information setting unit 200a displays a deck organization screen or a used deck setting screen based on the deck information updated in S5 (S14).
[0143] If the character IDs are duplicated (YES in S6), the deck information setting unit 200a displays the warning dialog 80 (S7). Thereafter, when the OK button 82 in the warning dialog 80 is operated (YES in S8), the priority setting unit 202a displays the priority setting dialog 90 (S9). When a priority setting operation is input, which is an operation on the priority selection button 92, the random selection button 94, or the check box 96 in the priority setting dialog 90 (YES in S10), the priority setting unit 202a stores the on / off state of the priority setting function and the MV-only priority setting based on the input priority setting operation, and updates the display of the priority setting dialog 90.
[0144] When the confirm button 98 of the priority setting dialogue 90 is operated (YES in S12), the priority setting unit 202a hides the priority setting dialogue 90. Then, the deck information setting unit 200a displays a deck composition screen or a deck usage setting screen (S14).
[0145] 14 is a flowchart explaining an example of rhythm game start processing in the player terminal 1. This processing is executed by the rhythm game start processing unit 204a when the start tab 50 is tapped on the deck to be used setting screen. The rhythm game start processing unit 204a acquires deck information selected by the player (S101). In addition, the rhythm game start processing unit 204a sets audio data and music video data based on the type of rhythm game selected by the player (S102).
[0146] Furthermore, the rhythm game start processing unit 204a sets a target object to be displayed on the game screen based on the deck information acquired in S101 (S103). Specifically, the rhythm game start processing unit 204a identifies a character ID linked to the game medium ID stored in the first storage unit of the deck information storage unit. Then, a character icon corresponding to the identified character ID is displayed on the game screen as the first target object 70a. Similarly, the rhythm game start processing unit 204a displays character icons corresponding to character IDs linked to the game medium IDs stored in the second storage unit to the fifth storage unit of the deck information storage unit as the second target object 70b to the fifth target object 70e on the game screen.
[0147] As described above, the target object is displayed based on the game medium stored in the deck information storage unit. Therefore, even if the character appearing in the music video is changed to a substitute character in the character determination process (S110) described later, the target object will correspond to the game medium stored in the deck.
[0148] Next, the character determination unit 206a executes a character determination process (S110) for determining the characters that will appear in the music video.
[0149] FIG. 15 is a first flowchart illustrating an example of the character determination process in the player terminal 1. FIG. 16 is a second flowchart illustrating an example of the character determination process in the player terminal 1. The character determination unit 206a extracts a character ID and a costume ID linked to the game media ID stored in the deck information storage unit (S110-1). Here, the character determination unit 206a stores the extracted character ID and costume ID in a predetermined processing area. This processing area has a first storage unit to a fifth storage unit, similar to the deck information storage unit. The character determination unit 206a stores the costume ID and the character ID in a storage unit having the same number as the deck information storage unit.
[0150] The character determination unit 206a determines whether there is a duplicated character ID among the character IDs stored in the processing area in S110-1 (S110-2). If there is a duplicated character ID, the character appearing in the music video is changed. Therefore, here, it is determined whether a preset change condition is met based on multiple game media stored in the deck.
[0151] If there is a duplication of character IDs (YES in S110-2), the character determination unit 206a determines the character ID stored in the storage unit with the lower priority as the one to be changed (S110-3). Note that, here, among the deck information storage unit and the five storage units in the processing area, the smaller the value of N in the Nth storage unit, the higher the priority. Therefore, the first storage unit has the highest priority, and the fifth storage unit has the lowest priority.
[0152] In addition, the same character ID may be stored three or more times in the five storage units. In this case, the character ID stored in the storage unit other than the one storage unit with the highest priority among the three or more storage units in which the same character ID is stored is subject to change.
[0153] The character determination unit 206a extracts the character IDs of the characters possessed by the player (S110-4). The possessed characters may include characters that the player does not currently possess but that were previously designated. Furthermore, the character determination unit 206a excludes character IDs linked to game medium IDs organized in the deck from the character IDs extracted in S110-4 (S110-5). As a result, only characters other than the characters organized in the deck used in the rhythm game remain among the characters possessed by the player.
[0154] The character determination unit 206a randomly determines a character ID by drawing lots from among the character IDs remaining in S110-5 (S110-6). Here, character IDs are determined for the number of change targets determined in S110-3. If there are multiple change targets, a different character ID is determined for each change target. The character determination unit 206a overwrites the character IDs of the change targets stored in the processing area with the character IDs determined in S110-6 (S110-7). This determines the substitute character.
[0155] Next, the costume determination unit 208a extracts the costume ID of the costume possessed by the character to which the overwritten character ID is assigned (S110-8). The costume determination unit 208a also acquires the on / off state of the priority setting function and the MV-only priority setting (S110-9).
[0156] If the priority setting function is off (YES in S110-10), the costume determination unit 208a randomly determines one costume ID by lottery from the costume IDs extracted in S110-8 (S110-11). The costume determination unit 208a then overwrites the costume ID to be changed stored in the processing area with the costume ID determined in S110-11 (S110-12). If there are multiple character IDs to be changed, the processes of S110-11 and S110-12 are executed for each character ID.
[0157] If the priority setting function is on (NO in S110-10), the costume determination unit 208a determines whether the music played in the rhythm game is an MV original compatible music (S110-13). If the music is not an MV original compatible music (NO in S110-13), the costume determination unit 208a determines whether the costume IDs extracted in S110-8 include a costume ID with a rarity of SSR (S110-14).
[0158] If the SSR costume ID is not included (NO in S110-14), the costume determination unit 208a randomly selects one costume ID from the costume IDs extracted in S110-8 by drawing lots (S110-15). If the SSR costume ID is included (YES in S110-14), the costume determination unit 208a randomly selects one costume ID from the SSR costume IDs extracted in S110-8 by drawing lots (S110-16). Then, the costume determination unit 208a overwrites the costume ID to be changed stored in the processing area with the costume ID selected in S110-15 or S110-16 (S110-17).
[0159] In addition, when there are multiple character IDs to be changed, that is, when there are multiple representative characters, the process from S110-14 onwards is executed for each character ID. However, when there are multiple representative characters that do not have an SSR costume, a common costume ID is determined for all the representative characters. Specifically, when there are multiple representative characters that do not have an SSR costume, one common costume is determined by lottery from among the common costumes that all the representative characters possess and can wear. The costume ID of the common costume determined in this way is overwritten on all the costume IDs to be changed stored in the processing area. Therefore, when there are multiple representative characters that do not have an SSR costume, the costumes of all the representative characters are unified with the common costume.
[0160] However, even if there are multiple representative characters that do not have an SSR costume, the costume may be determined by lottery for each representative character.
[0161] Furthermore, if the priority setting function is on (NO in S110-10) and the music played in the rhythm game is an MV original compatible music (YES in S110-13), the costume decision unit 208a determines whether the MV dedicated priority setting is on (S110-20) as shown in Fig. 16. If the MV dedicated priority setting is off (NO in S110-20), the costume decision unit 208a proceeds to the above-mentioned S110-14.
[0162] Furthermore, if the MV-only priority setting is on (YES in S110-20), the costume determination unit 208a determines whether the representative character has an MV-only costume corresponding to the music video being played in the rhythm game (S110-21). If the representative character does not have an MV-only costume (NO in S110-21), the costume determination unit 208a moves the process to S110-14 described above. On the other hand, if the representative character has an MV-only costume (YES in S110-21), the costume determination unit 208a determines the costume ID of the MV-only costume and moves the process to S110-17 shown in FIG. 15.
[0163] As described above, when the character ID and costume ID are stored in each of the five storage units in the processing area, the music video playback unit 210a sets the character and costume to be displayed as a display object in the music video data based on the character ID and costume ID stored in the processing area (S110-18). This completes preparations for starting the rhythm game.
[0164] 17 is a diagram illustrating an example of the rhythm game control process in the player terminal 1. When the rhythm game starts (YES in S200-1), the music video playback unit 210a executes a playback process to play back audio and music video (S200-2). As a result, audio and music video are played back with the start of the rhythm game.
[0165] If it is not the start of the rhythm game (NO in S200-1) or the end of the rhythm game (NO in S200-3), the rhythm game control unit 212a increments the current frame value (S200-4).Then, the rhythm game control unit 212a updates the image of the music video displayed on the touch panel 26 to an image corresponding to the updated frame value (S200-5).The rhythm game control unit 212a also moves and displays the notes based on the data set at the start of the rhythm game (S200-6).
[0166] Furthermore, the rhythm game control unit 212a manages the abilities linked to the game media used in the rhythm game (S200-7). As described above, a "center effect" and a "special skill" are set in advance for each character as abilities. The rhythm game control unit 212a performs a lottery to activate these abilities. For example, it is assumed that a "special skill" of "performing a lottery to increase the score by 10% every 4 seconds" is set for a specific character.
[0167] In this case, the rhythm game control unit 212a performs a lottery every 4 seconds, and if the lottery is won, the acquired points are increased by 10% for a certain period of time. The rhythm game control unit 212a manages the abilities based on the game medium ID stored in the deck used in the rhythm game. Therefore, even if a representative character is displayed in the music video, the ability linked to the game medium ID is activated in the rhythm game.
[0168] Furthermore, the rhythm game control unit 212a executes an input determination process (S200-8). Here, the rhythm game control unit 212a determines the timing based on the operation input by the player to the touch panel 26, and calculates the score and so on.
[0169] When the rhythm game is to end (YES in S200-3), the rhythm game control unit 212a executes an end process to end the rhythm game (S200-9). Here, the rhythm game control unit 212a performs processes such as calculating the score of the rhythm game and displaying a result display screen.
[0170] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.
[0171] In the above embodiment, the predetermined game executed based on the game medium stored in the deck is a rhythm game. However, the predetermined game executed based on the game medium is not limited to a rhythm game. The above technical matters can be applied to games of all genres, such as RPG (Roll Playing Game), simulation games, action games, racing games, etc.
[0172] In the above embodiment, a case where a character wearing a costume is displayed on the game screen of a predetermined game has been described. That is, in the above embodiment, a case where the object is a character, the second object is a costume, and the display object displayed on the game screen includes the object and a second object displayed integrally with the object has been described. However, the object and the second object are not limited to this. For example, the object may be a character, and the second object may be a weapon or armor possessed by the character. Also, for example, the object may be a vehicle such as an airplane or an automobile, and the second object may be a part of the vehicle.
[0173] In addition, the display object displayed on the game screen does not necessarily include the object and the second object. For example, an object in which a character and a costume are integrated may be tied to the game medium. In this case, if the change condition is not met, the object tied to the game medium stored in the deck is set as it is as the display object. In addition, if the change condition is met, the object is changed to another object, but at this time, the other object only needs to be different from the object before the change in at least one of the character and the costume.
[0174] In this case, for example, among the objects linked to the game media stored in the deck, duplicate characters, duplicate costumes, duplicate characters and costumes, etc. may be set as change conditions. In this case, for example, a rarity may be set for the object itself that is an integrated character and costume, or a rarity may be set for each character and costume. Then, when the priority setting function is on, a predetermined rarity of the character may be prioritized, a predetermined rarity of the costume may be prioritized, or even a predetermined rarity of the object itself may be prioritized.
[0175] In any case, the information processing program may be one that causes a computer to carry out the following processes. A process (S5 in this embodiment) of storing objects (characters in this embodiment) displayed on the game screen of a specified game, and multiple game media linked to parameters used in the specified game, in a deck based on the player's operational input. A process (S11 in this embodiment) of storing specific information (information indicating the on state of the priority setting function in this embodiment) for determining display objects (characters and costumes in this embodiment) to be displayed on the game screen in accordance with specific conditions based on the player's operational input. A process (S110-2 in this embodiment) that determines whether or not a preset change condition is met (whether or not there is duplication of character IDs in this embodiment) based on a plurality of game media stored in the deck. If the change condition is not met (NO at S110-2 in this embodiment), a process is performed in which multiple display objects including objects linked to the game media are set for each of the multiple game media stored in the deck (S110-18 in this embodiment). If the change condition is met (YES at S110-2 in this embodiment), a process is performed to determine one of the multiple objects linked to each of the multiple game media stored in the deck as the object to be changed (S110-3 in this embodiment). When the object to be changed has been determined, if specific information has been stored, the object to be changed is changed to a specified changed object in accordance with the specific conditions (in an embodiment, S110-4 to S110-10, S110-13 to S110-17, S110-20 to S110-22), and if specific information has not been stored, the object to be changed is changed to a changed object in accordance with specified conditions that are different from the specific conditions (in an embodiment, S110-4 to S110-12). A process of setting display objects including a change object and display objects including an object that is linked to the game content stored in the deck and that has not been determined as the change target object (S110-18 in the embodiment). A process of displaying the set display object on the game screen (S200-2 in the embodiment). A process of executing a predetermined game based on parameters associated with the game media organized in the deck (S200-4 to S200-8 in this embodiment).
[0176] In the above embodiment, a case has been described in which it is determined that the change condition is satisfied when two or more game media linked to a common character are stored in the deck. However, the change condition is not limited to this. For example, when various settings are set for characters in advance, it may be determined that the change condition is satisfied when multiple game media linked to characters with common settings are stored in the deck. Specifically, when settings such as rank, class, hobby, club activity, etc. are set for each character, it may be determined whether or not the change condition is satisfied based on these settings. In any case, it is sufficient that the change condition is set in advance, and the specific content thereof can be set appropriately.
[0177] In the above embodiment, a case has been described in which a character not linked to the game medium stored in the deck is determined as a substitute character. However, the conditions for a substitute character are not limited to this. For example, suppose that a decoration ID attached to an accessory worn by a character is linked to a game medium in addition to a character ID. In this case, a character that is assigned the same character ID as the change target character to be changed, but is assigned a different decoration ID, may be determined as a substitute character. Also, for example, even if the same character ID is linked, if the decoration IDs are different, the character may not be changed.
[0178] In the above embodiment, the five storage units of the deck information storage unit are prioritized, and the character ID stored in the storage unit with the lowest priority is changed. However, the storage unit to which the character ID is changed may be randomly determined by, for example, a lottery.
[0179] In the above embodiment, one of the costumes possessed by the proxy character is determined as the costume to be worn by the proxy character. That is, one or more possessed costumes (second objects) that can be displayed together with the character (object) are linked to the character (object), and one of the possessed costumes (second objects) linked to the proxy character (change object) is determined. However, for example, for the proxy character, one of the costumes may be determined from among predetermined costumes, regardless of whether the character possesses the costume or not.
[0180] In the above embodiment, whether or not the rarity of the costume of SSR is to be worn preferentially by the representative character is determined depending on whether the priority setting function is on or off. That is, the costume (second object) is associated with a rarity (information indicating rarity), and the specific condition for determining the costume of the representative character includes determining the rarity (information indicating rarity). However, the content for determining the costume to be worn preferentially by the representative character is not limited to the rarity of the costume. For example, costumes may be classified into a plurality of groups according to color, shape, etc., and the player may be able to set the group to be preferentially determined by the priority setting function.
[0181] Also, for example, when a substitute character is determined, the player may be able to set in advance the costume to be worn by the substitute character as a favorite costume. In this case, when a substitute character is determined, the favorite costume set in advance by the player is worn by the substitute character. That is, when a character (object) is determined to be a substitute character (change object), a process may be executed to set a costume (second object) to be displayed on the game screen together with the substitute character (change object) based on an operation input by the player. The specific condition may include that a second object is set for the substitute character (change object). In this case, a favorite costume may be set for each character that may be selected as a substitute character.
[0182] In the above embodiment, the priority setting function is commonly applied regardless of the type of the representative character. However, for example, the priority setting function may be individually set for each game medium or character owned by the player.
[0183] In the above embodiment, the case where the MV original music is provided and the MV exclusive priority setting is possible has been described. That is, a plurality of types of predetermined games are provided, and the specific condition includes determining the type of predetermined game (whether the MV original music is provided) (S110-10). However, the MV original music and the MV exclusive priority setting are not essential.
[0184] Moreover, the control process shown in the above embodiment is merely an example. In the above embodiment, the case where the control process for executing the game is executed by the player terminal 1 has been described. That is, in the above embodiment, the control process for executing the game is executed only by the player terminal 1. In this case, only the player terminal 1 functions as the game device G. However, a part of the control process described above may be executed by the server 1000. That is, the information processing system S, which is a client-server system including the player terminal 1 and the server 1000, may function as the game device G.
[0185] In the above embodiment, the information processing program for implementing the game may be stored in a non-transitory computer-readable storage medium. Furthermore, the above embodiment may be an information processing method for implementing each function and each step shown in the flowchart. [Explanation of symbols]
[0186] 1A Terminal side control unit 200a Deck information setting section 202a Priority setting section 204a Rhythm game start processing unit 206a Character Determination Section 208a Costume Selection Division 210a Music Video Playback Section 212a Rhythm game control unit
Claims
1. storing, in a deck, a plurality of game contents associated with objects to be displayed on a game screen of a predetermined game and parameters to be used in the predetermined game, based on an operation input by a player; a process of storing specific information for determining a display object to be displayed on the game screen in accordance with a specific condition based on an operation input by a player; A process of determining whether or not a preset change condition is established based on the plurality of game contents stored in the deck; if the change condition is not satisfied, a process of setting a plurality of display objects including the object associated with the game content for each of the plurality of game contents stored in the deck; When the change condition is satisfied, a process of determining, as a change target object, one of a plurality of objects associated with each of a plurality of game contents stored in the deck; a process of changing the change target object to a predetermined change object according to the specific condition if the specific information is stored when the change target object is determined, and changing the change target object to the change object according to a predetermined condition different from the specific condition if the specific information is not stored; A process of setting the display objects including the changed object and the display objects including the object that is linked to the game medium stored in the deck and is not determined as the changed object; A process of displaying the set display object on the game screen; A process of executing the predetermined game based on the parameters associated with the game contents organized in the deck; An information processing program that causes a computer to carry out the above.
2. the display object includes the object and a second object that is displayed integrally with the object, The process of changing the change target object to the change object includes: changing the object to another object, and determining a second object to be displayed together with the another object in accordance with the specific condition or the predetermined condition; The information processing program according to claim 1 .
3. The other object is an object that is not associated with the game content stored in the deck. The information processing program according to claim 2.
4. one or more second objects that can be displayed together with the object are associated with the object; The process of changing the change target object to the change object includes: determining one of the second objects linked to the changed object as the second object to be displayed integrally with the other object; 4. The information processing program according to claim 2 or 3.
5. The second object is associated with information indicating a rarity level, The specific condition includes determining information indicating the rarity.
4. The information processing program according to claim 2 or 3.
6. a process of setting, when the object is determined as the changed object, the second object to be displayed integrally with the changed object based on an operation input by a player; Make your computer function the specific condition includes that the second object is set; 4. The information processing program according to claim 2 or 3.
7. The process of determining whether the change condition is satisfied includes: determining that the change condition is met when two or more of the game contents to which a common object is linked are stored in the deck; The information processing program according to any one of claims 1 to 3.
8. There are multiple types of the predetermined game, The specific condition includes determining the type of the predetermined game. The information processing program according to any one of claims 1 to 3.
9. 1. An information processing method performed by one or more computers, comprising: The computer, storing, in a deck, a plurality of game contents associated with objects to be displayed on a game screen of a predetermined game and parameters to be used in the predetermined game, based on an operation input by a player; a process of storing specific information for determining a display object to be displayed on the game screen in accordance with a specific condition based on an operation input by a player; A process of determining whether or not a preset change condition is established based on the plurality of game contents stored in the deck; if the change condition is not satisfied, a process of setting a plurality of display objects including the object associated with the game medium for each of the plurality of game media stored in the deck; When the change condition is satisfied, a process of determining, as a change target object, one of a plurality of objects associated with each of a plurality of game contents stored in the deck; a process of changing the change target object to a predetermined change object according to the specific condition if the specific information is stored when the change target object is determined, and changing the change target object to the change object according to a predetermined condition different from the specific condition if the specific information is not stored; A process of setting the display objects including the changed object and the display objects including the object that is linked to the game medium stored in the deck and is not determined as the changed object; A process of displaying the set display object on the game screen; A process of executing the predetermined game based on the parameters associated with the game contents organized in the deck; An information processing method for carrying out the above.
10. One or more computers; The computer, storing, in a deck, a plurality of game contents associated with objects to be displayed on a game screen of a predetermined game and parameters to be used in the predetermined game, based on an operation input by a player; a process of storing specific information for determining a display object to be displayed on the game screen in accordance with a specific condition based on an operation input by a player; A process of determining whether or not a preset change condition is established based on the plurality of game contents stored in the deck; if the change condition is not satisfied, a process of setting a plurality of display objects including the object associated with the game medium for each of the plurality of game media stored in the deck; When the change condition is satisfied, a process of determining, as a change target object, one of a plurality of objects associated with each of a plurality of game contents stored in the deck; a process of changing the change target object to a predetermined change object according to the specific condition if the specific information is stored when the change target object is determined, and changing the change target object to the change object according to a predetermined condition different from the specific condition if the specific information is not stored; A process of setting the display objects including the changed object and the display objects including the object that is linked to the game medium stored in the deck and is not determined as the changed object; A process of displaying the set display object on the game screen; A process of executing the predetermined game based on the parameters associated with the game contents organized in the deck; A game device that performs the above.
Citation Information
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