Non-transitory computer-readable storage medium, game control method, game control device
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-10-22
- Publication Date
- 2026-03-13
AI Technical Summary
In games, accumulated points often increase over time, leading to a risk of waste and decreased user interest if not spent, which diminishes the entertainment value.
A game system that allows players to assign and associate parameter items to a target object by consuming points, enabling the use of points for parameter enhancements and skill acquisition.
Enhances game entertainment value by providing meaningful ways to utilize points, maintaining player engagement and interest through active participation in skill development and character progression.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, a game control method, a game control device, and a game system. [Background technology]
[0002] Conventionally, there are games in which parameters relating to the performance of a target object in the game, such as a game character, are associated with the target object. Patent Document 1 discloses a game system in which points acquired by a first object as the game progresses are consumed, thereby causing the first object to generate an effect corresponding to the parameters associated with the first object. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-10379 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the points acquired in a game tend to increase as the game progresses, and it may become difficult to spend all of the accumulated points. If the points are not spent and end up being wasted, there is a risk that the user's interest in the game will decrease.
[0005] SUMMARY OF THE INVENTION In view of the above problems, an object of the present invention is to improve the entertainment value of games. [Means for solving the problem]
[0006] The program of the present invention is a program for causing a computer to execute the following steps: a point process for increasing points associated with a target object in the game as the game progresses; an assignment process for assigning a parameter corresponding to a parameter item specified by a user from among a plurality of parameter items associated with the target object to the target object by consuming points associated with the target object that correspond to the parameter item; and an association process for newly associating a parameter item selected from a plurality of parameter items not associated with the target object to the target object by consuming a predetermined number of points associated with the target object. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram illustrating an example of the overall configuration of a game system. [Figure 2] FIG. 2 is a diagram illustrating an example of a functional configuration of the game device. [Figure 3] FIG. 10 is a diagram showing an example of an event deck display screen. [Figure 4] FIG. 10 is a diagram showing an example of an ability list screen when the main character is a fielder. [Figure 5] FIG. 10 is a diagram showing an example of an ability list screen when the main character is a pitcher. [Figure 6] FIG. 1 is a diagram illustrating an example of a general main screen. [Figure 7] FIG. 10 is a diagram showing an example of a general practice screen when practice is selected. [Figure 8] FIG. 10 is a diagram showing an example of a setting screen for increasing basic abilities. [Figure 9] FIG. 10 is a diagram showing an example of a setting screen for acquiring a special ability. [Figure 10] FIG. 10 is a diagram showing an example of a notification screen for an eye-opening command during training. [Figure 11] FIG. 10 is a diagram showing an example of an eye-opening command notification screen on the final setting screen. [Figure 12] FIG. 10 is a diagram showing an example of a setting screen for experience points to be input when an enlightenment command is executed. [Figure 13] FIG. 10 is a diagram showing an example of a screen during execution of an eye open command. [Figure 14] FIG. 10 is a diagram showing an example of a screen for confirming the result of executing an eye-opening command. [Figure 15] FIG. 10 is a diagram showing an example of a screen for confirming the result of executing an eye-opening command. [Figure 16] 10 is a flowchart showing the flow of processing from notification of an eye-opening command to display of the result. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. [1. Game system configuration] 1 is a diagram showing an example of the overall hardware configuration of a game system 1 according to this embodiment. In the game system 1 according to this embodiment, a server device 30 and a game device 10 are wirelessly connected via a network 20.
[0009] The game device 10 is a device for operating the game according to this embodiment, and may be, for example, a portable communication device such as a smartphone, a portable dedicated game device, a tablet, a stationary game device, etc. The game device 10 has a CPU 101, a ROM 102, a RAM 103, a communication unit 104, an operation unit 105, a display unit 106, and a storage device 107.
[0010] The CPU 101 reads out a control program stored in the ROM 102 into the RAM 103 and executes various processes. The ROM 102 stores a control program (such as an OS) required to operate the game device 10. A flash memory (NVRAM) may be used instead of the ROM 102. The RAM 103 is used as a temporary storage area such as the main memory and work area of the CPU 101. The communication unit 104 performs communication processing with the server device 30 and other external devices via the network 20. The operation unit 105 accepts various operations by the user. Note that if the display unit 106 is a display panel equipped with a touch panel, the touch panel is included in the operation unit 105. The display unit 106 displays various information such as a game screen, which will be described later in this embodiment. The storage device 107 mainly stores game programs related to the game and various data related to the game.
[0011] The functions and processing of game device 10 are realized by CPU 101 reading a program stored in ROM 102 or storage device 107 and executing this program. As another example, CPU 101 may read a program stored in a removable recording medium such as an SD card, rather than reading a program stored in ROM 102 or the like. Means for supplying the program to a computer may be a computer-readable recording medium such as a CD-ROM on which the program is recorded, or a transmission medium such as the Internet for transmitting the program. Hereinafter, game device 10 will be described as a smartphone having a display panel equipped with a touch panel.
[0012] The server device 30 includes a CPU 301 , a ROM 302 , a RAM 303 , a communication unit 304 , and a storage device 305 .
[0013] CPU 301 reads out control programs stored in ROM 302 and executes various processes. RAM 303 is used as a temporary storage area such as the main memory and work area of CPU 301. Communication unit 304 performs communication processing with game device 10 and other external devices via network 20. Storage device 305 stores programs related to the game, identification information such as the ID of the user operating game device 10, and various other information for each user required for the game. Note that some of this information may be stored in a database (not shown) or the like.
[0014] 2 is a diagram showing an example of the functional configuration for executing the game according to this embodiment in the game device 10. Details of the game will be described later. The game device 10 includes a storage device 107 and a game control unit 120 . The storage device 107 stores a game program for executing the game, and also includes a data storage unit 1071 for storing various data necessary for game processing. Details of each will be described later, but the data storage unit 1071 stores event character data DT1, which is data related to the event character, event deck data DT2, which is data related to the event deck, main character data DT3, which is data related to the main character, held item data DT4a, which is data related to held items, used item data DT4b, which is data related to used items, association data DT5, which is data related to association processing, and game situation data DT6, which is data related to the game situation. Details of the event characters, event decks, main character characters, held items, used items, association processing, game situations, etc. will also be described later.
[0015] The game control unit 120 has the functions of a point processing unit 121, a display control unit 122, an execution control unit 123, a parameter processing unit 124, an awarding processing unit 125, and an association processing unit 126. Each of these functional units in the game control unit 120 is realized by the CPU 101 executing a game program stored in the storage device 107. Details of the operation of each of these functional units will be explained appropriately with reference to the outline of the game described below.
[0016] [2. Game Description] The following provides an overview of a game that is realized by the CPU 101 executing a game program in the game device 10 according to this embodiment. As an example, the game according to this embodiment is a baseball game. The game according to this embodiment is configured to have a plurality of parts according to the objective, including a development part, an acquisition part, an strengthening part, and a battle part. The development part is a part in which a character to be developed is developed as a target object according to the game according to this embodiment. In this embodiment, in the development part, a pitcher or fielder (including a catcher) character is developed. The acquisition part is a part in which a character (an event character, described later) that can be used when developing a character in the development part can be obtained. The strengthening part is a part in which an event character is strengthened by, for example, combining the event characters obtained in the acquisition part. The battle part is a part in which a baseball team including pitcher and fielder characters developed in the development part plays a game against another team.
[0017] Next, we will explain in detail the training part of the game. In the training part, a main character is set as a target object to be trained, and the main character practices baseball at a high school and goes through various events, thereby training the main character to become a pitcher or fielder. A plurality of scenarios are prepared for the training part, and the high school to which the main character will attend varies depending on the scenario. In the game device 10 of this embodiment, the execution control unit 123 causes the display unit 106 to display a scenario selection screen via the display control unit 122, and when the user selects one scenario from the scenario selection screen via the operation unit 105, the high school to which the main character will attend is determined.
[0018] When a scenario is selected, the execution control unit 123 displays preset basic information about the main character on the screen of the display unit 106 via the display control unit 122. The basic information displayed on the screen can be changed by the user through operation of the operation unit 105. The basic information includes the main character's name, the main character's position, the main character's dominant arm, the main character's batting style, and, if the main character is a pitcher, the main character's pitching style. The main character's position can be selected from pitcher, catcher, first baseman, second baseman, third baseman, shortstop, and outfielder. Positions other than pitcher will be described below as fielders. The main character's dominant arm can be selected as either a right-handed or left-handed pitcher, and can also be selected as a right-handed batter, left-handed batter, or switch hitter. The main character's batting style can be selected from multiple options, such as standard and open stance. There are also multiple options for pitching styles, such as overhand, three-quarterback, sidearm, and underhand. The user can select a desired pitching form from among these multiple pitching forms. Note that, although this embodiment gives an example in which the basic information of the main character is set in advance and the user can change this basic information, the basic information of the main character may not be set in advance and may instead be set by the user.
[0019] Once the main character's basic information is determined, the execution control unit 123 then causes the display unit 106 to display a screen for setting the event deck via the display control unit 122. The event deck is a deck for setting event characters who will be teammates with the main character and who will practice together at the high school the main character will attend. An event character is a character that affects the main character's development (e.g., has a beneficial effect on the main character) when an event occurs during the main character's development process. The user selects event characters to set in the event deck from among the event characters owned in the game. Event characters can be acquired as rewards for winning in the battle mode or by lottery. Furthermore, before starting a scenario in the development part, the user can increase the level of the event character in advance. The higher the level of the event character set in the event deck, the higher the increase in the main character's abilities through practice and the main character's initial evaluation, which is advantageous for improving the main character's abilities as the scenario progresses. A detailed explanation of character abilities will be provided later. Event characters also have a set rarity, and the higher the rarity, the greater the benefits when developing the main character.
[0020] FIG. 3 is a diagram showing an example of an event deck setting screen G100 that the execution control unit 123 displays on the display unit 106 via the display control unit 122 when setting up an event deck. In the event deck setting screen G100, the deck name is displayed in the display object A110. Since multiple decks can be registered, deck names can be registered to manage these multiple decks. The user can register the combination of event characters in the event deck in advance before starting a scenario in the training part. The change button B1101 is a button for changing the deck name. When the user selects (touches, etc.) the change button B1101 via the operation unit 105, the execution control unit 123 makes the deck name changeable.
[0021] The selected event character is displayed on display object A112. A maximum of six event characters can be set in the event deck. Event characters are selected from the event characters owned by the user, but some can also be selected from the event characters owned by other users. For example, depending on the type of scenario, there may be cases where an event character that is advantageous for improving the abilities of the main character is not included. Even in such cases, if the user can select an event character owned by another user, the user will be advantageous for improving the abilities of the main character in that scenario as well, and the user can enjoy the game in that scenario as well.
[0022] Display object A111 displays the rarity of each event character. Rarity indicates how difficult it is to obtain, and there are six types of rarity: "Normal (N)," "Powerful Normal (PN)," "Rare (R)," "Powerful Rare (PR)," "Super Rare (SR)," and "Powerful Super Rare (PSR)." The rarity increases in the order of N, PN, R, PR, SR, and PSR, and the higher the rarity, the greater the benefit when developing the main character when an event occurs. In addition, events corresponding to the rarity may also occur. In addition, display object A113 displays the level corresponding to each event character.
[0023] Each event character may be associated with a special practice. When a protagonist character performs a special practice associated with an event character together with the event character under predetermined conditions, an event associated with the event character occurs, or the protagonist character learns skill tips from the event character. Abilities are one of the parameters associated with a protagonist character. In this embodiment, abilities are broadly categorized into basic abilities, special abilities, and super special abilities. Details of these basic abilities, special abilities, and super special abilities (parameters) will be described later. Skill tips are items (parameter items) related to the protagonist character's abilities (parameters). In this embodiment, these skills correspond to a discount rate for the experience points consumed when the protagonist character acquires an ability. Skill tips are set to one of five levels: Lv0, Lv1, Lv2, Lv3, Lv4, and Lv5. Level 0 and levels 1 to 5 have different functions (properties). Specifically, for example, when the main character acquires a special ability (special ability X) without being associated with that special ability, if the main character acquires a special ability X tip (Level 0), the main character will be able to acquire (become) the special ability X by spending experience points. However, at this stage, the main character has not yet acquired the special ability X. Next, if the main character acquires a special ability X tip (Level 1 to Level 5) while already having acquired the special ability X tip (Level 0), a discount rate corresponding to the level Lv is applied to the experience points consumed to acquire (become) the special ability X. In this embodiment, the parameter processing unit 124 manages the basic abilities, special abilities, super special abilities (parameters), and ability tips (parameter items). In this embodiment, the granting process for granting abilities to the main character, i.e., the process for the main character to acquire abilities, is performed by the granting processing unit 125. Details of experience points will be described later.
[0024] The display object A114 displays a list of the event character's favorite practices. There are multiple types of practices, and in the game of this embodiment, various practices are provided, such as "batting," "muscle strength," "base running," "shoulder strength," "pitch speed," "control," "stamina," "curve ball," "defense," and "mentality." The display object A115 also displays the total number of favorite practices associated with each event character set in the event deck. In the display object A115 shown in FIG. 3, the "x1" displayed below the favorite practice "batting" indicates that, among the event characters set in the event deck, one event character has batting set as their favorite practice. In the display object A115, the "x2" displayed below the favorite practice "muscle strength" indicates that, among the event characters set in the event deck, two event characters have strength set as their favorite practice. Similarly, the "x1" displayed below the favorite practice "base running" indicates that one event character has base running set as their favorite practice, and the "x1" displayed below the favorite practice "shoulder strength" indicates that one event character has shoulder strength set as their favorite practice. In addition, an event character may have two or more favorite trainings, and when an event character with two or more favorite trainings is set in the event deck, the number displayed on the display object A115 will be correspondingly larger.
[0025] Once the setting of the event character in the event deck is completed as described above, the execution control unit 123 then displays a screen for selecting a game item on the display unit 106 via the display control unit 122 in response to a setting completion instruction from the user via the operation unit 105. In the game of this embodiment, game items can be acquired as a winning reward in the battle mode or by lottery. In addition, in the game of this embodiment, the main character can use up to two game items in the training part. Types of game items include items for increasing the event occurrence rate, items for restoring stamina, and items for reducing the occurrence rate of injury.
[0026] Once the process up to the selection of the game items has been completed in this manner, the execution control unit 123 starts the progression of the game based on the scenario. Before explaining the contents of the scenario, the abilities and ability values of the main character to be developed will be explained in more detail.
[0027] FIG. 4 is a diagram showing an example of an ability list screen G200 that the execution control unit 123 causes the display unit 106 to display via the display control unit 122 when the main character is trained as a fielder. The main character is displayed in display object A210. The appearance of the main character is determined when determining the main character's basic information, but can be changed during or after the main character is trained.
[0028] Display object A211 displays the name of the main character. The name of the main character is determined when determining the main character's basic information, but can be changed during or after training the main character. Display object A212 displays the number of the main character's position. If the position is catcher, 2 is displayed, if it is first baseman, 3 is displayed, if it is second baseman, 4 is displayed, if it is third baseman, 6 is displayed, if it is shortstop, 7 is displayed, if it is center fielder, 8 is displayed, and if it is right fielder, 9 is displayed.
[0029] Display object A213 displays the batting form and dominant hand of the main character, and the batting form and dominant hand are determined when determining the main character's basic information. Display object A214 displays the main character's position, and the main character's position is determined when determining the main character's basic information. It is also possible to train the main character to be able to play defense in multiple positions, in which case multiple positions are displayed.
[0030] The display objects A215 to A221 display the basic abilities of fielders. The display object A215 displays a basic ability related to "trajectory," and here, for example, an arrow icon indicating the height of the trajectory of the ball when hit and an ability value are displayed. In this embodiment, the basic abilities possessed by the main character are managed by the parameter processing unit 124. The ability value related to "trajectory" is expressed by a numerical value from 1 to 4. Furthermore, in the basic ability related to "trajectory" of the display object A215, the higher the numerical value of the ability value, the higher the trajectory of the ball when hit and the more likely it is to hit a home run.
[0031] The display objects A216 to A221 display the basic abilities of "meet," "power," "running ability," "arm strength," "fielding ability," and "ball catching." The parameter processing unit 124 manages the basic abilities displayed on the display objects A216 to A221 using eight evaluation ranks: S, A, B, C, D, E, F, and G. If the ability value is 90 or higher, the evaluation rank is S. If the ability value is 80 to 89, the evaluation rank is A. If the ability value is 70 to 79, the evaluation rank is B. If the ability value is 60 to 69, the evaluation rank is C. If the ability value is 50 to 59, the evaluation rank is D. If the ability value is 40 to 49, the evaluation rank is E. If the ability value is 20 to 39, the evaluation rank is F. If the ability value is 19 or less, the evaluation rank is G. With regard to the basic ability related to "meet" of the display object A216, the higher the ability value of "meet," the easier it is to hit the ball with the bat and get a hit. In the basic ability related to "power" of display object A217, the higher the ability value of "power," the more likely it is that the player will hit a long hit. In the basic ability related to "running ability" of display object A218, the higher the ability value of "running ability," the faster the player will be able to run the bases and the more likely it is that the player will get an infield hit. In the basic ability related to "shoulder strength" of display object A219, the higher the ability value of "shoulder strength," the faster the player will be able to throw the ball defensively. In the basic ability related to "defensive ability" of display object A220, the higher the ability value of "defensive ability," the wider the player's defensive range. In the basic ability related to "catching" of display object A221, the higher the ability value of "catching," the easier it is to catch the ball defensively and the less likely it is to make an error.
[0032] The display object A222 displays a list of special abilities possessed by the main character. In this embodiment, the special abilities possessed by the main character are managed by the parameter processing unit 124. The display object A222 shown in FIG. 4 illustrates an example in which a list of special abilities included in the "fielder abilities" of the main character is displayed. The display object A222 includes a display object A2221 and a display object A2222. The "fielder abilities" possessed by the main character are displayed on the display object A222, and the special abilities corresponding to the "fielder abilities" are displayed on the display object A222. In the example of the display object A2222 shown in FIG. 4, the main character has the special abilities of "infield hit," "pinch hit," "inside pitch," "throw," and "stable form," and therefore these five types of special abilities are displayed. That is, in this example, the main character has the abilities of being prone to infield hits, having an increased ability value when appearing as a pinch hitter, being good at "inside pitch" batting, throwing the ball accurately when fielding, and being stable in form.
[0033] 5 is a diagram showing an example of an ability list screen G200 that the execution control unit 123 causes to be displayed on the display unit 106 via the display control unit 122 when the main character is trained as a pitcher. In FIG. 5, explanations of content that overlaps with the case of a fielder shown in FIG. 4 will be omitted. Note that when the main character is a pitcher, the number of the main character's position displayed on the display object A212 is set to "1."
[0034] Display object A310 displays the pitching form and dominant arm of the main character, which are determined when determining the main character's basic information. Display object A311 displays the "pitcher."
[0035] Display object A312 displays a basic ability related to "ball speed," and displays the maximum ball speed when a fastball is thrown. Similarly to the case of fielders, the basic abilities displayed on display objects A313 and A314 are evaluated and ranked on eight levels: S, A, B, C, D, E, F, and G, with an ability value of 90 or higher being S, 80-89 being A, 70-79 being B, 60-69 being C, 50-59 being D, 40-49 being E, 20-39 being F, and 19 or less being G.
[0036] Display object A313 displays the basic ability related to "control," and the higher the "control" ability, the less likely the pitcher is to make a bad pitch and the easier it is to pitch the ball to the intended course. Display object A314 displays the basic ability related to "stamina," and the higher the "stamina" ability, the less likely the pitcher is to get tired and the less likely the ability to decline in the latter half of the game.
[0037] Display object A315 displays the type of curveball that the main character has mastered and the amount of change. The arrow in display object A315 indicates the direction of change, and the shaded area within the arrow indicates the amount of change. In the example shown in Figure 5, the main character can throw a "slider" and a "forkball" in addition to a straight ball, and the amount of change when a curveball is thrown is medium.
[0038] Display object A316 displays a list of special abilities possessed by the main character. Display object A316 shown in FIG. 5 shows an example in which a list of special abilities included in the "pitcher abilities" of the main character is displayed. Display object A316 includes display object A3161 and display object A3162, and display object A3161 displays the "pitcher abilities" possessed by the main character, and display object A3162 displays each special ability corresponding to the "pitcher abilities." In the example shown in FIG. 5, the main character possesses four types of special abilities: "heavy ball," "strikeout," "tenacity," and "resilience." That is, in this example, the main character has the abilities to throw a heavy ball, making it easy to strike out batters, to continue pitching with tenacity even when tired, and to remain unfazed even when hit with a hit.
[0039] Next, the details of the scenario will be described. As mentioned above, the training part includes multiple scenarios. First, we will explain the common content of these scenarios. Each scenario consists of four sections, 1 through 4. Sections 1 through 3 each consist of 12 turns, with only Section 4 consisting of 15 turns. The user can select practice content and allow the main character to rest after each turn. For example, in a scenario in which the player aims to enter high school, join the baseball team, and play in a Koshien tournament, the high school baseball preliminaries and a Koshien tournament are included midway through Section 4. However, if the player loses a game and is eliminated, Section 4 will be forced to end.
[0040] In each turn of each section, multiple teammates appear in addition to the main character, and have a significant impact on the main character's development. Teammates include event characters set in the event deck, event characters that are predetermined for that scenario, and other default characters (non-event characters). Note that the same characters as the event characters that are predetermined for that scenario can also be set in the event deck.
[0041] Furthermore, morning and afternoon events may occur with one turn in between. The events that occur include scenario-specific scenario events, event character events featuring event characters set in the event deck, and event character events featuring event characters that are predetermined for the scenario. In scenario-specific scenario events, event characters that are predetermined for the scenario mainly appear. Whether an event occurs in the morning or afternoon is predetermined based on the content of the scenario event and the event characters, and the occurrence conditions for each event occur if the event occurrence lottery is won. Alternatively, an event may always occur without a lottery. When these events occur, the main character is given a training effect that corresponds to the event that occurred.
[0042] FIG. 6 is a diagram showing an example of a main screen G400 for each turn that the execution control unit 123 causes the display unit 106 to display via the display control unit 122. Display object A401 displays the current section and current turn (the number of turns remaining in the current section). Display object A402 displays the main character's school year, month, and week for the current section and turn. Display object A414 displays an icon indicating the main character's motivation parameter. The type of icon switches between multiple stages depending on the main character's motivation parameter, and changes as events occur. Furthermore, when menu button B403 is selected, a menu screen is displayed, allowing the user to check settings or pause the scenario.
[0043] Display object A404 displays a gauge that indicates the main character's current stamina. If practice is selected that turn, the stamina gauge will decrease, and if a day off or date is selected, the stamina gauge will increase. Display object A405 displays the main character's name and the current evaluation rank of the basic abilities. In the example shown in FIG. 6, the main character is trained as a fielder, so the current ability value of the aforementioned "trajectory" and the current evaluation ranks of "meet," "power," "running ability," "arm strength," and "defensive ability" are displayed. If the main character is trained as a pitcher, "pitch speed," "control," "stamina," and "type and amount of changeup" are displayed.
[0044] The objects of the multiple options P407, P408, and P411 to P413 are selection areas displayed for the user to select what to do in the current turn. The user can select what to do in that turn by selecting one of the multiple options P407, P408, and P411 to P413 via the operation unit 105. Note that if option P410 is selected, the turn will not be consumed. Also, the content of option P409 varies depending on the type of scenario, and some options consume a turn and some do not.
[0045] Next, the contents of each option will be explained. If the "Rest" option P407 is selected, no practice will be conducted that turn, and stamina will be restored by resting. The amount of stamina restored will be determined by lottery. If the "Practice" option P408 is selected, the screen will transition to a practice screen G500 shown in FIG. 7, which will be described later, allowing the user to select one of several types of practice content. Details of the practice content will be described later. The option P409 is a scenario-specific option, and the content will vary depending on the selected scenario.
[0046] When the "ability improvement" option P410 is selected, it becomes possible to increase the abilities of the main character by spending experience points acquired and accumulated through practice and events. In other words, if the user wants to increase the main character's basic abilities or acquire special abilities, the user selects this option P410. Specific methods for increasing the main character's basic abilities or acquiring special abilities will be described later. When the "hospital visit" option P411 is selected, the main character's illness, etc. will be cured with a predetermined probability. When the "play" option P412 is selected, the main character's stamina will be restored, and further, the main character's motivation parameter will increase by one level with a high probability. When the "date" option P413 is selected, the main character's stamina will be restored.
[0047] Next, a case where the "Practice" option P408 is selected will be described. Fig. 7 is a diagram showing an example of a practice screen G500 that the execution control unit 123 causes to be displayed on the display unit 106 via the display control unit 122. Note that the example shown in Fig. 7 shows a screen in which a practice for training "muscle strength" is provisionally selected by an arrow P510.
[0048] Display object A501 displays the unconsumed experience points acquired and accumulated by the main character. Here, experience points are points required to improve the main character's basic abilities or acquire special abilities. In the game device 10 of this embodiment, the point processing unit 121 manages the increase / decrease of the experience points acquired or consumed. Because display object A501 displays unconsumed experience points, it does not include, for example, experience points consumed to improve the main character's basic abilities or acquire special abilities. The point processing unit 121 manages experience points by dividing them into five categories: "strength," "agility," "technique," "curveball," and "spirit." The type and value of experience points acquired vary depending on the practice content. As shown in FIG. 7, display object A502 displays the amount of experience points gained when the selected practice is performed, and the user can select the practice content by referring to the amount of experience points gained. For example, if training in "strength" is selected, experience points can be acquired that are indicated by the increase in "strength" (+24 in the example of Figure 7) and the increase in "spirit" (+18 in the example of Figure 7), as displayed in display object A502 in Figure 7.
[0049] Display object A505 displays teammates who will participate in practice. The teammates are randomly selected from the scenario-specific, predefined event characters, event characters set in the event deck, other default characters, scouts, and managers. The number of teammates participating is also randomly selected. The more teammates participating, the more experience points the player will gain. Display object A506 displays the teammate's name and the player's evaluation value for the main character as a gauge. The player's evaluation value for the main character can be increased by events involving the teammate or by practicing with the teammate. The higher the player's evaluation value for the main character, the greater the chance of acquiring tips on special abilities and the greater the increase in experience points. Note that acquiring tips on special abilities reduces the experience points required to acquire the special ability.
[0050] The display object A507 displays the favorite practice associated with that teammate. For example, a certain practice may be associated with both teammates with the same favorite practice and teammates with different favorite practices. If the ultimately selected practice matches the favorite practice, the protagonist receives benefits that are advantageous to his / her development, such as gaining more experience points. The favorite practice is displayed for the event characters set in the event deck. In this example, the favorite practice is not displayed for the event characters (other than those set in the event deck) specific to the scenario and for other default characters, but may be set to be displayed. It is possible to practice with up to five teammates, and the teammate or combination of teammates corresponding to each practice (content) is selected by lottery each turn.
[0051] Furthermore, if there is an event character among the teammates practicing together whose favorite practice matches the selected practice and whose evaluation value for the main character is equal to or exceeds a predetermined value, a special practice called special tag practice will be performed. When special tag practice is performed, more experience points can be earned than usual.
[0052] Display object A508 displays the injury rate when that practice is selected. The injury rate represents the probability of injury; the higher the value, the higher the probability that the main character will be injured when practicing, and the lower the current physical strength, the higher the injury rate. The user can refer to the injury rate and, for example, select the back button B504 to return to the main screen G400 in FIG. 6, and reselect the "Rest" option P407, etc. If the user is injured, they will not be able to gain experience points even if they practice.
[0053] The options P511-P516 each allow a different practice content to be selected. For example, if the user provisionally selects one of the options P511-P516 and then inputs a final selection instruction, the selected practice will be executed. Furthermore, each option P511-P516 displays the level of the respective practice. This allows the user to confirm that the level increases by selecting the same practice multiple times, and that the higher the practice level, the more experience points the user will gain. Thus, with the practice screen G500, before the user finally selects one of the options P511-P516, that is, when the user has provisionally selected one of the options, the user can confirm how much experience points will be gained if the option is finally selected, and what the teammates who will practice together will be like.
[0054] For example, when the "striking" option P511 is selected, the experience points required to increase "meet," one of the main character's basic abilities, are acquired. Specifically, when the "striking" option P511 is provisionally selected, the increase in experience points for "strength," "technique," and "spirit" is displayed on the display object A502. When the "striking" option P511 is finally selected and practice is performed, experience points corresponding to the increase in "strength," "technique," and "spirit" are acquired.
[0055] When the "muscular strength" option P512 is selected, the experience points required to increase "muscular strength," one of the main character's basic abilities, are acquired. Specifically, when the "muscular strength" option P512 is provisionally selected, the display object A502 displays the increase in experience points for "muscular strength" and "spirit." When the "muscular strength" option P512 is finally selected and practice is performed, experience points equivalent to the increase in "muscular strength" and "spirit" are acquired.
[0056] When the "base running" option P513 is selected, the experience points required to increase "running ability," one of the main character's basic abilities, are obtained. Specifically, when the "base running" option P513 is provisionally selected, the display object A502 displays the increase in experience points for "strength" and "agility." When the "base running" option P513 is finally selected and practice is performed, the experience points equivalent to the increase in these amounts are obtained.
[0057] When the "shoulder strength" option P514 is selected, the experience points required to increase "shoulder strength," one of the main character's basic abilities, are acquired. Specifically, when the "shoulder strength" option P514 is provisionally selected, the increase in experience points for "muscle strength," "agility," and "technique" is displayed on the display object A502. When the "shoulder strength" option P514 is finally selected and practice is performed, the experience points equivalent to the increase in these amounts are acquired.
[0058] When the "Defense" option P515 is selected, the experience points required to increase "defensive power," one of the main character's basic abilities, are acquired. Specifically, when the "Defense" option P515 is provisionally selected, the increase in experience points for "Agility," "Technique," and "Spirit" is displayed on the display object A502. Then, when the "Defense" option P515 is finally selected and practice is performed, experience points equivalent to the increase in these amounts are acquired.
[0059] When the "Mental" option P516 is selected, the main character's physical strength is restored. Specifically, when the "Mental" option P516 is provisionally selected, the increase in experience points for "Technique" and "Spirit" is displayed. Then, when the "Mental" option P516 is finally selected and practice is performed, experience points equivalent to the increase in these points are obtained.
[0060] Note that the example shown in FIG. 7 is an example of training the main character as a fielder. When training the main character as a pitcher, the practice contents of options P511 to P516 are different, and are combinations of "pitch speed," "control," "stamina," "curve ball," "defense," and "mentality." The types of experience points are the same as when training the main character as a fielder. Similarly, when training the main character as a pitcher, the types and values of experience points gained vary depending on the practice contents. For example, when training "control," experience points for "technique" and experience points for "mentality" are gained.
[0061] For example, when the option "ball speed" is selected, the experience points required to increase "ball speed," which is one of the main character's basic abilities, are obtained. Specifically, when the option "ball speed" is provisionally selected, the increase in experience points for "strength," "technique," and "spirit" is displayed on display object A502. Then, when the option "ball speed" is finally selected and practice is performed, experience points equivalent to the increase in these amounts are obtained.
[0062] When the "Control" option is selected, the experience points required to increase "Control," one of the main character's basic abilities, are obtained. Specifically, when the "Control" option is provisionally selected, the increase in experience points for "Technique" and "Spirit" is displayed on display object A502. Then, when the "Control" option is finally selected and practice is performed, experience points equivalent to the increase in these amounts are obtained.
[0063] When the "Stamina" option is selected, the experience points required to increase "Stamina," one of the main character's basic abilities, are obtained. Specifically, when the "Stamina" option is provisionally selected, the increase in experience points for "Strength" and "Spirit" is displayed on display object A502. Then, when the "Stamina" option is finally selected and training is performed, experience points equivalent to the increase in these points are obtained.
[0064] When the "curveball" option is selected, the experience points required to increase the type and amount of change of the "curveball," which is one of the main character's basic abilities, are obtained. Specifically, when the "curveball" option is provisionally selected, the increase in experience points for "technique," "curveball," and "spirit" is displayed on display object A502. Then, when the "curveball" option is finally selected and practice is performed, the experience points corresponding to these increases are obtained.
[0065] When provisional and final selections of "defense" options are made, the experience points required to increase the type and amount of change of "defense" are obtained, just as when selecting "defense" in the fielder training described above. Also, when provisional and final selections of "mentality" options are made, the experience points required to increase the type and amount of change of "mentality" are obtained, just as when selecting "mentality" in the fielder training described above.
[0066] Next, a procedure for reflecting experience points gained through practice, etc., in the main character's basic abilities and special abilities will be described. When the "ability improvement" option P410 is selected on the main screen G400 shown in Fig. 6, the execution control unit 123 causes the display control unit 122 to transition the screen on the display unit 106 to the screen shown in Fig. 8 below.
[0067] FIG. 8 is a diagram showing an example of a setting screen G600 that the execution control unit 123 causes the display unit 106 to display via the display control unit 122 when the user increases the basic abilities of the main character. Display object A601 displays the evaluation rank and ability value of each basic ability before the ability is improved, and display object A602 displays the evaluation rank and ability value of each basic ability after the ability is improved. Selection button B611 is a button selected by the user when transitioning to a screen for setting basic abilities, and in the example of FIG. 8, it indicates that the basic ability setting screen has been selected. Note that when selection button B612 is selected, execution control unit 123 transitions the screen displayed on display unit 106 to a special ability setting screen, which will be described later, via display control unit 122.
[0068] Display object A603 displays the currently accumulated experience points. Display object A604 displays the experience points required to increase the ability value of each basic ability by 1. Arrow buttons B613 corresponding to each basic ability are arranged on display object A604, and when the user selects one of the arrow buttons B613, currently accumulated experience points are consumed to increase the ability value of the basic ability corresponding to that arrow button B613. In the example of FIG. 8, the user does not have the experience points required to increase the ability value of "running ability" by 1, so the arrow button B613 is not displayed for "running ability."
[0069] Note that while the example shown in FIG. 8 shows a case where the main character is trained as a fielder, if the main character is trained as a pitcher, the basic abilities are replaced with "pitch speed," "control," and "stamina." Also, selection buttons for setting the type and amount of change of a curveball are added, and the user can select the type of curveball by selecting the selection button. In this case, the experience points required to increase the change of that curveball by 1 are also displayed, and the change of the curveball can be increased by consuming currently accumulated experience points.
[0070] FIG. 9 is a diagram showing an example of a setting screen G700 that the execution control unit 123 causes the display unit 106 to display via the display control unit 122 when the main character is to acquire a special ability. Display object A701 displays a list of special abilities, along with the experience points required to acquire each special ability. A scroll bar A702 displayed on display object A701 is displayed when display object A701 is unable to display all of the special abilities, and the user can view all of the special abilities by moving scroll bar A702 via operation unit 105. Arrow button B713 has the same function as arrow button B613 shown in FIG. 8, and selecting arrow button B713 consumes currently accumulated experience points to acquire that special ability. While FIG. 9 shows an example of a screen for acquiring special abilities, a similar screen is also used when acquiring super special abilities, which will be described later.
[0071] Next, the distinctive features of the game of this embodiment will be described. In this embodiment, as described above, a main character is set as an object to be developed in the game, and the point processing unit 121 performs point processing to increase or decrease experience points (points) associated with the main character as the game progresses.
[0072] In this embodiment, the main character can acquire special abilities by acquiring special ability tips as parameter items and spending experience points, and can acquire super special abilities by acquiring super special ability tips and spending experience points. As already mentioned, tips correspond to a discount rate for the experience points (points) spent when the main character acquires an ability (special ability or super special ability). In this embodiment, super special abilities are distinguished as abilities of a higher level than special abilities, but this distinction does not necessarily have to be made.
[0073] There are several types of super special abilities. If the main character is a pitcher, examples include "incredible sharpness" and "precision machinery." The "incredible sharpness" super special ability would improve the sharpness of curveballs, while the "precision machinery" super special ability would provide good pitching control and the ability to accurately pitch the ball to the intended location. If the main character is a fielder, examples include "hit machine" and "high-speed laser." "Hit machine" is an ability that makes the player good at hitting hittable balls, while "high-speed laser" is an ability that allows for sharp throws. Another example of a super special ability that the main character can acquire is "super lucky boy," which is an ability that occasionally causes good luck to occur during a game (making the player more likely to experience good luck). Note that these are just a few examples, and there are many more super special abilities.
[0074] In addition, in this embodiment, the granting processing unit 125 grants the main character a super special ability corresponding to the super special ability tip selected by the user from among multiple super special ability tips, by consuming experience points (points) associated with the main character.
[0075] In this embodiment, the association processing unit 126 consumes a predetermined number of experience points (points) from the experience points (points) associated with the main character to newly associate with the main character a tip selected from multiple special ability tips not associated with the main character. At this time, the association processing unit 126 excludes tips for super special abilities already associated with the main character from the selection targets. In the following description, in the game of this embodiment, a command that consumes a predetermined number of experience points from the main character's experience points to execute an association process to newly associate a tip selected from multiple special ability tips not associated with the main character will be referred to as an "enlightenment command." In the game of this embodiment, the tip selected from multiple special ability tips not associated with the main character in the enlightenment command is determined by lottery.
[0076] Furthermore, in this embodiment, as described above, the experience points associated with the main character are classified into and associated with a plurality of types: "strength," "agility," "technique," "curveball," and "spirit." When an enlightenment command is executed, a predetermined number of experience points are consumed from two or more types of experience points associated with the main character. Furthermore, an upper limit is set for the number of experience points consumed when two or more types of experience points are consumed in an enlightenment command. In this embodiment, the upper limit is set to a value that is less than half of the predetermined number of experience points. In other words, because the upper limit is set for each type of experience point at a value that is less than the total required consumption amount, it becomes necessary to consume two or more types of experience points.
[0077] In addition, in this embodiment, when executing an eye-opening command, the association processing unit 126 may change the predetermined number of experience points consumed from the experience points associated with the main character each time the number of times the eye-opening command is executed (the number of times the association process is executed) increases.
[0078] Furthermore, in this embodiment, the execution control unit 123 performs execution control processing to enable the association processing of the association processing unit 126 (i.e., enable the execution of an eye-opening command) on the condition that the cumulative total of experience points acquired by the main character reaches a predetermined threshold as the game progresses. Furthermore, when the cumulative total of experience points acquired in association with the main character reaches a predetermined threshold, the execution control unit 123 displays an icon indicating that the eye-opening command can be executed on the game screen of the display unit 106 via the display control unit 122. This icon is a button icon (hereinafter referred to as an eye-opening button) that can be selected by the user. This allows the user to know that the association processing is now executable (i.e., the eye-opening command can be executed), and by selecting the button icon (eye-opening button), the user can execute the eye-opening command.
[0079] Furthermore, in this embodiment, the execution control unit 123 limits the number of times that the association processing unit 126 can execute the eye-opening command (association processing) from the start to the end of the game to a predetermined number of times.
[0080] 10 and 11 are diagrams showing examples of a display screen including an eye-opening button that the execution control unit 123 causes the display unit 106 to display via the display control unit 122 when the cumulative total of experience points acquired by the main character reaches a predetermined threshold, thereby enabling a transition to the eye-opening command. Fig. 10 shows an example in which the eye-opening button B802 is displayed on the main screen G800 when a transition to the eye-opening command is enabled during the development of the main character. On the other hand, Fig. 11 shows an example in which the eye-opening button B902 is displayed when the development of the main character is completed and a transition to the final setting screen G900 is made, when a transition to the eye-opening command is enabled.
[0081] As shown in FIG. 10, when a transition to an eye-opening command becomes possible during the development of the main character, an eye-opening button B802 is displayed on the main screen G800. The main screen G800 is generally the same screen as the main screen G400 of FIG. 6 described above, and the eye-opening button B802 is displayed near the display object A801 of the main character. By displaying the eye-opening button B802 on the main screen G800 of FIG. 10, the user can know that a state has been reached where it is possible to execute an eye-opening command. Then, when the user selects (e.g., touches) the eye-opening button B802 via the operation unit 105, the association processing unit 126 causes the display unit 106, via the display control unit 122, to display an eye-opening command setting screen G1000 as shown in FIG. 12.
[0082] 11, when a transition to an eye-opening command is possible, the execution control unit 123 causes the display control unit 122 to display an eye-opening button B902 on a final setting screen G900 of the display unit 106. The final setting screen G900 displays the main character's appearance, name, pitching form, batting form, ability increase button, training completion button B901, and the like, and the eye-opening button B902 is displayed, for example, near the training completion button B901. By displaying the eye-opening button B902 as in the final setting screen G900 of FIG. 11, the user can know that a state has been reached where the eye-opening command can be executed. Then, when the user selects (e.g., touches) the eye-opening button B802 via the operation unit 105, the association processing unit 126 causes the display unit 106 to display an eye-opening command setting screen G1000 as shown in FIG. 12 via the display control unit 122.
[0083] On the eye open command setting screen G1000 of FIG. 12, a display area A1001 displays information informing the user that this is a setting screen for the eye open command. Display area A1010 displays the number of experience points consumed when a lottery is held to randomly acquire a super special ability tip from multiple types of super special ability tips in an awakening command, and information indicating that a level 1 (Lv1) super special ability tip can be acquired in that random lottery. In this embodiment, the number of lottery draws to acquire a super special ability tip in one execution of an awakening command is fixed, and is set to, for example, up to three times. Note that the number of lottery draws is just an example, and may be set to more than three times or, conversely, may be set to fewer than three times.
[0084] The display object A1011 displays the number of times the eye-opening command can be executed from the start to the end of the game and the number of times the eye-opening command has been executed to date. In the present embodiment, the execution control unit 123 sets the number of times the eye-opening command can be executed from the start to the end of the game to two. In addition, the display object A1011 shown in Fig. 12 displays "2 / 2," which indicates that the eye-opening command has been executed for the second time.
[0085] The display object A1003 displays the number of experience points required to execute the awakening command (remaining required experience points) and the number of experience points already set by the user (hereinafter referred to as "input") to execute this awakening command (hereinafter referred to as "inputted experience points"). In this embodiment, experience points are managed by the point processing unit 121, and the predetermined number of experience points required to execute the awakening command is set to, for example, 500 points. In the example of the display object A1003 in FIG. 12, the number of experience points already input is 0, so the remaining required experience points are displayed as 500 points. Note that in this embodiment, if the predetermined number of experience points required to execute the awakening command is set to change each time the number of times the awakening command is executed increases, the remaining required experience points of the display object A103 will be a number other than 500 points. For example, if the specified number of experience points required to execute the eye-opening command is set to increase with each increase in the number of times the eye-opening command is executed, the hurdle to re-executing the eye-opening command will be higher; conversely, if the set is such that the number of experience points decreases with each increase in the number of times the eye-opening command is executed, the hurdle to re-executing the eye-opening command will be lowered.
[0086] Display object A1004 displays the type and number of experience points associated with the main character. Display object A1005 is provided for setting how much of each type of experience point to invest among the experience points of each type associated with the main character. The types of experience points are managed by point processing unit 121, and as described above in FIG. 7 and other figures, there are five types: "strength," "agility," "technique," "curveball," and "spirit." For this reason, display object A1005 is provided with display objects A1021 indicating each of these types, a plus (+) button B1023 and a minus (-) button B1025 for the user to set the number of experience points to invest from each type of experience point, and a display object A1024 for indicating the maximum value of experience points that can be invested for each type and the number of experience points to be invested.
[0087] In the case of display object A1024 shown in Figure 12, the maximum number of experience points that can be invested for each type is 200, but the example shows a state in which the experience points to be invested are 0, that is, the experience points to be invested have not yet been specified, so "0 / 200" is displayed for each.
[0088] Here, when the user selects the plus button B1023 via the operation unit 105, for example, by touching it, the association processing unit 126 adds a certain number of experience points per touch as already-invested experience points to the already-invested experience points of the display object A1003. However, if the remaining experience points that can be input for any type are less than the certain number corresponding to one touch of the plus button B1023, it is not possible to input experience points for that type, and in this case, the association processing unit 126 grays out the plus button B1023 via the display control unit 122. This allows the user to know that the plus button B1023 is no longer valid and that no more experience points for that type can be input. Furthermore, when the maximum value (e.g., 200 points) that can be input for any type is reached, the association processing unit 126 grays out the plus button B1023 corresponding to that type via the display control unit 122, making it impossible to input experience points. On the other hand, if the experience points to be input for that type fall below the maximum value (200 points) by touching the minus button B1025, for example, the association processing unit 126 will cancel the grayed-out display of the plus button B1023 and make it available for touching via the display control unit 122. This allows the user to know that it is possible to input experience points for that type.
[0089] The minus button B1025 is grayed out and inactive when no experience points have been inserted. On the other hand, if experience points have already been inserted, the association processing unit 126 enables (activates) the minus button B1025 via the display control unit 122. Then, each time the minus button B1025 is tapped, the association processing unit 126 subtracts a fixed number of experience points from the experience points already inserted into the display object A1003. Note that the fixed number that increases or decreases with each touch of the plus button B1023 and the minus button B1025 may be, for example, 1, 10, or 20, and in the present embodiment, is set to, for example, 10.
[0090] Furthermore, in this embodiment, if the plus button B1023 is continuously touched, the association processing unit 126 gradually increases the number of experience points to be input per unit time (e.g., 2 seconds) according to the duration of the touch. Similarly, in the case of the minus button B1025, if the touch is continuously held, the association processing unit 126 gradually increases the number of experience points to be deducted from the input experience points per unit time (e.g., 2 seconds) according to the duration of the touch.
[0091] In this way, when the user has invested at least three types of experience points and the total number of invested experience points reaches a predetermined number of 500, the association processing unit 126 sets the invested experience points displayed on the display object A1003 via the display control unit 122 to 500 and the remaining required experience points to 0. This causes the association processing unit 126 to enter a state in which the enlightenment command can actually be executed. The maximum number of experience points that can be input for each type of experience point is not limited to 200 points, but may be another number, such as 300 points. In this embodiment, the number of types of experience points that can be input is three, but this is not limited to this, and the number may be set to two or less, or four or more.
[0092] The back button B1011 is a button selected by the user when returning to the previously displayed screen from the awakening command setting screen G1000 of FIG. 12. The awakening execution button B1012, which displays "Unleash," is a button that becomes active when the invested experience points reach 500 on the awakening command setting screen G1000 of FIG. 12 and it becomes possible to execute the awakening command. When the awakening execution button B1012 is selected by the user, the association processing unit 126 executes the awakening command. The all clear button B1013 is a button selected by the user when clearing (cancelling) all of the contents set by the user on the awakening command setting screen G1000 of FIG. 12.
[0093] Fig. 13 is a diagram showing an example of a screen G1100 that the association processing unit 126 causes the display unit 106 to display via the display control unit 122 during execution of an enlightenment command. In the example of Fig. 13, the display object A1101 displays content indicating that the main character is practicing to acquire the knack of a super special ability with the enlightenment command, that is, practicing by consuming the type of experience points set to be invested in the display object A1005 of Fig. 12. Note that the display of the screen G1100 of Fig. 13 may be skipped in response to an instruction from the user.
[0094] Figure 14 shows an example of a result display screen G1200 in which the association processing unit 126 displays on the display unit 106 via the display control unit 122 tips on the super special ability that can be acquired by lottery when the awakening command is executed. The display object A1201 displays content (for example, "Result of eye opening") that notifies the user that the screen displays the result of the lottery based on the eye opening command. Display object A1204 displays the current experience points of each type associated with the main character. Display object A1202 displays content for the user to confirm what the super special ability tip that was drawn by executing the awakening command is, and whether or not to actually acquire the super special ability tip that was drawn. In the example of Fig. 14, display object A1202 displays content that indicates that "Super Lucky Boy Tip" has been drawn as the super special ability tip, and for the user to confirm whether or not to acquire the "Super Lucky Boy Tip."
[0095] The Confirm button B1203 is a button selected by the user when confirming the acquisition of the super special ability tip as a result of the lottery. The re-draw button B1204 is a button selected by the user when re-drawing. The re-draw button B1204 also displays the remaining number of draws available, allowing the user to confirm whether a re-draw is available. In this embodiment, the number of draws for special ability tips is limited to three, as described above. The first draw is performed by selecting the Awakening Execution button B1012 in FIG. 12, so the number of re-draws available by using the re-draw button B1204 is two. Note that if a re-draw is performed by selecting the re-draw button B1204, the results of the previous draw are invalidated, and the right to obtain the super special ability tips that were the result of the previous draw is lost. If a re-draw is performed by selecting the re-draw button B1204, the same special ability tips as the result of the previous draw will not generally be drawn again. However, if the number of special abilities that can be acquired is less than the number of redraws when the redraw button B1204 is selected, the same special ability tips as the previous lottery result may be redrawn, in which case the right to acquire the special ability tips that were once invalidated by the redraw will be restored. Also, if there are no more redraws remaining as a result of the redraw, the redraw button B1204 will be grayed out and will no longer be valid. This allows the user to confirm that a redraw is not possible.
[0096] FIG. 15 is a diagram showing an example of an acquisition confirmation screen G1300 that the association processing unit 126 displays on the display unit 106 via the display control unit 122 when the confirmation button B1203 is selected on the result display screen G1200 of FIG. 14. Display object A1301 displays information to inform the user of the acquired super special ability tips. In this embodiment, multiple levels (for example, five levels) are set for super special ability tips, and the level of a super special ability tip acquired by an awakening command is always set to level 1 (Lv1). In this embodiment, for example, when the main character acquires a tip (Lv1) for special ability X in a state where special ability X is not associated with the main character, the main character is in a state where he can acquire (become able to acquire) special ability X, and a discount rate according to the tip (Lv1) is applied.
[0097] 15 shows an example in which the confirm button B1203 is selected on the result display screen G1200 shown in FIG. 14, and the display object A1301 displays that Super Lucky Boy Tip Level 1 (Level 1) has been acquired. In this embodiment, the level of the super special ability tip acquired by the awakening command is always set to Level 1 (Lv1), but it may also be set to a tip of a level greater or less than Level 1 (Lv1). Also, for example, it may be set so that the level of the super special ability tip acquired by the awakening command increases as the number of times the awakening command is executed increases.
[0098] Display object A1302 displays content that requests the user to reflect the acquired super special ability tips on the main character, that is, to give an instruction to associate them. That is, in the case of this embodiment, when display object A1302 is tapped by the user, association processing unit 126 associates the super special ability tips with the main character.
[0099] Also, at this time, if there are experience points remaining that can be consumed for the eye-opening command, the association processing unit 126 will transition the screen of the display unit 106 via the display control unit 122 to the eye-opening command setting screen G1000 shown in Figure 12 described above, and once again return to a state where the eye-opening command can be set and executed in the same manner as described above.
[0100] On the other hand, if there are no experience points remaining that can be consumed for the Awakening command, the execution control unit 123 returns the screen of the display unit 106 to the state in Fig. 10 or 11 via the display control unit 122. In other words, if the transition to the Awakening command is made during the development of the main character, the screen returns to the main screen, whereas if the transition to the Awakening command is made at the final stage of the development of the main character, the screen returns to the final setting screen.
[0101] Furthermore, after the awakening command is executed as described above and the knack for super special abilities is acquired, a screen similar to the setting screen G600 shown in Figure 9 for increasing special abilities, etc., is displayed, and when the user selects the desired arrow button B713, the granting processing unit 125 consumes the currently accumulated experience points and grants that special ability (super special ability) to the main character.
[0102] [3. Game Device Configuration] Returning to FIG. 2, the functional configuration for executing the game according to this embodiment as described above in the game device 10 of this embodiment will be described. In the memory device 107 of the game device 10, the event character data DT1 and the retained item data DT4a are fixed data that are not dependent on the game situation in the embodiment described above, while the event deck data DT2, the main character data DT3, the used item data DT4b, the association data DT5, and the game situation data DT6 are data that are updated depending on the game situation.
[0103] The event character data DT1 consists of various information related to the event characters mentioned above. The event character data DT1 includes information on the type of event character the user owns in the game, information on the favorite practice associated with the event character, information on the level of the event character, information on the event of the event character, and other information related to the event character. The event character data DT1 also includes information on the scenario-specific event characters and non-event characters that appear as teammates, as well as information on scenario-specific predetermined scenario events. The event character data DT1 also includes information on the type of character that practices with the main character, information on the favorite practice associated with that character, and so on.
[0104] The event deck data DT2 includes various information related to the event deck described above. For example, the event deck data DT2 stores reference information for the event character data DT1 related to the event characters set in the event deck.
[0105] The main character data DT3 consists of various information about the main character who is trained in the training part described above. Specifically, the main character data DT3 includes basic information such as the main character's name, position, dominant hand, batting form, and pitching form, as well as the main character's current experience points obtained in the training part scenario, information on the main character's teammates' evaluations, and the main character's current basic abilities, special abilities, and super special abilities. The main character data DT3 is updated each time the training part scenario progresses.
[0106] The held item data DT4a is made up of information about game items that can be used in the training part, and includes information such as the type and number of game items that the user owns in the game.
[0107] The used item data DT4b includes information on items used in the selected scenario. The used item data DT4b includes the type and number of game items selected when entering the main character's basic information, and information on whether the selected game items have already been used.
[0108] The association data DT5 is information associated in progressing the game, and as described above, includes information associated by the association processing unit 126. Specifically, it includes information such as experience points, basic abilities, special abilities, super special abilities, tips for special abilities, and tips for super special abilities associated with the main character. The game situation data DT6 also includes information about the situation in the scenario that is necessary to progress through the game, such as the current section number and the current turn number.
[0109] As described above, the point processing unit 121 of the game device 10 performs point processing to increase or decrease the experience points associated with the main character as the game progresses. The point processing unit 121 also notifies the execution control unit 123, the association processing unit 126, and the granting processing unit 125 of information regarding the experience points associated with the main character.
[0110] As described above, the parameter processing unit 124 manages parameters such as the main character's basic abilities, special abilities, and super special abilities, as well as parameter items such as tips for special abilities and tips for super special abilities. In particular, in the case of this embodiment, the parameter processing unit 124 performs processing to manage tips for super special abilities corresponding to super special abilities.
[0111] As described above, the execution control unit 123 performs various controls over the execution of the game and the game as a whole. In this embodiment, as described above, the execution control unit 123 controls the association processing (eye-opening command) in the association processing unit 126 to be executable on the condition that the cumulative total of experience points acquired by the main character reaches a predetermined threshold. The execution control unit 123 also performs a count limiting process to limit the number of times the eye-opening command can be executed from the start to the end of the game to a predetermined number. In this embodiment, the predetermined number of times the eye-opening command can be executed from the start to the end of the game is set to two, as described above.
[0112] As described above, the granting processing unit 125 performs the granting process of granting the super special ability corresponding to the super special ability tip selected by the user via the operation unit 105 from among multiple super special ability tips, by consuming the experience points associated with the main character. The display control unit 122 controls the display on the display unit 106 of the game device 10 under the control of the execution control unit 123 or the association processing unit 126 .
[0113] As described above, the association processing unit 126 executes the association processing related to the open-eye command after the open-eye button is selected. That is, the association processing unit 126 performs an association processing such as associating a new trick selected from multiple special ability tricks not associated with the main character with the main character by consuming a predetermined number of experience points from among the experience points associated with the main character.
[0114] [4. Processing flow in the game device] The characteristic processing flow in the game device 10 of this embodiment will be described below. 16 is a flowchart showing an example of the main processing flow in the game device 10 according to this embodiment, from when the game device 10 becomes ready to execute an eye-opening command (association processing) on the condition that the cumulative total of experience points acquired in association with the main character has reached a predetermined threshold, to when the eye-opening command is executed and the result is displayed. The processing described below is realized by the CPU 101 of the game device 10 shown in FIG. 1 reading the game program according to this embodiment stored in the storage device 107 into the RAM 103 and executing this game program.
[0115] In step S101, the execution control unit 123 determines whether the cumulative total of experience points acquired in association with the main character has reached a predetermined threshold (for example, 10,000 points). If the execution control unit 123 determines that the cumulative total of experience points has reached the threshold, the process proceeds to step S102.
[0116] Proceeding to step S102, the execution control unit 123 makes the association processing unit 126 executable an eye-opening command (association processing). Furthermore, the execution control unit 123 controls the display control unit 122 so that if the main character is in the middle of being trained, the eye-opening button B802 is displayed on the main screen G800 shown in Fig. 10, and if the main character has been trained and the screen has transitioned to the final setting screen G900, the eye-opening button B902 is displayed on the final setting screen G900 shown in Fig. 11. Then, after step S102, the execution control unit 123 advances the process to step S103.
[0117] In step S103, the execution control unit 123 determines whether the eye open button B802 (or B902) has been selected by a touch or the like by the user via the operation unit 105. If the execution control unit 123 determines that the eye open button has been selected by the user, the processing in the game device 10 transitions to step S104 and subsequent processing performed by the association processing unit 126.
[0118] In step S104, the association processing unit 126 causes the eye-opening command setting screen G1000 shown in Fig. 12 to be displayed on the display unit 106 via the display control unit 122. After step S104, the association processing unit 126 advances the process to step S105.
[0119] In step S105, the association processing unit 126 determines whether the user has operated the plus button B1023 or the minus button B1025 via the operation unit 105 on the open-eye command setting screen G1000 in Fig. 12 and input the number of experience points required to execute the open-eye command (500 points in this embodiment). If the input experience points are not 500 points, the association processing unit 126 returns the process to step S104. On the other hand, if the input experience points for three or more types of experience points have reached the predetermined number (500 points), the association processing unit 126 proceeds to step S106.
[0120] In step S106, the association processing unit 126 determines whether the user has selected the eye-open execution button B1012 on the eye-open command setting screen G1000 in Fig. 12 via the operation unit 105. If the eye-open execution button B1012 has not been selected, the association processing unit 126 returns the process to step S104. Then, if the eye-open execution button B1012 is selected, the association processing unit 126 advances the process to step S107.
[0121] In step S107, the association processing unit 126 executes a lottery process to randomly select one special ability tip from among multiple super special ability tips by executing the awakening command. The association processing unit 126 then notifies the display control unit 122 of the result of the lottery process, causing the display unit 106 to display the result. As a result, a result display screen G1200 such as that shown in FIG. 14 is displayed on the display unit 106. After step S108, the association processing unit 126 advances the process to step S108.
[0122] In step S108, the association processing unit 126 determines whether or not the number of re-draws will exceed the number of re-draws allowed for the eye-opening command if a re-draw is performed. If the association processing unit 126 determines that the number of re-draws will not exceed the number of re-draws allowed, the process proceeds to step S109. On the other hand, if the association processing unit 126 determines that the number of re-draws will exceed the number of re-draws allowed, the process proceeds to step S110.
[0123] In step S109, the association processing unit 126 determines whether the user has selected the Confirm button B1203 or the Re-draw button B1204 on the result display screen G1200 via the operation unit 105. If the association processing unit 126 determines that the Confirm button B1203 has been selected, the process proceeds to step S110, but if the association processing unit 126 determines that the Re-draw button B1204 has been selected, the process returns to step S107.
[0124] In step S110, the association processing unit 126 confirms the result of the lottery in step S107, and then proceeds to the processing of step S111. In step S111, the association processing unit 126 notifies the display control unit 122 of the lottery result determined in step S110. Upon receiving the notification of the lottery result, the display control unit 122 causes the display unit 106 to display an acquisition confirmation screen G1300 indicating the lottery result, as shown in Fig. 15. Then, when the association processing unit 126 receives notification via the operation unit 105 that the user has tapped the acquisition confirmation screen G1300, it performs an association process to associate the super special ability tip with the main character.
[0125] As described above, according to this embodiment, as the game progresses, a point process is performed to increase the experience points associated with the main character in the game, a granting process is performed to grant the main character a super special ability corresponding to a super special ability tip selected by the user from a plurality of super special ability tips associated with the main character by consuming points from the experience points associated with the main character that correspond to the super special ability tip, and an association process (awakening command) is performed to newly associate a tip selected from a plurality of super special ability tips not associated with the main character with the main character by consuming a predetermined number of experience points from the experience points associated with the main character, thereby making it possible to spend the acquired experience points without wasting them, thereby increasing the user's interest in the game.
[0126] Furthermore, according to this embodiment, the experience points associated with the main character are divided into multiple types of experience points, and in the association process, a predetermined number of experience points are consumed using two or more types of experience points associated with the main character, thereby balancing the consumption of experience points.
[0127] Furthermore, according to this embodiment, in the association process, an upper limit value of the experience points that can be consumed is set for each of two or more types of experience points, thereby preventing a bias in the consumed experience points. Furthermore, according to this embodiment, the upper limit value is set to a value that is less than half of the predetermined number of experience points, thereby preventing an excessive consumption of a certain type of experience points.
[0128] Furthermore, according to this embodiment, as described above, the association processing unit 126 does not include super special ability tips that are already associated with the main character in the selection targets. In other words, since super special ability tips that are already associated with the main character are not included in the selection targets, it is possible to prevent duplicate acquisition of the same super special ability tips.
[0129] Furthermore, according to this embodiment, as described above, the association processing unit 126 changes the predetermined number of experience points (e.g., 500 points) to be consumed from the experience points associated with the main character each time the number of times the association process is executed increases, thereby changing the amount of experience points consumed and the hurdle for executing the association process, and preventing a decrease in interest in the game.
[0130] Furthermore, according to this embodiment, as described above, the execution control unit 123 performs an execution control process that enables the association process to be executed on the condition that the cumulative total of experience points that has increased as the game progresses reaches a predetermined threshold (for example, 10,000 points), thereby preventing an advanced player who is accustomed to games with a large cumulative total of experience points from being unable to use all of the experience points and wasting them, which would reduce the player's interest in the game.
[0131] Furthermore, according to this embodiment, as described above, the execution control unit 123 limits the number of times that the association processing unit 126 can execute the eye-opening command (association processing) from the start to the end of the game to a predetermined number (for example, two times). In other words, by limiting the number of times that the association processing can be executed from the start to the end of the game to a predetermined number, it is possible to prevent the association processing from being executed excessively, which would reduce the interest in the game.
[0132] [4. Modifications] Although the embodiments of the present invention have been described in detail with reference to the drawings, the specific configuration is not limited to the above-described embodiments and can be modified as appropriate within the scope of the present invention.
[0133] In the above-described embodiment, an example was given in which the super special ability tip was randomly selected (drawn by lottery) by executing the awakening command, but it may be predetermined rather than random.
[0134] In the above embodiment, the game content of the training part in baseball was described, but it may be a sport other than baseball, or it may be a game with a training part related to academics. For example, when training through sports in general, the content of the practice options may be changed to types such as "baseball," "soccer," and "volleyball," and when training through academics, options such as "Japanese," "English," and "math" may be used.
[0135] Furthermore, although the above-described embodiment mainly relates to a game in which a main character is trained, the game does not necessarily have to be a training game. For example, the game may be any other game, such as a game in which the main character earns money.
[0136] Furthermore, in the above-described embodiment, the processing is described as being performed on the game device 10 side, but some of the processing may be performed on the server device 30. For example, the event character data DT1 and the game situation data DT6 may be held on the server device 30 side, and the above-described processing may be realized while communicating with the server device 30. For example, among the processing of the game control unit 120, the processing of displaying on the display unit 106 may be performed on the game device 10 side, and all or some of the other processing may be performed on the game device 10 side or the server device 30.
[0137] [5. Notes] From the above description, the present invention can be understood, for example, as follows.
[0138] (1) A program according to one aspect of the present invention is a program for causing a computer to execute the following steps: a point process for increasing points associated with a target object in a game as the game progresses; an assignment process for assigning a parameter corresponding to a parameter item specified by a user from among a plurality of parameter items associated with the target object to the target object by consuming points associated with the target object that correspond to the parameter item; and an association process for newly associating a parameter item selected from a plurality of parameter items not associated with the target object to the target object by consuming a predetermined number of points associated with the target object.
[0139] (2) A game control method according to one aspect of the present invention is characterized by comprising: a point processing step of increasing points associated with a target object in the game as the game progresses; an assigning processing step of consuming points associated with the target object to assign parameters corresponding to a parameter item designated by a user from among a plurality of parameter items associated with the target object; and an associating processing step of newly associating a parameter item selected from a plurality of parameter items not associated with the target object to the target object by consuming a predetermined number of points from among the points associated with the target object.
[0140] (3) A game device according to one embodiment of the present invention is characterized by having: point processing means for increasing points associated with a target object in the game as the game progresses; assignment processing means for consuming points associated with the target object to assign parameters corresponding to a parameter item designated by a user from among a plurality of parameter items associated with the target object; and association processing means for newly associating a parameter item selected from a plurality of parameter items not associated with the target object to the target object by consuming a predetermined number of points from among the points associated with the target object.
[0141] (4) A game system according to one embodiment of the present invention is characterized by having: a point processing means for increasing points associated with a target object in the game as the game progresses; an assignment processing means for consuming points associated with the target object that correspond to a parameter item designated by a user from among a plurality of parameter items associated with the target object, thereby assigning the parameter corresponding to the parameter item to the target object; and an association processing means for newly associating a parameter item selected from a plurality of parameter items not associated with the target object with the target object by consuming a predetermined number of points from among the points associated with the target object.
[0142] According to the inventions (1), (2), (3), and (4) above, the acquired experience points can be consumed without being wasted, and the user's interest in the game can be increased.
[0143] (5) In one aspect of the present invention, in the above aspects (1), (2), (3), or (4), the points associated with the target object are comprised of points divided into multiple types, and in the association process, the predetermined number of points are consumed using two or more types of points associated with the target object. According to the aspect related to (5) above, in the association process, a predetermined number of points are consumed for two or more types of points associated with the target object, thereby making it possible to balance point consumption.
[0144] (6) In one aspect of the present invention, in any of the above aspects (1) to (5), in the association process, an upper limit value of points that can be consumed is set for each of the two or more types of points. According to the aspect related to (6) above, an upper limit of points that can be consumed is set for each of two or more types of points, so that it is possible to prevent imbalance in the amount of experience points consumed.
[0145] (7) In one aspect of the present invention, in the aspect (6) above, the upper limit value is set to a value that is less than half of the predetermined points. According to the aspect of (7) above, the upper limit value is set to a value that is less than half of the predetermined number of points, so that it is possible to prevent a certain type of points from being consumed excessively.
[0146] (8) In one aspect of the present invention, in any of the above aspects (1) to (7), in the associating process, parameter items associated with the target object are not included in the selection targets. According to the aspect relating to (8) above, in the association process, parameter items that are already associated with the target object are not included in the selection targets, so that it is possible to prevent the same parameter items from being acquired more than once.
[0147] (9) In one aspect of the present invention, in any of the above aspects (1) to (8), an execution control process is further executed to enable the association process to be executed on the condition that the cumulative total of the points that has increased as the game progresses reaches a predetermined threshold value. According to the aspect related to (9) above, by performing an execution control process that enables the association process to be executed on the condition that the cumulative point value reaches a predetermined threshold, it is possible to prevent a decline in interest in the game among advanced players who are accustomed to the game.
[0148] (10) In one aspect of the present invention, in the aspect (9) above, the execution control process limits the number of times the association process can be executed from the start to the end of the game to a predetermined number of times. According to the aspect related to (10) above, by limiting the number of times that the association process can be performed between the start and end of the game to a predetermined number of times, it is possible to prevent the association process from being performed excessively, thereby preventing a decrease in interest in the game.
[0149] (11) In one aspect of the present invention, in any of the above aspects (1) to (10), the association process changes the predetermined number of points to be consumed from the points associated with the target object each time the number of times the association process is executed increases. According to the aspect related to (11) above, by changing the predetermined number of points to be consumed each time the number of times the association process is performed increases, the amount of points consumed and the hurdle for performing the association process can be changed, thereby preventing a decrease in interest in the game.
[0150] The present invention has been described above in conjunction with the above-mentioned embodiments, but the present invention is not limited to only the above-mentioned embodiments, and modifications and the like are possible within the scope of the present invention, and the above-mentioned embodiments or modified examples may be combined as appropriate. [Explanation of symbols]
[0151] 1: Game system, 10: Game device, 20: Network, 30: Server device, 101, 301: CPU, 102, 302: ROM, 103, 303: RAM, 104, 304: Communication unit, 105: Operation unit, 106: Display unit, 107, 305: Storage device, 1071: Data storage unit, 120: Game control unit, 121: Point processing unit, 122: Display control unit, 123: Execution control unit, 124: Parameter processing unit, 125: Granting processing unit, 126: Association processing unit
Claims
1. A game system that provides a game in which event characters set in a deck affect the training results of a character to be trained, A first parameter acquisition means that causes the target character to acquire a first parameter associated with an ability that the target character can acquire based on the progress of the game, A point-granting means that grants points to the character to be trained, based on the progress of the game, which are consumed when the character to be trained acquires the ability associated with the first parameter selected by the user from among a plurality of first parameters already acquired by the character to be trained, The ability acquisition means includes, which causes the character to be trained to acquire the ability associated with the selected first parameter, based on the consumption of an amount of points corresponding to the first parameter selected by the user from a plurality of acquired first parameters obtained by the first parameter acquisition means, The first parameter acquisition means is A first acquisition means that causes the training target character to acquire the first parameter associated with the event character set in the deck, A game system comprising: a second acquisition means for causing the target character to acquire at least one of the first parameters selected from a plurality of first parameters that the target character has not yet acquired, including a plurality of first parameters that are not associated with the event character set in the deck, based on the consumption of a predetermined amount of the points.
2. Each of the multiple first parameters is associated with level information, The aforementioned ability acquisition means is, The game system according to claim 1, wherein the amount of points consumed when acquiring the ability associated with the first parameter selected by the user is determined based on the level information corresponding to the selected first parameter.
3. The second acquisition means is The game system according to claim 1 or claim 2, wherein the character to be trained acquires at least one of the first parameters randomly selected from a plurality of first parameters that the character to be trained has not yet acquired.
4. A game control device that provides a game in which event characters set in a deck affect the training results of a character to be trained, A first parameter acquisition means that causes the target character to acquire a first parameter associated with an ability that the target character can acquire based on the progress of the game, A point-granting means that grants points to the character to be trained, based on the progress of the game, which are consumed when the character to be trained acquires the ability associated with the first parameter selected by the user from among a plurality of first parameters already acquired by the character to be trained, The ability acquisition means includes, which causes the character to be trained to acquire the ability associated with the selected first parameter, based on the consumption of an amount of points corresponding to the first parameter selected by the user from a plurality of acquired first parameters obtained by the first parameter acquisition means, The first parameter acquisition means is A first acquisition means that causes the training target character to acquire the first parameter associated with the event character set in the deck, A game control device comprising: a second acquisition means for causing the target character to acquire at least one of the first parameters selected from a plurality of first parameters that the target character has not yet acquired, including a plurality of first parameters that are not associated with the event character set in the deck, based on the consumption of a predetermined amount of the points.
5. A program that provides a game in which event characters set in a deck affect the training results of a character to be trained, A first parameter acquisition means that causes the target character to acquire a first parameter associated with an ability that the target character can acquire based on the progress of the game, A point-granting means that grants points to the character to be trained, based on the progress of the game, which are consumed when the character to be trained acquires the ability associated with the first parameter selected by the user from among a plurality of first parameters already acquired by the character to be trained, The ability acquisition means includes, which causes the character to be trained to acquire the ability associated with the selected first parameter, based on the consumption of an amount of points corresponding to the first parameter selected by the user from a plurality of acquired first parameters obtained by the first parameter acquisition means, The first parameter acquisition means is A first acquisition means that causes the training target character to acquire the first parameter associated with the event character set in the deck, A program comprising: a second acquisition means for causing the target character to acquire at least one of the first parameters selected from a plurality of first parameters that the target character has not yet acquired, including a plurality of first parameters that are not associated with the event character set in the deck, based on the consumption of a predetermined amount of the points.
6. A game system that provides a game in which event characters set in a deck affect the training results of a training target character, wherein a game control method executed by a computer, Based on the progress of the game, a first parameter acquisition step is performed to cause the target character to acquire a first parameter associated with the abilities that the target character can acquire, A point granting step, based on the progress of the game, grants points to be consumed when the target character acquires the ability associated with the first parameter selected by the user from among a plurality of first parameters already acquired by the target character, the ability to acquire the ability associated with the first parameter selected by the user from among a plurality of first parameters already acquired by the target character. The ability acquisition step includes causing the character to be trained to acquire the ability associated with the selected first parameter, based on the consumption of an amount of points corresponding to the first parameter selected by the user from a plurality of acquired first parameters obtained in the first parameter acquisition step, The first parameter acquisition step is: A first acquisition step involves causing the training target character to acquire the first parameter associated with the event character set in the deck, A game control method comprising: a second acquisition step of causing the target character to acquire at least one of the first parameters selected from a plurality of first parameters that the target character has not yet acquired, which include a plurality of first parameters not associated with the event character set in the deck, based on the consumption of a predetermined amount of the points.