Storage medium, game processing method, and game processing device

The program enhances training game diversity by incorporating special training cards and inspiration mechanics, addressing the monotony of traditional training effects to increase player engagement and training effectiveness.

JP2026002995APending Publication Date: 2026-01-08RUDEL INC
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Patent Information

Application Number
JP2025179638
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-24
Publication Date
2026-01-08

AI Technical Summary

Technical Problem

In training games, the lack of diversity in training effects leads to a decrease in player motivation due to similar outcomes from various training menus and events.

Method used

A program that implements a first object setting process, development menu execution, benefit management, and a second increase process to enhance the value of parameters through events and benefits, including special training cards and inspiration acquisition during a concentration zone, which can affect parameter changes and match outcomes.

Benefits of technology

Diversifies the training effects by introducing special training cards and inspiration mechanics, enhancing player engagement and training outcomes.

✦ Generated by Eureka AI based on patent content.

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Abstract

To diversify the effect of raising in a raising game.SOLUTION: A first object setting process of receiving, from a player, a setting of a first object to be trained in a game, a training menu execution process of executing a training menu in each of a plurality of turns, a privilege management process of managing a second privilege acquired when a specific condition is satisfied in one or more turns among the plurality of turns, and a second increase process of increasing, in accordance with the second privilege, an addition value of a parameter of the first object obtained by an event in which the first object is used.SELECTED DRAWING: Figure 7
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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 training target is made to grow within the game (see, for example, Patent Document 1). A player trains a training target by having the training target practice or the like within the game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-233323 Summary of the Invention [Problem to be solved by the invention]

[0004] In a training game, various training menus and events are provided for training a training target. In a training game, if there is not much difference in the training effects of the training menus and events, the player may lose motivation to play the game.

[0005] The present disclosure aims to diversify the effects of raising a character in a raising game. [Means for solving the problem]

[0006] One aspect of the present disclosure is a program that causes a computer to execute a first object setting process that accepts from a player the setting of a first object to be developed in a game, a development menu execution process that executes a development menu in each of a plurality of turns, a benefit management process that manages a second benefit acquired when certain conditions are met in one or more of the plurality of turns, and a second increase process that increases the additional value of a parameter of the first object obtained through an event in which the first object is used in accordance with the second benefit. [Effects of the Invention]

[0007] According to the present disclosure, it is possible to diversify the effects of training in a training game. [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 illustrating an example of a formation during training in the training game according to the present embodiment. [Figure 5] FIG. 10 is a diagram showing an example of displaying a special training card associated with a support player. [Figure 6] FIG. 10 is a diagram illustrating an example of a training screen on which a player executes a practice menu. [Figure 7] FIG. 10 is a diagram illustrating an example of the progression of a training mode 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 the processing procedure of step S20 of the game system according to the present embodiment. [Figure 11] 10 is a flowchart showing an example of the processing procedure of steps S18 and S50 of the game system 1 according to the present embodiment. [Figure 12] 10 is a flowchart showing an example of a processing procedure of step S24 in the game system 1 according to the present embodiment. [Figure 13] FIG. 10 is a diagram illustrating an example of a screen for producing a C zone. [Figure 14] FIG. 10 is a diagram illustrating an example of an inspiration acquisition screen. [Figure 15] FIG. 10 is a diagram illustrating an example of a training screen on which a player executes a practice menu. [Figure 16] FIG. 10 is a diagram illustrating an example of a bonus training card. [Figure 17] FIG. 10 is a diagram illustrating an example of an inspiration acquisition screen. [Figure 18] FIG. 10 is a diagram illustrating an example of an inspiration acquisition screen. [Figure 19] FIG. 15 is a diagram illustrating an example of an inspiration boost effect screen 1500. [Figure 20] FIG. 15 is a diagram illustrating an example of an inspiration boost effect screen 1500. 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 player playing a game and allows the player 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 inputs from the player and outputs signals corresponding to the operation inputs to the CPU 30 via the bus line 42. The operation input unit 40 is, for example, a touchpad, a controller, a mouse, or a keyboard. Note that the voice input unit 36 ​​may accept operation inputs 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 soccer player 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 soccer player. The training object may be a character in a sports game such as baseball or tennis. The training object may be a character in 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 (e.g., a team) from multiple games. Furthermore, the training object is not limited to a character, and may be any object that can be trained in a game.

[0025] In the training game according to this embodiment, a soccer player (hereinafter referred to as a training target character), which is an example of a training target, is trained to become a strong soccer player by having the soccer player practice and play matches in the game. The training target character is an example of a first object.

[0026] A character to be trained has multiple parameters, such as stamina, speed, physical strength, technique, intelligence, and kicking ability. The multiple parameters are an example of indicators that indicate 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 are increased by executing a practice menu for the character to be trained, for example, in a training mode for training the character to be trained. The practice menu is an example of a training menu.

[0027] The training menus include, for example, muscle training machines, full-power shuttle runs, dribbling training, shooting practice against the ball, image training, etc. The parameters that increase by performing the training menu vary depending on the type of training menu.

[0028] For example, in a training mode or the like consisting of multiple turns, the player selects a practice menu and has the character to be trained perform it in each of the multiple turns. The player progresses through the turns while selecting a practice menu for the character to be trained to perform in each turn so that the parameters of the character to be trained approach those of an ideal soccer player.

[0029] In the training game according to this embodiment, the training effect of the practice menu changes depending on the training formation selected by the player. Figure 4 is a diagram illustrating an example of the training formation in the training game according to this embodiment.

[0030] The organization screen 1000 shown in Fig. 4 is an example of a screen used to organize the training of a character to be trained selected by the player. On the organization screen 1000 shown in Fig. 4, the player organizes support players 1006 and special support cards 1008 that change the training effect of the training character through the training menu. The player can also automatically organize the support players 1006 and special support cards 1008 by pressing an "automatic organization" button 1010 on the organization screen 1000.

[0031] The support player 1006 and the special support card 1008 are examples of second objects. The support player 1006 and the special support card 1008 affect the parameter fluctuations of the character being trained through the training menu. The training formation shown in FIG. 4 may be called a party or the like. Five support players 1006 are selected on the formation screen 1000 shown in FIG. 4. The number of support players 1006 on the formation screen 1000 is an example. The five support players 1006 may be players owned by the player or may be players owned by another player, such as a friend. Three special support cards 1008 are selected on the formation screen 1000 shown in FIG. 4. The number of special support cards 1008 on the formation screen 1000 is an example. The three special support cards 1008 may be cards owned by the player or may be players owned by another player, such as a friend.

[0032] A practice menu card is associated with each of the support player 1006 and the special support card 1008. The practice menu cards associated with the support player 1006 and the special support card 1008 are special practice menu cards (hereinafter referred to as special training cards) that enable the execution of a predetermined practice menu that is more effective for training than a normal practice menu. The normal practice menu is an example of a first training menu. The predetermined practice menu is an example of a second training menu.

[0033] FIG. 5 is a diagram showing an example of a special training card 1056 associated with a support player 1006. For example, a gold-colored muscle training machine, an ultra-muscle training machine, and an ultra-full-power shuttle run are associated with the support player 1006 shown in FIG. 5 as special training cards 1056. Note that the special training cards 1056 for the ultra-muscle training machine and the ultra-full-power shuttle run shown in FIG. 5 become available by raising the level of the support player 1006. In this way, one or more special training cards 1056 are associated with each support player 1006 and each special support card 1008.

[0034] By forming the training team shown in FIG. 4 , the special training card 1056 associated with the support player 1006 and the special support card 1008 is displayed by lottery as one of the practice menu cards that the player can select. The lottery involves selecting one option from among multiple options, with a set probability of occurrence. For example, in a training game, if the special training card 1056 is selected by lottery in each turn, it is displayed as a practice menu card and can be executed. Conversely, if the special training card 1056 is not selected by lottery, it is not displayed and cannot be executed in that turn.

[0035] Fig. 6 is a diagram illustrating an example of a training screen 1100 on which a player executes a practice menu. The training screen 1100 shown in Fig. 6 displays parameters 1102 of the character 1002 to be trained selected by the player, and a practice menu 1104 that the player can select and execute. The practice menu 1104 in Fig. 6 includes normal practice menu cards 1104-1, 1104-2, 1104-3, and 1104-5 that can be selected to execute a normal practice menu, and a special training card 1104-4 that can execute a predetermined practice menu.

[0036] The practice menu 1104 in Figure 6 shows an example in which a special training card 1104-4 is displayed by lottery. By selecting the special training card 1104-4 from the practice menu 1104 shown in Figure 5, the player can execute a predetermined practice menu that is more effective in training (with a larger added parameter value) than the normal practice menu. Note that it is preferable that the special training card 1104-4 be displayed in a special color or with a special name so that it can be seen that the special training card 1104-4 is different from the normal practice menu card 1104-1, etc.

[0037] In the training game according to this embodiment, a concentration zone (hereinafter referred to as the C zone) may occur in each turn of a training mode, etc., which is made up of multiple turns. The C zone is an example of a privileged state. In the training game according to this embodiment, when the C zone occurs and a practice menu is executed, inspiration, which will be described later, may be acquired. In the training game according to this embodiment, the acquired inspiration can be used as will be described later to diversify the training effects in the training game.

[0038] The C zone may be generated by lottery, may be generated at a predetermined turn (for example, the last turn), or may be generated in association with an event associated with the character to be trained 1002 or support player that occurs randomly during training. The number of turns for which the C zone continues may be determined by lottery. The number of turns for which the C zone continues may be determined by lottery within a range of numbers associated with the grade of the C zone, which will be described later. In this embodiment, the lottery may be performed in a manner that is not visible to the player (user). The lottery may mean that the C zone occurs with a certain probability, or the number of turns for which the C zone continues may be determined by lottery.

[0039] FIG. 7 is a diagram illustrating an example of the progression of a training mode consisting of multiple turns. FIG. 7 shows an example in which there are a total of 30 turns from the start to the end of the training mode, and the training game progresses from the 30th turn to the last turn. As shown in FIG. 7, in the training mode, the character to be trained is made to practice in each turn. Note that, instead of practicing in each turn, it is also possible to perform a rest to restore the stamina of the character to be trained. It is also possible to perform a practice match in each turn.

[0040] Furthermore, as shown in FIG. 7, in training mode, match events occur at predetermined turns between the start and end of training mode. Match events are an example of events in which characters to be trained are used. The timing at which match events (hereinafter referred to as matches) occur may be at a predetermined turn or at a randomly determined turn. The timing at which matches occur may also be a combination of a predetermined turn and a randomly determined turn. In the example shown in FIG. 7, matches as events occur at the remaining 26 turns, 22 turns, and 1 turn.

[0041] Furthermore, in the training mode, the C zone may occur in one or more turns between the start and end of the training mode, as shown in Figure 6. In the example shown in Figure 6, the C zone occurs with 29 turns remaining and continues until the remaining 24 turns.

[0042] During a turn when Zone C is active, the player may gain inspiration after training a character. In addition, by gaining inspiration, the player gains experience points for the inspiration boost level described below.

[0043] The inspiration acquired is given to either the support player 1006 or the special training card associated with the special support card 1008. When the special training card to which inspiration has been given appears in the practice menu 1104 of the training screen 1100, it becomes a bonus training card.

[0044] By selecting a bonus training card that appears in the practice menu 1104, the player can execute a predetermined practice menu that is more effective for training (i.e., the parameter value is increased) than a practice menu executed by selecting a special training card. The effects of executing a predetermined practice menu include adding (as a real number) the acquired parameters, multiplying (as a percentage) the acquired parameters by a bonus multiplier, adding an acquired skill, causing a specific support event (scenario), changing (especially restoring) the condition (the physical strength of the character being trained), and increasing the probability of generating (winning in a lottery) a special training card with the same inspiration (for example, if inspiration A is applied to special training card X and special training card Y, when special training card X is executed as a practice menu, the probability of generating special training card Y increases from the next turn onwards. Or, if inspiration C is applied to special training card Z, when special training card Z is executed as a practice menu, the probability of generating special training card Z again from the next turn onwards increases).

[0045] Furthermore, the experience points for the inspiration boost level are used to increase the inspiration boost level. The player increases the inspiration boost level by acquiring a certain number of experience points for the inspiration boost level (by making the cumulative value of the experience points for the inspiration boost level equal to or greater than a certain number).

[0046] The inspiration boost level is used to increase the training effect of the character to be trained (additional value of the parameters of the character to be trained) obtained through a match, for example, when the character wins a match. For example, in the training game according to this embodiment, a multiplier is set for each inspiration boost level, and by multiplying this by the additional value obtained through a match, the additional value of the parameters obtained by the character to be trained can be doubled.

[0047] [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.

[0048] 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 development menu execution unit 64, a bonus state generation unit 66, a bonus granting unit 68, a bonus management unit 70, a first increase unit 72, a second increase unit 74, and a control unit 80.

[0049] 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, development menu execution unit 64, bonus state generation unit 66, bonus granting unit 68, bonus management unit 70, first increase unit 72, and second increase unit 74 are realized by the CPU 30 of the user terminal 12 executing a program such as a game program related to this embodiment.

[0050] The input management unit 50 notifies the control unit 80 of the player's operation input etc. to the operation input unit 40. The output management unit 52 outputs the results of processing in response to the player's operation input etc. 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.

[0051] The owned object management unit 56 stores and manages information on characters, support players, and special support cards owned by the player 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. Support players and special support cards are examples of second objects that affect the change in parameters due to development of the target character.

[0052] The first object setting unit 60 accepts from the player a setting of a character to be trained from among the characters owned by the player in the game. The second object setting unit 62 accepts from the player a setting of a support player and a special support card from among the characters owned by the player in the game. Note that the second object setting unit 62 may also accept from the player a setting of a support player and a special support card owned by another player (for example, a friend) in the game.

[0053] The training menu execution unit 64 executes the processing of the practice menu described below in each of the multiple turns. The benefit state generation unit 66 generates a C zone, which is an example of a benefit state, in one or more turns among the multiple turns in the training mode. After the practice menu is executed in the turn in which the C zone is generated, the benefit granting unit 68 executes a process to allow the player to acquire inspiration by lottery or the like. Note that inspiration is an example of a first benefit.

[0054] The benefit management unit 70 manages experience points for the inspiration boost level that are acquired by the player. The experience points for the inspiration boost level are an example of a second benefit. The experience points for the inspiration boost level are acquired when specific conditions are met in a turn during which the C zone occurs. An example of a specific condition for acquiring experience points for the inspiration boost level is acquiring inspiration. The benefit management unit 70 also manages the inspiration boost level, which increases when the player acquires a certain number of experience points for the inspiration boost level. The inspiration boost level is an example of a second benefit.

[0055] The first increment unit 72 increments the additional value of the parameter that the character to be trained can obtain in accordance with the inspiration imparted to the bonus training card when the practice menu of the bonus training card selected by the player from the training screen 1100 is executed. The first increment unit 72 may increment the additional value of the parameter that the character to be trained can obtain in accordance with, for example, the effect and grade of the inspiration imparted to the bonus training card.

[0056] The effect of inspiration may be to increase the added value of a parameter by a real number, or may be to increase the added value of a parameter by a multiplier, etc. The grade of inspiration may be the magnitude of the effect of inspiration.

[0057] The second increase unit 74 increases the additional value of the parameter obtained by the training target character playing a match in accordance with the inspiration boost level. For example, the higher the inspiration boost level, the more the second increase unit 74 increases the additional value of the parameter obtained by the training target character playing a match. Note that the second increase unit 74 may increase the additional value of the parameter obtained by the training target character playing a match in accordance with the experience points for the inspiration boost level, or may increase the additional value of the parameter in accordance with the inspiration boost level associated with the accumulated experience points.

[0058] 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, development menu execution unit 64, bonus state generation unit 66, bonus granting unit 68, bonus management unit 70, first increase unit 72, and second increase unit 74 based on the player's operation input to the operation input unit 40, etc., to perform various processes.

[0059] 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 development menu execution unit 64, the benefit state generation unit 66, the benefit granting unit 68, the benefit management unit 70, the first increment unit 72, and the second increment unit 74 of the functional configuration shown in FIG. 8, and the user terminal 12 may use the results of processing by the game server 10.

[0060] FIG. 9 is a flowchart showing an example of a processing procedure of the game system 1 according to this embodiment.

[0061] The player starts training in the training game according to this embodiment by operating the operation input unit 40 of the user terminal 12. In step S10, the first object setting unit 60 of the user terminal 12 receives from the player a setting of a character to be trained from among the characters owned by the player in the game.

[0062] In step S12, the second object setting unit 62 receives from the player settings of a support player and a special support card selected from characters owned by the player in the game. The second object setting unit 62 receives settings of a support player and a special support card from, for example, the organization screen 1000 shown in FIG.

[0063] In step S14, the bonus state generation unit 66 determines whether the C zone will occur. The bonus state generation unit 66 may determine whether the C zone will occur by lottery, may determine whether the C zone will occur at a predetermined turn, or may generate the C zone in association with an event of the character to be trained that occurs randomly during training. For example, the C zone may be set to occur with a 20% probability in each turn, or may be set to always occur at a predetermined turn. Alternatively, the C zone may be set to occur when an event of the character to be trained that occurs randomly during training occurs.

[0064] Furthermore, the bonus state generating unit 66 may determine the number of turns for which the C zone will continue by lottery. For example, the number of turns for which the C zone will continue may be set to two turns with a 20% probability and one turn with an 80% probability. The occurrence of the C zone may be determined by lottery in this manner when each turn occurs.

[0065] When the C zone is generated based on the result of the C zone generation determination, the bonus state generation unit 66 displays, for example, a presentation screen 1200 shown in Fig. 13. Fig. 13 is a diagram illustrating an example of the presentation screen 1200 for the generation of the C zone. The player can recognize that the C zone has been generated by the presentation screen 1200 indicating that the C zone has been entered being displayed.

[0066] The bonus state generation unit 66 also determines the occurrence of a C zone in step S14 while a C zone is occurring. If the occurrence of a C zone of a higher grade than the currently occurring C zone is determined by lottery, the bonus state generation unit 66 may update (promote) the currently occurring C zone to the higher grade. If the occurrence of a C zone of a grade lower than the currently occurring C zone is determined by lottery, the bonus state generation unit 66 may add the number of turns for which the C zone will continue, for example, by lottery. The grade of the C zone is an indicator of the grade of the C zone, and is set to, for example, a lower grade, a higher grade, or the highest grade. For example, a lower grade is an example of the lowest grade. Also, the highest grade is an example of the highest grade. The grade of the C zone may affect, for example, the number of times the C zone continues, the probability of acquiring inspiration, the number of inspirations that can be acquired at one time, etc. Updating (promoting) the C zone refers to changing the currently occurring C zone of a lower grade to the C zone of a higher grade determined by lottery when the occurrence of a C zone of a higher grade than the currently occurring C zone is determined by lottery.

[0067] If the C zone does not occur, the training menu execution unit 64 proceeds to the process of step S18 after the process of step S16, and processes the parameter variation by executing the practice menu. The details of the process of step S18 will be described later with reference to FIG.

[0068] If the C zone has occurred, the training menu execution unit 64 proceeds to the processing of step S20 following the processing of step S16, and processes the parameter variation due to the execution of the practice menu in the C zone. Details of the processing of step S20 will be described later with reference to FIG.

[0069] Following the processing of step S18 or S20, the process proceeds to the processing of step S22, where the second increment unit 74 determines whether a match will occur. The second increment unit 74 may determine whether a match will occur by lottery, or may determine whether a match will occur in a predetermined turn.

[0070] If a match is taking place, the second increasing unit 74 performs the process of changing the parameters due to the execution of the match shown in step S24. If no match is taking place, the process of step S24 is skipped. Details of the process of step S24 will be described later using FIG.

[0071] If there are any remaining turns, the training menu execution unit 64 returns to the processing of step S26 to step S14. If there are no remaining turns, the training menu execution unit 64 ends the training of the training game according to this embodiment shown in FIG.

[0072] FIG. 10 is a flowchart showing an example of the processing procedure of step S20 in the game system 1 according to this embodiment.

[0073] In step S50, the training menu execution unit 64 performs processing for varying parameters by executing a practice menu. Details of the processing in step S50 will be described later with reference to FIG.

[0074] In step S52, the bonus granting unit 68 determines whether inspiration has been acquired. The bonus granting unit 68 may determine whether inspiration has been acquired by lottery, or may determine whether inspiration has been acquired in a predetermined turn. The probability of acquiring inspiration may vary depending on the type of C zone currently occurring, for example, if the currently occurring C zone has different types (e.g., stamina, speed, etc.). For example, if the type is a stamina-type C zone, the probability of acquiring inspiration may be adjusted by lottery so that stamina-type inspiration is more likely to be acquired. Furthermore, for example, if the type is a speed-type C zone, the probability of acquiring inspiration may be adjusted by lottery so that speed-type inspiration is more likely to be acquired.

[0075] If inspiration is acquired, the benefit granting unit 68 proceeds to processing of step S56 following processing of step S54, and grants the acquired inspiration to either the support player set by the player in step S12 or the special training card associated with the special support card.

[0076] Furthermore, when inspiration is acquired, the benefit providing unit 68 displays, for example, a representation screen 1300 shown in Fig. 14. Fig. 14 is a diagram illustrating an example of the representation screen 1300 for acquiring inspiration.

[0077] 13 displays the acquired inspiration 1302 and the special training card 1304 to which the acquired inspiration 1302 has been added. When the acquired inspiration 1302 is displayed, the player can recognize that he or she has acquired the inspiration 1302 and the special training card 1304 to which the acquired inspiration has been added. The special training card 1304 to which the inspiration has been added is also referred to as a bonus training card.

[0078] In step S58, the benefit management unit 70 acquires experience points for the inspiration boost level by acquiring inspiration. The experience points for the inspiration boost level acquired in step S58 may vary depending on the grade of the currently occurring C zone, if the currently occurring C zone has a grade such as the highest grade, a higher grade, or a lower grade. If the highest grade C zone is currently occurring, the most experience points for the inspiration boost level will be acquired. Also, if the lowest grade C zone is currently occurring, the least experience points for the inspiration boost level will be acquired.

[0079] The benefit management unit 70 manages the experience points for the inspiration boost level acquired by the player. The benefit management unit 70 also manages the inspiration boost level. The benefit management unit 70 increases the inspiration level every time a predetermined number of experience points for the inspiration boost level acquired by the player are accumulated, for example.

[0080] 11 is a flowchart showing an example of the processing procedure of steps S18 and S50 of the game system 1 according to this embodiment. The processing shown in FIG. 11 is executed in each turn during practice.

[0081] In step S100, the training menu execution unit 64 performs a lottery to determine whether a special training card or a bonus training card will appear, which is associated with the support player and special support card set for the player in step S12.

[0082] In step S102, the training menu execution unit 64 displays a training screen 1100, for example, as shown in Fig. 15, which reflects the result of the appearance lottery in step S100. Fig. 15 is a diagram illustrating an example of the training screen 1100 on which the player executes a practice menu.

[0083] The training screen 1100 shown in Figure 15 displays parameters 1102 of the character 1002 to be trained selected by the player, and a training menu 1104 that the player can select and execute. As a result of the appearance lottery in step S100, the training screen 1100 shown in Figure 15 includes special training cards 1104-2 and 1104-4 and a bonus training card 1104-3 in the training menu 1104. The training screen 1100 shown in Figure 15 also includes regular training menu cards 1104-1 and 1104-5.

[0084] Special training card 1104-2 is associated with the practice menu type of full-power shuttle run. Special training card 1104-4 is associated with the practice menu type of anti-BLM shooting practice. Bonus training card 1104-3 is associated with the practice menu type of dribbling training.

[0085] Special training cards 1104-2 and 1104-4 and bonus training card 1104-3 are displayed as practice menu cards of the associated practice menu type, for example, as shown in practice menu 1104 on training screen 1100 in Figure 15. In other words, in Figure 15, on the screen where the player selects one of multiple practice menus, special training cards 1104-2 and 1104-4 and bonus training card 1104-3 are displayed as special practice menus (in place of the normal practice menus).

[0086] At this time, the given inspiration is displayed together with the bonus training card 1104-3, so the player can easily distinguish between the bonus training card 1104-3 and the special training cards 1104-2 and 1104-4 and the normal practice menu cards 1104-1 and 1104-5, and can further enjoy training the character to be trained 1002. Furthermore, by setting the icon 1112 indicating the inspiration to an icon indicating the content of the inspiration (for example, if the inspiration increases the kick status, then an icon indicating the kick), the player can train the character to be trained 1002 according to his or her own intentions.

[0087] The bonus training card 1104-3 is displayed, for example, as shown in FIG. 16. FIG. 16 is a diagram illustrating an example of the bonus training card 1104-3. The bonus training card 1104-3 shown in FIG. 16 displays an icon 1112 indicating the inspiration that has been imparted. The icon 1112 is an example of information indicating the inspiration that has been imparted. The player can recognize the inspiration that has been imparted to the bonus training card 1104-3 by seeing the icon 1112 displayed on the bonus training card 1104-3 in FIG. 15.

[0088] 16, the bonus training card 1104-3 may have effects or the like displayed on the background to make it easier for the player to recognize. If the inspiration has grades such as the highest grade, higher grade, or lower grade, the bonus training card 1104-3 may change the color of the effects or the like depending on the highest grade of the inspiration imparted.

[0089] 15 may also display an icon 1110 indicating inspiration given to a practice menu card such as the bonus training card 1104-3 displayed in the practice menu 1104.

[0090] 15 also displays an icon 1106 indicating that the player is in zone C, and an icon 1108 indicating the experience points for the inspiration boost level and the inspiration boost level. The icon 1108 displays the experience points for the inspiration boost level by changing the color of at least a part of the diamond-shaped portion.

[0091] Furthermore, the player can operate the get inspiration button 1114 on the training screen 1100 of FIG. 15 to display, for example, the get inspiration screen 1400 of FIG. 17 or FIG.

[0092] 17 and 18 are diagrams illustrating an example of the acquired inspiration screen 1400. Fig. 17 is an example in which the "Assigned Practice Cards" tab 1402 of the acquired inspiration screen 1400 is selected. Fig. 18 is an example in which the "Inspiration List" tab 1404 of the acquired inspiration screen 1400 is selected.

[0093] The inspiration granted to each bonus training card is displayed on the acquired inspiration screen 1400 of Figure 17. When the acquired inspiration screen 1400 of Figure 17 is displayed, the player can recognize the inspiration granted to each bonus training card.

[0094] The Full Speed ​​Shuttle Run card shown in Figure 17 has three inspirations. Specifically, it has the inspirations of Kick Up, Technique Up, and Stamina Up. The Kick Up inspiration increases the kick parameter when the Full Speed ​​Shuttle Run card to which it has been added is executed. The Technique Up inspiration increases the technique parameter when the Full Speed ​​Shuttle Run card to which it has been added is executed. The Stamina Up inspiration increases the stamina parameter when the Full Speed ​​Shuttle Run card to which it has been added is executed. Note that the increase in these parameters is significantly greater than when no inspirations have been added.

[0095] Furthermore, the anti-BLM shooting practice card shown in Figure 17 is given four inspirations. Specifically, inspirations for support event occurrence, technique improvement, skill acquisition, and condition recovery are given. When the anti-BLM shooting practice card to which the inspiration for support event occurrence is given is executed, a support event occurs. When a support event occurs, one or both of an increase in parameters and the acquisition of some skill occurs. When the anti-BLM shooting practice card to which the inspiration for technique improvement is given is executed, a technique parameter increases. When the anti-BLM shooting practice card to which the inspiration for skill acquisition is given is executed, some skill is acquired. When the anti-BLM shooting practice card to which the inspiration for condition recovery is given is executed, condition is recovered.

[0096] The acquired inspiration screen 1400 in Figure 18 displays a list of inspirations that have been assigned to bonus training cards. When the acquired inspiration screen 1400 in Figure 18 is displayed, the player can recognize the inspirations that have been assigned to one or more bonus training cards by viewing the list.

[0097] The player executes a practice menu by selecting a practice menu card displayed in the practice menu 1104 on the training screen 1100 of Fig. 15. When the player selects a normal practice menu card (for example, practice menu card 1104-1 in Fig. 15), the first increment unit 72 proceeds from the processing of step S104 to the processing of step S108.

[0098] In step S108, the first increasing unit 72 increases the parameter of the character to be trained by an additional value according to the selected normal practice menu card.

[0099] Furthermore, when the player selects a special training card (for example, the special training card 1104-2 in FIG. 15), the first increment unit 72 proceeds from the process of step S106 to the process of step S110.

[0100] In step S110, the first increment unit 72 increments the parameter of the character to be trained by an increment corresponding to the special training card selected by the player. The increment corresponding to the special training card is greater than the increment corresponding to the normal practice menu card.

[0101] Furthermore, when the player selects a bonus training card (for example, the bonus training card 1104-3 in FIG. 15), the first increment section 72 proceeds from the process of step S106 to the process of step S112.

[0102] In step S112, the first increment unit 72 increments the parameter of the character to be trained by an additional value corresponding to the bonus training card selected by the player. The additional value corresponding to the bonus training card is greater than the additional value corresponding to the special training card.

[0103] FIG. 12 is a flowchart showing an example of the processing procedure of step S24 in the game system 1 according to this embodiment.

[0104] In step S150, the second increase unit 74 acquires a multiplier set for each inspiration boost level. For example, a multiplier of "2" is set for inspiration boost level "1." A multiplier of "3" is set for inspiration boost level "2." A multiplier of "4" is set for inspiration boost level "3." In this way, the multiplier set for each inspiration boost level increases as the inspiration boost level becomes higher. The multiplier set for each inspiration boost level may be changed depending on the outcome of the match. The multiplier set for each inspiration boost level may also be changed depending on the difference in parameters between the player (the player) and the opponent in the match.

[0105] In step S152, the second increasing unit 74 multiplies the added value obtained by the match by the acquired magnification.

[0106] In step S154, the second increase unit 74 increases the parameters of the character to be trained by the multiplied added value. FIGS. 19 and 20 are diagrams illustrating an example of an inspiration boost presentation screen 1500. The presentation screen 1500 shown in FIGS. 19 and 20 displays a multiplier 1502 according to the player's inspiration boost level. The multiplier 1502 may be displayed as a percentage as in FIGS. 19 and 20, or may be displayed as a multiplier. By checking the presentation screen 1500 of FIGS. 19 and 20 displayed after the match, the player can recognize that the parameters obtained through the match have increased due to the inspiration boost.

[0107] 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 embodiments can be configured differently and can be combined within a consistent range. [Explanation of symbols]

[0108] 1. Game System 10 Game Servers 12 User terminal 18 Network 60 First object setting section 62 Second Object Setting Section 64 Training Menu Execution Department 66 Special State Generation Section 68 Benefits Granting Department 70 Benefits Management Department 72 First Increase 74 Second Increase

Claims

1. On the computer, a first object setting process for receiving from a player a setting of a first object to be raised in the game; a development menu execution process for executing a development menu in each of a plurality of turns; a reward management process for managing a second reward obtained when a specific condition is satisfied in one or more turns among the plurality of turns; a second increase process for increasing an additional value of the parameter of the first object obtained by an event in which the first object is used in accordance with the second benefit; A program that executes the following.

2. The event is a match event. The program according to claim 1.

3. The computer, a privilege state generation process for generating a privilege state in which a lottery for granting a first privilege is performed in the one or more turns; Then run The benefit management process manages a second benefit that is acquired when the first benefit is granted in the one or more turns in which the benefit state occurs.

3. The program according to claim 1 or 2.

4. The privileged state generating process generates the privileged state in the one or more turns by lottery. The program according to claim 3.

5. The privileged state generating process generates the privileged state in the one or more specific turns. The program according to claim 3.

6. The privilege status has grades, The privileged state generation process updates the privileged state currently being generated to the privileged state of the higher level when the privileged state of a higher level is generated. The program according to claim 3.

7. The bonus state generating process determines the number of turns for which the bonus state is to be continued by lottery. The program according to claim 6.

8. The privileged state generating process determines the number of turns for continuing the privileged state by lottery within a range of numbers associated with the grade of the privileged state. The program according to claim 7.

9. The benefit management process manages the second benefit associated with an accumulated value of a value acquired when the specific condition is satisfied. The program according to claim 3.

10. The computer a first object setting process for receiving from a player a setting of a first object to be raised in the game; a training menu execution process for executing a training menu in each of a plurality of turns; a benefit management process for managing a second benefit acquired when a specific condition is satisfied in one or more turns among the plurality of turns; a second increase process for increasing an additional value of the parameter of the first object obtained by an event in which the first object is used in accordance with the second benefit; A game processing method.

11. a first object setting means for receiving from a player a setting of a first object to be raised in the game; a development menu execution means for executing a development menu in each of a plurality of turns; a benefit management means for managing a second benefit acquired when a specific condition is satisfied in one or more turns among the plurality of turns; second increasing means for increasing an additional value of the parameter of the first object obtained by an event in which the first object is used in accordance with the second benefit; A game processing device having:

Citation Information

Patent Citations

  • Game managing device, game system, method of managing game, and program

    JP2014233323A