Storage medium, game processing method, and game processing device
The game system improves strategic depth by incorporating a training game with dynamic parameter allocation and random events, enhancing player engagement through unpredictable outcomes.
Patent Information
- Application Number
- JP2024129824
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-06
- Publication Date
- 2026-02-19
- Estimated Expiration
- 2044-08-06
AI Technical Summary
Conventional fighting games determine game results based on character strength parameters, leading to predictable outcomes and lack of strategic depth.
A game system that includes a training game and a battle game, where characters are trained through a series of squares with varying effects, allowing for strategic allocation of parameters and random events to enhance gameplay complexity.
Enhances strategic nature of the game by introducing unpredictable elements and dynamic character development, improving player engagement and strategic decision-making.
Smart Images

Figure 2026027705000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program, a game processing method, and a game processing device. [Background technology]
[0002] 2. Description of the Related Art Conventionally, in a fighting game, it is known that the game result is determined based on a strength parameter associated with an ally character and a strength parameter associated with an enemy character. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7500010 Summary of the Invention [Problem to be solved by the invention]
[0004] In the conventional technology described above, the game result is determined by parameters associated with the character, so the game result is easily predicted by the user and there is little strategic element.
[0005] The present disclosure aims to improve the strategic nature of games. [Means for solving the problem]
[0006] One aspect of the present disclosure is a program that causes a computer to execute a game having a battle part using multiple units, and that causes the computer to execute an allocation process that allocates a first parameter related to the battle part to the multiple units. [Effects of the Invention]
[0007] According to the present disclosure, the strategic nature of the game can be improved. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a diagram illustrating an example of a configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a game server according to the present embodiment. [Figure 3] FIG. 2 is a diagram illustrating a hardware configuration of an example of a user terminal according to the present embodiment. [Figure 4] FIG. 10 is a diagram showing an example of a home screen of the training game according to the present embodiment. [Figure 5] FIG. 10 is a diagram showing an example of a selection screen for a character to be trained in the training game according to the present embodiment. [Figure 6] FIG. 10 is a diagram showing an example of a formation screen at the start of training in the training game according to the present embodiment. [Figure 7] FIG. 10 is an example diagram illustrating the progression of a training scenario consisting of multiple turns. [Figure 8] FIG. 2 is a functional block diagram of an example of a user terminal according to the present embodiment. [Figure 9] 10 is a first flowchart showing an example of a processing procedure of the game system according to the present embodiment. [Figure 10] 10 is a flowchart showing an example of a processing procedure in the game system according to the present embodiment, when the character to be trained advances one square as shown in S5 of FIG. 9 and executes a training menu in response to a selection by the user. [Figure 11] FIG. 10 is a diagram showing an example of an enlarged screen displayed by the square progression execution unit according to the present embodiment. [Figure 12] FIG. 10 is a diagram showing an example of an enlarged screen displayed by the square progression execution unit according to the present embodiment. [Figure 13] 10A and 10B are diagrams illustrating the types of squares displayed on the enlarged screen according to the embodiment; [Figure 14] FIG. 10 is a diagram illustrating a list of icons indicating effects associated with each of a plurality of squares according to the present embodiment. [Figure 15]10 shows an example of a screen that is displayed when a character to be trained advances to a square where a special training card appears in the game system according to this embodiment. [Figure 16] 10 shows an example of a screen that is displayed when an event is associated with the progressed square in the game system according to the present embodiment. [Figure 17] 10 shows an example of a screen that is displayed when progressing to a rare training square in the game system according to this embodiment. [Figure 18] 10 shows an example of a screen displaying the lottery results when progressing to an EX bonus square in the game system according to the present embodiment. [Figure 19] 10 shows an example screen displaying the lottery results when progressing to specific status bonus squares (all) in the game system according to this embodiment. [Figure 20] 10 is a diagram illustrating a training screen in which a character to be trained executes a training menu in the game system according to the present embodiment. FIG. [Figure 21] FIG. 10 is a diagram illustrating the behavior patterns of each team during a battle. [Figure 22] FIG. 1 is a diagram illustrating the ratio of military strength for each unit according to military operations. [Figure 23] 10 is a second flowchart showing an example of the processing procedure of the game system 1 according to the present embodiment. [Figure 24] FIG. 10 is a diagram showing an example of an exercise list screen showing a list of exercise types. [Figure 25] FIG. 10 is a diagram showing an example of a difficulty level list screen showing a list of exercise difficulty levels. [Figure 26] FIG. 10 is a diagram showing an example of a list screen showing a list of opponents. [Figure 27] FIG. 11 is a first diagram showing an example of a battle preparation screen. [Figure 28] FIG. 10 is a first diagram showing an example of a strategy selection and editing screen. [Figure 29] FIG. 10 is a second diagram showing an example of the strategy selection and editing screen. [Figure 30]FIG. 10 is a third diagram showing an example of the strategy selection and editing screen. [Figure 31] FIG. 10 is a diagram showing an example of a strategy change confirmation screen. [Figure 32] FIG. 10 is a second diagram showing an example of the battle preparation screen. [Figure 33] FIG. 10 is a diagram showing an example of an army formation screen. [Figure 34] FIG. 10 is a diagram showing an example of a battle result screen. [Figure 35] FIG. 10 is a diagram showing an example of a corps menu screen. [Figure 36] FIG. 10 is a diagram showing an example of a trained warrior screen. [Figure 37] FIG. 4 is a fourth figure showing an example of the strategy selection and editing screen. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings.
[0010] [Game System] Fig. 1 is a configuration diagram of an example of a game system 1 according to this embodiment. The game system 1 shown in Fig. 1 includes a game server 10 and one or more user terminals 12. The game server 10 and the user terminals 12 are connected to each other via a network 18 so as to be able to communicate with each other.
[0011] The network 18 is, for example, the Internet. However, the network 18 is not limited to the Internet, and may be anything that can connect the game server 10 and one or more user terminals 12 so that they can communicate with each other. The network 18 may be, for example, a dedicated line, a public line, a LAN (Local Area Network), or the like. The network 18 may also be a combination of the Internet, a dedicated line, a public line, a LAN, or the like.
[0012] The game server 10 is realized by, for example, a personal computer, a workstation, or cloud computing. The game server 10 transmits and receives data to and from the user terminal 12, thereby providing the user terminal 12 with functions necessary for the game.
[0013] The user terminal 12 is realized by, for example, a personal computer, a game console, a smartphone, a mobile phone, a tablet terminal, an arcade game machine, etc. The user terminal 12 accepts operations from a user playing a game and allows the user to play the game.
[0014] The game server 10 is an example of a game processing device. The user terminal 12 is also an example of a game processing device. The game processing device may be the game server 10 and the user terminal 12 that are capable of communicating with each other.
[0015] [Hardware configuration] Fig. 2 is a hardware configuration diagram of an example of the game server 10 according to this embodiment. The game server 10 shown in Fig. 2 has a CPU (Central Processing Unit) 20, a ROM (Read Only Memory) 21, a RAM (Random Access Memory) 22, an auxiliary storage device 23, and a communication control unit 24. The CPU 20, the ROM 21, the RAM 22, the auxiliary storage device 23, and the communication control unit 24 are connected via a bus line 25.
[0016] The CPU 20 executes programs such as a game program and controls the entire game server 10. The ROM 21 stores programs necessary for controlling the game server 10, such as a BIOS (Basic Input Output System). The auxiliary storage device 23 is a storage device that stores programs such as a game program and various data used by the programs. The auxiliary storage device 23 is, for example, an HDD (Hard Disk Drive) or an SSD (Solid State Drive). The RAM 22 is a main storage device for the CPU 20 to work on.
[0017] The communication control unit 24 controls communication with the user terminal 12 via the network 18. The communication control unit 24 is, for example, a communication device such as a network card that controls communication.
[0018] Fig. 3 is a hardware configuration diagram of an example of a user terminal 12 according to this embodiment. The user terminal 12 shown in Fig. 3 includes a CPU 30, a ROM 31, a RAM 32, an image processing unit 33, a display unit 34, an audio processing unit 35, an audio input unit 36, an audio output unit 37, an auxiliary storage device 38, a communication control unit 39, an operation input unit 40, and a recording medium drive 41. The CPU 30, the ROM 31, the RAM 32, the image processing unit 33, the display unit 34, the audio processing unit 35, the audio input unit 36, the audio output unit 37, the auxiliary storage device 38, the communication control unit 39, the operation input unit 40, and the recording medium drive 41 are connected via a bus line 42.
[0019] The CPU 30 executes programs such as a game program and controls the entire user terminal 12. The ROM 31 stores programs such as BIOS necessary for controlling the user terminal 12. The auxiliary storage device 38 is a storage device that stores programs such as a game program and various data used by the programs. The RAM 32 is a main storage device for the CPU 30 to work in.
[0020] The image processing unit 33 controls the display unit 34 in accordance with instructions from the CPU 30, and displays an image on the screen of the display unit 34. The display unit 34 is a display device such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 34 may be built into the user terminal 12, or may be externally connected to the user terminal 12.
[0021] The audio processing unit 35 converts an analog audio signal input from the audio input unit 36 into a digital audio signal. The audio processing unit 35 also generates an analog audio signal in accordance with instructions from the CPU 30 and outputs it to the audio output unit 37. The audio input unit 36 is an input device such as a microphone that is built into or externally attached to the user terminal 12. The audio output unit 37 is an output device such as a speaker that is built into or externally attached to the user terminal 12. The communication control unit 39 controls communication with the game server 10 via the network 18.
[0022] The operation input unit 40 accepts operation input from the user and outputs a signal corresponding to the operation input to the CPU 30 via the bus line 42. The operation input unit 40 is, for example, a touch panel, a touch pad, a controller, a mouse, or a keyboard. Note that the voice input unit 36 may accept operation input by voice using known voice recognition technology.
[0023] The recording medium drive 41 is a device that reads data from a recording medium 43, such as a CD (Compact Disk), a DVD (Digital Versatile Disc), a BD (Blu-ray Disk), an HDD, or an SSD. For example, the recording medium 43 reads a program, such as a game program, to be installed in the user terminal 12 from the recording medium 43.
[0024] [Game Overview] In this embodiment, an example of a training game in which a warrior character who fights is trained will be described as an example of a game in which a training object is trained. The training object is not limited to a warrior character. The training object is not limited to training a character for combat, but may be, for example, a character from a sports game such as soccer, baseball, or tennis. The training object may be a character from a game of various genres, such as a role-playing game, a simulation game, or an adventure game. The training object may be a group of characters from multiple games (for example, a unit, etc.). Furthermore, the training object is not limited to a character, but may be any object that can be trained in the game.
[0025] In the training game according to this embodiment, a military commander character (hereinafter referred to as a character to be trained), which is an example of a character to be trained, is trained in the game and fights in order to train the military commander. The character to be trained is an example of a first object.
[0026] In this embodiment, as an example of a game in which a battle is played using trained characters, an example of a battle game in which an army consisting of multiple troops including trained characters battles against another army will be described. Note that in this battle game, the multiple troops are an example of multiple units, and the army is an example of a group consisting of multiple units. Therefore, the battle game described below can be applied to a game in which a group consisting of multiple units including trained characters battles against another group.
[0027] The game server 10 in this embodiment may provide a game that includes a training game and a battle game. In other words, the game server 10 in this embodiment may provide a game that includes a training part that corresponds to a training game and a battle part that corresponds to a battle game. The battle part uses multiple units, and the user and the opponent are divided into different groups and compete against each other.
[0028] First, the training game (training part) will be explained.
[0029] [About the training game (training part)] 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.
[0030] 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.
[0031] In the training game according to this embodiment, a plurality of squares (an example of a panel) are placed from the start to the end of the game, and the character to be trained progresses through these squares. In the training game according to this embodiment, the character to be trained progresses through the plurality of placed squares, one square at a time. Then, in the training game according to this embodiment, the character to be trained undergoes training or battle each time the character progresses one square. In the training game according to this embodiment, like a board game, the training of the character to be trained is completed when the character to be trained progresses to the end (goal) of the plurality of squares.
[0032] For example, the user selects a training menu or a rest menu in each of the multiple squares and causes the character to perform the training indicated in the training menu. The user progresses the character along the multiple squares while selecting a training menu for the character to perform in each of the multiple squares so that the parameters of the character to be trained approach ideal parameters.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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 general, various items, scene cards, etc., a screen for checking the generals (characters) and scene cards, etc., owned by the user, and a screen for organizing an army to be used in the battle part, which will be described later. 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.
[0037] 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.
[0038] 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.
[0039] 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.
[0040] 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.
[0041] Also, to support the search for characters to be trained, an item 1055 is displayed for narrowing down the characters using a filter.
[0042] 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).
[0043] 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).
[0044] 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.
[0045] 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.
[0046] The formation screen 1100 shown in Fig. 6 is an example of a screen on which the user forms a formation for training a character to be trained that has been selected by the user. The formation screen 1100 shown in Fig. 6 includes a formation name display field 1101, a support general selection field 1102, and a scene card selection field 1103.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] The auxiliary generals displayed in the auxiliary general selection field 1102 and the scene cards displayed in the scene card selection field 1103 are examples of second objects. The auxiliary generals and scene cards affect the parameter fluctuations of the character being trained through the training menu. The formation at the start of training shown in Figure 6 may also be referred to as a unit or an army. Note that on the formation screen 1100 shown in Figure 6, five auxiliary generals can be selected, and four auxiliary generals have been selected. Also, on the formation screen 1100 shown in Figure 6, three scene cards can be selected, and one scene card has been selected. Note that the number of auxiliary generals and scene cards on the formation screen 1100 shown in Figure 6 is shown as an example, and does not limit the number of auxiliary generals and scene cards.
[0052] A training menu card is associated with each auxiliary general and scene card. The training menu cards associated with the auxiliary general and scene cards are special training menu cards that allow the player to perform a specific training menu that has a higher training effect than the normal training menu. The special training menu cards are displayed in place of (or superimposed on) normal martial arts cards (an example of a normal training menu card) on the training screen (see Figure 20) described below, for example, and are displayed as martial arts cards that are a different color from the normal ones, such as gold. The same applies to training menu cards other than martial arts cards.
[0053] By forming the training start formation shown in FIG. 6, the special training menu card associated with the support general and scene card is displayed by lottery as one of the training menu cards that the user can select. The lottery involves selecting one option from the multiple options based on the probability of occurrence, with multiple options having a set probability of occurrence. For example, in a training game, if a special training menu card is selected by lottery in each turn, it is displayed as a training menu card and can be executed. Conversely, if the special training menu card is not selected by lottery, it is not displayed and cannot be executed in that turn.
[0054] FIG. 7 is a diagram illustrating an example of the progression of a training scenario consisting of multiple turns. FIG. 7 shows an example of a training scenario with a total of 30 turns from start to finish, with the training game progressing from the 30th turn to the last turn. In the training scenario, multiple squares are arranged in a line, like a board game, and as shown in FIG. 7, the character to be trained advances one square per turn, and training or battles take place in each square. When the character to be trained advances one square, it is possible to rest to restore the character's stamina instead of training. Note that if the turn is extended, the number of turns may exceed 30, in which case the number of squares also increases. The extension of the turn may occur due to the effects of squares, events, the effects of special training menus, etc.
[0055] 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.
[0056] As shown in FIG. 7, squares for battles are also provided in multiple squares arranged from the start to the end of the training scenario. A battle takes place when a character to be trained advances to that square. A battle event is an example of an event in which a character to be trained is used. The timing at which a battle event (hereinafter referred to as a battle) occurs may be a predetermined turn or a randomly determined turn.
[0057] In addition, the timing of the battle may be a combination of a preset turn and a randomly determined turn. In the example shown in Figure 7, battles as events occur on the squares with 27 turns, 24 turns, and 1 turn remaining.
[0058] In this embodiment, in the battles that occur between the start and end of the training scenario, processing similar to that in the battle part described below may be performed.
[0059] As shown in Figure 7, a branch occurs in the middle of multiple squares arranged in a straight line from the start to the end of the training scenario. In a turn where a branch occurs, the user selects one of the multiple squares. Each of the multiple selectable squares has a different effect. The user refers to the effect displayed in each of the multiple squares and selects the square that they determine is appropriate for training the character to be trained.
[0060] The square branching may occur at a predetermined turn or at a randomly determined turn. In this embodiment, the squares rejoin the same square at the turn following the square branching. Note that this embodiment is not limited to the method of rejoining the same square at the turn following the square branching, and the squares may rejoin after multiple turns have passed, or may not rejoin until the end (goal).
[0061] In the example shown in FIG. 7, square branching occurs with 28 turns remaining and 25 turns remaining. For example, with 28 turns remaining, the user is presented with square progression 701 to the first square and square progression 702 to the second square. The user compares the effect of the first square with the effect of the second square and selects square progression 702 to the second square. The game system 1 advances the character to be trained to the second square in accordance with the user's selection. The effects associated with the squares will be described later.
[0062] For example, with 25 turns remaining, the user is presented with two options: moving to the first square 711 and moving to the second square 712. The user compares the effect of the first square with the effect of the second square and selects moving to the first square 711. The game system 1 advances the character to be trained to the first square in accordance with the user's selection.
[0063] [Functional configuration and processing] The user terminal 12, which is an example of a game processing device that realizes the training game according to this embodiment, has, for example, the functional configuration shown in Fig. 8. Fig. 8 is a functional block diagram of an example of the user terminal 12 according to this embodiment.
[0064] The user terminal 12 according to this embodiment includes an input management unit 50, an output management unit 52, a communication management unit 54, a owned object management unit 56, and a control unit 80.
[0065] In addition, the user terminal 12 of this embodiment has, as functional units that realize the training part, a first object setting unit 60, a second object setting unit 62, a square generation unit 63, a square progress execution unit 64, a square bonus state generation unit 66, a training menu execution unit 68, a bonus granting unit 70, a first increase unit 74, and a second increase unit 76.
[0066] The user terminal 12 also has, as functional units for realizing the battle part, a battle menu execution unit 90, an army organization unit 91, and a troop allocation unit 92. Details of the battle menu execution unit 90, the army organization unit 91, and the troop allocation unit 92 will be described later.
[0067] The input management unit 50, output management unit 52, communication management unit 54, owned object management unit 56, first object setting unit 60, second object setting unit 62, square progression execution unit 64, square bonus state generation unit 66, development menu execution unit 68, bonus granting unit 70, first increase unit 74, and second increase unit 76 are realized by the CPU 30 of the user terminal 12 executing a program such as a game program related to this embodiment.
[0068] 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.
[0069] The owned object management unit 56 stores and manages information on characters, auxiliary generals, and scene cards owned by the user in the game, for example, in the RAM 32 or the auxiliary storage device 38. Characters are an example of a first object that can be selected as a target for development. Auxiliary generals and scene cards are examples of second objects that affect the change in parameters due to development of the target character.
[0070] The first object setting unit 60 accepts from the user the setting of a character to be developed from among the characters owned by the user in the game. The second object setting unit 62 accepts from the user the setting of a support general and a scene card from among the characters owned by the user in the game. Note that the second object setting unit 62 may also accept from the user the setting of a support general and a scene card owned by another user (e.g., a friend) in the game.
[0071] The square generation unit 63 generates a plurality of squares from the start to the end (goal) of the training scenario. The plurality of squares from the start to the end may all be generated at the start of the training scenario, or squares may be generated as the turns progress. Furthermore, the square generation unit 63 generates square branches from the plurality of squares from the start to the end of the training scenario at preset turns or randomly. Furthermore, when a turn is extended, the square generation unit 63 generates squares according to the number of extended turns.
[0072] The square generation unit 63 also associates with each generated square a plurality of effects related to the development of the character to be developed. The number of associated effects may be determined according to the training event, or may be random. Each of the plurality of effects will be described later.
[0073] The square progression execution unit 64 includes a square selection receiving unit 64a, and executes a process of advancing the character to be trained one square at a time in each of a plurality of turns. In the training game according to this embodiment, the character to be trained advances one square per turn. Note that this embodiment is not limited to an example in which the character to be trained advances one square per turn, and the character may advance multiple squares per turn by, for example, rolling a dice.
[0074] When a square branch exists in the current turn, the square selection receiving unit 64a receives the selection of one of the multiple branching squares via the operation input unit 40. The operation input unit 40 is, for example, a touch panel, and receives taps on squares displayed on the display unit 34. Note that, in this embodiment, a case will be described in which a square to proceed to is selected from two squares as a square branch, but the square branch is not limited to two, and a square branch with three or more squares is also possible.
[0075] When the squares branch off, the square progression execution unit 64 executes a process of progressing the character to be trained to a square selected by the user by the square selection reception unit 64a, among the plurality of branched squares.
[0076] The square privilege state generating unit 66 generates an effect associated with the square each time the character to be trained advances one square. The generated effect will be described later. The generated effect may also be applied to a training menu that can be selected on the square.
[0077] 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.
[0078] The training menu execution unit 68 displays a plurality of training menu cards in a selectable manner on the display unit 34. The menu selection receiving unit 68a receives the selection of one of the plurality of training menu cards via the operation input unit 40. Then, the training menu execution unit 68 executes the processing of the training menu corresponding to the training menu card for which the selection has been received.
[0079] When a mass effect is given to the training menu card that has been selected, the benefit giving unit 70 performs a process of making the character to be trained acquire a benefit corresponding to the given mass effect by drawing lots or the like.
[0080] When the training menu processing is executed, the first increase unit 74 increases the additional value of the parameters obtained by the character to be trained according to the mass effect given to the training menu and the result of the lottery for the increase rate that is conducted each time the training menu is selected.
[0081] The second increase unit 76 increases the status of the character to be trained by adding the parameter value obtained by the character to be trained through battles. Note that the second increase unit 76 according to this embodiment may draw a lottery to determine the rate of increase before increasing the status, and adjust the added value according to the result of the lottery.
[0082] Based on user input to the operation input unit 40, the control unit 80 controls the input management unit 50, output management unit 52, communication management unit 54, owned object management unit 56, first object setting unit 60, second object setting unit 62, square generation unit 63, square progress execution unit 64, square bonus state generation unit 66, development menu execution unit 68, bonus granting unit 70, first increase unit 74, and second increase unit 76 to perform various processes.
[0083] 8 is an example, and part of the functional configuration may be included in the game server 10. In the game system 1 according to the present embodiment, the game server 10 may include, for example, the owned object management unit 56, the first object setting unit 60, the second object setting unit 62, the square generation unit 63, the square progress execution unit 64, the square bonus state generation unit 66, the training menu execution unit 68, the bonus granting unit 70, the first increment unit 74, and the second increment unit 76 of the functional configuration shown in FIG. 8, and the user terminal 12 may use the results of processing by the game server 10.
[0084] 9 is a first flowchart showing an example of the processing procedure of the game system 1 according to this embodiment. In FIG. 9, the processing procedure of the training part in the game system 1 is shown.
[0085] 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).
[0086] Next, the first object setting unit 60 accepts a selection (setting) of a character to be raised from among characters owned by the user in the raising game via the operation input unit 40 of the user terminal 12 (S2).
[0087] The second object setting unit 62 accepts the selection of a support general from characters owned by the user or other users in the training game, and a selection from scene cards owned by the user or other users (S3) via the operation input unit 40. The second object setting unit 62 accepts the selection (setting) of the support general and scene cards from, for example, the formation screen 1100 shown in FIG.
[0088] The square generation unit 63 arranges (generates) multiple squares from the start to the end of the selected training scenario, and determines an effect (square effect) related to the training of the character to be trained for each arranged square (S4). Note that the generated multiple squares may include squares with no associated effect. While FIG. 9 shows an example of generating multiple squares from the start to the end at the start of training, a procedure of generating squares each time a square progresses may also be used.
[0089] The square progression execution unit 64 executes a process to advance the character to be trained by one square, and the training menu execution unit 68 executes the training menu and event selected by the user (S5). The events that occur here include events associated with squares, such as (guerrilla) events due to effects associated with squares, or battles associated with squares. The events that occur here may also include events unrelated to squares, such as events linked to a scenario, or events linked to a supporting general or scene card participating in the training menu executed in that turn. There may also be turns in which no events occur.
[0090] The square progression execution unit 64 determines whether or not the processing of all squares has been completed due to the progression of the character to be trained (S6). If it is determined that the processing of all squares has not been completed (S6: NO), the processing of S5 is executed again.
[0091] On the other hand, when the square progression execution unit 64 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.
[0092] 9, in the training game according to this embodiment, a square progression process and a training menu execution process are executed for each of a plurality of turns. Then, the training menu execution unit 68 reflects the square effect associated with the progress destination square in the training menu for each of the plurality of turns. The training menu to be reflected will be described later.
[0093] Fig. 10 is a flowchart showing an example of the processing procedure in the game system 1 according to this embodiment, when the character to be trained advances one square and executes a training menu in response to a selection by the user, as shown in S5 of Fig. 9. Note that when the character to be trained advances one square and executes an event associated with the advanced square, the same processing procedure is performed and the description thereof will be omitted.
[0094] The square progression execution unit 64 displays an enlarged screen for the character to be trained to progress through the squares (S11). The enlarged screen to be displayed differs depending on whether the square to which the character is to progress (hereinafter also referred to as the progress square) branches off or not. The square progression execution unit 64 determines whether the progress square branches off or not (S12-1). If it is determined that the progress square branches off (S12-1: YES), the square selection receiving unit 64a receives the selection of one of the multiple progress squares (S12-2).
[0095] When the selection is accepted, the square progress execution unit 64 performs a movement display to move the character to be trained one square to the progress square for which the selection is accepted (S13).
[0096] On the other hand, when the square progress execution unit 64 determines that no branch has occurred (S12-1: NO), a movement display is performed in the progress square to move the character to be trained forward by one square (S13). Next, the enlarged screen will be specifically described.
[0097] 11 is a diagram showing an example of an enlarged screen 1150 displayed by the square progression execution unit 64 according to this embodiment. On the enlarged screen 1150 shown in FIG. 11, an image 1156 showing the character to be trained progresses over squares 1152 to 1155. Square 1152 is a square that has already been progressed (passed), square 1153 is a square where the character to be trained currently exists (is located), square 1154 is a square to which the character to be trained will progress in the current turn, and square 1155 is a square to which the character to be trained will progress in the next turn. The number of squares displayed on the enlarged screen shown in FIG. 11 is shown as an example, and the number of squares displayed may vary depending on the implementation.
[0098] 11, an icon 1154a representing a mass effect associated with the mass 1154 is displayed above the mass 1154. Also, an icon 1155a representing an event (battle) associated with the mass 1155 is displayed above the mass 1155.
[0099] Furthermore, a specific explanation of the square effect associated with the square 1154 to be progressed in the current turn is displayed in the field 1151. Therefore, the user can recognize what effect the character to be trained will obtain when it progresses through the square.
[0100] 11, when the square selection receiving unit 64a receives a tap (press) on a square 1154 via the operation input unit 40, the square progression executing unit 64 executes a process of progressing the character to be trained to the square 1154. Specifically, the square progression executing unit 64 may display an animation in which an image 1156 representing the character to be trained moves to the square 1154.
[0101] Fig. 12 is a diagram showing an example of an enlarged screen 1200 displayed by the square progression execution unit 64 according to this embodiment. The enlarged screen 1200 shown in Fig. 12 differs from the enlarged screen 1150 shown in Fig. 11 in that square branching has occurred.
[0102] 12, an image 1207 showing the character to be trained progresses on squares 1201 to 1206. Squares 1201 and 1202 are squares that the character has already progressed (passed), and square 1203 is the square where the character to be trained currently exists (is located). Squares 1204 and 1205 are squares where the character to be trained branches off to progress in the current turn.
[0103] The character to be trained can only progress to either square 1204 or square 1205.
[0104] An icon 1204a representing the effect associated with the square 1204 is displayed above one of the branching squares 1204, and an icon 1205a representing the effect associated with the square 1205 is displayed above the other branching square 1205.
[0105] The square selection receiving unit 64a receives a selection of either square 1204 or square 1205 via the operation input unit 40, and then when it receives a tap (decision operation) on the selected square, it determines the square to proceed to.
[0106] Furthermore, in a state where a selection of either square 1204 or square 1205 has been accepted, column 1208 displays a specific description of the effect associated with the square that accepted the selection (square 1204 or square 1205). In the example shown in FIG. 12, a specific description of the effect of square 1205 is displayed. Therefore, the user can refer to the effects displayed in the two selectable squares and select a square that has an appropriate effect for the character to be trained that is currently being trained. As will be described later, the user can roughly grasp the effects of square 1204 and square 1205 simply by visually checking icon 1204a and icon 1205b.
[0107] When the square to advance to is determined, the square advancement execution unit 64 executes a process to advance the character to be trained to the determined square. Specifically, the square advancement execution unit 64 may display an animation in which the image 1207 representing the character to be trained moves to the determined square (square 1204 or square 1205).
[0108] Square 1206 is the square to which the character to be trained will advance in the next turn. In other words, the square progression execution unit 64 according to this embodiment advances to one square selected by the user in the process of progressing between two branching squares, and then controls the progression so that the two branching squares merge back into the same square in the next turn.
[0109] An icon 1206a indicating the effect associated with the square 1206 is displayed above the square 1206. This allows the user to select either square 1204 or square 1205 while taking into consideration the effect that will be obtained in the next turn. Although the illustration is partially simplified in FIGS. 11 and 12, it is preferable that the degree (color) and type (shape) of the effect of an icon indicating the effect that will occur in each square that the player advances to be displayed at the top of the screen.
[0110] Next, the types of squares displayed on the enlarged screen will be described. FIG. 13 is a diagram illustrating the types of squares displayed on the enlarged screen according to this embodiment. As shown in FIG. 13, there are normal squares and extension squares. The normal squares include black squares that remain after the character being trained has progressed, and white squares where the character being trained is currently located or will progress to. Furthermore, there are light blue squares that serve as extension squares that are displayed when the character being trained has obtained an effect such as a turn extension. The example shown in FIG. 13 is an example of the colors of the squares, and the colors of the squares may be determined arbitrarily. Furthermore, the types of squares shown in FIG. 13 are merely examples, and there may be squares of types other than those shown in FIG. 13.
[0111] In this embodiment, a plurality of effects related to the development of the character to be developed are associated with the plurality of squares (an example of a panel). Each of the effects associated with a square is set with a type and a degree of the effect. Next, the icons indicating the type and degree of the effect will be described.
[0112] FIG. 14 is a diagram illustrating a list of icons indicating effects associated with each of a plurality of squares according to this embodiment.
[0113] In the icons representing effects shown in FIG. 14, the shape of the icon (an example of a type display mode) indicates the type of effect, and the color of the icon (an example of a degree display mode) corresponds to the degree of the effect.
[0114] In the example shown in FIG. 14, different icon shapes (one example of a type display mode) are set for a plurality of different types of effects.
[0115] Icons representing the type of effect include, but are not limited to, a "?" square, an EX bonus square, a specific status bonus square (stamina), a specific status bonus square (courage), a specific status bonus square (wisdom), a specific status bonus square (leadership), a specific status bonus square (charm), a specific status bonus square (strength), a rare training square, a square where a special training card appears, a battle square, and a square where morale consumption is reduced. For example, although not shown in FIG. 14, there may be squares that increase the probability of an effect occurring that significantly increases the status obtained through the training menu, which is associated with auxiliary generals and scene cards.
[0116] 14, the color of the icon is set as a display mode of the degree of effect corresponding to the degree of effect. Specifically, blue (an example of a first color) is set as the color display of the icon for the least degree of effect, red (an example of a second color) is set for degrees greater than blue, and gold is set for degrees greater than red.
[0117] In this embodiment, the appearance probability of an icon varies depending on its color, except for the battle square. For example, blue has the highest appearance probability, followed by red and gold. In other words, in this embodiment, the appearance probability of an icon with a low degree of effect is high, and the appearance probability decreases as the degree of effect increases.
[0118] As shown in FIG. 14, the degree of the effect is represented by blue, red, and gold, regardless of the type of effect. In other words, the color of the icon (an example of the degree display mode) is set in common for a plurality of different types of effects. Note that in this embodiment, an example will be described in which the color of the icon is used as the degree display mode, but the degree display mode is not limited to the color of the icon, and other display modes such as the blinking interval of the icon or an effect generated on the icon may also be used. Next, the types of icons will be specifically described.
[0119] The "?" squares are squares where guerrilla events linked to training scenarios, etc., occur. In this embodiment, the guerrilla events that occur and the status amounts or skills, etc., that can be obtained in the guerrilla events may differ depending on the color of the icon.
[0120] An EX bonus square is a square that generates an extra bonus in the training menu. In the training screen described below, an extra bonus may be generated for all training menus that the user can select, or may be generated for a specific training menu. When an extra bonus is generated, the multiplier of the status amount obtained by executing the training menu on that square increases. In this embodiment, the multiplier of the status amount obtained varies depending on the color of the icon of the EX bonus square. For example, a blue EX bonus square may increase the multiplier of the status amount obtained by 50% (one level), and a red EX bonus square may increase the multiplier of the status amount obtained by 100% (two levels). A specific explanation of the extra bonus will be given later. Note that this manner in which the status obtained increases (or the degree of effect increases) depending on the color of the square icon is also common to other types of squares.
[0121] The specific status bonus squares (stamina), (courage), (wisdom), (leadership), (charm), and (strength) are squares that generate bonuses (for example, additions to base values) for the specific status shown in parentheses when the training menu is executed. In this embodiment, the value of the bonus (for example, additions to base values) varies depending on the color of the icon.
[0122] Although not shown in Figure 14, there is also a specific status bonus square (all). The specific status bonus square (all) is a square that generates a bonus for all statuses when the training menu is executed. The specific status bonus square (all) also has different bonus values (for example, additions to the base value) depending on the color of the icon.
[0123] The rare training squares are squares that increase the probability of generating special training menu cards associated with rare training menus, such as support generals and scene cards. In this embodiment, the degree of increase in the probability of generating training menu cards varies depending on the color of the icon on the rare training square.
[0124] The dedicated training card appearance square is a square where a dedicated training card appears. The dedicated training card can execute a specific training menu that has a higher training effect than the normal training menu. When a dedicated training card appears, one of the training menus (five training menus) that the user can select on the training screen described below will be switched to the training menu indicated by the dedicated training card.
[0125] In this embodiment, the cell-specific training menu card that appears varies depending on the color of the cell where the dedicated training card appears. For example, when proceeding to the cell where the dedicated training card appears, a cell-specific training menu card that matches the color of the cell where the dedicated training card appears may appear, or a lottery may be held based on the color of the cell where the dedicated training card appears, and a cell-specific training menu card that corresponds to the result of the lottery may appear.
[0126] For example, there may be three colors of square-specific training menu cards: blue, red, and gold, or there may be more than three colors (if a lottery is held). In the case of three colors, the effects of the square-specific training menu cards are, for example, blue < red < gold. The square-specific training menu cards vary the degree of increase in the status of the character being trained depending on the color of the card. Furthermore, the square-specific training menu cards may vary the skills that can be acquired depending on the color of the card. A square-specific training menu card of a color with high effectiveness (for example, gold) may have more useful skills than a color with low effectiveness (for example, blue).
[0127] Furthermore, if the square-specific training menu card is a highly effective color (for example, gold), it may have an effect such as extending a turn. When a square-specific training menu card with a turn extension effect is selected on the training screen described below, the extension square described above appears. The extension square may appear in any location, and may, for example, appear in front of a battle square that is located at the destination of the character being trained.
[0128] Furthermore, for each square-specific training menu card, an event may occur according to the color of the square-specific training menu card. For example, if the square-specific training menu card is gold, a special event corresponding to the character being trained may occur, and if the square-specific training menu card is blue, a general event corresponding to any character being trained may occur.
[0129] A battle square is a square where a battle linked to a training scenario takes place. The battle squares in this embodiment are placed at predetermined positions among multiple squares from the start to the end of the training scenario. The color of the battle square is also predetermined for each position. For example, early battle squares may be blue, mid-battle squares may be red, and late battle squares may be gold. In this embodiment, the color of the square itself varies depending on the color of the battle square's icon. For example, if a blue icon is displayed, the square itself is blue; if a red icon is displayed, the square itself is red; and if a gold icon is displayed, the square itself is gold. Note that this embodiment is not limited to an example in which battle squares are placed at predetermined positions, and they may be placed randomly.
[0130] In addition, in this embodiment, the battle linked to the training scenario may be the same as the battle that takes place in the battle part described below.
[0131] The morale consumption reduction squares are squares that reduce the amount of morale consumed when a training menu is executed. Morale is set for characters to be trained in this embodiment. Morale is a parameter that is consumed each time a training menu is executed and a battle is fought. In this embodiment, the reduction rate of morale consumption varies depending on the color of the icon in the morale consumption reduction square. Morale is recovered if the character rests each turn without executing a training menu.
[0132] Then, in the enlarged screen display process, the square progression execution unit 64 displays squares including icons according to the above-mentioned shape (one example of a degree display mode) and color (type display mode). This embodiment describes an example in which the shape and color of the icon displayed in the square represent the type and degree of the effect. However, this embodiment is not limited to an example in which the shape and color of the icon displayed in the square represent the type and degree of the effect. For example, a method may be used in which only the color is displayed in the square and only the degree of the effect associated with the square is represented.
[0133] In the present embodiment, an example has been described in which different colors are used to represent the degree of effect. However, the present embodiment is not limited to the method of representing the degree of effect by color. As a modified example, different characters may be used to represent the degree of effect. In other words, a color or character display may be set to represent the degree of effect.
[0134] As a variant example, when different characters are used, for example, no character is set for the least degree of effect, "super" is set for a degree greater than when no character is set, and "intense" is set for a degree greater than "super." In this way, the degree of effect may be set in each square in the order of "no character" < "super" < "intense."
[0135] In this embodiment, when a character to be trained advances to a square, the character acquires an effect associated with the square. Furthermore, when the character to be trained advances to a square, a screen corresponding to the acquired effect may be displayed.
[0136] For example, the multiple panels arranged as a training scenario include squares on which square-specific training cards are placed, in other words, squares that enable the execution of a specified training menu. When a character to be trained advances to such a square, a screen corresponding to the effect associated with the square is displayed, indicating that the square-specific training card linked to the training scenario of the training game has been acquired. Note that this embodiment does not limit the training cards that can be acquired when advancing to a square to square-specific training cards linked to the training scenario, but may also be specified training cards unrelated to the training scenario. It is preferable that the training cards that can be acquired have stronger effects than normal training cards.
[0137] 15 shows an example of a screen that is displayed when a character to be trained advances to a square where a dedicated training card appears. The dedicated training card appearance screen 1250 shown in FIG. 15 is an example of a screen in which the character to be trained advances and acquires a square-dedicated training card that was associated with the square to which the character has advanced.
[0138] The dedicated training card appearance screen 1250 shown in FIG. 15 is a screen that displays an acquired square-specific training card 1252 along with text 1251 that reads "Square-specific training card appeared" at the time when the character to be trained progresses on the enlarged screen shown in FIG. 13 or 14. The acquired square-specific training card 1252 is displayed in a color (e.g., blue, red, or gold) that corresponds to the degree of the effect that has been acquired. Furthermore, the acquired square-specific training card 1252 may have an effect that corresponds to the degree of the effect. The user can estimate the degree of the effect of the square-specific training card 1252 by referring to the color or effect of the square-specific training card 1252.
[0139] Returning to FIG. 10 , after the character to be trained advances to a square, the square bonus state generating unit 66 determines the content of the square effect corresponding to the progressed square (S14). For example, if the progressed square is an EX bonus square, the square bonus state generating unit 66 randomly selects one or more levels of the status amount to be increased depending on the square's color. For example, if the square is blue, either a one-level increase (e.g., +50%) or a two-level increase (e.g., +100%) is selected by lottery. If the square is red, either a two-level increase (e.g., +100%) or a three-level increase (e.g., +120%) is selected by lottery. If the square is gold, either a three-level increase (e.g., +120%) or a four-level increase (e.g., +150%) is selected by lottery. This embodiment is shown as an example of the selection of the status amount multiplier and is not limited to the above-described selection. For example, any one of three or more levels may be selected by lottery. The specific relationship between the level and the increasing multiplier will be described later. Furthermore, this embodiment is not limited to the method of drawing lots to determine the degree (level) of effect according to color, and the color and the degree (level) of effect may be uniquely associated. For example, if the square is blue, one level (e.g., +50%) may be determined. Note that in this embodiment, an example of performing the process of determining the content of the square effect in S14 has been described. However, this embodiment is not limited to the method of performing the process of determining the content of the square effect, and, for example, the content of the square effect may be predetermined. Furthermore, if no effect is associated with the progressed square, or if an event that does not generate an effect is associated with the square, the determination of the degree of effect (square effect) by the square bonus state generation unit 66 is omitted.
[0140] Then, the square progression execution unit 64 displays the content of the square effect determined in S14 (S15). Furthermore, if an event is associated with the progressed square, the square progression execution unit 64 displays a message that the event has occurred.
[0141] Fig. 16 shows an example of a screen that is displayed when an event is associated with the progressed square. The event occurrence screen 1300 shown in Fig. 16 is superimposed on the training screen 1301, which will be described later, and displays the text "Guerrilla event occurred!" in area 1302. As shown in Fig. 16, the training screen 1301 is displayed with reduced brightness.
[0142] After the event occurrence screen 1300 is displayed, the event associated with that square progresses. In the event, for example, a conversation may occur between the character to be trained and another character. Furthermore, the character to be trained may acquire a status amount or a skill corresponding to the event.
[0143] Another event associated with the progressed square is a battle. When the progressed square is associated with a battle, the occurrence screen shown in FIG. 16 may display "Battle begins!" instead of "Guerrilla event occurred!"
[0144] Furthermore, there are various modes for the determination result of the square effect displayed on the display unit. FIG. 17 shows an example of a screen displayed when progressing to a rare training square. The rare training square progression screen 1350 shown in FIG. 17 is superimposed on a development screen 1351, which will be described later, and displays an area 1352 indicating that the player has progressed to a rare progression square. The area 1352 displays the icon displayed on the progressed square and a string of text that reads "Rare training menu appearance rate increased." When progressing to a rare training square, a process is performed to increase the probability of the appearance of a special training menu card (rare training menu) associated with the support general and scene card. Note that, as shown in FIG. 17, the development screen 1351 is displayed with reduced brightness.
[0145] In addition, a special training menu card (rare training menu) associated with a supporting officer and a scene card may be drawn by lottery each time a player advances to a square, regardless of whether the player advances to a square that increases the probability of a rare training menu appearing. The special training menu card (rare training menu) that is drawn can be used to train the character being trained that turn.
[0146] FIG. 18 shows an example screen displaying the lottery results when a player advances to an EX bonus square. The extra bonus generation screen 1400 shown in FIG. 18 displays an area 1402 showing special effects that occur during training, superimposed on a training screen 1401 (described later). The area 1402 displays the icon displayed on the advanced square, the text "Extra Bonus During All Training," and the extra bonus multiplier "+N Levels Up." The "Extra Bonus During All Training" shown in FIG. 18 indicates that a bonus will be generated for all training cards displayed on the training screen 1401. The extra bonus multiplier "+N Levels Up" is determined by the square bonus state generation unit 66. "N" is a natural number greater than or equal to 1 and is determined by lottery. Specifically, "+2 Levels Up" is displayed. This embodiment is not limited to expressing the extra bonus in stages; it may also be displayed as a percentage, such as "+100%."
[0147] In this embodiment, in addition to the "Extra Bonus for all training sessions," an "Extra Bonus at (Training Name)" may also occur. In the case of an "Extra Bonus at (Training Name)," the character being trained can earn the extra bonus only if the training menu selected by the user on the training screen described below matches the training name in the "Extra Bonus at (Training Name)."
[0148] An extra bonus is a bonus that increases the multiplier of the status amount obtained by executing a training menu by one or more levels. Typically, when a training menu is executed, one of a plurality of predetermined multipliers, such as 50%, 100%, 120%, 150%, 200%, ..., 500%, is determined. In this embodiment, each of the predetermined multipliers is defined as a level. When an extra bonus is generated, the multiplier determined by executing the training menu is increased by one or more levels. For example, if 100% is determined by lottery when executing a training menu, if the extra bonus increases by one level, it is determined to be 120%, and if the extra bonus increases by two levels, it is determined to be 150%. The determined multiplier is then multiplied by a base value to determine the actual status amount obtained. The upper limit of the multiplier may be 500%. The base value will be described later. Note that this embodiment shows one aspect of an extra bonus, and is not limited to the above-mentioned method, as long as it is a method of increasing the multiplier from a normal bonus or increasing the status after a normal bonus.
[0149] FIG. 19 shows an example screen displaying the lottery results when a player advances to a specific status bonus square (all). The all status bonus generation screen 1450 shown in FIG. 19 displays an area 1452 showing special effects that occur during training, superimposed on a training screen 1451 described below. Area 1452 displays the icon displayed on the progressed square, the text "All Basic Ability Bonus," and the basic ability bonus multiplier "+NNN%." The "All Basic Ability Bonus" shown in FIG. 19 indicates a bonus added to all basic values (e.g., the basic values of stamina, courage, intelligence, leadership, charm, and strength) when a training card is played on the training screen 1401. The amount of the bonus added is determined by the color of the icon.
[0150] When progressing to a specific status bonus square (stamina), specific status bonus square (courage), specific status bonus square (intelligence), specific status bonus square (leadership), specific status bonus square (charm), or specific status bonus square (strength), a "specific basic ability bonus (stamina, courage, intelligence, leadership, charm, or strength (hereinafter, status name))" occurs. The status name corresponds to the type of effect of the square to which the player has progressed. In the case of a "specific basic ability bonus (status name)," a bonus is added to the basic value indicated by the status name when a training card is executed on the training screen 1401. The amount of the bonus added is determined by a lottery drawn by the square bonus state generation unit 66 according to the color of the icon.
[0151] Furthermore, if you progress to a morale consumption reduction square, a "morale consumption reduction (small, medium, or large)" occurs. (Small, medium, or large) corresponds to the color of the icon. For example, if the icon is blue, it is "small," if the icon is red, it is "medium," and if the icon is gold, it is "large." In the case of a "morale consumption reduction (small, medium, or large)," the amount of morale consumed is reduced when a training card is executed on the training screen 1401.
[0152] Returning to FIG. 10, the training menu execution unit 68 displays a training screen and also displays a list of training menu cards (for example, martial arts) that can be selected on the training screen (S16).
[0153] In this embodiment, the square progression execution unit 64 determines the content of the effect of the square to which progress is made in the progression process. The development menu execution unit 68 then reflects the effect (including the content of the effect) associated with the square (an example of a panel) to which progress is made in the progression process on the development screen for performing the development menu execution process. Specifically, the effect of the progressed square can be reflected in the development menu for that turn.
[0154] Then, the menu selection receiving unit 68a receives the selection of a training menu card from the training menus displayed in the list via the operation input unit 40 (S17).
[0155] The bonus granting unit 70 and the first increase unit 74 update the status of the character to be trained corresponding to the training menu indicated on the training menu card that has accepted the selection (S18). In this way, the training menu execution unit 68 and the bonus granting unit 70 according to this embodiment execute the training menu for training the character to be trained after the square progression process. When the training menu is executed, the first increase unit 74 increases the status of the character to be trained according to the effect (including square effect) granted to the training menu and the result of a lottery for the increase rate that is conducted each time a training menu is selected. In this way, the training menu execution process is executed as a training game according to this embodiment.
[0156] 20 is a diagram illustrating an example of a training screen in which a character to be trained executes a training menu. The training screen 1500 shown in Fig. 20 displays a square progress status 1501, a square effect display field 1502, parameters 1504 of a character to be trained 1503 selected by the user, a training menu display field 1505 for the user to select a training menu, and a rest button 1506.
[0157] In the square progress status 1501, a "▽" is displayed on the square where the character to be trained exists. Furthermore, in the square progress status 1501, two squares after the progress are displayed, and six squares before the progress are displayed. An icon indicating the effect is also displayed on each square. This allows the user to understand what effect can be obtained on the square to which they will progress.
[0158] The square effect display field 1502 displays, for example, the effect acquired by progressing the character to the square. In the example shown in FIG. 20, the square effect display field 1502 displays "Square-specific training card generated," indicating that a square-specific training menu card has been acquired. The displayed effect is not limited to "Square-specific training card generated," but may vary depending on the type of square. For example, "All training extra bonus N-level increase," "(Training name) extra bonus N-level increase," "Basic ability bonus (status name) + NNN%," or "Morale consumption reduction (small, medium, or large)" may be displayed. The "N-level increase" or "+ NNN%" displays the result of a lottery determined by the square bonus state generation unit 66. Furthermore, the color of the text displayed in the square effect display field 1502 may vary depending on the degree of the square's effect.
[0159] The training menu display field 1505 includes normal training menu cards 1505-1, 1505-2, 1505-3, and 1505-4, which when selected will execute a normal training menu, and a square-specific training menu card 1505-5.
[0160] The square-only training menu card 1505-5 is a training menu card that allows a player to execute a predetermined training menu that has a higher training effect than the normal training menu, and is displayed (in place of the normal training menu). Specific examples of the square-only training menu card 1505-5 are as described above, so further explanation will be omitted.
[0161] When a training menu corresponding to each of the training menu cards 1505-1, 1505-2, 1505-3, and 1505-4 and the square-only training menu card 1505-5 is executed, a support (e.g., a bonus) may be obtained from an auxiliary general or a scene card. An icon indicating the auxiliary general or scene card is placed on the training menu card that can obtain support from the auxiliary general or scene card (e.g., training menu cards 1505-1 to 1505-4 or square-only training menu card 1505-5). In the example shown in FIG. 20, icons indicating the auxiliary generals or scene cards are placed on the training menu cards 1505-2 and 1505-3. Although not shown in FIG. 20, an illustration indicating the auxiliary general or scene card is displayed in the "□" indicated by the reference numerals 1511-1 to 1511-4 so that the user can understand which auxiliary generals or scene cards are participating in the training menu.
[0162] In addition, when the menu selection receiving unit 68a receives the selection of a training menu card (e.g., training menu cards 1505-2, 1505-3) on which an icon indicating an auxiliary general or scene card is placed, the development menu execution unit 68 may execute an event related to the auxiliary general or scene card on which the icon is placed.
[0163] The top edge of the square-only training menu card 1505-5 has the words "Square Effect." In other words, the square-only training menu card 1505-5 is a training menu card that has been switched due to a square effect.
[0164] The user can execute a predetermined training menu that has a higher training effect (larger parameter addition value) than the normal training menu by selecting and executing the square-only training menu card 1505-5 from the square effect display column 1502. Note that it is preferable that the square-only training menu card 1505-5 is displayed in a special color or with a special name so that it can be seen that it is different from the normal training menu cards 1505-1 to 1505-4, etc.
[0165] As shown in FIG. 20, by selecting one of the training cards in the training menu display field 1505, the user can see the base values of the status that will increase when that training card is executed. For example, when the square-specific training menu card 1505-5 is selected, the user can see that the base values will be increased by 236 in strength, 50 in stamina, and 50 in charm. Note that the numerical values shown in FIG. 20 are the base values of the status that will increase. In other words, the actual increase in status will vary based on the base values and depending on the results of the lottery conducted when the training menu is executed. For example, if the result of the lottery is 200%, the status will increase by twice the base value (200%). The range of percentages (upper and lower limits) determined by the lottery and the probability of winning also vary depending on the morale of the character being trained.
[0166] When the rest button 1506 is pressed, the training menu is not executed in this turn, and the morale of the character to be trained is restored.
[0167] The training menu execution unit 68 according to this embodiment displays a plurality of training menu cards (one example of a training menu) selectable by the user as a training menu execution process. When the menu selection receiving unit 68a receives the selection of one training menu card from the plurality of training menu cards, the training menu execution unit 68 executes the training menu corresponding to the selected training menu card. When a mass effect is associated with the selected training menu card, the training menu execution unit 68 reflects the mass effect in the training menu.
[0168] As described above, in the development menu execution process related to the development menu execution unit 68, when a square-specific training menu card is acquired, in other words, when a player advances to a square that makes the square-specific training menu card executable, the square-specific training menu card is displayed on one of the multiple training menu cards.
[0169] The game system 1, game server 10, and user terminal 12 according to this embodiment are configured as described above, and thus allow the user to easily recognize the effects of the development of the character in the development game that are brought about by the character while progressing through the character. A common color indicating the degree of the effect of each character is set for multiple types of character. In other words, the user can immediately grasp the degree of the effect of each character simply by looking at the colors blue, red, and gold. This setting is also useful when new game specifications are added and new types of character appear. Therefore, the user can enjoy the development game while anticipating the effects of developing the character to be developed, which can increase the user's motivation to play the game.
[0170] Furthermore, in the game system 1, game server 10, and user terminal 12 according to this embodiment, an effect is determined for each square progressed, and the determined effect is reflected in the training menu execution process, thereby providing the user with the enjoyment of progressing through the squares, in other words, the enjoyment of progressing through the training game.
[0171] In this embodiment, the progression of the squares is branched, and the user is allowed to select the destination of progression. In this way, by leaving the selection of the effect to the user, the diversification of the training effects is realized. The diversification of the effects allows the user to experience the enjoyment of training, and increases the user's motivation to play the game.
[0172] [About the battle game (battle part)] Next, the battle game (battle part) will be described. First, returning to FIG. 8, the functional units that realize the battle game will be described.
[0173] In addition to an input management unit 50, an output management unit 52, a communication management unit 54, a possessed object management unit 56, and a control unit 80, the user terminal 12 has a battle menu execution unit 90, an army organization unit 91, and a troop allocation unit 92 as functional units that realize the battle part.
[0174] The battle menu execution unit 90 executes a battle process in a battle menu, which will be described later. The battle process may include a determination process for determining the outcome of the battle. The determination process will be described in detail later.
[0175] The army organization unit 91 performs processing related to the organization of armies to be used in battles. The processing related to the organization of armies includes a management processing for managing the army's strategy and a processing for accepting a strategy selection from the user. The management processing for managing the army's strategy is, in other words, a management processing for managing the policy regarding a plurality of units belonging to a group, and the processing for accepting a strategy selection from the user is, in other words, a processing for accepting a policy from the user.
[0176] The armies used in the battle of this embodiment will be described below.
[0177] The army of this embodiment includes a plurality of units. Each of the units includes at least one trained character. The trained character may be a character whose training has been completed, or a character that is still being trained.
[0178] Furthermore, if the number of trained characters is less than the number of units, an army may not be organized, or units may exist that do not include trained characters. In this case, the units that do not include trained characters may include military commander characters prepared by the game server 10.
[0179] In the following explanation, a character that has been trained will be referred to as a "trained character," and a character that is currently being trained will be referred to as a "character currently being trained." Furthermore, in the following explanation, a trained character included in a unit will be described as a "trained character." Note that a trained character is an example of a game object trained through the training part, a unit is an example of a unit, and an army is an example of a group.
[0180] Therefore, each of the multiple units includes at least one game object that has been developed through the development part, and belongs to a group.
[0181] Furthermore, in the army of this embodiment, a role (function) is assigned to each of a plurality of units. In the example described in this embodiment, unit roles include commander-in-chief, reserve, and vanguard, but unit roles should not be limited to these. A unit with the role of "commander-in-chief" is a unit associated with a character who will be the commander-in-chief of the army. A unit with the role of "vanguard" is a unit that leads the army. Vanguards may include a central army, a left wing army, and a right wing army. A unit with the role of "reserve" is a unit that assists the vanguard. Note that, although an example has been described in which unit roles include commander-in-chief, reserve, and vanguard, other roles may also be included.
[0182] The behavior patterns of each unit during battle are determined by the unit's role. Details of each unit's behavior patterns during battle will be explained later.
[0183] The army organization unit 91 of this embodiment sets the trained characters to be included in the army in response to the user's operation. The army organization unit 91 also sets the army's strategy in response to the user's operation.
[0184] Here we will explain military operations.
[0185] In this embodiment, the military strategy is an example of a group policy including a plurality of units. The group policy includes the ratio regarding the distribution of the first parameter and the positioning information of the plurality of units in the battle part.
[0186] Specifically, an army strategy includes the ratio (proportion) of the allocation of military strength to each unit and the deployment of multiple units in the army, and indicates a pattern in which these are associated. In this embodiment, multiple strategies are prepared in advance, and when a strategy is set for the army, the deployment of units and the ratio of the allocation of military strength to each unit are determined according to the set strategy.
[0187] Next, the troop strength of this embodiment will be described. The troop strength is an example of a first parameter related to the battle part, and is allocated to multiple units. The first parameter is a parameter that indicates the stamina of a unit in the battle part, and is a parameter that is different from the parameter of a game object (trained character) that is updated through the training part.
[0188] In this embodiment, the user selects one exercise from multiple exercises, and a battle in the battle part takes place on the battlefield map set for the selected exercise. Each battlefield map is associated with the total number of troops allocated to units belonging to an army. Troop strength is an example of an indicator of the physical strength of an army. Furthermore, in this embodiment, the troops are allocated to each unit in proportions according to the strategy set for the army. Therefore, the troops allocated to each unit is an example of an indicator of the physical strength of each unit included in the army. In other words, troop strength is a parameter set for each unit of an army according to the army's strategy.
[0189] In this way, the troop strength in this embodiment is an independent parameter that is not associated with the multiple parameters associated with each trained character. In other words, the troop strength in this embodiment is a parameter that is set for each troop in accordance with the strategy selected by the user, regardless of the index indicating the strength of the trained characters included in the troop.
[0190] The troop allocation unit 92 manages the allocation of troop forces. More specifically, when the army organization unit 91 selects trained characters and a strategy for each unit, the troop allocation unit 92 allocates the troop forces assigned to the army to each unit in a ratio corresponding to the strategy, and sets the troop forces for each unit. In other words, the troop allocation unit 92 performs an allocation process for allocating first parameters to multiple units belonging to the same group, and a management process for managing the allocation ratio, which is the ratio related to the allocation of the first parameters.
[0191] In this embodiment, once the trained characters of the unit, the military strategy, and the distribution of military forces for each unit have been set in this manner, preparations for the battle are complete and the battle menu execution unit 90 can execute the battle processing.
[0192] In the battle part, the control unit 80 also controls the input management unit 50, output management unit 52, communication management unit 54, owned object management unit 56, battle menu execution unit 90, army formation unit 91, and troop allocation unit 92 to perform various processes based on the user's operation input to the operation input unit 40, etc.
[0193] Here, the behavior patterns of each unit during a battle and the military strategy of this embodiment will be further explained with reference to FIGS.
[0194] FIG. 21 is a diagram illustrating the behavior patterns of each unit during a battle. Information 201 shown in FIG. 21 indicates the behavior patterns of each unit's role. Information 201 includes the items "ID," "role," "action content," "action condition," and "priority," as well as values for each item. Information 201 may be stored in user terminal 12 as part of a game program, for example.
[0195] The value of the item "ID" is identification information for identifying an action pattern that associates a role, action content, action condition, and priority. The value of the item "Role" indicates the role associated with a unit. The value of the item "Action Content" indicates the action content of the unit associated with the role. The value of the item "Action Condition" indicates the action condition for performing the action indicated by the action content. The value of the item "Priority" indicates the priority of the action content.
[0196] In this embodiment, the action pattern identified by ID "1" is the highest priority action pattern among the action patterns of a unit whose role is "commander-in-chief." The action content of the action pattern identified by ID "1" is "stand by in place," and there is no action condition for performing this action. The action pattern identified by ID "2" is the second highest priority action pattern among the action patterns of a unit whose role is "commander-in-chief." The action content of the action pattern identified by ID "2" is "advance to the enemy commander-in-chief," and the action condition for performing this action is "the enemy army is only the commander-in-chief." The action pattern identified by ID "3" is the third highest priority action pattern among the action patterns of a unit whose role is "commander-in-chief." The action content of the action pattern identified by ID "3" is "reinforce a friendly unit in the most disadvantageous battle," and the action condition for performing this action is "one of your own units is defeated."
[0197] In other words, a unit with the role of "commander-in-chief" normally waits in place, but if the enemy army becomes commander-in-chief, it advances to the enemy army commander-in-chief, and if one of its own units is defeated, it becomes a reinforcement for the friendly unit that is fighting the most disadvantageous battle.
[0198] The "own army" refers to the army controlled by the user playing the game, and the "enemy army" refers to the army of the opponent. The "ally troops" refer to troops included in the "own army," and the "enemy troops" refer to troops included in the enemy army.
[0199] The action pattern identified by ID "4" is the highest priority action pattern among the action patterns of units whose role is "reserve." The action content of the action pattern identified by ID "4" is "standby in place," and there are no action conditions for this action. The action pattern identified by ID "5" is the second highest priority action pattern among the action patterns of units whose role is "reserve." The action content of the action pattern identified by ID "5" is "reinforcement of the allied unit in the most unfavorable battle with a unit with a troop strength of 50% or less," and the action condition for this action is "the troop strength of one of the allied units is 50% or less."
[0200] Note that the action content and action conditions in the action pattern identified by ID "5" are not limited to this. A unit with the role "reserve" may, for example, serve as reinforcements for the friendly unit that is the first to fall below 50% troop strength. Furthermore, a unit with the role "reserve" may, for example, serve as reinforcements for the unit with the smallest troop strength when the troop strength of multiple friendly units falls below 50% troop strength. In other words, a unit with the role "reserve" simply serves as reinforcements for a friendly unit that is engaged in an unfavorable battle, and a unit with the role "reserve" may be split into multiple units to serve as reinforcements.
[0201] The action pattern identified by ID "6" is the third highest priority action pattern among the action patterns of units with the role "reserve." The action content of the action pattern identified by ID "6" is "March toward the enemy unit whose marching target is your army's commander-in-chief," and the action condition for this action is "When your army's commander-in-chief becomes the enemy's marching target."
[0202] In other words, a unit with the role of "reserve" will normally wait in place, but if the strength of any of the allied units falls below 50%, it will reinforce the unit with the weakest strength below 50% in the most disadvantaged battle, and if the commander-in-chief of the enemy army becomes the enemy's target, it will advance towards the enemy army whose target is the commander-in-chief of the allied army.
[0203] The behavior pattern identified by ID "7" is the highest priority behavior pattern for units with the role "Vanguard." The behavior pattern identified by ID "7" is to "advance to the nearest enemy unit on the same lane," and there are no conditions for this behavior. The nearest enemy unit on the same lane is the enemy unit positioned closest to the vanguard unit among the enemy units positioned in front of it.
[0204] The action pattern identified by ID "8" is the second highest priority action pattern among the action patterns of units whose role is "Vanguard." The action content of the action pattern identified by ID "8" is "Advance to the enemy army commander-in-chief," and the action condition for this action is "When there are no enemies on the same lane."
[0205] In other words, a unit with the role of "vanguard" normally advances towards the enemy unit stationed in front, and when there are no more enemy units stationed in front, it advances towards the enemy commander-in-chief.
[0206] In this embodiment, forces are allocated to a plurality of units whose behavior patterns during battle are determined according to their roles in a proportion determined according to the military strategy.
[0207] 22 is a diagram illustrating the ratio of military strength for each unit according to the military strategy. Information 202 shown in FIG. 22 indicates the pattern of the ratio of military strength for each unit according to the military strategy. Information 202 may be stored in the user terminal 12 as part of a game program, for example.
[0208] The information 202 indicates the correspondence between the role of each unit in the army, the unit name, and the deployment of each unit in the army. The information 202 also indicates the correspondence between the operation name and the proportion of troops allocated to each unit.
[0209] In this embodiment, the army includes five units with the unit names "Commander-in-Chief," "First Unit," "Second Unit," "Third Unit," and "Fourth Unit." Of these, the unit with the unit name "Commander-in-Chief" has the role of "Commander-in-Chief" and is deployed at the main camp. The unit with the unit name "First Unit" has the role of "Vanguard" and is deployed at the center of the area where the vanguard is deployed. The unit with the unit name "Second Unit" has the role of "Vanguard" and is deployed to the left of the First Unit when viewing the enemy army from the area where the vanguard is deployed. The unit with the unit name "Third Unit" has the role of "Vanguard" and is deployed to the right of the First Unit when viewing the enemy army from the area where the vanguard is deployed. The unit with the unit name "Fourth Unit" has the role of "Reserve" and is deployed between the vanguard and the main camp.
[0210] In this embodiment, four strategies are provided, each identified by a strategy name: "Individual Defeat," "Central Breakthrough," "Left Flank Breakthrough," and "Right Flank Breakthrough." In the following description, the strategies identified by these strategy names will be referred to as "Individual Defeat," "Central Breakthrough," "Left Flank Breakthrough," and "Right Flank Breakthrough."
[0211] In "Individual Elimination," 20% of the force is allocated to each of the five units, and the force is distributed equally among them. In other words, in "Individual Elimination," the force is distributed equally among all roles, and each unit aims to individually eliminate the enemy unit.
[0212] In "Central Destruction," of the five units, 20% of the forces are allocated to the unit named "Commander-in-Chief," 40% to the unit named "First Unit," 15% each to the units named "Second Unit" and "Third Unit," and 10% to the unit named "Fourth Unit." In other words, in "Central Destruction," the most forces are allocated to Unit 1, which is positioned in the center of the vanguard, and Unit 1 is tasked with destroying the unit in the center of the opposing enemy vanguard, before charging into the enemy's main camp.
[0213] In a "left flank breakthrough," of the five units, 20% of the forces are allocated to the unit named "Commander-in-Chief," 15% each to units named "1st Unit" and "3rd Unit," 40% to unit named "2nd Unit," and 10% to unit named "4th Unit." In other words, in a "left flank breakthrough," the most forces are allocated to Unit 2, which is positioned on the left flank of the vanguard, and the strategy is to have Unit 2 defeat the units on the right flank of the opposing enemy vanguard and then charge into the enemy's main camp.
[0214] In a "Right Wing Breakthrough," of the five units, 20% of the forces are allocated to the unit named "Commander-in-Chief," 15% each to the units named "First Unit" and "Second Unit," 40% to the unit named "Third Unit," and 10% to the unit named "Fourth Unit." In other words, in a "Right Wing Breakthrough," the most forces are allocated to Unit 3, which is positioned on the right flank of the vanguard, and this is a strategy in which Unit 3 is assigned to defeat the units on the left flank of the opposing enemy vanguard and then charge into the enemy's main camp.
[0215] In this embodiment, the distribution of military strength, which is an indicator of the physical strength of the troops, is determined according to the strategy set by the user for the army, regardless of the parameters possessed by the trained characters associated with each unit.
[0216] In this embodiment, the ratio of troop strength to be allocated to each unit may be set by the user. In other words, the allocation ratio of the first parameter to be allocated to multiple units may be set by the user. In this case, the user terminal 12 may display an allocation setting screen that allows the user to input the ratio of troop strength allocation to each unit according to the strategy.
[0217] The processing procedure of the game system 1 in the battle part will be described below with reference to FIG.
[0218] Fig. 23 is a second flowchart showing an example of the processing procedure of the game system 1 according to this embodiment. Fig. 23 shows the processing procedure in the battle part in the game system 1. Note that in this embodiment, the battle part may start when the practice selection button 1002 is pressed on the home screen 1000 shown in Fig. 4.
[0219] The control unit 80 according to this embodiment accepts selection of the exercise selection button 1002 on the home screen 1000 shown in Fig. 4 via the operation input unit 40 of the user terminal 12 (step S2301). Next, the control unit 80 displays an exercise list screen showing a list of exercise types for the game on the display unit 34, and accepts selection of the type of exercise via the operation input unit 40 (step S2302).
[0220] Next, the control unit 80 causes the display unit 34 of the user terminal 12 to display a difficulty level list screen showing a list of multiple competition difficulty levels included in the selected type of exercise, and accepts a selection of a difficulty level via the operation input unit 40 (step S2303). Next, the control unit 80 causes the display unit 34 to display an opponent list screen showing a list of opponents associated with the selected difficulty level, and accepts a selection of an opponent via the operation input unit 40 (step S2304).
[0221] Next, the control unit 80 displays a battle preparation screen on the display unit 34 (step S2305). The battle preparation screen is a screen for confirming or changing the trained characters and strategies associated with the units included in the army that will battle the selected opponent. Details of the battle preparation screen will be described later.
[0222] Next, the control unit 80 accepts a user operation on the battle preparation screen via the operation input unit 40 (step S2306).
[0223] In step S2306, if the accepted operation is "Go to battle," the control unit 80 proceeds to step S2315, which will be described later. "Go to battle" is an example of an operation that instructs the start of a battle (combat) with an opponent.
[0224] In step S2306, if the accepted operation is "formation change", the control unit 80 proceeds to step S2312, which will be described later.
[0225] In step S2306, if the accepted operation is "change strategy," the control unit 80 displays a strategy selection / editing screen on the display unit 34 (step S2307). "Change strategy" is an operation for changing a strategy. The strategy selection / editing screen will be described in detail later.
[0226] Next, the control unit 80 accepts an operation to change the strategy on the strategy selection / editing screen via the operation input unit 40, and the troop allocation unit 92 allocates the troop strength of each unit according to the changed strategy (step S2308).
[0227] More specifically, when a changed strategy is selected on the strategy selection / editing screen, the troop allocation unit 92 refers to the information 202 and acquires the troop allocation ratio for each unit associated with the changed strategy. Then, the troop allocation unit 92 allocates the total number of troop forces set according to the battlefield map on which the battle will be held in the battle part according to the allocation ratio for each unit, and sets it as a parameter for each unit.
[0228] Subsequently, the control unit 80 accepts an operation after changing the strategy via the operation input unit 40 (step S2309). If the accepted operation is "cancel" in step S2309, the control unit 80 returns to step S2307.
[0229] If the accepted operation in step S2308 is "OK," the control unit 80 causes the display unit 34 to display a strategy change confirmation screen (step S2310). The strategy change confirmation screen will be described in detail later. Next, the control unit 80 accepts an operation on the strategy change confirmation screen via the operation input unit 40 (step S2311).
[0230] If the operation accepted in step S2311 is "cancel", the control unit 80 returns to step S2307. If the operation accepted in step S2311 is "decide", the control unit 80 returns to step S2305.
[0231] In step S2306, if the accepted operation is "change organization," the control unit 80 displays an army organization screen on the display unit 34 (step S2312). "Change organization" refers to making changes to the organization of the army, and the army organization screen is a screen for setting up characters that have been trained and are associated with units included in the army, etc. Details of the army organization screen will be described later.
[0232] Next, the control unit 80 accepts an operation to organize an army on the army organization screen via the operation input unit 40, and organizes an army in accordance with the operation by the army organization unit 91 (step S2313).
[0233] Next, the control unit 80 accepts a user operation via the operation input unit 40 (step S2314). If the accepted operation in step S2314 is "change strategy," the control unit 80 returns to step S2307 and causes the display unit 34 to display a strategy selection and editing screen. If the accepted operation in step S2314 is "decide," the control unit 80 returns to step S2305 and causes the display unit 34 to display a battle preparation screen.
[0234] In step S2306, if the accepted operation is "Go to battle", the control unit 80 causes the battle menu execution unit 90 to execute battle processing (step S2315).
[0235] Next, when the battle status satisfies the termination condition described below in the determination process included in the battle processing, the battle menu execution unit 90 ends the battle and causes the control unit 80 to display the battle result on the display unit 34 (step S2316).
[0236] Here, the determination process of this embodiment will be explained. The battle menu execution unit 90 of this embodiment determines the outcome of the battle part based on the military strength of the player's army and the opponent's army. In other words, the battle menu execution unit 90 determines the outcome of the battle part based on the first parameters of each of the multiple units and the opponent's unit.
[0237] Specifically, the battle menu execution unit 90 ends the battle when the troop strength of a unit with the role of "commander in chief" falls below a predetermined value. The army including this unit is then declared defeated. Note that the predetermined value here may be zero. Furthermore, when the troop strength of a unit other than the unit with the role of "commander in chief" falls below a predetermined value, the battle menu execution unit 90 does not declare the army including this unit to be defeated, and allows the battle to continue.
[0238] Here, if the unit whose role is "commander-in-chief" is a first unit, which is a predetermined unit among the multiple units, the battle menu execution unit 90 determines that the group to which the first unit belongs has lost the battle part when the first parameter of the first unit belonging to the group becomes equal to or less than a predetermined value. Also, the battle menu execution unit 90 continues the battle part when the first parameter of a unit different from the first unit that belongs to the same group as the first unit becomes equal to or less than a predetermined value.
[0239] Furthermore, the battle menu execution unit 90 compares the total value of the military strength of each unit of the player's army with the total value of the military strength of each unit of the enemy army at the time when a predetermined number of turns have passed in the battle, and declares the army with the smaller total value of military strength to be defeated.
[0240] In other words, when a predetermined number of turns have passed in a battle, the battle menu execution unit 90 determines the outcome based on the total amount of first parameters allocated to each of the multiple units belonging to each group at the time when the predetermined number of turns have passed.
[0241] That is, the conditions for ending a battle (combat) in this embodiment are that the troop strength of the unit whose role is "commander-in-chief" falls below a predetermined value (first ending condition), or that a predetermined number of turns have passed (second ending condition). Also, in this embodiment, if the battle ends because the first ending condition is met, the army including the commander-in-chief whose troop strength falls below the predetermined value will be defeated, and if the battle ends because the second ending condition is met, the army with the fewest remaining troop strength will be defeated.
[0242] The above is the processing procedure for the battle part. Note that the processing procedure shown in Fig. 23 is an example and is not limited to this. In the processing procedure for the battle part, the above-mentioned steps may be interchanged depending on the user's operation.
[0243] In addition, in this embodiment, when the practice selection button 1002 is pressed on the home screen 1000 shown in FIG. 4, the processing of the battle part shown in FIG. 23 is started, but the present invention is not limited to this.
[0244] In this embodiment, when a square for a battle is selected from among the multiple squares placed from the start to the end of the training scenario shown in Figure 7, the control unit 80 may execute processing from step S2305 onwards in Figure 23.
[0245] Next, examples of the display on the user terminal 12 will be described with reference to Fig. 24 to Fig. 36. Fig. 24 is a diagram showing an example of an exercise list screen showing a list of exercise types. The exercise list screen 2000 shown in Fig. 24 is an example of a screen displayed on the user terminal 12 in step S2302 of Fig. 23.
[0246] The exercise list screen 2200 includes operation buttons 221, 222, and 223 that indicate the type of exercise, and a back button 224 for switching the exercise screen list 2200 to the screen that was displayed on the user terminal 12 immediately before the exercise list screen 2200 was displayed.
[0247] When any of the operation buttons 221, 222, and 223 is selected, the control unit 80 transitions the display on the display unit 34 from the exercise screen list 2200 to a difficulty level list screen showing a list of the difficulty levels for the selected type of exercise. In this embodiment, it is assumed that the operation button 221 is selected on the exercise list screen 2200.
[0248] Fig. 25 is a diagram showing an example of a difficulty level list screen showing a list of the difficulty levels of exercises. The difficulty level list screen 2300 shown in Fig. 25 is an example of a screen displayed on the user terminal 12 in step S2303 of Fig. 23.
[0249] The difficulty level list screen 2300 includes operation buttons 231, 232, 233, and 234 that indicate the type of exercise, and a back button 235 for switching the difficulty level list screen 2300 to the screen that was displayed on the user terminal 12 immediately before the difficulty level list screen 2300 was displayed.
[0250] On the difficulty level list screen 2300, operation button 231 is an operation button for selecting a match with a low level of difficulty in the selected type of exercise, operation button 232 is an operation button for selecting a match with a medium level of difficulty in the selected exercise, operation button 233 is an operation button for selecting a match with a high level of difficulty in the selected type of exercise, and operation button 237 is an operation button for selecting a match with an extremely high level of difficulty in the selected exercise.
[0251] When any of the operation buttons 231, 232, 233, and 234 is selected, the control unit 80 transitions the display on the display unit 34 from the difficulty level list screen 2300 to a list screen of opponents associated with the selected difficulty level. In this embodiment, the description will be given assuming that the operation button 231 is selected on the difficulty level list screen 2300.
[0252] 26 is a diagram showing an example of a list screen showing a list of opponents. The opponent list screen 2400 shown in FIG. 26 is an example of a screen displayed on the user terminal 12 in step S2304 of FIG.
[0253] The opponent list screen 2400 includes operation buttons 241, 242, and 243 for selecting an opponent army, a back button 244 for switching the opponent list screen 2400 to the screen that was displayed on the user terminal 12 immediately before the opponent list screen 2400 was displayed, and a scroll bar 245 for scrolling the opponent list.
[0254] On the opponent list screen 2400, in response to an operation of scrolling the scroll bar 245, armies other than the armies of the opponents associated with the operation buttons 241, 242, and 243 may be displayed on the display unit .
[0255] When any of the operation buttons 241, 242, and 243 is selected, the control unit 80 transitions the display on the display unit 34 from the opponent list screen 2400 to a battle preparation screen with the selected opponent. In this embodiment, the description will be given assuming that the operation button 241 is selected on the opponent list screen 2400.
[0256] The battle preparation screen displays the strategy set for the user's army, the deployment of multiple units according to the strategy, and the troop strength of each unit according to the strategy.
[0257] 27 is a first diagram showing an example of a battle preparation screen. A battle preparation screen 2500 shown in FIG. 27 is an example of a screen displayed on the user terminal 12 in step S2305 of FIG.
[0258] The battle preparation screen 2500 of this embodiment includes display areas 251 , 252 , 253 , and 254 , and operation buttons 255 and 256 .
[0259] The name of the player's army and the overall strength of the army, which is an index showing the strength of the army indicated by the army name, are displayed in the display area 251. In this embodiment, the player's army is the army operated by the user playing the game.
[0260] In this embodiment, the total strength of the army is an index indicating the strength of the army, and is expressed as the sum of the total strengths of the units included in the army. In this embodiment, the total strength of the army is an example of the second parameter, and the total strength of the army is an example of the third parameter.
[0261] The overall strength of the unit is the sum of the parameters of the trained characters associated with each unit. Note that there are multiple parameters for the trained characters, and the overall strength of the unit may be, for example, the sum of all of the multiple parameters possessed by the trained characters, or the sum of predetermined specific parameters among the multiple parameters possessed by the trained characters.
[0262] In the display area 252, the name of the enemy army and the total strength of the enemy army are displayed.
[0263] In the example of FIG. 27, the army name of the player's army is "1st Army" and the total army strength is "26,363", while the army name of the enemy army is "Basic" and the total army strength is "7,495".
[0264] The display area 253 displays the positions of each unit of the player's army and each unit of the opposing army at the battle location.
[0265] More specifically, display area 253 includes display areas 260 and 270. Display area 260 may show the position of the player's army, and displays the location of the player's troops. Display area 270 may show the position of the enemy army, and displays the location of the enemy army's troops.
[0266] In this embodiment, icon images 261, 262, 263, 264, and 265 representing five units are arranged in the player's army shown in the display area 260. That is, in the example of Fig. 27, five units are arranged in the player's army.
[0267] Each of the icon images 261, 262, 263, 264, and 265 includes a face image of a trained character associated with the unit indicated by the icon image, and a character string indicating the position of the unit indicated by the icon image.
[0268] In the example of Figure 27, icon image 261 is placed at the position farthest from the enemy camp, and since it contains the character string "Main Camp" indicating the troop position, it can be seen that the role of the troop represented by icon image 261 is "Commander-in-Chief" (see Figure 22).
[0269] Icon image 262 is located closest to the enemy camp and includes the character string "center" indicating the unit's disposition, so it can be seen that the role of the unit represented by icon image 262 is "vanguard." Icon image 263 is located closest to the enemy camp and includes the character string "left wing" indicating the unit's disposition, so it can be seen that the role of the unit represented by icon image 263 is "vanguard." Icon image 264 is located closest to the enemy camp and includes the character string "right wing" indicating the unit's disposition, so it can be seen that the role of the unit represented by icon image 264 is "vanguard."
[0270] Icon image 265 is placed between icon image 261 and icon image 262, and contains the character string "reserve unit" indicating the unit's deployment, so it can be seen that the role of the unit indicated by icon image 265 is "reserve unit."
[0271] Furthermore, images 261a, 262a, 263a, 264a, and 265a indicating the troop strength allocated to the unit indicated by each icon image are displayed in association with icon images 261, 262, 263, 264, and 265, respectively. The troop strength of each unit indicated by images 261a, 262a, 263a, 264a, and 265a is the troop strength of the first army displayed in display area 211, which will be described later, allocated to each unit in proportions according to the strategy set for the first army.
[0272] Additionally, icon images 271, 272, 273, 274, and 275 representing five enemy units are arranged in the display area 270. Each of the icon images 271, 272, 273, 274, and 275 includes a facial image of a military commander character associated with the unit represented by the icon image, and a character string indicating the position of the unit represented by the icon image.
[0273] As with icon images 261, 262, 263, 264, and 265, icon images 271, 272, 273, 274, and 275 indicate that the unit represented by icon image 271 has the role of "commander in chief," the units represented by icon images 272, 273, and 274 have the role of "vanguard," and the unit represented by icon image 275 has the role of "reserve."
[0274] Furthermore, images 271a, 272a, 273a, 274a, and 275a indicating the troop strength allocated to the unit indicated by each icon image are displayed in association with the icon images 271, 272, 273, 274, and 275. The troop strength of each unit indicated by the images 271a, 272a, 273a, 274a, and 275a is the troop strength of the enemy army displayed in a display area 212, which will be described later, allocated to each unit in proportions according to the strategy set for the enemy army.
[0275] Display area 254 displays information about the strategy set for the army whose name is displayed in display area 251, and the total military strength of the player's army and the enemy army. Specifically, display area 254 includes display areas 211, 212, 213, 214, and operation buttons 215 and 216.
[0276] Display area 211 displays the total number of troops associated with each battlefield map, which is the total number of troops set for the army whose name is displayed in display area 251. In other words, display area 211 displays the troop strength of your own army.
[0277] Display area 212 displays the total number of troops associated with each battlefield map, which is the total number of troops set for the army whose name is displayed in display area 252. In other words, display area 212 displays the military strength of the enemy army.
[0278] Tabs for selecting an army to be organized are displayed in the display area 213. In the example of Fig. 27, there are five tabs for selecting an army in the display area 213, and the tab "Army 1" corresponding to the first army is selected.
[0279] Display area 214 displays the name of the operation set for the army whose tab is selected in display area 213. In the example of Fig. 27, since the 1st Army is selected in the tab displayed in display area 213, the name of the operation displayed in display area 214 is the name of the operation set for the 1st Army.
[0280] The operation button 215 is an operation button for organizing an army. In other words, the operation button 215 is an operation button for displaying an army organization screen.
[0281] The operation button 216 is an operation button for changing the strategy, in other words, the operation button 216 is an operation button for displaying the strategy selection / editing screen.
[0282] The operation button 255 is an operation button for issuing an instruction to start a battle (combat) with an opponent. In other words, the operation button 255 is an operation button for dispatching the first army.
[0283] The operation button 256 is a back button for switching the display on the display unit 34 from the battle preparation screen 2500 to the screen that was displayed immediately before the battle preparation screen 2500 was displayed.
[0284] In the example of Figure 27, "Individual Defeat" is selected as the strategy for the player's First Army. "Individual Defeat" is a strategy in which military strength is distributed equally among each unit (see Figure 22). Therefore, the First Army's military strength of "100,000" displayed in the display area 211 is distributed equally among the five units.
[0285] Therefore, the military strength of each unit shown in images 261a, 262a, 263a, 264a, and 265a is "20,000."
[0286] Furthermore, on the battle preparation screen 2500, the user can infer the strategy set by the enemy army from the military strength of each unit of the enemy army.
[0287] 27, the enemy forces are distributed equally among their respective units. Therefore, the user can infer that the strategy set for the enemy forces on the battle preparation screen 2500 is also "defeat each unit individually."
[0288] In this embodiment, the battle preparation screen 2500 allows the user to check the enemy's overall military strength, the characters assigned to each unit of the enemy, and the strategy assigned to the enemy. Therefore, according to this embodiment, the user can change the strategy and formation of their own army in consideration of the formation and strategy of the enemy army, thereby improving the strategic nature of the game. Note that, in cases where the opponent is not a computer but another user, the opponent's strategy, troop distribution, etc. may not be displayed until the battle begins.
[0289] In this embodiment, the outcome of a battle is also determined by troop strength, a parameter that is unrelated to the strength of the characters trained in each unit of the player's army or the strength of the characters set in each unit of the enemy army, thereby adding a strategic element to the battle between the player's army and the enemy army.
[0290] Therefore, in this embodiment, even if the user knows the composition and strategy of the enemy army, it is difficult for the user to guess the outcome of the game, thereby improving the enjoyment of the game.
[0291] In this embodiment, the troop strength set for the user's army and the opponent's army is the same value. In other words, the first parameter is set to the same value for the user and the opponent in the battle part.
[0292] In this embodiment, by setting the same military strength for both armies, it becomes difficult to predict the outcome of a battle even if the combined military strength of the two armies is not equal. Therefore, in this embodiment, the user is forced to consider the organization and strategy of their own army in order to achieve victory, which can enhance the sense of accomplishment felt when a victory is achieved.
[0293] The troop strengths set for the player's army and the enemy army do not have to be equal to each other. The battle menu execution unit 90 of this embodiment may be capable of executing a first exercise in which the total number of troops of the player's army is equal to the total number of troops of the enemy army, and a second exercise and a third exercise in which the total number of troops of the player's army is different from the total number of troops of the enemy army.
[0294] For example, in a first exercise, the total number of troops of the player's army and the total number of troops of the enemy army may both be 100,000. In a second exercise, the total number of troops of the player's army may be 60,000, and the total number of troops of the enemy army may be 80,000. In a third exercise, the total number of troops of the player's army may be 40,000, and the total number of troops of the enemy army may be 80,000. In this case, the second exercise is more difficult than the first exercise, and the third exercise is more difficult than the second exercise.
[0295] In other words, in the battle part carried out in the first exercise, the troop strength set for the player's army and the enemy army is equal, and in the battle part carried out in the second exercise, which is more difficult than the first exercise, the troop strength set for the enemy army may be greater than the troop strength set for the player's army.
[0296] Furthermore, the troop strength of the player's army and the enemy's army may be set so that the difference in troop strength between the player's army and the enemy's army in the battle part executed in the third exercise, which is more difficult than the second exercise, is greater than the difference in troop strength between the player's army and the enemy's army in the battle part executed in the second exercise. Here, a case has been described in which the troop strengths set for the player's army and the enemy's army are differentiated when the exercises have different difficulty levels. However, this is not limited to this, and the troop strengths set for the player's army and the enemy's army may be differentiated depending on the progress of the scenario in the training part or the overall strength of the army. Furthermore, the troop strengths set for the player's army and the enemy's army may be automatically set to values corresponding to the player's army's strength, for example. Furthermore, the troop strengths set for the player's army and the enemy's army may be set by the user.
[0297] Next, the strategy selection and editing screen will be described with reference to Fig. 28. Fig. 28 is a first diagram showing an example of the strategy selection and editing screen. The strategy selection and editing screen 2800 shown in Fig. 28 is an example of a screen displayed on the user terminal 12 in step S2307 of Fig. 23.
[0298] The strategy selection / editing screen 2800 of this embodiment includes display areas 281 and 282 and operation buttons 283 and 284 .
[0299] The display area 281 includes display areas 281a and 281b, and displays information showing details of the strategy currently set for the player's army.
[0300] Display area 281a includes icon images 261, 262, 263, 264, and 265 indicating the units included in the first army. In addition, in display area 281a, images 261b, 262b, 263b, 264b, and 265b indicating the overall unit strength, which is an index of the strength of each unit, and images 261c, 262c, 263c, 264c, and 265c including character strings indicating the troop distribution ratio of each unit are displayed in association with icon images 261, 262, 263, 264, and 265, respectively.
[0301] In the example of Figure 28, since there is one trained character associated with each unit, the overall unit strength of each unit is the parameter of the trained character associated with the unit. Note that if the character associated with the unit is a character being trained, the overall unit strength is updated by updating the parameter of the character being trained in the training part.
[0302] Display area 281a also includes display areas 290, 291, and 292. Display area 290 displays the name of the strategy currently set for one's own army.
[0303] A unit deployment map that shows the deployment of units in a schematic manner is displayed in the display area 291. The unit deployment map is an example of deployment information that shows the deployment of each unit in the player's camp.
[0304] In this embodiment, the unit disposition map shows the position of each unit in a schematic manner by dividing the player's base into nine sections, three columns vertically and three rows horizontally, and placing an image corresponding to each unit in the section at a position appropriate to the strategy. Note that the image corresponding to each unit may be, but is not limited to, an image showing a character string indicating the position of each unit.
[0305] In the unit disposition diagram of this embodiment, of the three vertical columns, the rightmost column is the column closest to the enemy camp, and the leftmost column is the column farthest from the enemy camp. Therefore, the vanguard is placed in the rightmost column of the three vertical columns on the unit disposition diagram, the main camp is placed in the leftmost column, and the reserve is placed in the center column. Furthermore, the vanguard is placed in the top, middle, and bottom rows of the three horizontal rows, and the main camp and reserve are placed in either the top, middle, or bottom rows. In the example of Figure 28, the main camp and reserve are placed in the middle row of the three horizontal rows.
[0306] Information indicating the mission of each unit according to the location of the unit is displayed in the display area 292. The mission of each unit displayed in the display area 292 may be changed on a strategy editing screen that is displayed by operating the operation button 293 described below.
[0307] Display area 281b displays text data showing an outline of the operation whose name is displayed in display area 290. Display area 281 also includes operation buttons 293. Operation buttons 293 are operation buttons for displaying a screen for changing the mission of each unit displayed in display area 292, etc.
[0308] Display area 282 displays operation buttons 286, 287, 288, and 289 for selecting a strategy. Operation button 286 is an operation button for selecting individual defeat, operation button 287 is an operation button for selecting center breakthrough, operation button 288 is an operation button for selecting left wing breakthrough, and operation button 289 is an operation button for selecting right wing breakthrough.
[0309] Of the operation buttons 286 to 289 for selecting a strategy, an icon image currently being set indicating that the corresponding strategy is set is displayed on the operation button corresponding to the currently set strategy.
[0310] The operation button 283 is an operation button for canceling the settings made on the strategy selection / editing screen 2800. The operation button 284 is an operation button for confirming the settings made on the strategy selection / editing screen 2800. When the operation button 284 is pressed, the strategy selection / editing screen 2800 transitions to the battle preparation screen 2500.
[0311] In the example of FIG. 28, the display area 290 displays the strategy name "Individual Defeat," and the setting icon image 286a is displayed superimposed on the operation button 286 corresponding to "Individual Defeat."
[0312] Therefore, it can be seen that the strategy set for the 1st Army is to defeat each unit individually. In this case, the troop distribution ratio of each unit shown in images 261c, 262c, 263c, 264c, and 265c displayed in display area 281a is 20%.
[0313] In this embodiment, by displaying the overall unit strength, which is an indicator of the strength of each unit, in correspondence with the troop distribution ratio of each unit, the user can be encouraged to consider the balance between the strength of each unit and the troop distribution ratio.
[0314] Furthermore, the unit deployment map displayed in the display area 291 is configured to correspond to the individual defeats. Specifically, the fourth unit, which is a reserve unit, is deployed behind the first unit, which is deployed in the center of the vanguard, and the main camp is deployed behind the fourth unit.
[0315] In this way, in this embodiment, the unit deployment diagram schematically shows the deployment of each unit according to the operation, allowing the user to intuitively understand the deployment of each unit according to the operation.
[0316] In addition, the missions of each unit in display area 292 are as follows: the commander-in-chief's mission is to "wait for an opportunity," the center (first unit), left wing (second unit), and right wing (third unit)'s mission is to "respond flexibly," and the reserve unit's mission is to "support allies."
[0317] In this way, on the strategy selection / editing screen 2800 of this embodiment, information showing details of the strategy selected in the display area 282 is displayed in the display area 281a.
[0318] Next, with reference to Figs. 29 and 30, a case where a strategy is changed on the strategy selection / editing screen will be described.
[0319] 29 is a second diagram showing an example of the strategy selection / editing screen. The strategy selection / editing screen 2800A shown in FIG. 29 shows a case where operation button 287 is pressed in display area 282 and central breakthrough is selected.
[0320] In this case, a display area 281c included in the display area 281 displays information showing details of the center breakthrough.
[0321] Specifically, the operation name "Central Breakthrough" is displayed in display area 290, and a unit deployment map showing the deployment of each unit corresponding to the central breakthrough is displayed in display area 291. The mission of each unit corresponding to the central breakthrough is displayed in display area 292. In Figure 29, the mission of the center (first unit) in display area 292 is "Breakthrough at one point."
[0322] The troop strength distribution ratios of the respective units shown in the images 261c, 262c, 263c, 264c, and 265c displayed in the display area 281c are 20%, 40%, 15%, 15%, and 10%.
[0323] Therefore, it can be seen that the central breakthrough was a strategy that allocated the most troops to the 1st Corps, placed reserve forces in the rear, and concentrated most of the forces in the center of the 1st Army.
[0324] In this embodiment, when the operation button 284 is pressed on the strategy selection / editing screen 2800A, the strategy selection / editing screen 2800A transitions to a strategy change confirmation screen 3100, which will be described later.
[0325] Figure 30 is a third diagram showing an example of the strategy selection and editing screen. Strategy selection and editing screen 2800B shown in Figure 30 shows a case where operation button 288 is pressed in display area 282 and left wing breakthrough is selected.
[0326] In this case, a display area 281d included in the display area 281 displays information showing details of the left wing breakthrough.
[0327] Specifically, the operation name "Left Wing Breakthrough" is displayed in display area 290, and a unit disposition map showing the disposition of each unit corresponding to the left wing breakthrough is displayed in display area 291. In Figure 30, in the unit disposition map displayed in display area 291, the reserve unit is positioned behind the right wing (third unit).
[0328] 30, the mission of each unit corresponding to the left wing breakthrough is displayed in the display area 292. In FIG. 30, the mission of the left wing (second unit) in the display area 292 is "break through to one point."
[0329] The troop distribution ratios of the respective units shown in the images 261c, 262c, 263c, 264c, and 265c displayed in the display area 281c are 20%, 15%, 40%, 15%, and 10%.
[0330] Therefore, in the left flank breakthrough, the strategy is to allocate the most troops to the 2nd Unit, with the reserve unit supporting the 3rd Unit, which has a small total unit strength value and a small troop allocation ratio.
[0331] In this embodiment, it is assumed that operation button 288 is pressed in display area 282 of strategy selection / editing screen 2800A to select left wing breakthrough, and then operation button 284 is pressed.
[0332] Next, the strategy change confirmation screen will be described with reference to Fig. 31. Fig. 31 is a diagram showing an example of the strategy change confirmation screen. The strategy change confirmation screen 3100 shown in Fig. 31 is an example of the screen displayed in step S2110 of Fig. 23.
[0333] The strategy change confirmation screen 3100 shown in FIG. 31 is displayed when the strategy of the 1st Army is changed from individual defeat to left flank breakthrough.
[0334] The strategy change confirmation screen 3100 includes display areas 301 and 302, and operation buttons 303 and 304. The display area 301 displays information showing details of the strategy before the change. The display area 302 displays information showing details of the strategy after the change.
[0335] The operation before being changed is, for example, the operation set for the army when the battle preparation screen 2500 is displayed, and the operation after being changed is a different operation selected on the operation selection / editing screen 2800.
[0336] In the example of Fig. 31, display area 301 displays the information displayed in display area 281b on strategy selection and editing screen 2800 shown in Fig. 28 as information showing details of the strategy before the change. Also, display area 302 displays the information displayed in display area 281d on strategy selection and editing screen 2800B shown in Fig. 30 as information showing details of the strategy after the change.
[0337] In this embodiment, by displaying detailed information about each strategy before and after the change on the same screen, the user can recognize the differences in the troop distribution ratio for each unit that change in accordance with the change in strategy, and the differences in the deployment of each unit.
[0338] The operation button 303 is an operation button for canceling the change of the tactic. When the operation button 303 is pressed on the tactic change confirmation screen 3100, the tactic selection and editing screen 2800 is displayed on the display unit .
[0339] Operation button 304 is an operation button for deciding to change the strategy. When operation button 304 is pressed on strategy change confirmation screen 3100, display unit 34 displays battle preparation screen 2500, which shows a state in which left flank breakthrough has been set as the strategy of the first army.
[0340] Fig. 32 is a second diagram showing an example of the battle preparation screen. The battle preparation screen 2500A shown in Fig. 32 is a screen that is displayed when the operation button 304 is pressed on the strategy change confirmation screen 3100 shown in Fig. 31.
[0341] In the battle preparation screen 2500A, the icon images 261, 262, 263, 264, and 265 representing each unit are arranged in the display area 260 in the same arrangement as that corresponding to the changed strategy. Furthermore, in the battle preparation screen 2500A, the troop strength of each unit represented by the images 261a, 262a, 263a, 264a, and 265a is the troop strength allocated in the proportion corresponding to the changed strategy. Furthermore, in the battle preparation screen 2500A, the name of the strategy displayed in the display area 214 is the name of the changed strategy.
[0342] Specifically, in the battle preparation screen 2500A shown in FIG. 32, the arrangement of the icon images 261, 262, 263, 264, and 265 in the display area 260 is the same as the troop disposition diagram corresponding to the left wing breakthrough displayed in the display area 302 in FIG.
[0343] Furthermore, on the battle preparation screen 2500A, the troop strength of each unit shown in images 261a, 262a, 263a, 264a, and 265a is a value obtained by allocating the troop strength of the 1st Army displayed in the display area 211 in a proportion corresponding to a left flank breakthrough. Specifically, the troop strength of each unit shown in images 261a, 262a, 263a, 264a, and 265a is "20,000," "15,000," "40,000," "15,000," and "10,000."
[0344] Furthermore, the name of the operation "Left wing breakthrough" is displayed in the display area 214 on the battle preparation screen 2500A.
[0345] The above is an example of the display on the user terminal 12 when changing the strategy set for the army.
[0346] Next, the army formation screen will be described with reference to Fig. 33. Fig. 33 is a diagram showing an example of the army formation screen. The army formation screen 3300 shown in Fig. 33 is an example of a screen displayed on the user terminal 12 in step S2312 of Fig. 23.
[0347] The army organization screen 3300 shown in Fig. 33 is a screen that is displayed when the operation button 215 is pressed on the battle preparation screen 2500A shown in Fig. 32. In other words, the army organization screen 3300 is an army organization screen for organizing the first army when a left wing breakthrough is set as the strategy of the first army.
[0348] The army formation screen 3300 includes display areas 331, 281e, 332, 333, and 334, operation buttons 261e, 262e, 263e, 264e, and 265e, and operation buttons 335, 336, and 337.
[0349] Display area 331 displays the total army strength of the army to be organized. Display area 281e displays part of the information showing the details of the strategy set for the army. Specifically, display area 281e includes display areas 291, 292, 338, and operation button 339. Display area 281e also includes icon images 261, 262, 263, 264, and 265 of the trained characters currently set for each unit of the army to be organized, and images 261b, 262b, 263b, 264b, and 265b showing the current total army strength of each unit.
[0350] In display area 281e, the name of the strategy set for the army to be organized is displayed in display area 338. Operation button 339 is an operation button for changing the strategy of the army to be organized, and when operation button 339 is pressed, army organization screen 3300 transitions to strategy selection / editing screen 2800.
[0351] The display area 332 includes a display field for displaying an icon image of a trained character to be added to each unit. In this embodiment, when the strength level of the army to be organized reaches a predetermined level or higher, it may be permitted to add further trained characters to each unit.
[0352] Images 261d, 262d, 263d, 264d, and 265d indicating the overall unit strength of each unit after organization are displayed in display area 333. The overall unit strength of each unit after organization is the sum of a parameter indicating the strength of the trained character whose icon image is displayed in display area 281e and a parameter indicating the strength of the trained character (added trained character) displayed in the display field of display area 332.
[0353] Display area 334 displays images 261c, 262c, 263c, 264c, and 265c showing the ratio of troop strength distribution for each unit according to the strategy set for the army to be organized.
[0354] Operation buttons 261e, 262e, 263e, 264e, and 265e are operation buttons for displaying detailed information about each unit of the army to be organized. The detailed information about the unit may include parameters related to the trained characters associated with the unit.
[0355] The operation button 335 is an operation button for canceling the association between all of the trained characters whose icon images are displayed in the display area 281e and the troops. In other words, the operation button 335 is an operation button for resetting the state in which no trained characters are set for each troop.
[0356] The operation button 336 is an operation button for causing the game program to associate trained characters with each unit. In other words, the operation button 336 is an operation button for automatically setting trained characters for each unit. The operation button 337 is an operation button for indicating that the organization of the army is complete.
[0357] In the army formation screen 3300 shown in FIG. 33, the army to be formed is the 1st army, and the strategy set for the 1st army is a left flank breakthrough.
[0358] Therefore, the name of the operation "Left wing breakthrough" is displayed in display area 338, and a unit disposition map showing the disposition of each unit associated with the left wing breakthrough is displayed in display area 291.
[0359] 33, the display column for the icon image of the trained character shown in display area 332 is blank. Therefore, the total unit strength of each unit shown by images 261d, 262d, 263d, 264d, and 265d in display area 333 is the same as the current total unit strength of each unit shown by images 261b, 262b, 263b, 264b, and 265b in display area 281e.
[0360] In addition, in the display area 333, the distribution ratios of troops to each unit shown by images 261c, 262c, 263c, 264c, and 265c are the ratios associated with a left wing breakthrough, and are 20%, 15%, 40%, 15%, and 10%.
[0361] In this way, the army formation screen 3300 displays the total unit strength of each unit to which trained characters are set, the total army strength which is the sum of the total unit strengths of each unit, the role and name of each unit, the percentage of military strength allocated to each unit, and a unit deployment diagram showing the deployment of each unit within the player's camp.
[0362] In other words, the control unit 80 performs a display process to display an army formation screen 3300 including at least one of a second parameter indicating the strength of each of the multiple units, a third parameter which is the sum of the second parameters, the role of each of the multiple units in the battle part, the ratio regarding the distribution of the first parameter, and the placement information of the multiple units in the battle part.
[0363] In this embodiment, by displaying this information on one screen, it is possible to provide the user with information to refer to when organizing an army simply by displaying the army organization screen 3300.
[0364] Next, a battle result screen showing the battle results after the battle process has been performed will be described with reference to Fig. 34. Fig. 34 is a diagram showing an example of the battle result screen. The battle result screen 3400 shown in Fig. 34 is an example of a screen displayed on the user terminal 12 in step S2316 of Fig. 23.
[0365] Battle result screen 3400 includes display areas 340, 341, and 342. Display area 340 displays the result of the battle (combat). Display area 341 displays the end conditions that have been achieved, and display area 342 displays the remaining troop strength of both sides at the time the battle ends. Display area 342 also includes display areas 342a and 342b. Display area 342a displays the total troop strength of each unit on the player's side at the time the battle ends. Display area 342b displays the total troop strength of each unit on the enemy side at the time the battle ends.
[0366] In Fig. 34, "Victory" is displayed in display area 340. Also in Fig. 34, "Specified number of turns passed" is displayed in display area 341, which indicates that the battle ended when the second ending condition was met.
[0367] 34, "52,654" is displayed in the display area 342a, and "34,918" is displayed in the display area 342b. In this embodiment, by displaying the troop strength at the end of the battle in this manner, the user can understand how many troop strengths the player's army and the enemy army had left when the battle ended.
[0368] In the above explanation, the organization of an army is described as being included in the processing procedure for the battle part, but the organization of an army can be performed at any time independent of the battle part.
[0369] Specifically, when the fourth screen switching button 1014 is pressed on the home screen 1000 shown in Fig. 4, the control unit 80 may display a corps menu screen 3500, which will be described later. The corps menu screen 3500 is one of the screens for displaying the army organization screen 3300. The transition of screens on the user terminal 12 from the home screen 1000 until the army organization screen 3300 is displayed will be described below.
[0370] Fig. 35 is a diagram showing an example of a corps menu screen. The corps menu screen 3500 shown in Fig. 35 includes operation buttons for displaying various information related to the military. Specifically, the corps menu screen 3500 includes operation buttons 351, 352, 353, 354, etc.
[0371] Operation button 351 is an operation button for transitioning from corps menu screen 3500 to a screen for displaying a trained general screen 3600 or an army organization screen 3300 as shown in Fig. 36, which will be described later. Operation buttons 352, 353, and 354 are operation buttons for displaying a screen for strengthening a character to be trained, a screen for associating characters trained by other users with troops, a screen for displaying a list of characters appearing in the game, and the like.
[0372] In this embodiment, when the operation button 351 is pressed on the army menu screen 3500, the screen transitions to a trained general screen, which will be described later.
[0373] Figure 36 is a diagram showing an example of a trained general screen. The trained general screen 3600 shown in Figure 36 includes operation buttons 361 and 362. Operation button 361 is an operation button for displaying the army formation screen 3300, which allows the user to form an army using trained characters. Operation button 362 is an operation button for displaying a list of trained characters.
[0374] In this embodiment, when the operation button 361 is pressed, the control unit 80 causes the user terminal 12 to display an army formation screen 3300.
[0375] In this way, in this embodiment, the player can organize his or her own army independently of the battle part.
[0376] It should be noted that the strategy selection and editing screen 2800 of this embodiment is not limited to the examples shown in Figures 28 to 30. The strategy selection and editing screen 2800 may be displayed in a format as shown in Figure 37, for example.
[0377] 37 is a fourth diagram showing an example of the strategy selection / editing screen. The strategy selection / editing screen 2800C shown in FIG.
[0378] Display area 281A displays information showing details of the strategy currently set for one's own army in a format different from that of strategy selection / editing screen 2800 shown in FIG.
[0379] More specifically, the display area 281A includes icon images 261A, 262A, 263A, 264A, and 265A representing the units included in the first army.
[0380] Each of the icon images 261A, 262A, 263A, 264A, and 265A includes a facial image of a trained character associated with each unit, a character string indicating the troop distribution ratio of each unit, a character string indicating the positioning of each unit in the unit's own camp, and a character string indicating the mission of each unit according to the strategy set for the 1st Army.
[0381] In the display area 281A, each of the icon images 261A, 262A, 263A, 264A, and 265A representing units is displayed at a position that indicates the placement of each unit in the player's side.
[0382] 37, the display area 281A also includes facial images of trained characters associated with each unit, character strings indicating the unit placement indicated by each icon image, character strings indicating the troop distribution ratio of each unit, and character strings indicating the mission of each unit according to the battle. In this way, in the strategy selection / editing screen 2800C of this embodiment, information indicating details of the strategy selected in the display area 282 is displayed in the display area 281A.
[0383] 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]
[0384] 1. Game System 10 Game Servers 12 User terminal 18 Network 60 1 Object Setting Section 62 Second Object Setting Section 64 Mass Progression Executive Department 64a Square selection reception area 66 Mass Benefit State Generation Section 68 Training Menu Execution Department 68a Menu selection reception area 70 Benefits Granting Department 74 First Increase 76 Second Increase 90 Battle Menu Execution Department 91 Army Organization Department 92 Force Allocation Department
Claims
1. On the computer, A program for executing a game having a battle part using a plurality of units, A program that executes a distribution process for distributing a first parameter related to the battle part to the plurality of units.
2. The program according to claim 1 , wherein each of the plurality of units includes at least one game object that has been developed through a development part.
3. The battle part is a battle part in which the user and the opponent are divided into different groups and battle each other, The program according to claim 1 , wherein the allocation process allocates the first parameter to the plurality of units belonging to the same group.
4. The program according to claim 2 , wherein the first parameter is a parameter different from the parameter of the game object that is updated through the training part.
5. The program according to claim 1 , wherein the first parameter is a parameter indicating the stamina of a unit in the battle part.
6. The program according to claim 1 , wherein the first parameter is a parameter that is set to an equal value for the user and the opponent in the battle part.
7. A program that causes the computer to further execute a management process for managing an allocation ratio that is a ratio regarding the allocation of the first parameter, The program according to claim 1 , wherein the allocation process allocates the first parameter to each of the plurality of units based on the allocation ratio.
8. The program according to claim 7 , wherein the allocation ratio is set by a user.
9. The computer, a program for further executing a determination process for determining a winner or loser in the battle part based on the first parameters of the plurality of units and the opponent unit, when the first parameter of a first unit, which is a predetermined one of the plurality of units belonging to the group, becomes equal to or less than a predetermined value, it is determined in the determination process that the group to which the first unit belongs will be defeated in the battle part; The program according to claim 3, wherein the battle part continues even if the first parameter of a unit that belongs to the same group as the first unit but is different from the first unit becomes below the predetermined value.
10. The program of claim 9, wherein the battle part is a battle part in which, when a predetermined number of turns has elapsed, the outcome is determined based on the total amount of the first parameters allocated to each of the plurality of units belonging to each of the groups at the time when the predetermined number of turns has elapsed.
11. a program for causing the computer to further execute a management process for managing a policy regarding the plurality of units belonging to the group, and a process for accepting the policy from the user, 4. The program according to claim 3, wherein the policy includes a ratio regarding the distribution of the first parameter and information regarding the placement of the plurality of units in the battle part.
12. The computer, The program of claim 2 further executes a display process that displays at least one of a second parameter indicating the strength of each of the multiple units based on the parameters of the game object updated through the training part, a third parameter obtained by adding up the second parameters, the role of each of the multiple units in the battle part, the ratio of the distribution of the first parameter, and the placement information of the multiple units in the battle part.
13. The computer A game method for executing a game having a battle part using a plurality of units, A gaming method comprising allocating a first parameter related to the battle part to the plurality of units.
14. A game processing device that executes a game having a battle part using a plurality of units, A game processing device having a troop allocation unit that executes an allocation process for allocating a first parameter related to the battle part to the plurality of units.
Citation Information
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