Program, game processing method, and game processing device
The program diversifies cultivation effects in games by incorporating special training cards and inspiration boosts, enhancing player engagement and parameter increases for cultivation targets.
Patent Information
- Application Number
- JP2023220722
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-27
- Publication Date
- 2025-07-09
- Estimated Expiration
- 2043-12-27
AI Technical Summary
In cultivation games, the lack of differentiation in cultivation effects leads to decreased player motivation.
A program that includes a first object setting process, cultivation menu execution, privilege management, and a second increase process to diversify the effects of cultivating a first object through the use of special training cards and inspiration-based parameter increases.
Enhances player engagement by providing varied and enhanced training experiences through special training cards and inspiration boosts, leading to increased parameter values for the cultivation target.
Smart Images

Figure 2025103369000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a program, a game processing method, and a game processing apparatus.
Background Art
[0002] Conventionally, a cultivation simulation game (hereinafter referred to as a cultivation game) for growing a cultivation target in a game has been proposed (see, for example, Patent Document 1). The player cultivates the cultivation target by causing the cultivation target to perform practice or the like in the game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a cultivation game, various cultivation menus and events for cultivating a cultivation target are prepared. In the cultivation game, if there is little difference in the effect of cultivation by the cultivation menu and the event, the player's motivation to play the game may decrease.
[0005] An object of the present disclosure is to diversify the effect of cultivation in a cultivation game.
Means for Solving the Problems
[0006] One aspect of the present disclosure is a program that causes a computer to execute a first object setting process for receiving from a player a setting of a first object to be cultivated in a game, a cultivation menu execution process for executing a cultivation menu in each of a plurality of turns, a privilege management process for managing a second privilege acquired when a specific condition is satisfied in one or more of the plurality of turns, and a second increase process for increasing an added value of a parameter of the first object obtained by an event in which the first object is used according to the second privilege.
Effect of the Invention
[0007] According to the present disclosure, the effects of cultivation in a cultivation game can be diversified.
Brief Description of the Drawings
[0008]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Figure 20
Mode for Carrying Out the Invention
[0009] Hereinafter, embodiments for carrying out the present disclosure will be described with reference to the drawings.
[0010] [Game System] FIG. 1 is a configuration diagram of an example of the game system 1 according to this embodiment. The game system 1 shown in FIG. 1 includes a game server 10 and one or more user terminals 12. The game server 10 and the user terminal 12 are communicably connected via a network 18.
[0011] Network 18 is, for example, the Internet. Note that network 18 is not limited to the Internet, and any network that can communicatively connect game server 10 and one or more user terminals 12 is acceptable. Network 18 may be, for example, a dedicated line, a public line, or a LAN (Local Area Network), etc. Network 18 may also be a combination of the Internet, a dedicated line, a public line, or a LAN, etc.
[0012] Game server 10 is realized, for example, by a personal computer, a workstation, or cloud computing. Game server 10 provides the functions necessary for the game to user terminal 12 by transmitting and receiving data to and from user terminal 12.
[0013] User terminal 12 is realized, for example, by a personal computer, a dedicated game machine, a smartphone, a mobile phone, a tablet terminal, an industrial game machine, etc. User terminal 12 receives operations from a player who plays the game and allows the player to play the game.
[0014] Note that game server 10 is an example of a game processing device. Also, user terminal 12 is an example of a game processing device. The game processing device may be a communicable game server 10 and user terminal 12.
[0015] [Hardware Configuration] FIG. 2 is a hardware configuration diagram of an example of game server 10 according to the present embodiment. Game server 10 shown in FIG. 2 includes a CPU (Central Processing Unit) 20, a ROM (Read Only Memory) 21, a RAM (Random Access Memory) 22, an auxiliary storage device 23, and a communication control unit 24. CPU 20, ROM 21, RAM 22, auxiliary storage device 23, and communication control unit 24 are connected via a bus line 25.
[0016] The CPU 20 executes programs such as game programs and controls the entire game server 10. The ROM 21 stores programs and the like necessary for controlling the game server 10, such as the BIOS (Basic Input Output System). The auxiliary storage device 23 is a storage that stores programs such as game programs and various data used by the programs. The auxiliary storage device 23 is, for example, an HDD (Hard Disk Drive) or an SSD (Solid State Drive). The RAM 22 is the main storage device for the work of the CPU 20.
[0017] The communication control unit 24 controls communication with the user terminal 12 via the network 18. The communication control unit 24 is a communication device such as a network card that controls communication, for example.
[0018] FIG. 3 is a hardware configuration diagram of an example of the user terminal 12 according to the present embodiment. The user terminal 12 shown in FIG. 3 includes a CPU 30, a ROM 31, a RAM 32, an image processing unit 33, a display unit 34, an audio processing unit 35, an audio input unit 36, an audio output unit 37, an auxiliary storage device 38, a communication control unit 39, an operation input unit 40, and a recording medium drive 41. The CPU 30, the ROM 31, the RAM 32, the image processing unit 33, the display unit 34, the audio processing unit 35, the audio input unit 36, the audio output unit 37, the auxiliary storage device 38, the communication control unit 39, the operation input unit 40, and the recording medium drive 41 are connected via a bus line 42.
[0019] The CPU 30 executes programs such as game programs and controls the entire user terminal 12. The ROM 31 stores programs and the like necessary for controlling the user terminal 12, such as the BIOS. The auxiliary storage device 38 is a storage that stores programs such as game programs and various data used by the programs. The RAM 32 is the main storage device for the work of the CPU 30.
[0020] The image processing unit 33 controls the display unit 34 according to the instructions of the CPU 30, and causes the display unit 34 to display an image on the screen. The display unit 34 is a display device such as a liquid crystal display or an organic EL (Electro-Luminescence) display, for example. The display unit 34 may be built into the user terminal 12 or externally connected to the user terminal 12.
[0021] The audio processing unit 35 converts the analog audio signal input from the audio input unit 36 into a digital audio signal. Also, the audio processing unit 35 generates an analog audio signal according to the instructions of the CPU 30 and outputs it to the audio output unit 37. The audio input unit 36 is an input device such as a microphone built into or externally attached to the user terminal 12. The audio output unit 37 is an output device such as a speaker built into or externally attached to the user terminal 12. The communication control unit 39 controls communication with the game server 10 via the network 18.
[0022] The operation input unit 40 receives the player's operation input and outputs a signal corresponding to the operation input to the CPU 30 via the bus line 42. The operation input unit 40 is, for example, a touch pad, a controller, a mouse, or a keyboard. Note that the audio input unit 36 may receive an operation input by voice using a known voice recognition technology.
[0023] The recording medium drive 41 is a device that reads data from a recording medium 43 such as a CD (Compact Disk), a DVD (Digital Versatile Disc), a BD (Blue-ray Disk), an HDD, or an SSD. For example, the recording medium 43 reads a program such as a game program installed in the user terminal 12 from the recording medium 43.
[0024] [Overview of the Game] In this embodiment, as an example of a game for cultivating a cultivation target, an example of a cultivation game for cultivating a soccer player will be described. The cultivation target is not limited to a soccer player. The cultivation target may be, for example, a character in a sports game such as baseball or tennis. The cultivation target may be, for example, a character in various genres of games such as a role-playing game, a simulation game, or an adventure game. The cultivation target may be a group (such as a team) of characters in a plurality of games. Further, the cultivation target is not limited to a character, and any object that becomes a cultivation target in the game may be used.
[0025] The cultivation game according to this embodiment allows a soccer player (hereinafter referred to as a cultivation target character), which is an example of a cultivation target, to practice and play games in the game, and cultivates the player into a strong soccer player. The cultivation target character is an example of a first object.
[0026] The cultivation target character has a plurality of parameters such as, for example, stamina, speed, physical strength, technique, wisdom, and kicks. The plurality of parameters are an example of an index indicating the strength of the cultivation target character, and may be referred to as status. The plurality of parameters of the cultivation target character increase, for example, by executing a practice menu on the cultivation target character in a training mode or the like for cultivating the cultivation target character. The practice menu is an example of a cultivation menu.
[0027] The practice menu includes, for example, types such as a muscle training machine, a full-speed shuttle run, dribbling training, shooting practice against BLM, and image training. The parameters that increase by executing the practice menu vary depending on the type of the practice menu.
[0028] For example, in each of a plurality of turns, such as a training mode composed of a plurality of turns, the player selects a practice menu and causes the character to be trained to execute it. While advancing the turn, the player selects a practice menu to be executed by the character to be trained in each turn so that the parameters of the character to be trained approach the parameters of an ideal soccer player.
[0029] In the training game according to the present embodiment, the effect of training by the practice menu changes depending on the formation selected by the player during training. FIG. 4 is a diagram illustrating an example of explaining the formation during training of the training game according to the present embodiment.
[0030] The formation screen 1000 shown in FIG. 4 is an example of a screen for performing the formation during training of the character to be trained selected by the player. In the formation screen 1000 shown in FIG. 4, the player forms a support player 1006 and a special support card 1008 that change the effect of training by the practice menu of the character to be trained. Further, the player can also automatically form the support player 1006 and the special support card 1008 by pressing the "Auto Formation" button 1010 on the formation screen 1000.
[0031] Support players 1006 and special support cards 1008 are examples of the second object. The support players 1006 and special support cards 1008 affect the variation of parameters according to the training menu of the character to be trained. The formation during training shown in FIG. 4 may be called a party or the like. In the formation screen 1000 shown in FIG. 4, five support players 1006 are selected. The number of support players 1006 in the formation screen 1000 is an example. The five support players 1006 may be players held by the player, or may be players held by other players such as friends. Also, in the formation screen 1000 shown in FIG. 4, three special support cards 1008 are selected. The number of special support cards 1008 in the formation screen 1000 is an example. The three special support cards 1008 may be cards held by the player, or may be players held by other players such as friends.
[0032] Practice menu cards are respectively associated with the support players 1006 and special support cards 1008. The practice menu cards associated with the support players 1006 and special support cards 1008 are special practice menu cards (hereinafter referred to as special training cards) that can execute a predetermined practice menu with a higher training effect than the normal practice menu. The normal practice menu is an example of the first training menu. The predetermined practice menu is an example of the second training menu.
[0033] FIG. 5 is a diagram showing an example of displaying a special training card 1056 associated with the support player 1006. In the support player 1006 shown in FIG. 5, for example, a muscle training machine colored in gold, an ultra muscle training machine, and an ultra full - power shuttle run are associated as the special training card 1056. Note that the special training cards 1056 for the ultra muscle training machine and the ultra full - power shuttle run shown in FIG. 5 become available by raising the level of the support player 1006. In this way, one or more special training cards 1056 are associated with each support player 1006 and each special support card 1008.
[0034] By performing the formation during training shown in FIG. 4, the special training card 1056 associated with the support player 1006 and the special support card 1008 is displayed by lottery as one of the practice menu cards that the player can select. Lottery means that a generation probability is set for a plurality of options, and one option is selected from the plurality of options according to the probability. For example, in a training game, when the special training card 1056 wins the lottery in each turn, it is displayed as a practice menu and becomes executable. Conversely, if it does not win the lottery, the special training card 1056 is not displayed and cannot be executed in that turn.
[0035] FIG. 6 is a diagram showing an example of explaining a training screen 1100 on which the player executes a practice menu. The training screen 1100 shown in FIG. 6 displays the parameters 1102 of the training target character 1002 selected by the player and the practice menu 1104 that the player can select and execute. The practice menu 1104 in FIG. 6 includes normal practice menu cards 1104 - 1, 1104 - 2, 1104 - 3, and 1104 - 5 that can execute a normal practice menu by selection, and a special training card 1104 - 4 that can execute a predetermined practice menu.
[0036] The practice menu 1104 in FIG. 6 shows an example in which the special training card 1104-4 is displayed by lottery. By selecting the special training card 1104-4 from the practice menu 1104 shown in FIG. 5, the player can execute a predetermined practice menu with a higher training effect (a larger added value of parameters) than the normal practice menu. Note that the special training card 1104-4 is preferably displayed in a special color or with a special name so that it can be distinguished from the normal practice menu card 1104-1 or the like.
[0037] In the training game according to this embodiment, in each of the turns such as the training mode composed of a plurality of turns, a concentration zone (hereinafter referred to as the C zone) may occur. The C zone is an example of a privilege state. During the occurrence of the C zone, in the training game according to this embodiment, when a practice menu is executed, inspiration described later may be obtained. In the training game according to this embodiment, by using the obtained inspiration as described later, the training effect in the training game can be diversified.
[0038] The C zone may be generated by lottery, may be generated in a predetermined turn (for example, the last turn, etc.), or may be generated in association with an event related to the training target character 1002 or the support player that randomly occurs during training. Also, the number of turns for continuing the C zone may be determined by lottery. Also, the number of turns for continuing the C zone may be determined by lottery within a range of numbers corresponding to the grade of the C zone described later. Note that in this embodiment, the lottery can be executed in a form invisible to the player (user). The lottery may mean that the C zone occurs with a certain probability, or the number of turns for which the C zone continues is determined by lottery.
[0039] FIG. 7 is a diagram for explaining an example of the progress of a training mode composed of a plurality of turns. FIG. 7 shows an example where the total number of turns from the start to the end of the training mode is 30, and the cultivation game progresses from the remaining 30 turns to the remaining 1 turn. As shown in FIG. 7, in the training mode, practice is carried out on the character to be cultivated in each turn. Note that in each turn, instead of practice, it is also possible to execute a rest for recovering the physical strength of the character to be cultivated. Also, in each turn, a practice match may be made executable.
[0040] Also, as shown in FIG. 7, in the training mode, a game event occurs in a predetermined turn from the start to the end of the training mode. The game event is an example of an event in which the character to be cultivated is used. The timing at which the game event (hereinafter referred to as a game) occurs may be a preset turn or a randomly determined turn. Also, the timing at which the game occurs may be a combination of a preset turn and a randomly determined turn. In the example shown in FIG. 7, games occur as events at the remaining 26 turns, 22 turns, and 1 turn.
[0041] Also, as shown in FIG. 6, in the training mode, a C zone may occur in one or more turns from the start to the end of the training mode. In the example shown in FIG. 6, the C zone occurs at the remaining 29 turns and continues until the remaining 24 turns.
[0042] During the turn when the C zone is occurring, the player may obtain inspiration after practicing on the character to be cultivated. Also, by obtaining inspiration, the player obtains experience points for the inspiration boost level described later.
[0043] The obtained inspiration is given to one of the special training cards associated with support player 1006 and special support card 1008. The special training card with the inspiration given becomes a bonus training card when it appears in the practice menu 1104 of the training screen 1100.
[0044] By selecting the bonus training card that appears in the practice menu 1104, the player can execute a predetermined practice menu that has a higher training effect (a larger addition value of parameters) than the practice menu for selecting and executing the special training card. Note that the effects of executing the predetermined practice menu include adding (real number) the parameters to be obtained, multiplying the parameters to be obtained by a bonus multiplier (% notation), adding the skills to be obtained, generating a specific support event (scenario), changing (especially recovering) the condition (physical strength of the training target character), and increasing the probability of generating (winning in the lottery) the special training card with the same inspiration given (for example, when inspiration A is given to special training card X and special training card Y, when special training card X is executed as the practice menu, the probability of special training card Y occurring in the subsequent turns increases. Or, when inspiration C is given to special training card Z, when special training card Z is executed as the practice menu, the probability of special training card Z occurring again in the subsequent turns increases.), etc.
[0045] Also, the experience value for the inspiration boost level is used to increase the inspiration boost level. The player can increase the inspiration boost level by obtaining a certain number of experience values for the inspiration boost level (making the cumulative value of the experience values for the inspiration boost level a certain number or more).
[0046] The inspiration boost level is used to increase the effect of training the character to be trained (the added value of the parameters of the character to be trained) obtained from the game, for example, when winning a game. For example, in the training game according to the present embodiment, a magnification is set for each inspiration boost level and multiplied by the added value obtained from the game, so that the added value of the parameters obtained by the character to be trained can be doubled.
[0047] [Functional Configuration and Processing] As an example of a game processing device that realizes the training game according to the present embodiment, the user terminal 12 has, for example, the functional configuration shown in FIG. 8. FIG. 8 is a functional block diagram of an example of the user terminal 12 according to the present embodiment.
[0048] The user terminal 12 according to the present embodiment includes an input management unit 50, an output management unit 52, a communication management unit 54, an owned object management unit 56, a first object setting unit 60, a second object setting unit 62, a training menu execution unit 64, a privilege state generation unit 66, a privilege granting unit 68, a privilege management unit 70, a first increase unit 72, a second increase unit 74, and a control unit 80.
[0049] The input management unit 50, the output management unit 52, the communication management unit 54, the owned object management unit 56, the first object setting unit 60, the second object setting unit 62, the training menu execution unit 64, the privilege state generation unit 66, the privilege granting unit 68, the privilege management unit 70, the first increase unit 72, and the second increase unit 74 are realized by the CPU 30 of the user terminal 12 executing a program such as the game program according to the present embodiment.
[0050] The input management unit 50 notifies the control unit 80 of the player's operation input to the operation input unit 40 and the like. The output management unit 52 outputs the result of the process for the player's operation input and the like from the display unit 34 and the audio output unit 37. The communication management unit 54 communicates with the game server 10 via the communication control unit 39.
[0051] All object management unit 56 stores and manages information on characters, support players, and special support cards owned by the player in the game, for example, in RAM 32 or auxiliary storage device 38. The character is an example of a first object that can be selected as a training target. The support player and the special support card are examples of a second object that affects the variation of parameters due to the training of the character to be trained.
[0052] The first object setting unit 60 accepts from the player the setting of the character to be trained from the characters owned by the player in the game. The second object setting unit 62 accepts from the player the setting of the support player and the special support card from the characters owned by the player in the game. Note that the second object setting unit 62 may also accept from the player the setting of the support player and the special support card owned by another player (for example, a friend, etc.) in the game.
[0053] The training menu execution unit 64 executes the processing of the training menu described later in each of a plurality of turns. The special status generation unit 66 generates a C zone, which is an example of a special status, in one or more of the plurality of turns in the training mode. After the training menu is executed in the turn when the C zone is generated, the special privilege granting unit 68 performs a process of causing the player to acquire inspiration by lottery or the like. Note that inspiration is an example of a first special privilege.
[0054] The Bonus Management Department 70 manages the experience points for the Inspiration Boost level that players acquire. Note that the experience points for the Inspiration Boost level are an example of the second bonus. The experience points for the Inspiration Boost level are acquired when specific conditions are met in the turn during which Zone C occurs. An example of a specific condition for acquiring the experience points for the Inspiration Boost level is the acquisition of inspiration. Also, the Bonus Management Department 70 manages the Inspiration Boost level that increases when a player acquires a certain number of experience points for the Inspiration Boost level. Note that the Inspiration Boost level is an example of the second bonus.
[0055] When the practice menu of the bonus training card selected by the player from the training screen 1100 is executed, the First Increase Unit 72 increases the addition value of the parameters that the character to be trained can obtain according to the inspiration given to the bonus training card. The First Increase Unit 72 may increase the addition value of the parameters that the character to be trained can obtain according to, for example, the effect and grade of the inspiration given to the bonus training card.
[0056] The effect of inspiration may be, in addition to increasing the addition value of parameters by a real number, an increase in the addition value of parameters by a magnification, etc. The grade of inspiration may be the magnitude of the effect of inspiration.
[0057] The second increment part 74 increases the added value of the parameters obtained by the character to be trained through a game according to the inspiration boost level. For example, the second increment part 74 increases the added value of the parameters obtained by the character to be trained through a game as the inspiration boost level increases. Note that the second increment part 74 may increase the added value of the parameters obtained by the character to be trained through a game according to the experience value for the inspiration boost level, or may increase it according to the inspiration boost level associated with the cumulative value of the experience value.
[0058] Based on the player's operation input to the operation input part 40 and the like, the control part 80 controls the input management part 50, the output management part 52, the communication management part 54, the owned object management part 56, the first object setting part 60, the second object setting part 62, the training menu execution part 64, the privilege state generation part 66, the privilege granting part 68, the privilege management part 70, the first increment part 72, and the second increment part 74 to execute various processes.
[0059] Note that the functional configuration of the user terminal 12 shown in FIG. 8 is an example, and for example, a part of the functional configuration may be configured to be possessed by the game server 10. The game system 1 according to the present embodiment may be configured such that, for example, among the functional configurations shown in FIG. 8, the owned object management part 56, the first object setting part 60, the second object setting part 62, the training menu execution part 64, the privilege state generation part 66, the privilege granting part 68, the privilege management part 70, the first increment part 72, and the second increment part 74 are possessed by the game server 10, and the user terminal 12 uses the result of the process by the game server 10.
[0060] FIG. 9 is a flowchart showing an example of the processing procedure of the game system 1 according to the present embodiment.
[0061] The player operates the operation input unit 40 of the user terminal 12 to start the training of the cultivation game according to this embodiment. In step S10, the first object setting unit 60 of the user terminal 12 receives from the player the setting of the cultivation target character from the characters owned by the player in the game.
[0062] In step S12, the second object setting unit 62 receives from the player the setting of the support player and the special support card selected from the characters owned by the player in the game. The second object setting unit 62 receives the setting of the support player and the special support card from, for example, the formation screen 1000 shown in FIG. 4.
[0063] In step S14, the privilege state generation unit 66 performs the generation determination of zone C. The privilege state generation unit 66 may perform the generation determination of zone C by lottery, may perform it so that zone C occurs in a predetermined turn, or may cause it to occur in association with an event of the cultivation target character that occurs randomly during the training. For example, in each turn, it may be set so that zone C occurs with a probability of 20%, or it may be set so that zone C always occurs in a predetermined turn. Also, when an event of the cultivation target character that occurs randomly during the training occurs, it may be set so that zone C occurs.
[0064] Also, the privilege state generation unit 66 may determine the number of turns to continue zone C by lottery. For example, the number of turns to continue zone C may be set so that it continues for 2 turns with a probability of 20% and continues for 1 turn with a probability of 80%. Such generation determination of zone C by lottery may be performed at the time of occurrence of each turn.
[0065] When the special status generation unit 66 generates a C zone based on the result of the C zone generation determination, for example, it displays the production screen 1200 shown in FIG. 13. FIG. 13 is an example diagram for explaining the production screen 1200 of the C zone generation. When the player sees the production screen 1200 indicating that they have entered the C zone, they can recognize that the C zone has occurred.
[0066] Note that the special status generation unit 66 also performs the C zone generation determination in step S14 even during the generation of the C zone. If the generation of a C zone with a higher rank than the currently occurring C zone is determined by lottery, the special status generation unit 66 may update (upgrade) to the higher-rank C zone. If the generation of a C zone with a rank equal to or lower than the currently occurring C zone is determined by lottery, the special status generation unit 66 may add, for example, by lottery, the number of turns to continue the C zone. Note that the rank of the C zone is an indicator showing the grade of the C zone, and for example, lower grade, upper grade, and top grade are set. For example, the lower grade is an example of the lowest rank. Also, the top grade is an example of the highest rank. The rank of the C zone may affect, for example, the number of times to continue the C zone, the probability of obtaining inspiration, and the number of inspirations that can be obtained at one time. The update (upgrade) of the C zone means changing the currently occurring lower-rank C zone to the higher-rank C zone determined by lottery when the generation of a C zone with a higher rank than the currently occurring C zone is determined by lottery.
[0067] When the C zone has not occurred, the training menu execution unit 64 proceeds to the process of step S18 following the process of step S16 and performs the process of parameter variation by executing the practice menu. The details of the process of step S18 will be described later with reference to FIG. 11.
[0068] When the C zone is occurring, the training menu execution unit 64 proceeds to the process of step S20 following the process of step S16 and performs the process of parameter variation by executing the practice menu during the C zone. The details of the process of step S20 will be described later with reference to FIG. 10.
[0069] Following the processing of step S18 or S20, the process proceeds to the processing of step S22, and the second incrementing unit 74 determines whether a game has occurred. The second incrementing unit 74 may perform the determination of whether a game has occurred by lottery, or may perform it such that a game occurs in a predetermined turn.
[0070] If a game has occurred, the second incrementing unit 74 performs the process of parameter variation by executing the game shown in step S24. If a game has not occurred, the process of step S24 is skipped. Details of the process of step S24 will be described later with reference to FIG. 12.
[0071] If there are remaining turns, the training menu execution unit 64 returns to the process from step S26 to step S14. If there are no remaining turns, the training menu execution unit 64 ends the training of the training game according to the present embodiment shown in FIG. 9.
[0072] FIG. 10 is a flowchart showing an example of the processing procedure of step S20 of the game system 1 according to the present embodiment.
[0073] In step S50, the training menu execution unit 64 performs the process of parameter variation by executing the practice menu. Details of the process of step S50 will be described later with reference to FIG. 10.
[0074] In step S52, the privilege granting unit 68 determines whether an inspiration has been acquired. The privilege granting unit 68 may perform the determination of whether an inspiration has been acquired by lottery, or may perform it such that an inspiration is acquired in a predetermined turn. The acquisition rate of the inspiration may change according to the type (for example, stamina type, speed type, etc.) in the occurring C zone. For example, if the type is in the stamina type C zone, the acquisition rate may be adjusted so that a stamina type inspiration is easily acquired by lottery. Also, for example, if the type is in the speed type C zone, the acquisition rate may be adjusted so that a speed type inspiration is easily acquired by lottery.
[0075] When inspiration is acquired, the privilege granting unit 68 proceeds to the process of step S56 following the process of step S54, and grants the acquired inspiration to any one of the special training cards associated with the support players and special support cards set by the player in step S12.
[0076] Also, when inspiration is acquired, the privilege granting unit 68 causes, for example, the production screen 1300 shown in FIG. 14 to be displayed. FIG. 14 is a diagram illustrating an example for explaining the production screen 1300 of inspiration acquisition.
[0077] The production screen 1300 shown in FIG. 13 displays the acquired inspiration 1302 and the special training card 1304 to which the acquired inspiration 1302 is granted. By the display of the production screen 1300, the player can recognize that the inspiration 1302 has been acquired and the special training card 1304 to which the acquired inspiration is granted. Note that the special training card 1304 to which inspiration is granted is also referred to as a bonus training card.
[0078] In step S58, the privilege management unit 70 acquires experience points for the inspiration boost level due to the acquisition of inspiration. The experience points for the inspiration boost level acquired in step S58 may vary depending on the grade (level), such as the highest grade, upper grade, or lower grade, in the ongoing C zone. If the highest grade C zone with the highest level is occurring, the experience points for the inspiration boost level to be acquired will be the most. Also, if the lowest grade C zone with the lowest level is occurring, the experience points for the inspiration boost level to be acquired will be the least.
[0079] The privilege management department 70 manages the experience points for the inspiration boost level acquired by the player. Further, the privilege management department 70 manages the inspiration boost level. The privilege management department 70 raises the inspiration level every time, for example, a predetermined number of experience points for the inspiration boost level acquired by the player are stored.
[0080] FIG. 11 is a flowchart showing an example of the processing procedures of steps S18 and S50 of the game system 1 according to the present embodiment. The processing shown in FIG. 11 is executed in each turn of practice.
[0081] In step S100, the training menu execution unit 64 conducts a lottery for the appearance of a special training card or a bonus training card associated with the support player and the special support card set for the player in step S12.
[0082] In step S102, the training menu execution unit 64 displays, for example, the training screen 1100 shown in FIG. 15 in which the result of the appearance lottery in step S100 is reflected. FIG. 15 is an example diagram for explaining the training screen 1100 on which the player executes the practice menu.
[0083] The training screen 1100 shown in FIG. 15 displays the parameters 1102 of the training target character 1002 selected by the player and the practice menu 1104 that the player can select and execute. The training screen 1100 shown in FIG. 15 includes the results of the appearance lottery in step S100, the special training cards 1104-2 and 1104-4, the bonus training card 1104-3, in the practice menu 1104. Further, the training screen 1100 shown in FIG. 15 includes the normal practice menu cards 1104-1 and 1104-5.
[0084] Special Training Card 1104-2 is associated with the type of practice menu for full-power shuttle run. Special Training Card 1104-4 is associated with the type of practice menu for BLM shoot practice. Bonus Training Card 1104-3 is associated with the type of practice menu for dribbling training.
[0085] Special Training Cards 1104-2 and 1104-4, and Bonus Training Card 1104-3 are displayed as practice menu cards of the associated type of practice menu, as shown in Practice Menu 1104 of Training Screen 1100 in FIG. 15, for example. In other words, in FIG. 15, on the screen where the player selects any one from a plurality of practice menus, Special Training Cards 1104-2 and 1104-4, and Bonus Training Card 1104-3 are displayed as special practice menus (instead of the normal practice menus).
[0086] At this time, since the given inspiration is displayed together with Bonus Training Card 1104-3, the player can easily recognize the difference between Bonus Training Card 1104-3, Special Training Cards 1104-2 and 1104-4, and normal practice menu cards 1104-1 and 1104-5, and can enjoy the cultivation of the character 1002 to be cultivated even more. Furthermore, by making the icon 1112 indicating inspiration an icon indicating the content of inspiration (for example, if it is something that raises the status of a kick, an icon indicating a kick), the player can cultivate the character 1002 to be cultivated according to his or her intention.
[0087] Note that the bonus training card 1104-3 is displayed as shown in, for example, FIG. 16. FIG. 16 is a diagram illustrating an example of the bonus training card 1104-3. The bonus training card 1104-3 shown in FIG. 16 has an icon 1112 indicating the inspiration granted. The icon 1112 is an example of information indicating the inspiration granted. By the icon 1112 being displayed on the bonus training card 1104-3 in FIG. 15, the player can recognize the inspiration granted to the bonus training card 1104-3.
[0088] Also, as shown in FIG. 16, the bonus training card 1104-3 may display an effect or the like on the background, for example, to make it easier for the player to recognize. Further, when there are grades (levels) such as the highest grade, upper grade, or lower grade for the inspiration, the bonus training card 1104-3 may change the color of the effect or the like according to the highest grade of the inspiration granted.
[0089] Also, the training screen 1100 shown in FIG. 15 may have an icon 1110 indicating the inspiration granted to the training menu cards such as the bonus training card 1104-3 displayed in the practice menu 1104.
[0090] Also, the training screen 1100 in FIG. 15 displays an icon 1106 indicating that it is in zone C, and an icon 1108 indicating the experience value for the inspiration boost level and the inspiration boost level. The icon 1108 displays the experience value for the inspiration boost level by changing the color of at least a part of the diamond-shaped portion.
[0091] Also, the player can display the acquired inspiration screen 1400 in FIG. 17 or FIG. 18, for example, by operating the acquired inspiration button 1114 on the training screen 1100 in FIG. 15.
[0092] Figures 17 and 18 are diagrams for explaining an example of the acquired inspiration screen 1400. Figure 17 is an example in which the "awarded practice card" tab 1402 of the acquired inspiration screen 1400 is selected. Figure 18 is an example in which the "inspiration list" tab 1404 of the acquired inspiration screen 1400 is selected.
[0093] The acquired inspiration screen 1400 in Figure 17 displays the inspiration granted for each bonus training card. When the acquired inspiration screen 1400 in Figure 17 is displayed, the player can recognize the inspiration granted for each bonus training card.
[0094] Three inspirations are granted to the full - power shuttle run card shown in Figure 17. Specifically, inspirations for kick - up, technique - up, and stamina - up are granted. When the awarded full - power shuttle run card is executed, the parameter of the kick increases due to the kick - up inspiration. When the awarded full - power shuttle run card is executed, the parameter of the technique increases due to the technique - up inspiration. When the awarded full - power shuttle run card is executed, the parameter of the stamina increases due to the stamina - up inspiration. Note that the increase amount of these parameters is significantly larger compared to when no inspiration is granted.
[0095] In addition, the cards for the BLM shoot practice shown in FIG. 17 are given four inspirations. Specifically, inspirations for support event occurrence, technique improvement, skill acquisition, and condition recovery are given. When the card for the BLM shoot practice with the inspiration for support event occurrence is executed, a support event occurs. When a support event occurs, either an increase in parameters or acquisition of some skills or both occur. When the card for the BLM shoot practice with the inspiration for technique improvement is executed, the parameter of the technique increases. When the card for the BLM shoot practice with the inspiration for skill acquisition is executed, some skill is acquired. When the card for the full-power shuttle run with the inspiration for condition recovery is executed, the condition recovers.
[0096] The acquisition inspiration screen 1400 in FIG. 18 displays a list of inspirations given to the bonus training cards. By the display of the acquisition inspiration screen 1400 in FIG. 18, the player can list and recognize the inspirations given to one or more bonus training cards.
[0097] The player executes the practice menu by selecting the practice menu card displayed in the practice menu 1104 of the training screen 1100 in FIG. 15. When the player selects a normal practice menu card (for example, the practice menu card 1104-1 in FIG. 15), the first increment part 72 proceeds from the process of step S104 to the process of step S108.
[0098] In step S108, the first increment part 72 increases the parameter of the character to be trained by an added value corresponding to the selected normal practice menu card.
[0099] Also, when the player selects a special training card (e.g., the special training card 1104-2 in FIG. 15), the first increment part 72 proceeds from the process of step S106 to the process of step S110.
[0100] In step S110, the first increment part 72 increases the parameters of the character to be trained by an added value corresponding to the special training card selected by the player. The added value corresponding to the special training card is larger than the added value corresponding to the normal practice menu card.
[0101] Also, when the player selects a bonus training card (e.g., the bonus training card 1104-3 in FIG. 15), the first increment part 72 proceeds from the process of step S106 to the process of step S112.
[0102] In step S112, the first increment part 72 increases the parameters of the character to be trained by an added value corresponding to the bonus training card selected by the player. The added value corresponding to the bonus training card is larger than the added value corresponding to the special training card.
[0103] FIG. 12 is a flowchart showing an example of the processing procedure of step S24 of the game system 1 according to the present embodiment.
[0104] In step S150, the second increasing unit 74 acquires the magnification factor set for each inspiration boost level. For example, for the inspiration boost level "1", the magnification factor "2" is set. Also, for the inspiration boost level "2", the magnification factor "3" is set. Further, for the inspiration boost level "3", the magnification factor "4" is set. Thus, the magnification factor set for each inspiration boost level increases as the inspiration boost level increases. The magnification factor set for each inspiration boost level may be changed according to the outcome of the game. Also, the magnification factor set for each inspiration boost level may be changed according to the parameter difference between the player (oneself) and the opponent in the game, etc.
[0105] In step S152, the second increasing unit 74 multiplies the addition value obtained from the game by the acquired magnification factor.
[0106] In step S154, the second increasing unit 74 increases the parameters of the character to be trained by the multiplied addition value. FIGS. 19 and 20 are diagrams for explaining an example of the inspiration boost effect screen 1500. The effect screen 1500 shown in FIGS. 19 and 20 displays the magnification factor 1502 corresponding to the player's inspiration boost level. The magnification factor 1502 may be displayed in percentage notation as shown in FIGS. 19 and 20, or may be in magnification factor notation. By checking the effect screen 1500 of FIGS. 19 and 20 displayed after the game, the player can recognize that the parameters obtained from the game have increased due to the inspiration boost.
[0107] The game system 1, game server 10, and user terminal 12 according to this embodiment should be considered as examples and not restrictive. The above embodiment can be modified and improved in various forms without departing from the scope and gist of the appended claims. Also, the matters described in the above plurality of embodiments can adopt other configurations and can be combined within a non - conflicting range.
Description of Symbols
[0108] 1 Game system 10 Game server 12 User terminal 18 Network 60 First object setting unit 62 Second object setting unit 64 Training menu execution unit 66 Bonus state generation unit 68 Bonus awarding unit 70 Bonus management unit 72 First increment unit 74 Second increment unit
Claims
1. A program that causes a computer to execute a first object setting process for receiving from a player a setting of a first object to be cultivated in a game, execute a cultivation menu execution process for executing a cultivation menu in each of a plurality of turns, execute a privilege management process for managing a second privilege obtained when a specific condition is satisfied in one or more of the plurality of turns, execute a second increase process for increasing an addition value of parameters of the first object obtained by an event in which the first object is used according to the second privilege.
2. The event is a game event The program according to claim 1.
3. A program that further causes the computer to execute a privilege state generation process for generating a privilege state in which a lottery for granting a first privilege is performed in the one or more turns, and the privilege management process manages a second privilege obtained when the first privilege is granted in the one or more turns in which the privilege state has occurred. The program according to claim 1 or 2.
4. The privilege state generation process generates the privilege state in the one or more turns by lottery. The program according to claim 3.
5. The privilege state generation process generates the privilege state in the specific one or more turns. The program according to claim 3.
6. The privilege state has a rank, and when a privilege state of a rank higher than the rank of the privilege state during generation occurs, the privilege state generation process updates the privilege state during generation to the privilege state of the higher rank. The program according to claim 3.
7. The privilege state generation process determines by lottery the number of turns for continuing the privilege state. The program according to claim 6.
8. The privilege state generation process determines by lottery the number of turns for continuing the privilege state within a range of numbers of turns associated with the rank of the privilege state. The program according to claim 7.
9. The privilege management process manages the second privilege associated with a cumulative value of a value obtained when the specific condition is satisfied. The program according to claim 3.
10. A computer that executes a first object setting process for receiving from a player a setting of a first object to be cultivated in a game, and executes a cultivation menu execution process for executing a cultivation menu in each of a plurality of turns, A privilege management process for managing a second privilege obtained when a specific condition is satisfied in one or more of the plurality of turns; A second increment process for incrementing an added value of a parameter of the first object obtained by an event in which the first object is used, according to the second privilege; A game processing method for performing the above.
11. A first object setting means for receiving from a player a setting of a first object to be cultivated in a game; In each of a plurality of turns, a cultivation menu execution means for executing a cultivation menu; A privilege management means for managing a second privilege obtained when a specific condition is satisfied in one or more of the plurality of turns; A second increment means for incrementing an added value of a parameter of the first object obtained by an event in which the first object is used, according to the second privilege; A game processing apparatus having the above.
Citation Information
Patent Citations
Game program, information processing device, information processing method and information processing system
JP7230164B1
Game managing device, game system, method of managing game, and program
JP2014233323A