Program and information processor
The described program and information processing apparatus streamline the evolution process for multiple game contents with new evolution destinations by allowing batch evolution, addressing the time-consuming nature of existing systems.
Patent Information
- Application Number
- JP2025046189
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-21
- Publication Date
- 2025-06-12
AI Technical Summary
Existing game update systems require players to perform time-consuming operations to evolve multiple contents that have new evolution destinations added by game updates.
A program and information processing apparatus that extract a group of contents with new evolution destinations, display a notification screen, receive a batch instruction for evolving multiple contents, and batch-evolve the contents into their evolved forms.
Enables players to evolve multiple contents with new evolution destinations using a simple operation, reducing the time and effort required for the evolution process.
Smart Images

Figure 2025089386000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
[0002] Conventionally, games in which new content is added by game updates (for example, version upgrades or updates) have been known.
[0003] Regarding this, Patent Document 1 discloses a technique for notifying a player that a new evolution destination (post-evolution content) has been added to the player's owned content when a game update adds a new evolution destination.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in the technique described in Patent Document 1, when there is a notification that new evolution destinations have been added to a plurality of owned contents, the player has to perform an operation of evolving each of the plurality of owned contents with the notification, which is a problem that the operation is time-consuming.
[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 that can evolve a plurality of contents to which new evolution destinations have been added by game updates among the player's owned contents with a simple operation.
Means for Solving the Problems
[0007] In order to solve the above problems, the program according to the first aspect of the present invention causes a computer to function as extraction means for extracting a group of contents in which evolved contents, which are new evolution destinations by game updates, are added from the contents owned by the player, display means for displaying a notification screen for notifying the extracted group of contents, reception means for receiving a batch instruction for evolving each of a plurality of contents included in the group of contents from the player after the notification screen is displayed, and control means for batch-evolvingly synthesizing each of the plurality of contents into the evolved contents in response to receiving the batch instruction.
[0008] Further, in the second aspect of the present invention, the reception means receives a selection instruction for selecting some or all of the contents of the group of contents from the player after the notification screen is displayed and before receiving the batch instruction, and the control means batch-evolvingly synthesizes the selected plurality of contents in response to receiving the batch instruction.
[0009] Further, in the third aspect of the present invention, the extraction means extracts the cost required to evolve each content included in the group of contents into the evolved content, and the display means displays a cost information area indicating the extracted cost on the screen for receiving the selection instruction.
[0010] Further, in the fourth aspect of the present invention, the cost includes evolution material content.
[0011] Further, in the fifth aspect of the present invention, the evolution material content has a specific parameter that increases when contents of the same series are synthesized, and in the cost information area, when the specific parameter of the evolution material content owned by the player is lower than the value required for the evolution, it is shown that the specific parameter of the evolution material content is insufficient.
[0012] In the sixth aspect of the present invention, the cost information area includes an instruction button for transitioning to a play screen of a game item in which evolutionary material content lacking the specific parameter or content of the same series as the evolutionary material content can be acquired.
[0013] Moreover, an information processing apparatus according to a seventh aspect of the present invention includes: an extraction means for extracting a group of contents in which post-evolution contents, which are new evolution destinations by game updates, are added from among the contents owned by a player; a display means for displaying a notification screen for notifying the extracted group of contents; a reception means for receiving a batch instruction for collectively evolving each of a plurality of contents included in the group of contents from the player after the notification screen is displayed; and a control means for collectively evolving and synthesizing each of the plurality of contents into the post-evolution contents in response to receiving the batch instruction.
Advantages of the Invention
[0014] According to the present invention, among the contents owned by a player, a plurality of contents to which new evolution destinations are added by game updates can be evolved by a simple operation.
Brief Description of the Drawings
[0015]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Mode for Carrying Out the Invention
[0016] Hereinafter, embodiments of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.
[0017] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.
[0018] As shown in FIG. 1, the game system 1 includes a server device 10 and one or a plurality of 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.
[0019] 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 present embodiment, the server device 10 provides the game program 14 itself to the players of the terminal device 12.
[0020] 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 provides a game to each player by being executed. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0021] <Hardware Configuration> FIG. 2 schematically shows an example of the hardware configuration of the server device 10.
[0022] 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.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] Note that the server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. Further, 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 include other configurations generally provided in a server. Further, the hardware configuration of the plurality of terminal devices 12 can also have the same configuration as the server device 10, except that it includes, for example, an operation means, a display device, and a sound output device.
[0027] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG. 1.
[0028] 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.
[0029] 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.
[0030] 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 present 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.
[0031] The camera 34 has a function of taking a still image and / or a moving image and storing it in the storage unit 40.
[0032] The mobile communication unit 36 is connected to a mobile communication network via an antenna 36A and has a function of communicating with other communication devices connected to the mobile communication network.
[0033] The wireless LAN communication unit 38 is connected to a 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.
[0034] 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.
[0035] The speaker 42 has a function of outputting game sounds and the like.
[0036] <Game overview> The game according to this embodiment includes game types such as a lottery game in which a player can acquire a character as an example of content, a quest, etc., and a breeding game for strengthening or evolving the acquired character. This lottery game may be referred to as gacha, fukubiki, summoning, etc. This quest may be referred to as a battle game, dungeon, exploration, mission, etc.
[0037] The lottery game according to this embodiment is a game that allows a player to acquire one or more characters randomly selected from a group of characters to be drawn in response to an instruction (request) from the player to execute the lottery game. This lottery is executed based on the consumption of items owned by the player. Examples of such items include paid items (paid stones, paid tickets, etc.) and free items (free stones, free tickets, etc.). Paid items are paid items given to the player based on payment by money, prepaid cards, credit cards, etc. Free items are free items given to the player within the game. This free item has, for example, the same value as a paid item.
[0038] Also, the quest according to this embodiment is a game in which a team composed of one or more owned characters of the player battles against enemy characters based on an instruction (request) from the player to execute the quest. This quest is executed based on the consumption of the current stamina value associated with the player. When the player clears the quest, the player can obtain a clear reward. Examples of this clear reward include free items (free stones, free tickets, etc.), coins, enemy characters (evolution material characters) that appeared in the quest, player experience points for raising the player rank, etc.
[0039] The breeding game according to this embodiment is a game in which a material character (material content) is synthesized with a base character (base content). In the breeding game according to this embodiment, as the first character synthesis, enhancement synthesis is performed to change the ability parameters of the base character by consuming a certain number of coins and a material character arbitrarily selected by the player. In this first character synthesis, when the base character and the material character are characters of the same series, enhancement synthesis is performed to change (increase) at least the specific parameters of the base character. Examples of this specific parameter include luck, skill level, awakening level, and the like. On the other hand, in the first character synthesis, when the base character and the material character are not characters of the same series, enhancement synthesis is performed to change (increase) at least the level of the base character, and the specific parameters are not changed. Characters of the same series of characters refer to characters with the same character and character ID, or characters before and after the evolution of the character (evolution series). For example, character K and character N obtained by evolving character K three times are characters of the same series. Note that the evolution material character (evolution material content) described later can be the base character or the material character in the first character synthesis. That is, the evolution material character has specific parameters that change (increase) when characters of the same series are synthesized. For example, in the enhancement synthesis menu in the breeding game, when the player arbitrarily selects a base character and a material character from the owned characters, the player can perform enhancement synthesis on the condition that the player owns a predetermined number of coins.
[0040] Also, in the breeding game according to this embodiment, as the second character synthesis, evolution synthesis is performed to evolve the base character into an evolved character (evolved content) that is a different character by consuming a cost associated with the base character in advance. For example, in the evolution synthesis menu within the breeding game, when the player arbitrarily selects a base character from the owned characters, the player can perform evolution synthesis on the condition that the player owns the costs (evolution material characters, coins, etc.) pre-associated with the base character.
[0041] Also, in the game according to this embodiment, new characters (content) are added by game updates. This game update may be referred to as a version upgrade or an update. A new character ID different from the existing character IDs is assigned to this new character. For example, after the game update, the player can own (acquire) the new characters added by the game update through a lottery game, quests, or secondary character synthesis (evolution synthesis).
[0042] <Functional means> FIG. 4 is a block diagram schematically showing an example of the functional means of the server device 10.
[0043] As shown in FIG. 4, the server device 10 includes, as a functional configuration, a storage means 50, an extraction means 52, a display means 54, a reception means 56, and a control means 58. 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 the game program 14 stored in the storage device 28 or the like.
[0044] The storage means 50 has a function of storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, and the like.
[0045] 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, stamina information, game play information, and the like. All content information includes the owned character information, owned item information, owned coin information, etc. that the player possesses. The owned character information includes the character ID of each character the player owns, and the ability parameters of each character (e.g., level, specific parameters, hit points, attack power, defense power, etc.). The owned item information includes the item ID and quantity of each item the player owns. Examples of such items include paid stones, paid tickets, free stones, free tickets, stamina recovery items, etc. The owned coin information includes the quantity of coins the player owns. Stamina information includes the player's current stamina value and stamina upper limit value. The current stamina value is the value consumed when the player executes various quests. This current stamina value increases by a predetermined amount (e.g., 1) over a certain period of time (e.g., 3 minutes) and recovers up to the stamina upper limit value. Also, this current stamina value can recover beyond the stamina upper limit value by the player consuming paid stones, free stones, stamina recovery items, etc. This stamina upper limit value increases as the player's player rank rises. The player rank rises, for example, when the player obtains player experience points by clearing quests. Gameplay information includes the date and time when the player executed various games. For example, the gameplay information includes the date and time when the player recently executed a cultivation game to strengthen or evolve the owned characters.
[0046] Character information 50B is stored in association with the character ID for each character. Character information 50B includes, for example, the name and image of the character, ability parameter information, rarity, and evolution synthesis information. This character information 50B is updated at any time by game updates by the game operator. Ability parameter information includes the initial value and maximum value of each ability parameter of the character. Rarity includes numerical values from 1 to 6, for example. This numerical value may be indicated by the number of stars, for example. Here, characters with a higher rarity have advantageous ability parameters, etc. set in the game (e.g., quests). The evolution synthesis information includes the character ID of the evolved character, the cost (cost pre-associated with the character) required to evolve into the evolved character, and the additional date and time when the evolved character was added. The cost includes evolution material character information and the number of coins. The evolution material character information includes the character ID of the evolution material character and the values of specific parameters required to be the evolution material. For example, the cost to evolve character D into character L, which is the evolved character, includes the character IDs of characters T and Y, which are the evolution material characters associated with character D, the specific parameters corresponding to characters T and Y, and the number of coins. Note that a character may have multiple evolution destinations (evolved characters). In this case, the evolution synthesis information includes the character ID and cost of each evolved character. The additional date and time includes, for example, the date and time when the evolved character was added due to a game update by the game operator, that is, the date and time when it became possible to evolve into the evolved character.
[0047] The lottery game information 50C is stored in association with the lottery game ID for each lottery game. The lottery game information 50C includes the name, consideration, lottery target information, etc. of the lottery game. The consideration includes the number of items consumed to execute the lottery game once. For example, the consideration for a certain lottery game is 5 charged items. The lottery target information includes the character IDs of each character that constitutes the lottery target character group of the lottery game, and the appearance frequency (weight) associated with the character IDs. The characters that constitute the lottery target character group are, for example, 100 types. The appearance frequency includes numerical values from 1 to 10, for example. For the appearance frequency, a lower numerical value is set for characters with a high rarity, and a higher numerical value is set for characters with a low rarity. Note that within the same rarity, a character with a higher appearance frequency than other characters (a picked-up character) may be provided. Here, the lottery probability of one character is the value obtained by dividing the appearance frequency set for the one character by the total value of the appearance frequencies set for each character that is the lottery target. Specifically, when the appearance frequency set for one character is 2 and the total value of the appearance frequencies set for each character that is the lottery target is 400, the lottery probability of the one character is 2 / 400 (0.5%).
[0048] Quest information 50D is stored in association with the quest ID for each quest. The quest information 50D includes the name of the quest, the stamina consumption value, enemy character information, clear reward information, and the like. The stamina consumption value includes the value required for the execution of the quest. This stamina consumption value is consumed from the player's current stamina value, and includes a higher value, for example, as the difficulty of the quest is higher. The enemy character information includes the character IDs and ability parameters of each enemy character that appears in the quest. The clear reward information includes non-chargeable items (such as free stones), the number of coins, the character IDs and drop rates of acquirable enemy characters (evolution material characters), player experience points, etc. that can be obtained when the quest is cleared. The drop rate is the probability of allowing the player to acquire the enemy character (evolution material character), and includes a higher probability for quests with a higher difficulty.
[0049] The extraction means 52 is a functional means for extracting content that satisfies predetermined conditions. In the present embodiment, the extraction means 52 extracts a group of characters (content group) among the player's owned characters (owned content) for which an evolved character (evolved content), which is a new evolution destination by game update, has been added. Note that in the present embodiment, the character group includes two or more characters. For example, the extraction means 52 extracts a group of characters among the player's owned characters for which a new evolved character has been added by game updates from the date and time when the player last played a cultivation game until the present.
[0050] Further, the extraction means 52 extracts the cost (content) required to evolve each character included in the character group into an evolved character. For example, the extraction means 52 extracts the cost (evolution material characters, number of coins, etc.) required to evolve each character included in the character group for which a new evolved character has been added into the evolved character.
[0051] The display means 54 is a functional means for displaying various information on the touch panel 32. In the present embodiment, the display means 54 displays a notification screen for notifying the character group extracted by the extraction means 52.
[0052] The display means 54 displays a cost information area indicating the extracted cost on the screen where the reception means 56 receives a selection instruction from the player. Examples of the screen for receiving this selection instruction include a character selection screen that is displayed after the notification screen is displayed. In the cost information area, when a specific parameter of the player's owned evolution material character is lower than the value required for evolution, it is indicated that the specific parameter of the evolution material character is insufficient. Further, the cost information area includes a transition button for transitioning to the play screen of a game type in which the evolution material character for which the specific parameter is insufficient or a character of the same series as the evolution material character can be acquired.
[0053] The reception means 56 is a functional means for receiving operation instructions from the player. In this embodiment, after the notification screen is displayed by the display means 54, the reception means 56 receives a batch instruction from the player to evolve each of a plurality of characters included in the character group all at once. Examples of the screen for receiving this batch instruction include a character selection screen.
[0054] Also, after the notification screen is displayed and before receiving the batch instruction, the reception means 56 receives a selection instruction from the player to select some or all of the characters in the character group. Examples of the screen for receiving this selection instruction include the character selection screen displayed after the notification screen is displayed.
[0055] The control means 58 is a functional means for controlling the entire game. In this embodiment, in response to the reception means 56 receiving a batch instruction from the player, the control means 58 batch-evolves and synthesizes each of the plurality of characters into evolved characters all at once. For example, after the reception means 56 receives a selection instruction to select some or all of the characters in the character group on the character selection screen, the control means 58 batch-evolves and synthesizes the selected plurality of characters in response to receiving the batch instruction.
[0056] <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 according to this embodiment. Also, the processing of the following steps is started, for example, at the timing when the player logs in to the game. Note that the order and content of the following steps can be changed as appropriate.
[0057] (Step SP10) The reception means 56 receives an instruction from the player to select the menu of the breeding game. Then, the processing proceeds to the processing of step SP12.
[0058] (Step SP12) The extraction means 52 refers to the owned characters and game play information of the player information 50A and the addition date and time in the evolution synthesis information of the character information 50B, and extracts, from among the player's owned characters, the group of characters to which new evolved characters have been added by game updates from the date and time when the player last executed the breeding game to the present. Then, the process proceeds to the process of step SP14.
[0059] (Step SP14) The display means 54 causes the touch panel 32 to display a notification screen for notifying the group of characters extracted in step SP10.
[0060] FIG. 6 is a diagram showing an example of the notification screen 60 according to the present embodiment.
[0061] As shown in FIG. 6, the notification screen 60 is provided with a notification information area 62, an evolution instruction button 64, and a close button 66. In the notification information area 62, each character (owned character) included in the group of characters extracted in step SP12 and the evolved character that is the new evolution destination are shown. The evolution instruction button 64 is an instruction button for evolving part or all of the group of characters. The close button 66 is an instruction button for closing the notification screen 60 and executing the normal breeding game.
[0062] Returning to FIG. 5, the process proceeds to step SP16.
[0063] (Step SP16) The reception means 56 receives the pressing of the evolution instruction button from the player. Then, the process proceeds to the process of step SP18.
[0064] (Step SP18) The extraction means 52 refers to the cost in the evolution synthesis information of the character information 50B, and extracts the cost (evolution material characters and coins) required to evolve each character included in the character group extracted in step SP10 into an evolved character. Subsequently, the control means 58 refers to the owned content information of the player information 50A to confirm whether the extracted evolution material characters and the specific parameters of the evolution material characters are insufficient. Subsequently, when the evolution material characters and the specific parameters of the evolution material characters are insufficient, the control means 58 refers to the lottery target information of the lottery game information 50C and the clear reward of the quest information 50D, and obtains a game type (lottery game or quest) in which the evolution material character or a character of the same series as the evolution material character can be acquired. Then, the process proceeds to the process of step SP20.
[0065] (Step SP20) The display means 54 causes the touch panel 32 to display a character selection screen for selecting each character included in the character group extracted in step SP10 as an evolution target.
[0066] FIG. 7 is a diagram showing an example of a character selection screen 70 according to the present embodiment.
[0067] As shown in FIG. 7, the character selection screen 70 is provided with a base character information area 72, check boxes 74, a cost information area 76, an acquisition button 78, an evolution start button 80, and a cancel button 82. In the base character information area 72, each character (owned character) included in the character group extracted in step SP12 is represented as a base character. The check boxes 74 are provided in association with each base character. For example, the reception means 56 receives a selection instruction from the player to select some or all of the characters (base characters) in the character group in the check boxes 74. For example, when a check box 74 is pressed, the base character corresponding to the check box 74 is selected as an evolution target. In the cost information area 76, the evolution material characters, which are the costs extracted in step SP18, and the number of coins are shown in association with each base character. Also, in the cost information area 76, when the player does not own the evolution material character, it is shown that the evolution material character is insufficient. Further, in the cost information area 76, when the specific parameter of the evolution material character owned by the player is lower than the value required for evolution, it is shown that the specific parameter of the evolution material character is insufficient. The acquisition button 78 is provided in the cost information area 76 in association with the insufficient evolution material character, and is an instruction button for transitioning to the play screen of a game type in which the evolution material character or a character of the same series as the evolution material character can be acquired. For example, when the acquisition button 78 is pressed, the screen transitions to a screen for executing a quest or a lottery game. The evolution start button 80 is an instruction button (batch instruction button) for evolving the base characters selected as evolution targets all at once. The cancel button 82 is an instruction button for closing the character selection screen 70 and executing a normal breeding game.
[0068] Returning to FIG. 5, the process proceeds to step SP22.
[0069] (Step SP22) The reception means 56 receives the pressing of the evolution start button (batch instruction button) from the player. Then, the process proceeds to the process of step SP24.
[0070] (Step SP24) The control means 58 batch-evolutionarily synthesizes a plurality of characters (base characters) for which the reception means 56 has received a selection instruction on the character selection screen. Specifically, the control means 58 consumes the costs (contents) corresponding to the respective characters for which the selection instruction has been received from the owned content information of the player information 50A, evolves each of the characters into an evolved character in a batch, and updates the owned character information in the player information 50A. Then, the process proceeds to the process of step SP26.
[0071] (Step SP26) The display means 54 causes the result screen, which is the result of the evolutionary synthesis in step SP24, to be displayed on the touch panel 32.
[0072] FIG. 8 is a diagram showing an example of the result screen 90 according to the present embodiment.
[0073] As shown in FIG. 8, the result screen 90 is provided with an evolution result information area 92. In the evolution result information area 92, the pre-evolution characters before the evolutionary synthesis and the post-evolution characters after the evolutionary synthesis are respectively represented.
[0074] Then, the process ends the series of processes shown in FIG. 5.
[0075] <Effect> As described above, in this embodiment, the computer is caused to function as extraction means 52 for extracting a group of contents to which post-evolution contents, which are new evolution destinations by game updates, are added from among the player's owned contents, display means 54 for displaying a notification screen for notifying the extracted group of contents, reception means 56 for receiving a batch instruction for evolving each of a plurality of contents included in the group of contents all at once from the player after the notification screen is displayed, and control means 58 for batch-evolving and synthesizing each of the plurality of contents into post-evolution contents in response to receiving the batch instruction.
[0076] According to this configuration, each of the plurality of contents included in the group of contents to which new evolution destinations are added by game updates among the player's owned contents can be batch-evolved into post-evolution contents by a batch instruction. Therefore, the player can evolve a plurality of contents to which new evolution destinations are added by game updates with a simple operation.
[0077] Also, in this embodiment, the reception means 56 receives a selection instruction for selecting some or all of the contents of the group of contents from the player after the notification screen is displayed and before receiving the batch instruction, and the control means 58 batch-evolves and synthesizes the selected plurality of contents in response to receiving the batch instruction.
[0078] According to this configuration, among the group of contents to which new evolution destinations are added by game updates, the contents that the player does not want to evolve into post-evolution contents can be excluded from the selection. Thereby, a game with high convenience for the player can be provided.
[0079] Also, in this embodiment, the extraction means 52 extracts the cost required to evolve each content included in the group of contents into post-evolution contents, and the display means 54 displays a cost information area indicating the extracted cost on the screen for receiving the selection instruction.
[0080] According to this configuration, the player can select which content to evolve while checking the cost required for the evolution of each content included in the content group, and can provide highly convenient information to the player.
[0081] Also, in this embodiment, the cost includes evolution material content.
[0082] According to this configuration, the player can select which content to evolve while checking the evolution material content required for the evolution of each content included in the content group, and can provide highly convenient information to the player.
[0083] Also, in this embodiment, the evolution material content has a specific parameter that increases when synthesizing the same series of content. In the cost information area, when the specific parameter of the evolution material content owned by the player is lower than the value required for evolution, it is shown that the specific parameter of the evolution material content is insufficient.
[0084] According to this configuration, since the evolution material content with insufficient specific parameters is shown, the player can be motivated to obtain the evolution material content, thereby activating the game.
[0085] Also, in this embodiment, the cost information area includes an instruction button for transitioning to the play screen of the game type in which the evolution material content with insufficient specific parameters or the content of the same series as the evolution material content can be obtained.
[0086] According to this configuration, since the player can be induced to the game type in which the evolution material content or the content of the same series can be obtained, the player can be motivated to increase the specific parameter, thereby activating the game.
[0087] <Modification Example> Note that the present invention is not limited to the above specific examples. That is, modifications appropriately made by those skilled in the art to the above specific examples 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 embodiments and the modification examples described later can be combined as long as it is technically possible, and combinations thereof are also included in the scope of the present invention as long as they include the features of the present invention.
[0088] For example, in the above embodiment, the reception means 56 has been described as receiving a selection instruction from the player to select some or all of the characters (base characters) in the character selection screen. However, a selection instruction to select the character in the notification screen may also be received. In this case, the notification screen is provided with, for example, a check box, a cost information area, and an evolution start button (batch instruction button). Further, the display means 54 may display the notification screen or the character selection screen with a check box corresponding to a character (base character) with sufficient cost pre-checked (selected as an evolution target).
[0089] In the above embodiment, the display means 54 has been described as indicating a shortage of evolution material characters in the cost information area of the character selection screen. However, it may be configured to indicate a shortage of coins. In this case, an instruction button (acquisition button) for transitioning to the play screen of a game type in which coins can be acquired may be displayed in the cost information area.
[0090] In the above embodiment, the case where an acquisition button is provided in association with the lacking evolution material characters in the character selection screen has been described. However, the acquisition button may be provided in association with the evolution material characters that are not lacking.
[0091] In the above embodiment, the case where a cost information area is provided on the character selection screen has been described. However, a confirmation button for checking the cost may be provided in association with the base character. For example, when this confirmation button is pressed, the evolution material characters and coins, which are the costs, are pop-up displayed.
[0092] In the above embodiment, the case where the evolution material characters and the number of coins are included in the cost information area has been described. However, the material characters necessary for changing the level of the base character by enhancement synthesis may also be included. Examples of such material characters include the characters necessary for raising the level of the base character to the maximum value (for example, 99), and the characters necessary for raising the level of the evolved character to the maximum value.
[0093] In the above embodiment, the case where the display means 54 displays the notification screen in response to the reception means 56 receiving an instruction from the player to select the menu of the breeding game has been described. However, the notification screen may be displayed at the timing when the player logs in to the game or at the timing when the player opens the notification email from the game operator.
[0094] In the above embodiment, the case where mainly characters are used as an example of the content has been described. However, various items (weapons, armors, jewels, etc.), cards, avatars, coins, points, etc. may also be used.
Explanation of Signs
[0095] 10... Server device, 12... Terminal device, 50... Storage means, 52... Extraction means, 54... Display means, 56... Reception means, 58... Control means
Claims
1. Computer, An extraction means for extracting a content group to which evolved content, which is a new evolution destination, has been added as a result of a game update from among the content owned by the player; a display means for displaying a notification screen for notifying the user of the extracted content group; a receiving means for receiving, after the notification screen is displayed, from the player, a collective instruction to collectively evolve each of a plurality of contents included in the content group; a control means for collectively evolving and synthesizing each of the plurality of contents into the evolved content in response to receiving the collective instruction; A program that functions as a
2. the receiving means receives, after the notification screen is displayed and before the collective instruction is received, a selection instruction for selecting some or all of the content of the content group from the player; The control means, in response to receiving the collective instruction, causes the selected plurality of contents to be evolutionarily synthesized collectively. The program according to claim 1.
3. the extraction means extracts a cost required for evolving each piece of content included in the content group into the evolved content, the display means displays a cost information area indicating the extracted cost on a screen that accepts the selection instruction; The program according to claim 2.
4. The cost includes evolution material content. The program according to claim 3.
5. The evolution material content has a specific parameter that increases when it is combined with content of the same series, In the cost information area, when a specific parameter of the evolution material content owned by the player is lower than a value required for the evolution, it is indicated that the specific parameter of the evolution material content is insufficient. The program according to claim 4.
6. The cost information area includes an instruction button for transitioning to a play screen of a game type in which the evolution material content in which the specific parameter is lacking or content of the same series as the evolution material content can be acquired. The program according to claim 5.
7. An extraction means for extracting a content group to which evolved content, which is a new evolution destination, has been added as a result of a game update from among the content owned by the player; a display means for displaying a notification screen for notifying the user of the extracted content group; a receiving means for receiving, after the notification screen is displayed, a collective instruction to collectively evolve each of a plurality of contents included in the content group from the player; a control means for collectively evolving and synthesizing each of the plurality of contents into the evolved content in response to receiving the collective instruction; An information processing device comprising:
Citation Information
Patent Citations
Information processor and game program
JP2016140748A
Information processor and game program
JP2016140756A
Information processor and program
JP2018019831A
Information processing device and game program
JP2018047104A
Information processor and program
JP2018140288A