Program and information processing system
Patent Information
- Application Number
- JP2023125467
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-01
- Publication Date
- 2025-02-14
AI Technical Summary
【0007】 本発明によれば、ゲームの興趣性を向上させることができる。
Smart Images

Figure 2025021633000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program and an information processing system. [Background technology]
[0002] 2. Description of the Related Art Games using dice have been known for some time (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2012-249840 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is a demand for games to be more entertaining.
[0005] The present invention has been made in consideration of the above circumstances, and has an object to improve the entertainment value of games. [Means for solving the problem]
[0006] According to one embodiment shown in the present disclosure, Computer, functioning as a lottery means for holding a lottery to determine an object that will be a subject of a predetermined event when the predetermined event occurs; the lottery means determines, as a subject of the predetermined event, an object corresponding to a face of a polyhedral object that is displayed when the polyhedral object is stopped and then displayed in a variably displayed state; At least some of the faces of the polyhedral object are associated with one or more of the objects that constitute the party used by the user. The program is provided. Effect of the Invention
[0007] According to the present invention, the entertainment value of the game can be improved. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Diagram 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Diagram 3] FIG. 2 is a diagram showing an example of a polyhedral object. [Figure 4] FIG. 13 is a diagram for explaining the progress of a game. [Diagram 5] FIG. 13 is a diagram showing an example of a game screen. [Figure 6] 13 is a flowchart showing an example of a process related to an event using a polyhedral object. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0010] <System hardware configuration> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.
[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. In addition, the connection between the terminal device 10 and the server 20 may be a wired connection or a wireless connection.
[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a central processing unit (CPU), a micro processing unit (MPU), a graphics processing unit (GPU), etc. The processor 21 reads a program from the storage 23 and loads it in the memory 22. The processor 21 executes the loaded program.
[0014] The memory 22 is a main storage device. The memory 22 is composed of storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores the programs and various data read by the processor 21 from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the programs.
[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may be, for example, a game executed on a browser launched in the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured with a storage device such as a flash memory or a hard disk drive (HDD), etc. The storage 23 stores various data related to the game.
[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 etc. via the network.
[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image.
[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.
[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other via a communication bus.
[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it in the memory 12. The processor 11 executes the loaded program.
[0022] The memory 12 is a main storage device. The memory 12 is composed of storage devices such as a ROM and a RAM. The memory 12 temporarily stores the programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data that the processor 11 generates while it is operating according to the programs.
[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured with a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.
[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.
[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a Universal Serial Bus (USB) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.
[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touch pad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component combining the input unit 17 and the display unit 18.
[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 may be of a capacitive type or a resistive film type, or may be of another type.
[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, a breath sensor, a pressure sensor, an image sensor, or the like), an operation stick, a camera, a microphone, etc. The display unit 18 may be, for example, a projector, etc.
[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function of providing each of the terminal devices 10 with various data and programs required to realize a game, a function of collecting and managing data related to the game from each of the terminal devices 10, and a function of performing synchronization processing between the multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering the account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for registering a user's account to the server 20 based on a user's operation, and the server 20 may create and store an account for each user based on the received information.
[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program, game information, and user information.
[0032] The game program is a program for implementing the game. The game information and user information are data that the control unit 210 refers to when executing the game program.
[0033] In this embodiment, the game program may include a game program executed on the terminal device 10 side, in addition to a game program executed on the server 20 side. Furthermore, the storage unit 220 may store a game program executed on the server 20 side and a game program executed on the terminal device 10 side.
[0034] The game information is information common between accounts. The game information includes, for example, information for defining various virtual spaces. The virtual space is, for example, a space in which various objects, such as objects of characters used by users, are arranged. The game information includes, for example, various setting information related to objects common between accounts, such as background objects, such as buildings, trees, and stones, arranged in the virtual space, and the arrangement positions, sizes, colors, and shapes of objects of non-player characters (NPCs). The game information also includes, for example, setting values of various parameters of NPCs. Hereinafter, the object of a character arranged in a virtual space may be simply referred to as a "character".
[0035] Examples of virtual spaces include game spaces where events related to the progress of a game take place, live spaces where various live performances such as live music events take place, and spaces where users can interact with each other. Examples of objects in virtual spaces include game media used in games. Examples of game media include characters, items, and objects used in games played in the game space (for example, balls in ball games).
[0036] User information is information managed for each game account. User information includes, for example, information about the character used by the user, information about owned assets, and information indicating the progress of the game. Examples of owned assets include currency and items in a virtual space. In other words, owned assets can be said to be value owned by a user in a virtual space (in other words, value associated with a user). An example of such value (in other words, value in a virtual space) is electronic currency. Examples of electronic currency include in-game currency that can be used in a game and cryptocurrency.
[0037] The control unit 210 controls various processes related to the game by executing a game program stored in the storage unit 220. The control unit 210 has, for example, a transmission / reception unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.
[0038] The transmitting / receiving unit 211 transmits or receives various data. For example, the transmitting / receiving unit 211 receives requests to transmit various data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the server processing unit 212. In addition, the transmitting / receiving unit 211 transmits various data and programs including instructions for synchronization to each terminal device 10 according to the control of the server processing unit 212.
[0039] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the information processing system 1 participate in the same game, the server 20 and the terminal device 10 of the information processing system 1 execute various processes to support the multiplay function.
[0040] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in a game program in response to a request from the terminal device 10. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplay function or data to be the subject of synchronization processing from the terminal device 10 via the transmission / reception unit 211, the server processing unit 212 executes synchronization processing to support the multiplay function. In addition, the server processing unit 212 issues a command to the transmission / reception unit 211 to transmit game information or user information. Furthermore, the server processing unit 212 issues a command to the data management unit 213 to add, update, or delete records of the game information or user information.
[0041] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads game information or user information in accordance with instructions from the server processing unit 212, and transmits it to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of the game information or user information in accordance with instructions from the server processing unit 212.
[0042] The synchronization processing unit 214 executes synchronization processing to support the multi-play function of the game according to an instruction from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 transmits information to each terminal device 10 at the same time, thereby synchronizing the game proceeding among the terminal devices 10. Specifically, the synchronization processing unit 214 transmits operation information received from the terminal device 10 corresponding to each account within a predetermined period (for example, one frame) to each terminal device 10 at the same time for each predetermined period. The operation information is information related to an operation input to the terminal device 10. The timing of synchronization and information to be synchronized may be received from the server processing unit 212 at any time. By executing the synchronization processing, it becomes possible to simultaneously reflect an event in the game caused by an operation input in one terminal device 10 in the other terminal devices 10.
[0043] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations by a user, and a function as an output device that outputs images and sounds of a game.
[0044] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program, game information, and user information. The game program is a program for implementing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.
[0045] The control unit 110 executes a game program stored in the memory unit 120, thereby controlling various processes related to the game executed on the terminal device 10. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, and a game progression unit 113.
[0046] The operation reception unit 111 receives an operation (hereinafter, also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of the input operation. Examples of the types of input operations include various operations using fingers, such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16), but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one aspect of the input operation.
[0047] Here, the operation reception unit 111 can also receive an input operation performed using an operation device connected via the input / output IF 15 in the same manner as an input operation to the input unit 17 .
[0048] The transmission / reception unit 112 transmits or receives various data. For example, the transmission / reception unit 112 transmits game information or user information, or a synchronization request for supporting the multiplay function to the server 20. The transmission / reception unit 112 receives various data, programs, data for synchronization for supporting the multiplay function, and the like from the server 20. The data for synchronization includes, for example, synchronization instruction data for instructing each of the terminal devices 10 participating in the multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of the data, data for specifying the time of synchronization, and the like.
[0049] The transmitting / receiving unit 112 transmits operation information related to the input operation accepted by the operation accepting unit 111 to the server 20. The transmitting / receiving unit 112 receives, from the server 20, operation information related to an operation input by another user in another terminal device 10.
[0050] The game progression unit 113 executes various processes related to the progression of the game. A specific example will be explained below.
[0051] The game progression unit 113 defines a virtual space based on information for defining the virtual space, which is included in the game information. The game progression unit 113 places objects in the virtual space based on setting information for the objects, which is included in the game information. The game progression unit 113 controls the objects placed in the virtual space. Specifically, the game progression unit 113 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.
[0052] The game progression unit 113 defines a virtual camera for specifying an area of the virtual space to be presented to the user. The game progression unit 113 places the virtual camera in the virtual space by defining the position and orientation of the virtual camera in the virtual space. The game progression unit 113 generates an image that depicts the field of view defined by the virtual camera and the objects placed in this field of view.
[0053] The position and orientation of the virtual camera can be appropriately determined for each virtual space. For example, the game progression unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located in the center of the field of view in a specific orientation. At that time, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle to the specific object. The specific object may be, for example, a dynamic object or a static object such as a building, tree, or stone. Examples of dynamic objects include a character that operates based on a user's operation (in other words, a character used by the user) and an NPC that operates based on a game program. The NPC includes so-called enemy characters, etc.
[0054] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, a virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information and user information according to the progress of the game.
[0055] The game progression unit 113 causes images related to the game to be displayed on the display unit 18. A specific example will be described below.
[0056] The game progression unit 113 generates an image that depicts the area of the virtual camera's field of view in the virtual space and the objects present in that area, and displays it on the display unit 18. The game progression unit 113 can superimpose and draw objects related to a UI (User Interface) required for various operations of the game, such as icons, buttons, menus showing various parameters, on the image displayed on the display unit 18.
[0057] The functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely an example. Each of the terminal device 10 and the server 20 may have at least a part of the functions of the other device. Each of the devices such as the terminal device 10 and the server 20 may not be realized by an integrated device, and may be realized by, for example, a plurality of devices connected via a network or the like. The information processing system 1 may be configured by, for example, only the terminal device 10 or the server 20. In other words, the information processing system 1 may not be realized by a plurality of devices connected via a network.
[0058] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 executes a game program stored in the information processing system 1 to perform each processing described later. However, at least a part of each processing described later may be executed by a processor other than the processor 11. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.
[0059] In the following, a configuration according to this embodiment will be described taking as an example a case where it is applied to a game in which a user uses a character to progress through a story.
[0060] In the game of this embodiment, the user can organize a party consisting of multiple characters 30 (see FIG. 3(a)). A party can include four characters 30. The user can select the characters 30 to be included in the party he or she uses from among multiple types of characters (e.g., five or more).
[0061] The number of players in a party may be fixed or variable. In other words, a party may be composed of a maximum of N characters 30 (for example, four characters), and may be composed of less than N characters 30. The members of the party (in other words, the types of characters 30 included in the party) may be fixed, and may not be selectable by the user. The game of this embodiment may be a game in which the story progresses using only one character 30 without forming a party.
[0062] In the following description, the party organized by the user will be described as including four characters 30, namely, a first character 30a, a second character 30b, a third character 30c, and a fourth character 30d, as shown in Fig. 3(a). In the following description, the term "character" will generally refer to the characters that make up the party organized by the user.
[0063] The character 30 used by the user can also be said to be a character 30 that can be operated by the user. The character 30 that can be operated by the user can include not only a character 30 that can move in a virtual space based on an operation on a physical or virtual analog stick or a cross key, or a predetermined swipe operation, but also a character 30 that moves based on a command selection, a character 30 that moves according to the results of the varying and stationary display of the dice 31 described later, and the like.
[0064] In the game of this embodiment, the user can progress through a quest using the organized party. A quest is one that aims to achieve a predetermined goal, and may be, for example, one that aims to defeat a predetermined enemy character, one that aims to reach a predetermined destination, or one that aims to obtain a predetermined object. A quest can also be said to be a game that is executed (in other words, started) by organizing a party. Note that the "enemy character" here may be an NPC or a character operated by another user.
[0065] The method of organizing a party and the method of starting a quest (for example, various operations related to organizing a party and starting a quest, and various processes based on the operations) can be the same as in conventional games.
[0066] In the game of this embodiment, polyhedral objects are used in events during the progress of the game (in other words, quests). FIG. 3 is a diagram showing a dice 31 as a polyhedral object used in the game of this embodiment. FIG. 3(a) is a diagram showing a party of users, FIG. 3(b) is a perspective view of the dice 31, and FIG. 3(c) is a development view of the dice 31. The dice 31 is a regular hexahedral object. Note that the number of faces of the polyhedral object is not limited to "6" and may be more or less than this. Also, the shape of the polyhedral object is not limited to a regular polyhedron and may be a prism shape or the like. In other words, it is sufficient for the polyhedral object to have a plurality of faces.
[0067] At least some of the faces of the dice 31 are associated with the characters 30 that make up the party used by the user. In this embodiment, four of the six faces of the dice 31 are associated with four characters 30a, 30b, 30c, and 30d that make up the party. These four faces are default faces 32 to which the characters 30 that make up the party are automatically assigned. In other words, the characters 30 set on the default faces 32 are automatically determined by the game progression unit 113 based on the party composition, and therefore the user cannot arbitrarily select them separately from the party composition.
[0068] Moreover, one of the six faces constituting the dice 31 is a special face 34 with which the user can select the character 30 to be associated. The game progression unit 113 determines the character 30 to be set on the special face 34 based on an input operation by the user to select the character 30 to be associated with the special face 34. Specifically, the user can select one character 30 to be set on the special face 34 from among the characters 30a, 30b, 30c, and 30d constituting the party. That is, the character 30 to be set on the special face 34 can be arbitrarily selected by the user from among the characters 30 constituting the party. Therefore, the character 30 to be set on the special face 34 is set on two faces of the dice 31, including the default face 32. Note that the input operation by the user to select the character 30 to be set on the special face 34 may be accepted on a predetermined setting screen, for example, in the same manner as the organization of a party or the setting of equipment for a character in a normal game. The setting of the character 30 on the special face 34 by the user (in other words, the display of the predetermined setting screen) may be executable, for example, before the start of a quest, or may be executable during the progress of the quest. In other words, the game progression unit 113 may be able to change the type of character 30 set in the special stage 34 based on an input operation by the user while a quest is in progress.
[0069] Furthermore, one of the six faces constituting the dice 31 is a face that cannot be associated with any of the characters 30. In this embodiment, the one face is a losing face 35 that cannot be associated with any of the characters 30.
[0070] At least some of the multiple faces constituting the dice 31 may be default faces 32 or special faces 34 on which multiple characters 30 can be set automatically or based on a user operation.
[0071] Furthermore, the respective numbers of default surfaces 32, special surfaces 34, and losing surfaces 35 do not have to be as described above. For example, the number of default surfaces 32 does not have to be the same as the number of characters 30 constituting the party, and may be more or less than the number of characters 30 constituting the party. Furthermore, the number of default surfaces 32 may change according to the number of characters 30 constituting the party.
[0072] Also, among the default face 32, the special face 34, and the losing face 35, some faces may not exist. For example, the losing face 35 may not exist, and all faces of the dice 31 may be faces to which any of the characters 30 constituting the party is associated.
[0073] The dice 31 has an appearance that allows the character 30 corresponding to each face (for example, the default face 32 or the special face 34) to be identified. In this embodiment, the face to which the character 30 is associated has the face of the corresponding character 30 drawn. Note that the face to which the character 30 is associated may have a symbol or the like that allows the character 30 to be identified, or may have a color or the like that allows the character 30 to be identified. Note that the special face 34 may have a pattern that is different from the pattern drawn on the default face 32 corresponding to the corresponding character 30. Also, the special face 34 may have an appearance that makes it impossible to identify the corresponding character 30. Also, the default face 32, the special face 34, and the losing face 35 may have an appearance that allows each of them to be identified (in other words, whether it is the default face 32, the special face 34, or the losing face 35).
[0074] In the game of this embodiment, a quest progresses as follows. As shown in FIG. 4, the quest is composed of a plurality of scenes 40. The plurality of scenes 40 include a reward-related scene 40a for acquiring a reward, a battle scene 40b for fighting an enemy character, a conversation scene 40c for the character 30 having a conversation, and a branch scene 40d for determining a transition destination scene 40 from among the plurality of scenes 40. The order of the plurality of scenes 40 constituting the quest is determined in advance, and the quest progresses by executing each scene 40 in the determined order. Specifically, the game progression unit 113 starts the quest from the first scene 40 constituting the quest, and transitions the scene 40 to the next scene 40 based on the establishment of a transition condition from the current scene 40 to the next scene 40. For example, in the reward-related scene 40a, the transition condition to the next scene may be established when it is determined whether or not to acquire a reward. Also, for example, in the battle scene 40b, the transition condition to the next scene 40 may be established when it is determined whether or not to win the battle with the opponent. Also, for example, in the conversation scene 40c, when the conversation ends, the transition condition to the next scene may be satisfied. Also, for example, in the branching scene 40d, when the transition destination scene 40 is determined, the transition condition to the next scene 40 may be satisfied. Also, the game progression unit 113 may automatically transition to the next scene 40 when the transition condition is satisfied in each scene 40, or may transition to the next scene by the user performing a predetermined input operation (for example, a swipe operation on the touch screen 16) after the transition condition is satisfied.
[0075] Various events may occur in each scene 40. Also, the dice 31 may be used in each event.
[0076] In the event, the game progression unit 113 displays the dice 31 in a variably manner for a predetermined period of time and then stops and displays the dice 31. The game progression unit 113 also determines the character 30 corresponding to the face displayed when the dice 31 is stopped and displayed as the subject of the event. For example, when the default face 32 or the special face 34 is stopped and displayed, the character 30 associated with that face becomes the subject of the event. In other words, the game progression unit 113 performs a lottery to determine the object that will become the subject of the event in the event. The lottery can be said to be a lottery to determine the character 30 corresponding to the face displayed when the dice 31 is rolled and stopped and displayed as the subject of the event. In addition, when the losing face 35 is stopped and displayed, none of the characters 30 may become the subject of the event, and a predetermined character 30 may become the subject of the event. In addition, the start of the display of the changes in the dice 31 and the end (in other words, the stop) of the display of the changes in the dice 31 may be triggered by a user input operation (e.g., a touch operation on the touch screen 16), or may be performed automatically without being triggered by a user input operation.
[0077] Each character 30 is set with a characteristic that affects the outcome of the event, and the outcome of the event is determined according to the characteristic of the character 30 determined as the subject of the event. In other words, the outcome of the event is determined according to the ability of the character 30 determined as the subject of the event. The characteristic of the character 30 may relate to, for example, parameters (in other words, status), skills, occupation, personality, or the like.
[0078] In this embodiment, when the special level 34 is frozen and displayed, the same processing is performed as when the default level 32 corresponding to the character 30 corresponding to the special level 34 is displayed, and the same event content and event result are obtained. However, when the special level 34 is frozen and displayed, processing different from that performed when the default level 32 corresponding to the character 30 corresponding to the special level 34 is displayed may be performed. For example, when the special level 34 is displayed, the game progression unit 113 may generate an event result advantageous to the user (for example, acquisition of a reward in a treasure chest unlocking event described below) regardless of the type of character 30 associated with the special level 34.
[0079] Examples of various events will be described below. In the following description, "executing a performance" means causing a display related to the performance to be displayed on the display unit 18, or causing a sound related to the performance to be output from the speaker (in other words, the sound output unit) of the terminal device 10.
[0080] (Treasure chest unlocking event) In the reward-related scene 40a, a treasure chest unlocking event may occur. The treasure chest unlocking event is an event that determines whether the treasure chest is unlocked or not. In the treasure chest unlocking event, if the treasure chest is successfully unlocked, a reward is given to the user. On the other hand, in the treasure chest unlocking event, if the treasure chest is unsuccessful, no reward is given to the user. In other words, the treasure chest unlocking event can also be said to be an event that determines whether or not the reward is acquired. Note that in the treasure chest unlocking event, a lower reward (e.g., a lower value item or a smaller amount of reward) may be given even in a failure pattern than in a success pattern.
[0081] The type of reward given in the treasure chest unlocking event is not particularly limited, but may be, for example, an item, a skill of the character 30, or electronic currency.
[0082] The success or failure of a treasure chest unlocking event is determined by the dice 31. Specifically, in a treasure chest unlocking event, the dice 31 determines which character 30 will be the subject of the event from among the characters 30 constituting the party. In a treasure chest unlocking event, the game progression unit 113 causes the dice 31 to variably display and then to freeze-display. The game progression unit 113 also determines the character 30 corresponding to the face displayed when frozen as the subject of the event. The success or failure of the treasure chest unlocking event is then determined according to the determined subject of the event.
[0083] In this example, the first character 30a is a thief character, the second character 30b is a wizard character, the third character 30c is a wizard character, and the fourth character 30d is a character boasting about his strength.
[0084] When the first character 30a is determined to be the subject of the event, the game progression unit 113 executes an effect in which the first character 30a uses his / her thief abilities to open the treasure chest, and grants a reward (in other words, the contents of the treasure chest) to the user. In other words, when the first character 30a is determined to be the subject of the event, the content of the event becomes one in which the first character 30a uses his / her own abilities to open the treasure chest. Also, when the first character 30a is determined to be the subject of the event, a reward can be acquired as a result of the event.
[0085] When the second character 30b is determined to be the subject of the event, the game progression unit 113 executes an effect in which the second character 30b fails to open the treasure chest at first, but then uses magic to open the treasure chest, and gives a reward (in other words, the contents of the treasure chest) to the user. That is, when the second character 30b is determined to be the subject of the event, the content of the event is that the second character 30b uses his or her own ability to open the treasure chest. Also, when the second character 30b is determined to be the subject of the event, a reward can be acquired as a result of the event. Note that when the second character 30b is determined to be the subject of the event, the game progression unit 113 may cause a predetermined disadvantage to the user. For example, the game progression unit 113 may cause at least some of the characters 30 constituting the party to fall into an abnormal state (for example, a state in which some statuses are lowered or some actions are restricted). Specifically, when the second character 30b is determined to be the subject of the event, the game progression unit 113 may execute an effect in which the second character 30b unlocks the treasure chest by magic and a trap set in the treasure chest causes the party character 30 to fall into an abnormal status, and may give a reward to the user and cause the party character 30 to fall into an abnormal status. In other words, when the second character 30b is determined to be the subject of the event, an event result may be obtained in which the reward can be acquired but the character 30 falls into an abnormal status. In other words, when the second character 30b is determined to be the subject of the event, an event result that is less favorable than when the first character 30a is determined to be the subject of the event may be obtained.
[0086] Furthermore, when the third character 30c is determined to be the subject of the event, the game progression unit 113 executes an effect in which the third character 30c fails to unlock the treasure box and then tries to break the treasure box and take the contents using magic, destroying the treasure box together with its contents, and does not give a reward to the user. That is, when the third character 30c is determined to be the subject of the event, the content of the event is that the third character 30c destroys the treasure box together with its contents using magic. Furthermore, when the third character 30c is determined to be the subject of the event, a reward cannot be obtained as a result of the event. In other words, when the third character 30c is determined to be the subject of the event, a less favorable event result may be obtained compared to when the second character 30b is determined to be the subject of the event.
[0087] Furthermore, when the fourth character 30d is determined to be the subject of the event, the game progression unit 113 executes an effect in which the fourth character 30d fails to unlock the treasure box and tries to break the treasure box by force to take the contents, destroying the treasure box together with its contents, and does not give a reward to the user. That is, when the fourth character 30d is determined to be the subject of the event, the content of the event is that the fourth character 30d destroys the treasure box together with its contents by physical strength. Furthermore, when the fourth character 30d is determined to be the subject of the event, a reward cannot be obtained as a result of the event. In other words, when the fourth character 30d is determined to be the subject of the event, a less favorable event result may be obtained than when the second character 30b is determined to be the subject of the event.
[0088] Also, when the losing side 35 is displayed as a frozen state, the content of the event is that the treasure chest is found to be an enemy trap and a battle with an enemy character begins. Also, when the losing side 35 is displayed as a frozen state, no reward can be obtained as a result of the event. When the losing side 35 is displayed as a frozen state, the game progression unit 113 executes a performance in which the treasure chest is found to be an enemy trap and a battle with an enemy character begins, and starts a battle between the party and the enemy character. In other words, when the losing side 35 is displayed as a frozen state, a less favorable event result may be obtained compared to when a predetermined character 30 used by the user is determined to be the subject of the event.
[0089] In addition, when the special surface 34 is frozen in a treasure chest unlocking event, the game progression unit 113 may provide a reward to the user regardless of the type of character 30 associated with the frozen special surface 34. In this case, the content of the event (in other words, the presentation) may differ depending on the type of character 30 associated with the frozen special surface 34. For example, the event may be one in which the character 30 associated with the frozen special surface 34 plays an active role. In addition, the result of the event (for example, the reward obtained) may differ depending on the type of character associated with the frozen special surface 34.
[0090] (Attack event) Next, the attacked event will be described.
[0091] In the battle scene 40b, an attack event may occur. The attack event is an event that determines the type of attack from an enemy character.
[0092] The type of attack from an enemy character in an attacked event is determined by the dice 31. Specifically, the dice 31 determines which character 30 will be the subject of the event from among the characters 30 constituting the party. In an attacked event, the game progression unit 113 causes the dice 31 to variably display and then to freeze-display. Furthermore, the game progression unit 113 determines the character 30 corresponding to the side displayed when frozen to be the subject of the event.
[0093] In an attacked event, the character 30 determined as the subject of the event is attacked by an enemy character. That is, an attacked event can be said to be an event in which the character 30 that will be attacked by the enemy character is determined by the dice 31. The game progression unit 113 executes a performance in which the character 30 determined as the subject of the event is attacked by the enemy character, and also inflicts damage on the character 30.
[0094] In addition, in an attacked event, multiple dice 31 may be rolled at once. That is, in an attacked event, the game progression unit 113 may variably display multiple dice 31 and then stop displaying them. In addition, the game progression unit 113 may determine all of the characters 30 whose corresponding faces are stopped and displayed for any of the dice 31 as the subject of the event. For example, when three dice 31 are variably displayed and faces corresponding to the first character 30a, the second character 30b, and the third character 30c are displayed for each of the dice 31, the first character 30a, the second character 30b, and the third character 30c may become the subject of the event and receive attacks from enemy characters. In addition, the game progression unit 113 may give an effect (for example, damage) to the character 30 determined as the subject of the event according to the number of faces corresponding to the character 30 whose faces are stopped and displayed. For example, the game progression unit 113 may cause two dice 31 to be displayed in a variable manner, and when the faces of the two dice 31 corresponding to the first character 30a are displayed in a static manner, the damage (in other words, the effect or influence) inflicted on the first character 30a may be greater than when the face of only one die 31 corresponding to the first character 30a is displayed in a static manner.
[0095] Furthermore, in an attacked event, when a losing side 35 (in other words, a side to which no character 30 is associated) is frozen and displayed, the game progression unit 113 may determine multiple (e.g., all) characters 30 of the party as the subjects of the event. For example, when a losing side 35 is displayed, the game progression unit 113 may execute a performance in which all characters 30 of the party are attacked by an enemy character, and may also inflict damage on all characters 30 of the party.
[0096] Also, in an attacked event, when a losing side 35 (in other words, a side to which no character 30 is associated) is frozen and displayed, the enemy character may be attacked. For example, when a losing side 35 is displayed, the game progression unit 113 may execute a performance in which one or more characters 30 of the party attack the enemy character and may also inflict damage on the enemy character.
[0097] In addition, in an attacked event, when the special plane 34 is frozen and displayed, the enemy character may be attacked regardless of the type of the character 30 associated with the frozen special plane 34. For example, when the special plane 34 is displayed, the game progression unit 113 executes a performance in which the character 30 associated with the special plane 34 attacks the enemy character and inflicts damage on the enemy character. At this time, the content of the event (in other words, the performance) may differ depending on the type of the character 30 associated with the frozen special plane 34. For example, the event may be an event in which the character 30 associated with the frozen special plane 34 plays an active role. Furthermore, the result of the event may differ depending on the type of the character 30 associated with the frozen special plane 34.
[0098] (Attack event) Next, the attack event will be described.
[0099] In the battle scene 40b, an attack event may occur. The attack event is an event that determines the type of attack on the enemy character.
[0100] The content of the attack on the enemy character in an attack event is determined by the dice 31. Specifically, the dice 31 determines which character 30 will be the subject of the event from among the characters 30 constituting the party. During an attack event, the game progression unit 113 causes the dice 31 to variably display and then to freeze-display. Furthermore, the game progression unit 113 determines the character 30 corresponding to the side displayed when the dice are frozen to be the subject of the event.
[0101] In an attack event, the character 30 determined as the subject of the event attacks an enemy character. That is, the attack event can be said to be an event in which the character 30 that attacks the enemy character is determined by the dice 31. The game progression unit 113 executes a performance in which the character 30 determined as the subject of the event attacks the enemy character and also inflicts damage on the enemy character. That is, the enemy character is inflicted with damage according to the character 30 determined as the subject of the event. Here, the attack on the enemy character by the character 30 as the subject of the event may be in accordance with the type of the character. For example, the game progression unit 113 may cause the character 30 determined as the subject of the event to execute a skill specific to the character 30. In addition, depending on the character 30 determined as the subject of the event, the character 30 may support an ally (for example, recovery or support) instead of attacking the enemy character.
[0102] In addition, in an attack event, multiple dice 31 may be rolled at once. That is, in an attack event, the game progression unit 113 may variably display multiple dice 31 and then stop display them. In addition, the game progression unit 113 may determine all of the characters 30 whose corresponding faces are stopped and displayed for any of the dice 31 as the subject of the event. For example, when three dice 31 are variably displayed and faces corresponding to the first character 30a, the second character 30b, and the third character 30c are displayed for each of the dice 31, the first character 30a, the second character 30b, and the third character 30c may become the subject of the event and attack the enemy character. In addition, the game progression unit 113 may give an effect to the character 30 determined as the subject of the event according to the number of faces corresponding to the character 30 that is stopped and displayed. For example, the game progression unit 113 may cause two dice 31 to be displayed in a variable manner, and when the faces of the two dice 31 corresponding to the first character 30a are displayed stationary, the damage inflicted on the enemy character (in other words, the effect or influence) may be greater than when the face of only one die 31 corresponding to the first character 30a is displayed stationary.
[0103] Also, in an attack event, when a losing side 35 (in other words, a side to which the character 30 is not associated) is frozen and displayed, no damage may be inflicted on the enemy character. For example, when a losing side 35 is displayed, the game progression unit 113 may execute a presentation in which an attack by the character 30 on the enemy character is dodged, and no damage may be inflicted on the enemy character. Also, for example, when a losing side 35 is displayed, the game progression unit 113 may execute a presentation in which the character 30 is attacked by the enemy character, and may inflict damage on the character 30.
[0104] Furthermore, in an attack event, when the special plane 34 is frozen and displayed, an attack against an enemy character by the character 30 associated with the special plane 34 may be executed (for example, the activation of a special skill) different from that executed when the default plane 32 corresponding to the character 30 is frozen and displayed. Furthermore, when multiple characters are associated with the special plane 34 and the special plane 34 is frozen and displayed, an attack against an enemy character by the multiple characters 30 associated with the special plane 34 may be executed.
[0105] In addition, in an attack event, when a level to which a character 30 is not associated is frozen and displayed, a special attack on an enemy character may be executed. For example, when the level is frozen and displayed, an attack different from that when the default level 32 is frozen and displayed (for example, the activation of a special skill) may be executed. Also, when the level is frozen and displayed, an attack on an enemy character by a plurality of characters 30 may be executed. In other words, a level to which a character 30 is not associated may be a level to which a negative effect (in other words, a bad result) occurs for the user when frozen and displayed, or a level to which a positive effect (in other words, a good result) occurs.
[0106] (Branch event) A branching event may occur in the branching scene 40d. The branching event is an event that determines the next destination scene 40 (in other words, the route of the scenario).
[0107] In a branching event, the destination scene 40 is determined by the dice 31. Specifically, the dice 31 determine which character 30 will be the subject of the event from among the characters 30 constituting the party. In the event of a branching event, the game progression unit 113 causes the dice 31 to be displayed in a variable manner and then in a frozen state. Furthermore, the game progression unit 113 determines the character 30 corresponding to the face displayed when the dice 31 is frozen as the subject of the event. The destination scene 40 is then determined according to the determined subject of the event.
[0108] For example, when the first character 30a is determined to be the subject of the event, the game progression unit 113 may execute a performance in which the first character 30a discovers a secret passage and may determine the destination scene 40 to be the first scene (in other words, the scene beyond the secret passage). Also, for example, when a character 30b, 30c, or 30d other than the first character 30a is determined to be the subject of the event, the game progression unit 113 may not execute a performance in which the hidden passage is discovered and may determine the destination scene 40 to be the second scene (in other words, the scene in which the character moves to a place other than the hidden passage). Note that when the first character 30a is determined to be the subject of the event, it is not necessary to transition to the first scene. For example, when the first character 30a is determined to be the subject of the event, the user may be able to select whether to transition to the first scene or the second scene. In other words, when the first character 30a is determined to be the subject of an event, the game progression unit 113 may present the user with options that cannot be selected when the other characters 30b, 30c, 30d are determined to be the subject of an event.
[0109] (Display of events using polyhedral objects) Next, an example of a display related to an event using a polyhedral object (e.g., dice 31) (hereinafter referred to as a "dice event") will be described. Note that, here, as shown in FIG. 5, a display in an attack event as a dice event will be described as an example. In the dice event, the content of an attack on an enemy character 45 is determined in a battle between the party used by the user and the enemy character 45. Note that, in this example, a second character is associated with the special surface 34.
[0110] During a dice event, the game progression unit 113 may start a varying display of the dice 31 (in other words, a display of the dice 31 rolling) based on a user's input operation (for example, a tap operation). As shown in FIG. 5(a), when a dice event starts, the game progression unit 113 causes the display unit 18 to display a display 50 indicating that the input operation is possible (in other words, a display encouraging the input operation). When the input operation is performed, the game progression unit 113 starts a varying display of the dice 31. In other words, the dice 31 are rolled based on the input operation. Note that, when the input operation is possible, it may be possible to change the character 30 associated with the special face 34 (in other words, an input operation related to the change may be accepted).
[0111] Furthermore, as shown in FIG. 5(b), the game progression unit 113 displays the rolled dice 31 in a variably displayed state for a predetermined period of time and then stops the display. Then, the game progression unit 113 executes an event corresponding to the side 38 that is stopped and displayed (in other words, the side facing the user in the stopped and displayed state), and a result corresponding to the side 38 is derived. For example, in the situation shown in FIG. 5(b), the side corresponding to the second character 30b is stopped and displayed, causing the second character 30b to activate skill B, and a result corresponding to skill B is obtained (for example, damage is given to the enemy character 45). Note that the game progression unit 113 may automatically stop the display of the variably displayed dice 31, or may stop the display of the variably displayed dice 31 in response to a predetermined input operation (for example, a tap operation) performed by the user to stop the display of the variably displayed dice 31. In other words, the predetermined period of time may be a fixed time, or may change depending on the timing of the user's input operation, etc. The face of the dice 31 to be displayed as still is determined by a lottery, but the result of the lottery may be determined based on a user's input operation for starting the display of the variations of the dice 31, may be determined based on a user's input operation for ending the display of the variations of the dice 31, or may be determined without a user's input operation. The face of the dice 31 to be displayed as still may be determined before the display of the variations of the dice 31 is started. The probability of each face of the dice 31 being displayed as still may be equal or different.
[0112] In addition, before the display of the variations in the dice 31 begins or while the display of the variations in the dice 31 is in progress, the patterns drawn on each face of the dice 31 may be visible or may be difficult to see (including cases where they are impossible to see).
[0113] As shown in FIG. 5(a), the game progression unit 113 may display a display (hereinafter referred to as an "occurrence event notification display 51") on the display unit 18 to notify the user of an event that will occur when each face of the dice 31 is stopped and displayed before the dice 31 starts to be displayed (at least before the dice 31 is stopped and displayed), and may perform the notification. In the occurrence event notification display 51 illustrated in FIG. 5(a), the descriptions "first character", "second character", "third character", and "fourth character" correspond to each face of the default face 32, and indicate that each of these characters 30 is associated with each face. As shown in FIG. 5(a), the occurrence event notification display 51 may notify the user of an action (e.g., a skill to be activated, etc.) that the character 30 will perform when each face is displayed for each face of the dice 31 (e.g., each face associated with the character 30). Furthermore, the occurrence notification display 51 may, for example, notify the outcome of an event when each face of the dice 31 (e.g., each face associated with a character 30) is displayed (e.g., whether or not a reward is obtained in a treasure chest unlocking event). With this configuration, the user can be informed of what will happen when each face is displayed, and what would have happened if a face that was not displayed had been displayed. Note that the occurrence notification display 51 may be displayed in some events (e.g., an attacking event or an attacked event), but not displayed in other events (e.g., a treasure chest unlocking event or a branching event).
[0114] (Processing related to events using polyhedral objects) An example of processing related to an event using a polyhedral object will be described with reference to the flowchart shown in FIG.
[0115] First, the game progression unit 113 determines the characters 30 to be set for at least some of the faces of the dice 31 according to the party used by the user (Step S101). As described above, the characters 30 to be set for each face may be determined automatically, or may be determined from among the characters 30 constituting the party based on the user's operation.
[0116] Furthermore, when an event using the dice 31 occurs, the game progression unit 113 starts the varying display of the dice 31 (Step S102).
[0117] Next, the game progression unit 113 ends the varying display of the dice 31 (Step S103). In other words, the game progression unit 113 displays the dice 31 in a varying manner for a predetermined period of time and then displays them as still.
[0118] Next, the game progression unit 113 progresses the event according to the face displayed when the dice 31 is stopped (step S104). Specifically, the game progression unit 113 determines the character 30 corresponding to the face displayed when the dice 31 is stopped as the subject of the event, and progresses the event according to the subject. In other words, the game progression unit 113 can function as a lottery unit that conducts a lottery to determine an object (e.g., character 30) corresponding to the face displayed when the dice 31 is stopped, of a polyhedral object (e.g., dice 31) that is displayed in a variable manner and then stopped, as the subject of the event.
[0119] The determination of the subject of the event according to the face of the dice 31 that is displayed as stopped may be performed after the dice 31 is displayed as stopped on the display unit 18 (in other words, based on the face being displayed as stopped), or may be performed before the face is displayed as stopped. In other words, it is sufficient that a correspondence relationship between the face that is displayed as stopped and the subject in the subsequent event progression is established. In other words, the game progression unit 113 can function as a lottery unit that performs a lottery to determine an object (e.g., character 30) that will be the subject of the event, and a performance control unit that controls the execution of a notification performance that notifies the result of the lottery. The notification performance may be performed by a polyhedral object (e.g., dice 31) that includes at least a face that is associated with one or more objects (e.g., character 30) used by the user.
[0120] (Applicable to other games) The configuration according to this embodiment is applicable to any game including role-playing games, action games, sports games, board games, etc. Also, the configuration according to this embodiment may be applied to a game played by one person, or may be applied to a game that allows multiplayer.
[0121] The present invention is not limited to the above-described embodiment, and can be modified in various ways without departing from the gist of the present invention. The present invention can also be applied to services other than games. Within the scope of the present invention, the components can be freely combined, any components can be modified, or any components can be omitted. The process flow described in this specification is merely an example, and the order and configuration of each process may be different. Some processes shown in the flowchart may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.
[0122] <Additional Notes> The matters described in the above embodiment can also be described as follows.
[0123] (Appendix 1) Computer, functioning as a selection means (e.g., the game progression unit 113) for selecting an object (e.g., the character 30) that will be the subject of a predetermined event; the lottery means determines, as a subject of the predetermined event, an object corresponding to a face of a polyhedral object (e.g., a dice 31) that is displayed in a stopped state after being displayed in a varying manner; At least some of the faces of the polyhedral object are associated with one or more of the objects that constitute the party used by the user. program. Conventionally, games using polyhedrons such as dice have been known. In this type of game, even though dice are often seen, the shape of the dice is standardized, which reduces the interest of the game. In contrast, according to the present configuration, the party used by the user is reflected in the polyhedron object, which can improve the interest of the game.
[0124] (Appendix 2) Computer, A selection means (e.g., the game progression unit 113) that selects an object (e.g., the character 30) that will be the subject of a predetermined event when the predetermined event occurs; a presentation control unit (e.g., the game progression unit 113) that controls the execution of a presentation to notify the result of the lottery; The notification performance is executed by a polyhedral object (e.g., a dice 31) that includes at least a surface associated with one or more of the objects used by the user and has an appearance that allows the corresponding object to be identified. program. Conventionally, games using polyhedrons such as dice have been known. In this type of game, even though dice are often seen, the shape of the dice is standardized, which is a factor that reduces the interest of the game. In contrast, according to the present configuration, the object used by the user is reflected in the polyhedron object, so that the interest of the game can be improved.
[0125] (Appendix 3) The object has properties that affect the outcome of the predetermined event; A result of the predetermined event is derived according to a characteristic of the object determined as a subject of the predetermined event. 2. The program according to claim 1 or 2. With this configuration, the outcome of an event is derived according to the characteristics of the object associated with the face of the polyhedral object, making it possible to realize unprecedented gameplay in which the outcome of an event is determined according to the characteristics of the object corresponding to the displayed face of the polyhedral object.
[0126] (Appendix 4) Among the faces constituting the polyhedral object, there is a face to which the object used by the user is not associated. 2. The program according to claim 1 or 2. According to this configuration, the faces of the polyhedral object can be made more diverse, thereby making the game more entertaining.
[0127] (Appendix 5) The faces constituting the polyhedral object include a face with which the user can select the object to be associated. 2. The program according to claim 1 or 2. According to this configuration, the user can select the object to be associated with the face of the polyhedral object, thereby making the game more entertaining.
[0128] (Appendix 6) a selection means (e.g., a game progression unit 113) for selecting an object (e.g., a character 30) that will be a subject of a predetermined event when the predetermined event occurs; the lottery means determines, as a subject of the predetermined event, an object corresponding to a face of a polyhedral object (e.g., a dice 31) that is displayed in a stopped state after being displayed in a varying manner; At least some of the faces of the polyhedral object are associated with one or more of the objects that constitute the party used by the user. Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved.
[0129] (Appendix 7) A selection means (e.g., the game progression unit 113) that selects an object (e.g., the character 30) that will be the subject of a predetermined event when the predetermined event occurs; and a presentation control means (for example, a game progression unit 113) for controlling the execution of a presentation for notifying the result of the lottery, The notification performance is executed by a polyhedral object (e.g., a dice 31) that includes at least a surface associated with one or more of the objects used by the user and has an appearance that allows the corresponding object to be identified. Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 2 can be achieved. [Explanation of symbols]
[0130] 1 Information processing system, 2 Network, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 16 Touch screen, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 30 Character, 31 Dice, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game progression unit, 120 Memory unit, 210 Control unit, 211 Transmission / reception unit, 212 Server processing unit, 213 Data management unit, 214 Synchronization processing unit, 220 Memory unit
Claims
1. Computer, functioning as a lottery means for holding a lottery to determine an object that will be a subject of a predetermined event when the predetermined event occurs; the lottery means determines, as a subject of the predetermined event, an object corresponding to a face of a polyhedral object that is displayed when the polyhedral object is stopped and then displayed in a variably displayed state; At least some of the faces of the polyhedral object are associated with one or more of the objects that constitute the party used by the user. program.
2. Computer, a selection means for selecting an object to be a subject of a predetermined event; a performance control means for controlling the execution of a notification performance for notifying the result of the lottery; The notification performance is executed by a polyhedral object having at least a surface associated with one or more of the objects used by the user and having an appearance that allows the corresponding object to be identified. program.
3. The object has properties that affect the outcome of the predetermined event; A result of the predetermined event is derived according to a characteristic of the object determined as a subject of the predetermined event.
3. The program according to claim 1 or 2.
4. Among the faces constituting the polyhedral object, there is a face to which the object used by the user is not associated.
3. The program according to claim 1 or 2.
5. The faces constituting the polyhedral object include a face with which the user can select the object to be associated.
3. The program according to claim 1 or 2.
6. a selection means for selecting an object to be a subject of a predetermined event, the lottery means determines, as a subject of the predetermined event, an object corresponding to a face of a polyhedral object that is displayed when the polyhedral object is stopped and then displayed in a variably displayed state; At least some of the faces of the polyhedral object are associated with one or more of the objects that constitute the party used by the user. Information processing system.
7. a selection means for selecting an object to be a subject of a predetermined event; A performance control means for controlling the execution of a notification performance for notifying the result of the lottery, The notification performance is executed by a polyhedral object having at least a surface associated with one or more of the objects used by the user and having an appearance that allows the corresponding object to be identified. Information processing system.
Citation Information
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