Storage medium, game processing method, and game processing device

The introduction of automatic and manual training modes with item-consumption features in character training games enhances user engagement and motivation by offering flexible training options.

JP2026032754APending Publication Date: 2026-02-27RUDEL INC
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Patent Information

Application Number
JP2024135652
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-15
Publication Date
2026-02-27

AI Technical Summary

Technical Problem

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

Method used

Implementing an automatic training mode that trains a character without user intervention, followed by a manual training mode upon a predetermined time, allowing users to switch between modes and consume items for immediate completion, thereby enhancing engagement.

Benefits of technology

Increases user motivation by providing flexible training options and maintaining interest through varied gameplay experiences.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

It is possible to further improve the user's motivation to play the game.SOLUTION: The game server 100 functions as a game processing device that executes a game having a growing part for growing a growing object. An automatic training mode execution processing part 110 executes a training part for training a first object as a training object in an automatic training mode in response to an automatic training start instruction. A manual training mode execution processing part 120 executes a training part for training a second object as a training object in a manual training mode based on the operation of a user in response to a manual training start instruction from the user. Then, the display processing part 140 displays that the raising of the first object is completed after the lapse of a prescribed time from the start in the automatic raising mode started by the automatic raising start instruction. Further, the reception processing section 150 receives the manual training start instruction before a predetermined time elapses from the start of the automatic training mode.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] The present invention relates to a program for developing a character in a game, a game processing method, and a game processing device. [Background technology]

[0002] Conventionally, there have been proposed character training simulation games (hereinafter referred to as "character training games") in which a character is trained within the game (see, for example, Patent Document 1). A user trains a character by having the character train for each turn within the game.

[0003] For example, in the training game disclosed in Patent Document 1, a character is trained by performing a training item selected by the user on a training screen for each turn. In the training game described in Patent Document 1, when starting character training, it is possible to organize multiple support cards to support the character training. [Prior art documents] [Patent documents]

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

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

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

[0007] One aspect of the present invention is a program for causing a computer to execute a game having a training part in which a training object is trained, the program causing the computer to execute an automatic training mode execution process that, in response to an automatic training start instruction, executes the training part in which a first object is trained as the training object in automatic training mode; a manual training mode execution process that, in response to a manual training start instruction from a user, executes the training part in which a second object is trained as the training object in manual training mode based on the user's operation; a display process that displays, after a predetermined time has elapsed since the start of the automatic training mode execution process started by the automatic training start instruction, that the training of the first object has been completed; and an acceptance process that accepts the manual training start instruction between the start of the automatic training mode and the predetermined time having elapsed.

[0008] Another aspect of the present invention is a game processing method for causing a computer to execute a game having a training part in which a training object is trained, the game processing method comprising: an automatic training mode execution processing step for executing the training part in which a first object is trained as the training object in automatic training mode in response to an automatic training start instruction; a manual training mode execution processing step for executing the training part in which a second object is trained as the training object in manual training mode based on operation of the user in response to a manual training start instruction from the user; a display processing step for displaying, after a predetermined time has elapsed from the start of the automatic training mode execution processing step started by the automatic training start instruction, that the training of the first object has been completed; and a reception processing step for accepting the manual training start instruction between the start and the predetermined time.

[0009] Furthermore, another aspect of the present invention is a game processing device that executes a game having a training part in which a training object is trained, and includes: an automatic training mode execution processing means that, in response to an automatic training start instruction, executes the training part in which a first object is trained as the training object in automatic training mode; a manual training mode execution processing means that, in response to a manual training start instruction from a user, executes the training part in which a second object is trained as the training object in manual training mode based on the user's operation; a display processing means that, in the automatic training mode started by the automatic training start instruction, displays that the training of the first object has been completed after a predetermined time has elapsed since the start; and a reception processing means that accepts the manual training start instruction between the start and the predetermined time has elapsed. [Effects of the Invention]

[0010] According to the present disclosure, it is possible to further increase the user's motivation to play games. [Brief explanation of the drawings]

[0011] [Figure 1] 1 is a block diagram showing a schematic configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram showing an example of five practice menus on a game screen displayed on a user terminal according to one embodiment of the present invention. [Figure 3] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server according to an embodiment of the present invention. [Figure 4] 1 is a functional block diagram showing the configuration of functions provided in a game server according to an embodiment of the present invention. [Figure 5] FIG. 10 is a diagram showing an example of a home screen displayed on a user terminal after automatic training is completed according to an embodiment of the present invention. [Figure 6] A flow diagram showing the flow of the training part in the automatic training mode in a game system according to one embodiment of the present invention, in the form of a processing sequence between the game server and the user terminal. [Figure 7] A figure showing an example of a home screen of the training part displayed on a user terminal in one embodiment of the present invention. [Figure 8] A figure showing an example of a home screen displayed on a user terminal according to one embodiment of the present invention when automatic training mode cannot be executed in the training part. [Figure 9] A figure showing an example of a scenario selection screen for the training part in automatic training mode displayed on a user terminal in one embodiment of the present invention. [Figure 10] A figure showing an example of a scenario selection screen for the training part in manual training mode displayed on a user terminal in one embodiment of the present invention. [Figure 11] A figure showing an example of a character to be trained selection screen for the training part displayed on a user terminal in one embodiment of the present invention. [Figure 12] A figure showing an example of a support formation pop-up on a support formation screen displayed on a user terminal in one embodiment of the present invention. [Figure 13] A figure showing an example of a friend selection screen for selecting a support character in the friend slot, from the support character selection screen for the training part displayed on a user terminal in one embodiment of the present invention. [Figure 14] A figure showing an example of a support formation pop-up on a support formation screen displayed on a user terminal in one embodiment of the present invention. [Figure 15] FIG. 10 is a diagram showing an example of a support tool organization pop-up on a support tool organization screen displayed on a user terminal according to one embodiment of the present invention. [Figure 16] FIG. 10 is a diagram showing an example of a development policy setting pop-up on a development policy setting screen displayed on a user terminal according to one embodiment of the present invention. [Figure 17] FIG. 10 is a diagram showing an example of an automatic training final confirmation pop-up on an automatic training final confirmation screen displayed on a user terminal according to one embodiment of the present invention. [Figure 18]FIG. 10 is a diagram showing an example of a scenario selection screen displayed on a user terminal after automatic training has started in one embodiment of the present invention. [Figure 19] A figure showing an example of an automatic training content confirmation pop-up on a scenario selection screen displayed on a user terminal in one embodiment of the present invention. [Figure 20] FIG. 10 is a diagram showing an example of an automatic training completion screen displayed on a user terminal according to an embodiment of the present invention. [Figure 21] FIG. 10 is a diagram showing an example of an automatic training summary pop-up on an automatic training completion screen displayed on a user terminal according to an embodiment of the present invention. [Figure 22] FIG. 10 is a diagram showing an example of a selected practice menu card information pop-up on an automatic training completion screen displayed on a user terminal according to one embodiment of the present invention. [Figure 23] FIG. 10 is a diagram showing an example of an acquired skill pop-up on an automatic training completion screen displayed on a user terminal according to one embodiment of the present invention. [Figure 24] FIG. 10 is a diagram showing an example of an automatic training completion screen including a training rank display displayed on a user terminal according to one embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0012] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In all the drawings, the same components are denoted by the same reference numerals, and the description thereof will be omitted as appropriate. In the following description, each component of each device or system represents a functional block, not a hardware configuration, unless otherwise specified. Each component of each device or system is realized by any combination of hardware and software, centered around the CPU of any computer, memory, a program loaded into the memory, a storage medium such as a hard disk that stores the program, and a network connection interface. There are many variations in the realization methods and devices.

[0013] <Game system configuration> 1 is a block diagram showing a schematic configuration of a game system 1 according to one embodiment of the present invention. As shown in Fig. 1, the game system 1 is configured by connecting a game server 100 and a user terminal 200 to a network A10.

[0014] The game server 100 is made up of one or more computers. The user terminal 200 is a computer terminal such as a smartphone or personal computer into which a user downloads and stores game application software (hereinafter referred to as "game app") 210. The network A10 is a wired or wireless communication network such as the Internet, a local area network (LAN), or a wide area network (WAN), and includes communication over a 4G or 5G line.

[0015] In the following embodiment, a game in which a user (hereinafter referred to as a "game player" or simply as a "player") develops a character will be described as one embodiment of the present invention. More specifically, the user develops his or her own soccer player through the game. The following describes the development part in which the character in the game is developed.

[0016] The game system 1 according to this embodiment is a system that provides the user with a training part in which the user trains a character to be trained (the main character to be trained) by performing practice menus, events, matches, etc., and generates a character with associated status (various ability parameters, skills, abilities, characteristics, etc.) according to the training results. As will be described later, the training part is a game in which one set is made up of multiple "turns" (a "turn" is a unit that divides a certain period of time or a series of actions within the game).

[0017] The following describes the flow of the training part in this embodiment. Note that the following description of the process is merely an example, and the names and quantities used in the description can be changed as appropriate. In the training part, the goal is to develop the character to be trained by completing practice menus, events, matches, etc. within a set number of turns, and to create a character with better stats.

[0018] Below, an example of a training part in which a soccer player is trained will be described as an example of a game in which a character to be trained is trained. Note that the character to be trained that is the subject of the present invention is not limited to a soccer player. The character to be trained may be a character in a sports game such as baseball or tennis. The character to be trained may be a character in a game of various genres such as a role-playing game, a simulation game, or an adventure game. The character to be trained may be a group (e.g., a team) of characters from multiple games. Furthermore, the character to be trained is not limited to a character, but may be any object that is to be trained in the game.

[0019] The character to be trained has multiple ability parameters, such as stamina, speed, physical strength, technique, intelligence, and kicking ability. The multiple ability parameters are examples of indicators that indicate the strength of the character to be trained, and are increased by executing a practice menu for the character to be trained, for example, in a training part where the character to be trained is trained. The practice menu (hereinafter also referred to as a practice menu card) is an example of an option that the user can select in each turn.

[0020] In each turn, by selecting an option such as a practice menu or a match, the ability parameters of the character to be trained and other parameters related to the training part are updated according to the selected option, while by selecting a rest option, the parameters corresponding to the condition of the character to be trained are updated. Note that condition is a parameter related to the degree to which the ability parameters of the character to be trained increase through the practice menu, and when the condition is good, there is a high possibility that the degree to which the ability parameters of the character to be trained increase through the practice menu will increase. As mentioned above, options available to the user include the practice menu, rest, and a match.

[0021] The training menus include, for example, muscle training machines, full-power shuttle runs, dribbling training, anti-BLM shooting practice, image training, etc. The ability parameters that increase by performing a training menu vary depending on the type of training menu. For example, the user selects a practice menu for each of a plurality of turns in the training part and causes the character to be trained to perform the practice. The user progresses through the turns while selecting a practice menu for the character to be trained to perform so that the ability parameters of the character to be trained approach the ability parameters of an ideal soccer player. Here, in the training part according to this embodiment, the effect of training through the practice menu changes depending on the training formation selected by the user.

[0022] When the user selects a scenario to be executed in the training part, the screen transitions to a screen for organizing a team for the training part, where the user selects a character to be trained from the characters owned by the user and a support player (hereinafter referred to as a support character) to support the training, selects a special support card and an extra support card from the cards owned by the user, and selects support equipment from the support equipment owned by the user. Note that a scenario corresponds to the story in the training part, and each scenario has different goals imposed on the user, conditions for clearing the scenario, events that occur, rewards and points that can be earned when the training menu goals are achieved, etc.

[0023] Support characters, special support cards, and extra support cards are characters or cards that practice and play practice matches together with the character being trained. Events related to the selected support character, special support card, or extra support card occur during the training part, which can result in greater increases in the ability parameters of the character being trained that are acquired through the practice menu, or the character being trained can acquire new skills. In addition, support equipment is an item that can provide additional advantageous effects to the user in the training part. Here, the practice menus include special practice menus linked to each character or card, and regular practice menus that do not fall under the category of special practice menus. Furthermore, the special practice menus become available in the training portion by increasing the levels of the characters, special support cards, and extra support cards. Executing the special practice menus can trigger advantageous events in the training portion, or can increase the ability parameter values ​​obtained by the character being trained more significantly compared to the regular practice menu. The levels of characters, special support cards, and extra support cards will be described later.

[0024] The support character selection slots may also include one friend slot. The friend support character can be selected, for example, from characters set in the loan settings by other users the user follows. The friend support character plays a role in supporting the development of the character being developed together with the support character in the training menu. By selecting a high-level friend support character whose training menu and training abilities are all unlocked, the user can develop the character more advantageously in the development part. A training ability is one of the effects exerted in the development part, and some have an effect on the ability parameter values ​​of the character being developed, while others increase the effect of the training menu.

[0025] In the training part of this embodiment, five practice menus among the practice menus selectable by the user are displayed on the game screen of the user terminal 200 in each turn. FIG. 2 is a diagram showing an example of five practice menus on a game screen 1000 displayed on the user terminal 200 according to one embodiment of the present invention. In this embodiment, the five practice menus are exemplified as muscle training machine 1001, full-power shuttle run 1002, dribbling training 1003, shooting practice against black ball 1004, and image training 1005. In each turn of the training part, the five practice menus displayed on the game screen of the user terminal 200 are practice menus determined by lottery from the special practice menu and the normal practice menu.

[0026] Furthermore, the support characters, special support cards, and extra support cards are linked to one of five practice menus determined by lottery. That is, in each turn, the support characters, special support cards, and extra support cards are displayed on the screen of the user's terminal in a state where they are each linked to one of the practice menus determined by lottery and available to the user.

[0027] By executing a practice menu linked to a support character, special support card, or extra support card, the ability parameters of the character being trained can be increased or an event can be triggered. Furthermore, by selecting a special practice menu linked to a support character, special support card, or extra support card, an event (hereinafter also referred to as a special lecture) that significantly increases the ability parameter values ​​obtained by the character being trained may occur. Furthermore, during each turn, a randomly occurring event may cause the turn to be extended. By extending the turn, the number of turns in one training part can be increased by the amount of the extension, allowing for more practice menus and matches to be executed. In other words, extending the turn increases the possibility of further increasing the status of the character being trained.

[0028] The training part ends when a set number of turns have passed or when the goals set in the scenario have not been achieved, and the user acquires characters with status according to the training results, and can also organize them into a team for use in battles and events, as described below.

[0029] In the training part of this embodiment, the user can develop the status of the character to be trained in accordance with their preferences and strategies. For example, the user can change the way the character to be trained is developed depending on their play style, such as emphasizing kicking, stamina, or speed. In this way, the character that the user has invested time and effort in developing will have unique status that is unique to that character. Users can also select five characters they have trained in the training section and organize them into a team.Using the team they have organized, users can enjoy PVP content such as ranked matches where they battle other users, as well as event matches that are held periodically or for a limited time. In addition, since the user acquires a trained character each time the training part is completed, it is possible for the user to own multiple characters with different statuses even if they have the same character name.

[0030] 1 is provided as a so-called cloud service by one user accessing the game server 100 connected via the network A10 via the game application 210 of the user terminal 200. Note that in this embodiment, a case where one user performs the training part using the user terminal 200 will be described, but the same applies to a case where multiple users perform the training part using multiple user terminals that are each operated individually, and therefore a description thereof will be omitted here.

[0031] <Game server hardware configuration example> 3 is a diagram showing an example of the hardware configuration of a game server 100 according to one embodiment of the present invention. The game server 100 includes a bus 1010, a processor 1020, a memory 1030, a storage device 1040, an input / output interface 1050, and a network interface 1060.

[0032] The bus 1010 is a data transmission path for transmitting and receiving data among the processor 1020, memory 1030, storage device 1040, input / output interface 1050, and network interface 1060. However, the method of connecting the processor 1020 and the like to each other is not limited to bus connection.

[0033] The processor 1020 is implemented by a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), or the like.

[0034] The memory 1030 is a main storage device realized by a RAM (Random Access Memory) or the like.

[0035] The storage device 1040 is an auxiliary storage device realized by removable media such as a hard disk drive (HDD), a solid state drive (SSD), or a memory card, or a read-only memory (ROM), and has a recording medium. The recording medium of the storage device 1040 stores program modules that realize each function of the game server 100. The processor 1020 loads each of these program modules into the memory 1030 and executes them, thereby realizing each function corresponding to the program module.

[0036] The input / output interface 1050 is an interface for connecting the game server 100 to a portable storage device such as a USB memory or other various input / output devices.

[0037] The network interface 1060 is an interface for connecting the game server 100 to the network A10. The network interface 1060 may be connected to the network A10 via a wireless connection or a wired connection. The game server 100 may communicate with the user terminal 200 via the network interface 1060.

[0038] The user terminal 200 is a smartphone, a personal computer, or the like, and its hardware configuration is similar to that of the game server 100 shown in FIG. 3, so a description thereof will be omitted here.

[0039] <Game server functional configuration> 4 is a functional block diagram showing the functional configuration of a game server 100 according to one embodiment of the present invention. The game server 100 is a game processing device for executing a game having a training part in which a user trains a character to be trained using a user terminal 200, and is provided with the functions of an automatic training mode execution processing unit 110, a manual training mode execution processing unit 120, a choice execution processing unit 130, a display processing unit 140, and a reception processing unit 150. The display processing unit 140 also has the functions of summary information display processing means 140A and digest display processing means 140B.

[0040] In response to a user's instruction to start the training part in the automatic training mode (hereinafter also referred to as automatic training), the automatic training mode execution processing unit 110 automatically executes the training part in which a user-selected character to be trained (hereinafter also referred to as a first object) is trained. Here, the first object is, for example, character A to be trained that the user intends to train in the automatic training mode. This automatic training is executed when the user selects a character to be trained and a scenario in the automatic training mode, and selects a support character, special support card, extra support card, and support equipment. In other words, training of the character to be trained, including increasing the ability parameter values ​​of the character to be trained, acquiring skills, and playing matches, is executed automatically without relying on user operation. Furthermore, before starting automatic training, the user can select the ability parameters that he or she wishes to improve, as will be described in detail below.

[0041] In response to a manual training start instruction from the user, the manual training mode execution processing unit 120 executes a training part for training a character to be trained (hereinafter also referred to as a second object) selected by the user based on the user's operation. Hereinafter, the training part in the manual training mode is also referred to as manual training. The second object is, for example, a character that the user wants to manually train, and may be a character B to be trained that is a different type from the first object, or a character A to be trained that is the same type as the first object. That is, in this embodiment, the user can train the character to be trained through a plurality of training parts.

[0042] The "automatic training mode" and "manual training mode" in the training part of this embodiment are also functions that allow the user to decide to what extent they want to control the training of their character (player). In manual training, the user directly selects the training menu for the character being trained and controls which abilities to improve, etc. This allows the user to meticulously manage the growth of the character being trained and create a character with ability parameters, skills, abilities, characteristics, etc. linked to their own strategy and preferences.

[0043] On the other hand, in automatic training, the game system automatically executes the training portion and generates a character with associated ability parameters, skills, abilities, and characteristics. This allows the user to execute the training portion without having to manage the details of the training. In other words, by selecting automatic training mode, the user is freed from the detailed operation of the game and can execute the battle portion and character gacha. Furthermore, since the user does not need to launch the game app while waiting for the completion display of the automatic training described below, even busy users with time constraints can easily train their characters.

[0044] The option execution processing unit 130 executes processing based on options related to the development of the selected character for development in each of the multiple turns included in the development part. Here, the options related to the development of the character for development include a practice menu for improving various abilities, a match, a rest, etc., as will be described later.

[0045] In this embodiment, as an example, eight hours after the user presses the automatic training start button 2977 (see FIG. 17 ), a message indicating that the automatic training of the character to be trained has been completed is displayed on the user terminal. FIG. 5 is a diagram showing an example of a home screen 2000 displayed on the user terminal 200 according to one embodiment of the present invention after the automatic training has been completed. As shown in FIG. 5 , the home screen 2000 includes a training banner 2010, which is a button for starting character training, i.e., the training part. Then, eight hours after the instruction to start automatic training has been given, an automatic training completion display 2011, reading "Automatic Training / Completed," indicating that the automatic training of the character to be trained has been completed, is displayed so as to be superimposed on the training banner 2010. Here, the completion display refers to a display indicating that the automatic training has been completed, and after the completion display, the user can check the results of the automatic training (see FIGS. 20 to 24 , etc., described below). In other words, the user cannot check the training results of the character being trained through automatic training until eight hours have passed since the user issued the instruction to start automatic training. Note that the time required to complete automatic training is not limited to eight hours, and it may take longer or shorter. Furthermore, the time required to complete automatic training may be shortened depending on conditions such as charges or the consumption of special items, as described below, or the user may be able to check the training results of automatic training without a completion display.

[0046] However, the automatic training itself on the game server 100 or the user terminal 200 does not actually have to take eight hours, and for example, the automatic training process may be completed immediately after the start button is pressed. In other words, the automatic training process itself is actually completed before eight hours have passed since the instruction to start the automatic training, but the display on the user terminal 200 may be restricted so as not to display the completion message to the user until eight hours have passed.

[0047] In this embodiment, as shown in FIG. 19 (described later), the user can press the immediate completion button 3042 and consume an item to cause a completion display to be displayed on the user terminal 200 before eight hours have passed since the instruction to start automatic training. If the completion display for the automatic training process were enabled immediately after the instruction to start the automatic training process was issued without adding a condition such as the consumption of an item, there is a concern that the user's motivation to perform manual training may decrease. However, the present disclosure can prevent such a concern by making the consumption of an item a condition. Furthermore, the item may be charged.

[0048] Furthermore, in the display processing by the display processing unit 140, the summary information display processing means 140A displays a message that the automatic training has been completed, and then displays summary information regarding the content of the training part executed in the automatic training mode upon confirmation by the user (such as by pressing a button on the screen as described below). Note that in the display processing by the display processing unit 140, the digest display processing means 140B may display a digest of the training scene in the training part executed in the automatic training mode. The digest display processing will be described later.

[0049] The reception processing unit 150 can also receive a training part start instruction from the user in manual training mode during the time a predetermined time has elapsed since the start of automatic training.

[0050] These functions of the game server 100 are realized by the hardware configuration shown in Fig. 3. The above functions of the game server 100 are executed based on requests from the user terminal 200, and data required for screen display, etc. on the user terminal 200 is generated as response data and transmitted to the user terminal 200.

[0051] FIG. 6 is a flow diagram showing the flow of automatic training in game system 1 according to one embodiment of the present invention, as a processing sequence between game server 100 and user terminal 200.

[0052] In the game system 1, when a user launches the game app 210 downloaded to the user terminal 200 and logs in (step S201), a login request is transmitted from the user terminal 200 to the game server 100. The game server 100 performs user authentication based on this request and approves the login (step S101). More specifically, for example, when a user launches the game app 210, the user terminal 200 generates authentication information including a user ID and the like, and transmits it to the game server 100 along with a login request. When the game server 100 receives the authentication information from the user terminal 200, it compares the received authentication information with the user ID and the like stored on the server side, and checks whether the user attempting to log in matches a user registered on the game server 100. Then, based on the confirmation that the user attempting to log in matches a registered user, the game server 100 approves the user's login.

[0053] When the login is approved, the user terminal 200 displays a home screen 2100 shown in FIG. 7 on the display screen of the terminal, which is based on the user information stored in the game server 100 (step S202). 7 is a diagram showing an example of a home screen 2100 of a game application displayed on a user terminal 200 according to one embodiment of the present invention. As shown in Fig. 7, the home screen 2100 includes a training banner 2110, which is a button for starting character training, i.e., the training part.

[0054] Here, an automatic training enable indicator 2111, "Automatic training / enabled," indicating that automatic training of a character is enabled, is displayed so as to be superimposed on a training banner 2110 displayed on the home screen 2100 shown in Fig. 7. Note that automatic training by the user may be enabled when the team level reaches a predetermined stage or higher through character development. The team level is an index that represents the overall strength of a team formed by selecting five characters that have been fully trained. That is, until automatic training becomes possible, the user will form a team with characters trained in the manual training mode described below. Note that, although the present embodiment has been described with respect to a team consisting of five characters, the number of characters that can be formed into a team is not limited to this.

[0055] 8 is a diagram showing an example of a home screen 2100 when the automatic training mode cannot be executed in the training part displayed on the user terminal 200 according to one embodiment of the present invention. Instead of the automatic training available indicator 2111, the training banner 2110 arranged on the home screen 2100 shown in FIG. 8 displays an automatic training unavailable indicator 2112, which is a grayed-out or color-shifted indicator, such as a lighter color, superimposed on the automatic training available indicator 2111. This visual change in display color visually indicates that the element is currently unavailable, i.e., that the automatic training function has not yet been released. In addition, the automatic training unavailable display 2112 may further include a lock mark or the like, or may be placed over the grayed-out portion as described above, to indicate to the user playing the game that the function has not yet been unlocked.

[0056] To start the training part, the user selects the training banner 2110 located on the home screen 2100 shown in Figure 7 or Figure 8 by pressing it, clicking or tapping, or placing the cursor thereon and executing the decision command (step S202). When the user terminal 200 detects that the user has selected the training banner 2110, it transmits a request to start the training part to the game server 100. Based on this start request, the game server 100 generates response data such as a scenario list for a scenario selection screen to be displayed on the user terminal 200, and transmits the response data to the user terminal 200 (step S102).

[0057] The user terminal 200 receives response data such as a scenario list from the game server 100 and displays a scenario selection screen 2200 shown in Fig. 9 (step S203). Fig. 9 is a diagram showing an example of a scenario selection screen 2200 displayed on a user terminal 200 according to an embodiment of the present invention, in which the execution mode of the training part is automatic training mode. As shown in Fig. 9, the scenario selection screen 2200 is provided with a scenario selection section 2210, a training switch button 2220, a training enable button 2230, and a "remaining number of automatic trainings" display 2240.

[0058] A plurality of scenarios 2211 to 2213 are displayed in the scenario selection section 2210, and the user swipes the scenario selection section 2210 left or right to select a scenario to be executed in this training (step S203). Note that the scenario displayed in the center of the scenario selection section 2210 may be the scenario to be selected.

[0059] 9, the training switch button 2220 is a button that switches the execution mode of the training part between automatic training mode and manual training mode. For example, when the execution mode of the training part is automatic training mode, if the user presses the training switch button 2220, the execution mode of the training part can be switched to manual training mode.

[0060] Furthermore, the trainable button 2230 displaying "Trainable" indicates that automatic training can be performed for the currently selected scenario. That is, in this embodiment, the user selects the trainable button 2230 to perform automatic training for the currently selected scenario. Information about the selected scenario is transmitted from the user terminal 200 to the game server 100. Next, the game server 100 generates a character list related to characters owned by the user, and transmits data (character information) necessary for displaying a character-to-be-trained selection screen on the user terminal 200 to the user terminal 200 (step S103). Thereafter, a character-to-be-trained selection screen 2400 for selecting a character (object) to be trained is displayed on the display screen of the user terminal 200 (step S204), as will be described later with reference to FIG. 11. Furthermore, the data transmitted to the user terminal 200 in step S103 includes data necessary for displaying a screen for selecting a support character and support equipment, which will be described later.

[0061] The number of times automatic training can be executed may be limited to a predetermined number or less. Furthermore, execution of the automatic training mode may require payment or the consumption of items, so that the execution process of the automatic training mode itself has a premium value. In this regard, the scenario selection screen 2200 shown in Fig. 9 has a "remaining number of times automatic training" display 2240. In this embodiment, the user is permitted to execute automatic training 50 times, but three automatic trainings have already been executed, and the remaining number of times automatic training can be executed is 47, as can be seen from the "remaining number of times automatic training" display 2240. Note that the "remaining number of times automatic training" may be updated to 50, for example, when the date changes, or may be updated to 50 or the remaining number increased by consuming a specified item or paying for a fee.

[0062] As described above, when the execution mode of the training part is automatic training mode, if the user presses the training switch button 2220, the execution mode of the training part can be switched to manual training mode. Here, FIG. 10 is a diagram showing an example of a training part scenario selection screen 2300 when the execution mode of the training part is manual training mode, which is displayed on the user terminal 200 according to one embodiment of the present invention. Furthermore, by selecting the training implementation button 2330 displaying "Next," the currently selected scenario can be executed in manual training. Information on the selected scenario is transmitted from the user terminal 200 to the game server 100, and the game server 100 transmits data necessary for displaying a screen for selecting a character to be trained to the user terminal 200. Thereafter, the user terminal 200 displays a training character selection screen for selecting a character (object) to be trained based on the data necessary for displaying the screen for selecting a character to be trained.

[0063] 10, the scenario selection screen 2300 is provided with a scenario selection section 2310, a training switching button 2320, and the like. Similar to the case of automatic training mode, multiple scenarios are displayed in the scenario selection section 2310, and the user swipes left or right to select a scenario to be executed in manual training. The training switching button 2320 is a button for switching between manual training mode and automatic training mode, and when the user presses the training switching button 2320, it is possible to switch to execution of automatic training shown in FIG. 9. The user can check whether the scenario selection screen displayed on the user terminal 200 is in automatic training mode or manual training mode by checking the training part execution mode display unit 2250 shown in Figure 9 and the training part execution mode display unit 2350 shown in Figure 10.

[0064] As described above, once the execution mode for executing the training part and the scenario to be executed in the training part are selected, the user organizes a team for executing the training part in accordance with the screen displayed on the user terminal 200. When organizing the team, the user selects the character to be trained, the support character, the special support card, the extra support card, and the support equipment. 11 is a diagram showing an example of a character-to-be-raised selection screen 2400 for the raising part displayed on the user terminal 200 according to one embodiment of the present invention. As shown in FIG. 11, the character-to-be-raised selection screen 2400 includes a character selection section 2410, a status display section 2420, and a confirm button 2430.

[0065] Icons 2410A of multiple characters to be raised (objects to be raised) held by the user are displayed side by side in the character selection section 2410. Note that the icon of the currently selected character to be raised may have a focus indicator such as a frame around it to indicate that it has been selected, as with icon 2410A in Fig. 11 .

[0066] The icons of the characters to be trained also serve as selection buttons that can be selected by the user, and the ability parameter values ​​of the selected character to be trained are displayed in the status display section 2420. Each character to be trained is given multiple abilities and their ability values ​​that can be updated in the training part. In this embodiment, the multiple abilities include, for example, six types of abilities: "stamina," "speed," "physical," "technique," "wisdom," and "kick," and each ability is given an ability parameter value as an ability value.

[0067] When the user selects a character to be trained in the character selection section 2410, the user presses the decision button 2430 labeled "Next" to confirm the selected character to be trained (step S204). Selection information of the character to be trained selected by the user on the character to be trained selection screen 2400 or the like is transmitted from the user terminal 200 to the game server 100.

[0068] In addition, in step S204, when the user presses the decision button 2430 to confirm the selection of the character to be trained, the screen then transitions to a selection screen for support characters to support the training menu and matches of the character to be trained that are executed in the training part. The user uses the screen displayed on the display screen of the user terminal 200 to select five support characters to be organized into a team (described later), and then uses the screen that transitions to select special support cards, extra support cards, and support equipment to be organized into the team (step S205).

[0069] In the training part of this embodiment, the support characters are players who practice and play practice matches together with the character being trained, and while the training menu is being executed, events related to the organized support characters may occur, and the character being trained may acquire new skills. Support equipment is an item that can add training abilities to a training formation. Each support equipment has its own training ability, and by organizing it into a team, that training ability can be reflected in the training part. For example, there are training abilities that directly affect ability parameters and training abilities that increase the ability parameter values ​​obtained through training. Support equipment will not be effective just by having it; it must be organized in order to utilize its training ability. The number of support equipment that can be organized varies depending on the level of the character being trained; for example, the higher the character's level, the more that can be organized.

[0070] A support team is a team of support characters, special support cards, and extra support cards that support the development of the character being developed during the development stage. The characters and cards in the support team have beneficial effects on increasing the ability parameter values ​​of the character being developed and acquiring skills. Note that the character being developed and the support character do not have to be the same character. The support equipment organization is a group of support equipment with training capabilities. The support equipment organized in the support equipment organization has an advantageous effect on increasing the ability parameter values ​​updated during the training part of the character being trained and on acquiring skills. Selection information such as the support formation and support equipment formation selected by the user on the character to be trained selection screen 2400 or the like is transmitted from the user terminal 200 to the game server 100 .

[0071] Here, the support formation and support equipment formation in the training part according to this embodiment will be specifically explained. 12 is a diagram showing an example of a support formation pop-up 2540 on a support formation screen 2500 displayed on a user terminal according to one embodiment of the present invention. In FIG. 12, the support formation pop-up 2540 includes a support character display section 2541 that displays the currently selected support character, and the like.

[0072] In this embodiment, the characters that the user owns, the characters that can be selected as characters to be trained, the characters that can be selected as support characters, the special support cards, and the extra support cards, each have a level set. By raising the level, the number of special practice menus that can be performed in the training part increases, and training abilities are unlocked or their effects are increased. Furthermore, for characters, raising the level increases the initial value of the ability parameter values ​​that can be updated in the training part. In other words, raising the level of characters owned by the user is important for training characters that are highly rated in the training part. In particular, many of the special practice menus that can be performed at a high level are highly effective, which is a great benefit to users in the training phase.

[0073] Furthermore, in the training part of this embodiment, a condition is set, which is a parameter related to the degree of increase in the ability parameters that the character being trained can obtain by executing a practice menu. When the condition is good, the degree of increase in the ability parameters that the character being trained can obtain by executing a practice menu is more likely to be large. In other words, in order to train a character with a high evaluation in the training part, it is also important to appropriately select the rest option each turn. This is because if the condition of the character being trained deteriorates, the ability parameter values ​​that increase through the practice menu are more likely to decrease.

[0074] In the training part of this embodiment, the support formation is made by selecting a total of five support characters, including four support characters and one support character in the friend slot, three special support cards, and one extra support card. For example, the user can select a support character to set in each frame by pressing each of the five frames displayed in the support character display section 2541 of the support formation pop-up 2540. Pressing the rightmost frame indicated by reference numeral 2541A allows the user to set a support character in the friend frame. When the user presses a support character icon, detailed information about the support character of that icon may be displayed in a pop-up, and then the user may be able to select a support character to set in the frame in which that support character icon is set.

[0075] 13 is a diagram showing an example of a friend selection screen 2600 for selecting a support character in the friend slot, from the support character selection screen for the training part displayed on the user terminal 200 according to one embodiment of the present invention. As shown in FIG. 13, the friend selection screen 2600 has a character selection section 2610, an enter button 2620, and the like arranged thereon.

[0076] Character selection section 2610 displays an array of icons 2610A of multiple characters that the user can select. Note that the icon of the currently selected support character may have a focus indicator such as a frame around it to indicate that it is selected, as with icon 2410A in Fig. 11. Furthermore, because a character of the same type as the character selected as the character to be trained cannot be selected as a support character, for example, icon 2610A may be displayed with a "Target to be Trained" or may be grayed out to visually indicate to the user that the character is not selectable.

[0077] As described above, after the user selects a character they wish to set as a support character, pressing the confirm button 2620 displays a pop-up similar to the support formation pop-up 2540 shown in FIG. 12 . FIG. 14 illustrates an example of the support formation pop-up 2540 on the support formation screen 2500 displayed on a user terminal according to one embodiment of the present invention. Here, in the support character display section 2541 on the support formation pop-up 2540, an icon 2541B of the newly set support character is displayed instead of the add character button 2541A. Note that, although the above describes a scenario in which a support character in the friend slot is selected for organization, the same process is used to select cards to be organized when pressing a slot for one of the four support characters other than the slot shown in 2541A or a slot other than the support character display section 2541, i.e., a slot displayed as a special support card or extra support card. After the support organization is completed, the user presses the decision button 2520 to transition to a screen for support device organization.

[0078] 15 is a diagram showing an example of a support instrument organization pop-up 2750 on a support instrument organization screen 2700 displayed on a user terminal according to one embodiment of the present invention. Here, a support instrument display section 2751 is arranged on the support instrument organization pop-up 2750, and the user can select a support instrument to be organized by pressing and selecting an icon of a support instrument displayed in the support instrument display section 2751. Note that FIG. 15 describes a case where a support instrument icon is displayed in the support instrument display section 2751, i.e., a case where a support instrument has already been organized; however, if a support instrument to be organized has not been selected, no support instrument icon may be displayed in the frame of the support instrument display section 2751, and instead a message may be displayed indicating that no support instrument has been organized. Furthermore, when the user presses an icon of a support instrument, detailed information about the support instrument of that icon may be displayed in a pop-up, and then the user may be able to select a support instrument to set in the frame in which the icon of that support instrument is set.

[0079] In this embodiment, the characters, cards, and support equipment described above can be obtained by, for example, a method known as "gacha," which determines the content to be acquired by lottery using randomness or chance. Furthermore, characters, cards, and support equipment may be distributed as rewards for events, missions, and the like carried out within the game app.

[0080] After completing the support equipment organization, the user presses the confirm button 2720 to display a pop-up screen for setting a training policy. That is, the game server 100, which has received selection information such as the character to be trained, support organization, and support equipment organization from the user terminal 200, generates a training policy list for the character to be trained and transmits this information to the user terminal 200 (step S104). Then, a training policy setting pop-up 2860, as shown in FIG. 16, for setting a training policy for the selected character to be trained is displayed on the user terminal 200 (step S206).

[0081] 16 is a diagram showing an example of a training policy setting pop-up 2860 on the training policy setting screen 2800 displayed on the user terminal 200 according to one embodiment of the present invention. The training policy setting pop-up 2860 displayed on the training policy setting screen 2800 is for setting the abilities that are emphasized when training a character to be trained through automatic training, i.e., the abilities that the character wishes to improve through automatic training. 16, a pop-up is displayed in which the "Focus on kick" button 2861 is pressed to emphasize "kick" out of the six abilities. If the user wants to emphasize another ability, he or she can press the button of the ability he or she wants to emphasize (for example, the "Focus on stamina" button 2862).

[0082] After selecting the abilities the user wants to emphasize, the user presses the decision button 2863 marked "Next" to decide the training policy (step S206). This causes the user terminal 200 to transmit the selected training policy information to the game server 100, and the game server 100 generates response data including information necessary to generate an automatic training final confirmation screen (automatic training final confirmation pop-up 2970 as shown in FIG. 17) to be displayed on the user terminal 200, and transmits the response data to the user terminal 200 (step S105).

[0083] When the user terminal 200 receives the response data from the game server 100, it displays the automatic training final confirmation pop-up 2970 shown in FIG. 17 for final confirmation of the training character training policy setting, instead of the training policy setting pop-up 2860 (step S207). 17 is a diagram showing an example of an automatic training final confirmation pop-up 2970 on an automatic training final confirmation screen 2900 displayed on a user terminal 200 according to one embodiment of the present invention. The automatic training final confirmation pop-up 2970 includes a selected scenario display 2971 showing the selected scenario, a training policy display 2972 ​​showing the selected training policy, and a training target character display 2973 showing the character to be trained. In addition to this, a "remaining number of times automatic training" display 2974 is also provided, which indicates that the number of times automatic training can be performed will decrease by one when automatic training is performed.

[0084] Here, the automatic training final confirmation pop-up 2970 shown in FIG. 17 includes a training time display 2975. In the training part according to this embodiment, the time required to complete one automatic training session for a character to be trained is set to eight hours. This time is set with game balance in mind. In other words, if automatic training were made possible to be repeatedly performed in a short period of time, the user's motivation to complete the training part in manual training mode would decrease. From another perspective, the eight-hour time setting takes advantage of the characteristics of a game that progresses in real time. For example, by starting automatic training before going to bed, the user can create a lifestyle rhythm in which automatic training is completed when they wake up.

[0085] Additionally, while waiting for the automatic training to complete, the automatic training time can be shortened by paying a fee or consuming a special item. For example, a mechanism for shortening the automatic training time by paying a fee may involve, for example, pressing a "Purchase Time-Saving Pass" button 2976 located on the automatic training final confirmation pop-up 2970 shown in FIG. 17 to display a pop-up screen for purchasing a pass that can shorten the automatic training time, and then the user purchases the pass by paying a fee on that screen. In this case, the type of pass that the user can purchase may be one that shortens the automatic training time by two hours, reducing the automatic training time to six hours. Note that this pass may have a set validity period, and may be usable at any time within 30 days of purchase, for example. This time reduction may also include immediately completing the automatic training, i.e., reducing the time required for the eight-hour automatic training to zero.

[0086] 17, when the user presses the automatic training start button 2977, automatic training of the character to be raised begins under the conditions set by the user (step S208). To start automatic training, a start request (start instruction) for automatic training is sent from the user terminal 200 to the game server 100, and various processes are performed in the game server 100.

[0087] Here, when automatic training is started by pressing automatic training start button 2977, the screen display of user terminal 200 transitions to a scenario selection screen 3000 as shown in FIG. FIG. 18 is a diagram showing an example of a scenario selection screen 3000 displayed on the user terminal 200 after the start of automatic training according to an embodiment of the present invention. Information about the automatic training currently being performed is displayed below the scenario selection screen 3000 as an ongoing training display banner 3010. The ongoing training display banner 3010 displays, for example, an icon indicating the character to be trained, the time remaining until the automatic training is completed, and a banner image of the selected scenario. The user can check information about the automatic training currently being performed on the scenario selection screen 3000. The time remaining until the automatic training is completed may be counted down in real time in the form of a timer.

[0088] In the training part according to this embodiment, for example, automatic training can be performed up to 50 times per day. Here, a "remaining number of times automatic training" display 2240 is displayed on the scenario selection screen 2200 shown in Fig. 9. In this embodiment, as shown in Fig. 9, three automatic training sessions have already been performed, and it can be seen that 47 automatic training sessions remain. However, by performing the automatic training described above, one of the aforementioned possible number of times automatic training can be performed is consumed, and as shown in Fig. 18, the remaining number of times automatic training can be performed, displayed in the "remaining number of times automatic training" display 3020, is 46. Here, when the user presses the ongoing training display banner 3010, an automatic training content confirmation pop-up 3040 relating to the ongoing automatic training, as shown in FIG. 19, is displayed on the display screen of the user terminal 200.

[0089] 19 is a diagram showing an example of an automatic training content confirmation pop-up 3040 for confirming the content of the automatic training on the scenario selection screen 3000 displayed on the user terminal 200 according to one embodiment of the present invention. As shown in Fig. 19, the automatic training content confirmation pop-up 3040, which is displayed while the automatic training is being executed, has a training cancel button 3041 and an immediate completion button 3042 arranged therein. When the user presses the training stop button 3041, the ongoing automatic training is stopped. In this case, the remaining number of times that automatic training can be performed does not increase. Furthermore, if the ongoing automatic training is stopped, the user will not be able to acquire the character to be trained that has been trained.

[0090] Furthermore, when the automatic training content confirmation pop-up 3040 is displayed, if the user presses the immediate completion button 3042, the automatic training can be completed immediately, regardless of the remaining time until completion, in exchange for subscribing to a paid plan or consuming items, etc. In this case, the subscription to a paid plan or the consumption of items, etc., can be, for example, the purchase of a pass, the consumption of gems, or the consumption of special items. Specifically, immediate completion can also be achieved by consuming "gems," which are a type of virtual currency used in the training portion and are used to perform various in-game actions and purchase specific items. Furthermore, the automatic training may be completed immediately by consuming special items other than those mentioned above. In addition, when the user presses the immediate completion button 3042, a confirmation pop-up screen may be displayed to confirm whether or not it is okay to immediately complete the automatic training in exchange for consuming the item, etc., before consuming the item, etc.

[0091] After the automatic training starts and a predetermined time (eight hours in this embodiment) has elapsed, the game server 100 generates response data including information necessary to generate an automatic training completion screen 3100 as shown in FIG. 20 and transmits this to the user terminal 200 (step S106). The user terminal 200 then displays the automatic training completion screen 3100 (step S209). Note that the automatic training completion screen 3100 may also be displayed by the user pressing an automatic training completion display 2011 on the home screen after automatic training is completed as shown in FIG.

[0092] When the user presses the immediate completion button 3042 on the automatic training content confirmation pop-up 3040, the automatic training completion screen 3100 is displayed on the user terminal 200 without waiting for the aforementioned predetermined time (for example, 8 hours in this embodiment) to elapse.

[0093] In the automatic training, a training log is left on the game server 100 so that the user can check it later. These training logs are used to display a summary of the automatic training, which will be described later.

[0094] 20 is a diagram showing an example of an automatic training completion screen 3100 displayed on a user terminal 200 according to one embodiment of the present invention. The automatic training completion screen 3100 is a screen that displays the training results of a character to be trained whose training has been completed through automatic training, and includes a status display 3110 that displays the ability parameter values ​​improved by the automatic training, the skills acquired, and the like.

[0095] Furthermore, an automatic training summary button 3120 is arranged on the automatic training completion screen 3100, and when the user presses the automatic training summary button 3120 (step S209), a request to display summary information is sent from the user terminal 200 to the game server 100. The game server 100 then generates response data including information necessary to generate an automatic training summary screen and transmits it to the user terminal 200 (step S107). As a result, summary information summarizing the contents of the automatic training is displayed on the user terminal 200 as an automatic training summary pop-up 3140 as shown in FIG. 21 (step S210).

[0096] 21 is a diagram showing an example of a display that is displayed by pressing an automatic training summary pop-up 3140 on an automatic training completion screen 3100 displayed on a user terminal 200 according to an embodiment of the present invention. The automatic training summary pop-up 3140 displays summary information such as that shown below.

[0097] 1) Information about the number of turns in automatic training In this embodiment, as an example, each goal set in the scenario is listed vertically as a checkpoint, and the number of turns elapsed at each checkpoint and, if any, the number of extended turns are displayed separately. This information allows the user to see how many turns have elapsed up to each checkpoint. The display color of extended turns may be made different from the display color of elapsed turns to make them more noticeable. If no extended turns occurred, the "+ (number of extended turns)" may be hidden. The summary information includes information about the number of extended turns because, while in normal manual training, the user can recognize the extension of turns, in automatic training, the user cannot recognize that a turn has been extended.

[0098] 2) Information about the content of automated training 2-1) Information about the options executed by the option execution process in the training part (for example, information about the selected practice menu card, the number of breaks executed, etc.) 2-2) Information about the skills acquired by the character to be trained in the automatic training mode execution process (e.g., the type and level of the acquired skill) 2-3) Information regarding the number of times an event or effect that is beneficial to the development of a character being trained occurs during automatic training (for example, the number of times a special lecture is performed, etc.)

[0099] In the training part of this embodiment, for example, by executing a practice menu associated with a support character or special card, the ability parameter values ​​of the character to be trained may be increased or various events advantageous for training may occur. Randomly occurring events may also make the condition of the character to be trained more favorable. The summary information in this embodiment displays the number of events or effects advantageous for training the character to be trained that have occurred.

[0100] The automatic training summary popup 3140 shown in FIG. 21 displays summary information of the automatic training training content 3141, such as "Selected practice menu card information," "Acquired skills," and "Number of times special lectures have been performed." Note that on automatic training summary pop-up 3140, for example, a number is displayed on the pop-up screen as "Number of times special lecture has been performed," such as display 3141A indicating that the number of times a "special lecture" that is activated under specific conditions has occurred is "26." Also, when there is too much content to display on automatic training summary pop-up 3140, such as "Selected practice menu card information" or "Acquired skills," "Details" button 3141B or "Details" button 3141C is provided, and the user can press the "Details" button corresponding to the summary they want to check to display the content in more detail.

[0101] Here, when the user presses the "Details" button 3141B of the selected practice menu card information on the automatic training summary pop-up 3140, a practice menu card information pop-up 3150 is displayed that shows the type and number of practice menus selected in the automatic training, as shown in Fig. 22. Fig. 22 is a diagram showing an example of the selected practice menu card information pop-up 3150 on the automatic training completion screen 3100 displayed on the user terminal 200 according to one embodiment of the present invention. When the user presses the "Close" button 3152 on the selected practice menu card information popup 3150, the popup closes and the display returns to the automatic training summary popup 3140 shown in FIG.

[0102] Furthermore, when the user presses the "Details" button 3141C for the acquired skills on the automatic training summary pop-up 3140, an acquired skills pop-up 3160 is displayed, which shows the types of skills acquired in the automatic training and the level of each skill, as shown in Fig. 23. Fig. 23 is a diagram showing an example of the acquired skills pop-up 3160 on the automatic training completion screen 3100 displayed on the user terminal 200 according to one embodiment of the present invention. The user can then scroll the screen, etc., to check what types of skills have been acquired and at what level. When the user presses the "Close" button 3162 on the selected acquired skill popup 3160, the popup closes and the display returns to the automatic training summary popup 3140 shown in FIG.

[0103] Furthermore, the user can close the automatic training summary pop-up 3140 by pressing the "close" button 3142 on the automatic training summary pop-up 3140, and transition to the automatic training completion screen 3100 shown in FIG. When the user presses "Complete" button 3130 on automatic training completion screen 3100 shown in FIG. 20, the screen transitions to automatic training completion screen 3200, which shows the training rank, which is an evaluation of the character trained through automatic training.

[0104] 24 is a diagram showing an example of an automatic training completion screen 3200 that includes a display of a training rank, which is an evaluation of a character trained through automatic training, and is displayed on a user terminal 200 according to one embodiment of the present invention. As shown in FIG. 24, automatic training completion screen 3200 includes a training rank display 3210, such as the training rank achieved through automatic training. Additionally, automatic training completion screen 3200 includes a "Retrain with same formation" button 3220. When the user presses "Retrain with same formation" button 3220, the characters to be trained whose training has been completed are made available to the user, and automatic training final confirmation pop-up 2970 shown in Fig. 17 pops up, and based on the procedure described above, automatic training can be started on a team based on a support formation and support equipment formation using characters of the same type, allowing the user to train characters of the same type.

[0105] Then, when the user presses "Complete" button 3230 on automatic training completion screen 3200 shown in Fig. 24, automatic training is completed, and the screen transitions to, for example, scenario selection screen 2200 shown in Fig. 9. This allows the user to incorporate the character to be trained, whose training has been completed, into team composition as a trained character. Furthermore, the user can set up automatic training for developing characters of the same type or different types from the beginning. In the development part of this embodiment, as described above, it is possible to develop multiple characters of the same type. For example, a character named "Yamada Taro" and a character named "Suzuki Ichiro" are different people even if they are trained using the same scenario, so these characters are different types of characters.

[0106] Furthermore, in the game system 1 according to the present embodiment, after or during the training of the first object in the automatic training mode on the user terminal 200, a digest display process may be performed to display a digest of the training scenes up to the completion of the training in the training part of the first object or the training scenes up to the middle of the training, in a video. This allows the user to look back on the training scenes.

[0107] Furthermore, with regard to this digest display process, among the training scenes up to the completion of training in the training part of the character to be trained or training scenes up to the middle of training, for example, training scenes in which the ability parameter value of the character to be trained increases to a predetermined value or more, or the turn in which the ability parameter value has increased the most by executing a practice menu among all turns, may be displayed in a digest on the user terminal 200. This allows only the exciting climax scenes to be displayed in a short time, making it possible to provide a more entertaining game.

[0108] Furthermore, the manual training mode execution processing unit 120 executes manual training in response to a start instruction for manual training from the user. Here, the user may select a second object different from the first object selected for the character to be trained in the automatic training, or may select the first object, as the character to be trained in the training part in the manual training mode.

[0109] In this way, even after starting to train a first object through automatic training and before the completion of automatic training is displayed, the user can start to train a second object different from the first object, or the same first object, through manual training.This makes it possible to train multiple objects in a variety of automatic and manual training patterns within the training part of the game, providing a highly entertaining game.

[0110] As described above, in the training portion of this embodiment, automatic training is performed automatically even when the user is not playing the game, so even users who do not have much time to spend on the game can easily train their characters. Also, because manual training can be performed while waiting for the message that automatic training is complete, users who want to play more can train more characters in this embodiment. On the other hand, automatic training does not allow users to select events or practice menus or make detailed selections regarding skill acquisition, so users will need to choose between automatic and manual training depending on how much detailed management of training content they want.

[0111] The sequence diagram (FIG. 6) according to the present embodiment described above is merely one embodiment. Within the scope of the present invention, processes other than those described using FIG. 6 may be included, some of the processes described in FIG. 6 may be omitted, or the order of the processes may be changed.

[0112] Although the embodiments of the present invention have been described above, the embodiments disclosed herein are illustrative in all respects and should not be considered limiting. The scope of the present invention is defined by the claims rather than the above description, and it is intended to include meanings equivalent to the claims and all modifications within the scope of the claims. [Explanation of symbols]

[0113] 1. Game System 100 game servers 110 Automatic training mode execution processing unit 120 Manual training mode execution processing unit 130 Choice execution processing section 140 Display processing unit 140A Summary information display processing means 140B Digest display processing means 150 Reception Department 200 user terminals 210 Game Apps 1010 Bus 1020 processor 1030 memory 1040 Storage Device 1050 Input / Output Interface 1060 Network Interface A10 Networks

Claims

1. A program for causing a computer to execute a game having a breeding part in which a breeding object is bred, The computer, an automatic training mode execution process for executing the training part in which a first object is trained as the training object in an automatic training mode in response to an automatic training start instruction; a manual training mode execution process for executing the training part in which a second object is trained as the training object in a manual training mode based on an operation of the user in response to a manual training start instruction from the user; a display process for displaying, after a predetermined time has elapsed since the start of the automatic raising mode execution process started by the automatic raising start instruction, that the raising of the first object has been completed; a receiving process for receiving the manual raising start instruction during the predetermined time period from the start; A program that executes the following.

2. The training part includes a plurality of turns, The computer, An option execution process that executes a process based on an option related to the development of the development object in each of the plurality of turns of the development part. The program according to claim 1, further comprising:

3. 2. The program according to claim 1, wherein the first object and the second object are objects of the same type or objects of different types.

4. The program according to claim 2 , wherein the display process includes a process of displaying summary information regarding the content of the training part executed in the automatic training mode.

5. The summary information includes: Information regarding the number of extended turns when the plurality of turns are extended in the training part executed in the automatic training mode; Information about the options executed by the option execution process; Information about skills acquired by the first object in the automatic training mode execution process; and information regarding the number of occurrences of an event or effect that is advantageous to the development of the first object when the event or effect occurs in the automatic development mode execution process; 5. The program according to claim 4, comprising at least one of the following:

6. The program of claim 1, wherein the display processing shortens the time until displaying that the development of the first object has been completed when a predetermined condition is met for the automatic development mode execution processing started by the automatic development start instruction.

7. 7. The program according to claim 6, wherein the predetermined condition is that the user consumes a predetermined item that the user owns in the game, or that the user subscribes to a paid plan.

8. The computer, a digest display process for displaying a digest of a training scene up to the completion of training in the training part of the first object or a training scene up to the middle of training after the training of the first object is completed or during training in the automatic training mode; The program according to claim 1, further comprising:

9. The program described in claim 8, wherein the digest display process displays a digest of a development scene in which information regarding the status of the first object increases to a predetermined value or more, among development scenes up to the completion of development in the development part of the first object or development scenes up to the middle of development.

10. 2. The program according to claim 1, wherein the automatic training mode execution process opens the automatic training mode execution process when the level of the first object is at or above a predetermined stage, allowing the user to instruct the start of automatic training.

11. 2. The program according to claim 1, wherein the automatic development mode execution process limits the number of times the automatic development mode of the first object is executed to a predetermined number of times or less.

12. A game processing method for causing a computer to execute a game having a breeding part in which a breeding object is bred, an automatic raising mode execution processing step of executing the raising part in which a first object is raised as the raising object in an automatic raising mode in response to an automatic raising start instruction; a manual raising mode execution processing step of executing the raising part in which a second object is raised as the raising object in a manual raising mode based on an operation of the user in response to a manual raising start instruction from the user; a display processing step of displaying, after a predetermined time has elapsed since the start of the automatic raising mode execution processing step started by the automatic raising start instruction, that the raising of the first object has been completed; a receiving processing step of receiving the manual raising start instruction during the lapse of the predetermined time from the start; A game processing method comprising:

13. A game processing device that executes a game having a breeding part in which a breeding object is bred, an automatic training mode execution processing means for executing the training part in which a first object is trained as the training object in an automatic training mode in response to an automatic training start instruction; a manual training mode execution processing means for executing the training part in which a second object is trained as the training object in a manual training mode based on an operation by the user in response to a manual training start instruction from the user; a display processing means for displaying a message indicating that the raising of the first object has been completed after a predetermined time has elapsed since the start of the automatic raising mode initiated by the automatic raising start instruction; a reception processing means for receiving the manual raising start instruction during the period from the start until the predetermined time has elapsed; A game processing device comprising:

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