System, method, program, and apparatus for providing game
The system automates the selection of objects to update game parameters, simplifying the process and reducing player complexity in managing parameter changes.
Patent Information
- Application Number
- JP2024014477
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-01
- Publication Date
- 2025-08-14
AI Technical Summary
Conventional game systems require cumbersome operations for updating object parameters due to varying changes based on object combinations, which can be complex for players to manage.
A system that allows players to designate target parameters, with the game automatically identifying and consuming appropriate second objects to update these parameters, reducing the complexity of the process.
Simplifies the updating of object parameters by automating the selection of required objects, making the process more efficient and user-friendly.
Smart Images

Figure 2025119530000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a system, a method, a program, and an apparatus for providing a game. [Background technology]
[0002] Conventionally, parameter values of objects such as characters and items used in games have been updated by consuming other objects (this is sometimes called, for example, "strengthening" or "combining"). For example, Patent Document 1 listed below discloses a game device that executes an item change process that changes the parameters (attack power, etc.) of an item to be changed designated by a player using a selected item selected by the player. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-171425 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the conventional system described above, the player's operations can be cumbersome. For example, if the type of parameter that changes and the amount of change in the value of that parameter vary depending on the combination of other objects consumed, it becomes necessary to select an appropriate other object, and some players may find such selection operations cumbersome.
[0005] One of the objects of the present invention is to reduce the complexity of updating the parameter values of objects used in a game. Other objects of the present invention will become apparent by reading the entire specification. [Means for solving the problem]
[0006] A system according to one embodiment of the present invention is a system for providing a game, comprising one or more computer processors, wherein the one or more computer processors execute the steps of accepting a player's designation of one or more target parameters from among a plurality of parameters possessed by a first object used in the game, identifying one or more automatically identified second objects from among a plurality of second objects that correspond to the one or more target parameters, and updating the values of the one or more target parameters possessed by the first object, involving the consumption of the one or more automatically identified second objects.
[0007] A method according to one embodiment of the present invention is a method for providing a game, executed by one or more computers, and includes the steps of accepting a player's designation of one or more target parameters from among a plurality of parameters possessed by a first object used in the game, identifying one or more automatically identified second objects from among a plurality of second objects that correspond to the one or more target parameters, and updating the values of the one or more target parameters possessed by the first object, involving the consumption of the one or more automatically identified second objects.
[0008] A program according to one embodiment of the present invention is a program for providing a game, which causes one or more computers to execute the steps of accepting a player's designation of one or more target parameters from among multiple parameters possessed by a first object used in the game, identifying one or more automatically identified second objects from among multiple second objects that correspond to the one or more target parameters, and updating the values of the one or more target parameters possessed by the first object, involving the consumption of the one or more automatically identified second objects.
[0009] An apparatus according to one embodiment of the present invention is an apparatus for providing a game, and comprises: means for accepting a player's designation of one or more target parameters from among a plurality of parameters possessed by a first object used in the game; means for identifying one or more automatically identified second objects from among a plurality of second objects that correspond to the one or more target parameters; and means for updating the values of the one or more target parameters possessed by the first object, involving the consumption of the one or more automatically identified second objects. [Effects of the Invention]
[0010] Various embodiments of the present invention reduce the complexity of updating the values of parameters of objects used in a game. [Brief explanation of the drawings]
[0011] [Figure 1] 1 is a diagram showing a schematic configuration of a network including a game providing server 10 according to an embodiment of the present invention. [Figure 2] FIG. 15 is a diagram illustrating an example of information managed by a player information table 1511. [Figure 3] FIG. 15 is a diagram illustrating an example of information managed by a character information table 1512. [Figure 4] A diagram illustrating information managed by the enhancement item information table 1513. [Figure 5] FIG. 10 is a diagram illustrating an example of classification of reinforcement items. [Figure 6] FIG. 15 is a diagram illustrating information managed by a possessed character management table 1514. [Figure 7] A diagram illustrating information managed by a possession enhancement item management table 1515. [Figure 8] FIG. 10 is a diagram illustrating an example of an enhanced screen 50. [Figure 9] FIG. 10 is a diagram illustrating an example of the strengthening screen 50 in which three characters are designated as material objects. [Figure 10]FIG. 10 is a diagram illustrating an example of the enhancement screen 50 in which two types of enhancement items are specified as material objects. [Figure 11] FIG. 6 is a diagram illustrating a target parameter designation screen 60. [Figure 12] 6 is a flowchart illustrating a process executed by the server 10 when performing automatic designation of a material object. [Figure 13] FIG. 10 is a diagram illustrating the reinforcement screen 50 after automatic designation of a material object has been performed. DETAILED DESCRIPTION OF THE INVENTION
[0012] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In the drawings, the same reference numerals may be used to designate the same or similar components.
[0013] FIG. 1 is a diagram illustrating a schematic configuration of a network including a game providing server 10 according to one embodiment of the present invention. As illustrated, the server 10 is communicably connected to player terminals 30 via a communication network 20 such as the Internet. Although only one player terminal 30 is illustrated in FIG. 1, the server 10 may be communicably connected to a plurality of player terminals 30. The server 10 provides a game to a user who operates the player terminal 30. The game providing server 10 is an example of a device that implements all or part of the system or device of the present invention.
[0014] In this embodiment, the games provided by the server 10 include various types of games, including, but not limited to, action games, battle games, card games, RPGs, and puzzle games.
[0015] First, we will explain the hardware configuration of the game providing server 10. The game providing server 10 is configured as a general computer, and as shown in Fig. 1, it includes a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (storage device) 15, and these components are electrically connected via a bus or the like (not shown).
[0016] The computer processor 11 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 15 or the like into a main memory 12 and executes various instructions included in the programs. The main memory 12 is configured, for example, by a DRAM or the like.
[0017] The input / output I / F 13 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 13 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), a voice input device such as a microphone, and an image input device such as a camera. The input / output I / F 13 also includes an image output device such as a display, and an audio output device such as a speaker.
[0018] The communication I / F 14 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to enable wired or wireless communication via the communication network 20 or the like.
[0019] The storage 15 is configured, for example, by a magnetic disk, a flash memory, etc. The storage 15 stores various programs including an operating system, various data, etc. For example, as shown in FIG. 1 , the storage 15 has various tables 151 that manage various information for providing a game. The storage 15 also stores, for example, a server-side program 40 according to one embodiment of the present invention. The program 40 is a program that causes the game providing server 10 to function as all or part of a system for providing a game. At least a part of the server-side program 40 can be configured to be executed on the player terminal 30 via a terminal-side program 42, which will be described later.
[0020] In this embodiment, the game providing server 10 may be configured using a plurality of computers each having the above-described hardware configuration. For example, the server 10 may be configured by one or a plurality of server devices.
[0021] The game providing server 10 configured in this manner functions as a web server and an application server, executes various processes in response to requests from the terminal-side program 42 installed in the player terminal 30, and transmits screen data (e.g., HTML data) and control data according to the results of the processes to the player terminal 30. The player terminal 30 outputs a web page or other screen based on the received data.
[0022] Next, we will explain the hardware configuration of the player terminal 30. The player terminal 30 is configured as a general computer, and as shown in Fig. 1, it includes a computer processor 31, a main memory 32, an input / output I / F 33, a communication I / F 34, and a storage (storage device) 35, and these components are electrically connected via a bus or the like (not shown).
[0023] The computer processor 31 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 35 or the like into the main memory 32 and executes various instructions included in the programs. The main memory 32 is configured, for example, by a DRAM or the like.
[0024] The input / output I / F 33 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 33 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), an audio input device such as a microphone, and an image input device such as a camera. The input / output I / F 33 also includes an image output device such as a display, and an audio output device such as a speaker.
[0025] The communication I / F 34 is implemented as hardware such as a network adapter, various communication software, or a combination thereof, and is configured to be able to realize wired or wireless communication via the communication network 20 or the like.
[0026] The storage 35 is configured, for example, by a magnetic disk or flash memory. The storage 35 stores various programs including an operating system, various data, and the like. The programs stored in the storage 35 can be downloaded and installed from an application market or the like. The storage 35 also stores a terminal-side program 42. The program 42 can be configured as a web browser or other application (for example, an application for the game of this embodiment), and can be configured to execute at least a part of the server-side program 40, as described above.
[0027] In this embodiment, the player terminal 30 may be configured as a smartphone, a tablet terminal, a wearable device, a personal computer, a dedicated game terminal, or the like.
[0028] A user (game player) operating a player terminal 30 configured in this manner can play a game provided by the server 10 by communicating with the server 10 via a terminal-side program 42 installed in storage 35 or the like.
[0029] Next, we will explain the functions of the game providing server 10 configured as above. As shown in Figure 1, the computer processor 11 of the server 10 is configured to function as a management function control unit 111 and a game progress control unit 113 by executing instructions included in a program (for example, at least a part of the server-side program 40) loaded into the main memory 12.
[0030] The management function control unit 111 is configured to execute various processes related to the control of the management functions of the game in this embodiment. For example, the management function control unit 111 transmits screen data and control data of various screens related to the management functions to the player terminal 30, executes various processes in response to operation inputs by the player via the screens output on the player terminal 30, and transmits screen data and control data according to the results of the processes to the player terminal 30. The management functions controlled by the management function control unit 111 include, for example, login processing (user authentication), billing control, and player account management.
[0031] The game progression control unit 113 is configured to execute various processes related to the control of the progress of the game in this embodiment. For example, the game progression control unit 113 transmits screen data and control data of various screens for controlling the progress of the game to the player terminal 30, executes various processes in response to operation inputs by the player via the screens output on the player terminal 30, and transmits screen data, control data, etc. according to the results of the processes to the player terminal 30.
[0032] In this embodiment, the game progression control unit 113 is configured to accept a player's designation of one or more target parameters from among a plurality of parameters possessed by a first object used in the game. The designation of such target parameters is performed, for example, via a screen displayed on the player terminal 30.
[0033] In this embodiment, the first object includes various types of objects used in the game, including, but not limited to, characters, items, cards, etc. The parameters of the first object include various types of parameters for controlling the progress of the game, including, but not limited to, level, rank, attack power, defense power, maximum HP, skills, etc.
[0034] Furthermore, the game progression control unit 113 is configured to identify one or more automatically identified second objects corresponding to one or more target parameters designated by the player from among a plurality of second objects (e.g., a plurality of second objects owned or available to the player). The second objects may be of the same type as the first object, or may be of a different type from the first object (e.g., an object dedicated to strengthening). For example, the second objects may be configured as characters, items, cards, etc.
[0035] Furthermore, the game progression control unit 113 is configured to update the values of each target parameter of the first object by consuming the automatically specified second object. In other words, it can be said that the automatically specified second object is an object that is consumed to update the values of the target parameters of the first object. Note that when updating the values of the target parameters, the values of parameters other than the target parameters of the first object may also be updated.
[0036] In this way, the game providing server 10 in this embodiment accepts the player's designation of a target parameter, identifies an automatically determined second object corresponding to the target parameter, and updates the value of the target parameter of the first object by consuming the automatically determined second object, so that the player can automatically identify an appropriate second object to consume to update the target parameter of the first object through the designation of the target parameter. In other words, the server 10 reduces the complexity of the function of updating the values of parameters of objects used in the game.
[0037] In this embodiment, the game progression control unit 113 may be configured to accept the player's designation of one or more player-specified second objects from among the multiple second objects. The designation of such second objects is performed, for example, via a screen displayed on the player terminal 30. In this case, when updating the value of the target parameter of the first object, the player-specified second object may be consumed in addition to the automatically specified second object described above. That is, the game progression control unit 113 updates the value of the target parameter of the first object by consuming both the player-specified second object and the automatically specified second object. In this case, the game progression control unit 113 may be configured to specify one or more automatically specified second objects from among the multiple second objects, excluding the player-specified second object specified by the player. This configuration allows the player to specify some of the multiple second objects to be consumed.
[0038] The game progression control unit 113 may also be configured to identify one or more automatically identified second objects so that the value of each target parameter designated by the player reaches a predetermined value. The predetermined value may be a value that is automatically designated, or a value that is individually designated by the player. For example, the predetermined value may be the maximum value (upper limit value) of the corresponding parameter. This configuration makes it possible to easily identify second objects required for the value of the target parameter of the first object to reach the predetermined value.
[0039] Furthermore, the game progression control unit 113 may be configured to identify one or more automatically specified second objects so as to maximize the amount of change in the value of each target parameter designated by the player. For example, the game progression control unit 113 identifies automatically specified second objects so as to satisfy a predetermined consumption condition (e.g., a condition regarding an upper limit on the number of second objects that can be consumed) and maximize the amount of change in the value of each target parameter. This configuration makes it possible to easily identify the second object required to maximize the amount of change in the value of the target parameter of the first object.
[0040] In this embodiment, the second object may include a first type of second object that affects updating the value of a first parameter among the multiple parameters possessed by the first object, and a second type of second object that affects updating the values of both the first parameter and the second parameter. In this case, when the multiple target parameters specified by the player include both the first parameter and the second parameter, the game progression control unit 113 may be configured to identify an automatically identified second object so that a second type of second object (that affects updating both values) is prioritized over a first type of second object (that affects updating one value). For example, the first object may have a third parameter that affects updating the value of the first parameter, and the game progression control unit 113 may be configured to update the value of the third parameter by consuming a first type of second object and to update the values of both the second parameter and the third parameter by consuming a second type of second object. In this case, the value of the first parameter is also updated in response to updating the value of the third parameter. This configuration enables the identification of an automatically identified second object such that the values of multiple target parameters are appropriately updated.
[0041] The game progression control unit 113 may also be configured to present one or more automatically determined second objects to the player (for example, by transmitting screen data and control data for a screen displaying these automatically determined second objects to the player terminal 30), and to update the values of each target parameter of the first object in response to an instruction from the player, accompanied by the consumption of these automatically determined second objects. In other words, an instruction from the player may be interposed between the identification of an automatically determined second object and the updating of the target parameter of the first object accompanied by the consumption of the automatically determined second object. Furthermore, the player may be allowed to change at least some of the multiple automatically determined second objects before updating the target parameter of the first object. This configuration allows the player to confirm in advance which automatically determined second objects will be consumed.
[0042] Next, a specific example of one aspect of the game providing server 10 of this embodiment having such functions will be described. In this example, the game providing server 10 provides a fighting game using a deck composed of a plurality of characters (first objects). The fighting game is based on rules of the Othello game, and the characters that compose the deck act as stones in the Othello game. Note that this fighting game is just one example of a game in this embodiment, and various types of games other than this fighting game are applied in other examples of this embodiment.
[0043] First, the information managed by each table in this example will be described. FIG. 2 illustrates an example of information managed by player information table 1511 in this example. Player information table 1511 in this example manages information about game players, and as shown in the figure, manages information such as the "number of gold held," which is the amount of gold held, in association with a "player account" that identifies an individual player. In this example, gold is an item (in-game currency) that can be used in the game, and is granted to players in various situations. For example, gold is granted to players free of charge as various rewards (login bonus, stage clear bonus, mission clear bonus, etc.), or is granted for a fee.
[0044] 3 illustrates information managed by character information table 1512 in this example. Character information table 1512 in this example manages information about characters used in the game, and as shown, manages information such as "name," "image information," "rarity," "attributes," "cost," "HP information by level" which is the value of HP by level, and "ATK information by level" which is the value of ATK (attack power) by level, in association with a "character ID" which identifies an individual character. The character ID can also be said to be information which identifies the type of character.
[0045] In this example, rarity has three levels: "S," "A," and "B." Attributes have three types of values: "God," "Poison," and "Dragon." Levels have a maximum value (maximum level) set according to the rarity (for example, the maximum level for a character with rarity "S" is 50, and the maximum level for a character with rarity "A" is 40). Level-specific HP information and level-specific ATK information have HP and ATK values set for each level from level 1 to the maximum level.
[0046] Also, in this example, when constructing a deck, it is done within the upper limit of the total cost value of each of the multiple characters.
[0047] FIG. 4 illustrates information managed by the enhancement item information table 1513 in this example. The enhancement item information table 1513 in this example manages information about enhancement items used to enhance characters (update parameter values). As shown, the table manages information such as "name," "image information," "rarity," "attributes," "experience value addition amount" which is the amount of experience value (third parameter) added to the character to be enhanced, "HP positive value addition amount" which is the amount of HP positive value (second parameter) added to the character to be enhanced, "ATK positive value addition amount" which is the amount of ATK positive value (second parameter) added to the character to be enhanced, and "required gold amount" which is the amount of gold required for enhancement, in association with an "enhancement item ID" which identifies each enhancement item. The enhancement item ID can also be said to be information identifying the type of enhancement item. As described above, rarity has three levels of values, and attributes have three types of values.
[0048] The HP and ATK plus values are added to the HP and ATK of a character based on their level, with maximum values set according to the character's rarity. For example, the maximum HP and ATK plus values of a character with rarity "S" is +50, and the maximum HP and ATK plus values of a character with rarity "A" is +25. In fighting games, the HP and ATK plus values are added in addition to the HP and ATK values based on the character's level.
[0049] In this example, the higher the rarity of the enhancement item, the larger the values set for the experience value addition amount, the HP positive value addition amount, and the ATK positive value addition amount.
[0050] FIG. 5 illustrates the classification of enhancement items in this example. As shown in the figure, the parameter to be enhanced (added) for the first enhancement item, which has the appearance of a "turtle," is experience points. The parameters to be enhanced (added) for the second enhancement item, which has the appearance of a "girl fairy," are experience points and HP plus values, and the parameters to be enhanced (added) for the third enhancement item, which has the appearance of a "boy fairy," are experience points and ATK plus values. Thus, in this example, the parameters to be enhanced (combinations of parameters) differ for each classification of enhancement items. The first to third enhancement items are each made up of nine types of enhancement items with different combinations of rarity (three levels) and attributes (three types).
[0051] Also, in this example, the first enhancement item will increase the amount of experience points added (for example, 1.5 times) if its attribute value is the same as the attribute value of the character to be enhanced. Also, the second and third enhancement items can be used if their attribute values are the same as the attribute value of the character to be enhanced, and cannot be used if they are different from the attribute value of the character to be enhanced (in other words, the second and third enhancement items can be said to be enhancement items that are intended to enhance characters with the same attribute values).
[0052] FIG. 6 illustrates information managed by the owned character management table 1514 in this example. The owned character management table 1514 in this example manages information about individual characters owned by each player. As shown in the figure, the owned character management table 1514 manages information such as a "character ID" identifying the corresponding character, experience points, a "level" that increases in stages as experience points increase, an HP plus value, an ATK plus value, and a "consumption flag" indicating whether or not a character has been consumed, in association with a combination of a "player account" identifying an individual player and a "character individual ID" identifying an individual character owned by the player. Thus, in this example, a player can own multiple characters with the same character ID (same type), and each of the multiple characters owned is assigned a different character individual ID as a separate individual. A player can acquire characters through various opportunities, such as free acquisition as a reward (e.g., login bonus, stage clear bonus, mission clear bonus, etc.), or for a fee. Experience points, HP plus value, and ATK plus value are parameters whose values are updated through strengthening.
[0053] FIG. 7 illustrates information managed by the owned enhancement item management table 1515 in this example. The owned enhancement item management table 1515 in this example manages information regarding individual enhancement items owned by each player, and as shown in the figure, manages information such as an "enhancement item ID" that identifies the corresponding enhancement item and a "consumption flag" that indicates whether the item has been consumed, in association with a combination of a "player account" that identifies an individual player and an "enhancement item individual ID" that identifies an individual enhancement item for that player. As such, in this example, similar to the characters described above, a player can own multiple enhancement items (of the same type) with the same enhancement item ID, and the multiple owned enhancement items are assigned different enhancement item individual IDs as separate individuals. A player can acquire enhancement items through various opportunities, such as free acquisition as various rewards (login bonus, stage clear bonus, mission clear bonus, etc.), or for a fee.
[0054] The information managed by each table in this example has been described above. Next, the processing executed by the game providing server 10 and the screens output on the player terminals 30 in this example will be described.
[0055] 8 shows an example of a strengthening screen 50 output on the player terminal 30. The screen 50 is a screen for strengthening a character. The character to be strengthened is selected via a screen (not shown) that allows the player to select one character from a plurality of characters owned by the player (managed in the owned character management table 1514).
[0056] As shown in the figure, the strengthening screen 50 has a character display area 52 that displays the character to be strengthened, a strengthening information display area 54 that displays information regarding strengthening, a material designation area 56 for specifying a material object (second object) to be consumed during strengthening, and a strengthening button 58.
[0057] The character display area 52 is a circular area that displays an image of the corresponding character, and at its bottom are arranged a rarity display object 521 that displays the rarity of the corresponding character, an attribute display object 522 that similarly displays the attributes, and a level display object 523 that similarly displays the level (current value).
[0058] The strengthening information display area 54 displays the amount of experience points added by strengthening, the level reached by strengthening (or the experience points required to reach the next level), the amount of HP added by strengthening, the amount of ATK added by strengthening, the HP value after strengthening, the ATK value after strengthening, and the amount of gold required for strengthening. This information is set based on the material object specified via the material specification area 56. Note that the strengthening screen 50 illustrated in FIG. 8 corresponds to a state in which no material object has been specified via the material specification area 56.
[0059] The material specification area 56 has a material object list display area 561 for displaying a list of material objects currently specified, a normal box button 563 for specifying a character as the material object, an enhancement box button 565 for specifying an enhancement item as the material object, and an automatic specification button 567 with the text "Automatic MAX Enhancement Selection" added.
[0060] In the material object list display area 561, eight circular individual display areas 562, each corresponding to an individual material object (character or strengthening item), are arranged in two rows.
[0061] When the normal box button 563 is selected, a screen (not shown) for displaying a list of characters owned by the player is displayed, and the player can select a character to designate as a material object via this screen. Once a character is designated, that character is displayed in the individual display area 562 of the material object list display area 561.
[0062] 9 illustrates an example of the strengthening screen 50 in which three characters are designated as material objects. At the bottom of the individual display area 562 that displays the characters, there are arranged a rarity display object 5621 that displays the rarity of the corresponding material object (character), an attribute display object 5622 that similarly displays the attribute, and a level display object 5623 that similarly displays the level (current value). When displaying characters, the individual display area 562 corresponds to each individual character; in other words, when multiple characters of the same type (same character ID) are selected, the multiple individuals of the same type of character are displayed in multiple individual display areas 562, respectively.
[0063] Furthermore, when a character is designated as a material object, the display content of the strengthening information display area 54 is updated, specifically, updated to information regarding strengthening that involves consuming the designated character. In this example, the character functions as a material object for adding experience points.
[0064] When the enhancement box button 565 is selected, a screen (not shown) is displayed to display a list of enhancement items owned by the player (managed in the owned enhancement item management table 1515), and the player can select an enhancement item to designate as a material object via this screen. When an enhancement item is designated, the enhancement item is displayed in the individual display area 562 of the material object list display area 561.
[0065] 10 illustrates an example of the enhancement screen 50 in which two types of enhancement items are designated as material objects. The individual display area 562 that displays the enhancement items has the above-described rarity display object 5621 and attribute display object 5622 arranged at its bottom, and also has a designated number display object 5624 that displays the designated number of items arranged in place of the above-described level display object 5623. The individual display area 562 when displaying the enhancement items corresponds to the type of enhancement item; in other words, when multiple enhancement items of the same type (same enhancement item ID) are selected, the multiple individuals of the same type of enhancement item are displayed together in a single individual display area 562.
[0066] Furthermore, when an enhancement item is designated as a material object, the display content of the enhancement information display area 54 is updated, specifically, updated to information regarding enhancement that involves consuming the designated enhancement item.
[0067] In this example, in one strengthening, it is possible to specify as many material objects as can be displayed in the eight individual display areas 562 of the material object list display area 561. In other words, the upper limit of the number of material objects that can be specified is eight, which is the total number of individual characters and the number of types of strengthening items.
[0068] The automatic designation button 567 is an object for automatically designating material objects. In this example, automatic designation of material objects can be performed from a state where no material objects have been designated (a state where the material object list display area 561 is empty), or from a state where some material objects (characters or strengthening items) have been designated by the player.
[0069] When the automatic designation button 567 is selected, a target parameter designation screen 60, as shown in FIG. 11, is output and superimposed on the enhancement screen 50. As shown in the figure, the screen 60 has a target parameter selection area 62 for selecting the target parameter to designate, an automatic selection execution button 64 with the text "Automatically Select" attached, and a close button 66. In this example, the automatic designation of material objects is performed so that the target parameter designated by the player reaches its maximum value. In this example, the only material objects that are subject to automatic designation are enhancement items; characters are not subject to automatic designation.
[0070] The target parameter selection area 62 has a first check box 621 corresponding to the level, a second check box 623 corresponding to the HP plus value, and a third check box 625 corresponding to the ATK plus value. The player can automatically designate a material object by selecting some or all of these three check boxes 621, 623, 625 and then pressing the auto-select execution button 64.
[0071] FIG. 12 is a flowchart illustrating a process executed by the server 10 when automatically specifying a material object (i.e., in response to selection of the automatic selection execution button 64). As shown in the figure, the server 10 first specifies one second enhancement item (step S130) if the target parameter is a positive HP value (YES in step S100), the player possesses an unspecified second enhancement item whose attribute value is the same as that of the character to be enhanced (YES in step S110), and the positive HP value after enhancement involving the consumption of the specified second enhancement item has not reached the maximum value of the character to be enhanced (NO in step S120). In this example, second enhancement items with lower rarity (i.e., smaller added value) are specified first. This specification of second enhancement items is repeated until there are no more unspecified second enhancement items (NO in step S110) or the positive HP value after enhancement reaches the maximum value (YES in step S120). Note that the process ends when the upper limit of the number of specifiable material objects is reached.
[0072] Next, if the ATK Plus value is specified as the target parameter (YES in step S140), the player possesses an unspecified third enhancement item with the same attribute value as the character to be enhanced (YES in step S150), and the ATK Plus value after enhancement involving the consumption of the specified third enhancement item has not reached the maximum value for the character to be enhanced (NO in step S160), the server 10 specifies one third enhancement item (step S170). In this example, third enhancement items with lower rarity (i.e., smaller added value) are specified first. This specification of third enhancement items is repeated until there are no more unspecified third enhancement items (NO in step S150) or the ATK Plus value after enhancement reaches the maximum value (YES in step S160). Note that if the upper limit of the number of material objects that can be specified is reached, the process ends at that point.
[0073] Next, if a level is specified as the target parameter (YES in step S180), the player possesses an unspecified first enhancement item (YES in step S190), and the level after enhancement involving the consumption of the specified character and the first to third enhancement items has not reached the maximum value of the character to be enhanced (NO in step S200), the server 10 specifies one first enhancement item (step S210). In this example, first enhancement items with the same attribute value as the character to be enhanced and with higher rarity (i.e., larger added amount) are specified first. This specification of first enhancement items is repeated until there are no more unspecified first enhancement items (NO in step S190) or the level after enhancement reaches the maximum value (YES in step S200). Note that when the upper limit of the number of material objects that can be specified is reached, the process ends at that point.
[0074] In this example, the second enhancement item that adds an HP positive value and experience points, and the third enhancement item that adds an ATK positive value and experience points are automatically designated before the first enhancement item that adds experience points is automatically designated, thereby preventing more first enhancement items than necessary from being consumed (without taking into account the addition of experience points by the second enhancement item and the third enhancement item).
[0075] 13 illustrates the strengthening screen 50 after the automatic designation of material objects. In the example of FIG. 13, 30 second strengthening items with a rarity of B and a poison attribute are designated, and 4 first strengthening items with a rarity of A and a poison attribute are designated. Also, as displayed in the strengthening information display area 54, the post-strengthening level and HP plus value have reached their maximum values.
[0076] Here, if there is a target parameter that does not reach the maximum value as a result of the automatic designation of material objects (for example, if the player does not have enough enhancement items, or if the upper limit of the number of material objects that can be designated has been reached), the player may be notified of this.
[0077] When the strengthening button 58 is selected, the material object specified via the material specification area 56 is consumed, and the character to be strengthened is strengthened. Specifically, the value of the consumption flag for the consumed material object (character or strengthening item) is updated in the owned character management table 1514 and the owned strengthening item management table 1515, and the experience points, level, HP plus value, and / or ATK plus value of the character to be strengthened are updated in the owned character management table 1514. The added amounts of the experience points, HP plus value, and ATK plus value are the sum of the added amounts set for each material object to be consumed. Also, the amount of gold held by the corresponding player is updated in the player information table 1511 (the total amount of gold required for each material object to be consumed is subtracted).
[0078] In the above example, material objects are automatically designated so that the target parameters reach their maximum values, but the player may also be able to individually designate target values for the target parameters (for example, the target value for level is set to the maximum value, while the target value for ATK plus value is set to "+3"). Furthermore, material objects may be automatically designated so that the amount of change in the value of a target parameter for which no upper limit is set is maximized (in this case, for example, material objects are automatically designated within the upper limit of the number of material objects that can be designated).
[0079] In the above example, strengthening increases the value of the target parameter of the character being strengthened, but it is also possible to apply a parameter whose reduction in value is advantageous to the player as the target parameter. For example, cost can be applied as the target parameter, and in this case, strengthening that involves the consumption of material objects reduces the value of the character's cost by the amount set in the material objects. Also, in a fighting game, for example, cooldown time, which is the interval between execution of a special move, is applied as the target parameter, and strengthening that involves the consumption of material objects reduces (shortens) the value of the cooldown time.
[0080] The game providing server 10 according to the present embodiment described above accepts the player's designation of target parameters (level, HP plus value, and ATK plus value), identifies an automatically specified second object corresponding to the target parameter (e.g., an enhancement item for the target parameter to reach its maximum value), and updates the value of the target parameter of a first object (e.g., a character) by consuming the automatically specified second object. Therefore, the player can automatically specify an appropriate second object to consume to update the target parameter of the first object by designating the target parameter. In other words, the server 10 reduces the complexity of the function of updating the values of parameters of objects used in the game.
[0081] In other embodiments of the present invention, some or all of the functions of the game providing server 10 in the above-described embodiments may be realized by cooperation between the game providing server 10 and the player terminals 30, or may be realized by the player terminals 30. In other words, the system and device of the present invention may be constituted not only by the game providing server 10, but also by the game providing server 10 and the player terminals 30, or may be constituted by the player terminals 30.
[0082] The processes and procedures described herein, other than those explicitly described, may be implemented by software, hardware, or any combination thereof. For example, the processes and procedures described herein may be implemented by implementing logic corresponding to the processes and procedures in media such as integrated circuits, volatile memory, non-volatile memory, and magnetic disks. The processes and procedures described herein may also be implemented as computer programs corresponding to the processes and procedures and executed by various computers.
[0083] Although processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, software, components, and / or modules. Also, the software and hardware elements described herein may be implemented by combining them into fewer components or breaking them down into more components.
[0084] In this specification, even if a component of the invention is described as either singular or plural, or is described without limitation as either singular or plural, the component may be either singular or plural unless the context requires otherwise. [Explanation of symbols]
[0085] 10 Game provider server 11. Computer Processor 111 Management function control section 113 Game progress control unit 15. Storage 1511 Player Information Table 1512 Character Information Table 1513 Enhancement Item Information Table 1514 Owned character management table 1515 Owned Enhancement Item Management Table 30 player terminals 40 Server-side programs 42 Terminal side program 50 Enhancement screen 60 Target parameter selection screen
Claims
1. A system for providing a game, comprising one or more computer processors, the one or more computer processors comprising: receiving, from a player, designation of one or more target parameters from among a plurality of parameters possessed by a first object used in the game; identifying one or more automatically identified second objects from among a plurality of second objects, the one or more automatically identified second objects corresponding to the one or more target parameters; updating the values of the one or more target parameters of the first object with consumption of the one or more automatically identified second objects; system.
2. the one or more computer processors further execute a step of accepting, by the player, designation of one or more player-designated second objects among the plurality of second objects; updating the value of the target parameter involves consuming the one or more player-specified second objects in addition to the one or more auto-specified second objects; The system of claim 1.
3. the step of identifying the automatically identified second object includes identifying the one or more automatically identified second objects from among the plurality of second objects excluding the one or more player-specified second objects; The system of claim 2.
4. the step of identifying the automatically identified second object includes identifying the one or more automatically identified second objects such that values of the one or more target parameters of the first object reach predetermined values; The system of claim 1.
5. the predetermined value is the maximum value of each of the one or more target parameters; The system of claim 4.
6. the step of identifying the automatically identified second object includes identifying the one or more automatically identified second objects so as to maximize a change in value of the one or more target parameters of the first object; The system of claim 1.
7. the plurality of parameters include a first parameter and a second parameter; the plurality of second objects include a first type of second object that affects updating of the value of the first parameter, and a second type of second object that affects updating of the values of both the first parameter and the second parameter; the step of identifying the automatically identified second object includes identifying the one or more automatically identified second objects such that the second type of second object is prioritized over the first type of second object when the one or more target parameters include both the first parameter and the second parameter; The system of claim 1.
8. a third parameter is set in the first object, the third parameter affecting updating of the value of the first parameter; the step of updating the value of the target parameter includes updating the value of the third parameter with consumption of the first type of second object, and updating the values of both the second parameter and the third parameter with consumption of the second type of second object; The system of claim 7.
9. The step of updating the value of the target parameter includes: presenting the one or more automatically-identified second objects to the player; and updating values of the one or more target parameters in response to an instruction by the player, involving consumption of the one or more automatically-specified second objects; The system of claim 1.
10. 1. A method executed by one or more computers for providing a game, comprising: receiving, from a player, designation of one or more target parameters from among a plurality of parameters possessed by a first object used in the game; identifying one or more automatically identified second objects from among a plurality of second objects, the one or more automatically identified second objects corresponding to the one or more target parameters; updating values of the one or more target parameters of the first object with consumption of the one or more automatically identified second objects; method.
11. A program for providing a game, which is installed on one or more computers, receiving, from a player, designation of one or more target parameters from among a plurality of parameters possessed by a first object used in the game; identifying one or more automatically identified second objects from among a plurality of second objects, the one or more automatically identified second objects corresponding to the one or more target parameters; updating values of the one or more target parameters of the first object with consumption of the one or more automatically identified second objects; program.
12. A device for providing a game, means for receiving, from a player, designation of one or more target parameters from among a plurality of parameters possessed by a first object used in the game; means for identifying one or more automatically identified second objects corresponding to the one or more target parameters from among a plurality of second objects; means for updating values of the one or more target parameters of the first object with consumption of the one or more automatically identified second objects; Device.
Citation Information
Patent Citations
Control program, control method, and game device
JP2018171425A