Program and information processing device
The program and information processing apparatus address the labor-intensive process of growing associated equipment items in games by enabling batch synthesis of equipment items without releasing associations, thereby reducing player effort and streamlining the process.
Patent Information
- Application Number
- JP2024098146
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-18
- Publication Date
- 2025-05-26
AI Technical Summary
In games where players can combine multiple content items, the process of growing associated equipment items with characters is labor-intensive, especially when these items need to be collectively synthesized, which can consume part of the equipment and release the association, making it difficult for players to grow specific associated content without significant effort.
A program and information processing apparatus that allow players to associate equipment items with specific characters and enable batch synthesis of equipment items of the same type, without releasing the association, by extracting content groups from owned items and collectively synthesizing them, thereby reducing player labor.
The solution reduces the player's burden during batch synthesis by allowing equipment items to be grown and associated with specific characters without the need for manual association and synthesis steps, thereby streamlining the process and saving player effort.
Smart Images

Figure 2025080733000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
[0002] Conventionally, there has been known a game in which a plurality of contents owned by a player can be combined into one content.
[0003] Regarding this, Patent Document 1 discloses a technique for automatically selecting source content and material content from a group of contents of the same type owned by a player, and collectively synthesizing the material content of the same type as the source content for each source content.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In such a game, there may be a case where it is possible to grow second content (for example, an equipment item) that can be associated with first content (for example, a character) (for example, equipped or worn). Also, in such a game, among the second content owned by the player, if the second content associated with the first content is included in the group of contents to be collectively synthesized, a part of the second content may be consumed and the association may be released, so it could not be included in the group of contents to be collectively synthesized. For this reason, when the player wants to grow the second content associated with the first content, for example, by collective synthesis, it was necessary to release the association and then collectively synthesize the second content. However, players have a desire to grow, without releasing the association, the second content associated with specific first content (for example, the first content organized in a deck) by batch synthesis without much effort.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus capable of reducing the burden on the player during batch synthesis.
Means for Solving the Problems
[0007] In order to solve the above problems, a program according to a first aspect of the present invention is a program that can associate second content with first content and execute a game capable of growing the second content by synthesizing a plurality of second contents of the same type with each other, causing a computer to function as extraction means for extracting, from the second content owned by a player, content groups of the same type as each other, respectively, and control means for collectively synthesizing each of the extracted content groups and causing the player to own each of the second contents after growth grown by the synthesis, and the control means associates the second content after growth with specific first content.
[0008] Further, in a second aspect of the present invention, the specific first content is one or a plurality of first contents designated by the player.
[0009] Further, in a third aspect of the present invention, the specific first content is a plurality of first contents whose priority is designated by the player, and the control means associates the second content after growth with specific first content having a higher priority.
[0010] Further, in a fourth aspect of the present invention, the control means associates the second content after growth with the specific first content having a high usage frequency in the game.
[0011] Also, in the fifth aspect of the present invention, the control means associates the second content after cultivation with the specific first content for which the first predetermined parameter has been cultivated.
[0012] Also, in the sixth aspect of the present invention, the specific first content is one or more first contents with a high usage frequency in the game.
[0013] Also, in the seventh aspect of the present invention, the specific first content is one or more first contents for which the first predetermined parameter has been cultivated.
[0014] Also, in the eighth aspect of the present invention, the control means associates, with the specific first content, the second content among the second content after cultivation for which the second predetermined parameter has been cultivated.
[0015] Also, in the ninth aspect of the present invention, when the second content associated with the specific first content by the extraction means is extracted, the control means re-associates the second content after cultivation, which has been cultivated by synthesizing the content group including the second content, with the specific first content.
[0016] Also, an information processing apparatus according to the tenth aspect of the present invention is an information processing apparatus that can execute a game in which a second content can be associated with a first content and the second content can be cultivated by synthesizing a plurality of second contents of the same type with each other, and includes an extraction means for extracting, from the second content owned by the player, content groups of the same type respectively, and a control means for collectively synthesizing the extracted content groups respectively and causing the player to own the second content after cultivation cultivated by the synthesis, and the control means associates the second content after cultivation with a specific first content.
Advantages of the Invention
[0017] According to the present invention, the labor of the player can be reduced during batch synthesis.
Brief Description of the Drawings
[0018]
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Modes for Carrying Out the Invention
[0019] Hereinafter, a plurality of embodiments of the present invention will be described with reference to the accompanying drawings. For the sake of easy understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and redundant descriptions are omitted.
[0020] ---First Embodiment--- First, the first embodiment will be described.
[0021] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.
[0022] As shown in FIG. 1, the game system 1 includes a server device 10 and one or more terminal devices 12. These server device 10 and terminal devices 12 are communicably connected via a communication network NT such as an intranet, the Internet, or a telephone line.
[0023] The server device 10 is an information processing device that provides the execution result of a game obtained by executing a game program 14 or the game program 14 itself to the players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal device 12.
[0024] Each terminal device 12 is an information processing device owned by each player, and after the game program 14 received from the server device 10 is installed, it is an information processing device that provides a game to each player by executing the program. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0025] <Hardware Configuration> FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10.
[0026] As shown in FIG. 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.
[0027] In the control device 20, the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24 or the storage device 28 or the like. Details of this functional means will be described later.
[0028] The communication device 26 is composed of a communication interface or the like for communicating with an external device. The communication device 26 transmits and receives various information to and from, for example, the terminal device 12.
[0029] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs, various information, and information on processing results necessary for the execution of processing in the control device 20, including the game program 14.
[0030] Note that the server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. Also, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT. Further, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can have other configurations generally provided in a server. Also, the hardware configurations of the plurality of terminal devices 12 can have the same configuration as the server device 10, except that they include, for example, operating means, a display device, and a sound output device.
[0031] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG. 1.
[0032] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.
[0033] The main control unit 30 is configured to include a CPU, a memory, and the like. The main control unit 30 is connected to the touch panel 32 as a display input device, the camera 34, the mobile communication unit 36, the wireless LAN communication unit 38, the storage unit 40, and the speaker 42. And the main control unit 30 has a function of controlling these connection destinations.
[0034] The touch panel 32 has both a display function and an input function, and is composed of a display 32A responsible for the display function and a touch sensor 32B responsible for the input function. In the first embodiment, the display 32A can display a game image including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player with respect to the game image.
[0035] The camera 34 has a function of taking a still image and / or a moving image and saving it in the storage unit 40.
[0036] The mobile communication unit 36 is connected to the mobile communication network via an antenna 36A and has a function of communicating with other communication devices connected to the mobile communication network.
[0037] The wireless LAN communication unit 38 is connected to the communication network NT via an antenna 38A and has a function of communicating with other devices such as the server device 10 connected to the communication network NT.
[0038] The storage unit 40 stores various programs and various data such as a game program 14 and play data indicating the progress status of the game of the game program 14 and player information. Note that the play data may be stored in the server device 10.
[0039] The speaker 42 has a function of outputting game sounds and the like.
[0040] <Game summary> The game (game genre) according to the first embodiment includes a lottery game, a quest, a breeding game, and the like. The lottery game may be referred to as a gacha, a lucky draw, a summoning, etc. The quest may be referred to as a battle game, a dungeon, an exploration, a mission, a scenario, etc. The purchase game may be referred to as a sales place, an exchange place, etc.
[0041] The lottery game according to the first embodiment is a game that provides (allows the player to obtain) one or more contents randomly selected (drawn) from a group of lottery target contents that are the targets of the lottery by an execution request (instruction) to execute the lottery game from the player. Examples of this content include first content (e.g., a character), second content (e.g., an equipment item), enhancement material content, etc. This lottery game is executed based on the consumption of game currency owned by the player. Examples of this game currency include paid items (e.g., paid stones), free items (e.g., free stones), coins, points, etc. The paid item is a paid item given to the player based on payment by money, prepaid card, electronic money, credit card, cryptocurrency, etc. Also, the free item is a free item given to the player within the game. This free item may have the same value as the paid item, for example, or may have a lower value than the paid item. For example, in a certain lottery game, paid items and free items can be consumed without distinction. Note that in another lottery game, only paid items may be consumable. Coins and points are, for example, in-game currency given to the player together with the drawn content when the lottery game is executed.
[0042] A quest according to the first embodiment is a game in which the objective is to satisfy a predetermined clear condition (task). For example, this quest is a game in which a deck is organized by a predetermined number (for example, one or five) or less of characters (first contents) owned by the player based on an instruction (request) by the player to select one quest from a quest menu. The deck is sometimes called a party or a team. In the quest according to the first embodiment, each character (first contents) can be associated with (for example, equipped with or equipped by) each type of equipment item (second contents). The types of equipment items include weapon items, armor items, ring items, and the like. For example, by equipping a character with a weapon item, the parameter (for example, attack power) of the character associated with the weapon item increases or decreases. In the first embodiment, when a certain character is equipped with a weapon item A1, the weapon item A1 is treated as an equipped item, and the weapon item A1 cannot be equipped to another character. In other words, in order for another character to equip the weapon item A1, the weapon item A1 equipped by the certain character must be unequipped. An example of a case where a clearing condition (task) is satisfied is when all enemy characters appearing in the quest are defeated using the deck (for example, when hit points are reduced to 0 or less). An example of a case where a clearing condition is not satisfied (when clearing fails) is when all characters (first content) organized in the deck are annihilated (for example, when the hit points of all characters are reduced to 0 or less).
[0043] Also, in the quest according to the first embodiment, when the player satisfies the clear condition, a clear reward is given to the player. Examples of this clear reward include in-game currency (e.g., non-purchasable items, coins, points, etc.), characters, equipment items, player experience points, and the like. Also, in the first embodiment, when the player clears a quest (satisfies the clear condition), a new quest (the next quest) is opened (made playable) for the player. This new quest, for example, has a higher difficulty level than the quest cleared by the player, while the amount of the clear reward increases or the quality of the clear reward improves. For example, in an editing menu for preliminarily editing a deck to be used in a quest, the player can edit the deck to be used in the quest by arbitrarily selecting a predetermined number or fewer characters from the owned characters.
[0044] Also, in the cultivation game according to the first embodiment, by synthesizing (consuming) material contents associated in advance with designated source contents for synthesis selected from among a plurality of first contents (e.g., characters) and second contents (e.g., equipment items) owned by the player, predetermined parameters (e.g., attack power, defense power, etc.) of the source contents for synthesis are changed to be advantageous to the player.
[0045] For example, in a cultivation game, by synthesizing enhancement material content (e.g., enhancement material items) that is pre-associated with the source content to be cultivated (e.g., characters or equipment items), enhancement synthesis (cultivation) can be performed to change the normal parameters of the source content. Examples of such normal parameters include level, attack power, defense power, skill activation turn count, etc. For example, in enhancement synthesis, by synthesizing a quantity (number) of enhancement material content that is pre-associated with each level of the source content to be cultivated, the level of the source content can be increased. Also, for example, in enhancement synthesis, by synthesizing a quantity (number) of enhancement material content that is pre-associated with each skill activation turn count of the source content to be cultivated, the skill activation turn count of the source content can be decreased. In the first embodiment, when the level of the content (character or equipment item) increases by 1, the hit points, attack power, defense power, etc. of the content increase by a predetermined value each. The higher the values of the hit points, attack power, and defense power, the more advantageous it is for the progress of the game (e.g., quests). The skill activation turn count includes the number of turns required for the content to activate a skill. The lower the value of this skill activation turn count, the more advantageous it is for the progress of the game (e.g., quests). For example, the skill is activated automatically or by the player's operation (manual) when the same number of turns as the skill activation turn count of the content has elapsed in the quest. For example, the player can set a particular content as the source content (content to be enhanced) for enhancement synthesis by specifying one content from the list screen of the owned content in the enhancement menu.
[0046] Also, for example, in evolutionary synthesis, by synthesizing (consuming) evolution material content pre-associated with the source content to be cultivated (e.g., characters or equipment items), evolutionary synthesis (cultivation) can be performed to change the special parameters of the source content. Examples of such special parameters include the upper limit value of the level, the lower limit value of the skill activation turn count, rarity, luckiness, etc. Luckiness is a parameter that, for example, increases the number of obtained clear rewards and their quality when characters or equipment items are used in quests. Examples of the pre-associated evolution material content include content of the same type as the source content and general-purpose content. General-purpose content is content that can be synthesized as evolution material content for any source content. In the first embodiment, for example, in evolutionary synthesis, by synthesizing a predetermined number of contents of the same type as the source content (evolution material content) with the source content to be cultivated, the upper limit value of the level of the source content is increased. The higher the upper limit value of the level, the more the player can increase the level by enhancement synthesis. Therefore, the player can advantageously advance the quest (game) by increasing the upper limit value of the level. Also, for example, in evolutionary synthesis, by synthesizing a predetermined number of contents of the same type as the source content (evolution material content) with the source content to be cultivated, the lower limit value of the skill activation turn count of the source content is decreased. The lower the lower limit value of the skill activation turn count, the more the player can decrease the skill activation turn count by enhancement synthesis. Therefore, the player can advantageously advance the quest (game) by decreasing the lower limit value of the skill activation turn count. In the first embodiment, the content can be evolved (cultivated) until the special parameter reaches the limit value (e.g., the maximum value of the upper limit value of the level, the minimum value of the lower limit value of the skill activation turn count, the maximum value of luckiness). For example, in the evolution menu, the player can designate one piece of content from the list screen of the owned content, and set the one piece of content as the source content (content to be evolved) for evolution synthesis.
[0047] <Functional means> FIG. 4 is a block diagram schematically showing an example of the functional means of the server device 10.
[0048] As shown in FIG. 4, the server device 10 includes, as a functional configuration, a storage means 50, an extraction means 52, and a control means 54. The storage means 50 is realized by one or a plurality of storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing a game program 14 stored in the storage device 28 or the like. Note that all or part of these functional configurations may be provided in the terminal device 12.
[0049] The storage means 50 has a function of storing player information 50A, content information 50B, lottery game information 50C, quest information 50D, and the like.
[0050] The player information 50A is stored in association with the player ID of each player. This player information 50A includes, for example, the player's name, age, player rank, owned content information, owned game currency information, formation deck information, quest progress information, and the like.
[0051] The player rank, for example, increases when the player acquires player experience points.
[0052] The owned content information includes information about the content (such as characters and equipped items) owned by the player.
[0053] For example, the owned content information is stored in association with the owned character ID for each character (first content) owned by the player. This owned character ID is assigned, for example, when the player acquires a character or when the character evolves. For example, the owned content information includes the character ID of the character, current parameters, correspondence information, and specific information. The current parameters include the current values of the normal parameters and the special parameters. The correspondence information includes the owned item ID of the equipped item associated with the character (for example, the item equipped by the character). The specific information includes the owned character ID indicating a specific character (specific first content) and the priority for each such specific character.
[0054] Also, for example, the owned content information is stored in association with the owned item ID for each equipped item (second content) owned by the player. This owned item ID is assigned, for example, when the player acquires an equipped item or when the equipped item evolves. For example, the owned content information includes the item ID of the equipped item and the current parameters (the current values of the normal parameters and the special parameters).
[0055] The owned game currency information is stored in association with the content ID of the game currency for each game currency (such as a paid item, a non-paid item, coins, points, etc.) owned by the player. The owned game currency information includes, for example, the player's owned quantity.
[0056] The formation deck information includes information regarding the player's formation deck. This formation deck information includes, for example, the owned character IDs of up to a predetermined number (for example, 5) of characters specified in advance by the player and the array (for example, the order from the left) of each of the specified characters. This deck is used, for example, when executing a quest.
[0057] Quest progress information includes, for example, the quest IDs of quests cleared by the player and the quest IDs of playable quests.
[0058] Content information 50B includes information about content (such as first content, second content, etc.).
[0059] For example, content information 50B is stored in association with a character ID for each character (first content). Also, for example, content information 50B is stored in association with an item ID for each equipped item (second content). Content information 50B includes, for example, a name, an image, ability information, rarity, enhancement cost information, evolution cost information, etc.
[0060] Ability information includes normal parameter information, special parameter information, and skills. Normal parameter information includes the range (minimum value and maximum value) of normal parameters (such as level and number of skill activation turns). Special parameter information includes the range (minimum value and maximum value) of special parameters (such as the upper limit value of level and the lower limit value of the number of skill activation turns) for each number of evolution times. Skills include, for example, the ability to recover the hit points of friendly characters (such as other characters in the deck), strengthen the attack power or defense power of friendly characters, or inflict damage on enemy characters in a quest.
[0061] Rarity includes, for example, numerical values from 1 to 6. This numerical value may be indicated by, for example, the number of stars. Here, for characters with high rarity, parameters (normal parameters and special parameters) and skills that are advantageous for the progress of the game (such as quests) are set. Also, for example, characters with high rarity have a high upper limit value (special parameter) of level set.
[0062] The enhancement cost information includes information on the cost required to enhance the content (source content). For example, the enhancement cost information includes information for specifying enhancement material content pre-associated with the content (e.g., the item ID of the enhancement material item) and the quantity of the enhancement material content. For example, the cost (material items) required to raise (enhance) the normal parameter (e.g., level) of "Character X" as the source character (target character for enhancement) from 69 to 70 is 2 pieces of "Enhancement Material X". Note that the cost required to raise this normal parameter (e.g., level) by 1 may vary for each normal parameter (e.g., level) of the source character. Also, for example, the cost (material items) required to raise (enhance) the normal parameter (e.g., level) of "Weapon Item A" as the source item (target item for enhancement) from 49 to 50 is 3 pieces of "Enhancement Material A". Note that the cost required to raise this normal parameter (e.g., level) by 1 may vary for each normal parameter (e.g., level) of the source item.
[0063] The evolution cost information includes information on the cost required to evolve the content (source content). For example, the evolution cost information includes information for specifying evolution material content pre-associated with the content (e.g., the character ID of the evolution material character or the item ID of the evolution material item) and the quantity of the evolution material content. For example, the cost (evolution material characters) required to raise (evolve) the special parameter (e.g., the upper limit value of the level) of "Character X" as the source character (target character for evolution) from 100 to 105 is 2 characters of "Character X" of the same type as the source character. Note that the cost required to raise this special parameter (e.g., the upper limit value of the level) may vary for each special parameter (e.g., the upper limit value of the level) of the source character. Also, for example, the cost (evolution material item) required to increase (evolve) the special parameter (e.g., the upper limit value of the level) of "Weapon Item A" as the synthesis source item (the item to be evolved) from 100 to 105 is two "Weapon Item A"s of the same type as the synthesis source item. Note that the cost required to increase this special parameter (e.g., the upper limit value of the level) may vary for each special parameter (e.g., the upper limit value of the level) of the synthesis source item.
[0064] The lottery game information 50C is stored in association with the lottery game ID of the corresponding lottery game for each lottery game. The lottery game information 50C includes the name, price, lottery target information, etc. of the lottery game.
[0065] The price includes the number of game currencies (paid currency or free currency) required to execute one lottery. For example, the price of a certain lottery game is five paid items or free items.
[0066] The lottery target information includes the identification information (e.g., character ID or item ID) of each content constituting the lottery target content group (e.g., lottery target character group or lottery target item group) that is the lottery target of the lottery game, and the appearance frequency (weight) associated with the identification information. The appearance frequency includes, for example, any numerical value from 1 to 10. The appearance frequency is set to a lower numerical value for high - rarity content and a higher numerical value for low - rarity content. Note that the appearance frequency may be set to different numerical values among contents of the same rarity (e.g., rarity 6). Here, the lottery probability of one content is the value obtained by dividing the appearance frequency set for the one content by the total value of the appearance frequencies set for each content constituting the lottery target content group. Specifically, when the appearance frequency set for one content is 2 and the total value of the appearance frequencies set for each content constituting the lottery target content group is 400, the lottery probability of the one content is 2 / 400 (0.5%).
[0067] Quest information 50D is stored in association with the quest ID for each quest. The quest information 50D includes the name of the quest, enemy character information, and clear reward information.
[0068] The enemy character information includes the enemy character ID and ability parameters for each enemy character that appears in the quest.
[0069] The clear reward information stores information regarding the clear rewards that can be obtained by the player when the quest is cleared. Examples of such clear rewards include in-game currency (e.g., non-paying items, coins, points, etc.), content (e.g., characters, equipment items, etc.), player experience points, etc. The clear reward information includes the identification information of the content (e.g., character ID, item ID), the number of acquisitions, and the drop rate. The drop rate is, for example, the probability of allowing the player to obtain the content. The drop rate includes, for example, a higher probability for quests with a higher difficulty level.
[0070] The extraction means 52 is a functional means for extracting one or more item groups (content groups) from the equipment items (second content) owned by the player. In the first embodiment, the extraction means 52 extracts item groups (content groups) that are of the same type as each other from the equipment items (second content) owned by the player.
[0071] For example, when the player selects an equipped item in the training menu, the extraction means 52 refers to the owned content information of the player information 50A and the evolution cost information of the content information 50B, and extracts, from among the equipped items owned by the player, the number of item groups necessary for evolution respectively. Specifically, the extraction means 52 extracts an item group A (weapon item A1, weapon item A2, weapon item A3), an item group B (armor item B1, armor item B2), and an item group C (ring item C1, ring item C2). For example, weapon item A1, weapon item A2, and weapon item A3 are weapon items of the same type with a common item ID. Also, for example, armor item B1 and armor item B2 are armor items of the same type with a common item ID. Also, for example, ring item C1 and ring item C2 are items of the same type with a common item ID. These item groups include equipped items associated with the character.
[0072] Also, the extraction means 52 does not necessarily have to extract an equipped item whose special parameter has reached the limit value. For example, the extraction means 52 excludes, from the extraction targets, equipped items whose upper limit value of the level has reached the maximum value among the equipped items owned by the player.
[0073] Also, in response to an instruction to batch synthesize (batch evolve) the equipped items (second content) owned by the player, the extraction means 52 extracts, from among the equipped items owned by the player, the number of item groups necessary for evolution respectively. For example, the extraction means 52 refers to the evolution cost information of the content information 50B and extracts, from among the equipped items owned by the player, the number of item groups necessary for evolution respectively.
[0074] The control means 54 is a functional means for controlling the entire game. In the first embodiment, the control means 54 uses, among the item group (content group) extracted by the extraction means 52, the equipment item (second content) associated with a specific character (specific first content) as the synthesis source item (synthesis source content), and uses other equipment items (other second contents) as the evolution material items (evolution material contents). For each synthesis source item (for each synthesis source content) of each item group (each content group), it synthesizes the evolution material items (evolution material contents) of the same type as the synthesis source item (synthesis source content) in a batch.
[0075] For example, the control means 54 refers to the owned content information of the player information 50A, and among the extracted item group A (weapon item A1, weapon item A2, weapon item A3), it uses the weapon item A1 equipped by a specific character (specific first content) as the synthesis source item (synthesis source content), and uses the other equipment items, weapon item A2 and weapon item A3, as the evolution material items (evolution material contents).
[0076] Similarly, the control means 54 uses, among the extracted item group B (armor item B1, armor item B2), the armor item B1 equipped by a specific character as the synthesis source item (synthesis source content), and uses the other equipment item, armor item B2, as the evolution material item (evolution material content).
[0077] Similarly, the control means 54 uses, among the extracted item group C (ring item C1, ring item C2), the ring item C1 equipped by a specific character as the synthesis source item (synthesis source content), and uses the other equipment item, ring item C2, as the evolution material item (evolution material content).
[0078] Subsequently, the control means 54 synthesizes, for each source item of each item group (item groups A to C) (weapon item A1, armor item B1, ring item C1), evolution material items of the same type as the source item (weapon items A2 and A3, armor item B2, ring item C2) all at once. Specifically, the control means 54 causes the player to own evolved items (weapon item A', armor item B', ring item C') with the special parameters (e.g., upper limit value of level, rarity) of each of the source items (weapon item A1, armor item B1, ring item C1) that have been synthesized all at once changed, and deletes (excludes) the evolution material items used for the all-at-once synthesis from the owned content information of the player information 50A. Here, the control means 54 updates the owned item ID of the source item to the owned item ID of the equipped item (evolved item) after cultivation in the corresponding information of the owned content information. That is, a specific character that equipped the source item before cultivation (all-at-once synthesis) will be in a state where it is equipped with the equipped item (evolved item) after cultivation. Also, the control means 54 deletes the owned item ID of the evolution material item in the corresponding information of the owned content information. That is, a character that equipped the evolution material item before cultivation (all-at-once synthesis) will be in a state where it is not equipped with the evolution material item (the state where the equipment is released).
[0079] For example, a specific character (specific first content) is one or more characters (first content) designated by the player. For example, the control means 54 receives a designation from the player for one or more characters owned by the player. Subsequently, the control means 54 stores the owned character IDs of the one or more characters designated by the player in the specific information of the owned content information in the player information 50A. Note that this specific character may be a character included in the formation deck information (a character constituting the formation deck).
[0080] Also, for example, a specific character (specific first content) is a plurality of characters (first content) whose priorities are specified by the player. For example, the control means 54 receives from the player the designations for a plurality of characters owned by the player in descending order of priority. Subsequently, the control means 54 stores in the specific information of the owned content information in the player information 50A the owned character IDs of the plurality of characters specified by the player and the specified order (priority). Note that this specific character may be a character included in the formation deck information (a character constituting the formation deck), and the priority may be an order according to the arrangement of each character constituting the formation deck (for example, the order from the left).
[0081] Further, the control means 54 gives priority to the equipment item (second content) associated with a specific character (specific first content) with a high priority as the synthesis source item (synthesis source content). For example, the control means 54 refers to the owned content information of the player information 50A, and among the extracted item group A (weapon item A1, weapon item A2, weapon item A3), the weapon item A1 equipped by character X, which is a specific character and has the highest priority, is set as the synthesis source item, and the weapon item A2 equipped by character Y, which is a specific character and has the second highest priority, and the weapon item A3 not equipped by any character are set as the evolution material items.
[0082] Similarly, among the extracted item group B (armor item B1, armor item B2), the control means 54 sets the armor item B1 equipped by character Y, which is a specific character and has the second highest priority, as the synthesis source item, and the armor item B2 equipped by character Z, which is a specific character and has the third highest priority, as the evolution material item.
[0083] Similarly, the control means 54 uses the ring item C1 equipped by character Z, which is a specific character and has the third highest priority among the extracted item group C (ring items C1 and C2), as the synthesis source item, and uses the ring item C2 that no character is equipped with as the evolution material item.
[0084] Subsequently, the control means 54 synthesizes the evolution material items of the same type as the synthesis source item (weapon item A2 and weapon item A3, armor item B2, ring item C2) collectively for each synthesis source item of each item group (item groups A to C) (weapon item A1, armor item B1, ring item C1). Here, the control means 54 updates the owned item ID of the weapon item A1 (synthesis source item) included in the correspondence information of the owned content information in the player information 50A to the owned item ID of the weapon item A' (the evolved item of the weapon item A1), and sets the character X equipped with the weapon item A1 to be equipped with the weapon item A'. Also, the control means 54 deletes the owned item ID of the weapon item A2 (evolution material item) included in the correspondence information of the owned content information, and sets the character Y equipped with the weapon item A2 to be in a state of not being equipped with any weapon item. Further, the control means 54 updates the owned item ID of the armor item B1 (synthesis source item) included in the correspondence information of the owned content information in the player information 50A to the owned item ID of the armor item B' (the evolved item of the armor item B1), and sets the character Y equipped with the armor item B1 to be equipped with the armor item B'. Also, the control means 54 deletes the owned item ID of the armor item B2 (evolution material item) included in the correspondence information of the owned content information, and sets the character Z equipped with the armor item B2 to be in a state of not being equipped with any armor item. Further, the control means 54 updates the owned item ID of the ring item C1 (synthesis source item) included in the correspondence information of the owned content information in the player information 50A to the owned item ID of the ring item C' (the evolved item of the ring item C1), and sets the character Z equipped with the ring item C1 to be equipped with the ring item C'.
[0085] In addition, the control means 54 gives priority to an equipment item (second content) associated with a specific character (specific first content) that is frequently used in the game as the synthesis source item (synthesis source content). For example, the control means 54 stores, in the specific information of the owned content information in the player information 50A, the owned character IDs of a plurality of characters designated by the player, and as the priority order, the order of the number of times the designated character has been used in quests (in descending order of the number of times).
[0086] In addition, the control means 54 gives priority to an equipment item (second content) associated with a character (first content) in which a predetermined parameter has been cultivated among specific characters (specific first content) as the synthesis source item (synthesis source content). Examples of this predetermined parameter include level, skill activation turn count, upper limit value of level, lower limit value of skill activation turn count, rarity, luck, attack power, defense power, hit points, and the like. For example, the control means 54 stores, in the specific information of the owned content information in the player information 50A, the owned character IDs of a plurality of characters designated by the player, and as the priority order, the order of the levels of the designated characters (in descending order of level). Also, for example, the control means 54 stores, in the specific information of the owned content information in the player information 50A, the owned character IDs of a plurality of characters designated by the player, and as the priority order, the order of the skill activation turn counts of the designated characters (in ascending order of the skill activation turn count).
[0087] Also, the specific character (specific first content) is one or more specific characters (specific first content) that are frequently used in the game. For example, the control means 54 stores, in the specific information of the owned content information in the player information 50A, the owned character IDs of the characters that have been used a large number of times in quests (for example, the top 5 characters), and as the priority order, the order of the number of times of use (in descending order of the number of times).
[0088] In addition, a specific character (specific first content) is one or more specific characters for which predetermined parameters are being cultivated. For example, the control means 54 stores, in the specific information of the owned content information in the player information 50A, the owned character IDs of characters with high levels (for example, the top 5 characters) and the ranking of the levels of the characters (in descending order of level). Also, for example, the control means 54 stores, in the specific information of the owned content information in the player information 50A, the owned character IDs of characters with a low number of skill activation turns (for example, the bottom 5 characters) and, as a priority order, the ranking of the number of skill activation turns of the characters (in ascending order of the number of skill activation turns).
[0089] <Flow of processing> FIG. 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in the game system 1 according to the first embodiment. Also, the processing of the following steps is started, for example, at the timing when the player selects an equipped item in the cultivation menu. Note that the order and content of the following steps can be changed as appropriate.
[0090] (Step SP10) The extraction means 52 refers to the owned content information of the player information 50A and the evolution cost information of the content information 50B, and extracts, for each of the equipped items owned by the player, a group of items necessary for evolution. Here, the extraction means 52 extracts the group of items including the equipped items equipped by the characters owned by the player. Then, the process proceeds to the process of step SP12.
[0091] (Step SP12) The control means 54 determines whether or not one or more groups of items have been extracted in step SP10. If the determination is affirmative, the process proceeds to the process of step SP14. On the other hand, if the determination is negative, the process proceeds to the process of step SP30.
[0092] (Step SP14) The control means 54 causes the touch panel 32 to display a cultivation screen indicating that batch synthesis is possible.
[0093] FIG. 6 is a diagram showing an example of a cultivation screen 60 in which batch synthesis is possible in the first embodiment.
[0094] As shown in FIG. 6, the cultivation screen 60 is provided with a cultivation mode switching tab 62, an equipment item information area 64, a batch synthesis button 66, and a return button 68. The cultivation mode switching tab 62 is a tab (instruction area) for giving an instruction to switch the cultivation mode of the equipment item. For example, when the cultivation mode switching tab 62A is operated (touched), the screen switches to the mode for evolving the equipment item. Also, for example, when the cultivation mode switching tab 62B is operated (touched), the screen switches to the mode for strengthening the equipment item. In the equipment item information area 64, in the area corresponding to each equipment item owned by the player, an image of the equipment item and information indicating whether the owned character is equipped with the equipment item are shown. For example, when the owned character is equipped with the equipment item, an "E" mark is attached to the image of the equipment item. Also, in the equipment item information area 64, a mark S, which is information indicating that the equipment item is evolvable, is attached. The equipment items with this mark S are the item group extracted in step SP10. The batch synthesis button 66 is a button (instruction area) for giving an instruction to batch synthesize the equipment items. The return button 68 is a button (instruction area) for giving an instruction to close the cultivation screen 60 and return to the main menu.
[0095] Returning to FIG. 5, the process proceeds to the process of step SP16.
[0096] (Step SP16) The control means 54 determines whether or not there is an instruction from the player to batch synthesize (batch evolve) equipped items. For example, when the batch synthesis button is pressed on the training screen, the control means 54 makes an affirmative determination for this judgment. And when this determination is an affirmative determination, the process proceeds to the process of step SP18. On the other hand, when this determination is a negative determination, that is, when the return button is pressed on the training screen, the process ends a series of processes shown in FIG. 5.
[0097] (Step SP18) The control means 54 preferentially selects, as the synthesis source item, the equipped item associated with a specific character with a high priority among the item group extracted in step SP10. For example, the control means 54 refers to the specific information etc. of the owned content information in the player information 50A, and among the extracted item group A (weapon item A1, weapon item A2, weapon item A3), the weapon item A1 equipped by the specific character character X with the highest priority is selected as the synthesis source item. Also, the control means 54 selects, as the synthesis source item, the armor item B1 equipped by the specific character character Y with the second highest priority among the extracted item group B (armor item B1, armor item B2). Further, the control means 54 selects, as the synthesis source item, the ring item C1 that none of the characters are equipped with among the extracted item group C (ring item C1, ring item C2). And the process proceeds to the process of step SP20.
[0098] (Step SP20) The control means 54 selects, as evolution material items, the equipment items that are not selected as source items for synthesis among the item groups extracted in step SP10. For example, among the extracted item group A (weapon item A1, weapon item A2, weapon item A3), the control means 54 selects the weapon item A2 (equipped by character Y) and the weapon item A3 (not equipped by any character), which are not selected as source items for synthesis, as evolution material items. Also, the control means 54 selects, as evolution material items, the armor item B2 (equipped by character Z) that is not selected as a source item for synthesis among the extracted item group B (armor item B1, armor item B2). Further, the control means 54 selects, as evolution material items, the ring item C2 (not equipped by any character) that is not selected as a source item for synthesis among the extracted item group C (ring item C1, ring item C2). Then, the process proceeds to the process of step SP22.
[0099] (Step SP22) The control means 54 causes the touch panel 32 to display a confirmation screen showing the item group for batch synthesis.
[0100] FIG. 7 is a diagram showing an example of a confirmation screen 70 showing the item group for batch synthesis in the first embodiment.
[0101] As shown in FIG. 7, the confirmation screen 70 is provided with a batch synthesis item information area 72, a check box 74, a back button 76, and a synthesis start button 78. In the batch synthesis item information area 72, groups of items to be batch synthesized are respectively represented. For example, in the batch synthesis item information area 72, images indicating the source item, the evolution material item, and the equipped item after cultivation (evolved item) are respectively represented. Also, for example, in the batch synthesis item information area 72, it is represented that the equipped item after cultivation (evolved item) is equipped on the owning character equipped with the source item. Also, for example, in the batch synthesis item information area 72, when the owning character is equipped with the equipped item consumed as the evolution material item, it is represented that the equipment of the equipped item is released. The check box 74 is provided in association with each group of items and is provided for the player to select whether to include the group of items to be batch synthesized. In the first embodiment, when the synthesis start button 78 is pressed (e.g., touched) by the player, the group of items in the state where a check mark is entered (on state) in the check box 74 is batch synthesized. In the first embodiment, the check box 74 is displayed in the state where a check mark is entered (on state) from the beginning. For example, the player can switch between the state where no check mark is entered (off state) and the state where a check mark is entered (on state) each time the check box 74 is pressed. The return button 76 is a button (instruction area) for closing the confirmation screen 70 and giving an instruction to return to the cultivation screen. The synthesis start button 78 is a button (instruction area) for giving an instruction to start batch synthesis. Note that the synthesis start button 78 can give an instruction when a check mark is entered in one or more check boxes 74.
[0102] Returning to FIG. 5, the process proceeds to the process of step SP24.
[0103] (Step SP24) The control means 54 determines whether or not an instruction to start batch synthesis (batch evolution) has been given from the player. For example, when the synthesis start button is pressed on the confirmation screen, the control means 54 makes an affirmative determination for this determination. And when this determination is an affirmative determination, the process proceeds to the process of step SP26. On the other hand, when this determination is a negative determination, that is, when the return button is pressed on the confirmation screen, the process proceeds to the process of step SP14.
[0104] (Step SP26) The control means 54 batch synthesizes, for each synthesis source item (weapon item A1, armor item B1, ring item C1) of each item group (for example, item groups A to C) with a check mark on the confirmation screen, evolution material items (weapon item A2 and weapon item A3, armor item B2, ring item C2) of the same type as the synthesis source item. Subsequently, the control means 54 increases the upper limit value and rarity of the level of each of the batch-synthesized synthesis source items, and deletes (excludes) the evolution material items used for the batch synthesis from the owned content information of the player information 50A. Here, the control means 54 updates the owned item ID of the synthesis source item included in the corresponding information of the owned content information to the owned item ID of the equipped item (evolved item) after cultivation. Also, the control means 54 deletes the owned item ID of the evolution material item included in the corresponding information of the owned content information. And the process proceeds to the process of step SP28.
[0105] (Step SP28) The control means 54 causes a result screen showing the result of the batch synthesis to be displayed on the touch panel 32.
[0106] FIG. 8 is a diagram showing an example of a result screen 80 showing the result of batch synthesis in the first embodiment.
[0107] As shown in FIG. 8, the result screen 80 is provided with an acquired item information area 82 and a completion button 84. In the acquired item information area 82, the equipped items acquired by the player through batch synthesis (batch evolution) are represented. For example, in the acquired item information area 82, for each equipped item acquired by the player, it is represented that the special parameters (for example, rarity and upper limit value of level) have been changed, and the character equipped with the said equipped item, etc. The completion button 84 is a button (instruction area) for closing the result screen 80 and giving an instruction to return to the training screen.
[0108] Then, the process ends the series of processes shown in FIG. 5.
[0109] (Step SP30) The control means 54 causes the touch panel 32 to display a training screen indicating that batch synthesis is possible.
[0110] FIG. 9 is a diagram showing an example of a training screen 90 in which batch synthesis is impossible in the first embodiment.
[0111] As shown in FIG. 9, the batch synthesis button 66 on the training screen 90 is represented in a form where instruction is impossible because the item group was not extracted in step SP10.
[0112] Returning to FIG. 5, the process proceeds to the process of step SP32.
[0113] (Step SP32) The control means 54 receives an instruction from the player to return to the main menu. For example, the control means 54 receives an instruction (press) of the return button on the training screen. Then, the process ends the series of processes shown in FIG. 5.
[0114] <Effect> In the above first embodiment, there is a program for executing a game capable of associating second content with first content, which causes a computer to function as extraction means 52 that extracts, from the second content owned by a player, content groups that are of the same type as each other, and control means 54 that, for each content group, uses, as source content for synthesis, the second content associated with a specific first content among the extracted content groups, and uses the other second content as material content, and collectively synthesizes the material content of the same type as the source content for synthesis for each source content for synthesis of each content group.
[0115] According to this configuration, for the second content associated with a specific first content, it is possible to collectively synthesize the second content as source content for synthesis without releasing the association. As a result, the labor of the player can be reduced during collective synthesis.
[0116] Also, in the first embodiment, the specific first content is one or a plurality of first contents designated by the player.
[0117] According to this configuration, for the second content associated with the first content designated by the player, it is possible to collectively synthesize the second content as source content for synthesis without releasing the association. As a result, the labor of the player can be reduced during collective synthesis.
[0118] Also, in the first embodiment, the specific first content is a plurality of first contents for which the player has designated a priority order, and the control means 54 preferentially uses, as source content for synthesis, the second content associated with the specific first content having a higher priority order.
[0119] According to this configuration, for the second content associated with a specific first content with a high priority specified by the player, the second content can be preferentially batch synthesized as the source content for synthesis without releasing the association. Thereby, the labor of the player can be reduced during batch synthesis.
[0120] Also, in the first embodiment, the control means 54 preferentially uses, as the source content for synthesis, the second content associated with a specific first content that has a high usage frequency in the game.
[0121] According to this configuration, for the second content associated with a specific first content that has a high usage frequency in the game, the second content can be preferentially batch synthesized as the source content for synthesis without releasing the association. Thereby, the labor of the player can be reduced during batch synthesis.
[0122] Also, in the first embodiment, the control means 54 preferentially uses, as the source content for synthesis, the second content associated with the first content in which a predetermined parameter has been cultivated among the specific first contents.
[0123] According to this configuration, for the second content associated with a specific first content in which a predetermined parameter has been cultivated, the second content can be preferentially batch synthesized as the source content for synthesis without releasing the association. Thereby, the labor of the player can be reduced during batch synthesis.
[0124] Also, in the first embodiment, the specific first content is one or more first contents that have a high usage frequency in the game.
[0125] According to this configuration, for the second content associated with the first content that is frequently used in the game, without releasing the association, the second content can be batch synthesized using the original synthesis content. As a result, when batch synthesizing, the player's effort can be reduced.
[0126] Also, in the first embodiment, the specific first content is one or more first contents in which a predetermined parameter is being cultivated.
[0127] According to this configuration, for the second content associated with the first content in which a predetermined parameter is being cultivated, without releasing the association, the second content can be batch synthesized using the original synthesis content. As a result, when batch synthesizing, the player's effort can be reduced.
[0128] ---Second Embodiment--- Next, the second embodiment will be described.
[0129] In the second embodiment, the control means 54 does not select the original synthesis content and the material content from the extracted content group, but batch synthesizes each of the content groups, and the control means 54 associates the second content after cultivation with the specific first content. This is different from the first embodiment. Note that the configuration and functions of the game system 1 according to the second embodiment not described below are the same as those of the game system 1 according to the first embodiment.
[0130] In the second embodiment, the control means 54 collectively synthesizes each of the content groups extracted by the extraction means 52, and causes the player to own each of the second contents after growth grown by the synthesis. For example, the control means 54 collectively synthesizes the extracted item group A (weapon item A1, weapon item A2, weapon item A3), the item group B (armor item B1, armor item B2), and the item group C (ring item C1, ring item C2). In other words, the control means 54 repeats the process of evolving and synthesizing the extracted item groups into one evolved item (weapon item A', armor item B', ring item C') for the number of item groups. Here, the control means 54 causes the player to own each of the evolved items synthesized collectively, and deletes (excludes) all the equipped items that constituted each item group from the owned content information of the player information 50A.
[0131] Further, the control means 54 associates the equipped item (second content) after growth (collective synthesis) with a specific character (specific first content). In other words, the control means 54 equips the equipped item (second content) after growth to a specific character, and does not equip the equipped item to a character other than the specific character among the characters that equipped the equipped items included in the extracted item group. For example, the control means 54 associates the owned item ID of the equipped item after growth with a specific character in the correspondence information of the owned content information. That is, the specific character is in a state of equipping the equipped item (evolved item) after growth (collective synthesis). Also, for example, the control means 54 deletes the owned item ID of the equipped item included in the extracted item group in the correspondence information of the owned content information. That is, a character that equipped the evolution material item before growth (collective synthesis) and is other than the specific character is in a state where the evolution material item is not equipped (the equipment is released).
[0132] In addition, the control means 54 associates the equipped item (second content) after cultivation with a specific character (specific first content) having a high priority. For example, the control means 54 refers to the specific information of the owned content information in the player information 50A and equips the equipped item after cultivation to a specific character having a high priority. Specifically, the control means 54 associates the owned item ID of the equipped item after cultivation with a specific character having a high priority in the corresponding information of the owned content information.
[0133] In addition, the control means 54 associates the equipped item (second content) after cultivation with a specific character (specific first content) having a high usage frequency in the game. For example, the control means 54 stores in the specific information of the owned content information in the player information 50A the owned character IDs of a plurality of characters designated by the player and, as the priority, the ranking (in descending order of the number of times) of the number of times the designated character is used in quests.
[0134] In addition, the control means 54 associates the equipped item (second content) after cultivation with a specific character (specific first content) in which a first predetermined parameter has been cultivated. Examples of this first predetermined parameter include level, skill activation turn count, level upper limit, skill activation turn count lower limit, rarity, luck, attack power, defense power, hit points, and the like. For example, the control means 54 stores in the specific information of the owned content information in the player information 50A the owned character IDs of a plurality of characters designated by the player and, as the priority, the ranking (in ascending order of the skill activation turn count) of the skill activation turn count of the designated character.
[0135] In addition, the specific character (specific first content) is one or more specific characters (specific first content) with a high usage frequency in the game. For example, the control means 54 stores, in the specific information of the owned content information in the player information 50A, the owned character IDs of the characters (for example, the top 5 characters) that have been used a large number of times in quests during a predetermined period (for example, the most recent one week), and as the priority order, the ranking of the number of times used in quests during the predetermined period (in descending order of the number of times).
[0136] In addition, the specific character (specific first content) is one or more specific characters in which a first predetermined parameter has been cultivated. For example, the control means 54 stores, in the specific information of the owned content information in the player information 50A, the owned character IDs of the characters with a high rarity (for example, the top 5 characters) and the ranking of the levels of the characters (in descending order of the levels). Also, for example, the control means 54 stores, in the specific information of the owned content information in the player information 50A, the owned character IDs of the characters with a high rarity (for example, the top 5 characters) and, as the priority order, the ranking of the number of skill activation turns of the characters (in ascending order of the number of skill activation turns).
[0137] Further, the control means 54 associates, among the equipped items (second content) after cultivation, the equipped items (second content) in which the second predetermined parameter has been cultivated with a specific character (specific first content). Examples of this second predetermined parameter include level, skill activation turn count, upper limit value of level, lower limit value of skill activation turn count, rarity, luck, attack power, defense power, hit points, and the like. For example, the control means 54 refers to the correspondence information, specific information, etc. of the owned content information, and in order from the specific character with a higher priority in the specific information, determines whether the second predetermined parameter of the equipped item associated with the specific character is more cultivated than the second predetermined parameter of the equipped item after cultivation. Subsequently, when the determination is a negative determination, the control means 54 determines the character to equip the equipped item after cultivation as the specific character. On the other hand, when the determination is an affirmative determination, the control means 54 repeats the process of determining whether the second predetermined parameter of the equipped item of the next specific character with a higher priority is more cultivated than the second predetermined parameter of the equipped item after cultivation. Then, when the determination is a negative determination, the control means 54 determines the character to equip the equipped item after cultivation as the specific character. Further, when the second predetermined parameter of the equipped items associated with all specific characters is more cultivated than the second predetermined parameter of the equipped item after cultivation, the control means 54 does not equip the equipped item after cultivation to a specific character. Also, for example, in the determination, the control means 54 compares the second predetermined parameters of the same type of equipped items (for example, weapon items, armor items, ring items).
[0138] Further, when the extraction means 52 extracts an equipment item (second content) associated with a specific character (specific first content), the control means 54 re-associates the grown equipment item (second content) grown by synthesizing the item group (content group) including the equipment item (second content) with the specific character (specific first content). For example, when the weapon item A equipped by the character X, which is a specific character, is extracted as an item group by referring to the specific information of the owned content information in the player information 50A, the control means 54 re-equips the character X with the grown weapon item A' grown by synthesizing the item group.
[0139] <Flow of processing> FIG. 10 is a flowchart showing an example of the flow of processing performed by each functional means in the game system 1 according to the second embodiment. Further, the processing of the following steps is started, for example, at the timing when the player selects an equipment item in the cultivation menu. Note that the order and content of the following steps can be changed as appropriate.
[0140] (Steps SP40 to SP46) The processing from step SP40 to step SP46 is the same as the processing from step SP10 to step SP16 described above, and thus the description thereof is omitted. If the determination in step SP46 is an affirmative determination, the processing proceeds to the processing in step SP48. On the other hand, if the determination is a negative determination, the processing ends the series of processing shown in FIG. 10.
[0141] (Step SP48) The control means 54 determines, for each item group extracted in step SP40, a character who will equip the equipped item after cultivation (the evolved item). For example, the control means 54 refers to the correspondence information, specific information, etc. of the owned content information, and in order from a specific character with a higher priority in the specific information, determines whether the level of the equipped item associated with the specific character is higher than the level of the equipped item after cultivation. Subsequently, when the determination is a negative determination, the control means 54 determines the character who will equip the equipped item after cultivation as the specific character. On the other hand, when the determination is an affirmative determination, the control means 54 repeatedly performs a process of determining whether the level of the equipped item of the next specific character with a higher priority is higher than the level of the equipped item after cultivation, and when the determination is a negative determination, determines the character who will equip the equipped item after cultivation as the specific character. Then, the process proceeds to the process of step SP50.
[0142] (Step SP50) The control means 54 causes the touch panel 32 to display a confirmation screen showing the item group to be batch synthesized.
[0143] FIG. 11 is a diagram showing an example of a confirmation screen 100 showing an item group to be batch synthesized in the second embodiment.
[0144] As shown in FIG. 11, the confirmation screen 100 is provided with a batch synthesis item information area 102, a check box 104, a return button 106, and a synthesis start button 108. In the batch synthesis item information area 102, groups of items to be batch synthesized are respectively represented. For example, in the batch synthesis item information area 102, the group of items extracted in step SP40 and images indicating equipped items (evolved items) after cultivation are respectively represented. Also, for example, in the batch synthesis item information area 102, it is represented that a specific character determined in step SP48 equips an equipped item (evolved item) after cultivation. Also, for example, in the batch synthesis item information area 102, it is represented that the equipment by a character other than the character determined in step SP48, which is a character equipping the group of items extracted in step SP40, is released. The check box 104 is provided in association with each group of items and is provided for the player to select whether to include the group of items to be batch synthesized. The back button 106 is a button (instruction area) for closing the confirmation screen 100 and giving an instruction to return to the cultivation screen. The synthesis start button 108 is a button (instruction area) for giving an instruction to start batch synthesis. Note that the synthesis start button 108 can give an instruction only when a check mark is entered in one or more check boxes 104.
[0145] Returning to FIG. 10, the process proceeds to the process of step SP52.
[0146] (Step SP52) The control means 54 determines whether an instruction to start batch synthesis (batch evolution) has been given from the player. For example, when the synthesis start button is pressed on the confirmation screen, the control means 54 makes an affirmative determination for the said determination. And when the said determination is an affirmative determination, the process proceeds to the process of step SP54. On the other hand, when the said determination is a negative determination, the process proceeds to the process of step SP44.
[0147] (Step SP54) The control means 54 synthesizes each item group (for example, item groups A to C) with a check mark in the confirmation screen in a batch. That is, the control means 54 deletes (excludes) each item group used for batch synthesis from the owned content information of the player information 50A, and adds each of the batch-synthesized equipped items after cultivation to the owned content information of the player information 50A. Then, the process proceeds to the process of step SP56.
[0148] (Step SP56) The control means 54 equips each of the equipped items after cultivation batch-synthesized in step SP54 to the specific character determined in step SP48. For example, the control means 54 associates the owned item ID of the equipped item after cultivation (evolved item) with the specific character in the corresponding information of the owned content information. Then, the process proceeds to the process of step SP58.
[0149] (Step SP58) The control means 54 causes the touch panel 32 to display a result screen showing the result of the batch synthesis.
[0150] FIG. 12 is a diagram showing an example of a result screen 110 showing the result of batch synthesis in the second embodiment.
[0151] As shown in FIG. 12, the result screen 110 is provided with an acquired item information area 112 and a completion button 114. In the acquired item information area 112, the equipped items acquired by the player through batch synthesis (batch evolution) are represented. For example, in the acquired item information area 112, for each equipped item acquired by the player, it is represented that the special parameters (for example, rarity and upper limit value of the level) have been changed, and the character equipped with the equipped item, etc. The completion button 114 is a button (instruction area) for closing the result screen 110 and giving an instruction to return to the cultivation screen.
[0152] Then, the process ends the series of processes shown in FIG. 10.
[0153] (Steps SP60 to SP62) The processing of steps SP60 to SP62 is the same as the processing of steps SP30 to SP32 described above, so the description is omitted. Then, the processing ends a series of processing shown in FIG. 10.
[0154] <Effect> As described above, in the second embodiment, there is provided a program for executing a game that can associate second content with first content and can grow the second content by synthesizing a plurality of second contents of the same type with each other. The program causes a computer to function as extraction means 52 that extracts content groups of the same type from the second content owned by the player, and control means 54 that collectively synthesizes the extracted content groups and causes the player to own each of the second contents after growth grown by the synthesis. The control means 54 associates the second content after growth with a specific first content.
[0155] According to this configuration, for the second content associated with a specific first content, it is possible to perform batch synthesis without releasing the association, and it is possible to associate the second content after growth with the specific first content. Thereby, the labor of the player can be reduced during batch synthesis.
[0156] Also, in the second embodiment, the specific first content is one or more first contents designated by the player.
[0157] According to this configuration, for the second content associated with the first content designated by the player, it is possible to perform batch synthesis without releasing the association, and it is possible to associate the second content after growth with the specific first content. Thereby, the labor of the player can be reduced during batch synthesis.
[0158] Also, in the second embodiment, the specific first content is a plurality of first contents whose priorities are specified by the player, and the control means 54 associates the second content after cultivation with the specific first content having a higher priority.
[0159] According to this configuration, for the second content associated with the specific first content with a high priority specified by the player, it can be batch synthesized without releasing the association, and the second content after cultivation can be associated with the specific first content. Thereby, the labor of the player can be reduced during batch synthesis.
[0160] Also, in the second embodiment, the control means 54 associates the second content after cultivation with the specific first content having a high usage frequency in the game.
[0161] According to this configuration, for the second content associated with the specific first content having a high usage frequency in the game, it can be batch synthesized without releasing the association, and the second content after cultivation can be associated with the specific first content. Thereby, the labor of the player can be reduced during batch synthesis.
[0162] Also, in the second embodiment, the control means 54 associates the second content after cultivation with the specific first content in which the first predetermined parameter has been cultivated.
[0163] According to this configuration, for the second content associated with the specific first content in which the first predetermined parameter has been cultivated, it can be batch synthesized without releasing the association, and the second content after cultivation can be associated with the specific first content. Thereby, the labor of the player can be reduced during batch synthesis.
[0164] Also, in the second embodiment, the specific first content is one or more first contents having a high usage frequency in the game.
[0165] According to this configuration, for the second content associated with the first content with a high usage frequency in the game, it can be batch synthesized without releasing the association, and the second content after cultivation can be associated with the specific first content. Thereby, the labor of the player can be reduced during batch synthesis.
[0166] Also, in the second embodiment, the specific first content is one or a plurality of first contents in which the first predetermined parameter is cultivated.
[0167] According to this configuration, for the second content associated with the first content in which the first predetermined parameter is cultivated, it can be batch synthesized without releasing the association, and the second content after cultivation can be associated with the specific first content. Thereby, the labor of the player can be reduced during batch synthesis.
[0168] Also, in the second embodiment, the control means 54 associates the second content in which the second predetermined parameter is cultivated among the second content after cultivation with the specific first content.
[0169] According to this configuration, for the second content associated with the specific first content, it can be batch synthesized without releasing the association, and among the second content after cultivation, the second content in which the second predetermined parameter is cultivated can be associated with the specific first content. Thereby, the labor of the player can be reduced during batch synthesis.
[0170] Also, in the second embodiment, when the second content associated with the specific first content is extracted by the extraction means 52, the control means 54 re-associates the second content after cultivation grown by synthesizing the content group including the second content with the specific first content.
[0171] According to this configuration, for the second content associated with a specific first content, it can be batch-combined without canceling the association, and the grown second content grown by combining the content group including the second content can be associated with the specific first content again. Thereby, the labor of the player can be reduced during batch combination.
[0172] ---Modification Example--- Note that the present invention is not limited to the above specific examples. That is, those obtained by appropriately making design changes to the above specific examples by those skilled in the art are also included in the scope of the present invention as long as they have the features of the present invention. In addition, each element included in the above-described embodiment and the modification examples described later can be combined as long as it is technically possible, and those obtained by combining these are also included in the scope of the present invention as long as they include the features of the present invention.
[0173] For example, in the first embodiment, the control means 54 mainly described the case where the equipped item equipped by a specific character among the extracted item group is used as the synthesis source item, but an equipped item not equipped by any character may also be used as the synthesis source item. For example, when the extracted item group is composed only of equipped items not equipped by any character, the control means 54 uses the equipped item with the most grown predetermined parameter (for example, level, etc.) as the synthesis source item.
[0174] In addition, in the first embodiment and the second embodiment, the case where the evolution material content pre-associated with the synthesis source content is the same type of content as the synthesis source content is described, but the evolution material content may be content that is not the same type as the synthesis source content (related content predetermined by the game operator). Also, the evolution material content may be content in the same series as the synthesis source content. Examples of this content in the same series include the content before evolution of the synthesis source content and the content after evolution of the synthesis source content.
[0175] Also, in the first embodiment, after the batch synthesis, the control means 54 deletes the owned item ID of the evolution material item in the corresponding information of the owned content information, and has explained the case where the character equipped with the evolution material item is in a state where it is not equipped with an equipped item. However, among the equipped items owned by the player, a weapon item with a high predetermined parameter (for example, attack power) may be equipped to the character. Also, in the second embodiment, after the batch synthesis, the control means 54 deletes the owned item ID of the equipped item included in the extracted item group in the corresponding information of the owned content information, and has explained the case where the character equipped with the evolution material item, other than a specific character, is in a state where it is not equipped with the evolution material item. However, among the equipped items owned by the player, a weapon item with a high predetermined parameter (for example, defense power) may be equipped to the character.
[0176] Also, in the first and second embodiments, the case where the first content is a character has been mainly described. However, the first content may be an equipped item. In this case, the second content may be a wearable item that can be associated with the first content (equipped item) (for example, worn). Examples of such wearable items include gems, materials, runes (marks), attribute items, and the like. This attribute item is, for example, an item for adding an attribute (for example, water attribute or fire attribute) to the equipped item. Also, the case where the first content is a character owned by the player has been mainly described. However, it may be a character lent from another player or game operator, or a character available from the beginning of the game.
[0177] In the first and second embodiments, the extraction means 52 has been described as extracting one or a plurality of item groups from the equipped items (second content) owned by the player. However, for example, in response to a request from the player, only the equipped items being equipped or only the equipped items not being equipped may be extracted. For example, on the training screen, a first batch synthesis button for batch synthesizing all owned equipped items, a second batch synthesis button for batch synthesizing only the equipped items being equipped, and a third batch synthesis button for batch synthesizing only the equipped items not being equipped may be provided.
[0178] In the first and second embodiments, the extraction means 52 has been described as extracting one or a plurality of item groups from the equipped items (second content) owned by the player. However, for example, in response to a request from the player, the extraction may be limited to the types of equipped items. For example, on the training screen, a first batch synthesis button for batch synthesizing weapon items, a second batch synthesis button for batch synthesizing armor items, and a third batch synthesis button for batch synthesizing ring items may be provided.
[0179] In the first and second embodiments, the case where the first content is a character has been mainly described, but it may be a card, a figure, or the like.
Explanation of Reference Numerals
[0180] 10... Server device 12... Terminal device 50... Storage means 52... Extraction means 54... Control means
Claims
1. A program for executing a game in which a first content can be associated with a second content, and a plurality of second contents of the same type can be combined to develop the second content, Computer, an extraction means for extracting a group of contents each of which is the same type from the second contents owned by the player; a control means for collectively synthesizing the extracted content group and allowing a player to own each of the second contents after development resulting from the synthesis; Functioning as a The control means associates the second content after the training with a specific first content. program.
2. The specific first content is one or more first contents designated by the player. The program according to claim 1.
3. The specific first content includes a plurality of first contents whose priorities are designated by the player, The control means associates the second content after the development with a specific first content having a high priority. The program according to claim 2.
4. the control means associates the second content after development with the specific first content that is frequently used in the game; The program according to claim 2.
5. The control means associates the second content after the training with the specific first content in which the first predetermined parameter is trained. The program according to claim 2.
6. The specific first content is one or more first contents that are frequently used in the game. The program according to claim 1.
7. The specific first content is one or more first contents in which a first predetermined parameter is cultivated; The program according to claim 1.
8. The control means associates the second content, in which a second predetermined parameter has been developed, among the second contents after development with the specific first content. The program according to any one of claims 2 to 7.
9. When the extraction means extracts a second content item corresponding to the specific first content item, the control means again associates the second content item, which has been developed by combining a content group including the second content item, with the specific first content item. The program according to any one of claims 2 to 7.
10. An information processing device that executes a game in which a first content can be associated with a second content, and a plurality of second contents of the same type can be combined to develop the second content, an extraction means for extracting a group of contents of the same type from the second contents owned by the player; a control means for collectively synthesizing the extracted content group and allowing a player to own each of the second contents after development resulting from the synthesis; Equipped with The control means associates the second content after the training with a specific first content. Information processing device.
Citation Information
Patent Citations
Program and information processing device
JP6891987B1