Information processing program, game device, and method
The integration of a training game that updates character abilities and a lottery system with bonus rewards addresses the need for enhanced player engagement, creating a more entertaining and motivating gaming experience.
Patent Information
- Application Number
- JP2025159316
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-09-25
- Publication Date
- 2025-12-11
AI Technical Summary
Existing game systems lack methods to enhance player engagement and motivation by increasing entertainment value.
A training game that updates character ability parameters based on player operations, combined with a lottery system that grants bonuses based on these parameters, to enhance player interest and motivation.
Provides a highly entertaining gaming experience by motivating players to continue playing and engaging them through dynamic character development and lottery-based rewards.
Smart Images

Figure 2025182012000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, a game device, and a game method. [Background technology]
[0002] Conventionally, a game system has been proposed in which operation history information of a player over a predetermined unit period is compiled, and a predetermined benefit is given to the player based on the result of the compilation of the operation history information of the player (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-138165 Summary of the Invention [Problem to be solved by the invention]
[0004] In this way, the operation history information of the player is compiled, and a predetermined benefit is given to the player based on the compilation result. The more the operation history information, the larger the benefit given, so that the player can be kept motivated to continue playing the game.
[0005] However, in order to make the game more appealing to players and encourage them to continue playing, there has always been a need to develop new methods for increasing the interest of the game.
[0006] Therefore, one object of the present invention is to increase the entertainment value of the game. [Means for solving the problem]
[0007] One aspect of the present invention is an information processing program that causes a computer to execute the following processes: updating the value of the ability parameters of a character to be trained based on the player's operation, and running a training game in which the character to be trained is trained; and determining whether or not to grant a bonus to the player based on the value of the ability parameters after the training game. [Effects of the Invention]
[0008] According to the present invention, a highly entertaining game can be provided. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a block diagram of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing a processing sequence between the server 2 and the terminal device 5. [Figure 3] FIG. [Figure 4] FIG. 10 is a diagram showing a scenario selection screen. [Figure 5] FIG. 10 is a diagram showing a character to be raised selection screen. [Figure 6] FIG. 10 is a diagram showing a team formation screen. [Figure 7] FIG. [Figure 8] FIG. 10 is a diagram showing the training screen with a practice menu selected. [Figure 9] FIG. 10 is a diagram showing an effect magnification notification screen. [Figure 10] FIG. 10 is a diagram showing a status update screen. [Figure 11] FIG. 10 is a diagram showing a result screen. [Figure 12] FIG. 10 is a diagram showing a lottery notification screen. [Figure 13] FIG. 10 is a diagram showing a lottery list screen. [Figure 14] FIG. 10 is a diagram showing a lottery list screen displaying a list of prizes. [Figure 15] FIG. 10 is a diagram showing a lottery winning conditions display screen. [Figure 16] FIG. [Figure 17] FIG. 10 is a flowchart showing the process of determining whether a lottery winning condition is met. [Figure 18] FIG. 10 is a diagram showing a lottery winning notification screen. [Figure 19] FIG. 10 is a diagram showing a winning lottery ticket list screen. [Figure 20] FIG. 10 is a flowchart showing a lottery awarding process. [Figure 21] FIG. 10 is a flowchart showing a lottery game winning determination process. [Figure 22] A figure showing the winning lottery ticket announcement screen. [Figure 23] FIG. 10 is a diagram showing a result announcement screen. [Figure 24] A diagram showing the home screen during the results announcement period. [Figure 25] A figure showing a lottery list screen during the result announcement period. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. (Outline of information processing system configuration) First, the configuration of the information processing system 1 according to this embodiment will be described. The information processing system 1 according to this embodiment is a system that provides a user (hereinafter also referred to as a player) with a training game in which the user trains a game character to be trained, and a lottery game. The training game is a game in which the user updates the status value (value of ability parameter) of the character to be trained by playing a game called "training," thereby training the character to be trained. Furthermore, the lottery game is a game in which the user is given a benefit based on the result of the training game in order to increase the interest of the training game.
[0011] As shown in Figure 1, the information processing system 1 includes a game management server 2 and a terminal device 5 that are communicatively connected via a network 6 such as the Internet, and the above-mentioned training game and lottery game are provided as a so-called cloud service by a user accessing the game management server 2 via the Internet using the terminal device 5.
[0012] The terminal device 5 is a user terminal such as a mobile terminal or a personal computer, and includes a control unit 51, a storage unit 52, a communication unit 53, and a display unit 54. The control unit 51 is configured with a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit), and the storage unit 52 is configured with a RAM (Random Access Memory) and a ROM (Read Only Memory). The storage unit 52 also stores game application data, etc., and the terminal device 5 can access the server 2 via the game application or a web browser. By accessing the game management server 2, the terminal device 5 can play the above-mentioned training game or lottery game on the screen of the display unit 54.
[0013] The game management server (hereinafter also referred to simply as the server or the server device) 2 is configured with one or more computers, and includes a control unit 10, a storage unit 20, and a communication unit 30. The communication unit 30 is a communication interface for performing encrypted communication with the communication unit 53 of the terminal device 5 via the network 6.
[0014] The storage unit 20 stores information processing programs to be executed by the control unit 10, various data, etc., and is composed of RAM (Random Access Memory), ROM (Read Only Memory), etc. More specifically, the storage unit 20 includes a game data storage unit 21 that stores the game program of the above-mentioned training game, etc., and a content storage unit 22 that stores various game contents (hereinafter simply referred to as contents) that the user has acquired in the game.
[0015] The control unit 10 is composed of a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), etc., and functions as a game management unit 11, a content management unit 12, a bonus granting unit 13, etc. by executing programs stored in the above-mentioned memory unit 20.
[0016] The game management unit 11 is configured to manage the progress of the training game described above, and executes processes related to updating the status values of the characters to be trained when training is being performed.
[0017] The content management unit 12 is configured to manage the provision of game content to users in the game, and is configured to provide the above-mentioned game content to users when predetermined conditions are met. The above-mentioned game content includes characters to be trained in the above-mentioned training game, items used in the game, etc. In this embodiment, the lottery tickets used in the above-mentioned lottery game are stored as special items in the lottery master (lottery memory unit) 221 of the content memory unit 22.
[0018] The bonus granting unit 13 is configured to execute a process for determining whether or not to grant a bonus to a user, and is configured to determine whether or not to grant a bonus to a player in the above-mentioned lottery game based on the status value of the character to be trained.
[0019] <Details of the training game> Next, the above-mentioned training game will be explained in detail. As described above, the training game according to this embodiment is configured to execute a game called "training," and the training is a game consisting of a set of multiple turns. Each turn ends by executing a process called "practice" or "rest," which will be described in detail later, and the status and other parameters of the character to be trained are updated by the "practice" or "rest" process. The training ends when a specified number of turns have been completed.
[0020] Specifically, Fig. 2 is a diagram showing the flow of training as a processing sequence between the server 2 and the terminal device 5. When a user starts the training game of this embodiment, the user first launches the application on the terminal device 5 and accesses the server 2. When the application is launched, the terminal device 5 generates authentication information including a user ID and the like (S1 in Fig. 2), and transmits this information together with a login request to the server 2 (T1).
[0021] When the server 2 receives the authentication information from the terminal device 5, it performs authentication processing based on the received authentication information (S2). Specifically, it compares the received authentication information with the user ID and the like stored in the storage unit 20 to confirm whether the user attempting to log in matches a user registered on the server 2. Then, based on confirmation that the user matches a registered user, it approves the login request (T2). When the login is approved, the terminal device 5 becomes able to access information such as the user's game history stored on the server 2.
[0022] When the login is approved, the terminal device 5 displays the home screen 100 shown in Fig. 3 on the display unit 54 (S3). The home screen 100 has arranged thereon a training button 101 and a lottery button 102 that displays detailed information about the lottery game, and when starting the training game, the user presses (by performing a selection operation such as clicking or tapping) the training button 101.
[0023] When the terminal device 5 detects that the training button 101 has been pressed, it sends a request to start the training game (training) to the server 2 (T3), and displays the scenario selection screen 110 shown in Fig. 4 on the display unit 54 (S4). The scenario selection screen 110 has a scenario selection unit 111 at the bottom of the screen, and is configured to allow the user to select a scenario to be executed in this training from among a plurality of training scenarios 112 to 114.
[0024] Each training scenario has different training goals to be achieved during training, events that occur, and rewards that can be earned when the training goals are achieved. Also, the training stamina 116 held by the user is displayed at the top of the scenario selection screen 110. This training stamina 116 is a parameter that is consumed when performing training (training game), and a certain amount of stamina or more is required to perform training.
[0025] When the user selects the training scenario to be executed, the user presses the decision button 115 labeled "Next" located below the scenario selection unit 111 to decide the training scenario to be executed. When the decision button 115 is operated, the terminal device 5 generates training scenario selection information and transmits it to the server 2, and also displays the character to be trained selection screen 120 on the display unit 54 (T4 and S5).
[0026] 5, the development character selection screen 120 comprises a character selection section 121 and a status display section 122, and icons 121a of multiple development target characters held by the user are displayed side by side in the character selection section 121. These multiple development target character icons are selection buttons that can be selected by the user, and the status value of the selected development target character is displayed in the status display section 122. More specifically, each development target character has six types of status values, Status I to Status VI, as values of multiple updatable ability parameters, and the status display section 122 displays these values in display sections 122a to 122f of Status I to Status VI.
[0027] When the user selects a character to be trained in the character selection section 121, the user confirms the selection of the character to be trained by pressing the decision button 123 labeled "Next" below the character selection section 121. When the operation of the decision button 123 is detected, the terminal device 5 generates selection information of the character to be trained and transmits it to the server 2, and displays the team formation screen 130 on the display unit 54 (T5 and S6).
[0028] As shown in FIG. 6 , the team organization screen 130 is provided with a support organization section 131, which allows the selection of a support character to train together with the character to be developed selected on the character selection screen 120. That is, the support organization section 131 is configured to allow the selection of multiple support characters different from the character to be developed selected on the character selection screen 120, and the status values updated during the training and the events that occur change depending on the support characters organized by the support organization section 131. Note that, in addition to support characters, other objects may be set (organized) as objects that change (increase) the status values updated during the training. More specifically, the system may be configured to allow the setting of support equipment, support cards, and the like, each having a different ability to increase status values.
[0029] In addition, in this embodiment, the support organization unit 131 is configured to be able to select five support characters, of which four support characters 131a are selected from among the characters to be developed held by the user, and one support character 131b can be selected from among the characters to be developed (also called friend characters) held by another user.
[0030] When the user organizes the support character in the support organization unit 131, the user confirms the selection of the support character by pressing the decision button 132 labeled "Next" below the support organization unit 131. Then, when the terminal device 5 detects that the decision button 132 has been pressed, it generates support character selection information and transmits it to the server 2 (T6).
[0031] When the server 2 receives the selection information of the training scenario, the character to be trained, and the support character (T4 to T6), it determines the number of turns in the training and the training goal (S7). The number of turns and the training goal may be predetermined for each training scenario selectable by the user. The server 2 also acquires information on a practice menu, which is a variation of practices selectable for each turn of the training (S8), and allocates support characters to the practices in the acquired practice menu (S9). The server 2 then generates training information including information such as the number of turns, the training goal, the practice menu, and the allocation of support characters (S10), and transmits this information to the terminal device 5 (T7). The allocation process is a process of reinforcing the effect of the practice in accordance with the characteristics of the support character by allocating the support character to one of the practices in the practice menu. That is, for each practice, the type of status that will increase and the standard value of the increase amount are stored in the practice data table 211 of the memory unit 20 depending on the type of practice, and for practices to which support characters are assigned, a correction value is added to the standard value stored in the practice data table 211, thereby reinforcing the effect of the practice.
[0032] When the terminal device 5 receives the training information, it displays a training screen 140 on the display unit 54 (S11). As shown in FIG. 7, the training screen 140 includes a status display unit 141 that displays the status values of the character to be trained, and a practice menu display unit 142. The status display unit 141 displays the values of each status in display units 141a to 141f, Status I to Status VI. The practice menu display unit 142 displays icons 142a to 142e for multiple types of practice. The practice icons 142a to 142e are selectable buttons, and as shown in FIG. 8, when one of the icons (icon 142c in this embodiment) is selected, base values 143a to 143d of the status that will be increased by that practice are additionally displayed next to the corresponding status. Note that the base value here refers to a base value corrected by the correction value if there is a correction by a support character, and refers to the base value stored in the practice data table 211 described above if there is no correction by a support character. Then, when the icon 142c of the selected practice is pressed again in this state, the practice to be performed in this turn is determined, and the terminal device 5 transmits information about the selected practice to the server 2 (T8).
[0033] Furthermore, in addition to the status display section 141 and practice menu display section 142 described above, the training screen 140 also includes a turn number display section 143 that displays the number of turns remaining until the end of training, a goal display section 144 that displays the training goal, a condition display section 145 that displays the condition of the character to be trained, and a rest button 146. The condition of the character to be trained, displayed in the condition display section 145, is divided into multiple stages and is transmitted to the server 2 together with the practice selection information described above. Depending on the level of the condition of the character to be trained, the server 2 changes the lottery table used in the lottery for the effect multiplier, which will be described later.
[0034] When the server 2 receives the above-mentioned practice selection information and condition information, it draws a lottery for an effect multiplier (S12). Here, the effect multiplier is a parameter that determines the range of fluctuation (variation range) of the status value of the character to be trained that is updated by practice, and the value of the status of the character to be trained that is updated by practice is a value obtained by multiplying the above-mentioned base value by the value of the effect multiplier that is won in the lottery for the effect multiplier (hereinafter referred to as the status increase value).
[0035] Furthermore, the lottery for the effect multiplier by the server 2 is executed based on the lottery table 212 stored in the game data storage unit 21, as described above. A plurality of lottery tables 212 for the effect multiplier are prepared according to the condition level of the character to be trained described above, and the lottery table corresponding to a high (good) condition level of the character to be trained is a lottery table with a higher probability of winning a higher effect multiplier value (lottery table with a higher expected value).
[0036] When the lottery for the effect multiplier is executed, the server 2 calculates the above-mentioned status increase value based on the winning effect multiplier and performs a subtraction process on the counter for the number of turns. Then, the server 2 transmits updated information, such as the winning effect multiplier value, the status increase value, the updated status value, and the number of remaining turns, to the terminal device 5 (T9).
[0037] Upon receiving the update information, the terminal device 5 performs a turn result display process (S13). In the turn result display process, the terminal device 5 displays a notification of the winning effect multiplier on an effect multiplier notification screen 150 as shown in Fig. 9, and then displays a status update screen 160 as shown in Fig. 10 to notify the user of the status increase value and the updated status value.
[0038] For example, if the winning effect multiplier is 400%, the effect multiplier notification screen 150 will display the text "400%" in the effect multiplier display section 151, and then the updated status value will be displayed in the updated status display section 161 of the status update screen 160, and the status increase values 162a to 162d will be displayed next to the updated status value.
[0039] Furthermore, when it is detected that the user has pressed the rest button 146 on the training screen 140, the terminal device 5 transmits selection information indicating that rest has been selected and condition information of the character to be trained to the server 2 (T8). Upon receiving this information, the server 2 executes a recovery process to restore the condition of the character to be trained, raising the condition level of the character to be trained by one or more stages (S12). Simultaneously with this recovery process, the server 2 also executes a subtraction process on the counter for the number of training turns. The terminal device 5 then transmits updated information, such as the updated condition level of the character to be trained and the number of remaining turns, to the terminal device 5 (T9). Upon receiving this update information, the terminal device 5 displays the updated condition level of the character to be trained on the display unit 54 (S13).
[0040] The above-described practice or rest process (the processes of S11 to S13 in FIG. 2) is repeated until the value of the counter for the number of turns reaches 0, and when the counter value reaches 0, the server 2 generates result information (S14) and transmits it to the terminal device 5 (T10). When the terminal device 5 receives the result information, a result presentation is performed on the display unit 54 (S15). In the result presentation, the final status value of the character to be trained after the training is completed is displayed on a result screen 170 shown in FIG. 11, and an evaluation score 171, which is the total value of each status value, is displayed.
[0041] <Lottery Game Details> Next, the lottery game will be described in detail. As shown in Fig. 1, the storage unit 20 of the server 2 includes a period setting unit 213 that stores the set lottery game period and result announcement period, and the lottery game is a game in which the content management unit 12 awards lottery tickets to users during the period, the bonus awarding unit 13 determines whether the awarded lottery ticket is a winner during the result announcement period, and awards a bonus to the user based on the determination.
[0042] During the period when the lottery game is being held, a label 101a reading "Lottery in progress" is displayed on the icon of the training button 101 on the home screen 100 shown in FIG. 3, thereby notifying the user that the lottery game is being held. During the period when the lottery game is being held, a pop-up screen is displayed when the home screen 100 is displayed to notify the user of the lottery game being held. When only one type of lottery game is being held, this pop-up screen displays a pop-up to notify the user of the lottery game being held. When multiple types of lottery games are being held simultaneously, a lottery holding notification screen 180 is displayed as a pop-up, in which images 181 and 182 to notify the user of each of the lottery games being held are displayed in a list format, as shown in FIG.
[0043] Furthermore, a lottery button 102 having an icon displaying "lottery" is displayed on the home screen 100, and when this lottery button 102 is pressed, the terminal device 5 displays a lottery list screen 190 shown in FIG. 13 on the display unit 54. More specifically, when the terminal device 5 detects that the lottery button 102 has been selected, it transmits selection information of the lottery button 102 to the server 2. When the server 2 receives the selection information of the lottery button 102, it reads information about lottery tickets held by the user from the lottery master 221 in the storage unit 20 and transmits the information to the terminal device 5. When the terminal device 5 receives the lottery information, it displays a list of lottery tickets 192a to 192e held by the user in a display area 191 of the lottery list screen 190 based on the received lottery information.
[0044] The lottery tickets used in the lottery game of this embodiment are composed of character information to be developed and lottery number information. For example, in the case of the lottery ticket with reference number 192a, the character information to be developed 192a1 is "Character A" and the lottery number information 192a2 is "99999."
[0045] Furthermore, on the lottery list screen 190, an icon 193a displaying "List of owned lottery tickets" and an icon 193b displaying "List of prizes" are arranged side by side on the left and right above the display area 191. Also, above the icons 193a and 193b is a lottery type display area 194 that displays the types of lottery tickets that the user has, and within this lottery type display area 194, an icon 195 displaying "Conditions for winning a lottery ticket" is arranged above the icon 193a.
[0046] When the terminal device 5 detects that the user has pressed the "Prize List" icon 193b, it switches the display in the display area 191 to a list of prizes for the lottery game as shown in FIG. 14. More specifically, when the terminal device 5 detects that the "Prize List" icon 193b has been selected, it transmits the selection information for the "Prize List" icon 193b to the server 2. When the server 2 receives the selection information, it reads out the prize information for the lottery game from the prize master 215 in the storage unit 20 and transmits it to the terminal device 5. When the terminal device 5 receives the prize information, it displays a list of prizes in the display area 191 of the lottery list screen 190 based on the received prize information. The list of prizes displays the prize details 196a and winning conditions 196b for each level of prize.
[0047] The above-mentioned lottery ticket is awarded to the user when a predetermined winning condition is met. The winning conditions of the lottery ticket are displayed by pressing a lottery winning condition display button. For example, the lottery winning condition display button is the icon 195 on the lottery list screen 190 described above or the icon 117 located below the training stamina 116 on the scenario selection screen 110 in FIG. 4.
[0048] More specifically, when the terminal device 5 detects that the lottery winning conditions display button 117 on the scenario selection screen 110 has been pressed, it transmits selection information of the lottery winning conditions display button 117 to the server 2. When the server 2 receives the selection information, it reads out information on the lottery winning conditions from the storage unit 20 and transmits it to the terminal device 5. When the terminal device 5 receives the information on the lottery winning conditions, it pops up a lottery winning conditions display screen 200 shown in FIG. 15 based on the received information. This lottery winning conditions display screen 200 includes a lottery type display unit 201 that displays the type of lottery game for which the winning conditions are displayed, a winning conditions display unit 202 that displays the lottery winning conditions, and an event period display unit 203 that displays the lottery event period.
[0049] In the example of the lottery winning condition display screen 200 shown in FIG. 15 , the winning condition display unit 202 lists four conditions: “Complete training,” “Complete training of character A,” “Acquire five skills,” and “Include support character B in the support lineup.” Above the list, the degree of achievement of the lottery winning conditions is displayed as “1 / 2.” In other words, in the example of FIG. 15 , the condition for winning a lottery ticket is to achieve two of the four listed conditions, and the display of “1 / 2” indicates that one of the two conditions has been achieved. In this example, the condition “Complete training” is a prerequisite for winning a lottery ticket. In the example of FIG. 15 , the condition for winning a lottery ticket may be displayed so that the user can recognize that achieving two of the four listed conditions is a condition for winning a lottery ticket. Alternatively, the condition for winning a lottery ticket may be to satisfy all of the listed and displayed conditions.
[0050] The lottery winning conditions display button may be arranged as an icon 2111 in the menu screen 210, as shown in Fig. 16. The menu screen 210 is a screen that can be popped up from any state, regardless of whether the screen is not training or training, such as the icon 103 on the home screen 100 (see Fig. 3), the icon 118 on the scenario selection screen 110 (see Fig. 4), or the icon 147 on the training screen 140 (see Fig. 7), and by arranging the lottery winning conditions display button 2111 in this menu screen 210, the user can check the lottery winning conditions even during training.
[0051] Each of the lottery winning conditions is managed by a flag in the flag storage unit 214 of the storage unit 20 of the server 2 (see FIG. 1), and the control unit 10 (content management unit 12) of the server 2 monitors whether any of the above-mentioned multiple lottery winning conditions has been achieved when training begins, as shown in FIG. 17 (No in S20, No in S22). Then, when a lottery winning condition is met during training (Yes in S20), the control unit 10 turns on the flag of the achieved lottery winning condition (S21), and monitors whether the lottery winning condition is met until the end of training (No in S22).
[0052] When the training is completed (Yes in S22), the control unit 10 determines whether or not to award a lottery ticket. Specifically, the control unit 10 first determines whether or not a required condition that must be met (for example, the condition "Complete training" in the example of FIG. 15) among a plurality of lottery winning conditions has been met (S23). Then, if the flag for the required condition is ON (Yes in S23), the control unit 10 next determines whether or not the number of lottery winning conditions met is equal to or greater than the required number of conditions (for example, 2 in the example of FIG. 15) required to award a lottery ticket (S24).
[0053] If the number of ON flags for the lottery winning conditions is equal to or greater than the required number (Yes in S24), multiple lottery tickets can be issued to the same user, so the control unit 10 next determines whether the number of lottery tickets in possession is less than the upper limit number that can be possessed (S25). If the number of lottery tickets in possession is less than the upper limit number, the control unit 10 gives a new lottery ticket to the user and turns ON a flag to pop up the winning notification screen 220 (see FIG. 18) that notifies the user of the lottery tickets that have been won when the result screen is displayed (S27).
[0054] If the pop-up flag of the winning notification screen 220 is ON, when displaying the result screen 170, the terminal device 5 displays the winning notification screen 220 shown in Fig. 18. The winning notification screen 220 includes a lottery type display section 221 that displays the type of lottery ticket that has been won, an won lottery ticket display section 222 that displays information about the won lottery ticket, an winning condition display section 223 that displays the achievement status of the lottery winning conditions, and a period display section 224 that displays the lottery winning period (opening period) and the result announcement period.
[0055] Furthermore, when multiple lottery tickets are won in one training session, an won lottery ticket list screen 230 that displays a list of the won lottery tickets may be displayed before the above-mentioned win notification screen 220, as shown in Fig. 19. On this won lottery ticket list screen 230, a list of the won lottery tickets is displayed in a lottery ticket list display section 231, and by pressing a win details button 232, details of each lottery ticket are displayed as shown in Fig. 18.
[0056] On the other hand, if the required condition flag is OFF (No in S23), if the number of ON flags for the lottery winning conditions is less than the required number achieved (No in S24), or if the number of lottery tickets owned by the user is equal to or greater than the upper limit (No in S25), the control unit 10 will not award a lottery ticket to the user. The lottery tickets owned by the user can be discarded at the user's discretion, for example, from the lottery ticket list screen 190. If the number of lottery tickets owned is equal to or greater than the upper limit, the control unit 10 notifies the user that the number of lottery tickets owned has reached the upper limit, and then displays, for example, the lottery ticket list screen, and notifies the user that if the user discards any of the lottery tickets owned, they can win a lottery ticket in this training session.
[0057] Next, the lottery awarding process described above will be explained. When the control unit 10 of the server 2 performs the lottery awarding process in step S26 of Fig. 17, as shown in Fig. 20, first, it acquires information about the character to be trained that has been trained through training (S30), and also acquires information about the total strength of the character to be trained after training (S31). Here, the total strength is the sum of the status values of the character to be trained, and is displayed as evaluation points on the result screen 170 of Fig. 11. That is, in this embodiment, the sum of the status values of statuses I to IV at the end of training becomes the total strength value of the character to be trained.
[0058] As described above, in this embodiment, the lottery is composed of character information to be trained and lottery number information, and the control unit 10 sets the character information to be trained acquired in step S30 as the character information of the lottery. Also, a predetermined number of digits (five digits in this embodiment) of the total strength value acquired in step S31 is set as the lottery number information. For example, in the example of result screen 170 in FIG. 11, since the evaluation score after training of "character A" is "04984," the control unit 10 sets the character information to be trained as "character A" and the lottery number information as "04984."
[0059] Next, since it is not possible to possess the same lottery ticket twice, the control unit 10 reads out information about the lottery ticket possessed by the user from the lottery master 221 and checks whether there is a lottery ticket with the same combination as the set combination of character information to be developed and lottery number information (S32). If the user does not have a lottery ticket with the same combination (No in S32), the control unit 10 issues a lottery ticket with the set combination of character information to be developed and lottery number information (S35) and registers it in the lottery master 221 (S35).
[0060] On the other hand, if the user owns a lottery ticket with the same combination as a previously issued lottery ticket (Yes in S32), the control unit 10 adds 1 to the value of the set lottery number (S33) and checks whether there is a lottery ticket with the same combination among the previously issued lottery tickets (S34). In this embodiment, the lottery number is the total value (evaluation points) of the status of the character to be raised, so it is considered rare for two lottery tickets to have the same number. Then, the process of adding 1 to the value of the lottery number is repeated (No in S34 to S33) until the combination of the set character to be raised and lottery number information differs from that of a previously issued lottery ticket. If a different combination is found, the control unit 10 issues a lottery ticket with that combination (S35). Note that the above-mentioned confirmation of duplicate lottery tickets may be performed by checking for duplicates among the lottery tickets owned by the user.
[0061] Next, the winning determination process for the lottery game will be explained. When the period for announcing the results of the lottery game begins (Yes in S40 of FIG. 21), the control unit 10 of the server 2 first acquires winning information for the lottery game (winning ticket information) (S41). Next, the control unit 10 reads lottery data from the lottery master 221 and determines whether the user has a lottery ticket (S42). Then, if the user has a lottery ticket (Yes in S41), the control unit 10 compares the winning character of the lottery game with the character information to be developed on the lottery ticket for each lottery ticket the user has (S43).
[0062] If the winning character does not match the information on the character to be raised in the lottery (No in S43), the control unit 10 turns on a losing flag (S49), and if the winning character matches the information on the character to be raised in the lottery (Yes in S43), the control unit 10 checks whether the last digit of the lottery number matches the winning number (S44). If the last digit of the lottery number does not match (No in S44), the control unit 10 turns on a 5th or similar flag (S50), and if the last digit of the lottery number matches (Yes in S44), the control unit 10 checks whether the last two digits of the lottery number match the winning number (S45).
[0063] If the last two digits of the lottery numbers do not match (No in S45), the control unit 10 turns on the fourth prize flag (S51), and if the last two digits of the lottery numbers match (Yes in S45), the control unit 10 checks whether the last three digits of the lottery numbers match the winning number (S46).If the last three digits of the lottery numbers do not match (No in S46), the control unit 10 turns on the third prize flag (S52), and if the last three digits of the lottery numbers match (Yes in S46), the control unit 10 checks whether the lottery numbers exactly match the winning number (S47).
[0064] If the lottery number does not exactly match the winning number (No in S47), the control unit 10 turns on the second prize flag (S53), and if the lottery numbers exactly match (Yes in S47), the control unit 10 turns on the first prize flag (S48). Whether the lottery is won or not is managed by the ON / OFF of the loss flag to the first prize flag, and the control unit 10 (benefit awarding unit 13) determines whether to award the won prize to the user based on the ON / OFF of the loss flag to the first prize flag. That is, whether to award a benefit to the user is determined based on the ON / OFF of the loss flag to the first prize flag. For example, in this embodiment, if the first prize flag is ON, the control unit 10 determines to award 9999 items A to the user, and stores 9999 items A in the content storage unit 22 in a manner linked to the items owned by the user.
[0065] Furthermore, if a user logs in during the period for announcing the results of the lottery game, a winning lottery announcement screen 240 pops up when the above-described home screen 100 is displayed, and notifies the user of the winning ticket of the lottery game. As shown in FIG. 22 , the winning lottery announcement screen 240 displays the type of lottery game for which information about the winning ticket has been announced in a lottery type display section 241, and also displays information about the first prize winning ticket in a winning ticket display section 242. For example, the example in FIG. 22 displays that the combination of "character A" and "lottery number: 99999" is the first prize winning lottery. The winning lottery announcement screen 240 is displayed to all users who logged in during the period for announcing the results of the lottery game, regardless of whether or not the users have a lottery ticket for the lottery game.
[0066] Furthermore, if the user has a lottery ticket, that is, if any of the above-mentioned losing flag to first prize flag is ON, a result announcement screen 250 is displayed following the winning ticket announcement screen 240. As shown in FIG. 23, if the user has won any prize, the result announcement screen 250 displays a list of the prizes won along with their details in a result display section 251. Also, prizes other than the first prize may be won multiple times, and if multiple prizes are won, the number of wins is displayed by an icon 251a in the list of the prizes won. In addition, if only the losing flag is ON, a message is displayed in the result display section 251 that all lottery tickets were non-winning.
[0067] Furthermore, during the result display period, the icon of the lottery button 102 on the home screen 100 is changed to notify the user of the result display period. More specifically, as shown in FIG. 24, a label such as "Winners Announcement" is displayed on the icon of the lottery button 102 to notify the user that the result display period is in progress. Also, on the lottery list screen 190, which is transitioned to by pressing the lottery button 102, as shown in FIG. 25, during the result display period, a winning lottery display area 1195 is arranged between the lottery type display area 194 and the lottery display area 191, allowing the user to check the contents of the winning lottery. Furthermore, for a lottery ticket that has won any of the prizes 192a to 192c listed in the lottery display area 191, winning information 192a3, 192b3 such as the grade and details of the prize won is displayed in the lottery list so that the user can know that they have won the lottery.
[0068] <Summary> As described above, in this embodiment, in the information processing system 1 capable of executing a training game in which the ability parameter values (status values) of a character to be trained are updated based on player operations such as the training described above, a lottery game can be executed, and whether or not to grant a bonus to the player is determined based on the ability parameter values after the training game. In this way, by determining whether or not to grant a bonus to the user in relation to the ability parameter values of the character to be trained in the training game, the motivation of the user to play the training game can be increased, and the interest in the game as a whole can be improved. Note that in this embodiment, a bonus is granted to the user through a lottery game, but the method of granting a bonus to the user is not limited to a lottery, and any method may be used.
[0069] In addition, in the lottery game according to this embodiment, a lottery number is set based on the value of the ability parameter after the training game, and whether or not to award a bonus to a player is determined based on the matching pattern between the lottery number and the winning number. Because the lottery number is set using the value of the ability parameter that changes during the training game, a user can play the training game not simply to increase the ability parameter, but also to obtain a variety of lottery numbers. This adds a different level of interest to the training game and allows the player to enjoy the training game even when the ability parameter value is low. Note that the matching pattern between the lottery number and the winning number in the above-described embodiment may be any pattern. For example, the number of digits used to determine whether or not a player has won the lottery may be changed in any manner, other than the example shown in the above-described embodiment.
[0070] Furthermore, in this embodiment, multiple updatable ability parameters are set for the character to be trained, and the lottery number is set based on the total value of these multiple ability parameters, so that a wider variety of lottery numbers can be generated.
[0071] In addition, in this embodiment, a lottery is formed by combining a character to be trained, which has the ability parameter values used when determining the lottery number, with the lottery number. A bonus is awarded to a player when the character to be trained matches a winning character and the lottery number matches in a predetermined manner. This allows for more complex lottery combinations, and since the character to be trained is involved in lottery winning factors other than the lottery number, users can enjoy the game in a variety of ways. For example, a user can enjoy the lottery game by collecting lottery tickets for characters to be trained that the user likes, or by using the character's background information (e.g., birth month) to guess which character will win the lottery.
[0072] In addition, since multiple lottery tickets can be issued to the same player, the player can enjoy the training game to acquire lottery tickets throughout the lottery acquisition period. Furthermore, by setting a limit on the number of lottery tickets that can be owned, it is possible to prevent a specific player from owning more lottery tickets than expected. Furthermore, since the player can delete lottery tickets that they own by operating the game, even if a player has the maximum number of lottery tickets, they can delete the lottery tickets and enjoy the training game to acquire lottery tickets throughout the lottery acquisition period. [Explanation of symbols]
[0073] 2: Computer (game device, server)
Claims
1. a process of updating the value of the ability parameter of the character to be trained based on an operation of a player and executing a training game in which the character to be trained is trained; a process of determining whether or not to grant a benefit to the player based on the value of the ability parameter after the training game; An information processing program characterized by causing a computer to execute the above.
2. the computer determines whether to grant the benefit to the player based on a matching state between a lottery number set based on the value of the ability parameter after the training game and a winning number; 2. The information processing program according to claim 1, wherein:
3. the character to be trained has a plurality of ability parameters that can be updated by the training game; The lottery number is set based on the total value of the plurality of ability parameters.
3. The information processing program according to claim 2.
4. the computer determines to grant the benefit to the player based on the fact that the character to be trained, which has the value of the ability parameter used in determining the lottery number, matches the winning character, and the lottery number and the winning number match in a predetermined manner; 3. The information processing program according to claim 2.
5. The computer issues a lottery based on the satisfaction of a predetermined acquisition condition in the training game, the lottery has a lottery number set based on the value of the ability parameter; determining whether to grant a benefit to the player depending on whether the lottery ticket is won; 2. The information processing program according to claim 1, wherein:
6. The computer can issue a plurality of lotteries to the same player, A predetermined upper limit is set for the number of lottery tickets that the player can possess.
6. The information processing program according to claim 5.
7. The computer can delete the lottery ticket held by the player based on an operation by the player.
7. The information processing program according to claim 6.
8. one or more computers; The computer a process of updating the value of the ability parameter of the character to be trained based on an operation of a player and executing a training game in which the character to be trained is trained; a process of determining whether or not to grant a benefit to the player based on the value of the ability parameter after the training game; A game device characterized by executing the above.
9. 1. A computer-implemented method comprising: a process of updating the value of the ability parameter of the character to be trained based on an operation of a player and executing a training game in which the character to be trained is trained; a process of determining whether or not to grant a benefit to the player based on the value of the ability parameter after the training game; A method comprising:
Citation Information
Patent Citations
Game system, game program, and information processing method
JP2022138165A