Program, control method, and information processing device
By associating combo skills with game media and scenario-based timings, the system enhances game entertainment value through scenario-integrated skill activations.
Patent Information
- Application Number
- JP2025094119
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-05
- Publication Date
- 2025-08-26
AI Technical Summary
The activation timing of combo skills in existing social games is unrelated to the game scenario or situation, limiting the game's entertainment value.
A system that stores game media identification information associating combo skills with activation timings and targets specific game media for user operation, activating combo skills when predetermined conditions are met.
Enhances game entertainment value by integrating combo skill activations with game scenarios, improving player engagement and strategy.
Smart Images

Figure 2025124853000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program, a control method, and an information processing device. [Background technology]
[0002] In recent years, so-called social games, which allow multiple players (users) to communicate with each other, have become known as games provided to mobile devices via communication networks. Some social games allow users to perform quests using decks (teams) made up of characters selected by the user, or to battle other users or non-player characters (NPCs).
[0003] Choosing which characters to select and build a deck for can be an important game strategy for the user. For example, Patent Document 1 discloses that when a deck contains a predetermined combination of characters, a "cooperative skill" can be used to perform attacks that are different from the attacks of each individual character. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2016-202418 Summary of the Invention [Problem to be solved by the invention]
[0005] The condition for activating the combo skill described in Patent Document 1 is that a deck contains a predetermined combination of characters. In other words, the timing of activating the combo skill described in Patent Document 1 is unrelated to the scenario (story) or game situation in the game. Therefore, there is room for further improvement in the combo skill to further increase the interest of the game.
[0006] In view of the above circumstances, an object of the present disclosure is to provide a program, a control method, and an information processing device that can improve the entertainment value of a game. [Means for solving the problem]
[0007] A program according to one embodiment includes a function of causing an information processing device that executes processing of a game including game content in which battles are conducted using a deck including a plurality of game media including a first game medium and a second game medium different from the first game medium to store, in a storage unit, game medium identification information that identifies each of a plurality of target game media that will activate each of the plurality of combo skills in association with a combo skill ID that identifies each of the plurality of combo skills, and activation timings determined for each of the plurality of combo skills; a function of progressing through the game content by making the first game medium of the plurality of game media an object of operation by a user while not making the second game medium an object of operation by a user; and a function of causing an information processing device that executes processing of a game including game content in which battles are conducted using a deck including a plurality of game media including a first game medium and a second game medium different from the first game medium, the program including and a function of processing the combo effect generated by the activation of the first combo skill when the activation timing specified for the first combo skill to be activated is met and all of the game media constituting the plurality of target game media associated with the combo skill ID that identifies the first combo skill are included in the deck.
[0008] A control method according to one embodiment is a control method for an information processing device that processes a game including game content in which battles are conducted using a deck including a plurality of game media, including a first game media and a second game media different from the first game media, and includes the steps of: storing, in a storage unit, game media identification information that identifies each of a plurality of target game media that will activate each of the plurality of combo skills, in association with a combo skill ID that identifies each of the plurality of combo skills, and activation timings determined for each of the plurality of combo skills; progressing through the game content while making the first game media of the plurality of game media the target of operation by the user, while not making the second game media the target of operation by the user; and, when the activation timing determined for a first combo skill that is activated by a plurality of target game media including the first game media and the second game media of the plurality of combo skills is satisfied and all of the game media that make up the plurality of target game media that are associated with the combo skill ID that identifies the first combo skill are included in the deck, processing a combo effect generated by the activation of the first combo skill.
[0009] An information processing device according to one embodiment is an information processing device that processes a game including game content in which battles are conducted using a deck including a plurality of game media, including a first game media and a second game media different from the first game media, and includes a control unit. The control unit stores game media identification information identifying each of a plurality of target game media that will activate each of the plurality of combo skills, in association with a combo skill ID that identifies each of the plurality of combo skills, and activation timings determined for each of the plurality of combo skills, in a memory unit. The control unit progresses the game content by making the first game media of the plurality of game media the target of operation of the user while not making the second game media the target of operation of the user. When the activation timing determined for a first combo skill activated by a plurality of target game media including the first game media and the second game media of the plurality of combo skills is met and all of the game media that make up the plurality of target game media associated with the combo skill ID that identifies the first combo skill are included in the deck, the information processing device includes: a control unit; [Effects of the Invention]
[0010] According to the present disclosure, it is possible to provide a program, a control method, and an information processing device that can improve the entertainment value of a game. [Brief explanation of the drawings]
[0011] [Figure 1] 1 is a diagram illustrating a game system including an information processing device according to an embodiment. [Figure 2] FIG. 10 is a diagram illustrating an example of information related to a user. [Figure 3] FIG. 10 is a diagram illustrating information on owned cards. [Figure 4] FIG. 10 is a diagram illustrating information on collaboration skills. [Figure 5] FIG. 10 is a diagram illustrating information relating to a game situation. [Figure 6] FIG. 10 is a diagram illustrating an example of a screen of a game content in which a battle takes place. [Figure 7] FIG. 10 is a diagram for explaining a process for extracting candidates for collaboration skills. [Figure 8] A figure showing an example of a screen when it is decided to activate a cooperation skill. [Figure 9] FIG. 10 is a diagram illustrating an example of a screen when a cooperation skill is activated. [Figure 10] 10 is a flowchart illustrating a control method for executing a process related to a cooperative skill. DETAILED DESCRIPTION OF THE INVENTION
[0012] (Game system overview) As shown in Fig. 1, a game system 10 includes a server device 11 and a plurality of terminal devices 12. For simplicity, three terminal devices 12 are shown in Fig. 1, but the number of terminal devices 12 may be one or more.
[0013] The server device 11 is, for example, an information processing device managed by a game operator. The terminal device 12 is, for example, an information processing device used by a user, such as a mobile phone, a smartphone, a tablet terminal, a PC (Personal Computer), or a game device. The server device 11 and the terminal device 12 are connected to each other so as to be able to communicate with each other via a network 16 such as the Internet. For example, the server device 11 and the terminal device 12 cooperate to execute various processes related to the game.
[0014] (Game Overview) The game executed by the game system 10 includes a variety of game contents. At least some of the various game contents may be executed using game media.
[0015] Game media is electronic data used in a game, and includes any media, such as cards, items, virtual currency, tickets, characters, and avatars. Game media is also electronic data that can be acquired, owned, used, managed, exchanged, combined, strengthened, sold, discarded, or given as a gift by a user within the game. The manner in which game media can be used is not limited to those explicitly stated in this specification.
[0016] Unless otherwise specified, "game media owned by a user" refers to game media associated with a user ID that uniquely identifies the user as owned game media. Furthermore, "granting game media to a user" refers to associating game media with a user ID as owned game media. Furthermore, "selling game media owned by a user" refers to dissociating the user ID from the owned game media and associating other game media (e.g., virtual currency or items) with the user ID as owned game media.
[0017] Game content is content that a user can play within a game, and includes, for example, quests, missions, mini-games, training, strengthening, and synthesis of game content, game content acquisition events, virtual space exploration events, and battle events against opponents (e.g., other users, enemy characters, enemy buildings, etc.). For example, if it is determined that a user has successfully achieved one or more predetermined conditions (game tasks) set for each game content, the user may be awarded, for example, game content, as a reward. Game tasks may include, for example, a task of winning a battle against an enemy character, a task of reaching a goal point in a virtual space, or any other task depending on the content of the game content. Furthermore, achieving a specific task (a clear task) among one or more game tasks set for the game content is also referred to as clearing the game content. If a user playing the game content successfully achieves the clear task, the game content may be determined to have been cleared, and the game content may end.
[0018] The various game contents may include single-play game contents and multi-play game contents. Single-play game contents are game contents (for example, game contents for one person) that are executed based on user operations on one terminal device 12 used by one user. One terminal device 12 executes the single-play game contents by itself, or one terminal device 12 and the server device 11 cooperate to execute the single-play game contents. On the other hand, multi-play game contents are game contents (for example, game contents for multiple people) that are executed based on user operations on two or more terminal devices 12 used by two or more users, respectively, and that are common to the two or more users. Game contents common to two or more users include, for example, the game contents At least a part of the progress processing and processing results may include game content that is commonly applied to the two or more users. Two or more terminal devices 12 cooperate with each other, or two or more terminal devices 12 cooperate with the server device 11 to execute game content for multiplay.
[0019] In this embodiment, the game includes game content in which users operate game media to compete in a battle. Hereinafter, this game content will also be referred to as battle content. The game media used in the battle content will be described as including, for example, characters owned by users in the game, but is not limited to this. Furthermore, the opponent will be described as including, for example, enemy characters such as NPCs, but is not limited to this. For example, in multiplayer game content, the game media operated by other users may be designated as the opponent.
[0020] For example, one battle content of the game in this embodiment involves selecting a predetermined number of characters from among the characters owned by the user. Here, the user can improve the deck's battle capabilities by selecting helper characters (also called "helpers" or simply "helpers") and adding them to the deck. Helper characters are characters associated with game media (e.g., cards) owned by other users, or characters prepared by the game program. The user then battles against enemy characters using some or all of the characters in the deck. Here, building a deck means creating a party (team or group) to battle with characters selected from the characters owned by the user and the helper characters.
[0021] (Server device configuration) The server device 11 includes a server communication unit 13, a server storage unit 14, and a server control unit 15.
[0022] The server communication unit 13 includes an interface for communicating with an external device wirelessly or via a wired connection to send and receive information. The server communication unit 13 may include, for example, a wireless LAN (Local Area Network) communication module or a wired LAN communication module. The server communication unit 13 is capable of sending and receiving information to and from the terminal device 12 via the network 16.
[0023] The server storage unit 14 includes, for example, a primary storage unit and a secondary storage unit. For example, the server storage unit 14 may include a semiconductor memory, a magnetic memory, an optical memory, or the like. The server storage unit 14 stores various information and programs necessary for providing and controlling the game. At least a portion of the information and programs stored in the server storage unit 14 may be shared and synchronized with the terminal device 12. For example, the server storage unit 14 stores information about one or more users.
[0024] The server storage unit 14 may also store information about enemy characters. Enemy characters are used as opponents of the characters used by the user in battles. The information about enemy characters includes any information specific to the enemy characters. For example, the information about enemy characters may include an ID (identifier) that uniquely identifies the enemy character, a level, attributes, HP (hit points), MP (magic points), AT (attack power), DF (defensive power), and the like.
[0025] The server control unit 15 includes at least one of one or more general-purpose processors that realize specific functions by reading specific programs and one or more dedicated processors that are specialized for specific processes. The server control unit 15 controls the overall operation of the server device 11.
[0026] The server control unit 15 stores various information and programs necessary for game processing in the server storage unit 14. The information necessary for game processing may include the above-mentioned information about the user and information about the enemy character, as well as information necessary for executing a battle.
[0027] The server control unit 15 transmits and receives information via the server communication unit 13. For example, the server control unit 15 may transmit at least a portion of the information stored in the server storage unit 14 to the terminal device 12. In this way, the information stored in the server storage unit 14 and the information stored in the terminal device 12 are shared and synchronized. The timing for sharing and synchronizing the information may include, for example, the timing when new information is stored in the server storage unit 14 and the timing when the information stored in the server storage unit 14 is updated, but may also be determined arbitrarily.
[0028] The server control unit 15 executes game processing in cooperation with the terminal device 12. The game processing may include, for example, processing in which the user acquires game content by progressing through a game scenario. The game content may be cards or characters associated with cards. The game processing may also include processing in which the acquired cards are exchanged, sold, synthesized, etc. The game processing may also include processing in which the user builds a deck with characters associated with cards and battles against enemy characters.
[0029] (Terminal Device Configuration) As shown in FIG. 1, the terminal device 12 includes a terminal communication unit 17, a terminal storage unit 18, a display unit 19, an input unit 20, and a terminal control unit 21.
[0030] The terminal communication unit 17 includes an interface for communicating with an external device wirelessly or via a wired connection to transmit and receive information. The terminal communication unit 17 may include a wireless communication module, a wireless LAN communication module, or a wired LAN communication module that is compatible with a mobile communication standard such as LTE (Long Term Evolution) (registered trademark). The terminal communication unit 17 can transmit and receive information to and from the server device 11 via the network 16.
[0031] The terminal storage unit 18 includes, for example, a primary storage unit and a secondary storage unit. For example, the terminal storage unit 18 may include a semiconductor memory, a magnetic memory, an optical memory, or the like. The terminal storage unit 18 stores various information and programs necessary for game processing. For example, the terminal storage unit 18 may store some or all of the above-mentioned information about the user. Some or all of this information is transmitted and received between the server device 11 and the terminal control unit 21, for example.
[0032] The display unit 19 includes a display device such as a liquid crystal display or an organic EL display, etc. The display unit 19 is capable of displaying a variety of screens.
[0033] The input unit 20 includes an input interface such as a touch panel that is provided integrally with the display unit 19. The input unit 20 is capable of accepting user input to the terminal device 12. The input unit 20 may also include physical keys, and may further include any input interface including a pointing device such as a mouse.
[0034] The terminal control unit 21 includes at least one of one or more general-purpose processors that implement specific functions by loading specific programs, and one or more dedicated processors specialized for specific processing. The terminal control unit 21 controls the overall operation of the terminal device 12.
[0035] The terminal control unit 21 transmits and receives information via the terminal communication unit 17. For example, the terminal control unit 21 transmits and receives information necessary for game processing with the server device 11. For example, the terminal control unit 21 stores information received from the server device 11 in the terminal storage unit 18.
[0036] The terminal control unit 21 starts a game application in response to a user operation. The terminal control unit 21 executes game processing in cooperation with the server device 11. For example, the terminal control unit 21 displays various screens on the display unit 19. For example, a GUI (Graphical User Interface) may be displayed on the screen. The terminal control unit 21 is capable of detecting user operations on the screen.
[0037] (Information stored in the memory unit) 2 shows user-related information 110 including at least three users. The user-related information 110 is stored, for example, in the server storage unit 14, and is shared and synchronized with the terminal device 12. The user-related information 110 includes various pieces of information specific to the user. In this embodiment, the user-related information 110 includes a user ID and information 111 of owned cards (see FIG. 3). In other words, the user-related information 110 associates each of the multiple users with information 111 of owned cards.
[0038] As described above, the user ID is information that can uniquely identify a user.
[0039] The owned card information 111 includes various information specific to cards owned by the user in the game. When a card is acquired by the user, the acquired card is associated with the user. In this embodiment, the card is a character card. Therefore, the owned card information 111 includes information about the type and characteristics of the character associated with the card. Here, the card is not limited to a character card.
[0040] FIG. 3 is a diagram illustrating details of information 111 of owned cards. FIG. 3 shows information 111 of cards owned by one user. The information 111 of owned cards includes data related to card ID, character ID, level, rarity, attributes, parameters, and individual skill ID. The information 111 of owned cards is not limited to including all of these data. Furthermore, the information 111 of owned cards may also include other data.
[0041] A card ID is an ID that uniquely identifies a card owned by a user. In the example in Figure 3, a unique number is used as the card ID. Hereinafter, a card with a card ID of 1 will be referred to as card 1, for example.
[0042] A character ID is an ID that uniquely identifies a game character. In this embodiment, since the cards are character cards, one card ID is associated with one character ID. In the example of FIG. 3, unique English letters are used as character IDs. Hereinafter, a character with a character ID of A will be referred to as character A. Here, multiple cards may correspond to one character. In the example of FIG. 3, card 1 and card 20 are both cards for character A.
[0043] The level is information that indicates the character's growth level. For example, the higher the level value, the greater the character's growth level. The level value affects, for example, the parameter values. In the example of Figure 3, the level of character C is 10. The level value increases as the user grows the character.
[0044] Rarity is information that indicates the degree of rarity of a card. For example, the higher the rarity value, the rarer the card. Rarity may be fixed. Alternatively, the initial value of rarity may be determined for each card, and may change depending on how the user plays the game. Rarity, for example, affects the maximum value of a parameter. In the example of Figure 3, rarity is represented by a number. For example, card 1 and card 20 are both cards of character A. However, card 20, which has a rarity of 4, is rarer than card 1, which has a rarity of 2. Here, as another example, rarity may be determined depending on the character.
[0045] Attributes are characteristics of characters that are relevant to battles, etc., and are information that indicates the superiority / inferiority relationships between characters. In the example of Figure 3, types of attributes such as fire, water, wind, and light are used. For example, a character with a fire attribute may be strong against attacks from a character with a wind attribute, but weak against attacks from a character with a water attribute.
[0046] Parameters are information indicating the strength of a character that is referenced in in-game battles, etc. In this embodiment, each character has parameters of HP (hit points), MP (magic points), AT (attack power), and DF (defense power). Here, the parameters are not limited to HP, MP, AT, and DF. The parameters may further include parameters related to game actions, such as speed. Furthermore, the parameters may not include all of HP, MP, AT, and DF.
[0047] HP is information indicating a character's hit points. Figure 3 shows the maximum value of HP. For example, when a character receives damage from an attacking action by an enemy character, HP decreases by the amount of damage. Also, for example, when a character performs a recovery action, HP increases by the amount of recovery. Also, if HP is not zero, the character is in a combat-ready state, and can attack, for example, an enemy character. However, if HP decreases to zero, the character becomes unable to fight. The higher a character's HP, the more advantageous it is for clearing game content.
[0048] MP is information that indicates a character's magic points. Figure 3 shows the maximum value of MP. For example, when a character performs a special attack (hereinafter referred to as a single-skill) that is different from a normal attack, MP decreases by a value corresponding to the single-skill. Also, for example, when a character performs a recovery action, MP increases by the amount of recovery. The higher a character's MP, the more advantageous it is for clearing game content.
[0049] AT is information that indicates a character's attack power. AT affects, for example, the amount of damage a character inflicts on an opponent through their attacks. The higher the AT value, the greater the amount of damage inflicted on an opponent. Therefore, the higher a character's AT, the more advantageous it is for clearing game content.
[0050] DF is information that indicates a character's defensive power. DF affects, for example, the amount of damage a character receives from an attack by an opponent. The higher the DF value, the less damage a character receives from an opponent. Therefore, the higher a character's DF, the more advantageous it is for clearing game content.
[0051] Here, the values of HP, MP, AT, and DF for each character in Figure 3 are just an example. HP, MP, AT, and DF are independent parameters, and each can be set independently.
[0052] The individual skill ID is an ID that uniquely identifies the individual skill possessed by the character on the card. Individual skills are set for each card. However, individual skills do not have to be set for all cards. In other words, there may be cards without individual skills. In this embodiment, a character displayed in the field area 191 (see FIG. 6) and controlled by the user can activate an individual skill in response to the user's instructions. As described above, MP decreases when an individual skill is activated. If the character's MP value is insufficient, the character cannot activate the individual skill. Hereinafter, an individual skill with an individual skill ID of S1 will be referred to as individual skill S1. For example, individual skill S1 may be an attack in which character A inflicts medium fire damage on all enemy characters. Furthermore, individual skill S20 may be an attack in which character A inflicts extra-large wind damage on all enemy characters. As another example, individual skills may be activated automatically without a user instruction.
[0053] FIG. 4 is a diagram illustrating the cooperation skill information 112. Here, the cooperation skill is a skill different from a single skill, and is a skill that is probabilistically activated at a predetermined timing when a deck contains multiple predetermined characters. In this embodiment, the cooperation skill information 112 is not associated with a single user, but is applied commonly to all users participating in the game. The cooperation skill information 112 is stored in the server storage unit 14, and is shared and synchronized with the terminal device 12.
[0054] As shown in Figure 4, in this embodiment, the combination skill information 112 includes data related to the combination skill ID, combination skill name, target character, activation timing, activation probability, maximum activation count, and effect. The combination skill information 112 is not limited to including all of this data. Furthermore, the combination skill information 112 may also include other data.
[0055] The collaboration skill ID is an ID that uniquely identifies a collaboration skill. In the example of Figure 4, unique characters are used as the collaboration skill ID. Hereinafter, a collaboration skill whose collaboration skill ID is CS1 will be referred to as collaboration skill CS1.
[0056] The combination skill name is the name of the combination skill. The combination skill name is displayed on the display unit 19, for example, when the combination skill is activated. In this embodiment, combination skill names do not overlap with each other. Therefore, each combination skill name corresponds to a unique combination skill ID. Here, as another example, one combination skill name may correspond to multiple combination skill IDs.
[0057] The target characters indicate multiple characters that can activate a combo skill. In the example of FIG. 4, the target characters are indicated using character IDs (see FIG. 3). In order for a combo skill to be activated, the deck must include at least a combination of multiple predetermined characters. In detail, some of the target characters must be displayed in the field area 191 (see FIG. 6) as the user's control target, and all other target characters must be included in the deck. For example, to activate combo skill CS3, one of character C and character D must be displayed in the field area 191 (see FIG. 6) as the user's control target, and the other must be included in the deck. Here, the target characters are not limited to two characters, as long as there are multiple characters. For example, for combo skill CS2 in FIG. 4, the target characters are three characters.
[0058] The activation timing indicates the timing at which the combo skill is activated. In the example of FIG. 4, the activation timing is indicated using a game situation ID (see FIG. 5), which will be described later. Each combo skill has a predetermined activation timing. For example, combo skill CS2 can be activated when the game reaches a certain situation (a situation with a game situation ID of C1). Also, for example, combo skill CS1 can be activated when the game reaches one of three situations (a situation with a game situation ID of C1, C2, or C4).
[0059] The activation probability indicates the probability that a combination skill will be activated. Each combination skill is activated according to its respective activation probability. For example, combination skill CS1 is activated with a 50% probability when other activation conditions are met. Furthermore, for example, combination skill CS20 is activated with a 70% probability when other activation conditions are met. For example, the terminal control unit 21 may store the rate at which combination skills have been activated in the past in the device storage unit 18. Then, for example, the terminal control unit 21 may read the rate at which combination skills have been activated in the past when other activation conditions are met, and determine whether or not to activate the combination skill. When making this determination, the terminal control unit 21 may perform a calculation using random numbers. Furthermore, the rate at which combination skills have been activated in the past, stored in the device storage unit 18, may be shared with the server device 11.
[0060] The activation limit indicates the maximum number of times a combination skill can be activated. In this embodiment, a combination skill cannot be activated beyond the maximum number of times. In the example of FIG. 4, the activation limit for combination skill CS1 is 1. Furthermore, for example, the activation limit for combination skill CS3 is 2. For example, the terminal control unit 21 may acquire the activation limit for a combination skill stored in the device storage unit 18 or the like, and determine whether the activation limit has been exceeded. The activation limit for a combination skill stored in the device storage unit 18 may be reset (set to 0), for example, when game content that allows the combination skill to be activated is completed. Furthermore, the activation limit for a combination skill stored in the device storage unit 18 may be shared with the server device 11.
[0061] The effect is a game effect that occurs when a combo skill is activated. For example, the effect may be a change in the parameters of the character being controlled by the user. A specific example of such an effect is the recovery of the character's HP. The amount of HP recovered may be a fixed value or a value determined by a predetermined percentage of the maximum value. Furthermore, the effect is not limited to one particular effect. For example, the effect may be the recovery of the HP of the character being controlled by the user, and another character fighting an enemy character together with the character. Another specific example of an effect may be an increase in the AT or DF value of the character being controlled by the user. Here, the AT or DF value may increase for a fixed period of time (e.g., 10 seconds). Furthermore, the target on which the effect occurs may be an enemy character. For example, the effect may be a decrease in a parameter such as the HP of the enemy character. Furthermore, the target on which the effect occurs may be the game field. For example, the effect may be the appearance of an obstacle that blocks an enemy character's attack. Furthermore, for example, the effect may be a change in the terrain to make it easier to get behind the enemy.
[0062] 4, the target character, activation timing, activation probability, and maximum activation count relate to the activation conditions of the combination skill. In this embodiment, the combination skill is activated according to the activation probability when the conditions related to the target character, activation timing, and maximum activation count are met. For example, combination skill CS1 is activated with a 50% probability if the activation count does not exceed the maximum activation count of 1, one of the target characters, characters A and B, is included in the deck with one of them being controlled by the user, and a predetermined activation timing is met.
[0063] FIG. 5 is a diagram illustrating information 113 related to the game situation. As shown in FIG. 5, in this embodiment, the information 113 related to the game situation indicates the correspondence between a game situation ID and content (game situation). FIG. 5 shows an example in which at least five game situations are associated with game situation IDs. The information 113 related to the game situation is stored, for example, in the server storage unit 14, and shared and synchronized with the terminal device 12. Here, only some of the five game situations in FIG. 5 may be associated with game situation IDs. Furthermore, additional game situations may be associated with game situation IDs.
[0064] Hereinafter, a game situation with a game situation ID of C1 will be referred to as game situation C1. Game situation C1 corresponds to the user's controlled character being unable to fight (HP is zero). Game situation C2 corresponds to the user's controlled character achieving a 6-combo (six consecutive attacks). Game situation C3 corresponds to the user's controlled character activating a single-target skill. Game situation C4 corresponds to the user's controlled character executing a counter attack on an enemy character. Game situation C5 corresponds to the user tapping the team attack button 32 (see FIG. 6), which will be described later, to execute a team attack.
[0065] For example, the activation timing of the cooperation skill CS1 (see FIG. 4) is set to game status C1, C2, or C4. The cooperation skill CS1 can be activated when the character controlled by the user becomes unable to fight, achieves a 6-combo, or executes a counter attack on an enemy character. Furthermore, for example, the activation timing of the cooperation skill CS3 (see FIG. 4) is set to game status C3, C4, or C5. The cooperation skill CS3 can be activated when the character controlled by the user executes a single skill, executes a counter attack on an enemy character, or executes a team attack.
[0066] (Screen display example) FIG. 6 is a diagram illustrating a screen of a game content in which a battle is conducted using multiple characters from a deck. The screen of the game content is displayed on the display unit 19 of the terminal device 12 operated by the user. This game content involves fighting against an enemy character, and is incorporated into, for example, the game scenario. As another example, this game content may be a time-limited event prepared separately from the game scenario.
[0067] 6, the screen of this game content is made up of a field area 191 and a non-field area 192. The field area 191 is an area that displays the virtual game space. For example, an enemy character 30 and a character A that is the object of operation of the user are displayed in the field area 191.
[0068] Additionally, the area other than the field 192 is an area for displaying images related to user operations. For example, the team attack gauge 31, the team attack button 32, and icons 41 of the characters of the cards that make up the deck are displayed in the area other than the field 192. The icons 41 are an example of images associated with multiple game media (characters that make up the deck). Here, the deck includes cards other than those owned by the user. Here, icon 41a among the icons 41 is an image associated with a helper character. In the example of FIG. 6, icon 41a among the icons 41 has a different background color from the others. Therefore, the user can easily distinguish that character E is a helper character.
[0069] In the example of FIG. 6, the user is playing game content in which they fight using characters from their deck. The user controls character A displayed in the field area 191 to progress through the game (i.e., they fight against enemy character 30). By tapping icon 41, the user can switch the character to be controlled that is displayed in the field area 191. A tab part with "READY" written on it is displayed on the icon 41 of a character that can activate a single skill. The user can activate the single skill by sliding the tab part upward (towards the field area 191). The MP of the character that activated the single skill is consumed. However, a helper character can activate a single skill only once during a battle without consuming MP. Helper characters When all four characters A to D, excluding the character, become unable to fight, the game content ends.
[0070] In this game content, the number of controllable characters displayed in the field area 191 is limited (one in this embodiment). For example, on a screen with a limited area, such as a mobile device, when many characters are present on the field, the characters may be hidden by a finger or stylus, making it difficult for the user to identify the controllable character. Furthermore, it is difficult for the user to operate the game. Therefore, except for special cases such as combo skills and team attacks, the display of non-controllable characters in the field area 191 is limited. Furthermore, the controllable characters can be switched by the user. In this way, by limiting the number of controllable characters displayed in the field area 191 while allowing the controllable characters to be switched, visibility and operability are improved. Furthermore, as will be described later, by executing a combo skill, the user can automatically and indirectly control characters that are not controllable. In other words, the user can avoid a decrease in opportunities to control some of the characters that make up the deck. Furthermore, by activating combo skills, the user can control a variety of characters without compromising operability, even on user interfaces that are difficult to operate with complex input operations, such as touch panels.
[0071] In the example of FIG. 6 , the value of the team attack gauge 31 increases when the enemy character 30 is attacked. When the value of the gauge 31 reaches a predetermined value (for example, when the gauge 31 is full), the user can tap the team attack button 32 to display four characters A to D, excluding the helper character, in the field area 191 and have them fight the enemy character 30. At this time, the user controls only one of the controllable characters (for example, character A). The other characters (for example, characters B to D) are automatically controlled by the game program. When a team attack is activated, the team attack gauge 31 becomes zero. Here, the team attack gauge 31 may increase when a predetermined condition is met. In other words, the predetermined condition is not limited to attacking the enemy character 30. For example, the team attack gauge 31 may increase when the controllable character is attacked, which is a predetermined condition. Furthermore, for example, the team attack gauge 31 may increase when the user obtains or uses a predetermined item during the game.
[0072] (Example of a collaboration skill execution screen) In this embodiment, a combination skill is probabilistically activated when conditions related to the target character, activation timing, and activation upper limit are met. For example, during execution of game content, character A may become unable to fight (see FIG. 8). In such a case, a determination is made as to whether or not to activate a combination skill that includes character A as a target character. In this embodiment, the server device 11 or the terminal device 12 performs processing related to the combination skill as described below. Here, the terminal device 12 and the server device 11 may cooperate to perform processing related to the combination skill. In the embodiment described below with reference to FIGS. 7 to 10, a case where the terminal device 12 performs processing related to the combination skill will be described as an example.
[0073] The terminal device 12 detects that character A has become unable to fight. Here, the terminal device 12 shares and synchronizes the cooperation skill information 112 and the information 113 related to the game situation with the server device 11. The terminal device 12 extracts candidates that can be activated as cooperation skills, for example, based on the cooperation skill information 112 and the information 113 related to the game situation.
[0074] FIG. 7 is a diagram for explaining the process by which the terminal device 12 extracts combination skill candidates. The terminal device 12 extracts combination skills that include character A as a target character and whose activation timing is an incapable of combat state (C1). Furthermore, the terminal device 12 performs extraction on the condition that all of the target characters are included in the deck. In this example, as shown in FIG. 6, the deck is composed of characters A to E. Then, the terminal device 12 extracts combination skills CS1, CS2, and CS20. The terminal device 12 sets priorities ((1) to (3) in the example of FIG. 7) for the extracted combination skill candidates. Here, in this embodiment, the priorities are set in the order of the combination skill IDs.
[0075] The terminal device 12 determines whether to activate a combination skill in accordance with the priority order. The terminal device 12 performs a calculation using information about a 50% activation probability, the past activation status of the combination skill CS1, and the like. In the example of FIG. 7, the terminal device 12 determines not to activate the combination skill CS1 and moves on to determining the next combination skill CS2. Then, the terminal device 12 performs a calculation using information about a 20% activation probability, the past activation status of the combination skill CS2, and the like. In the example of FIG. 7, the terminal device 12 determines to activate the combination skill CS2 and does not perform any subsequent determinations (e.g., determination of the combination skill CS20). Here, in this example, the activation counts of all combination skills are less than the activation upper limit. However, if there is a combination skill that has reached its activation upper limit, the terminal device 12 determines not to activate that combination skill. Then, the terminal device 12 moves on to determining the combination skill with the next priority order. For example, if the upper limit number of times that the combination skill CS2 can be activated has been reached, the terminal device 12 determines not to activate the combination skill CS2, and moves on to determining the next combination skill CS20.
[0076] 8 is a diagram illustrating a screen when character A, the user's operation target, becomes unable to fight and the terminal device 12 determines to activate cooperation skill CS2. The elements shown in FIG. 8 are the same as those in FIG. 7. Therefore, explanations similar to those in FIG. 7 will be simplified or omitted as appropriate.
[0077] In the example of Figure 8, character A shown in the field area 191 is down. Also, character A in icon 41 is displayed in black. This allows the user to see that character A is unable to fight. Having decided to activate combination skill CS2, the terminal device 12 executes a performance process in which characters A to C (target characters of combination skill CS2) among the icons 41 are displayed in a different manner from the icons 41 of the other characters D and E. In the example of Figure 8, a special shape (overlapping rectangles) is displayed only on the icons 41 of characters A to C. The special shape may flash or change color.
[0078] 9 is a diagram illustrating a screen in which the terminal device 12 activates a combination skill CS2. The screen in FIG. 9 is displayed following the screen in FIG. 8. The elements shown in FIG. 9 are the same as those in FIGS. 7 and 8. Therefore, explanations similar to those in FIGS. 7 and 8 will be simplified or omitted as appropriate.
[0079] The terminal device 12 changes the HP of character A (recovers it from zero), and then performs a presentation process in which characters B and C fight the enemy character 30 together with character A. In the example of FIG. 9, character A, who has recovered and is ready to fight, is displayed in the field area 191. Characters B and C are also displayed in the field area 191. The terminal device 12 automatically (without requiring a user instruction) executes the process of FIG. 9 following FIG. 8. In the example of FIG. 9, when character A becomes unable to fight, a cooperation skill is executed in which characters B and C recover character A and then fight together. Therefore, the cooperation skill executes a presentation process suited to the game situation.
[0080] (flowchart) FIG. 10 is a flowchart showing a control method for a cooperation skill executed by the terminal device 12. A user may construct a deck using game content and play a battle game. This flowchart shows the processing of the terminal device 12 in such game content. Here, the game content in the following description of the flowchart specifically refers to cards or characters associated with cards.
[0081] First, the terminal device 12 stores multiple game media selected by a user of a game in association with the user (step S1). A specific example of the multiple game media is characters selected by the user to form a deck. For example, the terminal device 12 reads information 110 about the user and information 111 about the cards owned by the user from the terminal storage unit 18. The terminal device 12 extracts card IDs or character IDs of characters that form the deck from the card information 111. The terminal device 12 may store the extracted card IDs or character IDs as deck information in the terminal storage unit 18 in association with the user ID obtained from the information 110 about the user. The deck information may also be shared and synchronized with the server device 11.
[0082] The terminal device 12 displays some of the game contents on the field and progresses the game (step S2). Here, the some game contents are, for example, characters that are the objects of operation of the user. The some game contents are not limited to one character, and may be, for example, multiple characters.
[0083] The terminal device 12 determines whether the first game medium included in the partial game medium satisfies a predetermined condition (step S3). In the example of FIG. 6 above, the partial game medium and the first game medium are character A. The predetermined condition is a condition related to the first game medium among the conditions for activating the combination skill. In the example of FIG. 6, the predetermined condition is that character A is included in the target characters of the combination skill and the activation timing is satisfied by character A (see FIGS. 4 and 5). Here, in the example of FIG. 6, there is one first game medium. However, there may be multiple first game media.
[0084] If the first game medium satisfies the predetermined condition, the terminal device 12 proceeds to the processing of step S4 (Yes in step S3). If the first game medium does not satisfy the predetermined condition, the terminal device 12 returns to the processing of step S2 (No in step S3).
[0085] The terminal device 12 determines whether the second game medium is included in multiple game media (e.g., characters that make up a deck) (step S4). Unlike the first game medium, the second game medium is not included in some game media (e.g., characters that are the target of user control). Furthermore, the second game medium has a predetermined relationship with the first game medium. Specifically, the predetermined relationship means that both are target characters of a combination skill. Here, the second game medium may be one or multiple. In the example of FIG. 9, two characters B and C are the second game medium.
[0086] If the second game medium is included in multiple game media, the terminal device 12 proceeds to the process of step S5 (Yes in step S4). If the second game medium is not included in multiple game media, the terminal device 12 returns to the process of step S2 (No in step S4).
[0087] The terminal device 12 extracts candidates for combo skills that can be activated (see, for example, FIG. 7). The terminal device 12 then sets a priority order for the extracted combo skills. The terminal device 12 then activates combo skills that have not yet reached their activation limit according to their activation probability, in accordance with the priority order. By activating the combo skill, the terminal device 12 performs combo effect processing, which includes changing at least parameters of the first game content (step S5). For example, as a combo effect, the terminal device 12 restores the HP of character A, putting character A into a battle-ready state, as shown in FIG. 9.
[0088] Here, the cooperation effect includes at least a change in the parameters of the first game medium due to the activation of the cooperation skill, but also includes various changes and effects based on the activation of the cooperation skill. For example, suppose the effect associated with cooperation skill CS3 is to fully restore the MP of the first game medium and halve the HP of enemy character 30. When cooperation skill CS3 is activated, the cooperation effect includes not only fully restoring the MP of the first game medium but also halving the HP of enemy character 30. Furthermore, the cooperation effect may include, for example, having characters B and C fight the enemy character together, as shown in FIG. 9. Furthermore, the cooperation effect may include, for example, displaying a special graphic on the icons 41 of characters A to C, as shown in FIG. 8.
[0089] As described above, the information processing device according to this embodiment includes a storage unit (e.g., device storage unit 18) that stores multiple game contents (e.g., characters) selected by a user of a game in association with the user. The information processing device according to this embodiment also includes a control unit (e.g., device control unit 21). The control unit displays some of the multiple game contents in the field area 191 to progress through the game content. The control unit then determines whether a first game content (e.g., character A) included in the some game contents (e.g., characters controlled by the user) satisfies a predetermined condition. The control unit further determines whether a second game content (e.g., characters B and C) that has a predetermined relationship with the first game content but is not included in the some game contents (e.g., characters B and C) is included in the multiple game contents. When the conditions related to the first game content and the second game content are satisfied, the control unit performs a cooperation effect process, including changing parameters of the first game content. The information processing device according to this embodiment can increase the interest of a game through cooperation skills that are executed in accordance with the scenario (story) or game situation within the game.
[0090] Although the present disclosure has been described based on the drawings and embodiments, it should be noted that those skilled in the art can easily make various modifications and alterations based on the present disclosure. Therefore, it should be noted that these modifications and alterations are included in the scope of the present disclosure. For example, the functions included in each means, step, etc. can be rearranged so as not to be logically inconsistent, and multiple means or steps can be combined or divided into one.
[0091] (Variations, etc.) In the above embodiment, the cooperation skill is treated as an ability that the target character already possesses. However, the cooperation skill may also be treated as an ability that is acquired as the target character grows. For example, the target character may acquire the ability to activate the cooperation skill only after clearing a specific quest using a deck that includes all of the target characters of the cooperation skill. The cooperation skill may also grow. Here, the growth of the cooperation skill means that the effect changes or an additional effect (for example, the acquisition of an ability) occurs. For example, the damage that the cooperation skill inflicts on the enemy character 30 may increase as the target character grows. Furthermore, parameters that associate the target characters with each other (hereinafter referred to as "associated parameters") may be set. Associated parameters are, for example, The related parameters may include the degree of intimacy between the characters. The related parameters may also include a level (combination skill level) indicating the degree of growth of the combination skill. The combination skill level may increase, for example, depending on the number of times the combination skill is activated. The combination skill level may also increase according to the growth of the target character. For example, the damage caused by the combination skill to the enemy character 30 may be increased by using a special item.
[0092] In the process of extracting candidates that can be activated as combo skills in the above embodiment, the priority order is set in the order of combo skill ID. Here, the priority order may correspond to, for example, the sort order of combo skill names, the order of activation probability, the order of effect strength (e.g., the order of the greatest damage to the enemy character 30), or the order of the number of remaining activation times until the activation limit. Furthermore, an adjustment may be made so that the higher the intimacy between the target characters of the combo skill, the higher the priority order of the combo skill. Furthermore, the priority order may be determined by the parameters of the target characters (e.g., the total level value, the total AT value, etc.).
[0093] Furthermore, in the above embodiment, only one combination skill is activated. Therefore, when the terminal device 12 decides to activate one combination skill, it does not determine the combination skills with a lower priority than that combination skill. However, even when the terminal device 12 decides to activate one combination skill, it may continue to determine the combination skills with a lower priority than that combination skill. At this time, all of the candidate combination skills may be activated stochastically. Also, an upper limit on the number of consecutive activations of the activated combination skills (for example, three) is set, and the terminal device 12 may continue to determine the combination skills with a lower priority if the upper limit on the number of consecutive activations is not exceeded. At this time, the candidate combination skills may be activated stochastically up to the upper limit on the number of consecutive activations. Also, all of the candidate combination skills may be activated. That is, the probability of all combo skills being activated may be 100%. Furthermore, if no combo skills are activated probabilistically, one or more combo skills with a higher priority may be activated from among the candidate combo skills.
[0094] Furthermore, in the above embodiment, the cooperation skill may include many types. As another cooperation skill, in the case of game situation C2 (the character operated by the user achieves a 6-combo), a process may be executed in which all of the target characters fight against the enemy character 30. As another cooperation skill, in the case of game situation C3 (the character operated by the user activates a single-unit skill), a process may be executed in which the remaining target characters also activate a single-unit skill. As another cooperation skill, in the case of game situation C5 (execution of a team attack), a process may be executed in which all characters, including the helper character, fight against the enemy character 30. Here, the number of target characters is not limited to two or three as shown in FIG. 4, but may be four or five or more.
[0095] Furthermore, the character to be operated may be changed while a combination skill is being executed. For example, assume that character A, the user's operation target, is displayed in field area 191. When combination skill CS1 is activated with character A as one of the target characters, character B is displayed in field area 191. If the user then switches the operation target to character B, character A becomes an NPC and is displayed in field area 191, and combination skill CS1 continues. Then, when combination skill CS1 ends, character B, the user's operation target, remains on field area 191, and character A is no longer displayed in field area 191. In other words, when the execution time of a combination skill has elapsed and the combination skill ends, only the character that was the operation target at the time the combination skill ended is displayed in field area 191, and the other target characters are no longer displayed in field area 191.
[0096] Furthermore, in the above embodiment, a parameter (e.g., MP) is not consumed (e.g., a parameter value is not reduced) to activate a combo skill. However, a parameter (e.g., MP) may be consumed when a combo skill is activated. Each character may be assigned a unique parameter (e.g., MP for a combo skill, hereinafter referred to as "cooperation MP") that is consumed to activate a combo skill. In this case, when a combo skill is activated, the combo MP of the target characters may be consumed by a value corresponding to the combo skill. For example, if the combo MP of at least one of the target characters is less than the value consumed by each character (hereinafter referred to as "consumed combo MP"), the combo skill may not be activated. Furthermore, even if the combo MP of at least one of the target characters is less than the consumed combo MP, the combo skill may be activated if the total combo MP of all of the target characters is greater than the total consumed combo MP. For example, when combo skill CS1 is activated, the consumed combo MP of each of character A and character B is 5 (total consumed combo MP is 10). If character A's combo MP is 3, the combo skill may not be activated because it does not meet the combo MP requirement. As another example, if character B's combo MP is 7 or greater (greater than the total combo MP requirement), character B may cover character A's deficit combo MP requirement, thereby activating the combo skill. This not only increases the user's strategic approach to combo skill activation, but also reduces the operational burden by eliminating the need to check each character's combo MP in detail. In particular, on small LCD screens such as mobile devices, the visibility of each character's parameters is low, making it possible to easily activate combo skills without having to understand each parameter in detail. Furthermore, the combo MP requirement may be determined for all target characters, rather than for each character. In other words, only the total combo MP requirement may be determined. For example, if the total combo MP requirement is 12, the combo MP requirement for each character when combo skill CS1 (with two target characters) is activated is 6.Also, for example, when activating the cooperation skill CS2 (three target characters), the cooperation MP consumed by each character is 4.
[0097] Furthermore, in the above-described embodiment, a portion of the game screen may be displayed as a web display on the display unit 19 of the terminal device 12 based on data generated by the server device, and a portion of the game screen may be displayed as a native display by a native application installed on the terminal device 12. In this manner, the game in the above-described embodiment may be a hybrid game in which the terminal device 12 and the server device 11 each perform part of the processing. Furthermore, the server device 11 and the terminal device 12 do not need to share and synchronize all of the data, such as the cooperation skill information 112. As an example, the data shared and synchronized between the server device 11 and the terminal device 12 may be limited to the cooperation skill information 112 and information on what the user has learned (e.g., information on the target character owned by the user). In this case, the other information may be stored in a memory unit (the server memory unit 14 or the device memory unit 18) of an information processing device (the server device 11 or the terminal device 12) that executes game processing based on that information. For example, if all of the game processing based on the other information is executed by the terminal device 12, the other information may be stored only in the device memory unit 18.
[0098] Furthermore, for example, a computer, a mobile phone, or the like can be suitably used to function as the terminal device 12 or the server device 11. The terminal device 12 or the server device 11 can be realized by storing a program describing the processing content for realizing each of the above functions in an accessible storage unit, and reading and executing the program using a CPU.
[0099] The inventions described in the claims of the original application of this application are as follows: [1] an information processing device that executes processing of a game including game content in which a battle is conducted using a deck including a plurality of game media, the deck including a first game medium and a second game medium different from the first game medium; a function of storing in a storage unit game media identification information that identifies each of a plurality of target game media that activate each of the plurality of combo skills, in association with a combo skill ID that identifies each of the plurality of combo skills, and activation timings determined for each of the plurality of combo skills; a function of progressing the game content by making the first game medium among the plurality of game media an object of operation by the user while making the second game medium an object of operation by the user; a function of processing a cooperation effect generated by the activation of the first cooperation skill when a predetermined activation timing is met for a first cooperation skill activated by a plurality of target game media including the first game medium and the second game medium among the plurality of cooperation skills, and when all of the game media constituting the plurality of target game media associated with a cooperation skill ID that identifies the first cooperation skill are included in the deck; A program that executes. [2] switching the user's operation target between the first game medium and the second game medium while the first coordination skill is being executed; [1] The program described in. [3] displaying the first game content and the second game content in the field area while the first combination skill is being executed; In response to completion of execution of the first combination skill, only the game medium that is the target of operation of the user out of the first game medium and the second game medium is displayed in the field area. [1] or [2]. [4] The program according to any one of [1] to [3], wherein the activation timing includes the first game medium becoming unable to battle in the game content. [5] The program described in [4], wherein the cooperative effect includes the second game medium putting the first game medium into a battle-ready state in the game content. [6] The program described in any one of [1] to [5], wherein the cooperation effect includes, in the game content, placing both the first game medium and the second game medium in the field area and having the second game medium fight alongside the first game medium. [7] The program described in any one of [1] to [6], wherein the coordination effect includes displaying images associated with the first game medium and the second game medium in a manner different from images associated with the multiple game media other than the first game medium and the second game medium. [8] and causing the information processing device to further execute a function of selecting one of a plurality of combination skill candidates extracted from the plurality of combination skills in accordance with a combination of the first game medium and the second game medium, The program described in any one of [1] to [7], wherein the collaboration effect includes an effect associated with one selected first collaboration skill. [9] The program according to [8], wherein each of the candidates is assigned a priority.
[10] The program according to [8] or [9], wherein a probability is set for each of the candidates, and one of the candidates is selected according to the probability.
[11] The program described in any one of [1] to
[10] , wherein the activation timing includes the first game medium performing a predetermined number of consecutive attacks.
[12] The program according to any one of [1] to
[11] , wherein the activation timing includes the first game medium executing a counter attack on an enemy character in battle.
[13] further executing a function in the information processing device to display the second game medium in the field area and have the second game medium participate in the battle when an operation button is selected; the activation timing includes the second game medium participating in the battle in response to the selection of the operation button; [1] The program according to any one of [1] to
[12] .
[14] A program described in any one of [1] to
[13] , in which a maximum number of times is set for the first combination skill, and the combination effect is processed if the combination effect has not been performed a number of times exceeding the maximum number of times.
[15] 1. A control method for an information processing device that executes processing of a game including game content in which a battle is conducted using a deck including a plurality of game media, the deck including a first game media and a second game media different from the first game media, a step of storing in a storage unit game medium identification information that identifies each of a plurality of target game media that will activate each of the plurality of combination skills, in association with a combination skill ID that identifies each of the plurality of combination skills, and activation timings determined for each of the plurality of combination skills; progressing the game content by making the first game medium among the plurality of game media an object of operation by a user while making the second game medium an object of operation by a user; a step of processing a coordination effect generated by the activation of the first coordination skill when a predetermined activation timing is met for a first coordination skill among the plurality of coordination skills that is activated by a plurality of target game media including the first game medium and the second game medium, and when all of the game media that make up the plurality of target game media that are associated with a coordination skill ID that identifies the first coordination skill are included in the deck.
[16] An information processing device that executes processing of a game including game content in which a battle is conducted using a deck including a plurality of game media, the deck including a first game media and a second game media different from the first game media, a control unit; The control unit storing, in a storage unit, game media identification information identifying each of a plurality of target game media that activate each of the plurality of combo skills, in association with a combo skill ID that identifies each of the plurality of combo skills, and activation timings determined for each of the plurality of combo skills; progressing the game content by making the first game medium among the plurality of game media an object of operation by the user while making the second game medium an object of operation by the user; An information processing device that processes a coordination effect generated by the activation of a first coordination skill when a predetermined activation timing is met for a first coordination skill activated by multiple target game media including the first game medium and the second game medium among the multiple coordination skills, and when all of the game media constituting the multiple target game media that are associated with a coordination skill ID that identifies the first coordination skill are included in the deck. [Explanation of symbols]
[0100] 10. Game System 11 Server equipment 12 Terminal Equipment 13 Server Communication Unit 14 Server storage unit 15 Server control unit 16 Network 17 Terminal communication unit 18 Terminal memory section 19 Display section 20 Input section 21 Terminal control unit 30 Enemy Characters 31 gauge 32 Team Attack Button 41,41a Icon 110 User Information 111 Card information 112 Collaboration Skill Information 113 Game Status Information 191 Field Area 192 Areas other than the field
Claims
1. an information processing device that executes processing of a game including game content in which a battle is conducted using a deck including a plurality of game media including a first game media and a second game media different from the first game media; a function of storing in a storage unit game media identification information that identifies each of a plurality of target game media that activate each of the plurality of combo skills, in association with a combo skill ID that identifies each of the plurality of combo skills, and activation timings determined for each of the plurality of combo skills; a function of progressing the game content by placing the first game content among the plurality of game contents in a field area while not placing the second game content in the field area; a function of displaying the second game content in an area other than the field area; a function of executing a team attack in response to the selection of an operation button, by displaying the second game medium that was displayed in an area other than the field area in the field area and having the second game medium participate in the battle; a function of processing a cooperation effect that occurs when a timing for activating a first cooperation skill among the plurality of cooperation skills is met, on the condition that all of the game media that make up the plurality of target game media that are associated with a cooperation skill ID that identifies the first cooperation skill are included in the deck; and A program that executes.
2. an information processing device that executes processing of a game including game content in which a battle is conducted using a deck including a plurality of game media including a first game media and a second game media different from the first game media; a function of storing in a storage unit game media identification information that identifies each of a plurality of target game media that activate each of the plurality of combo skills, in association with a combo skill ID that identifies each of the plurality of combo skills, and activation timings determined for each of the plurality of combo skills; a function of progressing the game content by making the first game medium among the plurality of game media an object of operation by the user while making the second game medium an object of operation by the user; a function of executing a team attack in response to the selection of an operation button, by displaying the second game medium that was displayed in an area other than the field area in the field area and having the second game medium participate in the battle; a function of processing a cooperation effect that occurs when a timing for activating a first cooperation skill among the plurality of cooperation skills is met, on the condition that all of the game media that make up the plurality of target game media that are associated with a cooperation skill ID that identifies the first cooperation skill are included in the deck; and A program that executes.
3. The activation timing determined for the first cooperation skill is satisfied in response to the execution of the team attack. The program according to claim 1 or 2.
4. The program according to claim 1 or 2, wherein an upper limit number of times is set for the first combination skill, and the combination effect is processed if the combination effect has not been performed a number of times exceeding the upper limit number of times.
5. The first cooperation skill has a predetermined occurrence probability, When a timing for activating the first cooperation skill is met, the first cooperation skill is activated according to the occurrence probability. The program according to claim 1 or 2.
6. and further executing a function of displaying a gauge that increases when a predetermined condition is met in the battle. The program according to claim 1 or 2.
7. the selection button becomes selectable in response to the gauge reaching a predetermined value; The program according to claim 1 or 2.
8. 1. A control method for an information processing device that executes processing of a game including game content in which a battle is conducted using a deck including a plurality of game media, the deck including a first game media and a second game media different from the first game media, a step of storing in a storage unit game medium identification information that identifies each of a plurality of target game media that will activate each of the plurality of combination skills, in association with a combination skill ID that identifies each of the plurality of combination skills, and activation timings determined for each of the plurality of combination skills; a step of progressing the game content by placing the first game content among the plurality of game contents in a field area while not placing the second game content in the field area; displaying the second game content in an area other than the field area; a step of executing a team attack in response to the selection of the operation button, in which the second game medium that was displayed in an area other than the field area is displayed in the field area and participates in the battle; a step of processing a combo effect generated by the activation of a first combo skill when a predetermined activation timing for a first combo skill among the plurality of combo skills is met, on the condition that all of the game media constituting the plurality of target game media associated with a combo skill ID that identifies the first combo skill are included in the deck.
9. 1. A control method for an information processing device that executes processing of a game including game content in which a battle is conducted using a deck including a plurality of game media, the deck including a first game media and a second game media different from the first game media, a step of storing in a storage unit game medium identification information that identifies each of a plurality of target game media that will activate each of the plurality of combination skills, in association with a combination skill ID that identifies each of the plurality of combination skills, and activation timings determined for each of the plurality of combination skills; progressing the game content by making the first game medium among the plurality of game media an object of operation by a user while making the second game medium an object of operation by a user; displaying the second game content in an area other than the field area; a step of executing a team attack in response to the selection of the operation button, in which the second game medium that was displayed in an area other than the field area is displayed in the field area and participates in the battle; a step of processing a combo effect generated by the activation of a first combo skill when a predetermined activation timing for a first combo skill among the plurality of combo skills is met, on the condition that all of the game media constituting the plurality of target game media associated with a combo skill ID that identifies the first combo skill are included in the deck.
10. 1. An information processing device that executes processing of a game including game content in which a battle is conducted using a deck including a plurality of game media, the deck including a first game media and a second game media different from the first game media, a control unit; The control unit storing, in a storage unit, game medium identification information identifying each of a plurality of target game media that activate each of the plurality of combination skills, in association with a combination skill ID that identifies each of the plurality of combination skills, and activation timings determined for each of the plurality of combination skills; progressing the game content by placing the first game content among the plurality of game contents in a field area while not placing the second game content in the field area; displaying the second game content in an area other than the field area; In response to the selection of the operation button, a team attack is executed in which the second game medium that was displayed in an area other than the field area is displayed in the field area and participates in the battle; When a predetermined activation timing for a first combination skill among the plurality of combination skills is met, an information processing device processes a combination effect that occurs by the activation of the first combination skill, on the condition that all of the game media that make up the plurality of target game media that are associated with a combination skill ID that identifies the first combination skill are included in the deck.
11. 1. An information processing device that executes processing of a game including game content in which a battle is conducted using a deck including a plurality of game media, the deck including a first game media and a second game media different from the first game media, a control unit; The control unit storing, in a storage unit, game medium identification information identifying each of a plurality of target game media that activate each of the plurality of combination skills, in association with a combination skill ID that identifies each of the plurality of combination skills, and activation timings determined for each of the plurality of combination skills; progressing the game content by making the first game medium among the plurality of game media an object of operation by a user while making the second game medium an object of operation by a user; displaying the second game content in an area other than the field area; In response to the selection of the operation button, a team attack is executed in which the second game medium that was displayed in an area other than the field area is displayed in the field area and participates in the battle; When a predetermined activation timing for a first combination skill among the plurality of combination skills is met, an information processing device processes a combination effect that occurs by the activation of the first combination skill, on the condition that all of the game media that make up the plurality of target game media that are associated with a combination skill ID that identifies the first combination skill are included in the deck.
Citation Information
Patent Citations
Game system, control method, and computer program
JP2016036598A
Game device and program
JP2016193101A
Game system, computer control method, and program
JP2016202418A