System, method, and program for generating game screen including gauge for displaying attribute value of character
The system addresses the challenge of displaying attribute value gauges in game systems by using a single attribute value gauge to indicate both first and second attribute values, improving visibility and reducing display congestion.
Patent Information
- Application Number
- JP2023181966
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-23
- Publication Date
- 2025-05-08
- Estimated Expiration
- 2043-10-23
AI Technical Summary
Existing game systems face challenges in displaying attribute value gauges for characters on the game screen with good visibility, especially when multiple characters are involved and space is limited.
A system comprising one or more processors that generate a game screen including an attribute value gauge with first and second gauge elements, which indicate the first and second attribute values of characters, respectively, allowing for dynamic updates based on character actions.
Enables the effective display of changing attribute values on the game screen, improving visibility and reducing display congestion, thus allowing users to monitor activation conditions for game effects more easily.
Smart Images

Figure 2025071633000001_ABST
Abstract
Description
[Technical field]
[0001] The disclosure of this specification mainly relates to a system, method, and program for generating a game screen including a gauge that displays an attribute value of a character. [Background technology]
[0002] An information processing device is known in which attribute information is set for each of multiple characters used by a user, and a game effect is generated when an attribute value associated with this attribute information satisfies an activation condition (see Patent Publication No. 2021-53299). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-53299 Summary of the Invention [Problem to be solved by the invention]
[0004] In the case where an attribute value related to the attribute information set for a character is updated as the game progresses and whether or not a condition for activating a game effect is satisfied is determined based on the attribute value, it is desirable to display a gauge indicating the attribute value on the game screen. By displaying a gauge indicating the attribute value on the game screen, the user can check at any time the remaining attribute value required to satisfy the condition for activating a game effect while playing the game.
[0005] However, the game screen often lacks a display space for displaying additional information. In particular, when multiple characters are included in the game screen, the display space in the game screen becomes narrow. In addition, the game screen needs to include not only gauges indicating attribute values related to the activation conditions of game effects and character images, but also various display elements such as character parameters such as life set for the characters, operation buttons, and information display panels. For this reason, there is a problem that it is difficult to display gauges indicating the attribute values of characters with good visibility on the game screen.
[0006] An object of the various inventions described in this specification is to provide a system, method, and program that can display, with good visibility, the attribute values of a character that change during game play on the game screen.
[0007] The various inventions disclosed in this specification may solve or alleviate at least a part of the problems described in the "Mode for Carrying Out the Invention" of this specification or that can be understood from the description of the "Mode for Carrying Out the Invention" instead of or in addition to the above-mentioned problems. When the present specification describes the effects of an embodiment, the problems of the invention corresponding to the embodiment can be understood based on the description of the effects. [Means for solving the problem]
[0008] The inventions described in this specification may be collectively referred to as "the present invention." A system according to one aspect of the present invention includes one or more processors. The one or more processors change a first attribute value in response to an action of a first attribute character having a first attribute set among a plurality of characters of a user, and change a second attribute value in response to an action of a second attribute character having a second attribute set among the plurality of characters. In one aspect, the one or more processors generate a game screen to include an attribute value gauge including a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value. Effect of the Invention
[0009] According to an embodiment of the present invention, the attribute values of a character that change during game play can be displayed with good visibility on the game screen. [Brief description of the drawings]
[0010] [Figure 1] FIG. 1 is a block diagram showing a game system according to one embodiment. [Diagram 2] 2 is a schematic diagram for explaining a transition between game modes in the game system of FIG. 1. FIG. [Diagram 3] 2 is a diagram illustrating user management data stored in the game system of FIG. 1. [Figure 4] 2 is a diagram illustrating game content management data stored in the game system of FIG. 1. [Figure 5a] FIG. 13 is a schematic diagram illustrating an initial state of an attribute value gauge. [Figure 5b] FIG. 13 is a schematic diagram illustrating an updated attribute value gauge. [Figure 5c] FIG. 13 is a schematic diagram illustrating an updated attribute value gauge. [Figure 6a] FIG. 13 is a schematic diagram illustrating an updated attribute value gauge. [Figure 6b] FIG. 13 is a schematic diagram illustrating an updated attribute value gauge. [Figure 7] FIG. 1 is a flow diagram illustrating the flow of a game in one embodiment. [Figure 8] FIG. 11 is a flow diagram illustrating the flow of a battle process in one embodiment. [Figure 9] 11 is a schematic diagram for explaining information associated with a user character included in a party. FIG. [Figure 10] FIG. 13 is a schematic diagram showing an example of a game screen in a normal mode. [Figure 11] FIG. 13 is a schematic diagram showing an example of a game screen in a normal mode. [Figure 12]FIG. 13 is a schematic diagram showing an example of a game screen in an event mode. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Various embodiments of the present invention will be described below with reference to the drawings as appropriate. Note that components common to multiple drawings are given the same reference numerals throughout the multiple drawings. The embodiments of the present invention described below do not limit the invention according to the claims. Elements described in the following embodiments are not necessarily essential to the solution of the invention.
[0012] A game system 1 according to an embodiment of the present invention will be described with reference to Figures 1 to 4. The game system 1 is an example of a system to which the invention disclosed in this specification can be applied.
[0013] 1 Overview of Game System 1 First, referring to FIG. 1, an outline of a game system 1 according to an embodiment will be described. FIG. 1 is a block diagram showing the game system 1. As shown in FIG. 1, the game system 1 includes a user device 10 and a server 20. The game system 1 may include a storage 30. Although one user device 10 is shown in FIG. 1 for the sake of simplicity, the game system 1 may include a plurality of user devices. The user device 10, the server 20, and the storage 30 are communicatively connected to each other via a network 5. The network 5 may be a single network, or may be configured by connecting a plurality of networks. The network 5 may be, for example, the Internet, a mobile communication network, or a combination thereof. As the network 5, any network that enables communication between electronic devices may be applied.
[0014] The user device 10 executes a set of instructions included in a computer program to realize various functions related to the game. The server 20 can provide various services related to the game to the user device 10. The user device 10 and the server 20 can cooperate with each other as necessary to realize various functions of the game.
[0015] The game system 1 shown in Fig. 1 is an example of a system to which the present invention can be applied. Not all of the elements of the game system 1 shown in Fig. 1 are necessarily required to realize the present invention. For example, the user device 10 may provide a game on a stand-alone basis. In this case, the server 20 is not an essential component of the game system 1.
[0016] 2. Overview of games provided by game system 1 The game system 1 can provide games of various genres. The games provided by the game system 1 can include multiple game parts. For example, the games provided by the game system 1 can include a battle game part in which a user's character fights an enemy character. In the battle game part, a user party consisting of multiple user characters fights the enemy character. In this specification, a character operated by a user in the battle game part may be called the "user character" of the user. The multiple user characters included in the user party may be divided into multiple categories including frontline and rearline. The frontline characters placed in the frontline are mainly in charge of fighting enemy characters. For example, the frontline characters attack enemy characters and are also attacked by enemy characters. The rearline characters placed in the rearline play a role of supporting the battle. For example, the rearline characters perform buff actions that strengthen the abilities of the frontline characters and debuff actions that weaken the abilities of the enemy characters. The actions of the rearline characters in battle may be more limited than the actions of the frontline characters. For example, the rearline characters may not be able to generate some of the game functions that the frontline characters can generate. The front-line character and the rear-line character may be switched during or before the start of a battle in response to an operation by the user. The game provided by the game system 1 may have a search part in which the player searches the game field. When an enemy character is encountered during play in the search part, the game may be switched from the search part to a battle game part.
[0017] As shown in FIG. 2, the battle game part of the game provided by the game system 1 has a normal mode M1 and an event mode M2. The battle game part starts in the normal mode M1. When an enabling condition is satisfied in the normal mode M1, the battle game part can transition from the normal mode M1 to the event mode M2. In the event mode M2, a predetermined game event is executed. Details of the game event executed in the event mode M2 will be described later. When the game event ends in the event mode M2, the battle game part returns from the event mode M2 to the normal mode M1. If the enabling condition is satisfied again after returning to the normal mode M1, it can transition again to the event mode M2.
[0018] In normal mode M1, a battle between the user party and an enemy character is performed in a turn-based or real-time manner. When a battle is performed in a turn-based manner, a first turn in which a user character acts and a second turn in which an enemy character acts occur alternately. In this case, the user can input an operation for each character in the first turn to make the character perform an action corresponding to the operation. When a battle is performed in real-time, each character is given an opportunity to act at a predetermined interval, and the user can operate the character to which the opportunity to act is given to perform an action corresponding to the operation. The interval at which the opportunity to act is given may be determined, for example, by one or more parameters (speed, agility, etc.) set for each character, the previous action of each character, and / or other factors. As an example, a character with a larger speed parameter may be given an opportunity to act more frequently.
[0019] Either the first attribute or the second attribute is set to the user character as attribute information. In one aspect, only either the first attribute or the second attribute may be set to one user character. In another aspect, both the first attribute and the second attribute may be set to one user character. In this specification, a user character to which the first attribute is set may be called a "first attribute character", and a user character to which the second attribute is set may be called a "second attribute character". When both the first attribute and the second attribute are set to one user character, the user character is a first attribute character and also a second attribute character. In the normal mode M1, an attribute value corresponding to the attribute of the user character that performed the action changes in response to the user character performing the action. For example, when a first attribute character performs an action, a first attribute value corresponding to the first attribute changes. Also, when a second attribute character performs an action, a second attribute value corresponding to the second attribute changes. The activation condition is determined in relation to the first attribute value and the second attribute value. Details of the activation condition will be described later.
[0020] 3. Server equipment Next, a further description will be given of the server 20. The server 20 includes a processor 21, a memory 22, a user interface 23, a communication interface 24, and a storage 25.
[0021] The processor 21 is an arithmetic device that loads an operating system and various other programs from the storage 25 or other storage into the memory 22 and executes instructions included in the loaded programs. The processor 21 is, for example, a CPU, an MPU, a DSP, a GPU, various other arithmetic devices, or a combination of these. The processor 21 may be realized by an integrated circuit such as an ASIC, a PLD, an FPGA, or an MCU.
[0022] The memory 22 is used to store instructions executed by the processor 21 and various other data. The memory 22 is a main memory that can be accessed at high speed by the processor 21. The memory 22 is configured by, for example, a RAM such as a DRAM or an SRAM.
[0023] The user interface 23 includes an input interface that accepts input from a user or operator, and an output interface that outputs various information under the control of the processor 21. The input interface is a keyboard, a pointing device such as a mouse, a touch panel, or any other information input device capable of inputting user input. The output interface is, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, a display panel, or any other information output device capable of outputting the calculation results of the processor 11.
[0024] The communication interface 24 is implemented as hardware, firmware, or communication software such as a TCP / IP driver or a PPP driver, or a combination of these. The server 20 can transmit and receive data to and from other information devices including the user device 10 via the communication interface 14.
[0025] The storage 25 is an external storage device accessed by the processor 21. The storage 25 is, for example, a magnetic disk, an optical disk, a semiconductor memory, or any other storage device capable of storing data.
[0026] The storage 25 stores user management data 25a, character management data 25b, and other data necessary for providing the game.
[0027] The user management data 25a will be described with reference to Fig. 3. The user management data 25a is a data set in which various data related to a user who plays a game provided by the game system 1 is structurally stored. The user management data 25a may include user account information, user parameters which are various parameters set for the user, owned game media information related to game media owned by the user, used game media information related to used game media used by the user in the game, and various other data related to the user.
[0028] The account information is, for example, a user ID for identifying a user. The account information may include a user name. In the game system 1, a user is uniquely identified by the user ID. The user name indicates the name of the user used in the game.
[0029] The user parameters of a user may include the user's rank, experience points, acquired points, and other user parameters associated with the user that change as the user plays a game. The user's rank is a parameter that indicates the user's skill with respect to a game. The rank may increase as the user plays a game.
[0030] The owned game media information of a user is information about game media owned by the user in a game. The game media is electronic data used in a game. The game media may include, for example, characters, cards, items, points, in-service currency (or in-game currency), tokens (e.g., Non-Fungible Token (NFT)), tickets, characters, avatars, parameters, and other electronic data used in a game. The game media may be acquired, owned, used, managed, exchanged, synthesized, enhanced, sold, discarded, or donated by the user in the game. The game media may be used in a manner other than the above. The owned game media information may include a game media ID that identifies the game media owned by the user in the game. When the game media is acquired by the user, the game media ID that identifies the game media is stored as owned game media information in association with the user ID of the user. Hereinafter, unless otherwise specified, the game media "owned" by the user refers to the game media associated with the user ID of the user. Furthermore, "granting" a game medium to a user means associating the game medium with the user ID of the user as a game medium "owned" by the user. "Discarding" a game medium owned by a user means dissociating the user ID from the game medium. "Consuming" a game medium owned by a user means generating an effect in the game in response to dissociation of the user ID from the owned game medium. "Selling" a game medium owned by a user means dissociating the user ID from the game medium and associating another game medium (e.g., virtual currency or an item) with the user ID as the owned game medium. "Transferring" a game medium owned by user A to user B means dissociating the user ID from the game medium and associating the game medium with user B's user ID. "Creating" a game medium means defining or determining at least a portion of the information related to the game medium.
[0031] The used game medium information is information indicating the game medium used by the user in the game part (e.g., the battle game part). The game medium used by the user in the battle game part is selected from among the owned game media. The character used by the user in the battle game part (i.e., the user character) may be selected in response to a selection operation by the user or automatically from among the used game media. When multiple user characters are selected to execute the battle game part, a party may be formed from the selected multiple user characters. In this case, the used game medium information may include a party ID for identifying the party formed from the user characters selected as the used game medium.
[0032] The user management data 25a may include friend information. The friend information for a certain user indicates the user IDs of users who are friends with the certain user. For example, if user A is friends with users B and C, the friend information for user A includes the user IDs of users B and C. Users who are friends can play a game together.
[0033] A part of the data stored as the user management data 25a is updated as the game progresses. For example, the rank of a user increases as the user plays the game. A part of the data stored as the user management data 25a is not updated as the game progresses. For example, the user ID remains unchanged even as the game progresses.
[0034] The character management data 25b will be described with reference to Fig. 4. The character management data 25b is a data set in which various data related to characters used by users in games provided by the game system 1 is structurally stored. The character management data 25b includes data related to user characters. The character management data 25b may include game medium identification information, attribute information, levels, character information representing characteristics of the game medium of various user characters, and various other data related to the user characters.
[0035] The character identification information of the user character is, for example, a character ID for identifying the character. The character identification information may include a character name indicating the name of each character.
[0036] The attribute information of a user character is information indicating an attribute set for the user character. The attribute information includes a "first attribute" and a "second attribute". In this specification, the first attribute or the second attribute or both are set as attribute information for the user character. The first attribute and the second attribute are appropriately determined so as to reflect the world view of the game. A pair of attributes can be set as the first attribute and the second attribute. For example, when the first attribute is "yin", the second attribute may be "yang". Only the first attribute or the second attribute may be set for each user character, or both the first attribute and the second attribute may be set. The attribute of the user character may be changeable after the game starts.
[0037] The level of a user character indicates the degree of growth of the user character. For example, the higher the value of the level, the greater the degree of growth of the user character. In this embodiment, the value of the level may increase according to the user's play of the game. The level of a user character may be broadly divided into a "higher level" and a "lower level". In addition, the "higher level" and the "lower level" may be further classified. For example, the higher level may be classified as levels A1, A2, . . . in ascending order of level, and the lower level may be classified as levels B1, B2, . . . in descending order of level. In this specification, when a level classified as a higher level is set for a user character, the user character may be referred to as a "higher level character", and when a level classified as a lower level is set for a user character, the user character may be referred to as a "lower level character". In another aspect, a user character may be classified as a higher level character or a lower level character based on a parameter other than the level set for the user character. The parameters other than the level may include rarity, rank, and parameters representing other characteristics of the character. In yet another aspect, a step-up condition for changing a lower level character to a higher level character may be defined, and when the step-up condition is satisfied for a certain character, the classification of the character may be changed from a lower level character to a higher level character. For example, the step-up condition may be to collect a predetermined number of predetermined game items. The step-up condition may be to collect a predetermined number of predetermined game items and then perform a predetermined action in the game. As explained above, the classification of a higher level character and a lower level character is not necessarily based only on the level of the character.
[0038] The character information of a user character includes various information indicating the characteristics of the user character. The character information includes, for example, rarity, cost, life, attack power, defense power, and game function information. The rarity is information indicating the rarity (scarcity value) of the user character. In other words, the rarity associated with a certain user character indicates the difficulty of acquiring the user character.
[0039] The cost is a parameter used when determining the deck to be used in the battle game part. For example, a party (sometimes called a deck) is set with an upper limit on the total cost of user characters that can be included in the party. The user can select user characters to be included in the party so that the total cost does not exceed the upper limit.
[0040] Life is a parameter used to determine whether the user wins or loses in the battle game part. In the battle game part, the user's character is attacked by an enemy character, and thus the user's life is reduced. Life may be restored to an upper limit or a lower limit by using a recovery item. When the lives of all characters included in the user's deck reach zero, the user may be determined to have been defeated in the battle game part.
[0041] The attack power of a user character is a parameter that contributes to the amount of damage inflicted on an enemy character by an attack from the user character. The higher the attack power value, the greater the amount of damage inflicted on an enemy character. The defense power of a user character is a parameter that contributes to the amount of damage the user character receives from an attack from an enemy character. The higher the defense power value, the greater the amount of damage the user character receives from an attack from an enemy character.
[0042] The character information may include game function information. The game function information associated with a user character represents a game function for the user character to generate a game effect in a game part. In the technical field of the present invention, a game function may be called a skill or an ability. In some games, a "spell" used by a character also corresponds to a game function. When a game function is executed in a game part, a game effect associated with that game function is generated. Game effects generated by executing a game function in a battle game part include an increase in attack power, an increase in defense power, recovery of life, and other effects that affect the outcome of a battle with an enemy character.
[0043] Some of the game functions can be set only to higher level characters. In this specification, game functions that can be set only to higher level characters are called "higher level game functions", and game effects associated with higher level game functions are called "higher level game effects". The game functions include higher level game functions that are set only to higher level characters, and game functions that can be set not only to higher level characters but also to lower level characters. Game functions that can be set to lower level characters are called "normal game functions" when they need to be distinguished from higher level game functions. Also, game effects associated with normal game functions are called "normal game effects".
[0044] The higher-level game function may be available only in the event mode M2. That is, the higher-level game effect may be generated only in the event mode M2. The higher-level game effect may include a first attribute effect that a first attribute character can generate, and a second attribute effect that a second attribute character can generate. In one aspect, the first attribute effect can be generated only by the first attribute character among the higher-level characters, and the second attribute effect can be generated only by the second attribute character among the higher-level characters. In the character management data 25b, the first attribute effect is stored in association with the character ID of the first attribute character, and the second attribute effect is stored in association with the character ID of the second attribute character. In another aspect, the first attribute user character among the higher-level characters may be able to generate both the first attribute effect and the second attribute effect, and the second attribute user character among the higher-level characters may be able to generate both the first attribute effect and the second attribute effect.
[0045] The normal game function may be available in both the normal mode M1 and the event mode M2. In the normal mode M1, both the higher level character and the lower level character may be able to generate a normal game effect corresponding to the normal game function. The normal game effect generated by the higher level character may be stronger in the event mode M2 than in the normal mode M1. For example, if the normal game effect can cause damage to an enemy character, the higher level character may be able to cause more damage to the enemy character when the higher level character generates the normal game effect in the event mode M2 than when the higher level character generates the normal game effect in the normal mode M1.
[0046] At least a portion of the user management data 25a and the character management data 25b is referred to by the user device 10 as necessary. At least a portion of the user management data 25a and the character management data 25b may be stored in the user device 10 as necessary.
[0047] The processor 21 of the server 20 functions as a game control unit 21a by executing an instruction set included in a program stored in the storage 25 and other instruction sets as necessary. The game control unit 21a processes requests and notifications from the user device 10 based on a predetermined game logic, and also provides the user device 10 with various game data for executing the game, thereby controlling the progress of the game.
[0048] 4 User Device Next, the user device 10 will be described.
[0049] 4-1 User device configuration The user device 10 may be a smartphone, a personal computer (PC), a mobile phone, a tablet terminal, a personal computer, an e-book reader, a wearable computer, a game console, a head-mounted display, or any other type of information processing device. The user device 10 is intended to be used by a first user. The first user can input to the user device 10 and play a game through images and sounds output from the user device 10.
[0050] The user device 10 includes a processor 11, a memory 12, a user interface 13, a communication interface 14, and a storage 15. The descriptions of the processor 21, the memory 22, the user interface 23, the communication interface 24, and the storage 25 of the server 20 also apply to the processor 11, the memory 12, the user interface 13, the communication interface 14, and the storage 15 of the user device 10.
[0051] 4-2 Data held in Storage 15 The storage 15 stores a game application 15a for providing various game functions, as well as various other data.
[0052] Instructions included in the game application 15a may be executed by the processor 11. Functions realized by executing the game application 15a will be described in detail below. The game application 15a may be downloaded to the user device 10, for example, from an application distribution platform (not shown). The user device 10 can obtain data necessary for progressing through the game part from the server 20 as necessary, and store the obtained data in the storage 15.
[0053] 4-3 User device functions The processor 11 of the user device 10 functions as a game progression unit 11a, an attribute value update unit 11b, a judgment unit 11c, and an event execution unit 11d by executing an instruction set contained in the game application 15a and, as necessary, other instruction sets.
[0054] 4-3-1 Game Progression Section 11a The game progression unit 11a progresses the game according to a command set included in the game application 15a and, if necessary, based on an input from the first user via the user interface 13 (e.g., a touch panel) of the user device 10. The game progression unit 11a can also progress the game in cooperation with the server 20. Operation inputs from the user include, for example, an input for designating the movement of a user character in a game field, an input for designating an action of the user character in a battle with an enemy character, an input for instructing the use of an item, an input for changing game settings, and various other inputs related to the progress of the game. The game progression unit 11a can generate a request related to the progress of the game based on, for example, a command set included in the game application 15a and an input from the user, and transmit the generated request to the server 20. In addition, the game progression unit 11a can receive various game data related to the progress of the game from the server 20 and progress the game based on the game data. The game progression unit 11a can display an image according to the progress of the game on the user interface 13 (e.g., a display). The game progression unit 11a can execute processing related to a battle between a user party made up of multiple user characters and an enemy character, for example, by performing processing based on game logic corresponding to a battle game part.
[0055] The game progression unit 11a may obtain data necessary for the progression of the game from among various data stored in storage 25 of the server 20, and store the obtained data in storage 15. When necessary for game processing, the game progression unit 11a can read out data as appropriate from storage 15, and perform calculations using the read data.
[0056] 4-3-2 Attribute value update unit 11b When starting a battle game part in the normal mode M1, initial values of the first attribute value and the second attribute value are set for the user party that battles against the enemy character. The attribute value update unit 11b updates the first attribute value and the second attribute value in response to an action of the user character in the normal mode M1. The attribute value update unit 11b updates the initial value of the first attribute value based on, for example, an action of the first attribute character in the battle game part executed in the normal mode M1. Also, the attribute value update unit 11b can update the initial value of the second attribute value based on an action of the second attribute character in the battle game part executed in the normal mode M1. In one aspect, in the normal mode M1, the first attribute character may be able to execute an action for updating (increasing or decreasing) the second attribute value. In the normal mode M1, one or both of the first attribute value and the second attribute value may be updated in response to an action executed by the first attribute character. In one aspect, in the normal mode M1, the second attribute character may be able to execute an action for updating (increasing or decreasing) the first attribute value. In the normal mode M1, one or both of the first attribute value and the second attribute value may be updated depending on the action performed by the second attribute character. The attribute value update unit 11b may update the first attribute value and the second attribute value only when the user party includes a high-level character. When the user party does not include a high-level character, the first attribute value and the second attribute value may not be updated. When the first attribute value and the second attribute value are not updated, as described later, it is not possible to transition to the event mode M2. Therefore, when the user party does not include a high-level character, the battle game part is always executed in the normal mode M1.
[0057] The actions of the first attribute character that change the first attribute value may include an attack action that attacks an enemy character, a recovery action that recovers the life of an ally character, a buff action that strengthens the ability of an ally character, a debuff action that weakens the ability of an enemy character, and various other actions. Similarly, the actions of the second attribute character that change the second attribute value may include an attack action, a recovery action, a buff action, a debuff action, and various other actions. The actions of the first attribute character that change the second attribute value, the actions of the second attribute character that change the first attribute value, and the actions of the second attribute character that change the second attribute value may be the same type of actions as the actions of the first attribute character that change the first attribute value.
[0058] The amount of change in the first attribute value caused by the action of the first attribute character may be a predetermined constant value. The amount of change in the first attribute value caused by the action of the first attribute character may differ for each type of action. The amount of change in the first attribute value caused by the action of the first attribute character may differ according to a parameter set for the first attribute character. For example, the amount of change in the first attribute value caused by the action of the first attribute character may be set so that the greater the attack power set as a parameter (character information) for the first attribute character, the greater the amount of change in the first attribute value caused by the action of the first attribute character. A constant amount of change in the first attribute value may be set for each action. The amount of change in the first attribute value caused by the action of the first attribute character may vary according to the effect generated by the action, even if the type of action is the same. For example, when the first attribute character performs an attack action, the amount of change in the first attribute value caused by the attack action may be calculated based on the damage inflicted on the enemy character. The amount of change in the first attribute value caused by the action of the first attribute character may be a positive value or a negative value. In other words, the first attribute value may change in an increasing direction or a decreasing direction due to the action of the first attribute character. The explanation regarding the amount of change in the first attribute value due to the action of a first attribute character also applies to the amount of change in the second attribute value due to the action of a first attribute character, the amount of change in the first attribute value due to the action of a second attribute character, and the amount of change in the second attribute value due to the action of a second attribute character.
[0059] The first attribute value and the second attribute value are indicated by an attribute value gauge included in the game screen. Fig. 5a shows an attribute value gauge 41 displayed together with a user character and an enemy character on the game screen. As shown in Fig. 5a, the attribute value gauge 41 includes a first gauge element 41a indicating the first attribute value of the user party and a second gauge element 41b indicating the second attribute value of the user party.
[0060] The first gauge element 41a is a display element that extends clockwise along the periphery of the attribute value gauge 41 starting from the 12 o'clock direction, and its length in the periphery represents the first attribute value. When the party's first attribute value increases due to an action of the first attribute character, the length of the first gauge element 41a extends clockwise by a length equivalent to the increase in the first attribute value according to that action, as shown in Fig. 5b. Conversely, when the party's first attribute value decreases due to an action of the first attribute character, the length of the first gauge element 41a shortens by a length equivalent to the decrease in the first attribute value according to that action.
[0061] The second gauge element 41b is a display element that extends counterclockwise along the periphery of the attribute value gauge 41 starting from the 12 o'clock direction, and its length in the periphery represents the second attribute value. When the second attribute value of the party increases due to the action of the second attribute character, the length of the second gauge element 41b extends counterclockwise by a length equivalent to the increase in the second attribute value according to the action, as shown in Fig. 5c. Conversely, when the second attribute value of the party decreases due to the action of the second attribute character, the length of the second gauge element 41b shortens by a length equivalent to the decrease in the first attribute value according to the action.
[0062] The display mode of the illustrated attribute value gauge 41 is an example, and the attribute value gauge to which the invention described in this specification can be applied is not limited to the illustrated mode. For example, the starting point of the first gauge element 41a and the second gauge element 41b may be in another direction (e.g., the 3 o'clock direction, the 6 o'clock direction, or the 9 o'clock direction) instead of the 12 o'clock direction.
[0063] When the attribute value update unit 11b updates the first or second attribute value of the party in response to the action of the first or second attribute character, the attribute value update unit 11b expands or contracts the length of the first gauge element 41a or the second gauge element 41b in response to the update amount of the first or second attribute value. Thus, the attribute value gauge 41 can display the latest values of the first and second attribute values.
[0064] When the attribute value update unit 11b updates the first attribute value or the second attribute value, it changes the length of the first gauge element 41a or the second gauge element 41b so as to represent the updated first attribute value or the second attribute value, and generates a game screen to include an attribute value gauge 41 including the first gauge element 41a or the second gauge element 41b having this changed length. The generated game screen is displayed on the display of the user device 10.
[0065] When a first attribute or a second attribute is set for the user character, the attribute value gauge 41 includes a first gauge element 41a representing the first attribute and a second gauge element 41b representing the second attribute. In another aspect, one of the first attribute, the second attribute, and the third attribute is set for the user character. In this case, the attribute value gauge 41 may include a third gauge element representing the third attribute in addition to the first gauge element 41a representing the first attribute and the second gauge element 41b representing the second attribute.
[0066] The attribute value gauge 41 may have a circular shape as shown in the figure, but may have another shape. The shape of the attribute value gauge 41 can be determined according to the shape of the area in which the attribute value gauge 41 can be displayed on the game screen.
[0067] 4-3-3 Judgment section 11c The determination unit 11c determines whether or not an enabling condition for transitioning from the normal mode M1 to the event mode M2 is satisfied. When the determination unit 11c determines that the enabling condition is satisfied, the determination unit 11c displays a mode transition icon that accepts an operation from the user on the game screen. In order to save display space, the determination unit 11c may change a display element that has been displayed on the game screen before the enabling condition is satisfied to the mode transition icon, rather than displaying a new mode transition icon on the game screen.
[0068] In one aspect, the activation condition is determined in relation to the first attribute value and the second attribute value. One example of the activation condition is that the total attribute value representing the sum of the first attribute value and the second attribute value of the party is equal to or greater than a predetermined threshold. This threshold may be a value corresponding to one revolution around the attribute value gauge 41. When the threshold used to determine the activation condition is a value corresponding to one revolution around the attribute value gauge 41, the total attribute value is equal to or greater than the threshold when the total length of the first gauge element 41a and the second gauge element 41b is equal to or greater than the outer periphery of the attribute value gauge 41, and the activation condition is satisfied. By setting a value corresponding to one revolution around the attribute value gauge 41 as the threshold, the attribute value gauge 41 can visually display the extent to which the activation condition is satisfied. For example, as shown in FIG. 5b or FIG. 5c, when the total of the first gauge element 41a and the second gauge element 41b covers approximately half the circumference of the attribute value gauge 41, the user can easily understand that the activation condition is about half satisfied.
[0069] The threshold value used in determining whether the activation condition is satisfied may be determined such that one of the first attribute value and the second attribute value is greater than the other when the activation condition is satisfied. For example, the threshold value used in determining whether the activation condition is satisfied is set to a value that is not divisible by the number of attribute values used in the determination using the threshold value. More specifically, when the attribute values used in determining whether the activation condition is satisfied are the first attribute value and the second attribute value, the number of attribute values used in determining whether the activation condition is satisfied is "2", so the threshold value used in determining whether the activation condition is satisfied is set to a value that is not divisible by "2" (i.e., an odd number). As an example, when the first attribute value and the second attribute value are updated in increments of 5 points, the threshold value can be set to 101 points. As another specific example, when the attribute values used in determining whether the activation condition is satisfied are the first attribute value to the third attribute value, the number of attribute values used in determining whether the activation condition is satisfied is "3", so the threshold value used in determining whether the activation condition is satisfied is set to a value that is not divisible by "3". In this way, by setting the threshold value used to determine whether the activation condition is satisfied to a value that is not divisible by the number of attribute values used to determine the activation condition, it is possible to prevent the multiple attribute values used to determine the activation condition from all being equal when the activation condition is satisfied. This makes it possible to execute different game events in the event mode M2 based on the magnitude of the attribute value used to determine the activation condition when the activation condition is satisfied. For example, if the first attribute value is greater than the second attribute value when the activation condition is satisfied, the first game event can be executed in the event mode M2, and conversely, if the second attribute value is greater than the first attribute value, the second game event can be executed in the event mode M2.
[0070] 4-3-4 Event Execution Department 11d When it is determined that the enabling conditions are satisfied and a mode transition icon is selected, the event execution unit 11d transitions the competitive game part from the normal mode M1 to the event mode M2 and executes a game event in the event mode M2. When it is determined that the enabling conditions are satisfied, the event execution unit 11d may automatically transition the game mode to the event mode M2 without any operation by the user. When the transition to the event mode M2 is automatically performed without any operation input by the user, the mode transition icon may not be displayed.
[0071] The event execution unit 11d executes a game event in the event mode M2. In the event mode M2, a game event is executed. In one aspect, the game event executed in the event mode M2 is an event that generates a situation more advantageous to the user than the battle in the normal mode M1. The game event may be an event in which one or more user characters among the multiple frontline characters intensively attack the enemy character C31 without being attacked by the enemy character C31. Such an event may be called a "burst" or a "burst attack" in the technical field of video games. The game event executed in the event mode M2 may be a burst attack. The game event executed in the event mode M2 may be an event in which a higher-level character among the frontline characters of the user party executes a game function corresponding to a normal game effect set for the higher-level character without being attacked by an enemy character. The game event executed in the event mode M2 may be an event that generates a higher-level game effect set for the higher-level character. The game event executed in the event mode M2 may be an event executed by combining two or more of the above-mentioned events.
[0072] Among multiple user characters included in a user party, lower level characters may be prevented from participating in game events in the event mode M2. In other words, the event mode M2 may be designed so that lower level characters cannot execute game functions.
[0073] In the example shown in FIG. 6a, the entire circumference of the attribute value gauge 41 is covered by the first gauge element 41a and the second gauge element 41b, so that the activation condition is satisfied, and the first gauge element 41a extends longer than the second gauge element 41b, so that the first attribute value is greater than the second attribute value when the activation condition is satisfied. The event execution unit 11d may execute different game events in the event mode M2 depending on which of the first attribute value and the second attribute value is greater when the activation condition is satisfied. For example, when the first attribute value is greater than the second attribute value when the activation condition is satisfied, the first game event may be executed in the event mode M2, and conversely, when the second attribute value is greater than the first attribute value, the second game event may be executed in the event mode M2.
[0074] When executing a first game event, the event execution unit 11d generates a higher level game effect set for a higher level character to which a first attribute is set, but does not generate a higher level game effect set for a higher level character to which a second attribute is set. In other words, in a first game event that is executed when the action of a first attribute character is more active than the action of a second attribute character in normal mode M1, only the first attribute effect set for a first attribute character is generated among the higher level game effects.
[0075] On the other hand, when executing the second game event, the event executing unit 11d generates the higher level game effect set to the higher level character to which the second attribute is set, but does not generate the higher level game effect set to the higher level character to which the first attribute is set. In other words, in the second game event executed when the action of the second attribute character is more active than the action of the first attribute character in normal mode M1, only the second attribute effect set to the second attribute character is generated among the higher level game effects.
[0076] 5. Processing Flow Next, the flow of processing in the battle game part will be described with reference to Fig. 7 to Fig. 12. Fig. 7 is a flow diagram illustrating the general flow of game progress in the battle game part. In the battle game part, first, in step S11, a user party to participate in the battle is determined. The user party includes multiple user characters. The user characters included in the user party can participate in the battle with enemy characters.
[0077] When the user party that will fight the enemy character is determined, a battle process for fighting the enemy character is performed in step S12. The battle process may be started, for example, in response to an encounter with an enemy character while moving in the game field.
[0078] Next, the flow of the battle processing in the battle game part will be described more specifically with reference to FIG. 8 to FIG.
[0079] FIG. 8 is a flow diagram for explaining the flow of the battle processing. First, the battle processing is started in step S21. When the battle processing is started, a game screen for progressing the battle processing is displayed on the display of the user device 10. In the following description, it is assumed that the user's party includes six user characters, a first character C11, a second character C12, . . . a sixth character C16. In FIG. 9, a part of the character management data 25b is excerpted to explain the information set for each of the six user characters. Also, FIG. 10 shows a game screen 50 displayed on the display of the user device 10 at the start of the battle processing. At the start of the battle processing, the mode of the battle game part is set to the normal mode M1. Therefore, FIG. 10 shows the game screen 50 in the normal mode M1.
[0080] As shown in Fig. 9, the first character C11, the third character C13, and the fifth character C15 are set with a first attribute as attribute information. Therefore, in the example shown in Fig. 9, the first character C11, the third character C13, and the fifth character C15 are all first attribute characters. In addition, the second character C12, the fourth character C14, and the sixth character C16 are set with a second attribute as attribute information. Therefore, in the example shown in Fig. 9, the second character C12, the fourth character C14, and the sixth character C16 are all second attribute characters.
[0081] Next, the level of each user character will be described. The first character C11, the second character C12, and the fifth character C15 are set with levels A2, A1, and A3 corresponding to higher levels, respectively. Therefore, the first character C11, the second character C12, and the fifth character C15 are all user characters of higher levels. The first character C11, the second character C12, and the fifth character C15 are set with game effects AE1, AE2, and AE3 corresponding to higher game effects, respectively, as game effects. The first character C11, the second character C12, and the fifth character C15 are also set with some of GE1 to GE9 corresponding to normal game effects in addition to the higher game effects. As described above, the user characters may be classified as higher level characters or lower level characters based on factors other than the level. In the character management data 25b, a flag indicating whether each character is classified as a higher level character or a lower level character may be stored in association with the character identification information of each character.
[0082] On the other hand, the third character C13, the fourth character C14, and the sixth character C16 are set to levels B1, B3, and B2, which correspond to lower levels, respectively. Therefore, the third character C13, the fourth character C14, and the sixth character C16 are all low-level user characters. Some of GE1 to GE9, which correspond to normal game effects, are set to the third character C13, the fourth character C14, and the sixth character C16 as game effects, but no higher game effects are set.
[0083] When a battle between a user party including six user characters shown in FIG. 9 and an enemy character C31 starts, a game screen 50 shown in FIG. 10 is displayed on the display of the user device 10. The game screen 50 is divided into a first area 50a and a second area 50b. In the first area 50a, a user character that attacks the enemy character C31 and is attacked by the enemy character C31 is displayed. In the example of FIG. 10, the first area 50a includes the first character C11 to the fourth character C14. The first area 50a also includes the enemy character C31. The game screen 50 includes a plurality of user characters and one or a plurality of enemy characters. The game screen 50 is an image that constitutes an image displayed on the display of the user device 10 in a battle process of a game. The game screen 50 may include an image for representing an attack of a user character or an attack of an enemy character in the battle process.
[0084] The first area 50a includes an attribute value gauge 41 and a status display icon 42 in addition to the image of each character. As described above, the attribute value gauge 41 includes a first gauge element 41a representing the first attribute value and a second gauge element 41b representing the second attribute value. Therefore, in the game screen 50, both the first attribute value and the second attribute value can be displayed by a single attribute value gauge 41. Therefore, compared to the case where the first attribute value and the second attribute value are displayed by individual gauges, the first attribute value and the second attribute value can be displayed with a smaller number of gauges, and the display space on the game screen 50 can be saved.
[0085] The status display icon 42 is an icon for displaying the status of the battle processing. In the example shown in Fig. 10, the word "attack" is displayed in the status display icon 42. This word "attack" can indicate that it is the user's attack turn. The text included in the status display icon 42 may be updated at any time according to the status of the battle processing.
[0086] In the second area 50b, icon images C11a to C16a corresponding to the first character C11 to the sixth character C16 included in the user's party are displayed. In the first area 50a, four user characters out of the first character C11 to the sixth character C16 are displayed. Attack and defense in a battle are performed between the first character C11 to the fourth character C14 included in the first area 50a and the enemy character C31. Among the characters included in the user's party, the characters included in the first area 50a may be called battle participating characters. Among the characters included in the user's party, the characters participating in the battle may be called vanguard characters.
[0087] In response to an instruction from the user, a user character that is included in the user party but not participating in the battle (i.e., a user character that is displayed in the second area 50b but is not included in the first area 50a) can be replaced with a user character included in the first area 50a. A character that is included in the user party and is not participating in the battle may be called a rear guard character. That is, in the battle game part, a vanguard character and a rear guard character may be interchangeable. The interchange between the vanguard character and the rear guard character may be performed automatically without a user selection when a predetermined condition is satisfied. The allocation of the user characters included in the user party to vanguard characters and rear guard characters may be performed before the start of the battle game part. The allocation of the vanguard characters and the rear guard characters may be performed immediately after the start of the battle game part. The interchange between the vanguard characters and the rear guard characters may be set to be possible only before the start of the battle game part, and such interchange may not be possible after the start of the battle game part. The interchange between the vanguard characters and the rear guard characters may be set to be possible at all times in the battle game part.
[0088] In each of the first area 50a and the second area 50b, a life gauge indicating the life of each character may be displayed in association with an object or icon image of each character. In the illustrated embodiment, a life P1 is set for each character in the party. A life may also be set for the enemy character C31. When each character is attacked, the life P1 decreases. When the life P1 of all characters included in the user's party becomes zero, it may be determined that the user has been defeated in the battle game part. Conversely, it may be determined that the user has won in the battle game part by making the life of the enemy character C31 zero before the life P1 of all characters included in the user's party becomes zero.
[0089] In the game screen 50, the attribute value gauge 41 is set to an initial state. Specifically, an initial value at the start of the battle is set for each of the first attribute value and the second attribute value. For this reason, the first gauge element 41a of the attribute value gauge 41 included in the game screen 50 extends clockwise from the 12 o'clock direction by a length representing the initial value of the first attribute value. Similarly, the second gauge element 41b of the attribute value gauge 41 extends counterclockwise from the 12 o'clock direction by a length representing the initial value of the second attribute value. The initial values of the first attribute value and the second attribute value may be constant or may vary depending on the party. For example, the more the number of first attribute characters included in the party, or the more the number of first attribute characters arranged as vanguard characters, the larger the initial value of the first attribute value may be. Similarly, the more the number of second attribute characters included in the party, or the more the number of second attribute characters arranged as vanguard characters, the larger the initial value of the second attribute value may be.
[0090] When the battle process is started in step S21, the battle process proceeds to step S22. In step S22, the first character C11 to the fourth character C14 and the enemy character C31 perform various actions related to the battle. The actions performed by the first character C11 to the fourth character C14 may include an attack action to attack the enemy character C31, a recovery action to recover the life of an ally character, and various other actions.
[0091] In step S22, when the attack action of attacking the enemy character C31 is executed by the first character C11, the damage to be inflicted on the enemy character C31 is calculated based on the attack power of the first character C11 and the defense power of the enemy character C31. As a result, the life of the enemy character C31 is reduced by an amount equivalent to the damage caused by the attack from the first character C11. In addition, since the first attribute is set to the first character C11, not only is an attack on the enemy character C31 performed in response to the attack action of the first character C11, but also an update process of the first attribute value is performed. For example, the first attribute value increases by an increase amount calculated based on the attack action of the first character C11. When the first attribute value changes, this change is reflected in the attribute value gauge 41. When the first attribute value increases, as already described with reference to FIG. 5b, the display of the attribute value gauge 41 is changed so that the length of the first gauge element 41a indicating the first attribute value increases. When the first character C11 executes an action other than an attack action, the first attribute value is changed by an amount corresponding to the executed action. The amount of change in the first attribute value may be constant regardless of the type of action executed by the first character C11.
[0092] In step S22, when the third character C13 executes an action, the first attribute is also set for the third character C13, so that the first attribute value is updated in the same manner as the first attribute value update process executed when the first character C11 executes an action. The display of the attribute value gauge 41 is also changed so as to reflect the change in the first attribute value. When the third character C13 executes the same action as the first character C11, the amount of change in the first attribute value due to the action of the third character C13 may be equal to the amount of change in the first attribute value due to the action of the first character C11, or the amount of change in the first attribute value due to the action of the first character C11 may be greater than the amount of change in the first attribute value due to the action of the third character C13. The amount of change in the first attribute value due to the action of a higher level character (for example, the first character C11) may be greater than the amount of change in the first attribute value due to the action of a lower level character (for example, the third character C13).
[0093] In step S22, when the second character C12 executes an action, since the second attribute is set for the second character C12, an update process is performed to update the second attribute value. For example, the second attribute value increases by an increment calculated based on the action of the second character C12. When the second attribute value changes, this change is reflected in the attribute value gauge 41. When the second attribute value increases, as already described with reference to FIG. 5c, the display of the attribute value gauge 41 is changed so that the length of the second gauge element 41b indicating the second attribute value increases. The change in the second attribute value may differ depending on the type of action executed by the second character C12, or may be constant regardless of the type of action executed by the second character C12. When the fourth character C14 executes an action, an update process is performed to update the second attribute value, similar to the process when the second character C12 executes an action. In addition, the display of the attribute value gauge 41 is also changed to reflect the change in the second attribute value.
[0094] As described above, when a user character performs an action in the battle process, the first attribute value or the second attribute value is updated according to the attribute information set for the user action. In one aspect, the first attribute value or the second attribute value may be changed according to the action of the user character in the battle process only when a higher level character is included in the user party. Conversely, when a higher level character is not included in the user party (when the party is composed of only lower level characters), the first attribute value or the second attribute value may not be changed even if the user character performs an action in the battle process.
[0095] When the first attribute value or the second attribute value is updated in step S22, the battle process proceeds to step S23. In step S23, it is determined whether or not an activation condition, which is a condition for shifting the game mode to the event mode M2, is satisfied based on the first attribute value and the second attribute value updated in step S22. The activation condition is, for example, that the total attribute value representing the sum of the first attribute value and the second attribute value is equal to or greater than a threshold value corresponding to one revolution of the attribute value gauge 41. When a determination is made based on this activation condition, as shown in FIG. 5b or FIG. 5c, if the total length of the first gauge element 41a and the second gauge element 41b in the attribute value gauge 41 is shorter than the outer periphery of the attribute value gauge 41, the total attribute value is equal to or less than the threshold value, and therefore it is determined that the activation condition is not satisfied. If the activation condition is not satisfied, the battle process returns to step S22. When the next action is performed by the user character in step S22, the first attribute value or the second attribute value is updated again, and a determination is made again as to whether or not the activation condition is satisfied based on the updated first attribute value and second attribute value.
[0096] If it is determined in step S23 that the enabling condition is satisfied, the battle process proceeds to step S24. In step S24, it is determined whether the first game event or the second game event is to be executed in the event mode M2. Whether the first game event or the second game event is to be executed in the event mode M2 is determined, for example, depending on which of the first attribute value and the second attribute value is greater at the time when the enabling condition is satisfied. More specifically, it may be determined that the first game event is to be executed when the first attribute value is greater than the second attribute value as shown in FIG. 6a at the time when the enabling condition is satisfied, and conversely, it may be determined that the second game event is to be executed when the second attribute value is greater than the first attribute value as shown in FIG. 6b.
[0097] Next, the battle process proceeds to step S25. In step S25, a process for transitioning the mode of the battle game part from the normal mode M1 to the event mode M2 is performed. In step S25, since the enabling condition is satisfied, a game screen 60 shown in FIG. 11 is displayed on the display of the user device 10 instead of the game screen 50. In the game screen 60, the display of the attribute value gauge 41 is changed compared to the game screen 50. Since the enabling condition is satisfied, a mode transition icon capable of accepting an operation from the user for transitioning from the normal mode M1 to the event mode M2 is displayed on the game screen 60. In the illustrated embodiment, the status display icon 42 on the game screen 50 is changed to a mode transition icon 44 capable of accepting an operation from the user. The mode transition icon 44 is an example of an operator capable of detecting an operation from the user. The mode transition icon 44 may be an icon having the same appearance as the status display icon 42. The mode transition icon 44 may be displayed so as to be distinguished from the status display icon 42 by a production effect (such as glowing or blinking) in the image. The mode transition icon 44 may be displayed on the game screen 60 as an icon having an appearance different from that of the status display icon 42. For example, the attribute value gauge 41 may be changed to a mode transition icon.
[0098] The display manner of the mode transition icon 44 may be changed depending on whether the first attribute value or the second attribute value is greater. For example, the mode transition icon 44 displayed when the first attribute value is greater than the second attribute value may be displayed in a color different from the mode transition icon 44 displayed when the second attribute value is greater than the first attribute value.
[0099] In step S25, for example, when an input to select the mode transition icon 44 by a touch operation on the touch screen of the user device 10 is accepted, the battle processing proceeds to step S26. In step S26, the battle game part is executed in the event mode M2. FIG. 12 shows a game screen 70 displayed on the display of the user device 10 in the event mode M12. Since the first attribute value and the second attribute value are reset at the time of transition to the event mode M12, the first gauge element 41a and the second gauge element 41b are not displayed in the attribute value gauge 41 in the game screen 70 (the lengths of the first gauge element 41a and the second gauge element 41b are zero). In the game screen 70, the display of the attribute value gauge 41 may be omitted. In the game screen 70, the mode transition icon 44 in the game screen 60 is changed to a status display icon 46. The status display icon 46 is an icon for displaying the status of the battle processing, similar to the status display icon 42. On the game screen 70, because the battle process is being executed in the event mode M2, the word "executing" is displayed on the status display icon 46. This word "executing" indicates that the event mode M2 is being executed.
[0100] In response to the transition from the normal mode M1 to the event mode M2, the first attribute value and the second attribute value accumulated in the normal mode M1 may be reset. For example, in response to the transition from the normal mode M1 to the event mode M2, the first attribute value and the second attribute value may each be decreased by a predetermined value. In this case, when the first game event is executed in the event mode M2, the first attribute value may be decreased by a predetermined value, but the second attribute value may not be decreased. In other words, when the first game event is executed in the event mode M2, only the first attribute value may be consumed. Conversely, when the second game event is executed in the event mode M2, the second attribute value may be decreased by a predetermined value, but the first attribute value may not be decreased. In another aspect, in response to the transition from the normal mode M1 to the event mode M2, the first attribute value and the second attribute value may each be decreased by an amount corresponding to the action executed in the event mode M2. The amount of decrease in the first attribute value and the second attribute value in the event mode M2 may be determined according to the elapsed time or the number of turns in the event mode M2. In the event mode M2, both the first attribute value and the second attribute value may be set to zero.
[0101] As described above, the game event executed in the event mode M2 may be an event in which a higher-level character among the front-line characters of the party executes a game function corresponding to a normal game effect set for the higher-level character. In the event mode M2, an attack turn may not be assigned to an enemy character. In other words, in the event mode M2, a higher-level character may be able to execute a game function without being attacked by an enemy character.
[0102] The execution of game functions by high-level characters in the event mode M2 will be further described with reference to FIG. 12. When a normal game function is executed by a high-level character, as shown in FIG. 12, among the four frontline characters, only the first character C11 and the second character C12, which are high-level characters, are displayed in the first area 50a, and the third character C13 and the fourth character C14, which are low-level characters, may not be displayed in the first area 50a. In order to allow the first character C11 to select a game function to be executed by the first character C11, function display icons 43a to 43e indicating candidates of game functions to be executed by the first character C11 may be displayed on the game screen 70. The function display icons 43a to 43e may be expanded on the game screen 70 by, for example, selecting the icon image C11a of the first character C11 displayed in the second area 50b. The function display icons 43a to 43e may be associated with game effects GE1 to GE5 (see FIG. 9) associated with the first character C11. For example, the function display icon 43a corresponds to the game effect GE1. The function display icons 43a to 43e are displayed on the game screen 70 so as to accept an operation by the user. For example, when an input to select the function display icon 43a is accepted by a touch operation on the touch screen of the user device 10, the game effect GE1 corresponding to the function display icon 43a is selected as the game effect to be generated by the first character C11. Similarly, for the second character C12, a function display icon for selecting one of the game effects GE2, GE5, GE6, GE7, and GE8 associated with the second character C12 is displayed on the game screen 70, and the game effect to be executed by the second character C12 can be determined according to a selection operation on the function display icon. The status display icon 46 on the game screen 70 may be capable of accepting a selection operation from the user. After the game effects to be generated by the first character C11 and the second character C12 are selected, the status display icon 46 can be selected, for example, by a touch operation, to cause the first character C11 and the second character C12 to execute a function corresponding to the selected game effect.As a result, the selected normal game effect occurs when the higher level characters (the first character C11 and the second character C12) execute the game function. While the higher level characters are executing the game function, the display of the status display icon 46 may be changed. For example, the word "activate" may be displayed inside the status display icon 46 instead of "execute". The status display icon 46 displaying the word "activate" can indicate that the higher level character is executing the game function (i.e., activating the game effect corresponding to the game function).
[0103] As normal game effects executed for higher level characters in the event mode M2, a game effect of attacking the enemy character C31 using a specific weapon, a game effect of attacking the enemy character C31 using magic, a game effect of improving the defensive power of an ally character, and various other game effects can be applied.
[0104] In the event mode M2, in addition to or instead of executing a game function corresponding to a normal game effect, a higher level game effect set to a higher level character may be generated. In step S24, when it is determined to execute the first game event in the event mode M2, a higher level game effect set to a higher level character to which a first attribute is set may be generated, and a higher level game effect set to a higher level character to which a second attribute is set may not be generated. In the example shown in FIG. 12, the first character C11 and the second character C12 included in the vanguard characters are higher level characters, but only the first character C11 is set to the first attribute. Therefore, when it is determined to execute the first game event in the event mode M2, a process of generating the higher level game effect AE1 set to the first character C11 is performed, but a process of generating the higher level game effect AE2 set to the second character C12 is not performed. Conversely, if it is determined in step S24 that the second game event is to be executed in the event mode M2, a process is performed to generate a higher level game effect set for a higher level character to which the second attribute is set, but a process is not performed to generate a higher level game effect set for a higher level character to which the first attribute is set. If it is not determined in step S24 whether the first game event or the second game event is to be executed in the event mode M2, or if it is determined that both the first game event and the second game event are to be executed in the event mode M2, both the higher level game effect set for the higher level character to which the first attribute is set and the higher level game effect set for the higher level character to which the second attribute is set may be generated.
[0105] In the event mode M2, the higher level game effect may occur automatically (without receiving a command from the user). The higher level game effect in the event mode M2 may be performed in parallel with the execution of the normal game function by the higher level character described above.
[0106] A higher level game effect generated by a higher level character of the first attribute in the event mode M2 may improve the effectiveness of a normal game effect generated by a first attribute character in the event mode M2. However, a higher level game effect generated by a higher level character of the first attribute may not improve the effectiveness of a normal game effect generated by a second attribute character in the event mode M2. A higher level game effect generated by a higher level character of the second attribute in the event mode M2 may improve the effectiveness of a normal game effect generated by a second attribute character in the event mode M2. However, a higher level game effect generated by a higher level character of the second attribute in the event mode M2 may not improve the effectiveness of a normal game effect generated by a first attribute character in the event mode M2.
[0107] When all the higher level characters included in the vanguard characters generate game effects (normal game effects and higher level game effects), the game event in the event mode M2 ends, and in step S27, a process of returning from the event mode M2 to the normal mode M1 is performed. When returning to the normal mode M1, the battle with the enemy character C31 is resumed in the same manner as before the transition to the event mode M2. When the normal mode M1 is resumed, the first attribute value and the second attribute value are each set to their initial values. When returning to the normal mode M1 after transitioning from the normal mode M1 to the event mode M2, the initial values of the first attribute value and the second attribute value may be changed from the initial values in the normal mode M1 before the transition to the event mode M2. For example, when the level, rank, or other parameters of the higher level characters included in the user party are improved in the process of returning to the normal mode M1 after transitioning to the event mode M2, the initial values of the first attribute value and the second attribute value may be increased.
[0108] The above battle process continues until either the user's party or the enemy character wins. For example, the user's party can win by reducing the life of the enemy character C31 to zero.
[0109] 6. Effects Next, some of the effects achieved by the above-described embodiment will be described.
[0110] In the game provided by the game system 1, a first attribute value and a second attribute value corresponding to separate attribute information set for a user character are displayed by one attribute value gauge 41. Since the first attribute value is not a parameter related to all characters in the user party but a parameter associated with attribute information set for the first attribute character, it is a common idea in the field of games to display a gauge indicating the first attribute value near each first attribute character. This is also true for the second attribute value. In order to display the first attribute value and the second attribute value near each first attribute character and each second attribute character, a gauge is required for each first attribute character and each second attribute character, so that multiple gauges are displayed on the game screen. In contrast, in the game system 1, the first attribute value updated by the action of the first attribute character is displayed by the first gauge element 41a, which is a display element in the attribute value gauge 41, and the second attribute value updated by the action of the second attribute character is displayed by the second gauge element 41b, which is a display element in the attribute value gauge 41. In this way, in the game system 1, the first attribute value and the second attribute value can be displayed by a single attribute value gauge 41, which makes it possible to reduce congestion of display elements included in the game screen 50 compared to a case in which the first attribute value and the second attribute value are displayed by separate gauges. This makes it possible to improve the visibility of the gauges indicating the first attribute value and the second attribute value.
[0111] The first attribute value is a parameter that changes according to the action of the first attribute character, whereas the second attribute value is a parameter that changes according to the action of the second attribute character. Therefore, when the first attribute value changes according to the action of the first attribute character, in order to correlate the change in the first attribute value with the character that contributed to the change, it is a common idea in the field of games to display a gauge indicating the first attribute value that has changed according to the action in the vicinity of the first attribute character. The same is true for the second attribute value, and it is a common idea in the field of games to display a gauge indicating the second attribute value in the vicinity of the second attribute character. However, in a game in which a party including multiple user characters fights an enemy character, multiple characters are displayed on the game screen, so it is difficult to secure sufficient display space around each character. In the game system 1, instead of providing a gauge representing the first attribute value or the second attribute value for each character, one attribute value gauge 41 is used for the user party, and the first attribute value and the second attribute value are represented by this attribute value gauge, so that the connection between the attribute value gauge 41 and each character is weak. For this reason, there is little need to display the attribute value gauge 41 near each character, and as a result, it is easier to ensure space for displaying other display elements near the characters.
[0112] 7 Notes The game system 1 shown in FIG. 1 is an example of a system to which the present invention can be applied, and the game system to which the present invention can be applied is not limited to that shown in FIG. 1. The game system 1 to which the present invention can be applied may not include some of the components shown in the figure. For example, the game system 1 may not include the storage 30. The game system 1 may include components that are not shown. Although only one user device 10 is shown in FIG. 1 for the sake of simplicity of explanation, the game system 1 may include any number of user devices 10 that is two or more. The game system 1 may include a cloud environment for distributing and processing the processing to be executed by the user device 10 or the server 20.
[0113] In the game system 1, there is no particular restriction on the storage location of data. For example, various data that can be stored in the storage 15 may be stored in a storage (e.g., the storage 30) that is physically separate from the storage 15 or in a database server. In this specification, data described as being stored in the storage 15 may be stored in a single storage or may be distributed and stored in multiple storages. In addition, in this specification and the claims, when the term "storage" is used simply, it may refer to either a single storage or a collection of multiple storages, as far as the context permits. The above description of data that can be stored in the storage 15 also applies to data stored in the storage 25 as far as possible.
[0114] The embodiments of the present invention are not limited to the above-described embodiments, and various modifications are possible within the scope of the gist of the present invention. For example, a part or all of the functions executed by the processor 11 and the processor 21 may be realized by a processor not specified in this specification, without departing from the spirit of the invention. In FIG. 1, the processor 11 is illustrated as a single component, but the processor 11 may be a collection of multiple physically separate processors. The same applies to the processor 21. In this specification, the programs described as being executed by the processor 11 and the processor 21 or the instructions included in the programs may be executed by a single processor, or may be executed in a distributed manner by multiple processors. In addition, the programs executed by the processor 11 and the processor 21 or the instructions included in the programs may be executed by one or more virtual processors.
[0115] The programs executed by the processor 11 and / or the processor 21 may be stored in various types of non-transitory computer readable media other than the illustrated storage. The non-transitory computer readable media include various types of tangible storage media. Examples of the non-transitory computer readable media include magnetic recording media (e.g., flexible disks, magnetic tapes, hard disk drives), magneto-optical recording media (e.g., magneto-optical disks), Compact Disc Read Only Memory (CD-ROM), CD-R, CD-R / W, and semiconductor memory (e.g., mask ROM, Programmable ROM (PROM), Erasable PROM (EPROM), flash ROM, Random Access Memory (RAM)).
[0116] Although the processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, multiple software, multiple components, and / or multiple modules. Furthermore, although the data, tables, or databases described herein are described as being stored in a single memory, such data, tables, or databases may be stored in multiple memories in a single device or multiple memories distributed across multiple devices. Furthermore, the software and hardware elements described herein may be realized by integrating them into fewer components or breaking them down into more components.
[0117] In the processing procedures described in this specification, particularly in the processing procedures described using flow charts or sequence charts, it is possible to omit some of the steps constituting the processing procedures, to add steps not explicitly stated as constituting the processing procedures, and / or to change the order of the steps, and such omitted, added, or reordered processing procedures are included in the scope of the present invention as long as they do not deviate from the spirit of the present invention. For example, in the flow chart shown in Fig. 8, the processing of step S24 may be omitted. If step S24 is omitted, the event mode M2 is started without determining whether to execute the first game event or the second game event in the event mode M2.
[0118] The designations "first," "second," "third," and the like in this specification and claims are given to identify components and do not necessarily limit the number, order, or content. Furthermore, numbers for identifying components are used in different contexts, and a number used in one context does not necessarily indicate the same configuration in another context. Furthermore, a component identified by a certain number is not prevented from also having the function of a component identified by another number.
[0119] 8. Supplementary Notes This specification also discloses the following techniques:
[0120] [Appendix 1] 1. A system comprising one or more processors, The one or more processors: changing a first attribute value in response to an action of a first attribute character to which a first attribute is set among a plurality of characters of the user; changing a second attribute value in response to an action of a second attribute character having a second attribute set among the plurality of characters; generating a game screen to include an attribute value gauge including a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value; system. [Appendix 2] the one or more processors enable a game event when an enabling condition defined in association with the first attribute value and the second attribute value is satisfied. The system described in [Appendix 1]. [Appendix 3] when the enabling condition is satisfied, a controller for executing the game event is displayed on the game screen; The game event is executed in response to an operation on the controller. 1. A system according to claim 1 or 2. [Appendix 4] the enabling condition is defined for a total attribute value obtained by adding up the first attribute value and the second attribute value; A system according to any one of claims 1 to 3. [Appendix 5] The enabling condition is that the total attribute value is equal to or greater than a threshold value. A system according to any one of claims 1 to 4. [Appendix 6] The level of the first attribute character is equal to or higher than a reference level; In the game event, the first attribute character generates a first game effect. A system according to any one of claims 1 to 5. [Appendix 7] the first game effect is set by the user after the activation condition is satisfied. A system according to any one of claims 1 to 6. [Appendix 8] The level of the second attribute character is equal to or higher than the reference level, In the game event, the second attribute character generates a second game effect. A system according to any one of claims 1 to 7. [Appendix 9] the second game effect is set by the user after the activation condition is satisfied. A system according to any one of claims 1 to 8. [Appendix 10] When the level of the second attribute character is lower than the reference level, the second attribute character does not participate in the game event. A system according to any one of claims 1 to 9. [Appendix 11] the game events include a first game event and a second game event; the first game event is executed if the total attribute value satisfies the activation condition and the first attribute value is greater than the second attribute value; the second game event is executed if the total attribute value satisfies the activation condition and the second attribute value is greater than the first attribute value. A system according to any one of claims 1 to 10. [Appendix 12] A first attribute effect is associated with the first attribute character; In the first game event, the first attribute effect occurs. A system according to any one of claims 1 to 11. [Appendix 13] A second attribute effect is associated with the second attribute character, In the second game event, the first attribute effect does not occur but the second attribute effect occurs. A system according to any one of claims 1 to 12. [Appendix 14] The one or more processors execute the computer-readable instructions, changing a first attribute value in response to an action of a first attribute character, to which a first attribute is set, among a plurality of characters of the user; changing a second attribute value in response to an action of a second attribute character having a second attribute set among the plurality of characters; generating a game screen to include an attribute value gauge including a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value; A game processing method comprising: [Appendix 15] one or more processors, changing a first attribute value in response to an action of a first attribute character, to which a first attribute is set, among a plurality of characters of the user; changing a second attribute value in response to an action of a second attribute character having a second attribute set among the plurality of characters; generating a game screen to include an attribute value gauge including a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value; A game program that executes the above. [Explanation of symbols]
[0121] 1. Game System 10 User Device 11 Processors 11a Game Progression Section 11b Attribute value update section 11c Judgment section 11d Event Organizing Department 15. Storage 15a Game Applications 20 Servers 41 Attribute Gauge 41a First gauge element 41b Second gauge element
Claims
1. 1. A system comprising one or more processors, the one or more processors: changing a first attribute value in response to an action of a first attribute character to which a first attribute is set among a plurality of characters of the user; changing a second attribute value in response to an action of a second attribute character having a second attribute set thereto among the plurality of characters; generating a game screen so as to include an attribute value gauge including a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value; system.
2. the one or more processors enable a game event when an enabling condition defined in association with the first attribute value and the second attribute value is satisfied. The system of claim 1 .
3. when the enabling condition is satisfied, a controller for executing the game event is displayed on the game screen; The game event is executed in response to an operation on the controller. The system of claim 2.
4. the enabling condition is defined for a total attribute value obtained by adding up the first attribute value and the second attribute value; The system of claim 2.
5. The enabling condition is that the total attribute value is equal to or greater than a threshold value. The system of claim 4.
6. The level of the first attribute character is equal to or higher than a reference level, In the game event, the first attribute character generates a first game effect. The system of claim 2.
7. the first game effect is set by the user after the activation condition is satisfied. The system of claim 6.
8. the level of the second attribute character is equal to or higher than the reference level; In the game event, the second attribute character generates a second game effect. The system of claim 6.
9. the second game effect is set by the user after the activation condition is satisfied. The system of claim 8.
10. When the level of the second attribute character is lower than the reference level, the second attribute character does not participate in the game event. The system of claim 6.
11. the game events include a first game event and a second game event; the first game event is executed if the total attribute value satisfies the activation condition and the first attribute value is greater than the second attribute value; the second game event is executed if the total attribute value satisfies the activation condition and the second attribute value is greater than the first attribute value. The system of claim 4.
12. A first attribute effect is associated with the first attribute character; In the first game event, the first attribute effect occurs. The system of claim 11.
13. A second attribute effect is associated with the second attribute character, In the second game event, the first attribute effect does not occur but the second attribute effect occurs. The system of claim 12.
14. The one or more processors execute the computer-readable instructions, changing a first attribute value in response to an action of a first attribute character to which a first attribute is set among a plurality of characters of the user; changing a second attribute value in response to an action of a second attribute character having a second attribute set among the plurality of characters; generating a game screen to include an attribute value gauge including a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value; A game processing method comprising:
15. one or more processors, changing a first attribute value in response to an action of a first attribute character to which a first attribute is set among a plurality of characters of the user; changing a second attribute value in response to an action of a second attribute character having a second attribute set among the plurality of characters; generating a game screen to include an attribute value gauge including a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value; A game program that executes the above.
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