Program, effect change method, and game device
The program addresses the motivation issue in traditional games by introducing dynamic change content release conditions for game elements, ensuring players continue to engage with various elements and preventing monotony in game progression.
Patent Information
- Application Number
- JP2023158100
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-22
- Publication Date
- 2025-04-04
- Estimated Expiration
- 2043-09-22
AI Technical Summary
In traditional games, skill trees are used to enhance characters, but once game elements like weapons and armor are fully enhanced, players lose motivation to use other unenhanced elements, leading to monotonous game progression.
A program that introduces change content release conditions for each game medium and element, allowing players to change game medium and element effects by satisfying specific conditions, thereby maintaining motivation to use various game elements.
The solution ensures players remain motivated to use diverse game elements by dynamically changing game medium and element effects, preventing monotony in game progression.
Smart Images

Figure 2025049729000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an effect changing method, and a game device. [Background technology]
[0002] Conventionally, in games in which a character is developed, a skill tree is provided that allows a game player to select any skill and have the character acquire the skill. The skill tree is composed of a plurality of squares, and various skills that the character can acquire are associated with the squares. For example, the player can release a square by consuming a certain number of growth points or material items acquired by the character, and have the character acquire the skill associated with the square. Conventionally, various games have been provided in which a character's skills can be changed using a skill tree.
[0003] For example, Patent Document 1 describes a skill tree that includes a plurality of squares and is displayed in a display area. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6943474 Summary of the Invention [Problem to be solved by the invention]
[0005] Game developers prepare various items and events in a game to allow players to enjoy the game for a long time. In a game, it is possible to give different effects to a character or display various effects depending on the type of item that the character has acquired.
[0006] In conventional games, a skill tree is provided for the purpose of developing a character. However, since game elements (weapons, armor, etc.) used by a character are often strengthened by consuming specific materials, skill trees are not used to strengthen game elements. Therefore, once a certain game element is sufficiently strengthened, the game can be progressed using only the strengthened game element. This makes it difficult for a player to maintain motivation to have the character use other game elements that have not been strengthened. In addition, since the player cannot enjoy the effects of using other elements that have not been strengthened, the progress of the game tends to become monotonous.
[0007] The present invention has been made in view of the above circumstances, and has an object to enable players to maintain their motivation to use various game elements. [Means for solving the problem]
[0008] The program of the present invention provides a game in which a change content release condition is defined for each change content, and a change element consisting of multiple change contents is provided for each game medium, and causes a computer to execute the following steps: changing the game medium effect of the game medium by satisfying the change content release condition; changing the game element effect of a game element by satisfying game element release conditions defined for each of multiple game elements associated with the game medium; and changing the game medium effect by satisfying the change content release condition associated with the specific change content after the game element effect of a game element associated with a specific change content whose game medium effect changes as the game element effect changes reaches a specified value. Effect of the Invention
[0009] According to the present invention, after the game element effect of a game element reaches a specified value, the game media effect changes when a change content release condition associated with a specific change content is satisfied, so that it is expected that players will maintain their motivation to use various game elements. Problems, configurations and effects other than those described above will become apparent from the following description of the embodiments. [Brief description of the drawings]
[0010] [Figure 1] 1 is an overall configuration diagram showing an overview of a game system according to a first embodiment of the present invention. [Diagram 2] 1 is a block diagram showing an example of a hardware configuration of a game system according to a first embodiment of the present invention. [Diagram 3] 1 is a block diagram showing an example of a functional configuration of a game system according to a first embodiment of the present invention. [Figure 4] 1 is a diagram showing an example of the external configuration of a controller according to a first embodiment of the present invention; [Diagram 5] FIG. 2 is a diagram showing an example of the configuration of a skill tree according to the first embodiment of the present invention. [Figure 6] 3A to 3C are diagrams illustrating examples of configurations of a block management table and an unlock condition management table according to the first embodiment of the present invention. [Figure 7] 3A to 3C are diagrams showing configuration examples of a weapon strengthening management table and a weapon level upper limit management table according to the first embodiment of the present invention; [Figure 8] FIG. 2 is a diagram showing a display example of a skill setting screen according to the first embodiment of the present invention. [Figure 9] FIG. 2 is a diagram showing a display example of a skill acquisition sub screen according to the first embodiment of the present invention. [Figure 10] FIG. 2 is a diagram showing a display example of a multiple skill acquisition sub screen according to the first embodiment of the present invention. [Figure 11] FIG. 2 is a diagram showing a display example of a weapon strengthening screen according to the first embodiment of the present invention. [Figure 12] 11A to 11C are diagrams showing display examples of a weapon strengthening sub-screen and an upper limit release sub-screen according to the first embodiment of the present invention. [Figure 13] 5 is a flowchart showing an example of a selection process of an unreleased square according to the first embodiment of the present invention. [Figure 14]5 is a flowchart showing an example of a mass release process according to the first embodiment of the present invention. [Figure 15] 5 is a flowchart showing an example of a weapon strengthening process according to the first embodiment of the present invention. [Figure 16] FIG. 13 is a diagram showing an example of the configuration of a skill tree according to a modified example of the first embodiment of the present invention. [Figure 17] FIG. 11 is a diagram showing an example of a display of a skill setting screen according to the second embodiment of the present invention. [Figure 18] FIG. 11 is a diagram showing an example of a weapon enhancement bonus screen according to the second embodiment of the present invention. [Figure 19] 13 is a flowchart showing an example of a weapon enhancement bonus process according to the second embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the accompanying drawings. In this specification and the drawings, components having substantially the same functions or configurations are designated by the same reference numerals, and redundant description will be omitted.
[0012] <Definition of terms> First, definitions of terms commonly used in this specification will be explained. The terms explained below are those used in the game to which the present invention is applied.
[0013] (game) First, the game will be described. A game is a game in which a predetermined effect can be obtained by executing a game program on various information processing terminals. A game includes at least one of video data, image data, audio data, book data, and text data, and is expressed by appropriately combining multiple data. Usually, a game can be progressed by a player, who is a natural person, performing various operations. However, it is also possible for the game to progress automatically by the player giving predetermined instructions.
[0014] (Game media) In games, various elements are assigned an identification ID. An element that is assigned an identification ID and managed by the identification ID is called a "game medium." Game medium is often used in the internal processing of a game. For this reason, unlike objects that are displayed on a screen, game mediums can be displayed on the screen or not.
[0015] For example, game media may include in-game characters, items (equipment items, consumable items, character costumes, etc.), cards, elements drawn in a lottery game, etc. Also, game media may include items that have one or more of the uses or actions listed below. For example, there are items that change (strengthen or weaken) other game media, items that change (strengthen or weaken) some parameter, items that can be paid for by consuming game media, items that are organized by the player and have an effect in the game, etc.
[0016] (Object) In a game, a screen is displayed on the display device of the terminal on which the player plays the game. Various computer graphics images (hereinafter abbreviated as "images") are displayed as objects on the screen. Here, objects are broadly divided into two-dimensional images and three-dimensional images. An object in a two-dimensional image is an image configured by two-dimensional computer graphics, such as an illustrated image of the game medium (characters, items, etc.) or an image of a user interface (buttons, virtual pads, etc.). Similarly, an object in a three-dimensional image is an image configured by three-dimensional computer graphics, such as a character, item, background, etc.
[0017] (attribute) An attribute is data used to classify game media, and is a part of data commonly assigned to multiple game media or multiple objects. For example, an attribute may be data for distinguishing a certain character, or data for determining the rarity of a certain item. Attributes are often displayed on the screen when playing a game. However, attributes may be used only in the internal processing of a program and may not be displayed on the screen.
[0018] (currency) Games use currency to be exchanged for items and the like. This currency can be either paid currency that has value in the real world or parameters that are used only within the game. Paid currency includes, for example, cash, electronic money, in-game currency that is purchased for a fee, etc. Parameters that are used only within the game include in-game currency that is provided free of charge within the game. Furthermore, in-game currency also includes, for example, free currency that is consumed in a lottery process described below. Note that points and the like used in games may also be used in the same sense as currency.
[0019] (Reward) A player can obtain a reward by playing a game. Rewards are broadly divided into those that are given to a player ID that is assigned to identify the player, and those that are not given to a player ID. Rewards given to a player ID include, for example, items, and rewards such as items are used to change predetermined parameters (experience points, stamina, lottery rights, etc.) or to progress in the game. Other examples of rewards include the release of playable quests, the ability to acquire character skills or abilities, and the ability to view music videos. Rewards that are not given to a player ID include, for example, the display of a reward image or reward video, the occurrence of an event specific to the game, and the like.
[0020] (Lottery process) In games, a lottery process may be conducted to award a reward to a player. The lottery process is a process that determines the result probabilistically by using software random numbers generated within the game. In software random numbers, if the seed value is the same, the same value is generated. In the lottery process, the result may be determined by using a pseudo-random number sequence created in advance instead of software random numbers. The lottery process is broadly divided into a process in which a reward is determined by a lottery process by consuming a specified amount (so-called gacha processing) and other processes.
[0021] The process of determining a reward by lottery processing by consuming a specified amount of money includes non-restoration lottery (processing in which the lottery probability is fixed or the lottery probability varies) and restoration lottery (processing in which the number of items is announced and the desired item can be obtained by repeating the lottery). Other processes include lottery processing for game rewards, matching processing in games in which characters fight each other, calculation processing of damage when an attack is made, and action decision processing for NPCs (Non Player Characters: characters not operated by the player).
[0022] (Game Effects) In games, there are effects (called "game effects") associated with game media or objects, etc. Examples of game effects include character skills, abilities, special abilities, etc. Game effects have some effect on the progress of the game, and are defined by any combination of activation conditions for activating the game effect, targets to which the game effect applies, and the effect amount of the game effect.
[0023] [First embodiment] <Example of overall game system configuration> First, a configuration example of a game system according to a first embodiment of the present invention will be described. This game system is configured by combining a game server that distributes games with an information processing terminal. The games distributed by the game server include programs and data related to the games.
[0024] <Game System Overview> FIG. 1 is an overall configuration diagram showing an overview of a game system 10 according to the first embodiment. The game system 10 includes a game server 1, a smartphone 2A, and a PC (Personal Computer) 2B. The smartphone 2A and the PC 2B can be connected to the game server 1 via a network N such as the Internet. In the following description, the smartphone 2A and the PC 2B are collectively referred to as an information processing terminal 2. As the information processing terminal 2, for example, a dedicated game terminal may be used.
[0025] The game server 1 is an example of a first information processing device constituting the game system 10. The game server 1 manages game programs and data, and distributes the game programs and data to the information processing terminal 2 based on a data acquisition request from an authenticated information processing terminal 2.
[0026] The information processing terminal 2 processes the game program and data received from the game server 1. The program according to this embodiment controls the display form of text, images, and the like displayed on the output device 27 (an example of a display unit) in accordance with the progress of the game, based on instructions input via the input device 26 (an example of an input unit).
[0027] The smartphone 2A uses a touch panel display device in which the input device 26 and the output device 27 are integrated. The smartphone 2A may be a tablet terminal. In addition, the input device 26 and the output device 27 are separate in the PC 2B. Note that the PC 2B may be a desktop PC to which the input device 26 and the output device 27 are separately connected.
[0028] The information processing terminal 2 is an example of a second information processing device constituting the game system 10. The information processing terminal 2 is capable of storing data including a program that is the basis of a game downloaded from the game server 1 in a storage device 22 shown in FIG. 2, which will be described later.
[0029] The information processing terminal 2 is also capable of reading data including a program that is the basis of a game from a memory, an optical disk, etc. The information processing terminal 2 then executes the program read from the storage device 22 to present a game. When the processing results of a game processed by the game server 1 are distributed to the information processing terminal 2, the information processing terminal 2 can display the processing results using, for example, an Internet browser, or allow a player to progress through the game.
[0030] The information processing terminal 2 selects a program based on an operation signal input from the input device 26 by an operation performed by the player, and outputs a video signal matching the screen of the output device 27 to the output device 27. The output device 27 displays a video based on the video signal. The operation signal input from the input device 26 is, for example, a signal corresponding to each of the operation sticks and operation buttons of a controller. The player can input instructions and control characters through the input device 26.
[0031] The information processing terminal 2 stores game data downloaded from the game server 1 in a storage device 22 shown in Fig. 2, which will be described later. The information processing terminal 2 also performs processes such as reading game data from the storage device 22 and executing a program, drawing a screen in accordance with an operation signal input from the input device 26, and displaying a screen by the output device 27. For example, the information processing terminal 2 displays a screen on which various scenes including characters are drawn, on the output device 27, in accordance with an operation by a player via the input device 26.
[0032] The operations for the character input from the input device 26 include various command inputs such as responses to conversations uttered by the character, instructions to the character, selection of weapons or armor to be used or equipped by the character, leveling up the character, and selection of squares in a skill tree 70 (see FIG. 5 described later). In this embodiment, weapons equipped by the character will be described among the items. In addition, in this embodiment, as an example of an operation performed from the input device 26, operation of a button, stick, etc. of a controller 60 (see FIG. 4 described later) connected to the information processing device 2 is assumed. Note that there is also a tap operation in which the screen of the output device 27 is touched with a finger or a pen. The characters and scenes displayed on the output device 27 change depending on the operation performed by the input device 26.
[0033] <Example of game system hardware configuration> Next, an example of the hardware configuration of the game system 10 according to the first embodiment will be described. FIG. 2 is a block diagram showing an example of the hardware configuration of the game system 10. As shown in FIG.
[0034] (Game server configuration example) The game server 1 is an example of a calculator that operates as a computer capable of executing various programs. The game server 1 includes a processing device 11, a storage device 12, and a network interface 14, all of which are connected to a bus 13.
[0035] The processing device 11 is configured with at least one of, for example, a central processing unit (CPU), a microprocessor unit (MPU), a graphics processing unit (GPU), and a field programmable gate array (FPGA). The processing device 11 reads out program code of software that realizes each function according to the present embodiment from the storage device 12, loads the program code into a temporary storage unit (not shown) provided in the storage device 12, and executes the program code. The processing device 11 performs, for example, arithmetic processing of a game and processing required for drawing objects on the screen of the information processing terminal 2.
[0036] The storage device 12 is composed of, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory). The ROM may be an optical disk, a magneto-optical disk, a DVD (Digital Versatile Disc)-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, or the like. The RAM may be an SRAM (Static Random Access Memory), a DRAM (Dynamic Random Access Memory), or the like. Variables, parameters, etc. generated during the arithmetic processing of the processing device 11 are temporarily written to the storage device 12, and these variables, parameters, etc. are read out by the processing device 11 as appropriate.
[0037] The storage device 12 is composed of at least one of, for example, a hard disk drive (HDD), a solid state drive (SSD), and a flash memory. The storage device 12 stores the OS (operating system) of the game server 1, various parameters, and programs for operating the game server 1. As described above, the storage device 12 stores programs and data necessary for the processing device 11 to operate, and is used as an example of a computer-readable non-transitory storage medium that stores a program executed by the game server 1.
[0038] For example, a network interface card (NIC) or the like is used as the network interface 14. The network interface 14 is capable of transmitting and receiving various data to and from the information processing terminal 2 via a dedicated line or the like connected to a terminal of the NIC and via the network N.
[0039] (Example of information processing terminal configuration) The information processing terminal 2 is an example of a calculator that operates as a computer capable of executing various programs. The information processing terminal 2 includes a processing device 21, a storage device 22, a network interface 24, and an input / output interface 25, each of which is connected to a bus 23. An input device 26 and an output device 27 included in the information processing terminal 2 are connected to the bus 23 via the input / output interface 25.
[0040] The processing device 21 is composed of at least one of a CPU, an MPU, a GPU, and an FPGA, for example. The processing device 21 reads out program code of software for realizing each function according to the present embodiment from the storage device 22, loads it into a temporary storage unit (not shown) provided in the storage device 22, and executes the program code. The processing device 21, for example, performs arithmetic processing of the game and performs processing required for drawing objects on the screen of the information processing terminal 2. The processing device 21 also performs processing such as processing of the OS of the information processing terminal 2 and management of input / output of data performed in each unit in the information processing terminal 2. When processing information related to the game, the processing device 21 can output not only image signals but also audio signals, actuator operation signals, and the like to the output device 27 through the input / output interface 25.
[0041] The storage device 22 is composed of, for example, a ROM and a RAM. The ROM may be an optical disk, a magneto-optical disk, a DVD-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, or the like. The RAM may be an SRAM, a DRAM, or the like. Variables, parameters, and the like generated during the arithmetic processing of the processing device 21 are temporarily written to the storage device 22, and these variables, parameters, and the like are read out by the processing device 21 as appropriate. The processing device 11 also performs processing required to draw, for example, two-dimensional or three-dimensional objects constituting a character or background on the screen of the output device 27.
[0042] The storage device 22 is composed of at least one of, for example, an HDD, an SSD, and a flash memory. In addition to the OS and various parameters of the information processing terminal 2, the storage device 22 stores programs for functioning the information processing terminal 2, game programs, and the like. As described above, the storage device 22 stores programs and data necessary for the operation of the processing device 21, and is used as an example of a computer-readable non-transitory storage medium that stores a program executed by the information processing terminal 2.
[0043] For example, a NIC or the like is used as the network interface 24. The network interface 24 is capable of transmitting and receiving various data to and from the game server 1 and communicating with other information processing terminals 2 via a dedicated line or the like connected to a terminal of the NIC and via the network N.
[0044] The input / output interface 25 converts an operation signal received from the input device 26 into data of a predetermined format, and passes the converted data to the processing device 21. The input / output interface 25 also converts screen data drawn by the processing device 21 into a video signal, and outputs it to the output device 27.
[0045] The input device 26 is a device that accepts input instructions or various information from the player. As the input device 26, for example, there is a pointing device that can input coordinate information of a position specified by the player. This pointing device is a mouse, a touch panel device, etc. The touch panel device is configured by combining the input device 26 and the output device 27. The input device 26 may also be a game controller (a controller 60 shown in FIG. 4 described later), a keyboard, a microphone, a GPS (Global Positioning System) device, or various sensors. As the various sensors, for example, an acceleration sensor (a six-axis sensor, a gyro sensor, etc.), an optical sensor (a camera, etc.), a pressure sensor (a pressure-sensitive touch sensor, etc.), an air pressure sensor, etc. are assumed.
[0046] The output device 27 is a device that outputs information processed by the processing device 21. Examples of the output device 27 include a display device (display device, touch panel device, etc.), an audio device (speaker, headphones, etc.), and an actuator (vibration device, haptic feedback, etc.). When the output device 27 is a display device, an image based on an image signal received from the input / output interface 25 is displayed on the display device. When the output device 27 is an audio device, sounds such as BGM (Back Ground Music), sound effects, and character voices are emitted. When the output device 27 is an actuator, it vibrates or provides haptic feedback according to the game scene.
[0047] <Example of game system functional configuration> Next, an example of the functional configuration of the game system 10 will be described with reference to FIG. 3 is a block diagram showing an example of a functional configuration of the game system 10. In FIG. 3, the communication network N is omitted.
[0048] (Example of game server functional configuration) The game server 1 includes a communication unit 31, a game processing unit 32, and a storage unit 33.
[0049] The communication unit 31 controls communication with the information processing terminal 2. For example, when the communication unit 31 receives a data acquisition request or the like transmitted from the information processing terminal 2, the communication unit 31 outputs the data acquisition request to the game processing unit 32 and transmits game data processed by the game processing unit 32 to the information processing terminal 2. The functions of the communication unit 31 are realized by the processing device 11, the network interface 14, etc. shown in FIG. 2.
[0050] The game processing unit 32 selects and reads out data of the game to be used in the information processing terminal 2 from the storage unit 33, based on a data acquisition request input from the communication unit 31. Then, the game processing unit 32 outputs the read-out game data to the communication unit 31. Note that the game processing unit 32 can also perform processing based on the read-out game data, and then output data of the processing result to the communication unit 31. The functions of the game processing unit 32 are realized by the processing device 11 and the storage device 12 shown in FIG. 2.
[0051] The storage unit 33 stores game data. The function of the storage unit 33 is realized by the storage device 12 shown in Fig. 2. The storage unit 33 also stores data of players who play the game. The player data is used for player authentication processing, etc.
[0052] (Example of functional configuration of information processing terminal) The information processing terminal 2 includes a communication unit 41, an input unit 42, an input receiving unit 43, a path selection unit 44, a character effect changing unit 45, a weapon effect changing unit 46, a drawing unit 47, an image output unit 48, an output unit 49 and a memory unit 50.
[0053] The communication unit 41 transmits data etc. requested by the game played by the player as a data acquisition request to the game server 1. Then, the communication unit 41 writes the game data distributed from the game server 1 to the storage unit 50. The function of the communication unit 41 is realized by the processing device 21 and the network interface 24 shown in FIG. 2.
[0054] The input unit 42 outputs an operation signal generated based on an operation input by the player to the input receiving unit 43. The operation input by the player is assumed to be an operation using various buttons, sticks, and the like of a controller 60 (see FIG. 4 described later) used as an example of the input device 26. In this embodiment, the operation input by the player includes, for example, an operation by the player to select one or more squares from a skill tree 70 shown in FIG. 5 described later, an operation to select a screen on which the skill tree 70 is displayed, an operation to release a lock set on a square in the skill tree 70, an operation to release a square, an operation to increase a weapon level, an operation to release an upper limit of a weapon level, and the like. The function of the input unit 42 is realized by the input device 26 (for example, the controller 60) shown in FIG. 2.
[0055] The input receiving unit 43 receives an operation signal from the input unit 42. The input receiving unit 43 receives, as the operation signal, for example, an instruction to select a square in the skill tree 70 from the input unit 42. The function of the input receiving unit 43 is realized by the input / output interface 25 shown in FIG.
[0056] The path selection unit 44 selects a path from a starting point to an end point, starting from a released square in the skill tree 70 and ending at an unreleased square selected by the player through the input unit 42. In this embodiment, a skill that the character can acquire is set for each square in the skill tree 70. However, a square release condition is set for each square. In this embodiment, the operation of making the character acquire the skill set for a square by satisfying the square release condition set for that square is called "release". For example, an example of a square release condition is consuming a predetermined number of release points held by the character.
[0057] When there are multiple routes from the start point to the end point of a square selected by the player from the skill tree 70, the route selection unit 44 selects the route with the fewest number of squares. In this case, the shortest route among the multiple routes is automatically selected. Even when an unreleased square next to an released square is selected, the route selection unit 44 selects the shortest route if there are multiple routes.
[0058] The character effect changing unit 45 is an example of a game media effect changing unit that changes the character effect of a character, which is an example of game media, by satisfying a square release condition set for each square. The character effect is an example of the above-mentioned game effect, and corresponds to skills, status, etc. that are set for each character and that the character can acquire. The character's skill is, for example, an ability specific to the character's occupation (acquiring magic spells, stealing, dancing, etc.) or an increase in elements required for the character's growth (HP (Hit Points), MP (Magic Points), etc.). The player releases squares in the skill tree 70, allowing the character to acquire skills. The character's status represents various states of the character at the current time, and is assumed to be, for example, abilities that the character has acquired and can use, and the character's physical condition (the character can move normally, is unable to act, etc.).
[0059] In this embodiment, the character's acquisition of a skill and character growth are taken as an example of a change in the character effect of the character. For example, the character's action types during battle may increase, or parameters such as the character's HP or MP may increase as a result of the change in character effect. The parameter is data represented by a specific change in numerical value, and in addition to the above-mentioned HP and MP, data represented by numerical values such as the character's attack power, stamina, and magic power are envisioned. Note that the change in character effect also includes changes such as abandoning an already acquired skill or weakening a skill.
[0060] As will be described later, in the game according to this embodiment, weapon strengthening squares in which the character effect changes as the weapon effect changes are provided in the skill tree 70. An unlocking condition is set for this weapon strengthening square, which is unlocked by strengthening the weapon. When the weapon effect of the weapon associated with the weapon strengthening square reaches a specified value, thereby satisfying the unlocking condition, the character effect changing unit 45 unlocks the weapon strengthening square. Thereafter, when the square release condition associated with the weapon strengthening square is satisfied, the character effect changing unit 45 changes the character effect.
[0061] The weapon effect changing unit 46 is an example of a game element effect changing unit that changes the weapon effect of a weapon when a weapon release condition determined for each of a plurality of weapons associated with a character is satisfied. The weapon release condition is, for example, increasing the weapon level to a specified value, releasing the upper limit of the weapon level, etc. When the unlock condition set for a weapon strengthening square in the skill tree 70 is to satisfy the weapon release condition, the weapon effect changing unit 46 unlocks the weapon strengthening square when the weapon release condition is satisfied.
[0062] In this embodiment, weapons that a character can use are taken as an example of a game element. A weapon effect is another example of the above-mentioned game effect, and corresponds to a weapon level set for each weapon. By increasing the weapon effect, i.e., the weapon level, for example, the attack power of the weapon increases or a special technique is added to the weapon. A change in the weapon effect also includes a change such as abandoning an already acquired special technique.
[0063] In the game according to this embodiment, the weapons that can be equipped are determined for each character. Only one character can equip a particular weapon, and other characters cannot equip the same weapon. Weapons that a character possesses and can use are associated with the character, and different weapon release conditions are set for each weapon. Note that the same weapons may be equipped by multiple characters. The same weapon release conditions may also be set for multiple types of weapons.
[0064] The drawing unit 47 draws an image to be displayed on the output unit 49, based on the operation signal received by the input receiving unit 43. The image drawn by the drawing unit 47 includes, for example, text, as well as two-dimensional or three-dimensional images of objects including a player character operated by a player and other characters.
[0065] The image output unit 48 outputs the image drawn by the drawing unit 47 to the output unit 49. For example, images of each screen shown in Fig. 8 to Fig. 12 described later are output to the output unit 49. The function of the image output unit 48 is realized by the input / output interface 25 shown in Fig. 2.
[0066] The output unit 49 displays the image output by the image output unit 48. The function of the output unit 49 is realized by the output device 27 shown in FIG.
[0067] The storage unit 50 stores game data received by the communication unit 41 from the game server 1. The function of the storage unit 50 is realized by the storage device 22 shown in FIG.
[0068] Both the game server 1 and the information processing terminal 2 are used as an example of a game device according to this embodiment. When the game server 1 provides a game to the information processing terminal 2, each of the functional units of the information processing terminal 2, that is, an input receiving unit 43, a path selecting unit 44, a character effect changing unit 45, a weapon effect changing unit 46, and a drawing unit 47, is configured in the game server 1.
[0069] <Controller external configuration example> FIG. 4 is a diagram showing an example of the external configuration of the controller 60. As shown in FIG. The controller 60 is an example of a controller in which a right stick key 61, a left stick key 62, an operation button 63, a cross directional key 64, an R1 key 65, an R2 key 66, an L1 key 67, and an L2 key 68 are attached to one housing. The upper side of Fig. 4 shows a plan view (1) of the controller 60, and the lower side of Fig. 4 shows a front view (2) of the controller 60 as viewed from slightly diagonally above the front.
[0070] The right stick key 61 and the left stick key 62 are used to move the player character (hereinafter abbreviated as "character") to a position that is difficult to reach using the cross direction key 64. The right stick key 61 and the left stick key 62 are also used to change the character's viewpoint.
[0071] The operation buttons 63 are provided with four buttons labeled with four types of letters: "A", "B", "C", and "D". Each button is assigned a function for giving instructions to the character. The operation buttons may be labeled with numbers, figures, etc.
[0072] The cross directional key 64 is used to move the character forward, backward, left, or right, or may be used to make the character crouch by pressing the down key.
[0073] An R1 key 65 and an R2 key 66 are provided on the right side of the upper part of the controller 60, and an L1 key 67 and an L2 key 68 are provided on the left side. Each key is used, for example, to call up a specific function during a character's battle, or to switch the character's equipment or the screen display.
[0074] In addition, in a tablet terminal such as the smartphone 2A (see FIG. 1) to which the controller 60 is not connected, button icons arranged in the same manner as the controller 60 are displayed on the screen. The player can give operational instructions equivalent to those of the controller 60 by touching the button icons. In addition, in a PC 2B (see FIG. 1) to which the controller 60 is not connected, the functions of each key and button of the controller 60 can be assigned to the keyboard. The player can give operational instructions equivalent to those of the controller 60 by operating the keyboard.
[0075] <Skill tree configuration example> FIG. 5 is a diagram showing an example of the configuration of a skill tree 70. The skill tree 70 is configured by combining a plurality of squares in a tree shape. Each square is connected to one or more squares. In FIG. 5, the shape of the squares is expressed as an oval, but it may be a circle, a polygon, or other shape. In the upper right of FIG. 5, a retained release point display section 71, which is the release points held by the character, is displayed. The retained release point display section 71 indicates that the retained release points are 8 points. The retained release points are not different data for each character, but are data associated with the player. Any character used by a certain player may use a single release point.
[0076] In this embodiment, the squares constituting the skill tree 70 are taken as an example of the change content. The change content is displayed on the screen as a square associated with a skill that the character can acquire. Furthermore, the square release condition set for each square is taken as an example of the change content release condition. Furthermore, the skill tree 70 is taken as an example of a change element composed of a plurality of squares, and the character operated by the player is taken as an example of a game medium. The program according to this embodiment provides the player with a game in which a skill tree 70 is provided for each character. A square release condition is set for each square of the skill tree 70, and when the square release condition is satisfied, the character acquires the skill set for the square. As described above, the square release condition is satisfied by consuming a predetermined number of release points set for each square.
[0077] When a player wants a character to acquire a skill, the player selects a square whose mass release condition is not satisfied from among the multiple squares included in the skill tree 70. When the player selects a square, the path selection unit 44 shown in Fig. 3 selects squares whose mass release condition is not satisfied along the path of squares that connect to the starting point, starting from the square whose mass release condition is satisfied.
[0078] When the mass release condition of the mass on the path including the selected mass is satisfied, the character effect change unit 45 causes the character to acquire the skill set for the mass. Therefore, the character effect changes according to the acquired skill.
[0079] The squares that make up the skill tree 70 include normal squares and weapon strengthening squares according to this embodiment. A specific weapon is associated with the weapon strengthening squares, and the character effect changes as the weapon effect of the specific weapon changes. Both the normal squares and the weapon strengthening squares are squares that are unlocked when the character consumes a certain number of unlocking points acquired in the game to satisfy the square unlocking conditions, allowing the character to acquire a skill.
[0080] Unlike normal squares, weapon enhancement squares have an unlocking condition that prevents the player from selecting the weapon enhancement squares until the weapon effect of a specific weapon reaches a specified value. Therefore, weapon enhancement squares require weapon enhancement before the square unlocking condition is met. The specified value is assumed to be, for example, the weapon level value or the upper limit of the weapon level. However, other indicators may be used as the specified value.
[0081] In this embodiment, a specific weapon is strengthened to a specified value, for example, when the weapon level of the specific weapon is strengthened to a specific level value, or when the weapon level upper limit of the specific weapon is strengthened to a specific upper limit. After the unlocking condition is satisfied due to the specific weapon being strengthened to the specified value, the player can select a weapon strengthening square from the skill tree 70. When the square release condition associated with the selectable weapon strengthening square is satisfied, the weapon strengthening square is released and the character acquires the skill of the weapon strengthening square. For example, the player can release the weapon strengthening square by consuming a predetermined number of release points held by the character in the unlocked weapon strengthening square, and allow the character to acquire the skill of the weapon strengthening square.
[0082] In FIG. 5, the skill that the character can acquire is indicated for each square as "skill n." "Skill n" is indicated to indicate the position of the square and the skill name, and in the actual skill tree 70, an image or the like representing the skill is displayed in the square. In this case, when the player selects a square, the content of the skill to be set in the square and the number of release points to be consumed in the square are displayed. Also, the same skill (e.g., HP increase) may be set for different squares (e.g., skill 2 and skill 23).
[0083] In FIG. 5, the skill 1 and 2 squares are unlocked squares. The unlocked squares are represented by oval icons without hatching, without distinguishing between normal squares and weapon strengthening squares. The squares from skill 3 onwards are all unlocked squares. Of the unlocked squares, the skill 3, 12, 21-23, 31, 41, and 42 squares represent normal squares. The skill 11, 13, and 32 squares represent weapon strengthening squares. The weapon strengthening square of skill 11 is unlocked but has been unlocked. The weapon strengthening squares of skills 13 and 32 are unlocked and have not been unlocked. The lock of the weapon strengthening squares can be unlocked on the weapon strengthening screen 140, the weapon strengthening sub-screen 150, and the upper limit release sub-screen 160 shown in FIG. 11 and FIG. 12, which will be described later.
[0084] The player performs an operation to select an unreleased square to be released next, starting from the square of released skill 2. In this embodiment, in order to release each square, it is necessary to consume two release points for each square. For example, the operation of the player to select the square of skill 3, which is an unreleased square, is equivalent to selecting a route starting from the square of skill 2 and ending at the square of skill 3. Therefore, the character effect change unit 45 consumes two points from the held release points to release the square of skill 3, and the character acquires skill 3.
[0085] The player can select multiple squares, or can skip multiple squares and select one square. For example, by selecting the square of skill 23 as end point 2, the player can select a route starting from the square of skill 2 and ending at the square of skill 23. In this case, the character effect change unit 45 can release each square of skills 3, 21, 22, and 23 at once, and allow the character to acquire the skills of each square. Since the release points consumed from the held release points are 8 points, there is no shortage of held release points.
[0086] Also, the player can select a route starting from the square of skill 2 and ending at the square of skill 11, and unlock the squares of skills 3 and 11. Since skill 11 has already been unlocked, the square can be unlocked by consuming unlocking points. Note that the player cannot select the weapon strengthening square of skill 13, which has not yet been unlocked. Therefore, in order for the player to select the square of skill 41 after unlocking the squares of skills 3, 11, and 12, he or she must unlock the weapon strengthening square of skill 13 and then unlock the weapon strengthening square of skill 13. In addition, the player must return to the square of skill 3, which has already been unlocked, and use the square of skill 3 as the starting point to unlock the squares of skills 21, 22, and 23.
[0087] It is also assumed that the skill tree 70 does not have to be configured with a plurality of squares connected by lines, but may have squares in contact with each other. The shape of the skill tree 70 may be a radial shape other than a tree shape. The skill tree 70 is configured with a unique shape for each character, but for example, multiple characters belonging to the same group may be configured with skill trees 70 of the same shape. The player may use a specific item to select a square that is farther away than the release points that the character has already acquired, and make that square available for release.
[0088] Next, an example of the configuration of each table managed in the game according to this embodiment will be described with reference to FIG. 6 and FIG. FIG. 6 is a diagram showing an example of the structure of the block management table 81 and the unlock condition management table 82. As shown in FIG.
[0089] The square management table 81 is used to manage each square that constitutes the skill tree 70. The square management table 81 has items for square category and summary. The square category item stores the name of the square category. Examples of square categories include "basic parameter strengthening squares", "higher parameter strengthening squares", "ability acquisition squares", "ability strengthening squares", and "weapon strengthening squares". In this embodiment, the squares in square categories 1 to 4 other than the "weapon strengthening squares" are collectively referred to as normal squares.
[0090] The summary item stores a summary of the square category. Of the regular squares in square categories 1 to 4, for example, a "basic parameter strengthening square" in square category 1 indicates that the square strengthens the character's basic parameters such as HP, attack, stun (temporary paralysis), and critical rate (probability of an attack that deals more damage than normal). A "ability acquisition square" in square category 3 indicates the new ability that the character will acquire.
[0091] A "weapon strengthening square" in square category 5 indicates that the character can acquire an ability after strengthening the weapon the character possesses. However, the skills that the character can acquire by unlocking a weapon strengthening square are not limited to acquiring abilities, and may be the same as the skills that the character can acquire by unlocking a normal square.
[0092] The unlock condition management table 82 is used to manage the unlock conditions set for the squares. In the skill tree 70, both normal squares and weapon strengthening squares can be locked. The unlock condition management table 82 has items for the unlock condition and an overview.
[0093] The unlock condition item stores the name of the unlock condition. Examples of the unlock conditions include "a certain level increase," "clearing up to a certain chapter," "clearing a certain quest," "obtaining or creating a certain weapon," "unlocking a certain weapon to a certain upper limit," "weapon upper limit unlock reaching n stars," "obtaining a certain square," and the like.
[0094] The summary item stores a summary of the unlocking condition. Unlocking conditions 1 to 4, and 7 in the unlocking condition management table 82 represent the unlocking conditions set for normal spaces. For example, unlocking condition 1, "increase to a specific level," is the unlocking condition for the character to reach a specific level. Unlocking condition 2, "clear up to a specific chapter," is the unlocking condition for clearing up to a specific chapter as the story progresses.
[0095] When any of unlock conditions 1 to 4, or 7 is set for a locked normal square, the lock on the normal square is released when the set unlock condition is met. After that, the player can release the unlocked normal square by spending a certain number of release media (e.g., owned points) acquired in the game, allowing the character to acquire a skill.
[0096] Unlock conditions 5 and 6 represent the unlock conditions for weapon enhancement squares. The unlock conditions set for weapon enhancement squares may include any one of the following: the weapon effect has reached a specified value, a weapon has been acquired, and the upper limit of the weapon effect has been released. The weapon effect has reached a specified value, for example, when the weapon level specific to the weapon has reached a specified value (e.g., weapon level 20). The upper limit of the weapon effect has been released, for example, when the upper limit of the weapon level (e.g., the upper limit is weapon level 30) has been released and a new upper limit of the weapon level (e.g., the upper limit is weapon level 40) has been set.
[0097] When either unlock condition 5 or 6 is set for the weapon strengthening square locked, the weapon strengthening square is unlocked when the set unlock condition is met. After that, the player can release the unlocked weapon strengthening square by spending a certain number of release media acquired in the game, allowing the character to acquire a skill.
[0098] For example, unlock condition 5 "unlock a specific weapon to a specific limit" is an unlock condition that the limit of a specific weapon is unlocked. Unlock condition 6 "weapon limit unlock reaches n stars" is an unlock condition that the limit unlock of a specific weapon reaches n stars. n stars is an index that indicates the strength of a weapon, and when a weapon is strengthened, such as from star 1 to star 2, the star number (n) changes. For the same weapon, the higher the star number, the stronger the weapon. Also, since the upper limit of the weapon level is limited according to the number of stars, in order to increase the weapon level and make the weapon stronger, it is necessary to increase the number of stars for that weapon.
[0099] FIG. 7 is a diagram showing an example of the configuration of the weapon strengthening management table 83 and the weapon level upper limit management table 84. As shown in FIG.
[0100] The weapon strengthening management table 83 is a table that specifies the conditions required to strengthen a weapon. The weapon strengthening management table 83 has items such as weapon name, weapon level, and required experience value.
[0101] The weapon name field stores the name of the weapon. Note that, at the time of implementation, the weapon ID assigned to each weapon may be substituted for the weapon name. The weapon level item stores how the weapon level changes. The weapon level is expressed as a number for the weapon. For example, an item shown as "1 → 2" in the figure indicates that the weapon level goes up from "1" to "2".
[0102] The required experience value item stores the experience value required to increase the weapon level as a change condition required to change the weapon level. For example, a character can acquire experience value by repeatedly fighting or using an item on a weapon equipped by the character. When the experience value accumulates to a threshold value determined for each weapon level, the weapon level increases. Although a specific numerical value is used for the required experience value, in FIG. 7, it is represented as Exp1(1), Exp2(1), etc. For example, the experience value required to increase the weapon level of weapon 1 from level 1 to level 2 is Exp1(1). Similarly, the experience value required to increase the weapon level of weapon 1 from level 2 to level 3 is Exp2(1). As the weapon level increases, the required experience value increases.
[0103] The weapon level upper limit management table 84 manages the upper limit of the weapon level. The weapon level determined for each weapon has an upper limit set in units of stars. The upper limit of the weapon level is determined according to the number of stars acquired for the weapon. For this reason, the player attempts to increase the number of stars and increase the upper limit of the weapon level so that the weapon used by the character will become a weapon with a high weapon level, that is, a strong weapon or a weapon with many special effects.
[0104] The weapon level upper limit management table 84 has items such as weapon name, upper level limit (n stars), and upper level limit change conditions. The weapon name field stores the name of the weapon. Note that in an actual game, the weapon name may be replaced with a weapon ID assigned to each weapon. The level limit item stores the number of stars. For example, the item shown as "1 → 2" in the figure represents a change in the level limit, and indicates that the number of stars acquired by a weapon changes from 1 star to 2 stars. For example, if the level limit for 1 star is 10, the player can only increase the weapon level to 10. For 2 stars, the level limit changes to 25, so the player can increase the weapon level to 25.
[0105] The relationship between the number of stars and the upper level limit may differ for each weapon. Also, the upper level limit item may store the upper level limit value itself instead of the stars. For example, the upper level limit item may store values such as 10, 25, 35, ..., and the weapon effect change unit 46 may be controlled so that the weapon level can only be increased to the value stored in the upper level limit item.
[0106] The level upper limit change condition item stores a level upper limit change condition according to the number of stars acquired by a weapon. In this table, for example, a level upper limit change condition required for a 1-star weapon to change to a 2-star weapon is stored as condition 1(1). Condition 1(1) specifies, for example, the type of material, the number of materials, the combination of each material, the number of in-game coins, etc. required to acquire stars, but the detailed contents will not be described in this specification. In addition, in this embodiment, the maximum number of stars that a weapon can acquire is six, but it may be more or less than six. In addition, the maximum number of stars may be different for each weapon.
[0107] <Explanation of the skill setting screen> FIG. 8 is a diagram showing an example of the display of the skill setting screen 90. As shown in FIG. The skill setting screen 90 is a screen where the player can select a square from the skill tree 70. The skill setting screen 90 displays display switching tabs 91, 92, a character icon 94, an L1, R1 button icon, an L2, R2 button icon, and a skill tree display section 95.
[0108] The character displayed in the character icon 94 can be switched by the player pressing the L2 button or the R2 button. When the character is switched, the character icon 94 corresponding to the switched character and the skill tree 70 are displayed.
[0109] The display switching tab 91 displays the attack skill tree 70, and the display switching tab 92 displays the defense skill tree (not shown). The player can switch between the display switching tabs 91 and 92 by pressing the L1 button or the R1 button. The skill tree display section 95 displays the skill tree 70 corresponding to the display switching tabs 91 and 92, and the held and released points display section 71. FIG. 8 shows how the attack skill tree 70 is displayed in the skill tree display section 95 by coloring the display switching tab 91. The held and released points display section 71 shows the number of released points (e.g., "8") currently held by the character. The player can have the character acquire the skills set in each square of the skill tree 70 by spending the held and released points.
[0110] When a character acquires a skill, a sub-screen shown in FIG. 9 or FIG. 10 described later is displayed superimposed on the skill setting screen 90 according to the number of unreleased squares on the path starting from an unlocked square and ending at an unlocked square. When there is one unreleased square on the path, i.e., when an unreleased square adjacent to an unlocked square is selected, a skill acquisition sub-screen 100 shown in FIG. 9 is displayed. On the other hand, when there are multiple unreleased squares on the path, i.e., when an unreleased square two or more spaces ahead of an unlocked square is selected, a multiple skill acquisition sub-screen 110 shown in FIG. 10 is displayed. These sub-screens are described below.
[0111] <Example of skill acquisition sub-screen> Fig. 9 is a diagram showing a display example of the skill acquisition sub screen 100. The skill acquisition sub screen 100 is displayed superimposed on the skill setting screen 90 shown in Fig. 8. For example, the skill acquisition sub screen 100 displayed when the unopened square 72 of skill 3 in Fig. 8 is selected will be described.
[0112] 9(1) shows an enlarged view of a skill acquisition sub-screen 100. The skill acquisition sub-screen 100 includes a skill name display section 101, a selection box display section 102, a first skill effect description section 103, a second skill effect description section 104, and a specific operation display section 105.
[0113] The skill name display section 101 displays the name of the skill associated with the unopened square 72 selected by the player. The selection square display section 102 displays an enlarged image of the unopened square 72. The first skill effect explanation unit 103 displays an explanation of the skill effect. The second skill effect explanation unit 104 displays the explanation of the skill effect together with specific numerical values.
[0114] The specific operation display unit 105 displays a first specific operation for the player to make the character acquire a skill and the number of points consumed for the character to acquire the skill. The character effect change unit 45 changes the character effect when the first specific operation is performed via the input unit 42 after the unreleased mass 72 for which the mass release condition is not satisfied is selected by the player's operation, and the mass release condition associated with the unreleased mass 72 is satisfied. In this embodiment, an operation of pressing the A button of the operation button 63 of the controller 60 shown in FIG. 4 for a specified time or more (referred to as a "long press") is adopted as the first specific operation. In addition, the mass release condition associated with the unreleased mass 72 is, for example, consuming two points from the held release points. Note that a long press of a button other than the A button may be adopted as the first specific operation, or an operation of pressing the A button multiple times in succession may be adopted as the first specific operation.
[0115] For example, when the player presses the A button, a skill acquisition gauge 106 that changes shape in accordance with the number of seconds the A button is pressed is displayed superimposed on an icon on the specific operation display unit 105. The skill acquisition gauge 106 is displayed as an animation that extends from the left to the right of the icon on the specific operation display unit 105 in accordance with the length of time the player presses the A button.
[0116] In (1) of Fig. 9, the player has not pressed the A button, so the skill acquisition gauge 106 is not displayed. In (2) and (3) of Fig. 9, the player has pressed and held the A button, so that the skill acquisition gauge 106 extends from the left end of the icon on the specific operation display unit 105. As shown in (4) of Fig. 9, when the extended skill acquisition gauge 106 reaches the right end of the icon on the specific operation display unit 105, the character acquires a skill.
[0117] If the player stops pressing the A button before the skill acquisition gauge 106 reaches the right end of the icon on the specific operation display unit 105 (at points (2) and (3) in FIG. 9), the skill acquisition gauge 106 will be hidden. In this case, no release points will be consumed and the character will not acquire a skill. This operation corresponds to a cancel operation that stops the acquisition of a skill after the player has decided which skill the character will acquire.
[0118] <Example of the multiple skill acquisition sub-screen> Fig. 10 is a diagram showing a display example of a multiple skill acquisition sub screen 110. The multiple skill acquisition sub screen 110 is displayed superimposed on the skill setting screen 90 shown in Fig. 8. For example, the multiple skill acquisition sub screen 110 displayed when the unopened square 73 of the skill 31 in Fig. 8 is selected will be described.
[0119] The multiple skill acquisition sub-screen 110 shown in the upper part of FIG. 10 includes a skill name display section 111, a selection box display section 112, a first skill effect description section 113, a second skill effect description section 114, and a specific operation display section 115.
[0120] The skill name display unit 111 displays the name of the skill associated with the unopened square 73. The selection square display section 112 displays an enlarged image of the unopened square 73. The first skill effect explanation unit 113 displays an explanation of the skill effect. The second skill effect explanation section 114 displays an explanation of the skill effect together with specific numerical values.
[0121] The specific operation display unit 115 displays a second specific operation for the player to make the character acquire a skill and the number of points consumed for the character to acquire the skill. When a plurality of unopened masses, including the unopened mass 73 selected by the player, exist on the path, the second specific operation is performed via the input unit 42, and the mass release condition associated with the plurality of unopened masses is satisfied, the character effect change unit 45 consumes the release points to change the character effect. Therefore, the character can acquire a plurality of skills associated with each of the plurality of unopened masses at once. In addition, since the player does not need to select the plurality of unopened masses one by one and perform the operation of pressing and holding, the time required to release the plurality of unopened masses can be reduced. The process of releasing the unopened masses existing on the path automatically selected by the path selection unit 44 shown in FIG. 3 at once and having the character effect change unit 45 acquire the plurality of skills is called "automatic acquisition".
[0122] In this embodiment, the second specific operation is an operation of pressing the D button of the operation buttons 63 of the controller 60 shown in FIG. 4. The specific operation display unit 115 displays "Automatic Acquisition" together with the icon of the D button. In addition, the mass release condition associated with the unreleased mass is, for example, consuming 4 points from the held release points to release all the unreleased masses of skills 3 and 31 on the path. Note that pressing a button other than the D button may be adopted as the second specific operation.
[0123] The confirmation screen 116 shown at the bottom of Fig. 10 is displayed when the D button is pressed to instruct automatic acquisition. In automatic acquisition, many release points are consumed. For this reason, the confirmation screen 116 is displayed so that the operation can be canceled when the player selects an unreleased square of an unintended skill.
[0124] The confirmation screen 116 includes an operation instruction display section 117 , an execute button 118 , and a cancel button 119 . The operation instruction display section 117 displays that the player can acquire a skill by automatic acquisition up to the square selected by the player by consuming release points, that the route that minimizes the consumed release points is selected, an image of the unopened square 73 selected by the player, and the total number of consumed release points.
[0125] The execute button 118 is a button for the player to instruct execution of the random acquisition. When the execute button 118 is pressed, a plurality of unopened squares are opened and the character acquires a skill. The cancel button 119 is a button for the player to instruct to cancel the execution of the random acquisition. When the cancel button 119 is pressed, the random acquisition is not performed and the multiple skill acquisition sub-screen 110 is closed.
[0126] <Explanation of the Weapon Enhancement Screen> FIG. 11 is a diagram showing a display example of the weapon strengthening screen 140. As shown in FIG.
[0127] Weapons held by characters can be strengthened, for example, by experience points or materials. The weapon strengthening screen 140 is a screen for the player to strengthen weapons by experience points or materials. This weapon strengthening screen 140 has an strengthened weapon selection section 141, an strengthened weapon information display section 142, a required material display section 143, and a weapon effect selection section 144.
[0128] The strengthening weapon selection unit 141 is used for the player to select a weapon that he / she wishes to strengthen. In Fig. 1, four types of weapons, Weapon 1 to Weapon 4, can be selected, and the item of Weapon 1 selected as the weapon to be strengthened is displayed in color.
[0129] The enhanced weapon information display section 142 displays information on the weapon selected in the enhanced weapon selection section 141. Examples of weapon information include an image representing the weapon selected in the enhanced weapon selection section 141, the current level of the weapon, the maximum level of the weapon, the number of stars acquired by the weapon, the number of experience points required for the weapon to reach the next level, the HP of the weapon, and the attack power of the weapon. The HP of the weapon is added to the HP of the character. Furthermore, the attack power of the weapon is added to the attack power of the character.
[0130] The necessary material display section 143 displays materials necessary to change the weapon effect of the weapon selected in the strengthening weapon selection section 141. The weapon effect selection section 144 displays two selectable methods for changing the weapon effect. The two methods are "strengthening" for increasing the weapon level and "limit release" for increasing the upper limit of the weapon level. Depending on the item selected by the player, either the weapon strengthening sub-screen 150 or the limit release sub-screen 160 shown in FIG. 12 is displayed.
[0131] <Explanation of Weapon Enhancement Subscreen and Weapon Limit Release Subscreen> Fig. 12 is a diagram showing an example of the display of a weapon strengthening sub-screen 150 and an upper limit release sub-screen 160. When the "Strengthen" item in the weapon effect selection section 144 is selected, the weapon strengthening sub-screen 150 shown in the upper part of Fig. 12 is displayed superimposed on the weapon strengthening screen 140 shown in Fig. 11.
[0132] The weapon strengthening sub-screen 150 includes a weapon icon display section 151 , a strengthening material selection section 152 , a strengthening result display section 153 , an execute button 154 , and a cancel button 155 .
[0133] The weapon icon display section 151 displays an image icon of the weapon that the player has selected to strengthen. The strengthening material selection section 152 displays the current number of materials required to strengthen the selected weapon and the number of materials to be used. The material selected by the player is highlighted, and the number of materials to be used can be changed. The strengthening material selection section 152 displays the currency used in the game, and may be consumed as strengthening materials.
[0134] The strengthening result display section 153 displays the experience points that can be acquired by strengthening the weapon, the current values of the weapon level, HP, and attack power, and the values after strengthening. By checking each value in the strengthening result display section 153, the player can determine whether or not to strengthen the weapon.
[0135] The execute button 154 is a button for the player to instruct execution of weapon strengthening. When the execute button 154 is pressed, the number of materials displayed in the strengthening material selection section 152 is used, and the weapon level is increased. The cancel button 155 is a button for the player to instruct to cancel the execution of weapon strengthening. When the cancel button 155 is pressed, the weapon strengthening is not performed and the weapon strengthening sub-screen 150 is closed.
[0136] 12 is displayed superimposed on the weapon strengthening screen 140 shown in FIG. 11 when the "Limit Break" item is selected in the weapon effect selection section 144. The maximum limit break sub-screen 160 shown in the lower part of FIG.
[0137] The upper limit break sub-screen 160 includes a weapon icon display section 161 , an upper limit break material display section 162 , an upper limit break result display section 163 , an execute button 164 , and a cancel button 165 .
[0138] The weapon icon display section 161 displays an image icon of the weapon selected by the player to break the upper limit. The upper limit break material display section 162 displays the current number of materials possessed that are necessary to break the upper limit of the selected weapon, and the number of materials to be used, for example, in the format of number possessed / number used.
[0139] The number of stars that can be acquired by breaking the upper limit of a weapon, the current upper limit of the weapon level, and the value after breaking the upper limit are displayed in the upper limit break result display section 163. By checking each value in the upper limit break result display section 163, the player can determine whether or not to break the upper limit of the weapon.
[0140] The execute button 164 is a button for the player to instruct execution of the upper limit release. When the execute button 164 is pressed, the number of materials displayed in the upper limit release material display area 162 is used, and the upper limit of the selected weapon is released. The cancel button 165 is a button for the player to instruct cancellation of the execution of the upper limit release. When the cancel button 165 is pressed, the upper limit release is not performed and the upper limit release sub-screen 160 closes.
[0141] <Example of processing performed in the game> Next, details of the processing carried out in the game will be described with reference to Figures 13 to 15. In the following processing, a method of changing the effects of characters and weapons in the game according to this embodiment will be described.
[0142] (Example of selection process for unreleased squares) First, with reference to the skill tree 70 shown in Figures 5 and 8, an example of a process in which a character acquires a skill will be described with reference to Figures 13 and 14. In the following description, it is assumed that the display switch tab 91 for "attack" on the skill setting screen 90 shown in Figure 8 is selected, and the skill tree 70 corresponding to "attack" is displayed on the output device 27 by the image output unit 48. FIG. 13 is a flowchart showing an example of the unreleased square selection process.
[0143] First, when a player operates the controller 60 (see FIG. 4), which is an example of the input device 26, to select a square, the input unit 42 shown in FIG. 3 generates an operation signal, and the input acceptance unit 43 accepts the operation signal as input information (S1). Hereinafter, a series of processes by the controller 60, the input unit 42, and the input acceptance unit 43 in step S1 will be described simply as the operation of the controller 60.
[0144] Next, the player operates the controller 60 to select an unopened square from the skill tree 70 (S2). The player selects an unopened square starting from a released square. The player may select only one square, or may select multiple squares. Furthermore, the squares that the player may select are not limited to unopened squares adjacent to released squares, but may also be unopened squares several spaces away from the released square.
[0145] Next, the path selection unit 44 shown in Fig. 3 counts the unlocking points required to unlock unopened squares on the path from the current square to the square selected by the controller 60 (S3). For example, assume that the number of unlocking points required to unlock each square to an adjacent square is "2". In this case, if there are two unopened squares on the path from the currently unlocked square to the unopened square selected by the controller 60, the path selection unit 44 calculates the unlocking points required to unlock them as 2 x 2 = 4 points.
[0146] Next, the path selection unit 44 determines whether there are multiple paths between the current square and the selected unopened square (S4). If there is only one path (NO in S4), the process proceeds to step S6. The single path includes, for example, a path from the current square to the selected unopened square separated by multiple unopened squares, as well as a path to an unopened square adjacent to the current square.
[0147] On the other hand, if there are multiple routes (YES in S4), the route selection unit 44 selects the route that requires the fewest number of points to be unlocked from among the multiple routes (S5). For example, assume that the lock of the square of skill 32 has been unlocked in the skill tree 70 shown in FIG. 5. Furthermore, assume that the player selects the square of skill 41 as the end point from the current square of skill 2, which has been unlocked. In this case, there is a route 1 that follows the squares of skills 3, 21, 22, and 23 from the square of skill 2 to the square of skill 41, and a route 2 that follows the squares of skills 3, 31, and 32. The number of points required to unlock route 1 is "10", and the number of points required to unlock route 2 is "8". Therefore, the route selection unit 44 selects route 2 that requires the fewest number of points to be unlocked.
[0148] After the process of step S5 or after the determination of NO in step S4, the character effect change unit 45 shown in Fig. 3 determines whether the number of possessed release points is equal to or greater than the number of release points required to release the squares on the path (S6). The determination process of step S6 represents the conditions for releasing the squares, and is an example of the change content release conditions.
[0149] If the number of held release points is equal to or greater than the number of release points required to release squares on the path (YES in S6), the character effect change unit 45 performs the square release process shown in FIG. 14, which will be described later (S7), and then terminates this process.
[0150] On the other hand, if the number of possessed release points is less than the number of release points required to release the squares on the path (NO in S6), the character effect change unit 45 outputs a message informing the player of the lack of release points (S8) and ends this process. The player who is informed of the lack of possessed release points will once again perform an operation to select an unreleased square, and the process will be repeated from step S1.
[0151] (Example of mass release process) 14 is a flowchart showing an example of the mass release process, which is a subroutine shown in step S7 of FIG.
[0152] First, the character effect changing unit 45 determines whether or not a weapon strengthening square is included in the path selected by the path selecting unit 44 (S11). If the path does not include a weapon strengthening square (NO in S11), the character effect changing unit 45 determines whether or not there is one unopened square on the path (S12).
[0153] If there is only one unopened square on the path (YES in S12), the character effect change unit 45 determines whether or not a long press (first specific operation) has been performed on the square selected by the player (S13). If a long press has not been performed (NO in S13), no processing is performed. In this case, in FIG. 13, the square opening processing in step S7 ends.
[0154] On the other hand, if the button is pressed and held (YES in S13), the character effect change unit 45 consumes the held release points to release the unopened squares on the path (S14). If there is only one unopened square on the path, only that unopened square is released, and the square release process in step S7 in FIG. 13 ends.
[0155] In step S12, if there are multiple unopened squares on the path (NO in S12), the character effect change unit 45 determines whether or not the player has performed an automatic acquisition (second specific operation) on the unopened square selected by the player (S15). If an automatic acquisition (second specific operation) has been performed (YES in S15), the process proceeds to step S14.
[0156] In step S14 after the YES judgment in step S15, the process of automatic acquisition is executed. For example, assume a path starting from a square whose square release condition is satisfied and ending with an unopened square where a long press is performed and whose square release condition is not yet satisfied. There are cases where one or more unopened squares whose square release condition is not satisfied exist on this path, and the square release conditions of one or more unopened squares on the path and the unopened square at the end point are satisfied. In this case, the path selection unit 44 changes the character effects of the multiple unopened squares on the path and the character effect of the unopened square at the end point all at once. Therefore, multiple unopened squares on the path are released with just one automatic acquisition operation (pressing the D button), and the effort of the player performing the long press operation many times is reduced.
[0157] In step S11, when the character effect change unit 45 determines that the path includes a weapon strengthening square (YES in S11), it determines whether or not the weapon strengthening square has been unlocked (S16). Any one of square release conditions 4 to 6 in the unlocking condition management table 82 shown in Fig. 6 is set for the weapon strengthening square, and the weapon strengthening square is unlocked when the set unlocking condition is satisfied. As described above, when a specific weapon associated with the weapon strengthening square is strengthened to a specified value, the unlocking condition is satisfied and the weapon strengthening square is unlocked.
[0158] If the weapon strengthening square has been unlocked (YES in S16), the process proceeds to step S12. On the other hand, if the weapon strengthening square has not been unlocked (NO in S16), the character effect change unit 45 outputs a message to the effect that "weapon strengthening is necessary" (S17), and the square release process in step S7 in Fig. 13 ends. Having confirmed the message, the player understands that the unopened squares on the path cannot be released at this time, and begins to perform an operation to unlock the weapon strengthening square.
[0159] (Example of weapon strengthening process) Fig. 15 is a flow chart showing an example of the weapon strengthening process. The weapon strengthening process is a process performed through the weapon strengthening screen 140 shown in Fig. 11, and the weapon strengthening sub-screen 150 and upper limit release sub-screen 160 shown in Fig. 12.
[0160] First, the player operates the controller 60 to select the weapon strengthening screen 140 (S21). Next, the player selects a weapon to be strengthened from the strengthened weapon selection section 141 (S22). Next, the player decides whether or not to strengthen the weapon (S23). Strengthening a weapon means increasing the weapon level.
[0161] When the player decides to strengthen the weapon (YES in S23), he / she selects the "Strengthen" item in the weapon effect selection section 144. When the "Strengthen" item is selected, the weapon strengthening sub-screen 150 is displayed. The weapon effect change section 46 causes the weapon strengthening sub-screen 150 to display materials required for increasing the weapon level.
[0162] Next, the player selects the number of materials required for weapon level-up and checks the experience points acquired for weapon level-up. After that, the weapon effect change unit 46 determines whether the experience points acquired are equal to or greater than the experience points required for weapon level-up (S24).
[0163] If the acquired experience value is equal to or greater than the experience value required for weapon level-up (YES in S24), the weapon effect change unit 46 increases the level of the weapon according to the acquired experience value (S25) and proceeds to step S29. On the other hand, if the acquired experience value is less than the experience value required for weapon level-up (NO in S24), the weapon effect change unit 46 proceeds to step S29 without increasing the level of the weapon.
[0164] In step S23, if the player decides not to strengthen the weapon (NO in S23), he or she decides whether or not to break the upper limit of the weapon (increase the level upper limit) (S26). If the player decides to break the upper limit of the weapon (YES in S26), he or she selects the "Limit Break" item in the weapon effect selection unit 144. When the "Limit Break" item is selected, the limit break sub-screen 160 is displayed. The weapon effect change unit 46 displays the materials required for the limit break on the limit break sub-screen 160. The player checks the number of materials required to break the upper limit.
[0165] Next, the player determines whether or not to consume the materials necessary for the upper limit release to release the upper limit (S27). If the materials are consumed to release the upper limit (YES in S27), the weapon effect selection unit 144 consumes the materials necessary for the upper limit release to release the upper limit (S28), releases the upper limit of the weapon level, and proceeds to step S29.
[0166] After the NO judgment in step S24, step S25, step S26, step S27, or step S28, the weapon effect selection unit 144 judges whether or not the unlock condition of the selected weapon is satisfied (S29). If the unlock condition of the selected weapon is not satisfied (NO in S29), the weapon effect selection unit 144 does not unlock the weapon strengthening mass and ends this process.
[0167] On the other hand, if the unlock condition of the selected weapon is met (YES in S29), the weapon effect selection unit 144 unlocks the weapon strengthening mass (S30) and ends this process. Even if the weapon did not meet the unlock condition before this process, it may meet the unlock condition by increasing the weapon level in step S25 and releasing the upper limit of the weapon level in step S28.
[0168] In the game system 10 according to the first embodiment described above, in addition to normal squares, the skill tree 70 shown in FIG. 5 is provided with weapon strengthening squares that require strengthening of a specific weapon before it can be released. When the weapon level or upper limit release state of a specific weapon set for each character reaches a specified value, the unlocking condition is met and the weapon strengthening square can be released. Therefore, when a weapon strengthening square is provided before an unreleased square to which a skill that a player wants a character to acquire is set, the player will strengthen the weapon corresponding to the weapon strengthening square. In addition, the player can have the character acquire the skill associated with the weapon strengthening square by spending a predetermined number of held release points on the unlocked unreleased weapon strengthening square to release the weapon strengthening square.
[0169] In this way, when the skill tree 70 is provided with weapon strengthening squares, the player is motivated to increase the weapon levels of various weapons and release the upper limit in order to have the character acquire various skills. Furthermore, the player strengthens a specific weapon associated with the character to have the character acquire a skill. Since the character can permanently hold the acquired skill, the player's strengthening of a specific weapon is not wasted. Therefore, after the player has caused the character to acquire a desired skill, the player can promote weapon exchange by replacing the weapon currently used by the character with another weapon.
[0170] In conventional games, players have performed operations such as strengthening and continuing to use only the weapon acquired by the character at the beginning of the story, and have not used other weapons that were prepared. On the other hand, in the game provided by the game system 10 according to the present embodiment, weapon strengthening squares are provided in the skill tree 70, and various weapons are associated with the weapon strengthening squares according to the placement positions in the skill tree 70. For this reason, it is expected that players will strengthen various weapons, try using weapons, and enjoy the presentation of weapon effects.
[0171] Furthermore, the operation for the unreleased squares that the player wishes to release varies depending on the location from the released square. When an unreleased square adjacent to the released square that serves as the starting point is selected, the player can release it by pressing and holding the A button on the controller 60. When an unreleased square that is distant from the released square that serves as the starting point is selected, the unreleased squares on the path that consumes fewer release points are released together by the automatic acquisition. This makes it possible to reduce the time required to release multiple unreleased squares.
[0172] In the above-described first embodiment, an example has been described in which weapon strengthening squares related to weapon strengthening are set in the skill tree 70. Weapon strengthening squares that are unlockable due to changes such as weakening of a weapon, not limited to weapon strengthening, may be set in the skill tree 70. Furthermore, weapon strengthening squares that are unlockable due to changes including strengthening or weakening of armor or items other than weapons may be set in the skill tree 70.
[0173] In the first embodiment described above, the squares in the skill tree 70 are selected by the player, but the squares may be automatically selected by the path selection unit 44. For example, by automatically selecting squares that are advantageous for progressing through the story, even a player who is unfamiliar with games can easily progress through the game.
[0174] <Skill Tree Variations> In the first embodiment described above, the skill tree 70 displayed on the skill setting screen 90 includes normal squares and weapon strengthening squares. In addition to the weapon strengthening squares, the skill tree 70 may include squares whose unlock condition is the acquisition of armor or items used in the game. Below, a skill setting screen 90A including a skill tree 70A, which is a modified example of the skill tree 70, will be described.
[0175] 16 is a diagram showing a display example of a skill setting screen 90A according to a modification of the first embodiment. A skill tree 70A according to the modification is displayed in a skill tree display section 95 of the skill setting screen 90A.
[0176] The skill tree 70A is configured by combining a plurality of squares, similar to the skill tree 70 shown in FIG. 5. Some of the squares in the skill tree 70A include strengthening squares 75 as specific squares. For example, the squares of skills 11, 13, 22, and 32 are strengthening squares 75. In this modified example, armor, items, etc. that a character can use are taken as examples of game elements. Therefore, the strengthening squares 75 may be associated with armor or items, not limited to weapons. For example, the strengthening squares 75 of skills 22 and 32 are associated with weapons. The strengthening squares 75 of skill 11 are associated with armor. The strengthening squares 75 of skill 13 are associated with items.
[0177] A mass release condition and an unlock condition are set for the strengthening mass 75. When the weapon or armor associated with the strengthening mass 75 is strengthened or an item is used, the weapon strengthening mass is unlocked, and then the strengthening mass 75 is released by consuming a predetermined number of release points. After that, the character acquires the skill set in the strengthening mass 75.
[0178] The skill tree displayed when the "Defense" display switching tab 92 is selected may be configured in the same manner as the skill tree 70A displayed when the "Attack" display switching tab 91 is selected.
[0179] [Second embodiment] Next, a game system according to a second embodiment of the present invention will be described. In this game system, a display switching tab capable of displaying a weapon strengthening bonus screen is newly provided on the skill setting screen.
[0180] FIG. 17 is a diagram showing a display example of a skill setting screen 90B according to the second embodiment. In this embodiment, the skill setting screen 90B (an example of a first screen) on which the skill tree 70B is drawn and a weapon enhancement bonus screen 200 (an example of a second screen) shown in FIG. 18, which will be described later, are configured to be switchable. For this reason, display switching tabs 91 to 93 are displayed at the top of the skill setting screen 90B. The display switching tab 93 is used to switch the skill setting screen 90B to display the weapon enhancement bonus screen 200.
[0181] The skill tree 70B displayed in the skill tree display section 95 is composed of only normal squares, unlike the skill tree 70 according to the first embodiment. When the player strengthens a weapon and acquires a skill associated with the weapon, the player presses a display switching tab 93 added to the top of the skill setting screen 90B to display the weapon strengthening bonus screen 200.
[0182] <Explanation of the Weapon Enhancement Bonus Screen> FIG. 18 is a diagram showing a display example of the weapon enhancement bonus screen 200. As shown in FIG. The weapon enhancement bonus screen 200 is displayed by selecting the display switching tab 93 on the skill setting screen 90. The display switching tabs 201 to 203 at the top of the weapon enhancement bonus screen 200 are the same as the display switching tabs 91 to 93 shown in Fig. 17. In Fig. 18, the display switching tab 203 is colored to show how the weapon enhancement bonus screen 200 is displayed.
[0183] A character selection section 204 is displayed on the left side of the weapon strengthening bonus screen 200. In the character selection section 204, the character names of characters that the player can use are displayed, such as "Character 1." The player selects a character that possesses a weapon that the player wishes to strengthen from the character selection section 204. For example, when Character 1 is selected, the item for Character 1 is displayed in color.
[0184] The weapon information display unit 205 displays a list of information on weapons that can be equipped by the character. The weapon release conditions according to the second embodiment are the same as those according to the first embodiment. The weapon information display unit 205 displays, for each weapon, a weapon icon, weapon name, weapon level, the number of stars acquired by the weapon, and skills associated with the weapon in a plurality of circular squares. The squares displayed on the weapon strengthening bonus screen 200 are not oval-shaped like the skill tree 70 (see FIG. 5), but are shown as an example of a second variable that can be arbitrarily selected by the player.
[0185] The weapon name is, for example, a name such as "Weapon 1." The weapon level is displayed in the weapon level display section 206, for example, such as "Lv.15." The number of stars acquired by the weapon is represented by the number of colored star icons displayed in the star display section 207. For example, the number of colored star icons for Weapon 1 is "1," so it can be seen that Weapon 1 is "1 star."
[0186] Skills that a character can acquire are displayed as weapon strengthening squares in the skill display section 208. In addition to the skill name, an image representing the skill may be displayed in the weapon strengthening squares. However, weapon strengthening squares may be locked. The weapon strengthening square 208a shown in FIG. 18 has a different display form from the weapon strengthening squares (e.g., the square for skill 11) in the skill tree 70 shown in FIG. 5, but they are the same in that they are unlocked by weapon strengthening. Skills in weapon strengthening squares that have not been unlocked are displayed in unlocked weapon strengthening squares 208b together with an image of a key. The player cannot select unlocked weapon strengthening squares 208b.
[0187] A skill that has been unlocked or a skill that was originally unlocked is shown in an unlocked weapon strengthening square 208a without a key image. The player can select an unlocked weapon strengthening square 208a to allow the character to acquire a skill. The lower part of FIG. 18 shows an example in which one of the unlocked weapon strengthening squares 208a has been selected. The unlocked weapon strengthening square 208a selected by the player includes an image that combines an image icon showing the weapon 2 being swung down and an upward arrow icon. When the player selects an unlocked weapon strengthening square 208a, a skill acquisition sub-screen 210 is displayed superimposed on the weapon information display section 205.
[0188] The process of the player having the character acquire a skill through the skill acquisition sub screen 210 is performed in the same manner as the long press operation shown in the skill acquisition sub screen 100 of FIG. 9. The weapon effect change unit 46 changes the game media effect when a first specific operation (e.g., long press) is performed via the input unit 42 after the weapon strengthening square 208a whose square release condition is not satisfied is selected by the player's operation, and the square release condition associated with the weapon strengthening square 208a is satisfied. The skill acquired by the character is displayed differently from the weapon strengthening square 208a representing the skill not yet acquired, for example, by changing the color of the weapon strengthening square 208a shown in FIG. 18. This makes it easier for the player to distinguish between the released weapon strengthening square 208a and the unlocked weapon strengthening square 208b.
[0189] The game system according to the second embodiment also performs the processing shown in the flowcharts shown in Figures 13 to 15 according to the first embodiment. However, in the game system according to the second embodiment, since there are no weapon strengthening squares in the skill tree 70B, the processing step of determining whether the weapon strengthening squares have been released in step S16 and the processing step of outputting a message stating "weapon strengthening is necessary" in step S17 in the square release processing shown in Figure 14 are unnecessary.
[0190] (Example of Weapon Enhancement Bonus Processing) 19 is a flow chart showing an example of the weapon enhancement bonus process. The weapon enhancement bonus process is a process carried out through the weapon enhancement bonus screen 200 shown in FIG.
[0191] First, the player operates the controller 60 to select the weapon enhancement bonus screen 200 (S41), and then the player selects a character from the character selection section 204 (S42).
[0192] Next, the player selects a weapon to be strengthened from the weapons possessed by the character based on the weapon information displayed in the weapon information display section 205 (S43). Next, the player selects a weapon strengthening space for the selected weapon (S44).
[0193] Next, the weapon effect change unit 46 judges whether the lock of the weapon strengthening square has been released (S45). If the lock of the weapon strengthening square has not been released (NO in S45), the weapon effect change unit 46 ends this process. Therefore, the player will perform the weapon strengthening process shown in FIG. 15, which will be described later, to perform an operation to release the lock of the weapon strengthening square.
[0194] On the other hand, if the weapon enhancement square has already been unlocked (YES in S45), the weapon effect change unit 46 consumes the held release points to release the weapon enhancement square (S46), and ends this process.
[0195] In the game system according to the second embodiment described above, the weapon strengthening bonus screen 200 is newly provided, so that the player can strengthen the weapon and acquire the skill of the character while checking the character and the weapon to be strengthened. Therefore, the player can easily check how many weapon strengthening squares 208a have been unlocked and what skill the character has acquired. In addition, the image of a key is superimposed on the weapon strengthening squares 208a that have not been unlocked, so that the player can easily check the weapon strengthening squares 208a that have not been unlocked.
[0196] In addition, the unlock conditions may be displayed when the player selects the unlocked weapon strengthening square 208b. By checking the displayed unlock conditions, the player can easily determine the guideline for increasing the weapon level or releasing the upper limit of the weapon level.
[0197] Furthermore, the weapon strengthening mass 208a shown in the weapon strengthening bonus screen 200 of FIG. 18 is not in a tree shape, but a plurality of weapon strengthening masses 208a may be configured in a tree shape similar to the skill tree 70.
[0198] The present invention is not limited to the above-described embodiment, and various other applications and modifications are possible without departing from the gist of the present invention as set forth in the claims. For example, the above-mentioned embodiment describes the system configuration in detail and specifically in order to explain the present invention in an easily understandable manner, and is not necessarily limited to a system having all of the described configurations. In addition, it is also possible to add, delete, or replace part of the configuration of the present embodiment with other configurations. In addition, the control lines and information lines shown are those that are considered necessary for the explanation, and not all control lines and information lines in the product are necessarily shown. In reality, it can be considered that almost all components are connected to each other. [Explanation of symbols]
[0199] 1...game server, 2...information processing terminal, 10...game system, 11...processing device, 12...storage device, 26...input device, 27...output device, 32...game processing unit, 42...input section, 43...input receiving section, 44...route selection section, 45...character effect changing section, 46...weapon effect changing section, 47...drawing section, 48...image output section, 49...output section, 60...controller, 70...skill tree, 90...skill setting screen, 95...skill tree display section, 100...skill acquisition sub-screen, 110...multiple skill acquisition sub-screen, 140...weapon strengthening screen, 150...weapon strengthening sub-screen, 160...limit release sub-screen, 200...weapon strengthening bonus screen, 208a...weapon strengthening square, 208b...unlocked weapon strengthening square
Claims
1. A program for providing a game in which a change content release condition is determined for each change content, and a change element consisting of a plurality of the change contents is provided for each game medium, a step of changing a game medium effect of the game medium by satisfying the change content release condition; a step of changing a game element effect of a plurality of game elements associated with the game medium by satisfying a game element release condition determined for each of the plurality of game elements; a step of changing the game element effect by satisfying a change content release condition associated with a specific change content after the game element effect of the game element associated with the specific change content, in which the game content effect is changed by changing the game element effect, reaches a specified value; A program for a computer to execute.
2. the game element is associated with the game medium by the game medium acquiring the game element; A different game element release condition is set for each of the game elements. The program according to claim 1.
3. The change content release condition is satisfied by consuming a predetermined number of release media acquired in the game, the game element release condition is satisfied by releasing a lock stipulated in an unlocking condition, making the change content selectable, and then consuming a predetermined number of release media acquired in the game; The unlocking condition includes any one of the following: the game element effect has reached the specified value, the game element has been acquired, or an upper limit of the game element effect has been released. The program according to claim 2.
4. The specified value is a value of the level of the game element or an upper limit value of the level of the game element. The program according to claim 3.
5. The change element is configured by combining a plurality of the change contents, A step of selecting a change content for which the change content release condition is not satisfied from among the plurality of change contents included in the change element. The program according to claim 4.
6. A first screen on which the change is depicted and a second screen on which a second change for which the game element release condition is determined is depicted, the first screen being switchable between the first screen and the second screen being switchable between the first screen and the second screen. The program according to claim 5.
7. At least one of the change release condition and the game element release condition is defined for the specific change. The program according to claim 5.
8. The method includes a step of selecting the change content for which the change content release condition is satisfied as a starting point, along a path of the change content that leads to the starting point, the change content for which the change content release condition is not satisfied. The program according to claim 6 or 7.
9. The method includes a step of collectively changing the game medium effect of the one or more change contents present on the path and the game medium effect of the change content at the end point when one or more change contents for which the change content release condition is not satisfied exist on a path starting from the change content for which the change content release condition is satisfied and ending at the change content for which the change content release condition is not satisfied, and the change content release condition of the one or more change contents present on the path and the change content at the end point are satisfied. The program according to claim 8.
10. A method for changing an effect of a game, in which a change release condition is determined for each change content, and a change element consisting of a plurality of the change contents is provided for each game medium, changing a game medium effect of the game medium by satisfying the change content release condition; changing a game element effect of the game element by satisfying a game element release condition determined for each of a plurality of game elements associated with the game medium; and changing the game media effect by satisfying the change content release condition associated with the specific change content after the game element effect of the game element associated with the specific change content, in which the game media effect is changed by changing the game element effect, reaches a specified value. How to change the effect.
11. A game device that provides a game in which a change release condition is determined for each change content, and a change element composed of a plurality of the change contents is provided for each game medium, a game medium effect change unit that changes a game medium effect of the game medium by satisfying the change content release condition; a game element effect changing unit that changes a game element effect of a plurality of game elements associated with the game medium by satisfying a game element release condition that is determined for each of the plurality of game elements; The game media effect changing unit changes the game media effect when the game element effect of the game element associated with the specific change content, in which the game media effect is changed, reaches a specified value and the change content release condition associated with the specific change content is satisfied. Gaming device.
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