Program, information processing system, and information processing method
The program and system facilitate recruitment of new players to in-game communities by enabling profile image editing and linked post data sharing on external services, enhancing community visibility and accessibility.
Patent Information
- Application Number
- JP2023123055
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-28
- Publication Date
- 2025-02-07
- Estimated Expiration
- 2043-07-28
AI Technical Summary
Existing games face challenges in recruiting new players to in-game communities, despite efforts to solicit through external services like social networking services, as these methods often fail to effectively attract new members.
A program and information processing system that allows players to create and edit profile images and post data linked to their in-game community, including link information, to promote community participation through external services.
Enhances the convenience of recruiting new players by leveraging external services with profile images and link information, improving the visibility and accessibility of in-game communities.
Smart Images

Figure 2025019439000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an information processing system, and an information processing method for a game having an in-game community in which a player can participate. [Background technology]
[0002] There are known games that allow players to establish in-game communities such as guilds, clans, and circles, and to join any in-game community to facilitate interactions with other players belonging to the same in-game community, as well as to engage in competitive or cooperative play with other players belonging to the same in-game community (see Reference 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7203002 Summary of the Invention [Problem to be solved by the invention]
[0004] However, even if a game community tries to attract players within the game in order to increase the number of players who belong to the game community, it is often unable to secure new players. For this reason, in recent years, a game community may use an external service such as a social networking service (SNS) to post information about the in-game community's recruitment activities, and recruit other players who enjoy the same game.
[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a program, an information processing system, and an information processing method that improve the convenience of solicitation activities related to an in-game community. [Means for solving the problem]
[0006] (1) The present invention relates to a program for a game in which there is an in-game community in which a player can participate, which causes a computer to function as a profile image editing unit that enables editing of a profile image including information about the in-game community, and a post data creation unit that creates post data that can be used to post to external services, and the post data creation unit creates the post data based on a specific operation by the player, the post data including the profile image linked to the in-game community to which the player belongs and link information for applying to join the in-game community.
[0007] (2) In the program of the present invention, a member attribute is set for each player belonging to the in-game community, and the profile image editing unit can grant editing authority for the profile image to a player whose member attribute is set to leader.
[0008] (3) The present invention relates to an information processing system for a game in which there is an in-game community in which a player can participate, the information processing system including a profile image editing unit that enables editing of a profile image including information about the in-game community, and a post data creation unit that creates post data that can be used to post to an external service, wherein the post data creation unit creates the post data including the profile image linked to the in-game community to which the player belongs and link information for applying to join the in-game community, based on a specific operation by the player.
[0009] (4) The present invention relates to an information processing method for a game in which there is an in-game community in which a player can participate, comprising: a profile image editing step for enabling editing of a profile image including information about the in-game community; and a posting data creation step for creating posting data that can be used for posting to an external service, wherein the posting data creation step creates the posting data based on a specific operation by the player, the posting data including the profile image linked to the in-game community to which the player belongs and link information for applying to join the in-game community.
[0010] In the program, information processing system, and information processing method of the present invention, post data that includes a profile image linked to an in-game community and link information for applying to join the in-game community and that can be used for posting to an external service is created based on a specific operation of a player, improving the convenience of solicitation activities for an in-game community using an external service. Also, in the present invention, the post data includes link information for applying to join the in-game community, improving the convenience of other players who are interested in the post on the external service when applying to join the in-game community. [Brief description of the drawings]
[0011] [Figure 1] FIG. 2 is a diagram illustrating a hardware configuration of the information processing system. [Diagram 2] FIG. 2 is a functional block diagram of a server in the information processing system. [Diagram 3] FIG. 2 is a functional block diagram of a player terminal in the information processing system. [Figure 4] FIG. 13 is a diagram showing an example of a circle search screen displayed on a player terminal. [Diagram 5] 13 is a flowchart showing the flow of processing up to the creation of posting data. [Figure 6] FIG. 13 is a diagram showing an example of a circle home screen displayed on a player terminal. [Figure 7] FIG. 13 is a diagram showing an example of a circle menu dialogue displayed on a player terminal. [Figure 8] FIG. 13 is a diagram showing an example of a club business card screen displayed on a player terminal. [Figure 9] FIG. 13 is a diagram showing an example of a business card editing screen displayed on a player terminal. [Figure 10] FIG. 13 is a diagram showing an example of a posting screen for an external service displayed on the player terminal. [Figure 11] FIG. 13 is a diagram showing an example of a participation application dialogue displayed on a player terminal. [Figure 12] FIG. 13 is a diagram showing an example of an alert dialog displayed on the player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] Hereinafter, an embodiment of the present invention will be described. Note that the embodiment described below does not unduly limit the contents of the invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.
[0013] 1. Information Processing System Configuration 1 is a diagram showing an example of the overall hardware configuration of an information processing system 10 according to this embodiment. In the information processing system 10 according to this embodiment, a server 20 and a player terminal 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, and a so-called client-server type communication system is constructed.
[0014] The server 20 includes a CPU 21 (control unit), a ROM 22, a RAM 23, a communication unit 24, and a storage device 25.
[0015] The CPU 21 reads out programs and data stored in the ROM 22 and executes various processes. The RAM 23 is used as a temporary storage area such as the main memory and work area of the CPU 21. The communication unit 24 is composed of a communication module and a communication interface, and performs communication processing with the player terminal 40 and other external devices via the network 30. The storage device 25 is an auxiliary storage device such as a flash memory, HDD, or SDD, and stores programs related to the game, identification information such as the ID of the player using the player terminal 40, and various other information for each player required for the game.
[0016] The player terminal 40 is a device for playing the game according to this embodiment, and is, for example, a smartphone, a tablet, a personal computer, a portable game device, a stationary game device installed in a store or at home, etc. The player terminal 40 includes a CPU / GPU 41 (control unit), a ROM 42, a RAM 43, a communication unit 44, an operation / input unit 45, a display unit 46, a storage device 47, and a speaker 48.
[0017] The CPU / GPU 41 reads out the programs and data stored in the ROM 42 into the RAM 43 and executes various processes. The ROM 42 stores the programs required to operate the player terminal 40. A flash memory (NVRAM) may be used instead of the ROM 42. The RAM 43 is used as a temporary storage area such as the main memory and work area of the CPU / GPU 41. The communication unit 44 is composed of a communication module and a communication interface, and performs communication processing with the server 20 and other external devices (including other player terminals 40) via the network 30. The operation / input unit 45 is a device that accepts various operations and inputs by the player, and corresponds to a touch panel, a keyboard, a mouse, a game controller, a microphone, etc. If the display unit 56 is a display panel equipped with a touch panel, the touch panel is included in the operation / input unit 45. The display unit 46 is a liquid crystal display or an organic EL display that displays various information such as game images provided by the information processing system 10 of this embodiment. The storage device 47 is an auxiliary storage device such as a flash memory, HDD, or SDD, and mainly stores programs related to the game, various data related to the game, etc. The speaker 48 is a device that outputs background music and various sounds of the game provided by the information processing system 10 of this embodiment.
[0018] The functions and processing of the player terminal 40 are realized by the CPU / GPU 41 reading a program stored in the ROM 22 or the storage device 47 and executing the program. The CPU / GPU 41 may also read a program stored in a recording medium removable from the player terminal 40 and execute the program. The program may be supplied to the player terminal 40 in the form of a computer-readable recording medium such as a CD-ROM on which the program is recorded, or a transmission medium such as the Internet for transmitting the program. In this embodiment, the player terminal 40 is described as being a smartphone equipped with a display panel equipped with a touch panel.
[0019] The information processing system 10 of this embodiment has a function of providing a game in which a player develops a character based on a racehorse motif, and the developed character competes in a race against other characters through a player terminal 40. In particular, the information processing system 10 of this embodiment has a development function for developing a character, a circle function for players belonging to a circle (one example of an in-game community) to communicate with each other, a competition function for watching a race between a developed character and other characters, a live viewing function for viewing a live singing performance by a character, a photo function for taking, saving, and viewing screenshot images of a game screen, and the like. In the following, a case in which these functions are realized mainly by the player terminal 40 will be described. However, the functions described above may be realized mainly by the server 20, or may be realized by sharing between the server 20 and the player terminal 40.
[0020] FIG. 2 is a functional block diagram showing the main functions of the server 20.
[0021] The server 20 in the information processing system 10 has the function of managing players, characters, etc. using various identification information, the function of performing calculations necessary for the progress of the game in response to requests from the player terminal 20, and the function of transmitting the calculation results to the player terminal 40, and these functions are realized by the server data storage unit 50 and the game calculation unit 60 working together.
[0022] The server data storage unit 50 includes a player management database 51, and is mainly realized by the storage device 25. In this embodiment, a character list, an item list, a training target list, and the like are stored in the player management database 51 in association with a player ID assigned to each player.
[0023] The character list includes, for example, an individual character ID assigned to each trained character, a character type ID indicating the character's type, the character's status (rarity, evaluation points, course suitability, distance suitability, running style, speed, stamina, power, guts, intelligence, possessed skills, acquired titles), lock status (locked, unlocked), and the character's training history (training conditions, performance in races run during training).
[0024] In this embodiment, a "trained character" means a character that has been trained using a training function, which is one of the game functions realized by the information processing system 10 of this embodiment, and whose training has ended and whose status has been determined.
[0025] In this embodiment, there are a "character individual ID" and a "character type ID", and the difference between them is as follows.
[0026] First, the "character individual ID" is an ID that is assigned when character training is completed in the training function and the trained character is registered in the character list, and is used to identify each trained character linked to the player ID.
[0027] In addition, in this embodiment, the training function is designed so that the player can select the character to be trained from multiple types of characters, and the "character type ID" is an ID given to identify the type of character to be trained.
[0028] The "locked state" indicates whether or not the transfer of a trained character (deletion from the character list) is prohibited; if unlocked, the character can be transferred, and if locked, the character cannot be transferred. Examples of situations in which a character is locked include when the player selects a character individually from a list of trained characters, or when a trained character is registered to run in a race.
[0029] The training target list stores data in which information on either released or not released is associated with a character type ID. In this embodiment, characters associated with information on released in the training target list are characters that the player can select as a training target in the training function. Also, in this embodiment, it is possible to release new characters by using release items or a character acquisition lottery, and the number of characters that can be selected as a training target varies depending on the player. Hereinafter, characters that can be selected as a training target in the training function may be referred to as released characters.
[0030] The item list includes data on the items, enhancement points, trainer points (TP), and in-game currency owned by the player. In this embodiment, for example, the owned items and the amount of items owned, the amount of enhancement points owned, the amount of trainer points (TP), the amount of in-game currency owned, and the like are stored in the player management database 51 as an item list.
[0031] In this embodiment, items are used, for example, to support character development or to change the starting conditions of a race, and can be obtained based on the results of a race or by consuming in-game currency.
[0032] Further, the strengthening points are used, for example, to strengthen support items which are items that support the development of a character, and the more the support items are strengthened, the more advantageous the development environment becomes for the character.
[0033] Trainer Points (TP) are points used to train characters using the training function, and when you start training, you can start training a character by consuming the amount of Trainer Points (TP) required for one training session.
[0034] Data stored in the player management database 51 includes a friend list. In this embodiment, other players can be registered as friends, and characters and support items can be rented and used from the other players registered as friends in the training function. To register a friend, the player ID of another player is input on the friend registration screen displayed on the display unit 44 of the player terminal 40. If a player corresponding to the player ID exists and the player can be registered as a friend, the player ID of the other player to be registered is added to the friend list by tapping a registration button provided on the friend registration screen. There is an upper limit (e.g., 50) on the number of friend registrations for each player, and there is also an upper limit (e.g., 100) on the number of friends registered for each player, so that if neither limit has been reached, a new friend can be registered.
[0035] The server data storage unit 50 includes a circle management database 52, and is mainly realized by the storage device 25. In this embodiment, the circle management database 52 stores related information such as a list of affiliated players, circle setting information, circle chat information, item donation information, circle ranking information, and circle business card images (an example of a profile image) in association with a circle ID assigned to each circle.
[0036] In the belonging player list, for each circle, the player IDs of the players who belong to that circle are stored in association with the circle ID. The belonging player list also stores the member attributes of the players who belong to the circle. In this embodiment, the players who belong to a circle are assigned the member attribute of either leader or member. The player who establishes a circle becomes the leader at the beginning of the establishment. One player is set as the leader per circle. The member attribute of the leader can be transferred to other players. The member attribute of players other than the leader is set as the member.
[0037] The leader has the authority to change circle setting information, including the circle name, circle activity policy, and circle participation method. The leader can also approve the participation of players who have applied to join, expel players, and edit the circle business card image. On the other hand, members have no authority to change the circle name, circle activity policy, circle participation conditions, approve the participation of players who have applied to join, expel players, or edit the circle business card image.
[0038] The circle setting information includes the circle name, the circle's activity policy, the circle participation method, etc., and is information that is set by the player who established the circle as necessary items when the circle is established. In this embodiment, only the leader has the authority to change the circle setting information.
[0039] The circle chat information is information on the chat history of the players who belong to the circle. In this embodiment, the circle chat information stored in the circle management database 52 is updated every time the player terminal 40 transmits a message such as a text or a stamp using the circle function.
[0040] The item donation information is information related to a function for players belonging to a circle to solicit items and donate the items solicited. The circle management database 52 stores information on item solicitations and donation information for solicitations for each circle.
[0041] The circle ranking information includes the monthly number of fans acquired, calculated by tallying up the total number of fans acquired by players belonging to the circle through the training function on a monthly basis, the circle's ranking based on the monthly number of fans acquired, and the current circle rank based on the ranking from the previous month.
[0042] The circle business card image is a profile image that displays information about the circle, and the right to edit the profile image is set only for the player whose member attribute in the circle is the leader. In this embodiment, when the leader edits the circle business card image and finishes editing the circle business card image, the information related to the circle business card image is uploaded to the server 20 from the leader's player terminal 40, and the circle business card image is saved in the circle management database 52. The information related to the circle business card image includes illustration part related information and text part related information. Regarding the illustration part related information, if the image preset prepared in advance by the game side is used in the circle business card image, the character type ID, background ID, and theme ID of the displayed character are linked to the circle ID and saved, and if a screenshot image taken by the player is used, the screenshot image is linked to the circle ID and saved. Regarding the text part related information, the text data of the introduction and comments displayed as one of the circle's profile information in the circle business card image is linked to the circle ID and saved. Thereafter, the circle leader and members can download the circle setting information and related information of the circle business card image stored in the circle management database 52, restore the circle business card image on each player's player terminal 40, and view the restored circle business card image, etc. The circle business card image itself may be stored in the circle management database 52 in association with the circle ID, in which case the circle leader and members can download the circle business card image stored in the circle management database 52 and view it on each player's player terminal 40. Furthermore, while the right to edit the circle business card image is not set for players whose member attribute is a member, players who belong to the circle, regardless of whether they are leaders or members, can view the circle business card image and post the circle business card image to an external service.
[0043] The game calculation unit 60 performs a process of performing calculations necessary for the progress of the game in response to a request from the player terminal 20, transmitting the calculation results to the player terminal 40, and a process of transmitting data necessary for the progress of the game to the player terminal 40 in response to a request from the player terminal 20, and is mainly realized by the CPU 21 and the communication unit 24. For example, when a request for training instructions is received from the player terminal 20 in the training function, the game calculation unit 60 calculates whether the training is successful or unsuccessful, and transmits the calculation result to the player terminal 40. Also, for example, when a request for participation in a race is received in the training function, the game calculation unit 60 performs a race simulation with multiple characters including a character to be trained and a non-player character (NPC), and transmits the result of the race simulation to the player terminal 40.
[0044] FIG. 3 is a functional block diagram showing the main functions of the player terminal 40. As shown in FIG.
[0045] As shown in FIG. 3, the player terminal 40 in the information processing system 10 of this embodiment realizes a training function, a circle function, a battle function, a live viewing function, a photo function, and the like, in cooperation with a terminal data storage unit 70 and a game execution unit 80.
[0046] The terminal data storage unit 70 stores data for the game execution unit 80 to perform various processes, and is realized mainly by the storage unit 42.
[0047] The terminal data storage unit 70 includes a player data storage unit 71, which stores data related to a character list, a training target list, an item list, a friend list, and a circle to which the player belongs, corresponding to the player ID. In this embodiment, when an application is started or ended, or in other necessary situations, a synchronization process is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 and the circle management database 52 of the server 20 regarding data linked to the player ID (such as a character list, a training target list, an item list, and a friend list), and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, when it becomes necessary to change the character list, the training target list, the item list, the friend list, or the circle to which the player belongs in association with the execution of various game processes, the stored contents of the player data storage unit 71 are updated, and the updated stored contents are backed up in the player management database 51 and the circle management database 52 of the server 20, and the stored contents of both are synchronized. In addition, data linked to the player ID, such as a character list, a training target list, an item list, a friend list, and belonging circles, may be downloaded from the player management database 51 and the circle management database 52 to the player data storage unit 71 as needed, such as when the application is launched.
[0048] The terminal data storage unit 70 also includes a training progress data storage unit 72, which stores data (training progress data) necessary for the progress of the training function of characters selectable as training targets in the training function (characters with character type IDs associated with released information in the training target list). In this embodiment, training goals, game events, and the like are prepared for each character in relation to the training function, and training progress data including at least the setting contents of the training goals and the setting contents of the game events is stored in the training progress data storage unit 72 in association with the character type ID.
[0049] The terminal data storage unit 70 also includes a race control data storage unit 73, which stores data for controlling the movements of characters and the performance of skill activation when watching a race in which a character participates in the training function or race competition function, as well as text data and audio data for the live race commentary.
[0050] The terminal data storage unit 70 also includes a live control data storage unit 74, which stores music data relating to the live appreciation function, character singing data, character movement data, and the like.
[0051] The terminal data storage unit 70 also includes an image data storage unit 75, and screenshot images taken by the photo function are stored in the image data storage unit 75. In this embodiment, not only can the screenshot images stored in the image data storage unit 75 be viewed in the photo function, but the screenshot images can also be used to edit circle business card images in the circle function.
[0052] The game execution unit 80 performs processes such as starting a game when a game start condition is satisfied, executing a selected game mode from a plurality of game modes, progressing the game, generating an event when an event generation condition is satisfied, calculating a game result, ending the game when a game end condition is satisfied, requesting calculations from the server 20, obtaining calculation results and necessary data from the server 20, and transmitting calculation results and data of the player terminal 40 to the server 20, and is realized mainly by the CPU / GPU 41 and the communication unit 44. In this embodiment, the game execution unit 80 includes a training function providing unit 81, a circle function providing unit 82, a battle function providing unit 85, a live watching function providing unit 86, and a photo function providing unit 87.
[0053] The training function providing unit 81 performs processing for providing a training function for training a character. In this embodiment, it accepts input related to character training and performs operations such as displaying the results of calculations performed in response to the input.
[0054] In this embodiment, when training a character in the training function, it is required to select an action that is subject to turn consumption for each turn. Actions that are subject to turn consumption include training, participating in a race, going out, and going to the infirmary. The training function providing unit 81 accepts the selection of an action that is subject to turn consumption via a training home screen displayed on the display unit 46, and requests the server 20 to calculate the result of the selected action. The server 20 that receives the request calculates the result of the selected action and transmits the calculation result to the player terminal 40, and the training function providing unit 81 causes the display unit 46 to display a display screen corresponding to the calculation result received from the server 20.
[0055] The circle function providing unit 82 performs a process of providing a circle function that allows players belonging to the same circle to communicate with each other. In this embodiment, the circle function allows players belonging to the same circle to chat with each other, donate items, and play against each other. The circle function providing unit 82 accepts input of text and the like for chatting, donating items, and playing against each other in a circle chat provided on a circle top screen, and performs a process of transmitting the contents posted to the circle chat to the server 20. In the server 20 that receives the posted contents, the circle chat information stored in the circle management database 52 is updated, and the posted contents are reflected in the circle chat when the circle top screen is displayed on the player terminal 40 of a player belonging to the same circle.
[0056] The circle function providing unit 82 also includes a profile picture editing unit 83 and a posting data creating unit 84 .
[0057] The profile image editing unit 83 performs a process to enable editing of a circle business card image including circle information. In this embodiment, the profile image editing unit 83 grants editing authority of the circle business card image to a player whose member attribute is set to leader, and controls so that the circle business card image can be edited on the player terminal 40 of the leader, but cannot be edited on the player terminal 40 of the member.
[0058] The posting data creation unit 84 creates posting data that can be used for posting to an external service. Based on a predetermined input made on a circle business card screen that allows the viewing of circle business card images, the posting data creation unit 84 creates posting data including a circle member recruitment text, a search hashtag, a circle business card image linked to the circle to which the player belongs, and link information (e.g., a URL address, etc.) for applying to join the circle, and outputs the data to a shared memory area (e.g., a clipboard, etc.) in the storage device 47 of the player terminal 40. The shared memory area to which the posting data is output is a memory area that can be accessed from a plurality of different applications and can be used for transferring data between applications. In this embodiment, the link information for applying to join the circle is a so-called deep link, and when the link information is used on the player terminal 40, a game application is automatically started and a participation application dialogue for the circle corresponding to the link information can be called up.
[0059] In this embodiment, when posting a circle business card image to an external service while using the circle function, the circle function providing unit 82 calls an external service sharing function of the operating system of the player terminal 40 to enable selection of the external service to which the image is to be posted. When the player selects the external service to which the image is to be posted, a posting input form for the external service is called, and the posting data stored in the shared memory area of the storage device 47 is automatically input into the posting input form, and the process waits for the player to input a decision to post. That is, the circle function providing unit 82 performs a process to assist in posting the circle business card image to the external service.
[0060] The battle function providing unit 85 performs processing to provide a race battle function that allows a trained character owned by a player to compete in a race against trained characters of other players or non-player characters (NPCs).
[0061] In this embodiment, when a player becomes the organizer of a race, the number of characters registered to run can be set between 9 and 18, and up to three characters that have been trained can be registered to run, and the remaining slots can be filled with other players' trained characters or non-player characters (NPCs), allowing the characters that have been registered to run to compete in a race. Also, if there are vacant slots for a race organized by another player, up to three trained characters can be registered to run, and the characters that have been registered to run can compete in a race in the same way as if the player were the organizer.
[0062] When the race organizer gives permission for the player terminal 40 to enter the race, a race simulation is executed in the server 20, and the competition function providing unit 85 enables the player terminal 40 to request the results of the race simulation from the server 20. In the player terminal 40 that receives the results of the race simulation from the server 20, the competition function providing unit 85 generates a race video based on the results of the race simulation using various data stored in the race control data storage unit 73, and displays the generated race video on the display unit 46, allowing the player to watch the race.
[0063] The live performance appreciation function providing unit 86 performs processing for providing a live performance appreciation function that allows the player to appreciate a live performance of singing by characters that the player can select as targets for development in the development function or non-player characters (NPCs).
[0064] In this embodiment, in the live viewing function, the player can select characters participating in the live and can view the singing live with the member composition selected by the player. The song for the singing live can be selected from a plurality of kinds of songs, and the live viewing function providing unit 86 generates a live video based on the data corresponding to the selected song stored in the live control data storage unit 74, and displays the generated live video on the display unit 46, so that the player can view the singing live.
[0065] The photo function providing unit 87 performs processing to provide a photo function for taking, saving, and viewing screenshot images of the game screen.
[0066] In this embodiment, while watching the race video in the battle function and while watching the live video in the live viewing function, it is possible to take a screenshot image using the photo function. The photo function can be switched on / off in the input interface settings, and when the photo function is on, a shooting button is arranged on the display screen of the race video or live video. When the player taps the shooting button at any timing, the race video or live video is paused and a screenshot image is taken. Then, when the player inputs to decide to save the screenshot image taken, the screenshot image taken is saved in the image data storage unit 75. In addition, in the photo function, it is also possible to display a list of screenshot images and view any screenshot image. The screenshot images stored in the image data storage unit 75 can also be used to create a circle business card image by the circle function.
[0067] 2. Control method of this embodiment In the following, the control method of this embodiment will be described taking as an example a case where the game program of this embodiment is applied to a game application of a player terminal 40 provided as a smartphone.
[0068] The game program of this embodiment is configured to provide multiple types of game functions, and in the training function, which is the main game function, a character to be trained is selected from multiple types of characters, and the status changes as the game progresses, and when a predetermined end condition is met, the character's status is finalized and training ends. This trained character can race against characters trained by other players in a battle function, which is another game function. In this embodiment, the number of characters that have been trained (the number that can be registered in the character list) is predetermined, and when the upper limit of the number of characters that can be registered (for example, 240 characters) is reached, it becomes impossible to train a new character using the training function. For this reason, it is necessary to delete trained characters from the character list to secure an ownership slot.
[0069] The information processing system 10 to which the game program of this embodiment is applied is provided with a circle function to promote interaction between players. If a player does not belong to a circle, the player can establish a new circle or join an existing circle created by another player.
[0070] FIG. 4 is a diagram showing an example of a circle search screen that is displayed when a player starts a circle function when the player does not belong to a circle. When establishing a circle, various items required for establishing a circle can be set by tapping on the circle establishment button 101. When establishing a new circle, the player determines at least the circle name, the activity policy, and the participation method (automatic approval, manual approval). The member attribute of the player who established the circle is set to leader at the beginning of the establishment. When joining an existing circle, the player can use the circle search screen to search for a circle to which the player applies to join. The circle search screen is provided with a circle tab 102 and an invitation list tab 103. When the circle tab 102 is selected, circles that match the search conditions displayed in the search condition display area 104 are displayed in a list in the circle list display area 106. When the search conditions are changed and the search button 105 is tapped, the circle list display area 106 is updated so that circles that match the changed search conditions are displayed in a list. In this embodiment, a leader of an existing circle can invite other players to join his or her circle, and when an invitation is made by specifying a player ID, the player is registered in the invitation list of the invited player. When the invitation list tab 103 is selected on the circle search screen, if an invitation has been made to a player by the leader of an existing circle, the circle of the leader who invited the player is displayed in the circle list display area 106.
[0071] A player can apply to join a circle and if the application is approved, the player can join the circle as a member. For each circle, the leader can set either automatic approval or manual approval as the participation method. In the case of automatic approval, the application is automatically approved when the player applies to join, and in the case of manual approval, the application is added to the waiting list for approval of the circle to which it was applied, and only players who are approved by the leader can join the circle.
[0072] In the circle function in the information processing system 10 of this embodiment, the number of fans acquired by each player belonging to a circle by developing a character using the development function is counted on a monthly basis, and the circles are ranked based on the counted result to determine the circle ranking. In this embodiment, the number of fans acquired per month by the players belonging to each circle and the circle ranking are stored as circle ranking information in the circle management database 52. In addition, in the circle function, at the beginning of each month, rewards (items and in-game currency) according to the circle ranking at the end of the previous month are distributed to the players belonging to the circle.
[0073] In order to aim for a high ranking in the circle ranking, it is preferable to have as many players as possible who play actively. If the number of players in a circle decreases due to players leaving, the circle ranking is likely to drop. For this reason, the leader may be forced to replenish players when the number of players in the circle decreases. However, players may not necessarily gather at circles that are looking for players by searching for circles in the game, and circles that have just been established or have a small number of players may be reluctant to join by other players.
[0074] Therefore, in this embodiment, the circle function makes it possible to edit a circle business card image for introducing the circle to other players, creates posting data including the circle business card image and link information for applying to join the circle, and assists in posting the created posting data to external services such as social networking services (SNS).
[0075] FIG. 5 is a flowchart showing the process flow leading up to the creation of post data.
[0076] First, when an operation to call up a circle menu is performed on the player terminal 40 (Y in step S101), a circle menu dialogue is displayed (step S102).
[0077] In this embodiment, when a player belongs to a circle, when the circle function is started, a circle home screen is displayed on the display unit 46 of the player terminal 40 as shown in FIG. 6. The circle home screen has a circle name display area 201 that displays the circle name and circle ranking, a circle rank icon 202 that displays the circle rank determined according to the circle ranking, and a circle menu button 203 for calling up a circle menu dialogue, arranged at the top. The circle home screen also has a room match button 204, and when a tap input is made on the room match button 204, a battle function can be called up and a battle room can be set up. The circle home screen also has a circle chat display area 205, and messages posted by each player belonging to the circle, requests for donations of items, etc. are displayed in the circle chat display area 205, allowing players to communicate with each other. In the circle chat display area 205, the poster can be identified by a member icon 206. When posting a message in the circle chat display area 205, a user can input characters by tapping the message entry area 209, and when a user taps the send button 210, the posted content entered in the message entry area 209 is posted to the circle chat display area 205 and also sent to the server 20, and the circle chat information stored in the circle management database 52 is updated. A user can select a stamp by tapping the stamp button 211, and when a stamp is selected, the stamp can be posted to the circle chat. When other player terminals 40 belonging to the same circle communicate with the server 20 while the circle home screen is displayed, the circle chat information stored in the circle management database 52 is acquired, and the posted content is reflected in the circle chat display area 205. In this embodiment, an item request 208, which is a request for donations of items, is also displayed in the circle chat display area 205.When making an item request, by tapping the request button 212, the player can select the item for which donations are solicited and post the item request in the circle chat. Also, when the player wants to share his / her own trained character with another player as a practice partner for a race, by tapping the practice partner sharing button 213, a list of trained characters owned by the player is displayed, and the player can select a trained character and post a practice partner sharing request in the circle chat. In this embodiment, the tapping input on the circle menu button 203 described above is a call operation for the circle menu, and based on the call operation for the circle menu being performed, a circle menu dialogue is displayed as shown in FIG. 7(A) or FIG. 7(B).
[0078] In this embodiment, the displayed contents of the search menu dialogue differ depending on the member attributes of the player.
[0079] 7A is an example of the circle menu dialogue when the member attribute is a leader. In the leader's circle menu dialogue, a circle information button 251, a ranking button 252, a circle business card button 253, a member approval button 254, a disband button 255, and a close button 256 are provided.
[0080] The circle information button 251 is a button for transitioning to a circle information screen where the circle ranking, number of affiliated players, participation method, activity policy, and list of affiliated players can be viewed. If the member attribute is a leader, on the circle information screen, changes can be made to circle setting information including the circle name, circle activity policy, and circle participation method.
[0081] The ranking button 252 is a button for transitioning to a circle ranking screen where the user can view the circle ranking of the circle to which the user belongs as well as the top 100 circles (1st to 100th place) in the circle ranking.
[0082] The circle business card button 253 is a button for transitioning to a circle business card screen on which a circle business card image of a circle to which the user belongs can be viewed, etc. In other words, a tap input on the circle business card button 253 is an operation for calling up the circle business card screen.
[0083] The member approval button 254 is a button for transitioning to a participation application list screen which displays a list of players who have applied to participate and allows approval of the players.
[0084] The disband button 255 is a button used to disband a circle, and when a tap input is made on the disband button 255, a dialogue box is displayed requesting confirmation of disbanding the circle. When an input is made in the dialogue box to confirm disbanding, a circle disbanding request is sent to the server 20, and the circle for which the circle disbanding request was made is deleted from the circle management database 52 in the server 20, thereby disbanding the circle.
[0085] The close button 256 is a button for closing the circle menu dialogue, and when a tap input is performed on the close button 256, the circle menu dialogue is closed and the display returns to the circle home screen.
[0086] 7(B) is an example of the circle menu dialogue display when the member attribute is a member. The member's circle menu dialogue is provided with a circle information button 251, a ranking button 252, a circle business card button 253, a leave button 257, and a close button 256. The difference with the leader's circle menu dialogue is that a leave button 257 is provided instead of the member approval button 254 and disband button 255.
[0087] The leave button 257 is a button for leaving a circle to which the player belongs, and when a tap input is made on the leave button 257, a dialogue is displayed requesting confirmation of leaving the circle. When an input is made in the dialogue to confirm leaving, a circle leave request is sent to the server 20, and the server 20 deletes the player who sent the circle leave request from the list of players belonging to the corresponding circle in the circle management database 52, thereby completing the withdrawal from the circle.
[0088] Then, when an operation to call up the circle business card screen (tap input on the circle business card button 253) is performed while the circle menu dialogue is being displayed (Y in step S103), the circle business card screen is displayed (step S104).
[0089] FIG. 8 is a diagram showing a display example of the circle business card screen. On the circle business card screen, a circle business card image 301 can be viewed. The circle business card image 301 is provided with an illustration area 302 and a profile area 303, and in the illustration area 302, an image based on either an image of a released character possessed by the leader, an image of a support item possessed by the leader, or a screenshot image taken by the photo function is displayed. In the initial setting, an image of a predetermined character (for example, an initial character that all players will possess from the start of the game) is set in the illustration area 302. In the profile area 303, the circle profile information, such as the circle name, circle rank, circle ranking, number of players, participation method, activity policy, introduction, and comment, are displayed. In the initial setting, the comment is a predetermined standard comment, and for the rest, circle setting information registered in the circle management database 52 is set in the profile area 303.
[0090] The circle business card screen also has a business card edit button 304. In this embodiment, because the editing authority for the circle business card image is set according to the member attribute of the player who belongs to the circle, the business card edit button 304 is enabled and normally displayed on the circle business card screen where the member attribute is the leader, and the business card edit button 304 is disabled and grayed out on the circle business card screen where the member attribute is the member. When a tap input is made on the business card edit button 304 while the circle business card screen is displayed on the leader's player terminal 40, the display screen transitions to the business card edit screen.
[0091] 9 is a diagram showing a display example of the business card editing screen. In this embodiment, if the member attribute is a leader, the member has the authority to edit the circle business card image, and if the member attribute is a member, the member does not have the authority to edit the circle business card image. Therefore, the leader's player terminal 40 can display the business card editing screen, but the member's player terminal 40 cannot display the business card editing screen. In this manner, in this embodiment, only the leader is given the authority to edit the circle business card image, so that it is possible to prevent the circle setting information from being altered without the knowledge of the leader who operates the circle.
[0092] On the business card editing screen, editing can be switched between the base design, illustration, and club information using a base design tab 311, an illustration tab 312, and a club information tab 313. The base design is an editing item related to the overall design of the club business card image 301, the illustration is an editing item related to the illustration area 302 of the club business card image 301, and the club information is an editing item related to the profile area 303 of the club business card image 301.
[0093] The base design can be edited by tapping on the base design tab 311, and the illustration arrangement, theme color, and business card background can be edited.
[0094] Regarding the illustration arrangement, it is possible to set whether the illustration area 302 is left-justified or right-justified. In the example shown in Fig. 9, the illustration area 302 is left-justified, but if it is set to right-justified, the positions of the illustration area 302 and the profile area 303 will be swapped.
[0095] The theme color can be set to the color of the border of the circle business card image. In this embodiment, color icons of 10 different theme colors are provided, and the theme color can be changed by tapping the color icon.
[0096] For the business card background, a background pattern of the circle business card image can be set. In this embodiment, the business card background can be set from five types of background patterns including no background.
[0097] The illustration can be edited by tapping the illustration tab 312, and the image displayed in the illustration area 302 can be edited. The image displayed in the illustration area 302 can be set from an image of a released character owned by the leader, an image of a support item owned by the leader, or a screenshot image taken with the photo function. When a screenshot image taken with the photo function is determined as an illustration to be used for the circle business card image, the screenshot image used is transmitted to the server 20 each time and is backed up and saved as an image linked to the circle business card image. When an image preset prepared in advance by the game is used as an illustration to be used for the circle business card image, the ID (display character ID, background ID, theme ID) of the image used for the image preset is transmitted to the server 20 and saved as information on the image preset linked to the circle business card image.
[0098] The circle information can be edited by tapping the circle information tab 313, and the circle name, activity policy, participation method, introduction, and comments can be edited. In this embodiment, when circle setting information such as the circle name, activity policy, and participation method is changed on the business card editing screen, the circle setting information linked to the circle ID managed in the circle management database 52 is also updated. That is, similar to the case where the circle setting information is changed by calling the circle information screen in the circle menu dialogue, the changes related to the circle setting information by editing the circle business card image 301 are also reflected in the management information of the circle management database 52. In this way, in this embodiment, the circle setting information can be changed by editing the circle business card image 301, so that the convenience of the leader's circle management and the convenience of the work related to changing the circle setting information can be improved.
[0099] When it is desired to discard the edited contents for each item on the business card editing screen, the edited contents can be discarded by tapping on the discard change button 314. Also, when editing each item through the business card editing screen, tapping on the save button 315 generates a new circle business card image 301 reflecting the edited contents, and the business card editing screen is updated. Communication with the server 20 accompanying the change in the circle setting information described above is executed when a tap is made on the save button 315, and the circle business card image is also backed up and saved on the server 20. Also, when editing the circle business card image through the business card editing screen is finished, tapping on the return button 316 returns to the circle business card screen (FIG. 8).
[0100] As shown in FIG. 8, the circle business card screen has a terminal save button 305, and when a tap is performed on the terminal save button 305, the circle business card image is saved in a well-known data format (e.g., JPEG format) in an image storage area (e.g., a photo folder) in the storage device 47 of the player terminal 40.
[0101] Furthermore, the circle business card screen is provided with an SNS share button 306, and when a tap input (SNS share operation: an example of a specific operation) is performed on the SNS share button 306 (Y in step S105), a process is performed in which post data usable for posting to an external service is created and the post data is output to a shared memory area in the storage device 47 of the player terminal 40 (step S106). When a tap input is performed on the SNS share button 306, the game program of this embodiment calls an external service share function of the operating system of the player terminal 40 and allows the player to select an external service to post the post data, and when the player selects the external service to post to, the post data is automatically input into the post input form of the selected external service. FIG. 10 is a diagram showing a state in which the post data is automatically input into the post input form of a social networking service (SNS) selected as the external service to post to. 10, a posting operation area 401, a cancel operation area 402, and a posting content confirmation area 403 are provided, and standard text 404 relating to the game title and the recruitment of circle members, a circle participation application link 405, a search hashtag 406, and a circle business card image 301 are automatically input. By operating the posting operation area 401 in this posting input form, posting to a social networking service (SNS) can be completed, and by operating the cancel operation area 402, posting to a social networking service (SNS) can be canceled. Furthermore, the player can freely edit the posting content in the posting input form.
[0102] When another player who has seen the post on the external service about recruiting members for a circle taps on the participation application link 405 on the player terminal 40, a participation application dialog for the circle corresponding to the participation application link 405 is displayed, as shown in Fig. 11. Specifically, the game application is started, and the server 20 searches the circle management database 52 for the circle ID corresponding to the participation application link 405, and notifies the player terminal 40 of the circle information regarding the circle corresponding to the participation application link 405. The player terminal 40 that has received the notification from the server 20 opens the participation application dialog and displays the circle information acquired from the server 20.
[0103] The participation application dialogue is provided with an application button 501 and a cancel button 502. When the application button 501 is tapped, a participation application request including the circle ID of the circle that is the subject of the participation application is sent to the server 20. The server 20 that receives the participation application request adds the player who sent the participation application request to a participation application list linked to the circle ID included in the participation application request in the circle management database 52. When the leader of the circle that is the subject of the participation application starts up a game application on the player terminal 40 and starts the circle function, the player who has made the participation application can be confirmed by tapping the member approval button 254 in the circle menu dialogue. When the leader performs an approval operation, a participation approval request including the player ID of the player approved to join the circle and the circle ID of the circle that the leader serves as the leader is sent from the player terminal 40 of the leader to the server 20. The server 20 that receives the participation approval request adds the player ID included in the participation approval request to the affiliated player list linked to the circle ID included in the participation approval request in the circle management database 52, thereby completing the affiliation of the new member. If the participation method of the circle that is the subject of the participation application is automatic approval, when the application button 501 is tapped, approval processing is performed in the server 20 that received the participation application request, and the new member's membership is completed by adding the player ID of the player who sent the participation application request to the affiliated player list linked to the circle ID included in the participation application request in the circle management database 52. Also, when the cancel button 502 is tapped in the participation application dialog, the participation application dialog is closed, and the main home screen of the game is displayed on the display unit 46.
[0104] By the way, in order for a player to apply to join a circle, not only must the player be able to join the circle, but the accepting circle must also be able to accept new members. Therefore, if the participation application dialogue is not available for either the player who is trying to apply to join or the circle that is receiving the application, the following process will be performed.
[0105] If 24 hours have not yet passed since a player who used the participation application link 405 disbanded or left a circle, the player is restricted from joining a new circle. In this case, the participation application dialog is displayed, but the application button 501 is disabled, processing is performed to make it impossible to send a participation application request, and the application button 501 is displayed in gray.
[0106] If the player who uses the participation application link 405 is already a member of a circle, the participation application dialog is not displayed, and instead, an alert dialog is displayed to notify the player that they are already a member of a circle, as shown in Figure 12 (A).
[0107] If it is determined that the circle corresponding to the participation application link 405 has already been disbanded or does not exist in the circle management database 52, a process is performed to display an alert dialog notifying the user that the circle information could not be obtained, as shown in Figure 12 (B).
[0108] If the circle corresponding to the participation application link 405 has reached its capacity (30 people) and new members cannot join, a process is performed to display an alert dialog notifying the user that the number of players (number of members) belonging to the circle has reached its limit, as shown in Figure 12 (C).
[0109] If a player who uses the participation application link 405 has already applied to join another circle, a process is performed to display an alert dialog notifying the player that a participation application to another circle is in progress, as shown in Figure 12 (D).
[0110] If the player who uses the participation application link has not yet unlocked the circle function, a process will be performed to display an alert dialog notifying the player that the circle function has not been unlocked, as shown in Figure 12 (E).
[0111] The information processing system 10 of the present embodiment described above creates posting data that includes a circle business card image linked to the circle and link information for applying to join the circle, and that can be used for posting to an external service, based on the player's SNS sharing operation, improving the convenience of the circle's solicitation activities using the external service. Also, in the information processing system 10 of the present embodiment, the posting data includes link information for applying to join the circle, improving the convenience of other players who are interested in the posting on the external service when applying to join the circle.
[0112] In this embodiment, a URL address is written as the participation application link 405 in the posted data, but link information related to the circle participation application may be embedded in the circle business card image 301. In this case, other players who view the circle business card image 301 posted on an external service can tap on the circle business card image 301 to open a circle participation application dialog.
[0113] In this embodiment, the posting data for the external service is output to a shared memory area in the storage device 47 of the player terminal 40, and the external service sharing function of the operating system of the player terminal 40 is used to automatically input the posting data into the posting input form of the external service. However, the posting data may be output to the clipboard, and the player may manually input the posting data into the posting input form of the external service by performing a paste operation in the posting input form of the external service.
[0114] In this embodiment, the configuration utilizes the external service sharing function of the operating system of the player terminal 40 to assist in posting posting data including a circle business card image and link information for applying to join the circle to an external service, but the configuration may also be such that posting data can be instantly posted to an external service based on receiving an SNS sharing operation on the circle business card screen.
[0115] In this embodiment, the right to edit the circle business card image is limited only to the leader, but the leader may be able to individually grant the right to edit the circle business card image to each member belonging to the circle.
[0116] The external service may be a social networking service (SNS), a bulletin board on a website, or e-mail.
[0117] When saving the edited contents of the circle business card image 301 on the business card editing screen, the related information of the circle business card image 301 (illustration portion related information, text portion related information) and circle setting information (circle name, activity policy, participation method, etc.) are uploaded to the server 20 and managed in the circle management database 52 in association with the circle ID, so that each time the circle business card image 301 is displayed on the player terminal 40, the related information of the circle business card image 301 and the circle setting information managed in the circle management database 52 are downloaded from the server 20 to the player terminal 40, and the circle business card image 301 can be generated on the player terminal 40 based on the downloaded information. The related information of the circle business card image 301 and the circle setting information may be downloaded to the player terminal 40 when the game application is started, or may be downloaded to the player terminal 40 when the circle function is started.
[0118] The functions of the information processing system 10 may also be provided in other games. For example, the present invention can be applied to various games, such as sports games, such as baseball games and soccer games, idol training games, love simulation games, card battle games, fighting games, action games, battle royale games, role-playing games, and shooting games, in which an in-game community, such as a circle, guild, or clan, is established and players can participate in the in-game community and interact with each other. [Explanation of symbols]
[0119] 10 Information processing systems, 20 Server, 21 CPU, 22 ROM, 23 RAM, 24 communication unit, 25 storage device, 40 Player terminal, 41 CPU / GPU, 42 ROM, 43 RAM, 44 communication unit, 45 operation / input unit, 46 display unit, 47 storage device, 48 speaker, 50 server data storage unit, 51 player management database, 52 Circle Management Database, 60 Game calculation unit, 70 terminal data storage unit, 71 player data storage unit, 72 training progress data storage unit, 73 race control data storage unit, 74 live control data storage unit, 75 Image data storage unit, 80 game execution unit, 81 training function providing unit, 82 circle function providing unit, 83 Profile image editing department, 84 Post data creation department, 85 Battle function provision department, 86 Live viewing function provision section, 87 Photo function provision section
Claims
1. A program for a game having an in-game community in which players can participate, comprising: a profile image editing unit that enables editing of a profile image including information about the in-game community; causing a computer to function as a posting data creation unit that creates posting data that can be used for posting to external services; The posting data creation unit, A program that creates the posting data based on a specific operation by a player, the posting data including a profile image linked to the in-game community to which the player belongs and link information for applying to join the in-game community.
2. In claim 1, A member attribute is set for each player who belongs to the in-game community; The profile image editing unit, A program that grants editing authority for the profile picture to a player whose member attribute is set to leader.
3. An information processing system for a game having an in-game community in which a player can participate, comprising: a profile image editing unit that enables editing of a profile image including information about the in-game community; a posting data creation unit that creates posting data that can be used for posting to an external service; The posting data creation unit, An information processing system that creates the posting data based on a specific operation by a player, the posting data including the profile image linked to the in-game community to which the player belongs and link information for applying to join the in-game community.
4. An information processing method for a game having an in-game community in which a player can participate, comprising: a profile image editing step of editing a profile image including information about the in-game community; a posting data creating step of creating posting data that can be used for posting to an external service; In the posting data creation step, An information processing method for creating posting data based on a specific operation by a player, the posting data including a profile image linked to the in-game community to which the player belongs and link information for applying to join the in-game community.
Citation Information
Patent Citations
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