Storage medium, game processing method, and game processing device

The system enhances user motivation in training games by setting multiple objects and generating effects based on conditions, offering varied and rare skill acquisition.

JP2026012440APending Publication Date: 2026-01-23RUDEL INC
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Patent Information

Application Number
JP2025188887
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-10
Publication Date
2026-01-23

AI Technical Summary

Technical Problem

Existing training games lack features to enhance user motivation beyond the experience provided by support cards.

Method used

Implement a system where a first object is set for development, a second and third object are set to satisfy predetermined conditions, and effects are generated to support the development, including a display of acquired skills by rarity.

Benefits of technology

Increases user motivation by introducing new gameplay mechanics that enhance the training experience through varied and rare skill acquisition.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026012440000001_ABST
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Patent Text Reader

Abstract

To improve a user's desire to play a game.SOLUTION: A first object setting process of setting a first object to be raised in a game, a second object setting process of setting a second object related to raising of the first object, a third object setting process of setting a third object different in type from the second object and related to the raising, and an effect producing process of producing a first effect that is an effect advantageous for the raising when the second object and the third object satisfy a predetermined condition in the game.SELECTED DRAWING: Figure 12
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Description

[Technical Field]

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

[0002] Conventionally, there have been proposed training simulation games (hereinafter referred to as training games) in which a player trains a character within the game (see, for example, Patent Document 1). A player trains a character by having the character train, etc., in each turn within the game. For example, in the training game shown in Patent Document 1, a character is trained by performing, on a training screen, training items corresponding to operation inputs from a plurality of operation units by the player, each turn.

[0003] In the training game described in Patent Document 1, when starting character training, it is possible to organize a plurality of support cards to support the character training. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 7432027 Summary of the Invention [Problem to be solved by the invention]

[0005] In the training game described in Patent Document 1, the effects produced by support cards can provide the experience of training characters with high parameters, but there was a demand for new gameplay features to further increase users' motivation to play the game.

[0006] The present disclosure aims to further increase users' motivation to play games. [Means for solving the problem]

[0007] One aspect of the present disclosure is a program for causing a computer to execute a first object setting process for setting a first object to be developed in a game, a second object setting process for setting a second object related to the development of the first object, a third object setting process for setting a third object that is a different type from the second object and related to the development, and an effect generation process for generating a first effect that is advantageous to the development when the second object and the third object satisfy predetermined conditions in the game.

[0008] One aspect of the present disclosure is a program for causing a computer to execute a first object setting process for setting a first object to be developed in a game, a second object setting process for setting a second object associated with the development of the first object, a development menu execution process for executing a development menu for developing the first object, an effect generation process for generating a third effect when the second object is associated with the development menu, and a display process for displaying multiple skills acquired by the first object as the third effect by rarity. [Effects of the Invention]

[0009] According to the present disclosure, it is possible to increase a user's motivation to play a game. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a diagram illustrating an example of a configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a game server according to the present embodiment. [Figure 3] FIG. 2 is a diagram illustrating a hardware configuration of an example of a user terminal according to the present embodiment. [Figure 4]FIG. 10 is a diagram showing an example of a home screen of the training game according to the present embodiment. [Figure 5] FIG. 10 is a diagram showing an example of a selection screen for a character to be trained in the training game according to the present embodiment. [Figure 6] FIG. 10 is a diagram showing an example of a formation screen at the start of training in the training game according to the present embodiment. [Figure 7] FIG. 10 is a diagram showing an example of a detailed display screen of a military commander character according to the present embodiment. [Figure 8] FIG. 10 is a diagram showing an example of a detailed display screen of a military commander character according to the present embodiment. [Figure 9] FIG. 10 is an example diagram illustrating the progression of a training scenario consisting of multiple turns. [Figure 10] FIG. 2 is a functional block diagram of an example of a user terminal according to the present embodiment. [Figure 11] 10 is a flowchart illustrating an example of a processing procedure of the game system according to the present embodiment. [Figure 12] 12 is a flowchart showing an example of a processing procedure for executing the processing shown in S5 of FIG. 11 in the game system according to the present embodiment. [Figure 13] 10 is a table showing the correspondence between the rank and effect of special co-refining or super special co-refining according to this embodiment. [Figure 14] 10 is a diagram illustrating a first training screen for executing a training menu for training a character to be trained according to the present embodiment. FIG. [Figure 15] 10 is a diagram illustrating a second training screen for executing a training menu for training a character to be trained according to the present embodiment. FIG. [Figure 16] FIG. 10 is a diagram showing the screen transition when a training menu in which a special co-training occurs according to this embodiment is selected. [Figure 17] A diagram showing the screen transition when a training menu in which a super special co-training occurs in this embodiment is selected. [Figure 18] 10 is a diagram illustrating an example of the correspondence between a group of skills that can be acquired through secret transmission in this embodiment and secret transmission rank. FIG. [Figure 19] FIG. 10 is a diagram illustrating a skill acquisition screen through secret transmission according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings.

[0012] [Game System] Fig. 1 is a configuration diagram of an example of a game system 1 according to this embodiment. The game system 1 shown in Fig. 1 includes a game server 10 and one or more user terminals 12. The game server 10 and the user terminals 12 are connected to each other via a network 18 so as to be able to communicate with each other.

[0013] The network 18 is, for example, the Internet. However, the network 18 is not limited to the Internet, and may be anything that can connect the game server 10 and one or more user terminals 12 so that they can communicate with each other. The network 18 may be, for example, a dedicated line, a public line, a LAN (Local Area Network), or the like. The network 18 may also be a combination of the Internet, a dedicated line, a public line, a LAN, or the like.

[0014] The game server 10 is realized by, for example, a personal computer, a workstation, or cloud computing. The game server 10 transmits and receives data to and from the user terminal 12, thereby providing the user terminal 12 with functions necessary for the game.

[0015] The user terminal 12 is realized by, for example, a personal computer, a game console, a smartphone, a mobile phone, a tablet terminal, an arcade game machine, etc. The user terminal 12 accepts operations from a user playing a game and allows the user to play the game.

[0016] The game server 10 is an example of a game processing device. The user terminal 12 is also an example of a game processing device. The game processing device may be the game server 10 and the user terminal 12 that are capable of communicating with each other.

[0017] [Hardware configuration] Fig. 2 is a hardware configuration diagram of an example of the game server 10 according to this embodiment. The game server 10 shown in Fig. 2 has a CPU (Central Processing Unit) 20, a ROM (Read Only Memory) 21, a RAM (Random Access Memory) 22, an auxiliary storage device 23, and a communication control unit 24. The CPU 20, the ROM 21, the RAM 22, the auxiliary storage device 23, and the communication control unit 24 are connected via a bus line 25.

[0018] The CPU 20 executes programs such as a game program and controls the entire game server 10. The ROM 21 stores programs necessary for controlling the game server 10, such as a BIOS (Basic Input Output System). The auxiliary storage device 23 is a storage device that stores programs such as a game program and various data used by the programs. The auxiliary storage device 23 is, for example, an HDD (Hard Disk Drive) or an SSD (Solid State Drive). The RAM 22 is a main storage device for the CPU 20 to work on.

[0019] The communication control unit 24 controls communication with the user terminal 12 via the network 18. The communication control unit 24 is, for example, a communication device such as a network card that controls communication.

[0020] Fig. 3 is a hardware configuration diagram of an example of a user terminal 12 according to this embodiment. The user terminal 12 shown in Fig. 3 includes a CPU 30, a ROM 31, a RAM 32, an image processing unit 33, a display unit 34, an audio processing unit 35, an audio input unit 36, an audio output unit 37, an auxiliary storage device 38, a communication control unit 39, an operation input unit 40, and a recording medium drive 41. The CPU 30, the ROM 31, the RAM 32, the image processing unit 33, the display unit 34, the audio processing unit 35, the audio input unit 36, the audio output unit 37, the auxiliary storage device 38, the communication control unit 39, the operation input unit 40, and the recording medium drive 41 are connected via a bus line 42.

[0021] The CPU 30 executes programs such as a game program and controls the entire user terminal 12. The ROM 31 stores programs such as BIOS necessary for controlling the user terminal 12. The auxiliary storage device 38 is a storage device that stores programs such as a game program and various data used by the programs. The RAM 32 is a main storage device for the CPU 30 to work in.

[0022] The image processing unit 33 controls the display unit 34 in accordance with instructions from the CPU 30, and displays an image on the screen of the display unit 34. The display unit 34 is a display device such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 34 may be built into the user terminal 12, or may be externally connected to the user terminal 12.

[0023] The audio processing unit 35 converts an analog audio signal input from the audio input unit 36 ​​into a digital audio signal. The audio processing unit 35 also generates an analog audio signal in accordance with instructions from the CPU 30 and outputs it to the audio output unit 37. The audio input unit 36 ​​is an input device such as a microphone that is built into or externally attached to the user terminal 12. The audio output unit 37 is an output device such as a speaker that is built into or externally attached to the user terminal 12. The communication control unit 39 controls communication with the game server 10 via the network 18.

[0024] The operation input unit 40 accepts operation input from the user and outputs a signal corresponding to the operation input to the CPU 30 via the bus line 42. The operation input unit 40 is, for example, a touch panel, a touch pad, a controller, a mouse, or a keyboard. Note that the voice input unit 36 ​​may accept operation input by voice using known voice recognition technology.

[0025] The recording medium drive 41 is a device that reads data from a recording medium 43, such as a CD (Compact Disk), a DVD (Digital Versatile Disc), a BD (Blu-ray Disk), an HDD, or an SSD. For example, the recording medium 43 reads a program, such as a game program, to be installed in the user terminal 12 from the recording medium 43.

[0026] [Game Overview] In this embodiment, an example of a training game in which a warrior character who fights is trained will be described as an example of a game in which a training object is trained. The training object is not limited to a warrior character. The training object is not limited to training a character for combat, but may be, for example, a character from a sports game such as soccer, baseball, or tennis. The training object may be a character from a game of various genres, such as a role-playing game, a simulation game, or an adventure game. The training object may be a group of characters from multiple games (for example, a unit, etc.). Furthermore, the training object is not limited to a character, but may be any object that can be trained in the game.

[0027] In the training game according to this embodiment, a military commander character (hereinafter referred to as a character to be trained), which is an example of a character to be trained, is trained in the game and fights in order to train the military commander. The character to be trained is an example of a first object.

[0028] A character to be trained has multiple parameters, such as strength, stamina, intelligence, courage, leadership (power), and charm. The multiple parameters are an example of an indicator of the strength of the character to be trained, and may also be referred to as status. The multiple parameters of the character to be trained increase by executing a training menu for the character to be trained, for example, in a training scenario for training the character to be trained. The training menu is an example of a training menu.

[0029] The training menu includes, for example, martial arts, martial arts training, military training, meditation, etc. The parameters that increase by executing a training menu vary depending on the type of training menu.

[0030] The training game according to this embodiment is made up of multiple turns from the start to the end of the game. Then, in each turn, the character to be trained is made to train or battle. In the training game according to this embodiment, multiple squares (an example of panels) are placed from the start to the end of the game, and the character to be trained may progress like in a board game. In this case, the progress of one square corresponds to one turn.

[0031] For example, the user selects a training menu or a rest menu in each turn and causes the character to perform the training indicated in the training menu. The user progresses the character while selecting a training menu in each turn to have the character perform the training so that the parameters of the character approach the ideal parameters.

[0032] In the training game according to this embodiment, the displayed screen changes in response to a user operation. Fig. 4 is a diagram showing an example of a home screen of the training game according to this embodiment.

[0033] 4, a training selection button 1001 and an exercise selection button 1002 are displayed as buttons for starting a game. Furthermore, the home screen 1000 displays a first screen switching button 1011, a second screen switching button 1012, a third screen switching button 1013, a fourth screen switching button 1014, and a fifth screen switching button 1015 as buttons for switching screens.

[0034] In the example shown in FIG. 4, the third screen switching button 1013 is selected, and the home screen 1000 corresponding to the third screen switching button 1013 is displayed.

[0035] The first screen switching button 1011, the second screen switching button 1012, the fourth screen switching button 1014, and the fifth screen switching button 1015 are buttons for switching from the home screen 1000 to other screens. The screen to which the user moves when the first screen switching button 1011, the second screen switching button 1012, the fourth screen switching button 1014, or the fifth screen switching button 1015 is pressed may be any screen. Examples of destination screens include a screen for adding a warrior, various items, scene cards, etc., and a screen for checking the warriors (characters), scene cards, etc. that the user owns. In this way, the user can check various information by pressing the first screen switching button 1011, the second screen switching button 1012, the third screen switching button 1013, the fourth screen switching button 1014, or the fifth screen switching button 1015.

[0036] In this embodiment, a case where the training selection button 1001 is accepted for pressing will be described. In the training game according to this embodiment, when the training selection button 1001 is accepted for pressing, a training scenario is started. Furthermore, in the training game according to this embodiment, when the training selection button 1001 is accepted for pressing, multiple training scenarios may be displayed as selectable, and when the user selects one of the multiple training scenarios, the training scenario whose selection was accepted may be started. In the training game according to this embodiment, after a training scenario is selected, the screen transitions to a selection screen for a character to be trained.

[0037] In the training game according to this embodiment, the user can select a character to be trained from the characters they own. FIG. 5 is a diagram showing an example of a selection screen for characters to be trained in the training game according to this embodiment. Note that "ownership" may mean that the character is linked to the user's ID. Characters such as military commanders and scene cards can be acquired as game rewards or through so-called gacha.

[0038] 5, the selection of a character to be trained is accepted from a display area 1054 showing a list of owned characters. On the selection screen 1050, a field 1054A is selected.

[0039] When field 1054A is selected, an enlarged image 1051 of the selected character, the status 1052 of the selected character, and the name, level, etc. 1053 of the selected character are displayed. The user checks these contents and decides whether or not to train the character.

[0040] Also, to support the search for characters to be trained, an item 1055 is displayed for narrowing down the characters using a filter.

[0041] The selection screen 1050 displays a back button 1057 and a next button 1056. In the training game according to this embodiment, when the back button 1057 is pressed, control is performed to return to the previously displayed screen (for example, the home screen 1000).

[0042] In the training game according to this embodiment, when the Next button 1056 is pressed, the currently selected character is determined to be the character to be trained, and control is exercised to move to the next screen (the organization screen 1100 shown in FIG. 6).

[0043] The selection screen 1050 also displays a first screen switching button 1011, a second screen switching button 1012, a third screen switching button 1013, a fourth screen switching button 1014, and a fifth screen switching button 1015 as buttons for switching between screens. The screen switching buttons 1011 to 1015 are the same as those in Fig. 4, and a description thereof will be omitted. In the screens shown below, the screen switching buttons 1011 to 1015 are the same, and a description thereof will be omitted.

[0044] In the training game according to this embodiment, the training effect of the training menu on the character to be trained varies depending on the formation selected by the user at the start of training. Figure 6 is a diagram showing an example of the formation screen at the start of training in the training game according to this embodiment.

[0045] The formation screen 1100 shown in Fig. 6 is an example of a screen for forming a formation for training a character to be trained selected by the user. The formation screen 1100 shown in Fig. 6 includes a formation name display field 1101, a support general selection field 1102, and a scene card selection field 1103.

[0046] The formation name display field 1101 is a field for displaying the name of the combination of the support general and scene card selected on the formation screen 1100. The name displayed in the formation name display field 1101 can be edited by the user. The formation at the start of training shown in FIG. 6 may also be called a unit, an army, etc.

[0047] The auxiliary general selection field 1102 displays the auxiliary general selected by the user to change the effect of training through the training menu for the character to be trained. The user can select the auxiliary general to use for training from the generals they own or the generals of other users. For example, the user can select four auxiliary generals from multiple generals they own and one auxiliary general from another user. Note that in this embodiment, other users may refer to users other than the user, and may include, for example, users who are not registered as friends.

[0048] The scene card selection field 1103 displays the scene card selected by the user to change the effect of training the character to be trained through the training menu. For example, the user can select and set up to three scene cards that they own. Note that the specification may also be such that the user can select scene cards to use for training from scene cards owned by other users, regardless of whether they are registered as friends.

[0049] In addition, the user can automatically organize the auxiliary generals displayed in the auxiliary general selection field 1102 and the scene cards displayed in the scene card selection field 1103 by pressing the ``Automatic Organization'' button 1110 on the organization screen 1100.

[0050] The auxiliary generals displayed in the auxiliary general selection field 1102 are an example of a second object related to the training of the character to be trained. The auxiliary generals affect the fluctuation of the parameters of the character to be trained through the training menu.

[0051] The auxiliary generals used to train the character to be trained are selected from an auxiliary general group shown in the auxiliary general selection field 1102, which includes a plurality of different auxiliary generals.

[0052] The scene cards displayed in the scene card selection field 1103 are of a different type from the second objects and are examples of third objects related to the development of the character to be developed. The scene cards affect the parameter fluctuations of the character to be developed through the training menu.

[0053] The scene card used to train the character to be trained is selected from a group of scene cards shown in the scene card selection column 1103, which includes a plurality of different scene cards.

[0054] In the organization screen 1100 shown in Figure 6, five auxiliary generals can be selected, and all five auxiliary generals have been selected. In the organization screen 1100 shown in Figure 6, three scene cards can be selected, and all three scene cards have been selected. In addition, the number of auxiliary generals and scene cards in the organization screen 1100 shown in Figure 6 is shown as an example, and does not limit the number of auxiliary generals and scene cards.

[0055] The support warriors are selected from the warrior characters that can be trained on the formation screen 1100. When trained as a character to be trained or organized as a support warrior, the warrior characters have various abilities that have an effect on the training of the character to be trained.

[0056] 7 is a diagram showing an example of a detailed display screen for a warrior character according to this embodiment. The procedure for displaying the detailed display screen for a warrior character may be any procedure, and for example, when a button is pressed on a support warrior displayed on the formation screen 1100, a transition may be made to display the detailed display screen for the warrior character via a specified operation.

[0057] 7 includes a display field 1151 for the identification information of the warlord character, a status field 1152 for the warlord character, tags 1153-1 to 1153-3, and a display field 1154 for special training menu cards possessed by the warlord character. The detailed display screen 1150 is hidden when a close button 1155 is pressed.

[0058] 7 presents to the user a training ability tag 1153-1, a training menu tag 1153-2, and a secret technique acquisition / secret teaching tag 1153-3 in a selectable manner. The detailed display screen 1150 shown in FIG. 7 is in a state where the selection of the training menu tag 1153-2 has been accepted.

[0059] The detailed display screen 1150 displays a display field 1154 for a special training menu card corresponding to the training menu tag 1153-2.

[0060] Display field 1154 shows the special training menu card possessed by the warlord character shown in display field 1151. The training menu card possessed by the warlord character is a special training menu card that allows the execution of a specified training menu that has a higher training effect than a normal training menu.

[0061] The special training menu cards have a different color than the normal training menu cards. The special training menu cards may also have a rarity and a rank. The special training menu cards may have different colors (e.g., gold, blue, green) depending on the rarity and the rank. For example, a gold card may be able to acquire more status than a normal training menu card, a blue card may be able to acquire even more status than a gold card, and a green card may be able to acquire the same amount of status as a gold card with less stamina consumption than a gold card. Furthermore, the special training menu cards may have different degrees of status increase or different skills that can be acquired depending on the rarity and the rank. Furthermore, the special training menu cards may have effects such as extending the turn depending on the rarity and the rank.

[0062] When a military commander character is selected as a character to be trained on the selection screen 1050, or when the military commander character is organized as a support military commander on the organization screen 1100, the special training menu card owned by the military commander character is displayed in place of (or superimposed on) a normal meditation card (an example of a normal training menu card) on, for example, the training screen (see FIG. 15 or FIG. 16 ) described below. When the special training menu card is displayed in place of (or superimposed on) a normal meditation card (an example of a normal training menu card), it is displayed as a meditation card colored differently from the normal one, such as gold. The same applies to training menu cards other than meditation cards. The special training menu card displayed in the column 1154 may also be given a unique name (preferably a name linked to the military commander identified in the column 1151) different from that of the normal practice menu card. This allows the user to easily recognize the appearance of the special training menu card while playing the training game. Furthermore, the number of special training menu cards possessed by a military commander character may increase or decrease depending on the rarity of the military commander character; for example, the number of special training menu cards possessed by a military commander character with a high rarity is three or four. Furthermore, in this embodiment, the special menu cards possessed by a military commander character may be one or more of the five types of training menus: martial arts, martial arts training, military tactics, military training, and meditation. Furthermore, in this embodiment, the one or more types of special training menu cards possessed by a military commander character out of the five types of training menus: martial arts, martial arts training, military tactics, military training, and meditation may differ depending on the military commander character.

[0063] The detailed display screen 1150 shown in FIG. 7 shows special training menu cards that are possessed by military commander characters. Special training menu cards are not only possessed by military commander characters, but also by scene cards. Special training menu cards possessed by scene cards can also be confirmed on the detailed display screen as shown in FIG. 7. The above explanation of the special training menu cards for military commander characters also applies to scene cards.

[0064] When a scene card is organized on the organization screen 1100 and the special training menu card owned by the scene card is a martial arts card, for example, on the training screen (see FIG. 14 or FIG. 15 ) described below, the special training menu card is displayed in place of (or superimposed on) a normal martial arts card (an example of a normal training menu card). When the special training menu card is displayed in place of (or superimposed on) a normal martial arts card (an example of a normal training menu card), it is displayed as a martial arts card colored differently from the normal color, such as gold. Note that if the special training menu card owned by the scene card is something other than a martial arts card, in other words, a martial arts training card, a martial arts card, a training card, or a meditation card, it is similarly displayed in place of the normal training menu card. The special training menu card owned by the scene card may be given a unique name different from that of the normal training menu card (preferably a name associated with the scene card). This allows the user to easily recognize the appearance of the special training menu card while playing the training game. Furthermore, the number of special training menu cards possessed by a scene card may increase or decrease depending on the rarity of the scene card; for example, the number of special training menu cards possessed by a rare scene card is three or four. Furthermore, in this embodiment, the special menu cards possessed by a scene card may be any one or more of the five types of training menus: martial arts, martial arts training, military tactics, military training, and meditation. Furthermore, which one or more special training menu cards of the five types of training menus: martial arts, martial arts training, military tactics, military training, and meditation the scene card possesses may differ depending on the scene card.

[0065] By forming the training start formation shown in FIG. 6, the special training menu cards possessed by the auxiliary generals and scene cards are displayed by lottery as one of the training menu cards that the user can select. The lottery involves selecting one option from the multiple options based on a probability set for each option. For example, in a training game, if a special training menu card is selected by lottery in each turn, it is displayed as a training menu card and can be executed. Conversely, if it is not selected by lottery, the special training menu card is not displayed and cannot be executed in that turn. For example, as an example of a special training menu card possessed by an auxiliary general or scene card, if the probability of selecting a gold martial arts card is 30%, the gold martial arts card will appear with a 30% probability in each turn and can be selected by the user.

[0066] FIG. 8 is a diagram showing an example of a detailed display screen of a military commander character according to this embodiment.

[0067] 8 includes a display field 1201 for the identification information of the warlord character, a status field 1202 for the warlord character, tags 1203-1 to 1203-3, and a display field 1204 for a list of skills associated with the warlord character. The detailed display screen 1200 is hidden when a close button 1205 is pressed.

[0068] 8 presents a user with a selectable training ability tag 1203-1, a training menu tag 1203-2, and a secret technique acquisition / secret teaching tag 1203-3. The detailed display screen 1200 shown in FIG. 8 is in a state where the selection of the secret technique acquisition / secret technique teaching tag 1203-3 has been accepted.

[0069] The detailed display screen 1200 displays a display field 1204 of a skill list corresponding to the secret technique acquisition / secret technique transmission tag 1203-3.

[0070] Display field 1204 shows a list of skills associated with the warlord character shown in display field 1151. Each skill associated with a warlord character is activated, for example, when a battle or the like takes place, and has the effect of increasing the likelihood of victory in the battle. Note that the skills associated with warlord characters are not limited to skills that are activated when a battle or the like takes place, and may include skills that increase the training effect.

[0071] The skills displayed in the display field 1204 are colored differently according to their rarity. In the example shown in FIG. 8, "Skill 9a" shown in the darkly shaded item 1204-1 is the skill of the highest rarity among the skills shown in the display field 1204. "Skill 8a" and "Skill 7a" shown in the lightly shaded items 1204-2 and 1204-3 are the skills of the second highest rarity group after "Skill 9a" among the skills shown in the display field 1204. "Skill 6a" and "Skill 5a" shown in the unshaded items 1204-4 and 1204-5 are the skills of a lower rarity group than "Skill 8a" and "Skill 7a" among the skills shown in the display field 1204, in other words, normal skills. Although not shown in FIG. 8, the warlord character shown in FIG. 8 also has "Skill 4a" to "Skill 1a."

[0072] In this embodiment, generally speaking, a skill with a higher rarity (rank) is more effective than a skill with a lower rarity. Furthermore, the probability of acquiring a skill with a higher rarity by lottery may be lower than that of a skill with a lower rarity.

[0073] When a military commander character is organized as a support military commander on the organization screen 1100, each of the multiple skills associated with that military commander character (for example, "Skill 9a" to "Skill 1a") is acquired by the character being trained when a secret transmission occurs to acquire the skill. Note that skill acquisition is not limited to when a secret transmission occurs, but may occur at any time while the character being trained is being trained. Secret transmission occurs as the character being trained is trained. Note that the skill acquisition screen through secret transmission (see Figure 19) will be described later.

[0074] The detailed display screen 1200 shown in Fig. 8 shows a list of skills associated with military commander characters. Skills may not only be associated with military commander characters, but may also be associated with scene cards. Skills associated with scene cards may also be viewable on the detailed display screen as shown in Fig. 8.

[0075] When a scene card is organized on the organization screen 1100, each of the multiple skills associated with the scene card may be acquired by the character being trained when a secret teaching occurs to acquire the skill.

[0076] By forming the characters at the start of training as shown in Figure 6, the characters being trained will acquire each of the skills associated with the supporting generals and scene cards depending on the results of a lottery when a secret technique is acquired or a secret technique is imparted.

[0077] FIG. 9 is a diagram illustrating an example of the progression of a training scenario consisting of multiple turns. FIG. 9 shows an example of a training scenario with a total of 30 turns from start to finish, with the training game progressing from the 30th turn to the last turn. In the training scenario, multiple squares are arranged in a line, like a board game, and as shown in FIG. 9, the character to be trained advances one square per turn, and training or battles take place in each square. When the character to be trained advances one square, it is possible to rest to restore the character's stamina instead of training. Note that if the turn is extended, the number of turns may exceed 30, in which case the number of squares also increases. The extension of the turn may occur due to the effects of squares, events, the effects of special training menus, etc.

[0078] In this embodiment, an example will be described in which multiple squares are arranged in a straight line, like a board game, from the start to the end of a training scenario. However, this embodiment does not limit the panels arranged from the start to the end of a training scenario to (rectangular) squares, and panels of any shape, such as round, triangular, or polygonal, may be used. Furthermore, this embodiment is not limited to a method of arranging multiple squares in a straight line, and any shape may be used as long as the squares are continuous from the start to the end of the training scenario.

[0079] As shown in FIG. 9, squares for battles are also provided in multiple squares arranged from the start to the end of the training scenario. A battle takes place when a character to be trained advances to that square. A battle event is an example of an event in which a character to be trained is used. The timing at which a battle event (hereinafter referred to as a battle) occurs may be a predetermined turn or a randomly determined turn. The timing at which a battle occurs may also be a combination of a predetermined turn and a randomly determined turn. In the example shown in FIG. 9, a battle as an event occurs in the squares with 27 turns, 24 turns, and 1 turn remaining. A branch may occur in the middle of multiple squares arranged in a straight line from the start to the end of the training scenario. The branching of the squares may occur in a predetermined turn or a randomly determined turn.

[0080] In the example shown in FIG. 9, square branching occurs when there are 28 turns remaining and when there are 25 turns remaining. For example, when there are 28 turns remaining, the user is presented with square progression 701 to the first square and square progression 702 to the second square. The user compares the first square with the second square and selects square progression 702 to the second square. The game system 1 advances the character to be trained to the second square in accordance with the user's selection.

[0081] For example, with 25 turns remaining, the user is presented with two options: moving to the first square 711 and moving to the second square 712. The user compares the first square with the second square and selects moving to the first square 711. The game system 1 advances the character to be trained to the first square in accordance with the user's selection.

[0082] [Functional configuration and processing] The user terminal 12, which is an example of a game processing device that realizes the training game according to this embodiment, has the functional configuration shown in Fig. 10. Fig. 10 is a functional block diagram of an example of the user terminal 12 according to this embodiment.

[0083] The user terminal 12 of this embodiment has an input management unit 50, an output management unit 52, a communication management unit 54, a possessed object management unit 56, a first object setting unit 60, a second object setting unit 62, a third object setting unit 64, a square generation unit 65, a square progression execution unit 66, a development menu execution unit 68, an effect generation unit 70, a first increase unit 72, a second increase unit 74, and a control unit 80.

[0084] The input management unit 50, output management unit 52, communication management unit 54, owned object management unit 56, first object setting unit 60, second object setting unit 62, third object setting unit 64, square generation unit 65, square progress execution unit 66, development menu execution unit 68, effect generation unit 70, first increase unit 72, and second increase unit 74 are realized by the CPU 30 of the user terminal 12 executing a program such as a game program related to this embodiment.

[0085] The input management unit 50 notifies the control unit 80 of operation inputs and the like made by the user to the operation input unit 40. The output management unit 52 outputs the results of processing in response to the operation inputs and the like made by the user from the display unit 34 and the audio output unit 37. The communication management unit 54 communicates with the game server 10 via the communication control unit 39.

[0086] The owned object management unit 56 stores and manages information on characters, auxiliary generals, and scene cards owned by the user in the game, for example, in RAM 32 or auxiliary storage device 38. A character is an example of a first object that can be selected as a character to be trained. An auxiliary general is an example of a second object that affects the change in parameters due to the training of the character to be trained. A scene card is a different type of object from an auxiliary general, and is an example of a third object that affects the change in parameters due to the training of the character to be trained.

[0087] The first object setting unit 60 receives from the user the setting of a character to be trained from among the military commander characters owned by the user in the game.

[0088] The second object setting unit 62 accepts from the user the setting of an auxiliary warrior from among the warrior characters owned by the user in the game. Note that the second object setting unit 62 may also accept from the user the setting of an auxiliary warrior owned by another user (e.g., a friend) in the game.

[0089] The third object setting unit 64 accepts from the user the setting of a scene card that the user owns in the game. Note that the third object setting unit 64 may also accept from the user the setting of a scene card that another user (e.g., a friend) owns in the game.

[0090] The square generation unit 65 generates a plurality of squares from the start to the end (goal) of the training scenario. The plurality of squares from the start to the end may all be generated at the start of the training scenario, or squares may be generated as the turns progress. Furthermore, the square generation unit 65 generates square branches at preset turns or randomly among the plurality of squares from the start to the end of the training scenario. Furthermore, when a turn is extended, the square generation unit 65 generates squares according to the number of extended turns.

[0091] The square generation unit 65 may associate each of a plurality of effects related to the development of the character to be developed with each of the squares to be generated. The number of associated effects may be determined according to the training event, or may be random.

[0092] The square progression execution unit 66 includes a square selection receiving unit 66a, and executes a process of advancing the character to be trained one square at a time in each of a plurality of turns. In the training game according to this embodiment, the character to be trained advances one square per turn. Note that this embodiment is not limited to an example in which the character to be trained advances one square per turn, and the character may advance multiple squares per turn by, for example, rolling a dice.

[0093] When a square branch exists in the current turn, the square selection receiving unit 66a receives the selection of one of the multiple branching squares via the operation input unit 40. The operation input unit 40 is, for example, a touch panel, and receives taps on squares displayed on the display unit 34. Note that, in this embodiment, a case will be described in which a square to proceed to is selected from two squares as a square branch, but the square branch is not limited to two, and a square branch with three or more squares is also possible.

[0094] When the squares branch off, the square progression execution unit 66 executes a process of progressing the character to be trained to one of the multiple branched squares for which the square selection acceptance unit 66a has accepted a selection from the user.

[0095] The training menu execution unit 68 includes a menu selection receiving unit 68a, and executes the processing of a training menu, which will be described later, in each of a plurality of turns.

[0096] The training menu execution unit 68 displays a plurality of training menu cards on the display unit 34 so that the cards can be selected.

[0097] In this embodiment, when multiple training menu cards are displayed, each of the auxiliary generals and scene cards selected on the organization screen 1100 is displayed in association with each of the multiple training menu cards on the training screen (described later) (see Figures 14 and 15). In this embodiment, each of the auxiliary generals and scene cards selected on the organization screen 1100 participates in the training menu shown on each of the multiple training menu cards, as an example of each of the auxiliary generals and scene cards being associated with each of the multiple training menu cards. Each of the auxiliary generals and scene cards supports the training of the character being trained (generates effects beneficial to training) by participating in the training menu. In this way, each of the auxiliary generals and scene cards being associated with each of the multiple training menu cards means that each of the auxiliary generals and scene cards is linked in a way that allows them to support the processing shown on the training menu card. The manner in which the training menu card is associated with an auxiliary general or scene card (in other words, indicating that the auxiliary general or scene card will participate in the training menu shown on the training menu card) can be any manner, and for example, an icon representing the auxiliary general or scene card associated with that training menu card may be displayed superimposed on one training menu card.

[0098] In this embodiment, one training menu card may be displayed in association with multiple supporting generals or multiple scene cards. Furthermore, one training menu card may be displayed in association with a supporting general and a scene card.

[0099] The menu selection receiving unit 68a receives the selection of one of the multiple training menu cards via the operation input unit 40. Then, the training menu execution unit 68 executes the processing of the training menu corresponding to the training menu card for which the selection has been received.

[0100] When the training menu card that has been selected is associated with one or more of the auxiliary generals and scene cards, the effect generation unit 70 performs a process of making the character to be trained acquire an effect corresponding to one or more of the associated auxiliary generals and scene cards by lottery or the like.

[0101] Specifically, when a training menu card is associated with a support general and a scene card, the effect generation unit 70 holds a lottery for each of the associated support generals and scene cards, and when both the support general and the scene card are selected, a super special refining (an example of a first effect) corresponding to the combination of the selected support general and scene card is generated. In this embodiment, in order to generate a super special refining or a special refining, a winning probability is predetermined for each of the support general and the scene card. For example, when one training menu card is associated with one support general and one scene card, if the winning probability of each of the support general and the scene card is 30%, a super special refining occurs with a probability of 9%, which is the probability that both the support general and the scene card will be selected (calculated from 0.3 x 0.3).

[0102] In this embodiment, when a training menu card is associated with a support commander and a scene card, and when each of the associated support commander and scene card is selected, the effect that occurs is called super special co-refining. Super special co-refining has the effect of increasing the amount of status that can be acquired when the training menu is executed. The specific effect will be described later.

[0103] In this embodiment, the super special co-refining that occurs as an example of an effect when certain conditions are met by combining auxiliary generals and scene cards should not be limited to those described as examples in this embodiment, but may be any effect that provides an advantage in the development of the character being developed.

[0104] Furthermore, in this embodiment, a lottery for super special co-refining (an example of the first effect) may be held only when the training menu card associated with the support commander and scene card is a training menu card with a higher training effect than normal, such as a special training menu card. In other words, even if the probability of winning each of the support commander and scene card is 30%, if they are associated with a normal training menu card, super special co-refining (an example of the first effect) will not occur, but only when they are associated with a special training menu card, etc., super special co-refining may occur with the above-mentioned probability.

[0105] Furthermore, when a training menu card is associated with either an auxiliary warrior or a scene card, the effect generation unit 70 performs a lottery for either the associated auxiliary warrior or the scene card, and if the lottery is selected, generates a special refining (second effect) corresponding to the selected auxiliary warrior or the scene card. For example, if one training menu card is associated with one auxiliary warrior and the selection probability of the auxiliary warrior is 30%, then special refining occurs with a 30% probability of the auxiliary warrior being selected. Special refining has the effect of increasing the amount of status that can be acquired when the training menu is executed. Special refining increases the amount of status, etc., to a lesser extent than super special training. In other words, when a training menu card is associated with either an auxiliary warrior or a scene card, the effect generation unit 70 generates a special refining (an example of a second effect) that is advantageous to training and has a lower degree of effect than super special refining (an example of a first effect). Specific effects will be described later.

[0106] Furthermore, in this embodiment, a lottery for special refining (an example of a second effect) may be held only when the training menu card associated with either an auxiliary general or a scene card is a training menu card with a higher training effect than normal, such as a special training menu card. In other words, even if the probability of winning either an auxiliary general or a scene card is 30%, if it is associated with a normal training menu card, special refining (an example of a second effect) will not occur, and only when it is associated with a special training menu card, etc., special refining may occur with the above-mentioned probability. In this embodiment, the effect that occurs when one training menu card is associated with either an auxiliary general or a scene card and the associated auxiliary general or scene card is won is called special refining.

[0107] In this embodiment, the special co-refining that occurs as an example of an effect when a specified condition is met by either a supporting general or a scene card should not be limited to the example described in this embodiment, but may be an effect that provides an advantage in the development of the character being developed.

[0108] In this way, super special refining (an example of a first effect) is an effect that occurs when a predetermined condition is met by a combination of a support officer and a scene card, and special refining (an example of a second effect) is an effect that occurs when a predetermined condition is met by either a support officer or a scene card. Therefore, the probability of super special refining (an example of a first effect) occurring is lower than that of special refining (an example of a second effect). For this reason, super special refining (an example of a first effect) is adjusted to have a more advantageous effect than special refining (an example of a second effect). Therefore, when super special refining (an example of a first effect) occurs, the character to be trained can be brought closer to ideal parameters, thereby increasing the user's motivation to play the game.

[0109] In this embodiment, not only the special co-refining (an example of the second effect) but also the super special co-refining (an example of the first effect) can be generated. This allows for various effects to be provided for training the character to be trained, thereby providing the user with a diverse gaming experience. This can increase the user's motivation for playing the game.

[0110] The probability of winning each of the support officers and scene cards may vary depending on the performance of the support officers and scene cards. This allows the probability of winning the super special co-refining (an example of the first effect) or special co-refining (an example of the second effect) according to this embodiment to vary depending on the associated support officers and scene cards, making it possible to provide users with a diverse gaming experience. This can therefore increase users' motivation to play the game.

[0111] Furthermore, when a super special co-refining (an example of a first effect) or a special co-refining (an example of a second effect) occurs for the character to be trained, the effect generation unit 70 further holds a lottery (based on a predetermined probability) for the selected support general or scene card, and when the lottery is won, generates a secret instruction (an example of a third effect) that is advantageous for training and corresponds to the selected support general or scene card. In this embodiment, the probability of the secret instruction (an example of a third effect) occurring may be different or the same depending on whether a super special co-refining occurs or whether a special co-refining occurs.

[0112] In this embodiment, when a super special co-refining (an example of a first effect) or a special co-refining (an example of a second effect) occurs on a training menu card for which a selection has been accepted, the effect generating unit 70 performs a lottery to determine whether or not to generate a secret transmission based on one or more of the supporting generals and scene cards that have been selected to receive the super special co-refining (an example of a first effect) or the special co-refining (an example of a second effect). For example, if the probability of receiving a secret transmission for the supporting general or scene card that has been selected to receive the special co-refining is 40%, then after the special co-refining occurs, there is a 40% chance that a secret transmission will occur. Furthermore, if the probability of receiving a secret transmission for each of the supporting generals and scene cards that have been selected to receive the super special co-refining is 40%, then after the super special co-refining occurs, there is a 64% (1-(0.6 x 0.6)) chance that a secret transmission will occur.

[0113] The secret teaching (an example of the third effect) is an effect that allows the character to be trained to acquire multiple skills. The third effect according to this embodiment indicates that the character to be trained acquires multiple skills possessed by the selected auxiliary warrior or scene card. Note that this embodiment does not limit the effect that occurs when the lottery is won to the secret teaching that allows skills to be acquired, but may be any effect that is advantageous to the training of the character to be trained. In this embodiment, in addition to the special co-refining or super special co-refining, the secret teaching, an effect that is advantageous to the training of the character to be trained, is generated, thereby increasing the user's motivation to play the game. The skill acquisition screen by the secret teaching (see FIG. 19) will be described later.

[0114] When the training menu processing is executed, the first increase unit 72 increases the additional value of the parameters obtained by the character to be trained in accordance with the first effect or second effect obtained by the effect generation unit 70 and the result of the lottery for the increase rate, which is performed each time the training menu is selected.

[0115] The second increase unit 74 increases the status of the character to be trained by adding the parameter value obtained by the character to be trained through battles. Note that the second increase unit 74 according to this embodiment may draw a lottery to determine the rate of increase before increasing the status, and adjust the added value according to the result of the lottery.

[0116] Based on user input to the operation input unit 40, the control unit 80 controls the input management unit 50, output management unit 52, communication management unit 54, owned object management unit 56, first object setting unit 60, second object setting unit 62, third object setting unit 64, square generation unit 65, square progression execution unit 66, development menu execution unit 68, effect generation unit 70, first increase unit 72, and second increase unit 74 to perform various processes.

[0117] 10 is an example, and part of the functional configuration may be included in the game server 10. In the game system 1 according to the present embodiment, for example, the game server 10 may include the owned object management unit 56, the first object setting unit 60, the second object setting unit 62, the third object setting unit 64, the square generation unit 65, the square progression execution unit 66, the development menu execution unit 68, the effect generation unit 70, the first increase unit 72, and the second increase unit 74 of the functional configuration shown in FIG. 10, and the user terminal 12 may use the results of processing by the game server 10.

[0118] FIG. 11 is a flowchart showing an example of a processing procedure of the game system 1 according to this embodiment.

[0119] The control unit 80 according to this embodiment receives a selection of a training scenario for the training game via the operation input unit 40 of the user terminal 12 (S1).

[0120] Next, the first object setting unit 60 accepts a selection (setting) of a character to be trained from among a plurality of military commander characters owned by the user in the training game via the operation input unit 40 of the user terminal 12 (S2).

[0121] The second object setting unit 62 accepts the selection of a support general from among characters owned by the user or other users in the training game via the operation input unit 40, and the third object setting unit 64 accepts the selection from among scene cards owned by the user or other users in the training game (S3). In this embodiment, the support generals and scene cards are selected (set), for example, from the formation screen 1100 shown in FIG.

[0122] The cell generation unit 65 determines the placement of multiple cells corresponding to multiple turns from the start to the end of the selected training scenario (S4). While FIG. 11 shows an example of generating multiple cells from the start to the end at the start of training, a procedure of generating cells each time a cell progresses may also be used. Note that the processing performed for each cell is not essential to the present disclosure.

[0123] The square progression execution unit 66 executes processing for the character to be trained to advance one square (one turn), and the training menu execution unit 68 executes processing related to the occurrence of special co-training, super special co-training, and secret teaching, as well as the training menu selected by the user (S5). Furthermore, an event may be generated along with the processing related to the training menu. The generated event may include, for example, a (guerrilla) event due to an effect associated with the square, or a battle associated with the square. The events generated here may also include events unrelated to the square, such as an event linked to the scenario, or an event linked to a supporting general or scene card participating in the training menu executed in that turn. There may also be turns in which no event occurs.

[0124] The square progression execution unit 66 determines whether or not the processing of all squares (turns) has been completed due to the progression of the character to be trained (S6). If it is determined that the processing of all squares (turns) has not been completed (S6: NO), the processing of S5 is executed again.

[0125] On the other hand, when the square progression execution unit 66 determines that the processing of all squares has been completed due to the progression of the character to be trained (S6: YES), it ends the training scenario of the training game according to this embodiment.

[0126] As shown in FIG. 11, in the training game according to this embodiment, a process of advancing through a square and a process of executing a training menu are executed for each of a plurality of turns.

[0127] 12 is a flowchart showing an example of a processing procedure for executing processing related to the occurrence determination of special co-refining, super special co-refining, and secret transmission, as well as processing related to the training menu selected by the user, as shown in S5 of FIG. 11, in the game system 1 according to this embodiment. Note that a description of the case where the character to be trained advances one square and an event associated with the advanced square is executed will be omitted. In the processing procedure shown in FIG. 12, a description of the square advancement processing will be omitted.

[0128] The training menu execution unit 68 determines which of the five training menu cards presented in this turn will be the training menu card on which each of the multiple supporting generals selected on the formation screen 1100 will be placed (S11). In this embodiment, the supporting generals are associated with the training menu cards on which they are placed. For example, if five supporting generals are formed as shown in FIG. 6, each supporting general will be placed on one of the five training menu cards in each turn. The probability that each supporting general will be placed on a training menu card may be equal for all five training menu cards, at 20% (1 / 5), or may vary depending on the characteristics of the supporting general.

[0129] The training menu execution unit 68 determines the training menu card to which each of the multiple scene cards selected on the organization screen 1100 will be placed, out of the five training menu cards presented in this turn (S12). In this embodiment, the scene card is associated with the training menu card on which the scene card is placed. For example, when three scene cards are organized as shown in FIG. 6, each scene card is placed on one of the five training menu cards in each turn. The probability that each scene card will be placed on a training menu card may be equal for all five training menu cards, at 20% (1 / 5), or may vary depending on the characteristics of the scene card.

[0130] The effect generation unit 70 performs a lottery for each training menu card for the associated auxiliary generals and scene cards in S12 and S13 to determine whether a special or super special refinement will occur (S13). For example, if the probability of winning each of the auxiliary generals and scene cards is 30%, when one training menu card is associated with one auxiliary general or one scene card, the special refinement will occur with a 30% probability. Similarly, when two auxiliary generals or two scene cards are associated with one training menu card, the probability of the special refinement occurring is 51% (1 - 0.7 × 0.7 = 0.51). Note that it is possible for two auxiliary generals or two scene cards associated with one training menu card to be simultaneously selected (the determination of the special refinement occurrence is YES), but in this case, a "special refinement" may simply occur, as in the case when one auxiliary general or scene card is selected. Also, for example, if one training menu card is associated with one auxiliary general and one scene card, and the probability of winning each is 30%, then a super special refining occurs with a probability of 9%, which is the probability of winning both the auxiliary general and the scene card (calculated as 0.3 x 0.3). In the example shown in Figure 14, special refining occurs only with the martial arts card as the training menu card, but special refining can also occur with other training menu cards such as martial arts training and military tactics. In other words, special refining can occur with two or more types of training menu cards in one turn. The same applies to the super special refining shown in Figure 15. Note that the user can select one training menu card in each turn.

[0131] The effect generating unit 70 determines a bonus by lottery for each training menu card, and also determines the rank of the special or super special refining by lottery when a special or super special refining occurs (S14).

[0132] The effect generation unit 70 determines, for each training menu card, one of a plurality of predetermined multipliers, 100%, 120%, 150%, 200%, 250%, ..., 500%, as the normal bonus that can be obtained when the training menu is executed. In this embodiment, each of the plurality of predetermined multipliers is defined as a stage.

[0133] Furthermore, when a special or super special refining occurs, the effect generation unit 70 determines the rank of the special or super special refining by lottery. FIG. 13 is a table showing the correspondence between the ranks of special or super special refining and effects according to this embodiment. For example, when a special refining occurs, special refining rank 1 shown in FIG. 13 may occur with a 70% probability, and special refining rank 2 may occur with a 30% probability. For example, when a super special refining occurs, super special refining rank 1 shown in FIG. 13 may occur with a 70% probability, and super special refining rank 2 may occur with a 30% probability. Special refining rank 1, special refining rank 2, super special refining rank 1, and super special refining rank 2 are associated with an extra bonus as an effect. Note that the effect that occurs should not be limited to an extra bonus.

[0134] An extra bonus is a bonus that increases the multiplier of a status amount obtained by executing a training menu by one or more levels. When an extra bonus is generated through special or super special co-refining, it increases the multiplier determined by executing the training menu by one or more levels. For example, one of a one-level increase, a two-level increase, a three-level increase, or a four-level increase is determined by lottery. The lottery for the extra bonus is conducted separately from the determination of the multiplier for the regular bonus. For example, a one-level increase may occur with a 40% probability, a two-level increase with a 30% probability, a three-level increase with a 20% probability, and a four-level increase with a 10% probability. For example, if a 100% (regular bonus multiplier) is determined by lottery when executing a training menu, if a one-level increase occurs as an extra bonus, it will be determined to be 120%, and if a four-level increase occurs as an extra bonus, it will be determined to be 250%. The determined multiplier is then multiplied by a base value to determine the actual amount of status obtained. The base value will be described later. The upper limit of the multiplier may be set to 500%. This embodiment shows one aspect of an extra bonus, and is not limited to the above-mentioned method as long as it is a method of increasing the multiplier from a normal bonus or increasing the status after a normal bonus.

[0135] Returning to Figure 12, the training menu execution unit 68 displays the training screen, displays a list of training menu cards (e.g., martial arts, etc.) that can be selected on the training screen, and displays a pop-up for special or super special training for the training menu card depending on the judgment result of S13 (S15).

[0136] 14 is a diagram illustrating a first training screen for executing a training menu for training a character to be trained according to this embodiment. The training screen 1250 shown in FIG. 14 displays a progress status 1251 of the square, parameters 1253 of a character to be trained 1252 selected by the user, a training menu display field 1254 for the user to select a training menu, and a rest button 1255.

[0137] In the square progress status 1251, a "▽" is displayed in the square where the character to be trained is located. Furthermore, in the square progress status 1251, two squares after the progress are displayed, and six squares before the progress are displayed.

[0138] The training menu display field 1254 includes normal training menu cards 1254-1, 1254-2, 1254-3, and 1254-4, which when selected, will execute a normal training menu, and a special training menu card 1254-5.

[0139] As shown in FIG. 14, by selecting one of the training menu cards in the training menu display field 1254, the user can see the base values ​​of the status that will increase when that training menu card is executed. For example, when the special training menu card 1256-5 is selected, the user can see that the base values ​​will increase in strength by 236, stamina by 50, and charm by 50. Note that the numbers shown in FIG. 14 are the base values ​​of the status that will increase. In other words, the actual increase in status will vary based on the base values ​​and depending on the results of the lottery conducted when executing the training menu. For example, if the result of the lottery is 200%, the status will increase by twice the base value (200%). The range of percentages (upper and lower limits) determined by the lottery and the probability of winning also vary depending on the morale of the character being trained.

[0140] Special training menu cards (e.g., special training menu card 1254-5) associated with auxiliary generals or scene cards are drawn by lottery each turn (each time a square is advanced). For example, if the probability of winning a special training menu card is 30%, then there is a 30% chance that a special training menu card will be drawn and displayed each turn. A lottery is held for each special training menu card. For example, if three scene cards and five auxiliary generals are organized and each of the three scene cards and five auxiliary generals contains one special training menu card, eight special training menu cards are drawn by lottery each turn. In this case, the probability of winning at least one special training menu card is approximately 94% (1 - (0.7 x 0.7 x 0.7 x 0.7 x 0.7 x 0.7 x 0.7) = 0.94235199).

[0141] When a special training menu card is selected, a display such as that shown in FIG. 14 is displayed. The acquired special training menu card can be used to train the character being trained in this turn. FIG. 14 shows an example in which a special training menu card 1254-5 appears as a result of winning a lottery on a screen that accepts a training menu selection from the user, and a special co-refining event occurs as a result of winning a lottery for the card 1254-5. However, the special co-refining and super special co-refining events of the present disclosure may occur even if a special training menu card (see FIG. 7) associated with a support commander or scene card does not appear. The probability of winning a special training menu card in each turn (e.g., a 30% probability of winning is drawn for each special training menu card, and a 30% probability of winning is drawn for each support commander and scene card) and the probability of winning a special co-refining event (e.g., a 30% probability of winning is drawn for each support commander and scene card) may differ for each support commander and scene card. The "probability of winning" can be interpreted as meaning the same as the "probability of appearance" or "probability of occurrence."

[0142] The special training menu card 1254-5 is a training menu card that allows a player to execute a predetermined training menu that has a higher training effect than the normal training menu, and is displayed (in place of the normal training menu). Specific examples of the special training menu card 1254-5 are as described above, so further explanation will be omitted.

[0143] On each of the training menu cards 1254-1, 1254-2, 1254-3, and 1254-4 and the special training menu card 1254-5, icons of supporting generals and scene cards are arranged in accordance with the processes of S11 and S12.

[0144] For example, scene card icons 1257-1 and 1257-2 are arranged on training menu card 1254-1, meaning that two scene cards are associated with training menu card 1254-1.

[0145] The training menu card 1254-2 has an icon 1256-1 of a supporting officer arranged thereon, meaning that one supporting officer is associated with the training menu card 1254-2.

[0146] The training menu card 1254-3 has icons 1256-2, 1256-3, and 1256-4 of supporting officers arranged on it, meaning that three supporting officers are associated with the training menu card 1254-3.

[0147] A scene card icon 1257-3 is arranged on the training menu card 1254-4, which means that one scene card is associated with the training menu card 1254-4.

[0148] The special training menu card 1254-5 has the icon 1257-5 of the supporting officer placed on it. In other words, one supporting officer is associated with the training menu card 1254-5.

[0149] When the menu selection receiving unit 68a receives the selection of a training menu card (for example, training menu cards 1254-1 to 1254-5) on which an icon indicating a support general or scene card is placed, the development menu execution unit 68 may execute an event related to the support general or scene card on which the icon is placed.

[0150] In the example shown in FIG. 14, a special training menu card 1254-5 has a special refining effect generated by a lottery based on the associated auxiliary general. For this reason, the top edge of the special training menu card 1254-5 is marked "Special Refining." Therefore, the user can recognize that they can obtain the effect of special refining when selecting the special training menu card 1254-5. Note that the special refining and super special refining in the present disclosure may occur even if the special training menu card (see FIG. 7) associated with the auxiliary general or scene card does not appear in that turn.

[0151] When the rest button 1255 is pressed, the training menu is not executed in this turn, and the morale of the character to be trained is restored.

[0152] As shown in FIG. 14, the training menu execution unit 68 displays a plurality of training menu cards to the user so that the user can select from them, and executes one training menu selected by the user from the plurality of training menu cards.

[0153] Furthermore, when the auxiliary general or scene card is associated with one of the training menus selected by the user (for example, special training menu card 1254-5), the character to be trained can acquire the effect of the special co-refining generated by the effect generation unit 70.

[0154] 15 is a diagram illustrating a second training screen for executing a training menu for training a character to be trained according to this embodiment. The training screen 1300 shown in FIG. 15 displays a progress status 1301 of the square, parameters 1303 of a character to be trained 1302 selected by the user, a training menu display field 1304 for the user to select a training menu, and a rest button 1305.

[0155] In the square progress status 1301, a "▽" is displayed in the square where the character to be trained exists. Furthermore, in the square progress status 1301, two squares after the progress are displayed, and six squares before the progress are displayed.

[0156] The training menu display field 1304 includes normal training menu cards 1304-1, 1304-2, 1304-4, and 1304-5, which when selected, will execute a normal training menu, and a special training menu card 1304-3.

[0157] 15, the user can see the base value of the status that will increase when the training menu card is executed by selecting one of the training menu cards in the training menu display field 1304. The specific content is the same as in FIG. 14, so the explanation will be omitted.

[0158] The special training menu card 1304-3 is a training menu card that allows a player to execute a predetermined training menu that has a higher training effect than the normal training menu, and is displayed (in place of the normal training menu). Specific examples of the special training menu card 1304-3 are as described above, so further explanation will be omitted.

[0159] On each of the training menu cards 1304-1, 1304-2, 1304-4, and 1304-5 and the special training menu card 1304-3, icons of supporting generals and scene cards are arranged in accordance with the processes of S11 and S12.

[0160] For example, scene card icons 1307-1 and 1307-2 are arranged on training menu card 1304-1, meaning that two scene cards are associated with training menu card 1304-1.

[0161] The training menu card 1304-2 has a supporting officer icon 1306-1 arranged thereon, meaning that one supporting officer is associated with the training menu card 1304-2.

[0162] The special training menu card 1304-3 has icons 1306-2 and 1306-3 of supporting officers and an icon 1307-3 of a scene card arranged thereon, i.e., the special training menu card 1304-3 is associated with two supporting officers and one scene card.

[0163] The training menu card 1304-4 has a supporting officer icon 1306-4 arranged thereon, which means that one scene card is associated with the training menu card 1304-4.

[0164] The special training menu card 1304-5 has a support officer icon 1307-5 arranged thereon, meaning that one support card is associated with the training menu card 1304-5.

[0165] The special training menu card 1304-3 is associated with an auxiliary general and a scene card. The training menu card 1304-3 generates a super special refining effect when the auxiliary general and scene card associated with the training menu card 1304-3 are selected in a drawing for each of the associated auxiliary generals and scene cards. Therefore, the words "Super Special Refining" are displayed on the top edge of the special training menu card 1304-3. Therefore, the user can recognize that they can obtain the effect of the super special refining effect when selecting the special training menu card 1304-3. Note that the special refining and super special refining in the present disclosure may occur even if the special training menu card (see FIG. 7) associated with the auxiliary general or scene card does not appear in the turn.

[0166] When the rest button 1305 is pressed, the training menu is not executed in this turn, and the morale of the character to be trained is restored.

[0167] As shown in FIG. 15, the training menu execution unit 68 displays a plurality of training menu cards to the user so that the user can select from them, and executes one training menu selected by the user from the plurality of training menu cards.

[0168] Furthermore, when the supporting general and scene card are associated with one training menu selected by the user (for example, special training menu card 1304-3), the character to be trained can acquire the effect of the super special co-refining generated by the effect generation unit 70.

[0169] Returning to FIG. 12, the menu selection receiving unit 68a receives the selection of a training menu card from the training menus displayed in a list via the operation input unit 40 (S16).

[0170] The menu selection receiving unit 68a determines whether or not a special training will occur on the training menu card whose selection has been accepted (S17). If the menu selection receiving unit 68a determines that a special training will occur (S17: YES), the training menu execution unit 68 displays a dialogue based on the special training that will occur on the selected training menu, a normal bonus, and an extra bonus (corresponding to the special training rank) (S18). At that time, the first increase unit 72 updates the status of the character to be trained that corresponds to the training menu shown on the training menu card whose selection has been accepted, based on the displayed extra bonus.

[0171] 16 is a diagram showing the screen transition when a training menu in which a special co-training event occurs according to this embodiment is selected. First, when a training menu in which a special co-training event occurs is selected, the training menu execution unit 68 displays a screen 1351 indicating that a special co-training event has occurred.

[0172] Next, the training menu execution unit 68 displays on screens 1352 and 1353 a dialogue based on the scene card or supporting general for which the special co-training has occurred and the character to be trained. Note that depending on the combination of the scene card or supporting general and the character to be trained, the dialogue may be omitted. Furthermore, depending on the combination of the scene card or supporting general and the character to be trained, a special dialogue may occur.

[0173] Then, the development menu execution unit 68 displays the normal bonus screen 1354. The bonus screen 1354 shown in Fig. 16 is for the case where the normal bonus is 200%.

[0174] Furthermore, the training menu execution unit 68 displays a bonus screen 1355 that has been changed in accordance with the extra bonus generated by the special co-refining. The bonus screen 1355 shown in FIG. 16 is a case where the normal bonus is 200% and the extra bonus is increased by one level. Therefore, the bonus screen 1355 displays 250%, which is one level higher than 200%. The bonus screen 1355 displays "special co-refining." Therefore, the user can recognize that the bonus has increased due to the extra bonus of "special co-refining."

[0175] 12, in S17, if the menu selection receiving unit 68a determines that the selected training menu does not have a special training effect (S17: NO), it further determines whether the selected training menu has a super special training effect (S19). If the menu selection receiving unit 68a determines that the super special training effect will occur (S19: YES), it displays a dialogue corresponding to the selected training menu, a normal bonus, and an extra bonus (corresponding to the super special training effect) (S20). At that time, the first increase unit 72 updates the status of the character to be trained corresponding to the training menu indicated on the training menu card selected, based on the displayed extra bonus.

[0176] 17 is a diagram showing the screen transition when a training menu in which super special co-training occurs according to this embodiment is selected. First, when a training menu in which super special co-training occurs is selected, the training menu execution unit 68 displays a screen 1401 indicating that super special co-training has occurred.

[0177] Next, the training menu execution unit 68 displays the dialogue between the support warrior with whom the super special co-training has occurred and the character to be trained on screens 1402 and 1403. Note that depending on the combination of the support warrior and the character to be trained, the dialogue may be omitted. Furthermore, depending on the combination of the support warrior and the character to be trained, special dialogue may occur.

[0178] Then, the development menu execution unit 68 displays the normal bonus screen 1404. The bonus screen 1404 shown in Fig. 17 is for the case where the normal bonus is 200%.

[0179] Furthermore, the training menu execution unit 68 displays a bonus screen 1405 that has been changed in accordance with the extra bonus generated by the super special co-refining. The bonus screen 1405 shown in FIG. 17 is a case where the normal bonus is 200% and the extra bonus is increased by five levels. Therefore, the bonus screen 1405 displays 450%, which is an increase of five levels from 200%. The bonus screen 1405 displays "super special co-refining" and displays more luxurious effects than the bonus screen 1355. Therefore, the user can recognize that the bonus has increased significantly due to the extra bonus of "super special co-refining."

[0180] 12, in S19, if the menu selection receiving unit 68a determines that the selected training menu does not have a super special bonus (S19: NO), the normal bonus is displayed (S21). At that time, the first increasing unit 72 updates the status of the character to be trained corresponding to the training menu indicated by the training menu card whose selection has been accepted, based on the displayed bonus, and then ends the process.

[0181] After processing S18 or S30, the effect generation unit 70 performs a lottery to determine whether or not a secret transmission will occur for the auxiliary warrior or scene card selected in S14 (S22). For example, if the probability of winning a secret transmission for the auxiliary warrior or scene card that has won a special co-refining for the training menu card whose selection has been accepted is 40%, then after a super special co-refining or special co-refining occurs, there is a 40% chance that a secret transmission will occur. Also, if the probability of winning a secret transmission for each of the auxiliary warrior and scene card that has won a super special co-refining for the training menu card whose selection has been accepted is 40%, then there is a 64% chance that a secret transmission will occur (1 - (0.6 x 0.6) = 0.64). If it is determined that a secret transmission will not occur because the lottery was not successful (S22: NO), the processing ends.

[0182] On the other hand, if it is determined that the lottery has been won and secret transmission will occur (S22: YES), the effect generating unit 70 determines the secret transmission rank (S23). The secret transmission rank is a rank determined according to the group of skills that can be acquired and is determined by lottery. For example, the secret transmission rank is determined by lottery to be one of four ranks: secret transmission rank 1, secret transmission rank 2, secret transmission rank 3, and secret transmission rank 4. Note that, although this embodiment describes a case where there are four secret transmission ranks, the number of secret transmission ranks is not limited to four, and may be three or less or five or more.

[0183] For example, when a secret transmission occurs, secret transmission rank 1 may occur with a 40% probability, secret transmission rank 2 may occur with a 30% probability, secret transmission rank 3 may occur with a 20% probability, and secret transmission rank 4 may occur with a 10% probability.

[0184] 18 is a diagram illustrating the correspondence between skill groups that can be acquired through secret transmission and secret transmission ranks according to this embodiment. The skill groups (skills 1a to 9a) shown in FIG. 18 are skill groups associated with scene cards or supporting generals (warrior characters).

[0185] Skills 1a to 5a are low in rarity, and skills 6a to 7a, 8a, and 9a are increasingly rare. Generally, the rarer a skill is, the more effective it is. In other words, users tend to want to acquire rarer skills.

[0186] The levels of scene cards and supporting generals (warrior characters) can be increased based on user operation, separate from the training scenario described above. The skill set that can be acquired changes depending on the current level of the scene cards and supporting generals (warrior characters). In the example shown in FIG. 18, from the beginning (level 1) to level 49, skills 1a to 5a can be acquired. From level 50 to level 64, skills 1a to 7a can be acquired. From level 65 to level 99, skills 1a to 8a can be acquired. Up to level 100, skills 1a to 9a can be acquired. In other words, for example, if the player is at level 50, they cannot acquire skills 8a or 9a even if a secret teaching occurs.

[0187] Furthermore, the set of skills that can be acquired varies depending on the secret instruction rank determined in S23. For example, if a scene card or supporting general is level 100 and is determined to be secret instruction rank 1, the character to be trained will acquire skills 1a to 5a. As another example, if a scene card or supporting general is level 100 and is determined to be secret instruction rank 2, the first increment unit 72 causes the character to be trained to acquire skills 1a to 7a. As another example, if a scene card or supporting general is level 100 and is determined to be secret instruction rank 3, the first increment unit 72 causes the character to be trained to acquire skills 1a to 8a. As another example, if a scene card or supporting general is level 100 and is determined to be secret instruction rank 4, the first increment unit 72 causes the character to be trained to acquire skills 1a to 9a. In this embodiment, an example has been shown in which all of the skill groups corresponding to the secret teaching rank can be acquired, but the method is not limited to the method of acquiring all of the skill groups, and skill groups that can be acquired by lottery or the like may be extracted from the skill groups corresponding to the secret teaching rank. For example, a winning probability (e.g., 10% to 60%) may be predetermined for each skill included in the skill group, and a lottery may be held for each skill, and the winning skill may be acquired. When a lottery is held for each skill, the winning probability for each skill may be varied depending on the rarity of the skill.

[0188] Returning to FIG. 12, the training menu execution unit 68 displays a skill acquisition screen showing a group of skills that can be acquired at the secret transmission rank determined in S23 (S24).

[0189] 19 is a diagram illustrating a skill acquisition screen by secret transmission according to this embodiment. The skill acquisition screen 1450 shown in FIG. 19 shows a display field 1451 for a list of skills to be acquired and a status field 1452 for the character to be trained.

[0190] A display field 1451 shown in FIG. 19 displays a list of skills that can be acquired when a scene card or a supporting warrior is level 100 and is determined to be at secret instruction rank 4.

[0191] The "Skill 9a" column 1451-1 is shown in dark shading, the "Skill 8a" column 1451-2 and "Skill 7a" column 1451-3 are shown in light shading, and the "Skill 6a" column 1451-4, "Skill 5a" column 1451-5, "Skill 4a" column 1451-6, etc. are shown without shading. In this way, the fact that the character being trained will acquire multiple skills through secret transmission is shown as a list of skill groups. The user can recognize that they have acquired multiple skills at the same time, which gives the user a sense of elation and increases their motivation to play the game.

[0192] In the skill group shown in FIG. 19, skills with high rarity are indicated by dark shading, and as the rarity decreases, the rarity changes to lighter shading or no shading. Note that the rarity (rank) of a skill may be represented not only by changing the shading, but also by changing at least one of the color and the text. An example will be described in which the skill groups shown in the display field 1451 shown in FIG. 19 are arranged in descending order of rarity (rank). This allows the user to recognize the rarity of the acquired skills when referring to the display field 1451. The training menu execution unit 68 according to this embodiment is not limited to arranging multiple skill groups in descending order of rarity, and multiple skills may be arranged in descending order of rarity. In other words, it is sufficient for the training menu execution unit 68 to display multiple skills by rarity. Displaying multiple skills by rarity makes it easier for the user to understand what skills they have acquired. Because the skills are arranged in descending order of rarity, the user can easily recognize that they have acquired high-rarity skills, thereby increasing their motivation to play the game.

[0193] Note that this embodiment is not limited to displaying multiple skills by rarity, and a group of skills may be displayed randomly regardless of the rarity of the skills.

[0194] The skill acquisition screen 1450 shown in Fig. 19 is shown as an example. The skill groups that can be acquired in cases other than when the scene card or supporting general is level 100 and has been determined to be secret teaching rank 4 can be derived from the correspondence shown in Fig. 18. In the skill acquisition screen in cases other than when the scene card or supporting general is level 100 and has been determined to be secret teaching rank 4, the skill groups are arranged in descending order of rarity, just like the skill acquisition screen 1450 in Fig. 19.

[0195] In this embodiment, an example has been described in which the effect generation unit 70 generates a super special co-refining (an example of a first effect), which is an effect advantageous to training, when an auxiliary warrior and a scene card are associated with a training menu card. However, the present disclosure is not limited to an example in which an effect such as a super special co-refining is generated when an auxiliary warrior and a scene card are associated with a training menu card. In other words, an effect such as a super special co-refining can be generated when a combination of a second object such as an auxiliary warrior and a third object such as a scene card satisfies a predetermined condition. In other words, the present disclosure is characterized in that not only is an effect generated when a second object such as an auxiliary warrior and a third object such as a scene card each satisfy a condition, but also a first effect different from the effect generated by each of the second object or the third object is generated when a combination of the second object and the third object satisfies a predetermined condition.

[0196] In this embodiment, an example has been described in which an auxiliary general is used as the second object and a scene card is used as the third object. However, in this disclosure, the second object and the third object are not limited to an auxiliary general and a scene card, respectively, as long as they are objects related to training and are different types of objects. For example, in addition to or instead of a scene card, a tool or implement that assists training may be used as the third object.

[0197] The game system 1, game server 10, and user terminal 12 according to this embodiment are configured as described above, and when a support officer (an example of a second object) and a scene card (an example of a third object) meet a predetermined condition, a super special co-training effect (an example of a first effect) that is advantageous to training is generated. By generating an advantageous effect to training by combining a support officer (an example of a second object) and a scene card (an example of a third object), it is possible to provide the user with a variety of experiences in the training game, and to increase the user's motivation to play the game.

[0198] The game system 1, game server 10, and user terminal 12 according to this embodiment should be considered as illustrative and not restrictive. The above-described embodiment can be modified and improved in various ways without departing from the spirit and scope of the appended claims. Furthermore, the matters described in the above-described embodiment can be configured in other ways as long as they are not inconsistent, and can be combined as long as they are not inconsistent. [Explanation of symbols]

[0199] 1. Game System 10 Game Servers 12 User terminal 18 Network 60 First object setting section 62 Second Object Setting Section 64 Third Object Setting Section 65 Mass generation section 66 Mass Progression Executive Department 66a Square selection reception area 68 Training Menu Execution Department 68a Menu selection reception area 70 Effect generation section 72 First Increase 74 Second Increase

Claims

1. On the computer, a first object setting process for setting a first object to be raised in the game; a second object setting process for setting a second object related to the development of the first object; a third object setting process for setting a third object related to the development, the third object being a different type from the second object; an effect generation process for generating a first effect that is an effect advantageous to the development of the second object and the third object when the second object and the third object satisfy a predetermined condition in the game; A program to execute.

2. further executing a development menu execution process for executing a development menu for developing the first object; When the second object and the third object are associated with the development menu, the first effect is generated in the effect generation process. The program according to claim 1.

3. When one of the second object and the third object is associated with the development menu, a second effect that is advantageous to the development and has a lower effect level than the first effect is generated in the effect generation process. The program according to claim 2.

4. In the training menu execution process, a plurality of training menus are displayed to the user in a selectable manner, and one training menu selected by the user from the plurality of training menus is executed; When the second object and the third object are associated with the one development menu selected by the user, the first effect is generated in the effect generation process; When one of the second object and the third object is associated with the one development menu selected by the user, the second effect is generated in the effect generation process. The program according to claim 3.

5. the second object is selected from a second object group including a plurality of second objects that are different from each other; the third object is selected from a third object group including a plurality of third objects that are different from each other; the second object group and the third object group are object groups of different types; 5. The program according to claim 1.

6. In the effect generation process, when the first effect or the second effect is generated, a third effect is further generated with a predetermined probability; and executing a display process of displaying, as the third effect, that a plurality of skills will be acquired by the first object. The program according to claim 3 or 4.

7. On the computer, a first object setting process for setting a first object to be raised in the game; a second object setting process for setting a second object related to the development of the first object; a development menu execution process for executing a development menu for developing the first object; an effect generation process for generating a third effect when the second object is associated with the development menu; a display process for displaying a plurality of skills acquired by the first object as the third effect, by rarity; A program to execute.

8. The computer a first object setting process for setting a first object to be raised in the game; a second object setting process for setting a second object related to the development of the first object; a third object setting process for setting a third object related to the development, the third object being a different type from the second object; an effect generation process for generating a first effect that is an effect advantageous to the development of the second object and the third object when the second object and the third object satisfy a predetermined condition in the game; A game processing method that executes

9. The computer a first object setting process for setting a first object to be raised in the game; a second object setting process for setting a second object related to the development of the first object; a development menu execution process for executing a development menu for developing the first object; an effect generation process for generating a third effect when the second object is associated with the development menu; a display process for displaying a plurality of skills acquired by the first object as the third effect, by rarity; A game processing method that executes

10. a first object setting unit that sets a first object to be raised in the game; a second object setting unit that sets a second object related to the raising of the first object; a third object setting unit that sets a third object related to the development, the third object being a different type from the second object; an effect generating unit that generates a first effect that is an effect advantageous to the development of the second object and the third object when the second object and the third object satisfy a predetermined condition in the game; A game processing device comprising:

11. a first object setting unit that sets a first object to be raised in the game; a second object setting unit that sets a second object related to the raising of the first object; a development menu execution unit that executes a development menu for developing the first object; an effect generating unit that generates a third effect when the second object is associated with the development menu; the training menu execution unit displays, as the third effect, a plurality of skills acquired by the first object by rarity; Game processing unit.

Citation Information

Patent Citations

  • Information processing program, information processing method, and game device

    JP7432027B1