Game processing program, game processing method, and information processing device

The game processing program simplifies item selection in synthesis games by grouping items by attributes and using standardized modules to create new items, enhancing the efficiency of the synthesis process.

JP2025114678APending Publication Date: 2025-08-05KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2025076159
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-05-01
Publication Date
2025-08-05

AI Technical Summary

Technical Problem

Players in synthesis games face cumbersome tasks in searching for and following synthesis recipes to create desired items, as they need to manually select and combine ingredients according to specific quantities and types.

Method used

A game processing program that groups items by attributes, registers them as standardized information, allows selection of item combinations based on these attributes, and creates new items using the selected combinations, simplifying the item selection process.

Benefits of technology

Facilitates easier and more efficient item selection operations by allowing players to understand and select items through predefined modules that define desired effects, reducing the complexity of synthesis recipes.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game processing program, a game processing method, and an information processing device allowing a player to easily perform selection operation of an item when creating a second item by using a first item.SOLUTION: A game processing program allows a computer to execute game processing for creating a second item by using a first multiple items following a set procedure, and has processing for getting together partial items from among the first multiple items for each attribute determined by a combination of partial items and registering them as standardized information, processing for selecting a combination of partial items determined for information on a specific attribute when information on a specific attribute is selected from the standardized information, and processing for creating the second item by using a combination of partial selected items.SELECTED DRAWING: Figure 9
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Description

[Technical Field]

[0001] The present disclosure relates to a game processing program, a game processing method, and an information processing device. [Background technology]

[0002] Patent Document 1 proposes a synthesis game in which a player synthesizes items they own according to a procedure set in a synthesis recipe to create a desired synthesized item. In this game, players create new items based on synthesis recipes established by the game provider. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-82744 Summary of the Invention [Problem to be solved by the invention]

[0004] However, it can be cumbersome for a player to search for a synthesis recipe and perform synthesis operations by following the recipe steps that indicate the types and quantities of ingredients.

[0005] Therefore, in one aspect, a game processing program, a game processing method, and an information processing device are provided that facilitate the player's item selection operation when creating a second item using a first item. [Means for solving the problem]

[0006] According to one aspect of the present disclosure, Multiple A game processing program that causes a computer to execute game processing for creating a second item using a first item, a process of grouping some of the first items according to attributes determined by a combination of the some of the first items and registering the grouped items as stylized information; a process of selecting a combination of the some of the items determined by the information of the specific attribute when information of the specific attribute is selected from the stylized information; and a process of creating the second item using the selected combination of the some of the items. A game processing program is provided. [Effects of the Invention]

[0007] According to one aspect, it is possible to facilitate the player's item selection operation when creating a second item using a first item. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram showing a game system according to an embodiment. [Figure 2] FIG. 2 is a diagram showing the hardware configuration of a server according to the embodiment. [Figure 3] FIG. 2 is a diagram showing the hardware configuration of a terminal device according to the embodiment. [Figure 4] FIG. 2 is a diagram showing the functional configuration of a terminal device according to the embodiment. [Figure 5] 10 is a flowchart showing a game process according to the embodiment. [Figure 6] FIG. 4 is a diagram for explaining a game process according to the embodiment. [Figure 7] 10 is a flowchart showing a module creation process according to the embodiment. [Figure 8] FIG. 4 is a diagram for explaining a module creation process according to the embodiment. [Figure 9] FIG. 4 is a diagram showing a list of module types and item types according to the embodiment. [Figure 10] FIG. 4 is a diagram showing an example of a blending recipe according to the embodiment. [Figure 11] 10 is a flowchart showing a blending process according to an embodiment. [Figure 12] FIG. 4 is a diagram for explaining a blending process according to the embodiment. [Figure 13] FIG. 4 is a diagram for explaining a blending process according to the embodiment. [Figure 14] FIG. 10 is a diagram showing an example of selection of a possessed item according to the embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In this specification and the drawings, substantially identical components are designated by the same reference numerals, and redundant description will be omitted.

[0010] [Game System] FIG. 1 is a diagram showing the configuration of a game system 1 according to an embodiment. The game system 1 according to the embodiment provides various game-related services to players via a network N (for example, the Internet, etc.). The game system 1 includes a server 10 and a terminal device 30. The server 10 is an example of an information processing device that provides various game-related services to the terminal device 30. The server 10 may be a personal computer, a workstation, a cloud computer, etc.

[0011] The terminal device 30 is an example of an information processing device used by a player when playing a game. The terminal device 30 may be a smartphone, a personal computer, a portable game device, a game controller, a tablet computer, a wearable computer, or an arcade game device.

[0012] The terminal device 30 requests the server 10 to deliver various information related to the game (such as a game processing program and game screens). Upon receiving a request for delivery of various information from the terminal device 30, the server 10 delivers a web page of the game processing program and game screens to be played on the terminal device 30.

[0013] The terminal device 30 has a web browser function that allows the player to browse a web page displaying a game screen, thereby enabling the terminal device 30 to display a web page containing a game screen or the like distributed from the server 10.

[0014] The number of connected terminal devices 30 is not limited to three, and one or more terminal devices 30 may be connected to the server 10. Multiple servers may cooperate to realize the functions of the server 10. The server 10 can provide any game, such as a mixing game, a sports game, a racing game, or a city-building game. Games provided by the server 10 include games in which multiple players participate together.

[0015] [Server 10 hardware configuration] Next, the hardware configuration of the server 10 will be described with reference to Fig. 2. Fig. 2 is a diagram showing the hardware configuration of the server 10 according to an embodiment. The server 10 has a CPU (Central Processing Unit) 126, a memory 127, and a communication device 128. The CPU 126 controls the server 10. The memory 127 is, for example, a storage medium in the server 10 that can be directly accessed by the CPU 126. The communication device 128 is a communication device such as a network card that controls communication.

[0016] The server 10 may be equipped with various microprocessors such as a GPU (Graphics Processing Unit) and a DSP (Digital Signal Processor), and various memories such as a VRAM, a RAM, and a ROM.

[0017] The server 10 has a game management function that provides the terminal device 30 with various game data necessary for playing using the terminal device 30 through arithmetic processing, and controls and manages the execution of game processing in the terminal device 30. The game processing is executed by the CPU 126 performing arithmetic processing based on a predetermined game processing program and data.

[0018] The game system 1 is an example of a game environment, and is not limited to this. For example, the terminal device 30 may execute a game independently without going through the server 10. In the following, an example in which the terminal device 30 executes a game independently without going through the server 10 will be described. However, the game environment may also be such that the server 10 has each of the functions of the terminal device 30 described below, and each terminal device 30 connects to the server 10 to play a communication game.

[0019] [Hardware configuration of terminal device] Next, the hardware configuration of the terminal device 30 will be described with reference to Fig. 3. Fig. 3 is a diagram showing the hardware configuration of the terminal device 30 according to the embodiment. The terminal device 30 has a CPU 121, a memory 122, a communication device 123, an input device 124, and a display device 125. The CPU 121 controls the terminal device 30. The memory 122 is, for example, a storage medium in the terminal device 30 that can be directly accessed by the CPU 121. The communication device 123 is a communication device such as a network circuit that controls communication. The input device 124 is an input device such as a camera or a touch panel. The display device 125 is an output device such as a display.

[0020] The terminal device 30 may execute a game provided by the server 10, or may play a game downloaded to the terminal device 30. In the following embodiment, an example will be described in which a game downloaded to the terminal device 30 is played. In other words, the server 10 may not be necessary.

[0021] [Functional configuration of terminal device] Next, the functional configuration of the terminal device 30 will be described with reference to Fig. 4. Fig. 4 is a diagram showing an example of the functional configuration of the terminal device 30 according to the embodiment. The terminal device 30 includes a control unit 11, a storage unit 12, and a communication unit 13.

[0022] The control unit 11 exchanges data between the various units and controls the entire terminal device 30. The control unit 11 is realized by the CPU 121 executing a program stored in a predetermined memory 122.

[0023] The storage unit 12 is connected to the control unit 11 via a bus, and performs processes of referring to, reading, and rewriting stored data in response to commands from the control unit 11. The storage unit 12 is realized by, for example, a flash memory, a hard disk, or the like.

[0024] The communication unit 13 communicates with other electronic devices such as the server 10 via the network N. The communication unit 13 functions as a receiving unit that receives various data transmitted from other electronic devices, and as a transmitting unit that transmits various data to other electronic devices in response to commands from the control unit 11. The communication unit 13 is realized, for example, by a NIC (Network Interface Card). Although not shown, the terminal device 30 has an input unit through which the player performs various operations (game operations, etc.), and the input unit may be realized by operation buttons, a touch panel, etc.

[0025] The control unit 11 has a game execution processing unit 14, a reception unit 15, a selection unit 16, a creation unit 17, a compounding unit 18, a display unit 19, and a registration unit 20. The game execution processing unit 14 executes a compounding game in which a first item is used to create a second item according to a set procedure in accordance with a game processing program stored in the storage unit 12.

[0026] The reception unit 15 receives game operations from the player. For example, the reception unit 15 receives operations of the operation keys and directional keys of the controller operated by the player, or operations on the touch panel of the terminal device 30.

[0027] The selection unit 16 executes various selections performed in the game processing. The creation unit 17 creates modules that define multiple first items, effects that are imparted to a compounded item by combining the multiple first items, and module attributes. The module attributes are determined by the combination of the multiple first items.

[0028] The compounding unit 18 creates a second item based on a compounding recipe. A compounding recipe is a list that defines the type and number of first items required to create a second item. A compounding recipe may define the necessary modules in addition to the first items required to create the second item. For example, as shown in FIG. 10, a compounding recipe may define both the first item and modules, or may define only the first item, or may define only the modules. During compounding, a second item is created using the first items required for compounding based on the compounding recipe. The first items are "material items" used to obtain the second item that is the compounding result. The second item is a "compounded item" obtained as a result of compounding using the first items.

[0029] The display unit 19 is for displaying a game screen in response to a command from the control unit 11, and is realized by, for example, a liquid crystal display (LCD).

[0030] The registration unit 20 registers, in the memory unit 12, modules that have been created by the creation unit 17 in response to the player's operation and that the player has instructed to register. In addition to modules 24, the memory unit 12 stores an item encyclopedia table 21, an item type table 22, and a possessed item table 23.

[0031] The item encyclopedia table 21 is an encyclopedia that stores various information about first items, such as the type and effects of the first items. The item type table 22 stores items categorized by category. The possessed item table 23 stores first items possessed by the player.

[0032] [Game Processing] Next, the game processing according to the embodiment will be described with reference to Fig. 5 and Fig. 6. Fig. 5 is a flowchart showing the game processing according to the embodiment. Fig. 6 is a diagram for explaining the game processing according to the embodiment.

[0033] For example, this process starts when the game process of FIG. 5 is called by the player before or during the execution of the combination game.

[0034] When this process starts, the display unit 19 displays a menu screen (step S10). As a result, the menu screen is displayed on the display of the terminal device 30, as shown in FIG. 6(a). In FIG. 6(a), an example of the menu screen displays a possessed item confirmation button 101, an item encyclopedia button 102, a synthesis button 103, and an end button 108. In FIG. 6(a), a case is shown in which the player presses (touches) the synthesis button 103 and selects synthesis.

[0035] The selection unit 16 determines whether or not blending has been selected in step S11. If the blending button 103 has been pressed, the selection unit 16 determines that blending has been selected, and the display unit 19 displays the blending menu (step S12). On the other hand, if the blending button 103 has not been pressed within a predetermined time, the selection unit 16 determines in step S11 that blending has not been selected, and ends this processing. Note that when various buttons are pressed, the reception unit 15 receives the button operation by the player and notifies at least one of the selection unit 16, creation unit 17, blending unit 18, display unit 19, and registration unit 20 that a button operation has been performed.

[0036] Figure 6(b) shows an example of the synthesis menu screen that appears when the synthesis button 103 is pressed in Figure 6(a). As an example of the synthesis menu, a module creation / confirmation button 104, an item synthesis button 105, and an end button 108 are displayed on the display.

[0037] In step S13, the selection unit 16 determines whether the module creation / confirmation button 104 or the item synthesis button 105 has been selected. When the module creation / confirmation button 104 shown in FIG. 6(b) is pressed and then the module creation button 106 shown in FIG. 6(c) is pressed, the selection unit 16 proceeds to step S14 in FIG. 5. When the module creation / confirmation button 104 shown in FIG. 6(b) is selected and then the module confirmation button 107 shown in FIG. 6(c) is selected, the selection unit 16 proceeds to step S15 in FIG. 5. When the item synthesis button 105 shown in FIG. 6(b) is selected, the selection unit 16 proceeds to step S16 in FIG. 5.

[0038] If the process proceeds to step S14, the creation unit 17 executes a module creation process and ends this process. The module creation process will be described later with reference to the flowchart in Fig. 7. If the process proceeds to step S15, the display unit 19 displays a module confirmation screen that allows the player to check the created module, and ends this process.

[0039] If the process proceeds to step S16, the compounding unit 18 performs compounding processing using the created module, creates a compounded item, and ends this processing. The compounding processing will be described later with reference to the flowchart in FIG.

[0040] [Module creation process] Next, the module creation process according to the embodiment will be described with reference to Figs. 7 to 10. Fig. 7 is a flowchart showing the module creation process according to the embodiment. Fig. 8 is a diagram for explaining the module creation process according to the embodiment. Fig. 9 is a diagram showing a list of module types and item types according to the embodiment. Fig. 10 is a diagram showing an example of a compounding recipe according to the embodiment.

[0041] This process is called and started in step S14 of Fig. 5. When this process starts, the display unit 19 displays the item encyclopedia based on the item encyclopedia table 21 (step S20). As a result, a display component 201 of the item encyclopedia is displayed, as shown in Fig. 8(a). The display unit 19 also displays the number of selected items, which are items selected from the item encyclopedia, a display component 202 of the effects of the selected items, a confirm button 205, and a back button 206.

[0042] The item encyclopedia is stored in the item encyclopedia table 21 in the storage unit 12. Each time a new item is discovered during the synthesis game, various information about that new item is recorded in the item encyclopedia table 21. Items are displayed in the item encyclopedia, categorized by category. The player scrolls through the item encyclopedia to find out what items are available and whether there are any items they want. If necessary, the player selects a material item (first item) to use to create a module from the items registered in the item encyclopedia shown in the display component 201.

[0043] The selection unit 16 determines whether material items to be used in creating a module have been selected (step S21). For example, if the player selects items A-1 and A-2 in the "Plants" category as shown in FIG. 8(a), the selection unit 16 determines that the material items to be used in creating the module have been selected and determines whether the selection of items to be used in the module has been completed (step S22). If the player presses the Confirm button 205, the selection unit 16 determines that the selection of items to be used in the module has been completed, and proceeds to step S23. While the selection of items to be used in the module has not been completed, i.e., while the player has not pressed the Confirm button 205, the processes of steps S21 and S22 are repeated. The selected item display component 202 displays the number of items selected by the player, the module's attributes (the category to which the module belongs), and the effect that will be imparted to the combined item by combining the selected items. If the player presses the Back button 206, the display unit 19 displays the previous screen.

[0044] 8(a), when the player selects items A-1 and A-2 and presses the confirm button 205, the selection unit 16 determines in step S22 that the selection is complete. In this case, the creation unit 17 creates a module using the selected material items (step S23). The number of material items that make up the module is two or more.

[0045] The creation unit 17 creates a module that defines the selected multiple material items, the effect that will be imparted to the compounded item by combining those multiple material items, and the module's attributes. The effect that will be imparted to the compounded item by combining multiple material items is included in the effects that the compounded item has, and is the effect that the compounded item has as a result of using the selected multiple material items in compounding. In this way, the multiple material items selected by the player and the effect that will be imparted to the compounded item are packaged in advance, and a module that can constitute part of a compounding recipe is created.

[0046] The display unit 19 displays the multiple material items contained in the created module and the effects that will be imparted to the compounded item (step S24). In the example of FIG. 8(b), a display component 203 showing the multiple material items contained in the created module and a display component 204 showing the effects that will be imparted to the compounded item using those multiple material items and the attributes of the module are displayed. The player can confirm from these displays whether a module with the intended effect has been created. When the player determines that a module with the intended effect has been created, he or she presses the confirm button 205.

[0047] The creation unit 17 determines whether it has been decided to register the created module (step S25). When the decision button 205 is pressed on the module creation screen of FIG. 8(b), the creation unit 17 determines that it has been decided to register the created module, and the registration unit 20 registers the created module in the storage unit 12 (step S26), and ends this processing. As a result, the module 24 is registered in the storage unit 12, as shown in FIG. 4. The name of the module 24 to be registered in the storage unit 12 can be set by the player.

[0048] If the decision button 205 is not pressed within a predetermined time after the created module is displayed in step S24, the creation unit 17 determines that it has not been decided to register the created module, and ends this process.

[0049] In a typical synthesis process, the player must search through a large number of items and extract the appropriate items that will achieve the desired effect, in the number specified in the synthesis recipe.The extracted items are then used as material items to create the synthesized item.

[0050] In contrast, in this embodiment, a part or all of a synthesis recipe can be defined using a pre-set module. The module predetermines the effect that a synthesis item will receive from a combination of multiple material items. Therefore, by selecting a combination of multiple items defined in a module, a player can more easily select items than by selecting each individual material item individually. Furthermore, the effect of a synthesis item obtained by using items in a module is also linked to the module and made clear. This allows a player to instantly understand the effect obtained by selecting multiple items defined by the module. This simplifies the selection of items to be used in a synthesis recipe. To simplify the item selection operation in the synthesis process described above, a player must create a module using the module creation process of FIG. 7 and register it in the storage unit 12 before performing the synthesis process.

[0051] The player can check the modules registered in the storage unit 12 from the module type list displayed on the left side of FIG. 9. The player can also check the item type list for the items displayed in the module type list from the item type list displayed on the right side of FIG. 9. The items displayed in the item type list are stored in the item type table 22. The item type list displays items categorized by category. The item encyclopedia is an encyclopedia that records information each time a new item is discovered during the game. When a considerable number of new items have been registered in the item encyclopedia table 21, the item type table 22 may be updated to incorporate the new item information.

[0052] The list of module types includes modules created by the player of the terminal device 30. The list of item types includes items that the player has collected or synthesized during the game. However, the list of module types is not limited to this, and may also include modules created by players of other electronic devices that can be connected via the network N.

[0053] For example, Module 1 in Figure 9 has a category of "Stamina Recovery," an effect of "Stamina Recovery (Small)," and uses multiple items "Item A-1" and "Item A-2." For example, in recipe X for creating compounded item x, if a stamina recovery module is specified as one of the material items that make up recipe X, a player can select Module 1 in Figure 9 that was created in advance to specify that Item A-1 and Item A-2 will be used together as the material items to be compounded to create compounded item x. In other words, because a module defines a group of material items included in a compounding recipe, a compounded item cannot be created using a module alone.

[0054] When creating a module, the player can freely select items according to their preferences. Furthermore, if there is an in-game synthesis teacher, the player may receive instruction from the synthesis teacher regarding item combinations and the effects obtained from those combinations, and select multiple items to create a module based on that instruction. The player may also use the item encyclopedia to study item combinations and effects, and select multiple items to create a module.

[0055] [Mixing process] In the blending process described next, as shown in an example in FIG. 10, the blending process is executed based on a blending recipe that defines the items and modules required for blending. For example, as shown in FIG. 10(a), blending may be performed using a required item directly defined by blending recipe 1 and multiple items defined in each of two required modules set by blending recipe 1. Alternatively, as shown in FIG. 10(b), blending may be performed using multiple items defined in each of two required modules set by blending recipe 2. The blending process according to the embodiment will be described with reference to FIGS. 11 to 14. FIG. 11 is a flowchart showing the blending process according to the embodiment. FIG. 12 is a diagram for explaining the blending process according to the embodiment. FIG. 13 is a diagram for explaining the blending process according to the embodiment. FIG. 14 is a diagram showing an example of selection of a possessed item according to the embodiment.

[0056] This process is called and started in step S16 of FIG. 5 when the player selects the item synthesis button 105 on the synthesis menu screen shown in FIG. 12(a).

[0057] When this process begins, the display unit 19 displays a list of blending recipes (Step S30). Figure 12(b) shows an example of a display component 300 for the blending recipe list. The player selects the item they wish to blend from the displayed list of blending recipes. The item they wish to blend is the item they wish to obtain through blending (the combined item).

[0058] Next, the compounding unit 18 determines whether an item to be compounded has been selected (step S31). In the example of Fig. 12(b), a recovery medicine has been selected as the item to be compounded. Therefore, the compounding unit 18 determines that an item to be compounded has been selected, displays the recipe (compounding recipe) of the item to be compounded, and indicates the modules required for compounding using the compounding recipe (step S32).

[0059] Next, the compounding unit 18 determines whether the modules the player wants to use in compounding, among the required modules indicated in the compounding recipe for the item to be compounded, have been determined in accordance with the player's request (operation) (step S33). In step S33, the player determines which of the required modules specified in the compounding recipe to use. Figure 12(c) shows a compounding recipe display component 301 that displays a list of the required modules and items required to create the selected compounded item, the recovery medicine.

[0060] In the example of FIG. 12(c), the player selects a module in the stamina recovery category from among the required modules specified in the synthesis recipe. Once the module in the stamina recovery category has been selected, a display component 302 showing a list of modules in the stamina recovery category is displayed. The displayed list of modules is a list of modules that the player has created and registered. The synthesis unit 18 determines whether a module to be used in synthesis has been selected from the displayed list of modules (step S34). If the player selects any module on the screen, it determines that the module has been selected, and determines whether all modules have been selected (step S35). Once the player has selected all modules, the player presses the next button 305 in FIG. 12(c). If the next button 305 has been pressed, the synthesis unit 18 determines that all modules have been selected, and the display unit 19 displays a list of the player's possessed items based on the possessed item table 23 (see FIG. 4) (step S36).

[0061] FIG. 12(d) shows an example of the screen displayed when it is determined that all modules have been selected. A display component 303 for the modules and items (to be selected later) specified in the synthesis recipe and a display component 304 showing a list of effects expected to be obtained by using the items specified in the modules are displayed. For example, in step S34, if a registered module in the stamina recovery category "Recovery 0001" is selected from the list of modules in the stamina recovery category determined in step S33, a display component 304 indicating that "Recovery 0001" has been selected is displayed. Also, in FIG. 12(d), all modules specified in the synthesis recipe for the recovery potion to be compounded are selected, but this is not limited to this. For example, even if the player does not select all modules specified in the synthesis recipe for the recovery potion to be compounded, the player can proceed to the next process (step S36) by pressing the Next button 305. However, if not all modules specified in the synthesis recipe are selected, the obtained effect will be less than if all modules were selected, and the expected effect displayed in the display component 304 will be reduced. For example, in the example of Figure 12(d), both checkboxes of the modules (Recovery 0001, Strengthening 0003) shown in display component 303 are checked, and both are selected, so two effects are displayed in display component 304. If the checkbox of the Recovery 0001 module were not checked, the effect of "Stamina Recovery (Small)" would not be displayed.

[0062] An example of the list of possessed items displayed in step S36 is shown in Fig. 14. The list of possessed items is a list of items possessed by the player, and the value of each item is displayed.

[0063] From the displayed list of possessed items, the player selects possessed items that correspond to the multiple items defined by the modules in the synthesis recipe and the items directly defined by the synthesis recipe as material items (step S37). However, if there are no items directly defined by the synthesis recipe, possessed items that correspond to the multiple items defined by the modules are selected as material items.

[0064] FIG. 13(a) shows an example of the item synthesis screen. The player selects possessed items required for synthesis from the possessed item list display component 312. In the example of FIG. 13(a), as displayed in the synthesis recipe display component 311, item A-1 has already been selected from the possessed item list among the items determined by the modules in the synthesis recipe. Item A-3, a required item determined directly in the synthesis recipe, has also been selected from the possessed item list. The player then selects item A-2 from the possessed item list among the items determined by the modules in the synthesis recipe. This selects all items specified by the synthesis recipe, that is, items determined by the modules and items determined directly in the synthesis recipe, from the possessed items. The screen then transitions to the screen shown in FIG. 13(b). Note that at this time, although not visible in FIG. 13(a) due to the position of the scroll bar shown in the display component 311 in FIG. 13(a), items A-2 and B-1 are also items determined by modules and have already been selected by the player's operation.

[0065] On the screen of Fig. 13(a), i.e., the screen on which all items specified by the synthesis recipe are selected from the list of possessed items, the Confirm button 307 cannot be pressed until all items have been selected. In Fig. 13(a), the Confirm button 307 is displayed as unselectable, but at this point the Confirm button 307 may be hidden. Once all required items have been selected, the screen transitions to Fig. 13(b), where the Confirm button 307 is displayed as selectable. In other words, the Confirm button 307 cannot be pressed on the screen until all required items have been selected.

[0066] The example in Figure 14 shows the player selecting the necessary items from the list of possessed items according to the items directly determined by the synthesis recipe and the multiple items determined by each of the two modules 1 and 2 set in the synthesis recipe. Item (1) A-3 is selected from the list of possessed items as the item directly determined by the synthesis recipe. Furthermore, item (2) A-1 and item (3) A-2 are selected from the list of possessed items as the items determined by module 1 in the synthesis recipe. Item (4) A-2 and item (5) B-1 are selected from the list of possessed items as the items determined by module 2 in the synthesis recipe.

[0067] The compounding unit 18 determines whether the item selection has been finalized (step S38). When all items have been selected, the decision button 307 is displayed in a selectable state, as shown in FIG. 13(b). When the player presses the decision button 307, the compounding unit 18 determines that the item selection has been finalized, and completes a compounded item with the desired effect based on all the determined items in accordance with the compounding recipe (step S39), terminating this processing.

[0068] FIG. 13(c) displays information about the completed compounded item. The compounded item display component 312 displays that the completed compounded item is a recovery potion, which has the effects of restoring stamina (small) and strengthening attack (small). The (small) indicates the level of each effect. For example, the strength of each effect can be indicated by levels such as large, medium, and small. As shown in FIG. 14, the item selected for compounding from the list of owned items disappears and is removed from the list of owned items.

[0069] According to the game processing, module creation processing, and synthesis processing of the embodiment described above, modules created by the player are registered in advance, and some or all of the synthesis recipes are defined by the modules. This allows some of the multiple items that were previously defined directly in the synthesis recipe list to be modularized (standardized). This allows the player to instantly understand the multiple items defined by the modules and the effects obtained by selecting those items. In other words, by having the player create and register modules in advance, the synthesis know-how that the player has acquired can be modularized, which makes it easier to select items to use in synthesis recipes. As a result, the synthesis game can be played with an advantage.

[0070] The game processing program, game processing method, and information processing device according to the disclosed embodiments should be considered to be illustrative in all respects and not restrictive. The above-described embodiments can be modified and improved in various ways without departing from the scope and spirit of the appended claims. The matters described in the above-described embodiments can be configured in other ways as long as they are not inconsistent, and can be combined as long as they are not inconsistent.

[0071] For example, the game processing program of the present disclosure can be applied to games other than synthesis games. As an example, it can be applied to a training game. For example, in a training game in which characters are synthesized and trained, modules defining multiple characters are created in advance and registered in the storage unit 12.

[0072] In a character training game, a player selects multiple characters defined in modules in a training recipe from a list of characters they own and uses them during the training process. For example, if a player selects character A and character B defined in modules from the list of characters they own, the character is converted and trained based on the training recipe using character A and character B as material items. After training, the character may be trained into character C, which is different from character A and character B, or into character A or character B with increased attack power. The present invention can be used in all games that allow conversion on a module-by-module basis by modularizing items in this way. [Explanation of symbols]

[0073] 1. Game System 11 Control section 12 Storage section 13 Communications Department 14 Game execution processing unit 15 Reception 16 Selection section 17 Creation Department 18 Mixing Department 19 Display section 20 Registration Department 30 Terminal Equipment

Claims

1. A game processing program that causes a computer to execute game processing for creating a second item using a plurality of first items according to a set procedure, a process of grouping some of the first items according to attributes determined by a combination of the some of the first items, and registering the grouped items as standardized information; a process of selecting a combination of the part of items defined in the information of a specific attribute when the information of the specific attribute is selected from the stylized information; creating the second item using a combination of the selected subset of items; A game processing program having the above construction.

2. The method further comprises processing for displaying a list of information of the specific attribute when the player decides to use the information of the specific attribute. The game processing program according to claim 1 .

3. The method further includes processing for displaying information on a plurality of attributes specified in a recipe indicating the set procedure when creating the second item. The game processing program according to claim 1 .

4. The stylized information defines the combination of the partial items, the attribute, and the effect imparted to the second item when the combination of the partial items is used. The game processing program according to any one of claims 1 to 3.

5. The method further includes a process of displaying the effect before the process of registering the stylized information. The game processing program according to claim 4.

6. The method further includes a process of displaying the effect before the process of creating the second item. The game processing program according to claim 4.

7. A game processing method in which a computer executes game processing for creating a second item using a plurality of first items according to a set procedure, comprising: grouping some of the first items into attributes determined by a combination of the some of the first items, and registering the grouped items as standardized information; When information of a specific attribute is selected from the stylized information, selecting a combination of the part of items defined in the information of the specific attribute; creating the second item using a combination of the selected subset of items; A game processing method comprising:

8. An information processing device that executes a game process for creating a second item using a plurality of first items in accordance with a set procedure, a processor, the processor comprising: grouping some of the first items into attributes determined by a combination of the some of the first items, and registering the grouped items as standardized information; When information of a specific attribute is selected from the stylized information, a combination of the part of items defined in the information of the specific attribute is selected; creating the second item using a combination of the selected subset of items; Information processing device.

Citation Information

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