Program and information processing system
The information processing system automatically selects characters and equipment for game decks based on event requirements, improving player convenience and optimizing deck composition for event progression.
Patent Information
- Application Number
- JP2024007183
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-22
- Publication Date
- 2025-08-01
AI Technical Summary
Existing game systems do not adequately enhance player convenience in forming decks for events, particularly in selecting characters and equipment objects based on event progress and content.
An information processing system that automatically selects characters and equipment objects from a player's object groups based on the event's problems and content, associating them to form a deck suitable for the event.
Improves player convenience by providing a deck that is optimized for event progression, enhancing the player's experience and efficiency in game play.
Smart Images

Figure 2025112751000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to programs and information processing systems.
Background Art
[0002] Conventionally, there is known a game in which a game player can form a deck by selecting a plurality of characters from among the characters owned by the player and play an event such as fighting an enemy character using the deck.
[0003] For example, Patent Document 1 discloses a computer system that determines a recommended object that is recommended to be included in a player's object group based on the attributes of each object included in the object group compiled by the player and the attributes of each object included in the object group of the opponent in the battle.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] An object of the present disclosure is to further improve the convenience for the player.
Means for Solving the Problems
[0006] A program according to an embodiment shown in the present disclosure causes a computer to automatically select a first object corresponding to the progress of the event from among a first type of object group owned by the player based on a problem associated with the event and the content of the event. Based on the above problems and the content of the event, automatically select a second object corresponding to the progress of the event from the second type of object group owned by the player, For the selected first object, perform formation in a state where the selected second object is associated therewith.
[0007] An information processing system according to an embodiment shown in the present disclosure is An information processing system including one or more information processing devices, Based on the problems associated with the event and the content of the event, automatically select a first object corresponding to the progress of the event from the first type of object group owned by the player, Based on the above problems and the content of the event, automatically select a second object corresponding to the progress of the event from the second type of object group owned by the player, For the selected first object, perform formation in a state where the selected second object is associated therewith.
Advantages of the Invention
[0008] According to the present disclosure, the convenience of the player can be further improved.
Brief Description of the Drawings
[0009]
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Embodiments for Carrying Out the Invention
[0010] Hereinafter, embodiments of this technical idea will be described in detail with reference to the drawings. In the following description, the same components etc. are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions thereof will not be repeated.
[0011] [Configuration of Information Processing System] FIG. 1 is a diagram showing the configuration of an information processing system 1 according to an embodiment of the present disclosure. As shown in FIG. 1, the information processing system 1 includes a plurality of terminals 10 each used by a plurality of users and a server (computer) 20, and these devices are communicably connected to each other via a network 13.
[0012] The terminal 10 is a smartphone, a tablet, or a tablet computer, etc. The terminal 10 may be a portable terminal, or may be a wearable device worn on the body, an installed terminal such as a PC (Personal Computer) or a game machine. When the terminal 10 is operated by the user, game-related data is transmitted and received between the server 20 and the terminal 10. Thereby, the user can play the game.
[0013] The server 20 manages various data related to the games of each user who plays the game, and transmits images, sounds, texts, and other data to the terminal 10 according to the progress of the games of each user. Further, the server 20 can identify, for example, a plurality of users participating in multiplayer play and communicate with the terminals 10 of each user, thereby providing an environment for playing the game in multiplayer to each user.
[0014] [Configuration of Server] FIG. 2 is a block diagram showing the configuration of the server 20 according to an embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit 22, a storage unit 23, and a memory 24.
[0015] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when the control unit 22 generates screen data of a game play screen, the communication unit 21 transmits the screen data to the terminal 10. Further, when the communication unit 21 receives operation information indicating the operation content of the user with respect to the terminal 10 from the terminal 10, the communication unit 21 outputs the operation information to the control unit 22.
[0016] The storage unit 23 includes a storage device such as an HDD (Hard Disk Drive) or a flash memory. Specifically, the storage unit 23 stores a program 41, game information 42, user information 43, etc.
[0017] The program 41 is a program for the server 20 to execute various processes. The game information 42 includes information used for generating a play screen and information used for generating various objects included in the play screen. The user information 43 includes information about users who play the game, such as identification information of each terminal 10 and identification information of each user.
[0018] The memory 24 includes a storage device such as a ROM (Read Only Memory) or a RAM (Random Access Memory). Various data generated along with the operation of the control unit 22 are temporarily stored in the memory 24. For example, the memory 24 stores game media information about various game media of the user, such as a character (first object) operated by the user, an equipped object (second object) such as an accessory equipped on the character, and virtual currency held by each user.
[0019] The control unit 22 is a processor including, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), or a GPU (Graphics Processing Unit). By operating according to the program 41, the control unit 22 functions as a game progress unit 31 and an automatic formation unit 32.
[0020] Based on the operation information received from the terminal 10 via the communication unit 21, the game progress unit 31 performs various processes related to the progress of the game. For example, the game progress unit 31 performs movement of a character operated by the user, progress of events in the game, generation and control of objects such as other characters and buildings appearing in the game, and generation of screen data for the play screen.
[0021] When the user plays an event, the automatic compilation unit 32 automatically compiles a set of a plurality of characters (first object group) stored in the memory 24 into a set of a plurality of characters (first object) used for the event (hereinafter referred to as "deck") according to the operation of the user.
[0022] In addition, the automatic compilation unit 32 automatically selects equipment objects (second objects), such as weapons and accessories to be equipped on each character constituting the deck, from a plurality of equipment objects (second object group) stored in the memory 24.
[0023] [Overview of the game] FIG. 3 is a diagram for explaining an overview of a game provided in the information processing system 1 shown in FIG. 1. Referring to FIG. 3, as an example, the information processing system 1 provides a game including a plurality of events.
[0024] Specifically, assume that the player selects one of a plurality of events during the game by operating the terminal 10. In this case, for example, as shown in FIG. 3, an event start screen G1 indicating the clear condition of the selected event and one or more submissions (tasks) associated with the event is displayed on the player's terminal 10.
[0025] In the example shown in FIG. 3, the character "Clear condition: Defeat the boss" is displayed in the area R1 included in the event start screen G1. In addition, in the area R2 included in the event start screen G1, the characters "Clear without anyone falling", "Clear with a deck of two or more people", and "Clear with a deck including any one of the job types (sword, fist, shining sword)" are displayed as submissions.
[0026] The player plays an event using one or more characters that make up the deck. Regardless of the achievement of the submission, if the player achieves the clear condition, the player can clear the event. When the player clears the event, for example, it becomes possible to play other events.
[0027] Depending on the achievement status of the submission in the event, the amount and type of rewards given to the player when the event is cleared change. The rewards are game media such as experience points, points, items, or coins in the game.
[0028] Also, in the area R3 included in the event start screen G1, one or more characters that make up the deck are displayed. In the example shown in FIG. 3, the deck is composed of four characters. During the event, the player can play the event while using these four characters properly.
[0029] Also, one of the characters that make up the deck is set as the leader. The character who is the leader has special skills and has a greater influence on the progress of the event compared to other characters that make up the deck. For example, in the area R4 included in the event start screen G1, as the display of the special skill of the character who is the leader, the characters "The movement speed and attack speed of the deck are increased (effect value 30)" are displayed.
[0030] [Manual deck compilation] (Manual character compilation) The player can perform manual compilation of the deck by selecting the characters that make up the deck. Specifically, on the event start screen G1, there are a manual compilation button B1 for selecting manual compilation of the deck, an automatic compilation button B2 for selecting automatic compilation of the deck, and a challenge button B3 for selecting to start the event using the deck currently displayed on the event start screen G1.
[0031] Suppose a player operates the terminal 10 to select the manual formation button B1. In this case, the game progress unit 31 shown in FIG. 2 acquires operation information indicating the player's operation content via the communication unit 21. Then, the game progress unit 31 generates, for example, a manual formation screen G2 of the deck and transmits the screen data of the manual formation screen G2 to the terminal 10. As a result, the manual formation screen G2 is displayed on the terminal 10.
[0032] FIG. 4 is a diagram showing an example of the manual formation screen G2 displayed on the terminal 10 shown in FIG. 1. As shown in FIG. 4, for example, the manual formation screen G2 includes a region R11 in which a list of characters owned by the player is displayed, and a region R12 in which a plurality of character setting frames 61 constituting the deck are displayed. In the example shown in FIG. 4, four setting frames 61 are displayed.
[0033] The player drags and drops, for example, one of the characters displayed in the region R11 on the screen of the terminal 10 into one of the setting frames 61. In this case, the game progress unit 31 in the server 20 shown in FIG. 2 acquires operation information indicating the player's operation content, and based on the operation information, sets the character selected by the player in the setting frame 61. By performing the above operations on each setting frame 61, the player can manually form a plurality of characters constituting the deck.
[0034] Note that a plurality of types of attributes are set for each character. Specifically, each character is assigned a profession such as a swordsman or a fighter, and a profession attribute corresponding to the assigned profession is set. The profession attributes are "sword", "fist", "twin swords", "axe", "spear", "bow", "staff", "shining sword", etc. For example, a character whose profession is a swordsman has a profession attribute of "sword". Also, a character whose profession is a fighter has a profession attribute of "fist".
[0035] In the area R11 of the manual formation screen G2 shown in FIG. 4, each character is marked with a mark indicating the occupation attribute. For example, the character C1 is marked with a mark M1 indicating that the occupation attribute is "sword", and the character C2 is marked with a mark M2 indicating that the occupation attribute is "spear". The player can select the characters that make up the deck while referring to the occupation attributes of each character.
[0036] In addition, each character is set with a weapon attribute corresponding to the occupation attribute. The weapon attributes are, for example, four types: "slash", "strike", "thrust", and "magic". Characters with an occupation attribute of "sword" or "dual swords" have a weapon attribute of "slash". Also, characters with an occupation attribute of "fist" or "axe" have a weapon attribute of "strike". Also, characters with an occupation attribute of "spear" or "bow" have a weapon attribute of "thrust". Also, characters with an occupation attribute of "staff" or "shining sword" have a weapon attribute of "magic".
[0037] In addition, each character is set with an element attribute different from the occupation attribute and the weapon attribute. The element attribute is, for example, an attribute corresponding to the skills the character has, such as "fire", "water", "thunder", "darkness", and "light".
[0038] (Manual Selection of Equipment Objects) Referring again to FIG. 3, the player can select the equipment objects to be equipped for each character that makes up the deck. When an equipment object is equipped to a character, the skills of the character can be enhanced or the recovery amount can be increased.
[0039] FIG. 5 is a diagram for explaining the equipment objects of the characters shown in FIG. 3. For example, assume that the player performs an operation of selecting one of the plurality of characters displayed in the area R3 of the event start screen G1. In this case, as shown in FIG. 5, a character detail screen G3 showing the equipment objects currently equipped by the selected character is displayed on the player's terminal 10.
[0040] On the character details screen G3, the equipped objects set for the character are displayed. Here, a plurality of setting frames 70 for equipped objects are provided for one character. Specifically, as the setting frame 70, one setting frame 71 for a weapon, which is an example of an equipped object, is provided, two setting frames 72 for accessories, which are examples of equipped objects, are provided, and four setting frames 73 for slates, which are examples of equipped objects, are provided.
[0041] In the character details screen G3 shown in FIG. 5, for the character selected by the player, weapon A is set in the setting frame 71, accessories A and B are set in the two setting frames 72 respectively, and slates A, B, C, and D are set in the four setting frames 73 respectively, which is displayed.
[0042] In the character details screen G3, when the player performs an operation of selecting one of the plurality of setting frames 70, a list of equipped objects that can be set in the selected setting frame 70 is displayed, and the equipped object to be set in the setting frame 70 can be changed.
[0043] For example, when the player performs an operation of selecting the setting frame 71, the game progress unit 31 shown in FIG. 2 refers to the memory 24, generates a list screen of the weapons owned by the player, and transmits the screen data of the list screen to the terminal 10. Then, the player can perform an operation of selecting the weapon to be set in the setting frame 71 from among the plurality of weapons included in the weapon list screen displayed on the terminal 10.
[0044] In addition, for each character, weapons with good compatibility and accessories with good compatibility are preset. Such weapons are referred to as "motif weapons". Also, such accessories are referred to as "motif accessories". In addition, for each weapon, element attributes such as "water", "thunder", "darkness", and "light" are set in the same way as the above-described characters.
[0045] The player can select equipment objects to be equipped on each character while referring to motif weapons, motif accessories of the character equipping the attribute object, and the element attributes of each weapon, etc.
[0046] Also, each equipment object is associated with the character that is the equipment target. For this reason, the equipment object equipped on a character cannot be set on another character.
[0047] [Overview of Automatic Deck Compilation] Referring to FIG. 3 again, assume that the player operates the terminal 10 to select the automatic compilation button B2 displayed on the event start screen G1. In this case, the automatic compilation unit 32 shown in FIG. 2 performs automatic compilation of a deck suitable for the progress of the event. More specifically, the automatic compilation unit 32 includes a character selection unit 51, a weapon selection unit 52, an accessory selection unit 53, and a slate selection unit 54.
[0048] The character selection unit 51 automatically selects one or more characters constituting the deck from among the plurality of characters owned by the player based on the user information stored in the memory 24.
[0049] The weapon selection unit 52 automatically selects weapons to be equipped on each character selected by the character selection unit 51 from among the plurality of weapons owned by the player based on the user information stored in the memory 24.
[0050] The accessory selection unit 53 automatically selects accessories to be equipped on each character selected by the character selection unit 51 from among the plurality of accessories owned by the player based on the user information stored in the memory 24.
[0051] The slate selection unit 54 automatically selects slates to be equipped on each character selected by the character selection unit 51 from among the plurality of slates owned by the player based on the user information stored in the memory 24.
[0052] Then, when the automatic deck compilation by the automatic compilation unit 32 is completed, a plurality of characters constituting the automatically compiled deck are displayed in the area R3 on the event start screen G1 shown in FIG. 3.
[0053] Note that, as described later, the automatic compilation unit 32 automatically compiles a deck suitable for the progress of the event based on the content of the event selected by the player. For this reason, the automatic compilation unit 32 can perform automatic deck compilation when the player selects an event.
[0054] [Flow of Automatic Character Selection] FIG. 6 is a flowchart for explaining an overview of the flow of automatic character selection by the character selection unit 51 shown in FIG. 2. First, the character selection unit 51 identifies the event selected by the player based on the operation information transmitted from the terminal 10 (step S11).
[0055] Next, the character selection unit 51 refers to the game information 42 stored in the storage unit 23 and identifies one or more submissions associated with the event identified in step S11 (step S12).
[0056] Next, the character selection unit 51 determines the number of characters constituting the deck based on the content of the identified one or more submissions (step S13).
[0057] For example, if the identified submission includes a submission regarding the number of characters constituting the deck, the character selection unit 51 determines the number of characters according to the content of the submission. Specifically, if the submission "Clear with a three-character deck" is included, the character selection unit 51 determines the number of characters to be "3".
[0058] Also, for example, when a submission such as "clear with two or more decks" is included, the character selection unit 51 determines that the number of characters is "two" or more. Here, assume that the maximum number of characters constituting the deck is "four". In this case, the character selection unit 51 determines that the number of characters is "four".
[0059] Also, when the submission related to the event does not include a submission regarding the number of characters, the character selection unit 51 determines that the number of characters constituting the deck is "four".
[0060] Next, the character selection unit 51 determines the first character to be the leader (step S14). Details of the method for determining the first character will be described later. Next, the character selection unit 51 checks whether the number of characters constituting the deck is two or more (step S15). If the number is two or more (in step S15, "YES"), the second character is determined (step S16). Details of the method for determining the second character will also be described later.
[0061] Next, the character selection unit 51 checks whether the number of characters constituting the deck is three or more (step S17). If the number is three or more (in step S17, "YES"), the third character is determined (step S18). Details of the method for determining the third character will also be described later.
[0062] Next, the character selection unit 51 checks whether the number of characters constituting the deck is four (step S19). If the number is four (in step S19, "YES"), the fourth character is determined (step S20). Details of the method for determining the fourth character will also be described later.
[0063] Also, when the character selection unit 51 determines the first character and the number of characters constituting the deck is one (in step S15, "NO"), the automatic selection of characters ends.
[0064] Furthermore, when the second character has been determined and the number of characters that make up the deck is two ("NO" in step S17), the character selection unit 51 ends the automatic character selection.
[0065] Furthermore, when the third character has been determined and the number of characters that make up the deck is three ("NO" in step S19), the character selection unit 51 ends the automatic character selection.
[0066] The sub-missions identified in step S12 may include a sub-mission related to the occupational attributes of the characters that make up the deck. In this case, the character selection unit 51 selects a character according to the sub-mission in the processing of steps S14, S16, S18, and S20. Specifically, if the sub-mission includes "clearing with a deck containing only swords and fists," the character selection unit 51 excludes characters with occupational attributes other than "sword" or "fist" from the selection candidates.
[0067] [Select your first character] Fig. 7 is a flowchart for explaining the flow of operations when the first character is selected by the character selection unit 51. Fig. 8 is a diagram for explaining a method for selecting the first character by the character selection unit 51. The character selection unit 51 selects the first character according to the conditions for clearing the event, such as "defeat a boss."
[0068] For example, multiple enemy characters may appear in an event. The enemy characters may include a boss character, a first monster, a second monster, etc. Each enemy character may have a preset weapon attribute and element attribute that are its weakness.
[0069] 7 and 8, first, when the clearing condition for an event is "defeat the boss," character selection unit 51 identifies the weapon attribute and element attribute that are weak points of the boss character of the event (step S31). Here, it is assumed that the weapon attribute that is weak points of the boss character is "slash," and the element attribute that is weak points of the boss character is "water."
[0070] Next, as shown in FIG. 8, the character selection unit 51 arranges, from among the characters owned by the player, multiple characters with a weapon attribute of "slash" in order of latest appearance in the game (hereinafter referred to as "appearance order") (step S32). The higher the appearance order number, the closer to the present time the character appeared in the game. Also, the higher the appearance order number, the higher the character's skill tends to be. In the example shown in FIG. 8, multiple characters are arranged in the order of character numbers No. 11, No. 12, No. 13, No. 14, ...
[0071] Next, the character selection unit 51 checks whether or not a character whose element attribute is "water" is included within a predetermined ranking among the multiple characters arranged (step S33). Here, within a predetermined ranking means within third place.
[0072] Then, the character selection unit 51 checks whether or not the top three characters include a character having the same element attribute as the element attribute identified in step S31 (step S33).
[0073] For example, suppose that a character with an element attribute of "water" is included in the top three characters ("YES" in step S33). In this case, character selection unit 51 determines that character as the first character (step S34). In the example shown in FIG. 8, the element attribute of the character with character number No. 13 is "water." Therefore, character selection unit 51 determines that character as the first character.
[0074] On the other hand, assume that among the characters within 3 ranks, there is no character with an element attribute of "water" (in step S33, "NO"). In this case, the character selection unit 51 determines, for example, the character with character number No. 11, which is the first character, as the first character (step S35).
[0075] [Selection of the second character] FIG. 9 is a flowchart for explaining the operation flow when the second character is selected by the character selection unit 51. FIG. 10 is a diagram for explaining an example of the method for selecting the second character by the character selection unit 51. The character selection unit 51 selects, for example, the second character constituting the deck based on the element attribute that is the weakness of the first monster appearing in the event.
[0076] First, the character selection unit 51 identifies the element attribute that is the weakness of the first monster in the event (step S41).
[0077] Next, the character selection unit 51 arranges in the order of appearance the characters having the same element attribute as the element attribute identified in step S41 from among the plurality of characters owned by the player and other than the character determined as the first character (step S42). Then, the character selection unit 51 determines, for example, the first character among the arranged plurality of characters as the second character (step S43).
[0078] As shown in FIG. 9, for example, assume that the element attribute that is the weakness of the first monster is "water". In this case, a plurality of characters are arranged in the order of character numbers No. 21, No. 22, ···. Then, the first character, that is, the character with character number No. 21, is determined as the second character constituting the deck.
[0079] [Selection of the third and fourth characters] FIG. 11 is a flowchart for explaining the operation flow when the third and fourth characters are selected by the character selection unit 51. Here, it is assumed that the number of characters constituting the deck is 4. The character selection unit 51 selects the third and fourth characters constituting the deck based on, for example, the content of the submission, the weapon attribute, and the weapon attribute that is the weakness of the second monster appearing in the event.
[0080] First, the character selection unit 51 checks whether there is a submission specifying that a specific occupation attribute is included in the submission specified in step S12 shown in FIG. 6 (step S51).
[0081] For example, it is assumed that there is a submission of "clear with a deck including a sword" ( "YES" in step S51). In this case, the character selection unit 51 checks whether at least one of the occupation attributes of the first and second characters that have been determined is the same as the specific occupation attribute (step S52).
[0082] Here, it is assumed that at least one of the occupation attributes of the first and second characters is "sword" ( "YES" in step S52). In this case, the character selection unit 51 determines the weapon attribute of the third character and the weapon attribute of the fourth character according to the weakness of the second monster appearing in the event, for example.
[0083] FIG. 12 is a diagram for explaining the method for the character selection unit 51 to determine the weapon attribute of the character. As shown in FIG. 12, specifically, among the second monsters appearing in the event, the number of the second monster A whose weapon attribute "slash" is the weakness is "3", and the number of the second monster B whose weapon attributes "slash" and "bludgeon" are the weaknesses is "10". Also, among the second monsters appearing in the event, the number of the second monster C whose weapon attributes "thrust" and "magic" are the weaknesses is "1", and the number of the second monster D whose weapon attribute "magic" is the weakness is "5".
[0084] In this case, for each of the four types of weapon attributes, the character selection unit 51 acquires the number of corresponding second monsters, that is, the number of second monsters that are weak against the weapon attribute (step S53). In the example shown in FIG. 12, the total number of second monsters that are weak against the weapon attribute "slash" is 13 (= 3 + 10), and the total number of second monsters that are weak against the weapon attribute "blunt" is 10. Also, the total number of second monsters that are weak against the weapon attribute "thrust" is 1, and the total number of second monsters that are weak against the weapon attribute "magic" is 6 (= 1 + 5).
[0085] Next, the character selection unit 51 determines the priority order of the weapon attributes (step S54). In the example shown in FIG. 12, in the order of "slash", "blunt", "magic", and "thrust", the number of corresponding second monsters is larger. In this case, the character selection unit 51 determines the priority order of the weapon attributes as "slash", "blunt", "magic", and "thrust".
[0086] Next, the character selection unit 51 determines the weapon attributes of the third character and the weapon attributes of the fourth character according to the priority order of the weapon attributes (step S55). For example, if the weapon attribute with the highest priority is "slash" and the weapon attributes of each of the first and second characters are not "slash", "slash" is determined as the weapon attribute of the third character. Then, the character selection unit 51 determines "blunt", which has the next highest priority after "slash", as the weapon attribute of the fourth character.
[0087] Also, for example, if at least one of the weapon attributes of each of the first and second characters is "slash", the character selection unit 51 determines "blunt", which has the next highest priority after "slash", as the weapon attribute of the third character. Then, the character selection unit 51 determines "magic", which has the next highest priority after "blunt", as the weapon attribute of the fourth character.
[0088] Next, the character selection unit 51 determines the third character and the fourth character (step S56). For example, when the character selection unit 51 determines "slash" as the weapon attribute of the third character, it extracts the characters with the weapon attribute of "slash" from the characters owned by the player. Then, the character selection unit 51 determines, as the third character, the character with the latest appearance order in the game among the extracted characters, that is, the character with the largest appearance order number.
[0089] Also, similarly for the fourth character, when the character selection unit 51 determines "strike" as the weapon attribute of the fourth character, it extracts the characters with the weapon attribute of "strike" from the characters owned by the player. Then, the character selection unit 51 determines, as the fourth character, the character with the largest appearance order number among the extracted characters.
[0090] Also, in step S51, when there is no submission specifying that a specific occupation attribute is included ( "NO" in step S51), the character selection unit 51 performs the operations after step S53.
[0091] On the other hand, when there is a submission specifying that a specific occupation attribute is included ( "YES" in step S51), and assuming that the occupation attributes of each of the first character and the second character are not the above specific occupation attribute ( "NO" in step S52).
[0092] For example, assuming there is a submission of "clear with a deck including swords" and the occupation attributes of each of the first character and the second character are not "swords". In this case, the character selection unit 51 extracts the characters with the occupation attribute of "swords" from the characters owned by the player and arranges the extracted characters in the order of appearance. Then, the character selection unit 51 determines, as the third character, the character with the largest appearance order number among the arranged multiple characters (step S57).
[0093] Next, the character selection unit 51 checks whether the weapon attributes of each of the three determined characters are all different (step S58).
[0094] And when the weapon attributes of the first, second, and third characters are all different (in step S58, "YES"), the character selection unit 51 determines the weapon attribute of the fourth character so that the weapon attributes of each of the four characters are all different (step S60).
[0095] For example, assume that the weapon attributes of the first, second, and third characters are "slash", "blunt", and "thrust", respectively. In this case, the character selection unit 51 determines the weapon attribute of the fourth character to be "magic". Then, the character selection unit 51 extracts the characters with the weapon attribute of "magic" from the characters owned by the player and arranges them in the order of appearance. And the character selection unit 51 determines the character with the largest number in the order of appearance among the arranged multiple characters as the fourth character (step S60).
[0096] On the other hand, assume that among the three determined characters, the weapon attributes of at least two characters are the same (in step S58, "NO"). In this case, the character selection unit 51 obtains the number of corresponding second monsters for each of the four weapon attributes in the same way as step S53 described above (step S61).
[0097] And the character selection unit 51 determines the priority order of the weapon attributes based on the number of second monsters corresponding to each weapon attribute in the same way as step S54 described above (step S62).
[0098] Next, the character selection unit 51 determines the weapon attribute of the fourth character according to the priority order of weapon attributes (step S63). For example, as described above, if the weapon attribute with the highest priority is "slash", and the weapon attributes of the first, second, and third characters are not "slash", then "slash" is determined as the weapon attribute of the fourth character.
[0099] Then, the character selection unit 51 determines the fourth character according to the determined weapon attribute of the fourth character (step S64). For example, when the character selection unit 51 determines "slash" as the weapon attribute of the fourth character, it extracts the characters with the weapon attribute of "slash" from the characters owned by the player. Then, the character selection unit 51 determines the character with the largest appearance order number among the extracted characters as the fourth character.
[0100] Similarly, when the number of characters constituting the deck is "3", the character selection unit 51 determines the third character according to the weakness of the second monster appearing in the event, for example.
[0101] As described above, the character selection unit 51 selects the first character according to the clear condition of the event. Also, the character selection unit 51 selects the second character based on the element attribute that is the weakness of the first monster. Also, the character selection unit 51 selects the third and fourth characters based on the content of the submission, the weapon attribute, and the weapon attribute that is the weakness of the second monster. Thereby, a deck suitable for clearing the event and achieving the submission can be automatically compiled.
[0102] The character selection unit 51 may select a character based not only on the attributes that are the weaknesses of the first monster and the attributes that are the weaknesses of the second monster, but also on the attributes and number of objects that are not targets of the player's operation. For example, the character selection unit 51 may select a character using the attributes and number of characters operated by other players who participate in the same event at the same time.
[0103] (Details of Automatic Weapon Selection) Referring to FIG. 2 again, after the character selected by the character selection unit 51 constitutes a deck, the weapon selection unit 52 automatically selects, in order from the first character, the weapons to be equipped for each character.
[0104] More specifically, the weapon can be evolved by using a game medium such as, for example, experience points, points, items, or coins. And each weapon is assigned an ID (Identification) that changes according to the evolution stage of the weapon. For example, as the weapon evolves, the lower digit of the ID increases in the order of "0", "1", "2", ···. The weapon selection unit 52 preferentially selects from the weapons that are evolving.
[0105] FIG. 13 is a diagram for explaining an example of a method for selecting a weapon by the weapon selection unit 52. For example, the weapon selection unit 52 extracts weapons whose lower digit of the ID is "2" or more from among the plurality of weapons owned by the player. And when the extracted plurality of weapons include a motif weapon that is compatible with the character to be equipped, the weapon selection unit 52 determines the motif weapon as the weapon to be equipped for the character.
[0106] Also, when the extracted plurality of weapons do not include a motif weapon, the weapon selection unit 52 selects a weapon having the same element attribute as the element attribute of the character to be equipped. For example, assume that the element attribute of the character to be equipped is "water". In this case, as shown in FIG. 13, the weapon selection unit 52 determines, as the weapon to be equipped for the character, a weapon whose element attribute is "water" among the extracted plurality of weapons.
[0107] Also, assume that among the plurality of extracted weapons, there are two or more weapons having the same element attribute as the element attribute of the character to be equipped. In this case, the weapon selection unit 52 determines, for example, among these two or more weapons, the one with the most advanced evolution, that is, the one with the largest lower digit of the ID, as the weapon to be equipped to the character.
[0108] Also, assume that among the plurality of extracted weapons, there is not even one weapon having the same element attribute as the element attribute of the character to be equipped. In this case, the weapon selection unit 52 determines, for example, among the plurality of extracted weapons, the one with the most advanced evolution, that is, the one with the largest lower digit of the ID, as the weapon to be equipped to the character.
[0109] The weapons to be equipped to the second and subsequent characters are also determined by the same method. At this time, the weapons already equipped to any one of the plurality of characters constituting the deck are excluded from the selection targets.
[0110] (Details of Automatic Selection of Accessories) Referring to FIG. 2 again, after the character constituting the deck is selected by the character selection unit 51, the accessory selection unit 53 automatically selects, in order from the first character, the accessories to be equipped to each character.
[0111] More specifically, the accessory selection unit 53 checks whether the motif accessory of the character to be equipped is included among the plurality of accessories owned by the player. And when the motif accessory is included, the accessory selection unit 53 determines the motif accessory as the accessory to be equipped to the character.
[0112] On the other hand, when the motif accessory is not included, for example, the accessory selection unit 53 determines the accessory with the latest acquisition timing obtained by the player as the accessory to be equipped on the character.
[0113] The accessories to be equipped on the second and subsequent characters are also determined by the same method. At this time, the accessories that have already been equipped on any one of the plurality of characters constituting the deck are excluded from the selection targets.
[0114] (Details of Automatic Selection of Slates) Referring to FIG. 2 again, after the character selection unit 51 selects the characters constituting the deck, the slate selection unit 54 automatically selects the slates to be equipped on each character in order from the first character.
[0115] More specifically, the slates can be evolved by using game media such as experience points, points, items, or coins. The slate selection unit 54 preferentially selects from among the plurality of slates owned by the player the slates that have advanced in evolution.
[0116] FIG. 14 is a diagram for explaining an example of the method of selecting slates by the slate selection unit 54. For example, the slate selection unit 54 arranges the plurality of slates owned by the player in the order of advancement in evolution. Then, the character selection unit 51 selects the slates that have advanced in evolution until the four setting frames 73 (see FIG. 5) possessed by the character are filled.
[0117] Here, the slates include those set for one setting frame 73 and those set for two setting frames 73. The slates set for two setting frames 73 can be set on the character when there are two or more setting frames 73 in which the slates are not set among the setting frames 73 of the character as the equipment destination.
[0118] In the example shown in FIG. 14, a plurality of stone slabs with slab numbers No. 31, No. 32, No. 33, ··· are arranged in the order of evolution. Among these plurality of stone slabs, the stone slab set for one setting frame 73 is shown in a fan shape obtained by dividing a circle into four equal parts, and the stone slab set for two setting frames 73 is shown in a semi-circular shape.
[0119] For example, the stone slabs with slab numbers No. 31, No. 32, and No. 33 can be set for one setting frame 73, and the stone slabs with slab numbers No. 34 and No. 36 can be set for two setting frames 73.
[0120] In this case, as the stone slab to be set for the first character, the stone slab selection unit 54 first selects three stone slabs with slab numbers No. 31, No. 32, and No. 33. And at this point, since there is one setting frame 73 that is not set among the four setting frames 73, the stone slab selection unit 54 excludes the stone slab with slab number No. 34 that requires two setting frames 73 and selects the stone slab with slab number No. 35 as the fourth stone slab.
[0121] Next, the stone slab selection unit 54 selects the stone slab to be equipped for the second character. At this time, the stone slab selection unit 54 preferentially selects from the stone slabs excluded when selecting the stone slab for the first character. Also, at this time, the stone slab selection unit 54 excludes the stone slabs already equipped on the first character from the selection targets.
[0122] In the example shown in FIG. 14, the stone slab selection unit 54 selects the stone slab with slab number No. 34 that requires two setting frames 73 and the stone slab with slab number No. 36 that requires two setting frames 73 as the stone slabs to be equipped for the second character.
[0123] For the stone slabs equipped on characters starting from the third character, they are also determined by the same method. For example, in the example shown in FIG. 14, the stone slab selection unit 54 selects, as the stone slabs to be equipped on the third character, four stone slabs with slab numbers No. 37, No. 38, No. 39, and No. 40, each of which requires one setting frame 73. Also, for example, the stone slab selection unit 54 selects, as the stone slabs to be equipped on the fourth character, two stone slabs with slab numbers No. 41 and No. 42, each of which requires one setting frame 73, and a stone slab with slab number No. 44, which requires two setting frames 73.
[0124] [Regarding the equipment objects equipped by automatic compilation] Referring to FIG. 2 again, when the player manually compiles the deck, the manual deck information indicating the configuration of the deck is stored in the memory 24. Also, when the automatic compilation unit 32 automatically compiles the deck, the automatic deck information indicating the configuration of the deck is stored in the memory 24.
[0125] Even when the manual deck information is stored in the memory 24, the automatic compilation unit 32 can use the equipment objects equipped on the characters in the manually compiled deck for the automatic compilation of the deck.
[0126] For example, even when weapon A is equipped on character C1 of the manually compiled deck, the automatic compilation unit 32 can equip weapon A on characters other than character C1 in the automatic compilation of the deck. And even if weapon A is equipped on the characters constituting the automatically compiled deck, in the manually compiled deck, the state where weapon A is equipped on character C1 is maintained.
[0127] Also, assume that when the deck information of the automatically compiled deck is stored in the memory 24, the equipment objects equipped on the characters of the deck become not owned by the player due to the player's selling or the like.
[0128] In such a case, in the automatically compiled deck, the equipment object is deleted. Further, for the character equipped with the equipment object, another equipment object may be newly equipped instead of the deleted equipment object. The newly equipped equipment object may be, for example, the initial equipment object equipped to the character at the start of the game.
[0129] Also, when the deck information of the automatically compiled deck is stored in the memory 24, assume that the equipment object equipped to the character of the deck has evolved compared to the time of compiling the deck. In such a case, in the deck, the deck information of the deck is updated so that the evolution of the equipment object is reflected.
[0130] Also, the target selected as the equipment object by the automatic compilation unit 32 is not limited to weapons, accessories, and slates as described above, and may be a skill to be equipped to a character.
[0131] [Modification Example] As described above, the information processing system 1 can provide an environment for playing a game in multiplayer to a plurality of users. In this case, these plurality of users can participate in a common event simultaneously.
[0132] When such multiplayer is performed, the automatic compilation unit 32 shown in FIG. 2 may select, in the automatic compilation of the deck, the characters constituting the deck from among the characters owned by each of these plurality of users. Also, the automatic compilation unit 32 may select, from among the equipment objects owned by each of these plurality of users, the equipment objects to be equipped to each character. In this case, the user can play the event using a deck including characters and equipment objects that the user does not own.
[0133] [Supplementary Notes] The content according to the embodiment of the present disclosure is listed as follows. [Problem] The aim is to further improve convenience.
[0134] [Solution] (Item 1) Cause a computer to automatically select a first object corresponding to the progress of the event from among a first type of object group owned by the player, based on the problems associated with the event and the content of the event, automatically select a second object corresponding to the progress of the event from among a second type of object group owned by the player, based on the problems and the content of the event, Cause the selected second object to be associated with the selected first object and be organized.
[0135] With such a configuration, it is possible to automatically organize a deck including a first object corresponding to the progress of an event selected by the player, and the first object associated with a second object corresponding to the progress of the event. Therefore, the convenience of the player can be further improved.
[0136] (Item 2) Cause a computer to preferably select from among the types of objects having a large influence on the progress of the event among the first object and the second object, the program according to Item 1.
[0137] With such a configuration, it is possible to surely include an object having a large influence on the progress of the event in the deck and select other types of objects to be associated with the object.
[0138] (Item 3) The first object is a character that can be used by the player in the event, The second object is an object that can be equipped on the character. The program according to item 2, wherein the degree of influence in the progress of the event is greater for the character than for the objects that can be equipped.
[0139] In this way, with a configuration that preferentially selects from characters, for example, a more appropriate accessory can be selected as an accessory to be equipped on the selected character.
[0140] (Item 4) The computer is capable of selecting a plurality of the first objects, In the selection of a plurality of the first objects, the program according to any one of items 1 to 3, which causes selection from the first objects having a greater degree of influence in the progress of the event.
[0141] With such a configuration, the first object having a great influence on the progress of the event can be surely included in the deck.
[0142] (Item 5) One or more enemy characters appear in the event, The computer is In addition to the problems and the content of the event, the program according to any one of items 1 to 4, which causes selection of at least one of the first object and the second object based on at least one of the attributes and the number of the objects that are not the operation targets of the player appearing in the event.
[0143] With such a configuration, a deck more suitable for fighting against enemy characters appearing in the event can be automatically compiled.
[0144] (Item 6) The computer is capable of selecting a plurality of the first objects, The program according to any one of Items 1 to 5, wherein, in selecting a plurality of the first objects, attributes of the first objects are made different from each other.
[0145] With such a configuration, for example, even in a case where enemy characters of a plurality of types of attributes appear in an event, a deck that can handle the situation can be automatically compiled.
[0146] (Item 7) To a computer, The program according to any one of Items 1 to 6, wherein, in selecting at least one of the first object and the second object, the one with a late timing obtained by the player is preferentially selected.
[0147] Here, an object with a late timing obtained by the player often has a high influence on the progress of an event, such as having a higher attack power against enemy characters compared to an object with an early timing. Therefore, with the above configuration, a deck more suitable for the progress of the event can be automatically compiled.
[0148] (Item 8) To a computer, further, Accept a manual compilation of the deck by the operation of the player, The program according to any one of Items 1 to 7, wherein the association between the first object and the second object in the deck automatically compiled by the computer is not reflected in the deck manually compiled by the player.
[0149] Here, assume that the association between the first object and the second object in the automatically compiled deck is reflected in the deck manually compiled by the player. In this case, if an object constituting the manually compiled deck is selected as a constituent object of the automatically compiled deck, the object will disappear from the manually compiled deck.
[0150] On the other hand, as described above, by adopting a configuration in which the association between objects in the automatically compiled deck is not reflected in the manually compiled deck, it is possible to avoid a situation where objects disappear unintentionally from the manually compiled deck.
[0151] (Item 9) A plurality of players can play the event simultaneously using a common deck, When the plurality of players play the event simultaneously, the computer selects the first object to be included in the deck from among the first type of object groups owned by each of the plurality of players, and selects the second object associated with the first object from among the second type of object groups owned by each of the plurality of players. The program according to any one of Items 1 to 8.
[0152] With such a configuration, it is possible to compile a stronger deck that is more suitable for cooperative play by a plurality of players from a larger number of object groups, and the interest of the players can be further enhanced.
[0153] Note that the solution means configured by the above program may be appropriately applied to the fields of devices, systems, methods, and media.
[0154] In addition, each operation by the control unit 22 in the server 20 of the above embodiment may be executed by one processor or by a plurality of processors. For example, part or all of the operations by the control unit 22 may be executed by the terminal 10 shown in FIG. 1.
[0155] Furthermore, the above-described embodiments are merely examples for facilitating the understanding of the present invention and are not intended to limit the interpretation of the present invention. Without departing from the spirit of the present invention, changes, improvements, and deletion of a part of the configuration of the embodiment can be made, and it goes without saying that equivalents of the present invention are included therein.
Explanation of Signs
[0156] 1: Information processing system, 10: Terminal, 13: Network, 20: Server, 21: Communication unit, 22: Control unit, 23: Storage unit, 24: Memory, 31: Game progress unit, 32: Automatic composition unit, 41: Program, 42: Game information, 43: User information, 51: Character selection unit, 52: Weapon selection unit, 53: Accessory selection unit, 54: Slate selection unit, 61, 70, 71, 72, 73: Setting frame
Claims
1. A program for causing a computer to: automatically select a first object corresponding to the progress of an event from among a first group of objects owned by a player, based on a task associated with the event and the content of the event; automatically select a second object corresponding to the progress of the event from among a second group of objects owned by the player, based on the task and the content of the event; cause the selected second object to be associated with the selected first object and then be organized.
2. The program according to claim 1, for causing a computer to preferentially select from among the first object and the second object, the type of object that has a greater influence on the progress of the event.
3. The program according to claim 2, wherein the first object is a character that can be used by the player in the event, the second object is an object that can be equipped on the character, and the influence degree in the progress of the event is greater for the character than for the object that can be equipped.
4. The program according to claim 1, for causing a computer to be able to select a plurality of the first objects, and to select from among the plurality of first objects, the first object that has a greater influence on the progress of the event.
5. The program according to claim 1, for causing a computer to select at least one of the first object and the second object based on at least one of the attributes and the number of objects that are not the operation targets of the player and appear in the event, in addition to the task and the content of the event.
6. The program according to claim 1, for causing a computer to be able to select a plurality of the first objects, and to make the attributes of the plurality of first objects different from each other when selecting the plurality of first objects.
7. The program according to claim 1, for causing a computer to preferentially select, when selecting at least one of the first object and the second object, the one with a late acquisition timing by the player.
8. A program for further causing a computer to accept a manual organization of a deck by the operation of the player. The association between the first object and the second object in the deck automatically compiled by the computer is not reflected in the deck manually compiled by the player, the program according to claim 1.
9. A plurality of players can play the event simultaneously using a common deck, When the plurality of players play the event simultaneously, the computer is caused to select the first object to be included in the deck from among the first type of object groups owned by each of the plurality of players, select the second object associated with the first object from among the second type of object groups owned by each of the plurality of players, the program according to claim 1.
10. An information processing system including one or more information processing devices, automatically selecting a first object corresponding to the progress of the event from among the first type of object groups owned by the player based on the issues associated with the event and the content of the event, automatically selecting a second object corresponding to the progress of the event from among the second type of object groups owned by the player based on the issues and the content of the event, An information processing system that arranges the selected second object in an associated state with the selected first object.
Citation Information
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