Information processing device, information processing method and program
Patent Information
- Application Number
- JP2024224388
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-19
- Publication Date
- 2025-03-07
- Estimated Expiration
- 2040-11-04
AI Technical Summary
【0007】 本発明によれば、ユーザが合成に関する設定を行う手間を軽減させることを可能とする技術を提供することができる。
Smart Images

Figure 2025031826000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] There are known games in which a user's character fights an enemy character to determine victory or defeat. In addition, there are also games in which a user can combine game cards that form a predetermined combination among a plurality of owned cards (combine game cards) to change the ability values (parameters) of the character corresponding to the combined game card (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5504369 Summary of the Invention [Problem to be solved by the invention]
[0004] In the game described in Patent Document 1, when a user synthesizes multiple characters owned by the user, the user must select the multiple characters he or she wants to synthesize, which is troublesome. In this regard, Patent Document 1 describes that a card determined to be an unnecessary card may be automatically subjected to card synthesis processing without the user's operation input. However, since the game specifications of recent games are complicated, even if a function for automatically synthesizing characters (cards) is used, it is considered that various conditions must be set according to the user's will, such as setting characters to be synthesized and characters not to be synthesized. In addition, it is considered that the user must change the conditions once set according to the progress of the game, which is considered to be a lot of work.
[0005] Therefore, an object of the present invention is to provide a technique that allows a user to reduce the effort required for making settings related to composition. [Means for solving the problem]
[0006] An information processing device according to one embodiment of the present invention comprises a memory unit that stores game objects owned by a user, a source game object that is the source of synthesis designated by the user, a synthesis unit that performs a first synthesis of the source game object with a material game object that can be synthesized, and a display control unit that displays a setting screen for setting a second synthesis of the source game object with the newly assigned material game object when the source game object and the material game object that can be synthesized are newly assigned to the user if a predetermined condition is satisfied in the first synthesis performed by the synthesis unit. Effect of the Invention
[0007] According to the present invention, it is possible to provide a technique that allows a user to reduce the effort required for making settings related to composition. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. [Diagram 3] FIG. 2 is a diagram illustrating an example of a functional block configuration of a game server. [Figure 4] 11 is a diagram showing an example of a character setting DB, a possessed character management DB, and an automatic synthesis setting DB. FIG. [Diagram 5] FIG. 2 is a diagram illustrating an example of a functional block configuration of a terminal. [Figure 6] 13 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 7] FIG. 13 is a diagram showing an example (part 1) of a screen transition to an automatically combined screen. [Figure 8] FIG. 13 is a diagram showing an example (part 2) of a screen transition to an automatically combined screen. [Figure 9] FIG. 13 is a diagram showing a third example of screen transition to an automatically combined screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings, in which the same reference numerals denote the same or similar configurations.
[0010] <System configuration> Fig. 1 is a diagram showing an example of a system configuration of a game system 1 according to this embodiment. The game system 1 shown in Fig. 1 includes a game server 10 and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.
[0011] The game server 10 is a device that performs some of the functions required for the terminal 20 to provide a game, such as managing various information related to players and executing some of the game processing. The game server 10 may be composed of one or more information processing devices or computers, or may be composed of a virtual server (such as a cloud server).
[0012] The terminal 20 is an information processing device that provides a game to a player, and the player can execute the game according to this embodiment by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 notifies the game server 10 of its own position detected using a GPS (Global Positioning System) or the like.
[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1 (hereinafter referred to as "this game"), a player (may also be called a user) can obtain new characters and items by organizing a deck with characters selected from a plurality of characters owned and clearing quests using the organized deck. In addition, the player can obtain new characters and items by making a payment or the like.
[0014] Here, the term "quest" refers to a task that can be completed by satisfying certain predetermined conditions. A quest is also generally called a search, a task, or a mission.
[0015] A deck is a term meaning a group of multiple characters. When a player executes a quest, the player selects characters having the appropriate abilities to clear the quest, organizes a deck, and executes the quest. The game server 10 can store multiple decks organized by the player, and when executing a quest, the player can select one deck from the multiple stored decks to execute the quest. In this embodiment, the execution of a quest by the player may be referred to as playing the quest.
[0016] A player who participates in a quest can clear the quest by meeting certain conditions, and when the player clears the quest, the player is given a reward and the story of the game progresses. Rewards include items, characters that can be used in deck composition, etc.
[0017] A player can improve the status of a character or transition to another character that is more powerful by synthesizing characters and items owned by the player. Here, the characters and items may be referred to as "objects" or "game objects." Furthermore, the status may be referred to as "parameters." Furthermore, the "transition" of a character to another character may be referred to as "changing," "mutating," "deriving," "evolving," or "godifying." In this embodiment, "synthesizing" means combining two game objects to create one game object, and applying another game object to a game object.
[0018] Synthesis is performed by combining a character (hereafter referred to as the "source character") that is the source of synthesis (the base of synthesis) with another character (hereafter referred to as the "material character") or item (hereafter referred to as the "material item") that can be synthesized with the source character.
[0019] For example, if a player selects character A as the source character and character B as the material character, the status of character A changes (or transitions to another character) and character B disappears. Similarly, if a player selects character A as the source character and item X as the material item, the status of character A changes (or transitions to another character) and item X disappears.
[0020] When a synthesis source character transitions to another character through synthesis, the synthesis source character transitions to another character that belongs to the same group as the synthesis source character, where "group" refers to a group of characters consisting of a character before the transition and a character after the transition.
[0021] The character after the transition may be expressed as a character having a different form from the character before the transition. In other words, "form" may mean the transition state of the character. For example, if the character before the transition was a character of form A, the character after the transition may be expressed as "a character that has transitioned to form B" or "a character of form B". In addition, there may be multiple characters after the transition. For example, there may be a character that has transitioned to form C or form D.
[0022] Also, the character before the transition may be expressed as a base character, and the character after the transition may be expressed as a character that has transitioned from the base character or a character that has changed (or mutated, evolved, or become deified) from the base character. Also, a "group" may mean a group consisting of a base character and a character that has changed from the base character.
[0023] There are two types of character synthesis: synthesis in which the player specifies the source character and material character (hereinafter referred to as "manual synthesis" or "first synthesis"), and synthesis in which the game server 10 automatically selects the source character and material character according to preset conditions (hereinafter referred to as "automatic synthesis" or "second synthesis"). The screen on which settings related to automatic synthesis are made is called the "automatic setting screen." The automatic setting screen is a screen that displays characters, etc., and is displayed when the player presses a specified button. The automatic setting screen may also be called a setting screen.
[0024] In this game, when a predetermined condition is satisfied in the manual synthesis performed by the player, the game server 10 displays an automatic setting screen on the player's terminal 20. More specifically, the game server 10 displays the automatic setting screen on the terminal 20 at a timing when it is assumed that the player may set / change the automatic synthesis settings, thereby assisting the player to smoothly set the automatic synthesis settings.
[0025] <Hardware configuration> 2 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 each have a processor 11 such as a CPU (Central Processing Unit) or a GPU (Graphical processing unit), a storage device 12 such as a memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF (Interface) 13 for wired or wireless communication, an input device 14 for accepting input operations, and an output device 15 for outputting information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone. The output device 15 is, for example, a display, a touch panel, and / or a speaker.
[0026] <Function block configuration> (Game Server) FIG. 3 is a diagram showing an example of a functional block configuration of the game server 10. The game server 10 includes a storage unit 100 and a game control unit 110. The storage unit 100 can be realized by using a storage unit 12 included in the game server 10. The game control unit 110 can be realized by the processor 11 of the game server 10 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0027] The storage unit 100 stores a character setting DB 100a, an owned character management DB 100b, and an automatic synthesis setting DB 100c.
[0028] FIG. 4 is a diagram showing an example of the character setting DB 100a, the owned character management DB 100b, and the automatic synthesis setting DB 100c.
[0029] The character setting DB 100a manages various settings related to the characters appearing in this game. The character setting DB 100a stores, in association with each other, an identifier (character ID) that uniquely identifies the character, an identifier (group ID) that indicates the group to which the character belongs, an identifier (form) that indicates the transition state of the character, the upper limit of the level (maximum level), the upper limit of the luck (maximum luck), the upper limit of the HP (hit points) (maximum HP), the upper limit of the attack power (maximum attack power), and the upper limit of the speed (maximum speed).
[0030] The owned character management DB 100b stores characters owned by the player. In the owned character management DB 100b, an identifier (player ID) that uniquely identifies the player who owns the character, an identifier (character ID) that uniquely identifies the character, and the current status of the character (level, luck (luck), HP (hit points), attack power, speed, etc.) are stored in association with each other. The owned character management DB 100b may be referred to as a character box that stores characters owned by the player.
[0031] The automatic synthesis setting DB 100c is a DB that stores the setting values related to automatic synthesis set by each player. The automatic synthesis setting DB 100c stores, in association with each other, an identifier (player ID) that uniquely identifies the player, an identifier (group ID) that uniquely identifies the group of the character to be set, information (automatic synthesis setting) that indicates the form of the synthesis source character to be automatically synthesized when performing automatic synthesis, and a history (auxiliary history) of the setting contents made by the player on the automatic setting screen when the automatic setting screen is displayed on the player's terminal 20 due to the satisfaction of a predetermined condition in manual synthesis.
[0032] Here, "No" in the automatic synthesis setting indicates that the player has selected not to perform automatic synthesis on the automatic setting screen. Also, "Yes (Form A)" in the automatic synthesis setting indicates that the player has set a character with Form A as the source character of synthesis among multiple characters included in the same group on the automatic setting screen. The same applies to "Yes (Form B)" and "Yes (Form C)."
[0033] "No history" in the auxiliary history indicates a state in which the automatic setting screen has never been displayed because the player has never satisfied the predetermined conditions in manual synthesis performed by using a character belonging to the same group ID as a synthesis source character. "Select no" indicates that the player has selected not to perform automatic synthesis on the automatic setting screen displayed as a result of the manual synthesis satisfying the predetermined conditions. "Select yes (form A)" indicates that the player has set the automatic synthesis to be performed for a character with form A on the automatic setting screen displayed as a result of the manual synthesis satisfying the predetermined conditions. In the example of FIG. 4, "Select no" is recorded in the auxiliary history corresponding to group G02, which indicates that manual synthesis has been performed on a synthesis source character belonging to group G02, and the player has selected not to perform automatic synthesis on the automatic setting screen displayed as a result.
[0034] Continuing the explanation, returning to Fig. 3, the game control unit 110 provides various functions necessary for executing the game. The game control unit 110 includes a synthesis unit 111 and a display control unit 112.
[0035] The synthesis unit 111 performs manual synthesis (first synthesis) between a synthesis source character designated by a player and a material character or material item (material game object) that can be synthesized with the synthesis source character.
[0036] When a predetermined condition is satisfied in the manual synthesis performed by the synthesis unit 111, when the source character and a synthesizable material character or material item (material game object) are newly given to the player, the display control unit 112 displays an automatic setting screen for setting up automatic synthesis (second synthesis) between the source character and the newly given material character or material item (material game object).
[0037] (Terminal) FIG. 5 is a diagram showing an example of a functional block configuration of the terminal 20. The terminal 20 includes a storage unit 200, a communication unit 201, a UI (User Interface) unit 202, and a game control unit 203. The storage unit 200 can be realized by using the storage unit 12 included in the terminal 20. The communication unit 201, the UI unit 202, and the game control unit 203 can be realized by the processor 11 of the terminal 20 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0038] The storage unit 200 stores game data necessary for the game control unit 203 to execute the game. The game data includes image data of characters, a game scenario, and the like.
[0039] The communication unit 201 has a function of performing various communications with the game server 10 using the communication IF 13 .
[0040] The UI unit 202 has a function of accepting various inputs from the player and displaying various game screens on the display. The UI unit 202 also displays the game screen on the output device 15 (display) of the terminal 20 according to instructions from the game server 10.
[0041] The game control unit 203 provides various functions necessary for executing the game by cooperating with the game server 10. For example, the game control unit 203 provides a function for acquiring various information (icon image data, text data, etc.) for drawing on the game screen from the game server 10.
[0042] Regarding the functional block configuration described above, all or a part of the synthesis unit 111 and the display control unit 112 included in the game server 10 may be provided in the game control unit 203 of the terminal 20.
[0043] <Processing Procedure> In the following description, when a synthesis source character is synthesized with another character belonging to the same group as the synthesis source character as a material character, a specific status (for example, luck) among the multiple statuses of the synthesis source character is improved. In addition, when a quest is cleared with a deck including a character whose specific status value is equal to or greater than a predetermined value, the number of items available at the time of clearing is increased compared to when the quest is cleared with a deck not including a character whose specific status value is equal to or greater than a predetermined value. In addition, when the value of the specific status is less than a predetermined value, the number of items available at the time of clearing is not changed. Here, the predetermined value may be a specific value designated in advance. In addition, "above a predetermined value" and "below a predetermined value" may be replaced with "upper limit value" and "below a predetermined value", respectively (the same applies to the following description of each predetermined condition). In addition, the predetermined value or upper limit value may be different for each character as shown in the character setting DB 100a (the same applies to the following description of each predetermined condition). In addition, the effect of the specific status is merely a premise for the following description, and the present embodiment is not limited thereto. For example, the specific status may be a status whose value has no effect on the execution of the quest.
[0044] In addition, characters belonging to the same group include characters of form A, which are characters before the state transition, and characters of form B and characters of form C, which are characters after the state transition.
[0045] In addition, when the level of the original character is at the maximum value, the original character can be transformed into a character with enhanced status that belongs to the same group as the original character by synthesizing the original character with a special item or special character as material.
[0046] Furthermore, the player can acquire one or more new characters when the quest ends. The characters acquired by the player are stored in the player's character box (owned character management DB 100b) and added to the player's owned character list. There is an upper limit to the size of the character box (the number of characters the player can own).
[0047] 6 is a flowchart showing an example of a processing procedure performed by the game server 10. When the synthesis unit 111 receives an instruction for manual synthesis from a player, it synthesizes a synthesis source character with a material character or a material item (S10). Next, the display control unit 112 determines whether or not the manual synthesis performed by the synthesis unit 111 satisfies a predetermined condition (S11). If the predetermined condition is not satisfied, the process is terminated, and if the predetermined condition is satisfied, an automatic setting screen is displayed on the player's terminal 20 (S12).
[0048] (Examples of specified conditions) A number of specific examples of the predetermined conditions will be described below. The game server 10 may satisfy all or some of these predetermined conditions.
[0049] [Prescribed Condition 1] When a material character in a manual synthesis performed by the synthesis unit 111 includes a specific material character (specific game object) set for each source character, the display control unit 112 may determine that a specified condition is satisfied and display an automatic setting screen.
[0050] The specific material character may be a character belonging to the same group as the original character. In other words, the specific material character may be a material character that can improve a specific status (e.g., luck) among the multiple statuses of the original character when combined with the specific material character.
[0051] As mentioned above, in this game, when a quest is cleared with a deck including a character whose specific status has reached a predetermined value or more, the number of items available at the time of clearing the quest increases. Therefore, it is expected that a player who manually synthesizes a synthesis source character with a specific material character will then set up automatic synthesis to improve the specific status of the synthesis source character to its upper limit. According to the predetermined condition 1, the automatic setting screen is automatically displayed without the player having to perform an operation to display the automatic setting screen, which reduces the effort required of the player.
[0052] [Prescribed Condition 2] When the specified condition 1 is satisfied, and further when the specific material character described in the specified condition 1 is available in a specific event that the player can play, the display control unit 112 may display an automatic setting screen.
[0053] The specific event may be a quest that is set in advance in the game server 10 as a quest to be performed in the future (that is, a quest that the player can play in the future).
[0054] According to the predetermined condition 2, when the predetermined condition 1 is satisfied and the specific material character used in the manual synthesis is a character that will be available in the future, the automatic setting screen will be automatically displayed. This makes it possible to prevent the automatic setting screen from being displayed unnecessarily even if the material character is a character that will not be available in the future.
[0055] [Prescribed Condition 3] In a manual synthesis performed by the synthesis unit 111, if the value of a specific status of the source character whose value increases as a result of synthesis increases, the display control unit 112 may determine that a specified condition is met and display an automatic setting screen.
[0056] As mentioned above, in this game, when a quest is cleared with a deck including a character whose specific status has reached a predetermined value or more, the number of items available at the time of clearing the quest increases. Therefore, it is expected that a player who has increased the specific status of the synthesis source character by manual synthesis will set up automatic synthesis in order to increase the specific status of the synthesis source character to a predetermined value or more. According to the predetermined condition 3, the automatic setting screen is automatically displayed without the player having to perform an operation to display the automatic setting screen, which reduces the effort required of the player.
[0057] Note that, in the manual synthesis performed by the synthesis unit 111, if the value of the specific status after the increase is equal to or greater than a predetermined value, the display control unit 112 may determine that the predetermined condition is not satisfied and may not display the automatic setting screen. Since it is considered that there is no need to perform automatic synthesis when the value of the specific status is equal to or greater than the predetermined value, it is possible to prevent the player from feeling annoyed by the automatic setting screen being displayed.
[0058] [Prescribed Condition 4] In a manual synthesis performed by the synthesis unit 111, if the number of material characters required to bring a specific status, which is increased by synthesis among the multiple statuses of the source character, to a predetermined value is greater than the amount of free space in the character box (the amount of free space in the memory unit 100 that can store game objects), the display control unit 112 may determine that a predetermined condition is met and display an automatic setting screen.
[0059] In this game, if the number of material characters required to raise a specific status of the original character to a specified value is greater than the amount of free space in the character box, the player cannot raise the specific status of the original character to the specified value in a single manual synthesis.
[0060] For example, it is assumed that when one material character is synthesized with a synthesis source character, the specific status increases by 1. It is also assumed that the current specific status is 1 and the upper limit of the specific status is 30. That is, in order to set the specific status of the synthesis source character to a predetermined value, the player needs to synthesize the synthesis source character with 29 material characters. If the free space in the character box is 10, the player can only have a maximum of 10 material characters, so that the specific status of the synthesis source character can only be increased to a maximum of 11 in one manual synthesis. In such a case, it is assumed that the player sets automatic synthesis and collects material characters by repeatedly clearing quests until the specific status of the synthesis source character reaches the upper limit, or by repeatedly performing a lottery (gacha) in which characters are won. Therefore, according to the predetermined condition 4, the automatic setting screen is automatically displayed without the player having to perform an operation to display the automatic setting screen, so that it is possible to reduce the effort of the player.
[0061] [Prescribed Condition 5] The display control unit 112 may cause a screen to be displayed on the synthesis setting screen that accepts the selection of which character, from among the characters belonging to the group of source characters in the synthesis performed by the synthesis unit 111, should be used as the source character on the synthesis setting screen.
[0062] Specifically, on the automatic synthesis screen, the automatic synthesis setting may be selected from among "Yes (Form A)", "Yes (Form B)", "Yes (Form C)" and "No". Furthermore, the forms of characters that the player does not own may be displayed in a manner that makes them distinguishable from the characters that the player owns, and may not be selectable.
[0063] This allows the player to easily select a synthesis source character when setting up automatic synthesis.
[0064] In addition, when the automatic synthesis screen is set to "Yes (Mode A)", "Yes (Mode B)" or "Yes (Mode C)", when the player obtains a new character at the end of a quest, the obtained character may not be stored in the character box, but may be automatically synthesized directly with the original character. Therefore, "automatic synthesis" may be expressed as a process of synthesizing a character given to a player without associating it with the player (in other words, a process of synthesizing a character newly obtained by a player before storing it in the character box of the player).
[0065] [Prescribed Condition 6] The display control unit 112 may determine that a predetermined condition is satisfied when the synthesis source character transitions to another character belonging to the same group as the synthesis source character in the manual synthesis performed by the synthesis unit 111, and may display the automatic setting screen. That is, the display control unit 112 may display the automatic setting screen when the synthesis source character transitions to a character of form B or a character of form C as a result of the manual synthesis. As described above, the automatic synthesis screen may allow the selection of any one of "Yes (form A)", "Yes (form B)", "Yes (form C)" and "No" as the setting of automatic synthesis. In this case, if the player transitions the character of form A to form B in a state where "Yes (form A)" has been selected in the past on the automatic synthesis screen, the player must open the automatic synthesis screen himself / herself and change the setting of automatic synthesis to "Yes (form B)" before the character transitioned to form B can be automatically synthesized as the synthesis source character. In other words, according to predetermined condition 5, the automatic setting screen is automatically displayed without the player having to perform any operation to display the automatic setting screen, thereby reducing the effort required of the player.
[0066] In addition, in the manual synthesis performed by the synthesis unit 111, when the synthesis source character transitions to another character belonging to the same group as the synthesis source character, and the player does not have the same character as the other character after the transition before the manual synthesis, the display control unit 112 may determine that a predetermined condition is satisfied and display an automatic setting screen. That is, the display control unit 112 may display an automatic setting screen when the synthesis source character transitions to a character of form B (or form C) as a result of manual synthesis, and the player does not have the character of form B (or form C) before the manual synthesis. If the player already has one or more characters of form B (or form C) before the manual synthesis, there is a possibility that the player has already set the automatic synthesis. Therefore, it is possible to display the automatic setting screen only at the timing when the player is expected to change the setting of the automatic synthesis.
[0067] In addition, in the manual synthesis performed by the synthesis unit 111, when the synthesis source character transitions to another character belonging to the same group as the synthesis source character, and the player does not have the same character as the synthesis source character before the transition after the manual synthesis, the display control unit 112 may determine that a predetermined condition is satisfied and display an automatic setting screen. That is, the display control unit 112 may display an automatic setting screen when the synthesis source character (form A) transitions to a character of form B (or a character of form C) as a result of manual synthesis, and the player does not have any character of form A after the manual synthesis. If two or more characters of form A are possessed, and form A was set as the synthesis source character in the automatic synthesis. In this state, when the player transitions one of the two or more characters to form B or C by manual synthesis, it is assumed that the player does not want to change the synthesis source character from form A. Therefore, it is possible to display the automatic setting screen only at the timing when the player is expected to change the setting of the automatic synthesis.
[0068] [Prescribed Condition 7] If any character belonging to the group of source characters in the automatic synthesis performed by the synthesis unit 111 has already been set as a source character in the automatic setting screen, the display control unit 112 may determine that the specified conditions are not satisfied and may not display the automatic setting screen.
[0069] For example, suppose that, as a result of performing manual synthesis on the synthesis source character A, the automatic setting screen is displayed on the screen of the terminal 20 because a predetermined condition is satisfied, or, instead of the automatic setting screen being displayed when the predetermined condition is satisfied, the player displays the automatic setting screen for the character A by himself / herself, in a state in which the predetermined condition is not satisfied, and the player sets the automatic synthesis to "no" on the automatic setting screen. Then, suppose that the player performs manual synthesis on the character B that belongs to the same group as the synthesis source character A. In this case, the display control unit 112 determines that the predetermined condition is not satisfied, and does not display the automatic synthesis screen on the terminal 20.
[0070] According to the predetermined condition 7, it is possible to prevent the setting screen from being displayed again even though automatic synthesis has already been set, which may be annoying to the player.
[0071] [Prescribed Condition 8] If a setting to perform automatic synthesis or not to perform automatic synthesis was previously made on the automatic setting screen for a group of source characters in a manual synthesis performed by the synthesis unit 111, the display control unit 112 may determine that the specified conditions are not met and may not display the automatic setting screen.
[0072] For example, suppose that, as a result of performing manual synthesis on synthesis source character A, a predetermined condition is satisfied and an automatic setting screen is displayed on the screen of terminal 20, or the player himself / herself has displayed the automatic setting screen for character A, and the player has performed some setting regarding automatic synthesis (i.e., either "Yes" or "No") on the automatic setting screen. Then, suppose that the player has performed manual synthesis on character B, which belongs to the same group as synthesis source character A. In this case, display control unit 112 determines that the predetermined condition is not satisfied, and does not allow terminal 20 to display the automatic synthesis screen.
[0073] According to specified condition 8, it is possible to prevent the player from feeling annoyed when the setting screen is displayed again even though the automatic synthesis settings (whether or not to perform automatic synthesis) have already been configured.
[0074] [Prescribed Condition 9] If a setting has been made to not perform automatic synthesis on an automatic setting screen that was displayed because a specified condition had been satisfied in the past, and if the source character in the synthesis performed by the synthesis unit 111 is included in a character belonging to a character group in which the setting has been made to not perform automatic synthesis, the display control unit 112 may determine that the specified condition is not satisfied and may not display the automatic setting screen.
[0075] For example, assume that as a result of performing manual synthesis on synthesis source character A, a predetermined condition is satisfied, causing an automatic setting screen to be displayed on the screen of terminal 20, and that the player sets automatic synthesis to "no." Assume that the player then performs manual synthesis on character B, which belongs to the same group as synthesis source character A.
[0076] In this case, the display control unit 112 refers to the "auxiliary history" column of the automatic synthesis setting DB 100c to search for the presence or absence of a history of the player selecting "No" for the group to which character B belongs. If a history of the player selecting "No" exists, the display control unit 112 prevents the automatic synthesis screen from being displayed on the terminal 20. On the other hand, if a history of the player selecting "No" does not exist, the display control unit 112 causes the terminal 20 to display the automatic synthesis screen when a predetermined condition is met (for example, when any of the predetermined conditions 1 to 6 is met).
[0077] According to the predetermined condition 9, it is possible to prevent the player from feeling annoyed when the setting screen is displayed again even though the player has already set not to perform automatic synthesis.
[0078] [Prescribed Condition 10] If the player has never caused a specific status value, which increases through synthesis, among multiple statuses of a character that the player owns or has owned in the past to reach a predetermined value, the display control unit 112 may determine that a predetermined condition is not met and may not display the automatic setting screen.
[0079] According to the specified condition 10, if the player is not interested in achieving a specified value for a specific status through synthesis, the setting screen will not be displayed, thereby preventing the player from feeling annoyed.
[0080] <Screen display example> Fig. 7 is a diagram showing an example (part 1) of a screen transition to an automatic synthesis screen. Fig. 7 shows an example of a screen transition when the player himself displays the automatic synthesis screen. The character screen A100 is a screen that displays the status of the character M, etc. When the button B10 is pressed on the character screen A100, an automatic synthesis screen A101 is displayed, which allows the setting of automatic synthesis regarding the character M.
[0081] On the automatic synthesis screen A101, buttons for setting up automatic synthesis are displayed in an area W101. In the area W101, a button B11 for selecting not to perform automatic synthesis, a button B12 for selecting the original character to be a character of form A among characters belonging to the same group as character M, a button B13 for selecting the character of form B, and a button B14 for selecting the character of form C are displayed. When the player selects one of buttons B11 to B14 and presses button B15, the automatic synthesis setting is completed and the screen transitions to screen A102.
[0082] Fig. 8 is a diagram showing a screen transition example (part 2) to an automatic synthesis screen. Fig. 8 shows a screen transition example in which an automatic synthesis screen is displayed when the above-mentioned "predetermined condition 1" is satisfied. Note that the character that is the same as the synthesis source character is considered to be a specific material character in "predetermined condition 1".
[0083] Assume that the player selects character Q (C200) as the synthesis source character and material character V (C201), material character Q (C202), and material character Y (C203) as the material characters on the manual synthesis screen A200. When the synthesis start button B20 is pressed, the synthesis source character Q (C200) is synthesized with material character Q (C201), material character X (C202), and material character Y (C203), and the synthesis result screen A201 is displayed. Here, in the manual synthesis screen A200, the material characters include character Q that is the same as the synthesis source character Q. In other words, the material characters include a specific material character. Therefore, when the button B21 is pressed on the synthesis result screen A201, the display control unit 112 determines that the predetermined condition 1 is satisfied, and displays the automatic setting screen A202.
[0084] In the area W202 of the automatic setting screen A202, there are displayed a button B22 for selecting not to automatically combine, a button B23 for selecting a character of form A among characters belonging to the same group as character Q as the source character for the combination, a button B24 for selecting a character of form B, and a button B25 for selecting a character of form C. When the player selects one of the buttons B22 to B25 and presses the button B26, the automatic combination setting is completed. In other words, according to FIG. 8, the automatic setting screen is automatically displayed even if the player does not perform an operation to open the automatic setting screen by himself as in FIG. 7.
[0085] Fig. 9 is a diagram showing a screen transition example (part 3) to an automatic composition screen. Fig. 9 shows a screen transition example in the case where an automatic composition screen is displayed when the above-mentioned "predetermined condition 6" is satisfied.
[0086] On the manual synthesis screen A200, the player selects character Q (C300) as the source character, and character X (C301) and character Y (C302) as the material characters. The manual synthesis screen A200 displays that as a result of manual synthesis, source character Q (C300) will transition (godify) to character R (C303). When button B30 is pressed, screen A301 is displayed, displaying the image and status of character R, which is the deified version of character Q.
[0087] Here, since manual synthesis has been performed and synthesis source character Q has transitioned to character R (i.e., the synthesis source character has transitioned to another character belonging to the same group as the synthesis source character), the display control unit 112 determines that predetermined condition 6 is satisfied and displays the automatic setting screen A302. Buttons B31 to B35 of the automatic setting screen A302 are the same as buttons B22 to B26 of the automatic setting screen A202 shown in Fig. 8, respectively, and therefore a description thereof will be omitted. According to Fig. 9, the automatic setting screen is automatically displayed even if the player does not perform an operation to open the automatic setting screen himself as in Fig. 7.
[0088] <Summary> According to the embodiment described above, when a predetermined condition is satisfied in the manual synthesis performed by the player, the game server 10 displays an automatic setting screen on the player's terminal 20. More specifically, the game server 10 displays the automatic setting screen on the terminal 20 at a timing when it is assumed that the player may set / change the automatic synthesis setting, thereby assisting the player to smoothly set the automatic synthesis. This makes it possible to reduce the effort required for the player to set the synthesis.
[0089] The above-described embodiment is intended to facilitate understanding of the present invention, and is not intended to limit the present invention. The flow charts, sequences, elements included in the embodiment, and their arrangements, materials, conditions, shapes, sizes, etc. described in the embodiment are not limited to those exemplified, and may be modified as appropriate.
[0090] <Additional Notes> <Appendix 1> A storage unit that stores game objects owned by a user; a synthesis unit that performs a first synthesis between a synthesis source game object designated by the user and a synthesis source game object that can be synthesized with a material game object; a display control unit that, when a predetermined condition is satisfied in the first synthesis performed by the synthesis unit, displays a setting screen for setting a second synthesis between the source game object and the newly assigned material game object that can be synthesized with the source game object when the user is newly assigned the source game object and the newly assigned material game object; An information processing device having the above configuration.
[0091] According to Supplementary Note 1, it is possible to provide a technique that enables a user to reduce the effort required for configuring settings related to synthesis.
[0092] <Appendix 2> the display control unit displays the setting screen when a specific game object set for each of the composition source game objects is included in the material game objects in the first composition performed by the composition unit. 2. An information processing device according to claim 1.
[0093] According to Appendix 2, a setting screen is displayed when a material game object includes a specific game object that is set for each source game object, thereby reducing the user's effort to display the setting screen themselves.
[0094] <Appendix 3> The display control unit further displays the setting screen when the specific game object is available in a specific event that is playable by the user. 3. An information processing device according to claim 2.
[0095] According to Addendum 3, the setting screen is displayed when a specific game object is available in a specific event that the user can play, thereby reducing the user's effort to display the setting screen themselves.
[0096] <Appendix 4> the display control unit displays the setting screen when a value of a specific parameter, the value of which increases as a result of compositing, among a plurality of parameters of the source game objects increases in the first compositing performed by the compositing unit. 4. The information processing device according to claim 1,
[0097] According to Appendix 4, when the value of a specific parameter of the source game object increases as a result of the first synthesis, a setting screen is displayed, thereby reducing the user's effort to display the setting screen themselves.
[0098] <Appendix 5> the display control unit displays the setting screen when the number of material game objects required to set a specific parameter, the value of which is increased by compositing among a plurality of parameters of the source game objects, to a predetermined value in the first compositing performed by the compositing unit is greater than the amount of free space in the storage unit that can store the game objects. 5. The information processing device according to any one of claims 1 to 4.
[0099] According to Supplementary Note 5, since the setting screen is displayed according to the amount of free space available for storing game objects, it is possible to reduce the user's effort in displaying the setting screen themselves.
[0100] <Appendix 6> the display control unit displays the setting screen when a source game object is transitioned to another game object belonging to the same group as the source game object in the first synthesis performed by the synthesis unit. 6. The information processing device according to any one of claims 1 to 5.
[0101] According to Appendix 6, when a source game object transitions to another game object that belongs to the same group as the source game object, a setting screen is displayed, thereby reducing the user's effort to display the setting screen themselves.
[0102] <Appendix 7> the display control unit causes a screen to be displayed on the setting screen, which accepts a selection of a game object belonging to a group of the source game objects in the compositing performed by the compositing unit to be used as the source game object on the setting screen; 7. The information processing device according to claim 1,
[0103] According to Appendix 7, the user can specify the source game object himself.
[0104] <Appendix 8> the display control unit does not display the setting screen when any game object belonging to a group of the combination source game objects in the first combination performed by the combination unit has already been set as the combination source game object on the setting screen. 8. The information processing device according to any one of claims 1 to 7.
[0105] According to Supplementary Note 8, it is possible to prevent the setting screen from being displayed again even if the source game object for the second synthesis has already been set.
[0106] <Appendix 9> When a setting that a second compositing is not to be performed is made on the setting screen displayed because the predetermined condition was previously satisfied, and when a compositing source game object in the compositing performed by the compositing unit is included in a game object belonging to a group of game objects for which the setting that the second compositing is not to be performed is made on the setting screen, Do not display An information processing device according to any one of appendix 1 to 8.
[0107] According to Supplementary Note 9, it is possible to prevent the setting screen from being displayed again even if the user has previously set it not to perform automatic synthesis.
[0108] <Appendix 10> the display control unit does not display the setting screen when a setting to perform a second compositing or a setting not to perform a second compositing has been previously performed on the setting screen for a group of compositing source game objects in the first compositing performed by the compositing unit; 10. The information processing device according to any one of claims 1 to 9.
[0109] According to Supplementary Note 10, it is possible to prevent the setting screen from being displayed again even if the source game object for the second synthesis has already been set.
[0110] <Appendix 11> the display control unit does not display the setting screen when the user has never caused a value of a specific parameter, the value of which increases through synthesis, among a plurality of parameters of the game object owned by the user to reach a predetermined value. 11. The information processing device according to any one of claims 1 to 10.
[0111] According to Supplementary Note 11, it is possible to prevent the setting screen from being displayed even though the user does not wish to perform synthesis.
[0112] <Appendix 12> An information processing method performed by an information processing device, storing game objects owned by the user in a storage unit; performing a first synthesis between a source game object designated by the user as a source of synthesis and a material game object that can be synthesized with the source game object; a step of displaying a setting screen for setting a second combination between a source game object and a newly assigned material game object that can be combined with the source game object when a predetermined condition is satisfied in the first combination performed in the step of performing the first combination; An information processing method comprising:
[0113] According to Supplementary Note 12, it is possible to provide a technique that enables a user to reduce the effort required for configuring synthesis settings.
[0114] <Appendix 13> On the computer, storing game objects owned by the user in a storage unit; performing a first synthesis between a source game object designated by the user as a source of synthesis and a material game object that can be synthesized with the source game object; a step of displaying a setting screen for setting a second combination between a source game object and a newly assigned material game object that can be combined with the source game object when a predetermined condition is satisfied in the first combination performed in the step of performing the first combination; A program for executing.
[0115] According to Supplementary Note 13, it is possible to provide a technique that enables a user to reduce the effort required for configuring synthesis settings. [Explanation of symbols]
[0116] 1...game system, 10...game server, 11...processor, 12...storage device, 13...communication IF, 14...input device, 15...output device, 20...terminal, 100...storage unit, 100a...character setting DB, 100b...owned character management DB, 100c...automatic synthesis setting DB, 110...game control unit, 111...synthesis unit, 112...display control unit, 200...storage unit, 201...communication unit, 202...UI unit, 203...game control unit
Claims
[Claim 1] A storage unit that stores game objects owned by a user; a synthesis unit that performs a first synthesis between a synthesis source game object designated by the user and a synthesis source game object that can be synthesized and a material game object that can be synthesized; a display control unit that, when a predetermined condition is satisfied in the first synthesis performed by the synthesis unit, displays a setting screen for setting a second synthesis between the synthesis source game object and the newly assigned material game object that can be synthesized with the synthesis source game object when the newly assigned material game object is newly assigned to the user; An information processing device having the above configuration.
Citation Information
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