Program, game processing method, and game processing device

The program enhances user motivation in training games by implementing a first object setting process, progression process, and display process with dynamic panel interactions and effect settings, addressing the lack of innovative gameplay features.

JP2025168709AInactive Publication Date: 2025-11-12RUDEL INC
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Patent Information

Application Number
JP2024073366
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-04-30
Publication Date
2025-11-12
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing training games lack innovative gameplay features to enhance user motivation.

Method used

A program that implements a first object setting process, progression process on multiple panels with associated effects, and a display process that uses a common degree display mode for various effects, allowing users to set and develop objects in a game with dynamic panel interactions.

Benefits of technology

Increases user motivation by providing engaging gameplay through dynamic panel interactions and effect settings, enhancing the training experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To further enhance a user's motivation to play a game.SOLUTION: A program causes a computer to execute first object setting processing that accepts from a user the setting of a first object to be developed in a game, progression processing that progresses on multiple arranged panels in the game, and display processing that displays the multiple arranged panels. The multiple arranged panels are each associated with multiple effects related to the development of the first object. For each of the multiple effects, an effect type and an effect degree are set. For the effect degree, a degree display mode corresponding to the effect degree is set. The degree display mode is set commonly for the multiple different types of effects. The panels are displayed according to the degree display mode in the display processing.SELECTED DRAWING: Figure 8
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Description

[Technical Field]

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

[0002] Conventionally, there have been proposed training simulation games (hereinafter referred to as training games) in which a player trains a character in a game (see, for example, Patent Document 1). A player trains a character by having the character train in the game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7443450 Summary of the Invention [Problem to be solved by the invention]

[0004] It is known that in training games, players carry out training menus such as training in each turn, but there has been a demand for new gameplay features to further increase users' motivation to play the game.

[0005] The present disclosure aims to further increase users' motivation to play games. [Means for solving the problem]

[0006] One aspect of the present disclosure is a program for causing a computer to execute a first object setting process that accepts from a user the setting of a first object to be developed in a game, a progression process that progresses on multiple panels that are arranged in the game, and a display process that displays the multiple panels, wherein the multiple panels are each associated with multiple effects related to the development of the first object, each of the multiple effects is set with a type of effect and a degree of effect, the degree of effect is set with a degree display mode that corresponds to the degree of the effect, the degree display mode is set commonly for multiple different types of effects, and in the display process, the panels are displayed according to the degree display mode. [Effects of the Invention]

[0007] According to the present disclosure, it is possible to further increase the user's motivation to play games. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a diagram illustrating an example of a configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a game server according to the present embodiment. [Figure 3] FIG. 2 is a diagram illustrating a hardware configuration of an example of a user terminal according to the present embodiment. [Figure 4] FIG. 10 is a diagram showing an example of a home screen of the training game according to the present embodiment. [Figure 5] FIG. 10 is a diagram showing an example of a selection screen for a character to be trained in the training game according to the present embodiment. [Figure 6] FIG. 10 is a diagram showing an example of a formation screen at the start of training in the training game according to the present embodiment. [Figure 7] FIG. 10 is an example diagram illustrating the progression of a training scenario consisting of multiple turns. [Figure 8] FIG. 2 is a functional block diagram of an example of a user terminal according to the present embodiment. [Figure 9] 10 is a flowchart illustrating an example of a processing procedure of the game system according to the present embodiment. [Figure 10] 10 is a flowchart showing an example of a processing procedure in the game system according to the present embodiment, when the character to be trained advances one square as shown in S5 of FIG. 9 and executes a training menu in response to a selection by the user. [Figure 11] FIG. 10 is a diagram showing an example of an enlarged screen displayed by the square progression execution unit according to the present embodiment. [Figure 12] FIG. 10 is a diagram showing an example of an enlarged screen displayed by the square progression execution unit according to the present embodiment. [Figure 13] 10A and 10B are diagrams illustrating the types of squares displayed on the enlarged screen according to the embodiment; [Figure 14] FIG. 10 is a diagram illustrating a list of icons indicating effects associated with each of a plurality of squares according to the present embodiment. [Figure 15] 10 shows an example of a screen that is displayed when a character to be trained advances to a square where a special training card appears in the game system according to this embodiment. [Figure 16] 10 shows an example of a screen that is displayed when an event is associated with the progressed square in the game system according to the present embodiment. [Figure 17] 10 shows an example of a screen that is displayed when progressing to a rare training square in the game system according to this embodiment. [Figure 18] 10 shows an example of a screen displaying the lottery results when progressing to an EX bonus square in the game system according to the present embodiment. [Figure 19] 10 shows an example screen displaying the lottery results when progressing to specific status bonus squares (all) in the game system according to this embodiment. [Figure 20] 10 is a diagram illustrating a training screen in which a character to be trained executes a training menu in the game system according to the present embodiment. FIG. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings.

[0010] [Game System] Fig. 1 is a configuration diagram of an example of a game system 1 according to this embodiment. The game system 1 shown in Fig. 1 includes a game server 10 and one or more user terminals 12. The game server 10 and the user terminals 12 are connected to each other via a network 18 so as to be able to communicate with each other.

[0011] The network 18 is, for example, the Internet. However, the network 18 is not limited to the Internet, and may be anything that can connect the game server 10 and one or more user terminals 12 so that they can communicate with each other. The network 18 may be, for example, a dedicated line, a public line, a LAN (Local Area Network), or the like. The network 18 may also be a combination of the Internet, a dedicated line, a public line, a LAN, or the like.

[0012] The game server 10 is realized by, for example, a personal computer, a workstation, or cloud computing. The game server 10 transmits and receives data to and from the user terminal 12, thereby providing the user terminal 12 with functions necessary for the game.

[0013] The user terminal 12 is realized by, for example, a personal computer, a game console, a smartphone, a mobile phone, a tablet terminal, an arcade game machine, etc. The user terminal 12 accepts operations from a user playing a game and allows the user to play the game.

[0014] The game server 10 is an example of a game processing device. The user terminal 12 is also an example of a game processing device. The game processing device may be the game server 10 and the user terminal 12 that are capable of communicating with each other.

[0015] [Hardware configuration] Fig. 2 is a hardware configuration diagram of an example of the game server 10 according to this embodiment. The game server 10 shown in Fig. 2 has a CPU (Central Processing Unit) 20, a ROM (Read Only Memory) 21, a RAM (Random Access Memory) 22, an auxiliary storage device 23, and a communication control unit 24. The CPU 20, the ROM 21, the RAM 22, the auxiliary storage device 23, and the communication control unit 24 are connected via a bus line 25.

[0016] The CPU 20 executes programs such as a game program and controls the entire game server 10. The ROM 21 stores programs necessary for controlling the game server 10, such as a BIOS (Basic Input Output System). The auxiliary storage device 23 is a storage device that stores programs such as a game program and various data used by the programs. The auxiliary storage device 23 is, for example, an HDD (Hard Disk Drive) or an SSD (Solid State Drive). The RAM 22 is a main storage device for the CPU 20 to work on.

[0017] The communication control unit 24 controls communication with the user terminal 12 via the network 18. The communication control unit 24 is, for example, a communication device such as a network card that controls communication.

[0018] Fig. 3 is a hardware configuration diagram of an example of a user terminal 12 according to this embodiment. The user terminal 12 shown in Fig. 3 includes a CPU 30, a ROM 31, a RAM 32, an image processing unit 33, a display unit 34, an audio processing unit 35, an audio input unit 36, an audio output unit 37, an auxiliary storage device 38, a communication control unit 39, an operation input unit 40, and a recording medium drive 41. The CPU 30, the ROM 31, the RAM 32, the image processing unit 33, the display unit 34, the audio processing unit 35, the audio input unit 36, the audio output unit 37, the auxiliary storage device 38, the communication control unit 39, the operation input unit 40, and the recording medium drive 41 are connected via a bus line 42.

[0019] The CPU 30 executes programs such as a game program and controls the entire user terminal 12. The ROM 31 stores programs such as BIOS necessary for controlling the user terminal 12. The auxiliary storage device 38 is a storage device that stores programs such as a game program and various data used by the programs. The RAM 32 is a main storage device for the CPU 30 to work in.

[0020] The image processing unit 33 controls the display unit 34 in accordance with instructions from the CPU 30, and displays an image on the screen of the display unit 34. The display unit 34 is a display device such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 34 may be built into the user terminal 12, or may be externally connected to the user terminal 12.

[0021] The audio processing unit 35 converts an analog audio signal input from the audio input unit 36 ​​into a digital audio signal. The audio processing unit 35 also generates an analog audio signal in accordance with instructions from the CPU 30 and outputs it to the audio output unit 37. The audio input unit 36 ​​is an input device such as a microphone that is built into or externally attached to the user terminal 12. The audio output unit 37 is an output device such as a speaker that is built into or externally attached to the user terminal 12. The communication control unit 39 controls communication with the game server 10 via the network 18.

[0022] The operation input unit 40 accepts operation input from the user and outputs a signal corresponding to the operation input to the CPU 30 via the bus line 42. The operation input unit 40 is, for example, a touch panel, a touch pad, a controller, a mouse, or a keyboard. Note that the voice input unit 36 ​​may accept operation input by voice using known voice recognition technology.

[0023] The recording medium drive 41 is a device that reads data from a recording medium 43, such as a CD (Compact Disk), a DVD (Digital Versatile Disc), a BD (Blu-ray Disk), an HDD, or an SSD. For example, the recording medium 43 reads a program, such as a game program, to be installed in the user terminal 12 from the recording medium 43.

[0024] [Game Overview] In this embodiment, an example of a training game in which a warrior character who fights is trained will be described as an example of a game in which a training object is trained. The training object is not limited to a warrior character. The training object is not limited to training a character for combat, but may be, for example, a character from a sports game such as soccer, baseball, or tennis. The training object may be a character from a game of various genres, such as a role-playing game, a simulation game, or an adventure game. The training object may be a group of characters from multiple games (for example, a unit, etc.). Furthermore, the training object is not limited to a character, but may be any object that can be trained in the game.

[0025] In the training game according to this embodiment, a military commander character (hereinafter referred to as a character to be trained), which is an example of a character to be trained, is trained in the game and fights in order to train the military commander. The character to be trained is an example of a first object.

[0026] A character to be trained has multiple parameters, such as strength, stamina, intelligence, courage, leadership (power), and charm. The multiple parameters are an example of an indicator of the strength of the character to be trained, and may also be referred to as status. The multiple parameters of the character to be trained increase by executing a training menu for the character to be trained, for example, in a training scenario for training the character to be trained. The training menu is an example of a training menu.

[0027] The training menu includes, for example, martial arts, martial arts training, military training, meditation, etc. The parameters that increase by executing a training menu vary depending on the type of training menu.

[0028] In the training game according to this embodiment, a plurality of squares (an example of a panel) are placed from the start to the end of the game, and the character to be trained progresses through these squares. In the training game according to this embodiment, the character to be trained progresses through the plurality of placed squares, one square at a time. Then, in the training game according to this embodiment, the character to be trained undergoes training or battle each time the character progresses one square. In the training game according to this embodiment, like a board game, the training of the character to be trained is completed when the character to be trained progresses to the end (goal) of the plurality of squares.

[0029] For example, the user selects a training menu or a rest menu in each of the multiple squares and causes the character to perform the training indicated in the training menu. The user progresses the character along the multiple squares while selecting a training menu for the character to perform in each of the multiple squares so that the parameters of the character to be trained approach ideal parameters.

[0030] In the training game according to this embodiment, the displayed screen changes in response to a user operation. Fig. 4 is a diagram showing an example of a home screen of the training game according to this embodiment.

[0031] 4, a training selection button 1001 and an exercise selection button 1002 are displayed as buttons for starting a game. Furthermore, the home screen 1000 displays a first screen switching button 1011, a second screen switching button 1012, a third screen switching button 1013, a fourth screen switching button 1014, and a fifth screen switching button 1015 as buttons for switching screens.

[0032] In the example shown in FIG. 4, the third screen switching button 1013 is selected, and the home screen 1000 corresponding to the third screen switching button 1013 is displayed.

[0033] The first screen switching button 1011, the second screen switching button 1012, the fourth screen switching button 1014, and the fifth screen switching button 1015 are buttons for switching from the home screen 1000 to other screens. The screen to which the user moves when the first screen switching button 1011, the second screen switching button 1012, the fourth screen switching button 1014, or the fifth screen switching button 1015 is pressed may be any screen. Examples of destination screens include a screen for adding a warrior, various items, scene cards, etc., and a screen for checking the warriors (characters), scene cards, etc. that the user owns. In this way, the user can check various information by pressing the first screen switching button 1011, the second screen switching button 1012, the third screen switching button 1013, the fourth screen switching button 1014, or the fifth screen switching button 1015.

[0034] In this embodiment, a case where the training selection button 1001 is accepted for pressing will be described. In the training game according to this embodiment, when the training selection button 1001 is accepted for pressing, a training scenario is started. Furthermore, in the training game according to this embodiment, when the training selection button 1001 is accepted for pressing, multiple training scenarios may be displayed as selectable, and when the user selects one of the multiple training scenarios, the training scenario whose selection was accepted may be started. In the training game according to this embodiment, after a training scenario is selected, the screen transitions to a selection screen for a character to be trained.

[0035] In the training game according to this embodiment, the user can select a character to be trained from the characters they own. FIG. 5 is a diagram showing an example of a selection screen for characters to be trained in the training game according to this embodiment. Note that "ownership" may mean that the character is linked to the user's ID. Characters such as military commanders and scene cards can be acquired as game rewards or through so-called gacha.

[0036] 5, the selection of a character to be trained is accepted from a display area 1054 showing a list of owned characters. On the selection screen 1050, a field 1054A is selected.

[0037] When field 1054A is selected, an enlarged image 1051 of the selected character, the status 1052 of the selected character, and the name, level, etc. 1053 of the selected character are displayed. The user checks these contents and decides whether or not to train the character.

[0038] Also, to support the search for characters to be trained, an item 1055 is displayed for narrowing down the characters using a filter.

[0039] The selection screen 1050 displays a back button 1057 and a next button 1056. In the training game according to this embodiment, when the back button 1057 is pressed, control is performed to return to the previously displayed screen (for example, the home screen 1000).

[0040] In the training game according to this embodiment, when the Next button 1056 is pressed, the currently selected character is determined to be the character to be trained, and control is exercised to move to the next screen (the organization screen 1100 shown in FIG. 6).

[0041] The selection screen 1050 also displays a first screen switching button 1011, a second screen switching button 1012, a third screen switching button 1013, a fourth screen switching button 1014, and a fifth screen switching button 1015 as buttons for switching between screens. The screen switching buttons 1011 to 1015 are the same as those in Fig. 4, and a description thereof will be omitted. In the screens shown below, the screen switching buttons 1011 to 1015 are the same, and a description thereof will be omitted.

[0042] In the training game according to this embodiment, the training effect of the training menu on the character to be trained varies depending on the formation selected by the user at the start of training. Figure 6 is a diagram showing an example of the formation screen at the start of training in the training game according to this embodiment.

[0043] The formation screen 1100 shown in Fig. 6 is an example of a screen on which the user forms a formation for training a character to be trained that has been selected by the user. The formation screen 1100 shown in Fig. 6 includes a formation name display field 1101, a support general selection field 1102, and a scene card selection field 1103.

[0044] The formation name display field 1101 is a field for displaying the name of the combination of the support general and scene card selected on the formation screen 1100. The name displayed in the formation name display field 1101 can be edited by the user.

[0045] The auxiliary general selection field 1102 displays the auxiliary general selected by the user to change the effect of training through the training menu for the character to be trained. The user can select the auxiliary general to use for training from the generals they own or the generals of other users. For example, the user can select four auxiliary generals from multiple generals they own and one auxiliary general from another user. Note that in this embodiment, other users may refer to users other than the user, and may include, for example, users who are not registered as friends.

[0046] The scene card selection field 1103 displays the scene card selected by the user to change the effect of training the character to be trained through the training menu. For example, the user can select and set up to three scene cards that they own. Note that the specification may also be such that the user can select scene cards to use for training from scene cards owned by other users, regardless of whether they are registered as friends.

[0047] In addition, the user can automatically organize the auxiliary generals displayed in the auxiliary general selection field 1102 and the scene cards displayed in the scene card selection field 1103 by pressing the ``Automatic Organization'' button 1110 on the organization screen 1100.

[0048] The auxiliary generals displayed in the auxiliary general selection field 1102 and the scene cards displayed in the scene card selection field 1103 are examples of second objects. The auxiliary generals and scene cards affect the parameter fluctuations of the character being trained through the training menu. The formation at the start of training shown in Figure 6 may also be referred to as a unit or an army. Note that on the formation screen 1100 shown in Figure 6, five auxiliary generals can be selected, and four auxiliary generals have been selected. Also, on the formation screen 1100 shown in Figure 6, three scene cards can be selected, and one scene card has been selected. Note that the number of auxiliary generals and scene cards on the formation screen 1100 shown in Figure 6 is shown as an example, and does not limit the number of auxiliary generals and scene cards.

[0049] A training menu card is associated with each auxiliary general and scene card. The training menu cards associated with the auxiliary general and scene cards are special training menu cards that allow the player to perform a specific training menu that has a higher training effect than the normal training menu. The special training menu cards are displayed in place of (or superimposed on) normal martial arts cards (an example of a normal training menu card) on the training screen (see Figure 20) described below, for example, and are displayed as martial arts cards that are a different color from the normal ones, such as gold. The same applies to training menu cards other than martial arts cards.

[0050] By forming the training start formation shown in FIG. 6, the special training menu card associated with the support general and scene card is displayed by lottery as one of the training menu cards that the user can select. The lottery involves selecting one option from the multiple options based on the probability of occurrence, with multiple options having a set probability of occurrence. For example, in a training game, if a special training menu card is selected by lottery in each turn, it is displayed as a training menu card and can be executed. Conversely, if the special training menu card is not selected by lottery, it is not displayed and cannot be executed in that turn.

[0051] FIG. 7 is a diagram illustrating an example of the progression of a training scenario consisting of multiple turns. FIG. 7 shows an example of a training scenario with a total of 30 turns from start to finish, with the training game progressing from the 30th turn to the last turn. In the training scenario, multiple squares are arranged in a line, like a board game, and as shown in FIG. 7, the character to be trained advances one square per turn, and training or battles take place in each square. When the character to be trained advances one square, it is possible to rest to restore the character's stamina instead of training. Note that if the turn is extended, the number of turns may exceed 30, in which case the number of squares also increases. The extension of the turn may occur due to the effects of squares, events, the effects of special training menus, etc.

[0052] In this embodiment, an example will be described in which multiple squares are arranged in a straight line, like a board game, from the start to the end of a training scenario. However, this embodiment does not limit the panels arranged from the start to the end of a training scenario to (rectangular) squares, and panels of any shape, such as round, triangular, or polygonal, may be used. Furthermore, this embodiment is not limited to a method of arranging multiple squares in a straight line, and any shape may be used as long as the squares are continuous from the start to the end of the training scenario.

[0053] As shown in FIG. 7, squares for battles are also provided in multiple squares arranged from the start to the end of the training scenario. A battle takes place when a character to be trained advances to that square. A battle event is an example of an event in which a character to be trained is used. The timing at which a battle event (hereinafter referred to as a battle) occurs may be a predetermined turn or a randomly determined turn. The timing at which a battle occurs may also be a combination of a predetermined turn and a randomly determined turn. In the example shown in FIG. 7, battles as events occur in the squares with 27 turns, 24 turns, and 1 turn remaining.

[0054] As shown in Figure 7, a branch occurs in the middle of multiple squares arranged in a straight line from the start to the end of the training scenario. In a turn where a branch occurs, the user selects one of the multiple squares. Each of the multiple selectable squares has a different effect. The user refers to the effect displayed in each of the multiple squares and selects the square that they determine is appropriate for training the character to be trained.

[0055] The square branching may occur at a predetermined turn or at a randomly determined turn. In this embodiment, the squares rejoin the same square at the turn following the square branching. Note that this embodiment is not limited to the method of rejoining the same square at the turn following the square branching, and the squares may rejoin after multiple turns have passed, or may not rejoin until the end (goal).

[0056] In the example shown in FIG. 7, square branching occurs with 28 turns remaining and 25 turns remaining. For example, with 28 turns remaining, the user is presented with square progression 701 to the first square and square progression 702 to the second square. The user compares the effect of the first square with the effect of the second square and selects square progression 702 to the second square. The game system 1 advances the character to be trained to the second square in accordance with the user's selection. The effects associated with the squares will be described later.

[0057] For example, with 25 turns remaining, the user is presented with two options: moving to the first square 711 and moving to the second square 712. The user compares the effect of the first square with the effect of the second square and selects moving to the first square 711. The game system 1 advances the character to be trained to the first square in accordance with the user's selection.

[0058] [Functional configuration and processing] The user terminal 12, which is an example of a game processing device that realizes the training game according to this embodiment, has, for example, the functional configuration shown in Fig. 8. Fig. 8 is a functional block diagram of an example of the user terminal 12 according to this embodiment.

[0059] The user terminal 12 of this embodiment has an input management unit 50, an output management unit 52, a communication management unit 54, a possessed object management unit 56, a first object setting unit 60, a second object setting unit 62, a square generation unit 63, a square progress execution unit 64, a square bonus state generation unit 66, a development menu execution unit 68, a bonus granting unit 70, a first increase unit 74, a second increase unit 76, and a control unit 80.

[0060] The input management unit 50, output management unit 52, communication management unit 54, owned object management unit 56, first object setting unit 60, second object setting unit 62, square progression execution unit 64, square bonus state generation unit 66, development menu execution unit 68, bonus granting unit 70, first increase unit 74, and second increase unit 76 are realized by the CPU 30 of the user terminal 12 executing a program such as a game program related to this embodiment.

[0061] The input management unit 50 notifies the control unit 80 of operation inputs and the like made by the user to the operation input unit 40. The output management unit 52 outputs the results of processing in response to the operation inputs and the like made by the user from the display unit 34 and the audio output unit 37. The communication management unit 54 communicates with the game server 10 via the communication control unit 39.

[0062] The owned object management unit 56 stores and manages information on characters, auxiliary generals, and scene cards owned by the user in the game, for example, in the RAM 32 or the auxiliary storage device 38. Characters are an example of a first object that can be selected as a target for development. Auxiliary generals and scene cards are examples of second objects that affect the change in parameters due to development of the target character.

[0063] The first object setting unit 60 accepts from the user the setting of a character to be developed from among the characters owned by the user in the game. The second object setting unit 62 accepts from the user the setting of a support general and a scene card from among the characters owned by the user in the game. Note that the second object setting unit 62 may also accept from the user the setting of a support general and a scene card owned by another user (e.g., a friend) in the game.

[0064] The square generation unit 63 generates a plurality of squares from the start to the end (goal) of the training scenario. The plurality of squares from the start to the end may all be generated at the start of the training scenario, or squares may be generated as the turns progress. Furthermore, the square generation unit 63 generates square branches from the plurality of squares from the start to the end of the training scenario at preset turns or randomly. Furthermore, when a turn is extended, the square generation unit 63 generates squares according to the number of extended turns.

[0065] The square generation unit 63 also associates with each generated square a plurality of effects related to the development of the character to be developed. The number of associated effects may be determined according to the training event, or may be random. Each of the plurality of effects will be described later.

[0066] The square progression execution unit 64 includes a square selection receiving unit 64a, and executes a process of advancing the character to be trained one square at a time in each of a plurality of turns. In the training game according to this embodiment, the character to be trained advances one square per turn. Note that this embodiment is not limited to an example in which the character to be trained advances one square per turn, and the character may advance multiple squares per turn by, for example, rolling a dice.

[0067] When a square branch exists in the current turn, the square selection receiving unit 64a receives the selection of one of the multiple branching squares via the operation input unit 40. The operation input unit 40 is, for example, a touch panel, and receives taps on squares displayed on the display unit 34. Note that, in this embodiment, a case will be described in which a square to proceed to is selected from two squares as a square branch, but the square branch is not limited to two, and a square branch with three or more squares is also possible.

[0068] When the squares branch off, the square progression execution unit 64 executes a process of progressing the character to be trained to one of the branched squares for which the square selection acceptance unit 64a has accepted a selection from the user.

[0069] The square privilege state generating unit 66 generates an effect associated with the square each time the character to be trained advances one square. The generated effect will be described later. The generated effect may also be applied to a training menu that can be selected on the square.

[0070] The training menu execution unit 68 includes a menu selection receiving unit 68a, and executes the processing of a training menu, which will be described later, in each of a plurality of turns.

[0071] The training menu execution unit 68 displays a plurality of training menu cards in a selectable manner on the display unit 34. The menu selection receiving unit 68a receives the selection of one of the plurality of training menu cards via the operation input unit 40. Then, the training menu execution unit 68 executes the processing of the training menu corresponding to the training menu card for which the selection has been received.

[0072] When a mass effect is given to the training menu card that has been selected, the benefit giving unit 70 performs a process of making the character to be trained acquire a benefit corresponding to the given mass effect by drawing lots or the like.

[0073] When the training menu processing is executed, the first increase unit 74 increases the additional value of the parameters obtained by the character to be trained according to the mass effect given to the training menu and the result of the lottery for the increase rate that is conducted each time the training menu is selected.

[0074] The second increase unit 76 increases the status of the character to be trained by adding the parameter value obtained by the character to be trained through battles. Note that the second increase unit 76 according to this embodiment may draw a lottery to determine the rate of increase before increasing the status, and adjust the added value according to the result of the lottery.

[0075] Based on user input to the operation input unit 40, the control unit 80 controls the input management unit 50, output management unit 52, communication management unit 54, owned object management unit 56, first object setting unit 60, second object setting unit 62, square generation unit 63, square progress execution unit 64, square bonus state generation unit 66, development menu execution unit 68, bonus granting unit 70, first increase unit 74, and second increase unit 76 to perform various processes.

[0076] 8 is an example, and part of the functional configuration may be included in the game server 10. In the game system 1 according to the present embodiment, the game server 10 may include, for example, the owned object management unit 56, the first object setting unit 60, the second object setting unit 62, the square generation unit 63, the square progress execution unit 64, the square bonus state generation unit 66, the training menu execution unit 68, the bonus granting unit 70, the first increment unit 74, and the second increment unit 76 of the functional configuration shown in FIG. 8, and the user terminal 12 may use the results of processing by the game server 10.

[0077] FIG. 9 is a flowchart showing an example of a processing procedure of the game system 1 according to this embodiment.

[0078] The control unit 80 according to this embodiment receives a selection of a training scenario for the training game via the operation input unit 40 of the user terminal 12 (S1).

[0079] Next, the first object setting unit 60 accepts a selection (setting) of a character to be raised from among characters owned by the user in the raising game via the operation input unit 40 of the user terminal 12 (S2).

[0080] The second object setting unit 62 accepts the selection of a support general from characters owned by the user or other users in the training game, and a selection from scene cards owned by the user or other users (S3) via the operation input unit 40. The second object setting unit 62 accepts the selection (setting) of the support general and scene cards from, for example, the formation screen 1100 shown in FIG.

[0081] The square generation unit 63 arranges (generates) multiple squares from the start to the end of the selected training scenario, and determines an effect (square effect) related to the training of the character to be trained for each arranged square (S4). Note that the generated multiple squares may include squares with no associated effect. While FIG. 9 shows an example of generating multiple squares from the start to the end at the start of training, a procedure of generating squares each time a square progresses may also be used.

[0082] The square progression execution unit 64 executes a process to advance the character to be trained by one square, and the training menu execution unit 68 executes the training menu and event selected by the user (S5). The events that occur here include events associated with squares, such as (guerrilla) events due to effects associated with squares, or battles associated with squares. The events that occur here may also include events unrelated to squares, such as events linked to a scenario, or events linked to a supporting general or scene card participating in the training menu executed in that turn. There may also be turns in which no events occur.

[0083] The square progression execution unit 64 determines whether or not the processing of all squares has been completed due to the progression of the character to be trained (S6). If it is determined that the processing of all squares has not been completed (S6: NO), the processing of S5 is executed again.

[0084] On the other hand, when the square progression execution unit 64 determines that processing of all squares has been completed due to the progression of the character to be trained (S6: YES), it ends the training scenario of the training game according to this embodiment.

[0085] 9, in the training game according to this embodiment, a square progression process and a training menu execution process are executed for each of a plurality of turns. Then, the training menu execution unit 68 reflects the square effect associated with the progress destination square in the training menu for each of the plurality of turns. The training menu to be reflected will be described later.

[0086] Fig. 10 is a flowchart showing an example of the processing procedure in the game system 1 according to this embodiment, when the character to be trained advances one square and executes a training menu in response to a selection by the user, as shown in S5 of Fig. 9. Note that when the character to be trained advances one square and executes an event associated with the advanced square, the same processing procedure is performed and the description thereof will be omitted.

[0087] The square progression execution unit 64 displays an enlarged screen for the character to be trained to progress through the squares (S11). The enlarged screen to be displayed differs depending on whether the square to which the character is to progress (hereinafter also referred to as the progress square) branches off or not. The square progression execution unit 64 determines whether the progress square branches off or not (S12-1). If it is determined that the progress square branches off (S12-1: YES), the square selection receiving unit 64a receives the selection of one of the multiple progress squares (S12-2).

[0088] When the selection is accepted, the square progress execution unit 64 performs a movement display to move the character to be trained one square to the progress square for which the selection is accepted (S13).

[0089] On the other hand, when the square progress execution unit 64 determines that no branch has occurred (S12-1: NO), a movement display is performed in the progress square to move the character to be trained forward by one square (S13). Next, the enlarged screen will be specifically described.

[0090] 11 is a diagram showing an example of an enlarged screen 1150 displayed by the square progression execution unit 64 according to this embodiment. On the enlarged screen 1150 shown in FIG. 11, an image 1156 showing the character to be trained progresses over squares 1152 to 1155. Square 1152 is a square that has already been progressed (passed), square 1153 is a square where the character to be trained currently exists (is located), square 1154 is a square to which the character to be trained will progress in the current turn, and square 1155 is a square to which the character to be trained will progress in the next turn. The number of squares displayed on the enlarged screen shown in FIG. 11 is shown as an example, and the number of squares displayed may vary depending on the implementation.

[0091] 11, an icon 1154a representing a mass effect associated with the mass 1154 is displayed above the mass 1154. Also, an icon 1155a representing an event (battle) associated with the mass 1155 is displayed above the mass 1155.

[0092] Furthermore, a specific explanation of the square effect associated with the square 1154 to be progressed in the current turn is displayed in the field 1151. Therefore, the user can recognize what effect the character to be trained will obtain when it progresses through the square.

[0093] 11, when the square selection receiving unit 64a receives a tap (press) on a square 1154 via the operation input unit 40, the square progression executing unit 64 executes a process of progressing the character to be trained to the square 1154. Specifically, the square progression executing unit 64 may display an animation in which an image 1156 representing the character to be trained moves to the square 1154.

[0094] Fig. 12 is a diagram showing an example of an enlarged screen 1200 displayed by the square progression execution unit 64 according to this embodiment. The enlarged screen 1200 shown in Fig. 12 differs from the enlarged screen 1150 shown in Fig. 11 in that square branching has occurred.

[0095] 12, an image 1207 showing the character to be trained progresses on squares 1201 to 1206. Squares 1201 and 1202 are squares that the character has already progressed (passed), and square 1203 is the square where the character to be trained currently exists (is located). Squares 1204 and 1205 are squares where the character to be trained branches off to progress in the current turn.

[0096] The character to be trained can only progress to either square 1204 or square 1205.

[0097] An icon 1204a representing the effect associated with the square 1204 is displayed above one of the branching squares 1204, and an icon 1205a representing the effect associated with the square 1205 is displayed above the other branching square 1205.

[0098] The square selection receiving unit 64a receives a selection of either square 1204 or square 1205 via the operation input unit 40, and then when it receives a tap (decision operation) on the selected square, it determines the square to proceed to.

[0099] Furthermore, in a state where a selection of either square 1204 or square 1205 has been accepted, column 1208 displays a specific description of the effect associated with the square that accepted the selection (square 1204 or square 1205). In the example shown in FIG. 12, a specific description of the effect of square 1205 is displayed. Therefore, the user can refer to the effects displayed in the two selectable squares and select a square that has an appropriate effect for the character to be trained that is currently being trained. As will be described later, the user can roughly grasp the effects of square 1204 and square 1205 simply by visually checking icon 1204a and icon 1205b.

[0100] When the square to advance to is determined, the square advancement execution unit 64 executes a process to advance the character to be trained to the determined square. Specifically, the square advancement execution unit 64 may display an animation in which the image 1207 representing the character to be trained moves to the determined square (square 1204 or square 1205).

[0101] Square 1206 is the square to which the character to be trained will advance in the next turn. In other words, the square progression execution unit 64 according to this embodiment advances to one square selected by the user in the process of progressing between two branching squares, and then controls the progression so that the two branching squares merge back into the same square in the next turn.

[0102] An icon 1206a indicating the effect associated with the square 1206 is displayed above the square 1206. This allows the user to select either square 1204 or square 1205 while taking into consideration the effect that will be obtained in the next turn. Although the illustration is partially simplified in FIGS. 11 and 12, it is preferable that the degree (color) and type (shape) of the effect of an icon indicating the effect that will occur in each square that the player advances to be displayed at the top of the screen.

[0103] Next, the types of squares displayed on the enlarged screen will be described. FIG. 13 is a diagram illustrating the types of squares displayed on the enlarged screen according to this embodiment. As shown in FIG. 13, there are normal squares and extension squares. The normal squares include black squares that remain after the character being trained has progressed, and white squares where the character being trained is currently located or will progress to. Furthermore, there are light blue squares that serve as extension squares that are displayed when the character being trained has obtained an effect such as a turn extension. The example shown in FIG. 13 is an example of the colors of the squares, and the colors of the squares may be determined arbitrarily. Furthermore, the types of squares shown in FIG. 13 are merely examples, and there may be squares of types other than those shown in FIG. 13.

[0104] In this embodiment, a plurality of effects related to the development of the character to be developed are associated with the plurality of squares (an example of a panel). Each of the effects associated with a square is set with a type and a degree of the effect. Next, the icons indicating the type and degree of the effect will be described.

[0105] FIG. 14 is a diagram illustrating a list of icons indicating effects associated with each of a plurality of squares according to this embodiment.

[0106] In the icons representing effects shown in FIG. 14, the shape of the icon (an example of a type display mode) indicates the type of effect, and the color of the icon (an example of a degree display mode) corresponds to the degree of the effect.

[0107] In the example shown in FIG. 14, different icon shapes (one example of a type display mode) are set for a plurality of different types of effects.

[0108] Icons representing the type of effect include, but are not limited to, a "?" square, an EX bonus square, a specific status bonus square (stamina), a specific status bonus square (courage), a specific status bonus square (wisdom), a specific status bonus square (leadership), a specific status bonus square (charm), a specific status bonus square (strength), a rare training square, a square where a special training card appears, a battle square, and a square where morale consumption is reduced. For example, although not shown in FIG. 14, there may be squares that increase the probability of an effect occurring that significantly increases the status obtained through the training menu, which is associated with auxiliary generals and scene cards.

[0109] 14, the color of the icon is set as a display mode of the degree of effect corresponding to the degree of effect. Specifically, blue (an example of a first color) is set as the color display of the icon for the least degree of effect, red (an example of a second color) is set for degrees greater than blue, and gold is set for degrees greater than red.

[0110] In this embodiment, the appearance probability of an icon varies depending on its color, except for the battle square. For example, blue has the highest appearance probability, followed by red and gold. In other words, in this embodiment, the appearance probability of an icon with a low degree of effect is high, and the appearance probability decreases as the degree of effect increases.

[0111] As shown in FIG. 14, the degree of the effect is represented by blue, red, and gold, regardless of the type of effect. In other words, the color of the icon (an example of the degree display mode) is set in common for a plurality of different types of effects. Note that in this embodiment, an example will be described in which the color of the icon is used as the degree display mode, but the degree display mode is not limited to the color of the icon, and other display modes such as the blinking interval of the icon or an effect generated on the icon may also be used. Next, the types of icons will be specifically described.

[0112] The "?" squares are squares where guerrilla events linked to training scenarios, etc., occur. In this embodiment, the guerrilla events that occur and the status amounts or skills, etc., that can be obtained in the guerrilla events may differ depending on the color of the icon.

[0113] An EX bonus square is a square that generates an extra bonus in the training menu. In the training screen described below, an extra bonus may be generated for all training menus that the user can select, or may be generated for a specific training menu. When an extra bonus is generated, the multiplier of the status amount obtained by executing the training menu on that square increases. In this embodiment, the multiplier of the status amount obtained varies depending on the color of the icon of the EX bonus square. For example, a blue EX bonus square may increase the multiplier of the status amount obtained by 50% (one level), and a red EX bonus square may increase the multiplier of the status amount obtained by 100% (two levels). A specific explanation of the extra bonus will be given later. Note that this manner in which the status obtained increases (or the degree of effect increases) depending on the color of the square icon is also common to other types of squares.

[0114] The specific status bonus squares (stamina), (courage), (wisdom), (leadership), (charm), and (strength) are squares that generate bonuses (for example, additions to base values) for the specific status shown in parentheses when the training menu is executed. In this embodiment, the value of the bonus (for example, additions to base values) varies depending on the color of the icon.

[0115] Although not shown in Figure 14, there is also a specific status bonus square (all). The specific status bonus square (all) is a square that generates a bonus for all statuses when the training menu is executed. The specific status bonus square (all) also has different bonus values ​​(for example, additions to the base value) depending on the color of the icon.

[0116] The rare training squares are squares that increase the probability of generating special training menu cards associated with rare training menus, such as support generals and scene cards. In this embodiment, the degree of increase in the probability of generating training menu cards varies depending on the color of the icon on the rare training square.

[0117] The dedicated training card appearance square is a square where a dedicated training card appears. The dedicated training card can execute a specific training menu that has a higher training effect than the normal training menu. When a dedicated training card appears, one of the training menus (five training menus) that the user can select on the training screen described below will be switched to the training menu indicated by the dedicated training card.

[0118] In this embodiment, the cell-specific training menu card that appears varies depending on the color of the cell where the dedicated training card appears. For example, when proceeding to the cell where the dedicated training card appears, a cell-specific training menu card that matches the color of the cell where the dedicated training card appears may appear, or a lottery may be held based on the color of the cell where the dedicated training card appears, and a cell-specific training menu card that corresponds to the result of the lottery may appear.

[0119] For example, there may be three colors of square-specific training menu cards: blue, red, and gold, or there may be more than three colors (if a lottery is held). In the case of three colors, the effects of the square-specific training menu cards are, for example, blue < red < gold. The square-specific training menu cards vary the degree of increase in the status of the character being trained depending on the color of the card. Furthermore, the square-specific training menu cards may vary the skills that can be acquired depending on the color of the card. A square-specific training menu card of a color with high effectiveness (for example, gold) may have more useful skills than a color with low effectiveness (for example, blue).

[0120] Furthermore, if the square-specific training menu card is a highly effective color (for example, gold), it may have an effect such as extending a turn. When a square-specific training menu card with a turn extension effect is selected on the training screen described below, the extension square described above appears. The extension square may appear in any location, and may, for example, appear in front of a battle square that is located at the destination of the character being trained.

[0121] Furthermore, for each square-specific training menu card, an event may occur according to the color of the square-specific training menu card. For example, if the square-specific training menu card is gold, a special event corresponding to the character being trained may occur, and if the square-specific training menu card is blue, a general event corresponding to any character being trained may occur.

[0122] A battle square is a square where a battle linked to a training scenario takes place. The battle squares in this embodiment are placed at predetermined positions among multiple squares from the start to the end of the training scenario. The color of the battle square is also predetermined for each position. For example, early battle squares may be blue, mid-battle squares may be red, and late battle squares may be gold. In this embodiment, the color of the square itself varies depending on the color of the battle square's icon. For example, if a blue icon is displayed, the square itself is blue; if a red icon is displayed, the square itself is red; and if a gold icon is displayed, the square itself is gold. Note that this embodiment is not limited to an example in which battle squares are placed at predetermined positions, and they may be placed randomly.

[0123] The morale consumption reduction squares are squares that reduce the amount of morale consumed when a training menu is executed. Morale is set for characters to be trained in this embodiment. Morale is a parameter that is consumed each time a training menu is executed and a battle is fought. In this embodiment, the reduction rate of morale consumption varies depending on the color of the icon in the morale consumption reduction square. Morale is recovered if the character rests each turn without executing a training menu.

[0124] Then, in the enlarged screen display process, the square progression execution unit 64 displays squares including icons according to the above-mentioned shape (one example of a degree display mode) and color (type display mode). This embodiment describes an example in which the shape and color of the icon displayed in the square represent the type and degree of the effect. However, this embodiment is not limited to an example in which the shape and color of the icon displayed in the square represent the type and degree of the effect. For example, a method may be used in which only the color is displayed in the square and only the degree of the effect associated with the square is represented.

[0125] In this embodiment, an example has been described in which different colors are used to represent the degree of effect. However, this embodiment is not limited to the method of representing the degree of effect by color. As a modified example, different characters may be used to represent the degree of effect. In other words, a color or character display may be set to represent the degree of effect.

[0126] As a variant example, when different characters are used, for example, no character is set for the least degree of effect, "super" is set for a degree greater than when no character is set, and "intense" is set for a degree greater than "super." In this way, the degree of effect may be set in each square in the order of "no character" < "super" < "intense."

[0127] In this embodiment, when a character to be trained advances to a square, the character acquires an effect associated with the square. Furthermore, when the character to be trained advances to a square, a screen corresponding to the acquired effect may be displayed.

[0128] For example, the multiple panels arranged as a training scenario include squares on which square-specific training cards are placed, in other words, squares that enable the execution of a specified training menu. When a character to be trained advances to such a square, a screen corresponding to the effect associated with the square is displayed, indicating that the square-specific training card linked to the training scenario of the training game has been acquired. Note that this embodiment does not limit the training cards that can be acquired when advancing to a square to square-specific training cards linked to the training scenario, but may also be specified training cards unrelated to the training scenario. It is preferable that the training cards that can be acquired have stronger effects than normal training cards.

[0129] 15 shows an example of a screen that is displayed when a character to be trained advances to a square where a dedicated training card appears. The dedicated training card appearance screen 1250 shown in FIG. 15 is an example of a screen in which the character to be trained advances and acquires a square-dedicated training card that was associated with the square to which the character has advanced.

[0130] The dedicated training card appearance screen 1250 shown in FIG. 15 is a screen that displays an acquired square-specific training card 1252 along with text 1251 that reads "Square-specific training card appeared" at the time when the character to be trained progresses on the enlarged screen shown in FIG. 13 or 14. The acquired square-specific training card 1252 is displayed in a color (e.g., blue, red, or gold) that corresponds to the degree of the effect that has been acquired. Furthermore, the acquired square-specific training card 1252 may have an effect that corresponds to the degree of the effect. The user can estimate the degree of the effect of the square-specific training card 1252 by referring to the color or effect of the square-specific training card 1252.

[0131] Returning to FIG. 10 , after the character to be trained advances to a square, the square bonus state generating unit 66 determines the content of the square effect corresponding to the progressed square (S14). For example, if the progressed square is an EX bonus square, the square bonus state generating unit 66 randomly selects one or more levels of the status amount to be increased depending on the square's color. For example, if the square is blue, either a one-level increase (e.g., +50%) or a two-level increase (e.g., +100%) is selected by lottery. If the square is red, either a two-level increase (e.g., +100%) or a three-level increase (e.g., +120%) is selected by lottery. If the square is gold, either a three-level increase (e.g., +120%) or a four-level increase (e.g., +150%) is selected by lottery. This embodiment is shown as an example of the selection of the status amount multiplier and is not limited to the above-described selection. For example, any one of three or more levels may be selected by lottery. The specific relationship between the level and the increasing multiplier will be described later. Furthermore, this embodiment is not limited to the method of drawing lots to determine the degree (level) of effect according to color, and the color and the degree (level) of effect may be uniquely associated. For example, if the square is blue, one level (e.g., +50%) may be determined. Note that in this embodiment, an example of performing the process of determining the content of the square effect in S14 has been described. However, this embodiment is not limited to the method of performing the process of determining the content of the square effect, and, for example, the content of the square effect may be predetermined. Furthermore, if no effect is associated with the progressed square, or if an event that does not generate an effect is associated with the square, the determination of the degree of effect (square effect) by the square bonus state generation unit 66 is omitted.

[0132] Then, the square progression execution unit 64 displays the content of the square effect determined in S14 (S15). Furthermore, if an event is associated with the progressed square, the square progression execution unit 64 displays a message that the event has occurred.

[0133] Fig. 16 shows an example of a screen that is displayed when an event is associated with the progressed square. The event occurrence screen 1300 shown in Fig. 16 is superimposed on the training screen 1301, which will be described later, and displays the text "Guerrilla event occurred!" in area 1302. As shown in Fig. 16, the training screen 1301 is displayed with reduced brightness.

[0134] After the event occurrence screen 1300 is displayed, the event associated with that square progresses. In the event, for example, a conversation may occur between the character to be trained and another character. Furthermore, the character to be trained may acquire a status amount or a skill corresponding to the event.

[0135] Another event associated with the progressed square is a battle. When the progressed square is associated with a battle, the occurrence screen shown in FIG. 16 may display "Battle begins!" instead of "Guerrilla event occurred!"

[0136] Furthermore, there are various modes for the determination result of the square effect displayed on the display unit. FIG. 17 shows an example of a screen displayed when progressing to a rare training square. The rare training square progression screen 1350 shown in FIG. 17 is superimposed on a development screen 1351, which will be described later, and displays an area 1352 indicating that the player has progressed to a rare progression square. The area 1352 displays the icon displayed on the progressed square and a string of text that reads "Rare training menu appearance rate increased." When progressing to a rare training square, a process is performed to increase the probability of the appearance of a special training menu card (rare training menu) associated with the support general and scene card. Note that, as shown in FIG. 17, the development screen 1351 is displayed with reduced brightness.

[0137] In addition, a special training menu card (rare training menu) associated with a supporting officer and a scene card may be drawn by lottery each time a player advances to a square, regardless of whether the player advances to a square that increases the probability of a rare training menu appearing. The special training menu card (rare training menu) that is drawn can be used to train the character being trained that turn.

[0138] FIG. 18 shows an example screen displaying the lottery results when a player advances to an EX bonus square. The extra bonus generation screen 1400 shown in FIG. 18 displays an area 1402 showing special effects that occur during training, superimposed on a training screen 1401 (described later). The area 1402 displays the icon displayed on the advanced square, the text "Extra Bonus During All Training," and the extra bonus multiplier "+N Levels Up." The "Extra Bonus During All Training" shown in FIG. 18 indicates that a bonus will be generated for all training cards displayed on the training screen 1401. The extra bonus multiplier "+N Levels Up" is determined by the square bonus state generation unit 66. "N" is a natural number greater than or equal to 1 and is determined by lottery. Specifically, "+2 Levels Up" is displayed. This embodiment is not limited to expressing the extra bonus in stages; it may also be displayed as a percentage, such as "+100%."

[0139] In this embodiment, in addition to the "Extra Bonus for all training sessions," an "Extra Bonus at (Training Name)" may also occur. In the case of an "Extra Bonus at (Training Name)," the character being trained can earn the extra bonus only if the training menu selected by the user on the training screen described below matches the training name in the "Extra Bonus at (Training Name)."

[0140] An extra bonus is a bonus that increases the multiplier of the status amount obtained by executing a training menu by one or more levels. Typically, when a training menu is executed, one of a plurality of predetermined multipliers, such as 50%, 100%, 120%, 150%, 200%, ..., 500%, is determined. In this embodiment, each of the predetermined multipliers is defined as a level. When an extra bonus is generated, the multiplier determined by executing the training menu is increased by one or more levels. For example, if 100% is determined by lottery when executing a training menu, if the extra bonus increases by one level, it is determined to be 120%, and if the extra bonus increases by two levels, it is determined to be 150%. The determined multiplier is then multiplied by a base value to determine the actual status amount obtained. The upper limit of the multiplier may be 500%. The base value will be described later. Note that this embodiment shows one aspect of an extra bonus, and is not limited to the above-mentioned method, as long as it is a method of increasing the multiplier from a normal bonus or increasing the status after a normal bonus.

[0141] FIG. 19 shows an example screen displaying the lottery results when a player advances to a specific status bonus square (all). The all status bonus generation screen 1450 shown in FIG. 19 displays an area 1452 showing special effects that occur during training, superimposed on a training screen 1451 described below. Area 1452 displays the icon displayed on the progressed square, the text "All Basic Ability Bonus," and the basic ability bonus multiplier "+NNN%." The "All Basic Ability Bonus" shown in FIG. 19 indicates a bonus added to all basic values ​​(e.g., the basic values ​​of stamina, courage, intelligence, leadership, charm, and strength) when a training card is played on the training screen 1401. The amount of the bonus added is determined by the color of the icon.

[0142] When progressing to a specific status bonus square (stamina), specific status bonus square (courage), specific status bonus square (intelligence), specific status bonus square (leadership), specific status bonus square (charm), or specific status bonus square (strength), a "specific basic ability bonus (stamina, courage, intelligence, leadership, charm, or strength (hereinafter, status name))" occurs. The status name corresponds to the type of effect of the square to which the player has progressed. In the case of a "specific basic ability bonus (status name)," a bonus is added to the basic value indicated by the status name when a training card is executed on the training screen 1401. The amount of the bonus added is determined by a lottery drawn by the square bonus state generation unit 66 according to the color of the icon.

[0143] Furthermore, if you progress to a morale consumption reduction square, a "morale consumption reduction (small, medium, or large)" occurs. (Small, medium, or large) corresponds to the color of the icon. For example, if the icon is blue, it is "small," if the icon is red, it is "medium," and if the icon is gold, it is "large." In the case of a "morale consumption reduction (small, medium, or large)," the amount of morale consumed is reduced when a training card is executed on the training screen 1401.

[0144] Returning to FIG. 10, the training menu execution unit 68 displays a training screen and also displays a list of training menu cards (for example, martial arts) that can be selected on the training screen (S16).

[0145] In this embodiment, the square progression execution unit 64 determines the content of the effect of the square to which progress is made in the progression process. The development menu execution unit 68 then reflects the effect (including the content of the effect) associated with the square (an example of a panel) to which progress is made in the progression process on the development screen for performing the development menu execution process. Specifically, the effect of the progressed square can be reflected in the development menu for that turn.

[0146] Then, the menu selection receiving unit 68a receives the selection of a training menu card from the training menus displayed in the list via the operation input unit 40 (S17).

[0147] The bonus granting unit 70 and the first increase unit 74 update the status of the character to be trained corresponding to the training menu indicated on the training menu card that has accepted the selection (S18). In this way, the training menu execution unit 68 and the bonus granting unit 70 according to this embodiment execute the training menu for training the character to be trained after the square progression process. When the training menu is executed, the first increase unit 74 increases the status of the character to be trained according to the effect (including square effect) granted to the training menu and the result of a lottery for the increase rate that is conducted each time a training menu is selected. In this way, the training menu execution process is executed as a training game according to this embodiment.

[0148] 20 is a diagram illustrating an example of a training screen in which a character to be trained executes a training menu. The training screen 1500 shown in Fig. 20 displays a square progress status 1501, a square effect display field 1502, parameters 1504 of a character to be trained 1503 selected by the user, a training menu display field 1505 for the user to select a training menu, and a rest button 1506.

[0149] In the square progress status 1501, a "▽" is displayed on the square where the character to be trained exists. Furthermore, in the square progress status 1501, two squares after the progress are displayed, and six squares before the progress are displayed. An icon indicating the effect is also displayed on each square. This allows the user to understand what effect can be obtained on the square to which they will progress.

[0150] The square effect display field 1502 displays, for example, the effect acquired by progressing the character to the square. In the example shown in FIG. 20, the square effect display field 1502 displays "Square-specific training card generated," indicating that a square-specific training menu card has been acquired. The displayed effect is not limited to "Square-specific training card generated," but may vary depending on the type of square. For example, "All training extra bonus N-level increase," "(Training name) extra bonus N-level increase," "Basic ability bonus (status name) + NNN%," or "Morale consumption reduction (small, medium, or large)" may be displayed. The "N-level increase" or "+ NNN%" displays the result of a lottery determined by the square bonus state generation unit 66. Furthermore, the color of the text displayed in the square effect display field 1502 may vary depending on the degree of the square's effect.

[0151] The training menu display field 1505 includes normal training menu cards 1505-1, 1505-2, 1505-3, and 1505-4, which when selected will execute a normal training menu, and a square-specific training menu card 1505-5.

[0152] The square-only training menu card 1505-5 is a training menu card that allows a player to execute a predetermined training menu that has a higher training effect than the normal training menu, and is displayed (in place of the normal training menu). Specific examples of the square-only training menu card 1505-5 are as described above, so further explanation will be omitted.

[0153] When a training menu corresponding to each of the training menu cards 1505-1, 1505-2, 1505-3, and 1505-4 and the square-only training menu card 1505-5 is executed, a support (e.g., a bonus) may be obtained from an auxiliary general or a scene card. An icon indicating the auxiliary general or scene card is placed on the training menu card that can obtain support from the auxiliary general or scene card (e.g., training menu cards 1505-1 to 1505-4 or square-only training menu card 1505-5). In the example shown in FIG. 20, icons indicating the auxiliary generals or scene cards are placed on the training menu cards 1505-2 and 1505-3. Although not shown in FIG. 20, an illustration indicating the auxiliary general or scene card is displayed in the "□" indicated by the reference numerals 1511-1 to 1511-4 so that the user can understand which auxiliary generals or scene cards are participating in the training menu.

[0154] In addition, when the menu selection receiving unit 68a receives the selection of a training menu card (e.g., training menu cards 1505-2, 1505-3) on which an icon indicating an auxiliary general or scene card is placed, the development menu execution unit 68 may execute an event related to the auxiliary general or scene card on which the icon is placed.

[0155] The top edge of the square-only training menu card 1505-5 has the words "Square Effect." In other words, the square-only training menu card 1505-5 is a training menu card that has been switched due to a square effect.

[0156] The user can execute a predetermined training menu that has a higher training effect (larger parameter addition value) than the normal training menu by selecting and executing the square-only training menu card 1505-5 from the square effect display column 1502. Note that it is preferable that the square-only training menu card 1505-5 is displayed in a special color or with a special name so that it can be seen that it is different from the normal training menu cards 1505-1 to 1505-4, etc.

[0157] As shown in FIG. 20, by selecting one of the training cards in the training menu display field 1505, the user can see the base values ​​of the status that will increase when that training card is executed. For example, when the square-specific training menu card 1505-5 is selected, the user can see that the base values ​​will be increased by 236 in strength, 50 in stamina, and 50 in charm. Note that the numerical values ​​shown in FIG. 20 are the base values ​​of the status that will increase. In other words, the actual increase in status will vary based on the base values ​​and depending on the results of the lottery conducted when the training menu is executed. For example, if the result of the lottery is 200%, the status will increase by twice the base value (200%). The range of percentages (upper and lower limits) determined by the lottery and the probability of winning also vary depending on the morale of the character being trained.

[0158] When the rest button 1506 is pressed, the training menu is not executed in this turn, and the morale of the character to be trained is restored.

[0159] The training menu execution unit 68 according to this embodiment displays a plurality of training menu cards (one example of a training menu) selectable by the user as a training menu execution process. When the menu selection receiving unit 68a receives the selection of one training menu card from the plurality of training menu cards, the training menu execution unit 68 executes the training menu corresponding to the selected training menu card. When a mass effect is associated with the selected training menu card, the training menu execution unit 68 reflects the mass effect in the training menu.

[0160] As described above, in the development menu execution process related to the development menu execution unit 68, when a square-specific training menu card is acquired, in other words, when a player advances to a square that makes the square-specific training menu card executable, the square-specific training menu card is displayed on one of the multiple training menu cards.

[0161] The game system 1, game server 10, and user terminal 12 according to this embodiment are configured as described above, and thus allow the user to easily recognize the effects of the development of the character in the development game that are brought about by the character while progressing through the character. A common color indicating the degree of the effect of each character is set for multiple types of character. In other words, the user can immediately grasp the degree of the effect of each character simply by looking at the colors blue, red, and gold. This setting is also useful when new game specifications are added and new types of character appear. Therefore, the user can enjoy the development game while anticipating the effects of developing the character to be developed, which can increase the user's motivation to play the game.

[0162] Furthermore, in the game system 1, game server 10, and user terminal 12 according to this embodiment, an effect is determined for each square progressed, and the determined effect is reflected in the training menu execution process, thereby providing the user with the enjoyment of progressing through the squares, in other words, the enjoyment of progressing through the training game.

[0163] In this embodiment, the progression of the squares is branched, and the user is allowed to select the destination of progression. In this way, by leaving the selection of the effect to the user, the diversification of the training effects is realized. The diversification of the effects allows the user to experience the enjoyment of training, and increases the user's motivation to play the game.

[0164] The game system 1, game server 10, and user terminal 12 according to this embodiment should be considered as illustrative and not restrictive. The above-described embodiment can be modified and improved in various ways without departing from the spirit and scope of the appended claims. Furthermore, the matters described in the above-described embodiment can be configured in other ways as long as they are not inconsistent, and can be combined as long as they are not inconsistent. [Explanation of symbols]

[0165] 1. Game System 10 Game Servers 12 User terminal 18 Network 60 First object setting section 62 Second Object Setting Section 64 Mass Progression Executive Department 64a Square selection reception area 66 Mass Benefit State Generation Section 68 Training Menu Execution Department 68a Menu selection reception area 70 Benefits Granting Department 74 First Increase 76 Second Increase

Claims

1. On the computer, a first object setting process for receiving from a user a setting of a first object to be raised in the game; a progression process in which the player progresses on a plurality of panels arranged in the game; a display process for displaying the plurality of panels; A program for executing a plurality of effects related to the development of the first object are associated with the plurality of arranged panels, respectively; A type and a degree of effect are set for each of the plurality of effects; a degree display mode corresponding to the degree of the effect is set for the degree of the effect, the degree display manner is set in common for a plurality of different types of effects, In the display process, the panel is displayed according to the degree display mode. program.

2. a type display mode that is different from each other is set for each of the plurality of different types of effects; In the display process, the panel is displayed in accordance with the degree display manner and the type display manner. The program according to claim 1.

3. As the degree display mode, a color display or a character display corresponding to the degree of the effect is set. The program according to claim 1.

4. As the color indication, a first color is set for a first degree of effect, and a second color is set for a second degree of effect greater than the first degree of effect. The program according to claim 3.

5. As the character display, a first character is set for a first degree of effect, and a second character is set for a second degree of effect that is greater than the first degree of effect. The program according to claim 3.

6. and causing the computer to further execute, after the progression process, a development menu execution process for executing a development menu for developing the first object. The program according to claim 1.

7. an effect associated with a panel to which the progression process is to be performed is reflected in the development menu execution process; The program according to claim 6.

8. In the training menu execution process, a plurality of training menus are displayed to the user so that the user can select them, one training menu selected by the user from the plurality of training menus is executed, and an effect associated with the destination panel is reflected in the one training menu. The program according to claim 7.

9. generating an effect related to the development of the first object as an effect associated with a panel to be progressed to in the progress processing; the plurality of panels includes a panel that enables execution of a development menu linked to a scenario of the game as a development menu for developing the first object; The program according to claim 1.

10. The computer a first object setting process for receiving from a user a setting of a first object to be raised in the game; a progression process in which the player progresses on a plurality of panels arranged in the game; a display process for displaying the plurality of panels; A game processing method for performing each of the plurality of arranged panels is associated with a plurality of effects related to the growth of the first object; A type and a degree of effect are set for each of the plurality of effects; a degree display mode corresponding to the degree of the effect is set for the degree of the effect, the degree display manner is set in common for a plurality of different types of effects, In the display process, the panel is displayed according to the degree display mode. Game processing method.

11. a first object setting unit that receives from a user a setting of a first object to be raised in the game; a grid progression execution unit that progresses on a plurality of panels arranged in the game; the grid progression execution unit displays the plurality of panels to be arranged; each of the plurality of arranged panels is associated with a plurality of effects related to the growth of the first object; A type and a degree of effect are set for each of the plurality of effects; a degree display mode corresponding to the degree of the effect is set for the degree of the effect, the degree display manner is set in common for a plurality of different types of effects, The panel is displayed according to the degree display manner. Game processing unit.

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