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

The information processing program differentiates game elements with the same characteristics by generating unique effects based on attribute matching and connection states, improving gameplay diversity and engagement.

JP2026037773APending Publication Date: 2026-03-06KOEI TECMO GAMES CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-22
Publication Date
2026-03-06

AI Technical Summary

Technical Problem

Existing games fail to differentiate elements with the same characteristics, leading to uniform game progression effects, which limits the diversity and engagement in gameplay.

Method used

An information processing program that allows players to designate elements with common attributes, generating effects based on matching attributes and connection states, and adjusting probabilities according to player level and character development, enabling unique game progression for each element.

Benefits of technology

Elements with the same characteristics can be differentiated in game progression, enhancing gameplay diversity and engagement through unique effects and character development opportunities.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure aims to make it possible to differentiate elements from each other in terms of game progression, even if the elements have the same characteristics. [Solution] The information processing program 14B accepts the designation of one or more elements from among a plurality of elements each having common characteristics and predetermined attributes, and, if the attributes of the accepted one or more elements satisfy predetermined conditions, causes the computer to execute processing to generate an effect corresponding to the characteristics that affect the progress of the game.
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Description

[Technical Field]

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

[0002] Patent document 1 discloses a system in which a player entrusts a specified character to a client in a game, the system comprising: a sleep information storage unit that stores sleep information of the player in association with the player's player information; a character information storage unit that stores growth conditions using specified parameters of the character in association with the character ID of the character; a deposit control unit that associates the character ID having the specified growth conditions with the player information; a growth control unit that uses at least a part of the sleep information to change the specified parameters of the character corresponding to the character ID; a growth determination unit that determines whether the specified growth conditions of the character corresponding to the character ID have been achieved based on the change in the specified parameters; and a return control unit that cancels the association of the character ID with the player information when the specified growth conditions have been achieved.

[0003] This system has a compounding section that allows a player to combine multiple items they own to create new items. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2023-71499 Summary of the Invention [Problem to be solved by the invention]

[0005] Incidentally, there have been games in the past that generate effects that affect the progress of the game depending on the characteristics assigned to elements such as characters, such as the game with a mixing section disclosed in Patent Document 1, for example.

[0006] However, when the same characteristics are given to multiple elements, the effects that occur are the same, so these elements cannot be differentiated in terms of game progression.

[0007] Therefore, the present disclosure aims to provide an information processing program, an information processing method, and an information processing device that can differentiate elements from the perspective of game progression, even if the elements have the same characteristics. [Means for solving the problem]

[0008] The information processing program of the first aspect causes a computer to execute a process in which it accepts the designation of one or more elements from among a plurality of elements each having common characteristics and predetermined attributes, and if the attributes of the accepted one or more elements satisfy predetermined conditions, generates an effect corresponding to the characteristics that affects the progress of the game.

[0009] The information processing program of the second aspect is the information processing program of the first aspect, wherein the elements for which the designation is accepted are multiple, and the predetermined condition is that at least one set of the attributes of the multiple accepted elements match.

[0010] The information processing program of the third aspect is the information processing program of the second aspect, which further accepts specification of a recipe for creating an item, and causes a computer to execute processing to impart to the item the effect of the element whose attribute matches, if the predetermined condition is met.

[0011] An information processing program of a fourth aspect is an information processing program of any one of the first to third aspects, wherein the element has at least one of a first connection section that is connectable to another element and has the attribute, and a second connection section that is connectable to the first connection section of another element and has the attribute, and the predetermined condition is that the attribute possessed by the first connection section matches the attribute possessed by the second connection section connected to the first connection section.

[0012] The information processing program of the fifth aspect is an information processing program of any one of the first to fourth aspects, and causes a computer to execute a process to correct the probability of increasing the level of the effect depending on at least one of the player's level in the game and, if the element is a character, the character's development status.

[0013] The information processing program of the sixth aspect is the information processing program of the third aspect, in which the recipe is associated with a predetermined recipe character, and the recipe character is displayed after the recipe is selected, causing the computer to execute processing.

[0014] The information processing program of the seventh aspect is the information processing program of the sixth aspect, which causes a computer to execute a process in which, when the element includes a character and at least one character between the recipe character and the character that is the element overlaps, the overlapping character is replaced with a predetermined spare character, and the character that is the element and the recipe character are displayed.

[0015] The information processing program of the eighth aspect is the information processing program of the sixth or seventh aspect, and causes a computer to execute a process in which, when the player is in a state where he or she can obtain the recipe character, the recipe associated with the recipe character is given to the player.

[0016] An information processing program of a ninth aspect is an information processing program of any one of the first to eighth aspects, in which the elements include a first element and a second element, and the information processing program causes a computer to execute processing in which at least one of the first element and the second element is granted to a player according to the progress of the story.

[0017] In a tenth aspect of the information processing method, a computer executes a process in which it accepts the designation of one or more elements from among a plurality of elements each having a common characteristic and a predetermined attribute, and if the attribute of the accepted one or more elements satisfies a predetermined condition, it generates an effect corresponding to the characteristic that affects the progress of the game.

[0018] An information processing device of an eleventh aspect includes a receiving unit that receives the designation of one or more elements from a plurality of elements each having common characteristics and predetermined attributes, and a generating unit that generates an effect corresponding to the characteristics that affect the progress of the game when the attributes of the received one or more elements satisfy predetermined conditions. [Effects of the Invention]

[0019] In the information processing program, information processing method, and information processing device according to the present disclosure, even if elements have the same characteristics, these elements can be differentiated from each other in terms of game progression. [Brief explanation of the drawings]

[0020] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing apparatus according to an embodiment; [Figure 2] FIG. 2 is a block diagram illustrating an example of a functional configuration of the information processing device according to the embodiment. [Figure 3] FIG. 2 is a diagram for explaining the overall information processing according to the embodiment. [Figure 4] FIG. 2 is a schematic diagram illustrating an example of a configuration of a recipe table according to the embodiment. [Figure 5] FIG. 10 is a schematic diagram illustrating an example of a configuration of a reward table according to the embodiment. [Figure 6] FIG. 4 is a schematic diagram illustrating an example of a configuration of a character table according to the embodiment. [Figure 7] FIG. 2 is a schematic diagram showing an example of the configuration of a mixing material table according to the embodiment. [Figure 8] FIG. 2 is a schematic diagram illustrating an example of the configuration of a characteristic level table according to the embodiment. [Figure 9] 1 is a flowchart illustrating a flow of information processing according to an embodiment. [Figure 10] FIG. 10 is a diagram illustrating an example of a probability of a particular level according to an embodiment. [Figure 11] FIG. 10 is a diagram showing an example of a synthesis event scene according to the embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0021] The information processing device 10 according to this embodiment will be described below. Here, "characters" and "mixing materials" are applied as "elements" in the present disclosure, and "color" is applied as an "attribute" in the present disclosure. Here, an example of the technology of the present disclosure will be described in which a new item is created by mixing a recipe and these elements.

[0022] 1 is a block diagram showing the hardware configuration of an information processing device 10. The information processing device 10 is, for example, a home game console, a portable game console, an arcade game console, a smartphone, a tablet terminal, a personal computer, etc. In this embodiment, the information processing device 10 is, for example, a "smartphone." The information processing device 10 is an example of a "computer" and an "information processing device," and the information processing method executed by the information processing device 10 is an example of an "information processing method."

[0023] 1, the information processing device 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a storage 14, a display 15, a speaker 16, and a communication I / F 18. Each component is connected to each other via a bus B so as to be able to communicate with each other.

[0024] The CPU 11 is a central processing unit that executes various programs and controls each part.

[0025] The ROM 12 stores various programs and various data. The RAM 13 serves as a working area for temporarily storing programs or data.

[0026] The storage 14 is configured with a storage device such as a hard disk drive (HDD), a solid state drive (SSD), or a flash memory, and stores various programs and various data. The storage 14 stores, as various data, sound data for playing individual sounds from the speaker 16 while the game is being played. "Individual sounds" include background music (BGM), sound effects, and voices.

[0027] A "game" as used herein refers to a set of activities and rules for playing or competing. Games are played, for example, by players using strategy and skill to achieve a specific goal. Games are played to achieve various goals, for example, competitive goals such as winning, combat goals such as defeating an opponent, educational goals such as learning, and narrative goals such as completing a scenario. Games may be competitive or non-competitive.

[0028] Furthermore, a game processing program 14A and an information processing program 14B are stored in the storage 14. The CPU 11 reads the game processing program 14A and the information processing program 14B from the storage 14, and executes the game processing program 14A and the information processing program 14B using the RAM 13 as a working area.

[0029] The display 15 is, for example, a liquid crystal display, and displays various types of information. In this embodiment, the display 15 has an integrated touch panel, and a player can perform various operations via the touch panel. The speaker 16 plays sounds represented by sound data stored in the storage 14 while the game is being played. The communication I / F 18 is an interface for connecting the information processing device 10 to a network. The communication I / F 18 uses a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark), for example.

[0030] In this embodiment, the game processing program 14A and the information processing program 14B are downloaded from the external server 30 via the communication I / F 18 and installed, but this is not the only possible form. For example, these programs may be stored in advance in the storage 14 of the information processing device 10, or may be executed by accessing the server 30 each time a game is executed. The information processing program 14B is an example of an "information processing program."

[0031] As described above, the information processing device 10 according to this embodiment is a smartphone, and therefore various information is displayed on the display 15, and various game-related operations are performed using a touch panel provided on the display 15. However, this is not a limitation. For example, when a device that does not have a display unit and an input unit built into the main body, such as a home game console, is used as the information processing device 10, the display unit and input unit may be connected to external devices. In this case, the display unit and input unit may be detachable from the main body of the device.

[0032] Next, a description will be given of the functional configuration of the information processing device 10. Fig. 2 is a block diagram showing an example of the functional configuration of the information processing device 10.

[0033] 2, the CPU 11 of the information processing device 10 has, as functional components, a reception unit 11A, a game execution unit 11B, and an information processing unit 11C. Each functional component is realized by the CPU 11 reading and executing at least one of a game processing program 14A and an information processing program 14B stored in the storage 14.

[0034] The reception unit 11A receives input operations for the game from the player using the touch panel.

[0035] The game execution unit 11B executes a predetermined game (hereinafter simply referred to as "game") by executing a game processing program 14A stored in the storage 14. The game according to this embodiment includes a mode in which the player plays alone against the CPU 11, and a mode in which the player plays online with multiple unspecified players via the server 30.

[0036] The information processing unit 11C according to this embodiment includes a receiving unit 11C1, a generating unit 11C2, a correcting unit 11C3, a display unit 11C4, and an assigning unit 11C5.

[0037] The receiving unit 11C1 according to this embodiment accepts the designation of one or more elements from among a plurality of elements each having a common characteristic and a predetermined attribute. The generating unit 11C2 according to this embodiment generates an effect corresponding to the characteristic that influences game progress if the attributes of the one or more elements accepted by the receiving unit 11C1 satisfy a predetermined condition. In contrast, the generating unit 11C2 according to this embodiment does not generate the effect if the predetermined condition is not satisfied. Here, "influencing game progress" refers to, for example, having an effect on the parameters or skills of game objects, including characters or items, or having an effect on the outcome of a battle. Furthermore, "being common" here refers to having the same characteristic between different elements. Specifically, "being common" refers to, for example, a case in which a character has a damage-up characteristic and a compounding material has a damage-up characteristic.

[0038] In the information processing according to the present embodiment, the receiving unit 11C1 receives the designation for a plurality of elements, and the predetermined condition is that at least one set of attributes of the received plurality of elements matches.

[0039] The receiving unit 11C1 according to the present embodiment further receives a recipe specification for creating an item. The generating unit 11C2 according to the present embodiment then generates, as the effect, an effect of an element with a matching attribute being imparted to the item, or an effect of making the effect of an element with a matching attribute a candidate for being imparted to the item.

[0040] A recipe according to this embodiment defines one or more items to be created and one or more elements required to create the items. A recipe may have one or more attributes.

[0041] In the information processing according to this embodiment, the element has at least one of a first connection unit connectable to another element and having an attribute, and a second connection unit connectable to the first connection unit of another element and having an attribute. In the information processing according to this embodiment, the predetermined condition is that the attribute of the first connection unit matches the attribute of the second connection unit connected to the first connection unit. That is, the element according to this embodiment has one or more attributes. The element according to this embodiment may have one or more connection units (one or more of the first connection unit and the second connection unit). The connection unit of one element can be connected to the connection units of one or more other elements. The connection unit may have one or more attributes.

[0042] The information processing device 10 organizes one or more elements according to a configuration diagram. The configuration diagram is, for example, a recipe for creating an item or a formation for forming a party. When the configuration diagram is a recipe, the elements, such as characters and materials, are organized to create an item having an effect corresponding to the characteristics of the elements. When the configuration diagram is a formation, the elements, such as characters, are connected to connecting parts and lined up to generate an effect corresponding to the characteristics of the elements during a battle.

[0043] On the other hand, the correction unit 11C3 according to this embodiment corrects the probability of increasing the effect level according to at least one of the player's level in the game and, if the element is a character, the character's development status. The player's level in the game is, for example, the player level, party level, story progress, etc. The character development status is, for example, the character strengthening status achieved by collecting in-game piece materials, materials obtained when a player pays in-game currency to obtain a duplicate character obtained by lottery, or materials obtained through in-game events, etc.

[0044] In the information processing according to the present embodiment, a recipe is associated with a predetermined recipe character. Then, the display unit 11C4 according to the present embodiment displays the recipe character on the display 15 after the player selects a recipe.

[0045] In addition, in the display unit 11C4 of this embodiment, when an element includes a character and at least one character between a recipe character and an element character overlaps, the overlapping character is replaced with a predetermined spare character and the element character and recipe character are displayed.

[0046] Furthermore, when the player is in a state where the recipe character can be obtained, the granting unit 11C5 according to this embodiment grants the player a recipe associated with the recipe character.

[0047] Here, the state in which a player can obtain a recipe character means, for example, that a new recipe character is distributed as a result of a game update or the like, or that a recipe character will be distributed in the future. Furthermore, the distribution may be, for example, a method in which the character is uniformly given to players, or a method in which the character is made available by lottery. Here, in the information processing according to this embodiment, recipe characters can be obtained by lottery, and recipes can be obtained as the story progresses.

[0048] Furthermore, in the information processing according to this embodiment, the elements include a first element (in this embodiment, a character) and a second element (in this embodiment, a material used to create an item (hereinafter referred to as a "mixing material")). The granting unit 11C5 according to this embodiment grants at least one of the first element and the second element (in this embodiment, both) to the player according to the progress of the story.

[0049] In this way, in the information processing device 10 according to the present embodiment, characters and synthesis materials are provided to the player as the story progresses, but this is not limiting. At least one of the characters and synthesis materials may be provided to the player by the player paying in-game currency.

[0050] The above-mentioned "granting" includes making the object into a state in which the player owns it, and making the object into a state in which the player can own it. Furthermore, the above-mentioned "granting" also includes, for example, granting the object as part of the story progression, making it available for purchase in an in-game shop, or making it into a spoil of battle.

[0051] 3 is a diagram for explaining the overall information processing according to this embodiment. Hereinafter, an example of the information processing according to this embodiment will be described in more detail with reference to FIG.

[0052] 3, in the information processing according to the present embodiment, two characters 52A and 52B and one synthesis material 54 are organized and synthesized for one recipe 50, thereby creating items 90A to 90C according to the recipe 50. In the following, when the characters 52A and 52B are described without distinction, they are collectively referred to as "characters 52." In the following, when the items 90A to 90C are described without distinction, they are collectively referred to as "items 90."

[0053] The basic rules for information processing according to this embodiment are as follows.

[0054] In the formation, a fixed recipe 50 is set first according to the player's specifications, followed by the formation of the first character 52A, the second character 52B, and a single compounding material 54. Here, the next element cannot be formed unless the previous element is formed.

[0055] The materials required other than the item 90 created by synthesis and the composition (in the example shown in FIG. 3, these are labeled "required materials," and hereinafter referred to as "required materials") are determined by the recipe 50. The recipe 50 is also associated with three support characters (in the example shown in FIG. 3, these are labeled "support characters") that correspond to the recipe characters described above. Furthermore, the recipe 50 has multiple colors of the exit 62 as attributes (three in the example shown in FIG. 3).

[0056] Characters 52A and 52B each have attributes, such as the color of the entrance 60 and the color of the exit 62, and a plurality of characteristics 70. Here, the characteristics 70 change depending on the type of item 90 to be created. In FIG. 3, for convenience, the difference in color between the entrance 60 and the exit 62 is expressed as a difference in fill pattern, but in reality, colors such as red, blue, green, etc. are applied. The entrance 60 corresponds to the first connection part described above, and the exit 62 corresponds to the second connection part described above.

[0057] Each compound ingredient 54 has the color of the entrance 60 and a characteristic 70. Here, the characteristic 70 is unique to each compound ingredient 54.

[0058] There are multiple items 90 that can be created in one synthesis, and there are two types: synthesis items (items 90A and 90B in the example shown in Figure 3) and development materials (item 90C in the example shown in Figure 3). Of these, only synthesis items are given characteristics 92A and 92B.

[0059] A predetermined number of characteristics are assigned to each compounded item by lottery with equal probability from among characteristics 70 possessed by elements whose entrance 60 color matches the color of the exit 62 in front when organized, and characteristics 70 possessed by elements whose entrance 60 color does not match the color of the exit 62 in front, replaced with a "no effect" characteristic.

[0060] For any traits drawn other than "No effect," a trait level is drawn and given to the completed compound item.

[0061] In the example of the formation shown in Fig. 3, the color of one of the three exits 62 of the recipe 50 matches the color of the entrance 60 of the character 52A whose entrance 60 is connected to that exit 62. Therefore, the two characteristics of the character 52A (in the example shown in Fig. 3, "Damage Up" and "Fire Attribute Damage Up") become candidates for the characteristics to be imparted to the item 90 to be created.

[0062] In addition, in the example of the formation shown in Figure 3, the color of the exit 62 of character 52A does not match the color of the entrance 60 of character 52B connected to said exit 62, so the two characteristics 70 of character 52B (in the example shown in Figure 3, "fire resistance down" and "weakness damage up") are replaced with two "no effect".

[0063] Furthermore, in the example of the formation shown in Figure 3, the color of the outlet 62 of the character 52B matches the color of the inlet 60 of the compound material 54 connected to the outlet 62. Therefore, the two properties of the compound material 54 (in the example shown in Figure 3, "Damage Increase" and "Recovery Increase") become candidates for properties to be imparted to the item 90 to be created.

[0064] In the example shown in Figure 3, two of the six characteristics (effects) are selected by lottery with equal probability and are given to the compound items 90A and 90B. At this time, the selected characteristic level (in the example shown in Figure 3, shown as "Lv. 5", "Lv. 3", etc.) is given to each characteristic except for "no effect" given to items 90A and 90B.

[0065] In the game according to this embodiment, a support character is granted to a player by the player paying in-game currency. Furthermore, in the game according to this embodiment, the player can acquire characters 52 and necessary materials as the game progresses. Furthermore, recipes 50 according to this embodiment are added to the game according to this embodiment as needed. Support characters associated with recipes 50 newly added to the game include characters newly adopted in the game.

[0066] Note that the support characters associated with the recipe 50 may be dynamically changed by referring to the characters 52 possessed by the player so as to include characters not possessed by the player.

[0067] The basic rules of information processing according to this embodiment are as described above, but are not limited to these. For example, the number of characters 52 to be organized is not limited to two, but may be one, three, or more, or the character 52 may not be included as an element. Furthermore, the number of support characters associated with the recipe 50 is not limited to three, but other numbers of support characters may be associated with the recipe 50. Furthermore, it is not necessary to include the recipe 50 and the synthesis materials 54 in the organization; it is also possible to have a configuration in which either the recipe 50 or the synthesis materials 54, or both, are not included in the organization.

[0068] Furthermore, the types of items 90 are not limited to two types, namely, synthesis items and development materials, and may be in a form in which only one of synthesis items and development materials is applied, or in which other types of items are applied.

[0069] 3, the shapes of the entrances 60 and exits 62 are different for each color, such as a circle, a triangle, or a pentagon, but this is not limiting. For example, the shapes may be the same and only the colors may be different, or the colors may be the same and only the shapes may be different. Furthermore, other visually distinguishable states, such as geometric states other than color and shape, such as size, or display states such as blinking or reverse display, may be applied as attributes.

[0070] In the information processing device 10 according to this embodiment, in order to realize the above information processing, the following tables are stored in the storage 14: a recipe table, a reward table, a character table, a compounding material table, and an attribute level table. These tables will be described below with reference to Figs. 4 to 8. Figs. 4 to 8 are schematic diagrams showing examples of the configurations of the recipe table, reward table, character table, compounding material table, and attribute level table according to this embodiment, respectively.

[0071] As shown in FIG. 4, the recipe table according to this embodiment stores information on recipes, required materials, exit colors, normal slots, fixed slots, winning probabilities, reward tables, and support characters.

[0072] The recipe is information indicating the name of the recipe 50 described above, the required materials are information indicating the names and numbers of the required materials described above, and the exit color is information indicating the color of the exit 62 described above assigned to the corresponding recipe 50.

[0073] In addition, the above-mentioned normal frame is information indicating the number of items 90 to be created, which may include both the above-mentioned compounding items and development materials, and the above-mentioned fixed frame is information indicating the number of items 90 to be created, which will always include compounding items.

[0074] In addition, the above-mentioned winning probability is information indicating the probability that an item with a winning flag (a circle in the example shown in Figure 5) in the reward table (see also Figure 5) described below will be selected within the confirmed frame.

[0075] The reward table is information for specifying the reward table to be applied when compounding with the corresponding recipe 50. The support character is information indicating the name of the support character associated with the corresponding recipe 50 and corresponding to the recipe character described above.

[0076] On the other hand, as shown in Fig. 5, the reward table according to this embodiment stores information on reward, type, weight, winning flag, probability in normal slot, and probability in fixed slot. Note that the reward table shown in Fig. 5 is an example of a reward table corresponding to the case where recipe 50 in the recipe table shown in Fig. 4 is "Recipe 1".

[0077] The reward is information indicating the name of the item 90 that can be created as a reward from the corresponding recipe 50, the type is information indicating the type of the corresponding item 90 (synthetic item or development material), and the weight is information indicating the weight of the corresponding item 90. Also, the hit flag is information that identifies the item 90 that corresponds to the hit probability in the recipe table, as described above.

[0078] The probability in the normal slot is information indicating the probability of being selected at the time of lottery according to the corresponding weight of the normal slot item 90. In the example shown in FIG. 5, a total of five types of items 90 are prepared as the normal slot items 90: three types of compound items and two types of development materials. In the example shown in FIG. 5, the weights of the items 90 are 5, 15, 15, 30, and 35, respectively, so the probability of each item 90 being selected in the normal slot is 5%, 15%, 15%, 30%, and 35%, respectively.

[0079] In contrast, the above-mentioned probability in the fixed slot is information indicating the probability that the probability of an item 90 with a hit flag attached among the fixed slot items 90 being selected is the corresponding hit probability in the recipe table, and is determined to be a probability according to the corresponding weight. In the example shown in Figure 5, three types of compound items are prepared as the fixed slot items 90, and two of these compound items are attached with a hit flag, while the corresponding hit probability is set to 20%, and the weight of each item is as described above. Therefore, in this case, the probability of each item 90 being selected in the fixed slot is 5%, 15%, 80%, 0%, and 0%, respectively.

[0080] In order to avoid confusion, the reward table is described as having the probability of winning in the normal slot and the probability of winning in the fixed slot stored therein, but in reality, this information is not stored in the reward table. This information is created in the above-mentioned procedure by referencing the winning probability in the recipe table and the weight and winning flag in the reward table.

[0081] Incidentally, the characteristics possessed by the elements of the character 52 and the synthesis material 54 according to this embodiment are divided into two types: equipment items and battle items.

[0082] Therefore, as shown in FIG. 6, the character table according to this embodiment stores information on characters, possessed characteristics (equipped items), possessed characteristics (battle items), entrance colors, and exit colors.

[0083] The characters are information indicating the names of the characters 52 that are compatible with the information processing according to this embodiment. The possessed characteristics (equipped items) are information indicating characteristics possessed by the corresponding characters 52 as equipped items, and the possessed characteristics (battle items) are information indicating characteristics possessed by the corresponding characters 52 as battle items. The entrance color is information indicating the color of the entrance 60 of the corresponding characters 52, and the exit color is information indicating the color of the exit 62 of the corresponding characters 52.

[0084] As shown in FIG. 7, the mixing material table according to this embodiment stores information on mixing materials, attribute types, possessed attributes, and entrance colors.

[0085] The above-mentioned blending material is information indicating the name of each blending material 54 that is supported by the information processing according to this embodiment. Also, the above-mentioned characteristic type is information indicating the type of characteristic possessed by the corresponding blending material 54, the above-mentioned possession characteristic is information indicating the characteristic possessed by the corresponding blending material 54, and the above-mentioned entrance color is information indicating the color of the entrance 60 of the corresponding blending material 54.

[0086] On the other hand, the characteristic level table according to this embodiment is a table that stores information to be applied in the lottery for the characteristic levels described above, and stores information on the characteristic levels and weights as shown in FIG.

[0087] The attribute level is information indicating a predetermined number of levels (five levels in this embodiment) of attributes applied in the information processing according to this embodiment, and the weight is information indicating a weight that contributes to the selection of the corresponding attribute level. Note that in the information processing according to this embodiment, the larger the attribute level value, the higher the level. In the information processing according to this embodiment, attribute levels 4 and 5 are considered to be high levels, and the probability of applying these levels to the lottery for the attribute level is corrected according to the player's rank (hereinafter referred to as "player rank"), which indicates the player's level in the game, and the development status of the character 52 (hereinafter referred to as "organized character development status").

[0088] Next, the flow of information processing according to this embodiment will be described with reference to FIG. 9. FIG. 9 is a flowchart showing the flow of information processing according to this embodiment. Information processing is performed by the CPU 11 reading the information processing program 14B from the storage 14, expanding it in the RAM 13, and executing it. As an example, this information processing is performed when the game processing program 14A is being executed by the game execution unit 11B, and an item 90 is being created using a recipe 50 selected by the player (hereinafter referred to as the "target recipe"). Note that, in order to avoid confusion, the following case will be described: a recipe table; a reward table containing information on the probability of a normal slot and the probability of a fixed slot; a character table; a compounding material table; and an attribute level table; all of which are created in advance. Also, in order to avoid confusion, the following case will be described: a player rank and a character development status are specified in advance.

[0089] 9, the CPU 11 receives the organization of the character 52A, the character 52B, and the ingredients 54 for the target recipe selected by the player, in that order. After the player has completed the organization, the player inputs a command to start synthesis using the organization. Therefore, in step 102, the CPU 11 waits until the input of a command to start synthesis is received.

[0090] In step 104, the CPU 11 refers to the recipe table, identifies the necessary materials for the target recipe, and then determines whether the player possesses the identified necessary materials. If the determination is negative, the process returns to step 100, whereas if the determination is positive, the process proceeds to step 106.

[0091] In step 106, the CPU 11 refers to the recipe table and the reward table corresponding to the target recipe, and conducts a lottery as described above to determine one item 90 (hereinafter referred to as the "target item") from among the items 90 in the regular slot and the items 90 in the fixed slot corresponding to the target recipe.

[0092] In step 108, the CPU 11 determines whether the target item is a compounded item, and if the determination is negative, the process proceeds to step 122, whereas if the determination is positive, the process proceeds to step 110.

[0093] In step 110, the CPU 11 determines whether or not the colors of all combinations of the exits 62 in the formation and the entrances 60 connected to the exits 62 match. If the determination is affirmative, the CPU 11 proceeds to step 114, whereas if the determination is negative, the CPU 11 proceeds to step 112.

[0094] In step 112, the CPU 11 changes the property of the element whose entrance 60 color does not match the color of the exit 62 connected to that entrance 60 to "no effect", and then proceeds to step 114.

[0095] In step 114, the CPU 11 performs a lottery to determine one property (hereinafter referred to as "target property") to be imparted to the target item, as described above, for the properties of each element that have undergone the above processes.

[0096] In step 116, the CPU 11 determines whether the target characteristic is a characteristic other than "no effect." If the determination is negative, the process proceeds to step 120, whereas if the determination is positive, the process proceeds to step 118.

[0097] In step 118, the CPU 11 performs a lottery to determine the attribute level to be assigned to the target attribute as follows.

[0098] First, the CPU 11 reads all information (hereinafter referred to as "basic characteristic level information") from the characteristic level table.

[0099] Next, as shown in Figure 10 as an example, the CPU 11 derives the probability of each characteristic level value (in this embodiment, a value indicating one of five levels) being selected by applying a correction to the weight in the basic characteristic level information according to the player rank and the organized character development status.

[0100] Finally, the CPU 11 uses the derived probability to determine the characteristic level to be assigned to the target characteristic by lottery.

[0101] 10, the correction rate based on the player rank is 10%, the correction rate based on the character training status of the organized characters is 30%, and a total correction of 40% is applied to the higher attribute levels "4" and "5", but this is not limited to this. For example, the correction may be applied only to the highest attribute level.

[0102] In step 120, the CPU 11 determines whether or not all the lotteries for the characteristics to be assigned to the target item in step 114 have been completed. If the determination is negative, the process returns to step 114, whereas if the determination is positive, the process proceeds to step 122.

[0103] In step 122, the CPU 11 determines whether or not all the lotteries for determining the target items in step 106 have been completed. If the determination is negative, the process returns to step 106, whereas if the determination is positive, the process proceeds to step 124.

[0104] The necessary materials applied in the above synthesis are consumed (deleted) by the CPU 11 from the necessary materials possessed by the player.

[0105] In step 124, CPU 11 refers to the recipe table to identify a support character corresponding to the target recipe. Then, CPU 11 performs an effect of displaying on display 15 an event scene (hereinafter referred to as a "synthesis event scene") in which the identified support character and the organized characters 52 appear in a scene in which synthesis is performed through organization according to the target recipe. In step 126, CPU 11 uses the various information obtained by the above processes to create the final item 90 to be given to the player, and then ends this information processing.

[0106] FIG. 11 shows an example of a synthesis event scene according to this embodiment.

[0107] As shown in FIG. 11, in the synthesis event scene according to this embodiment, a total of five character images 56A to 56E, including the two characters 52 used in the formation and the three support characters corresponding to the target recipe, are displayed on the display 15 as moving images.

[0108] In this case, if the target recipe is a new one that has been adopted in the game, the support characters will also include characters that have been newly adopted in the game, thereby making it possible to appeal to the player about the existence of the new characters.

[0109] As described above, when this synthesis event scene is displayed, if at least one character among the support characters and the organized characters 52 overlaps, the overlapping character is replaced with a predetermined reserve character. For this reason, information indicating the reserve character is pre-registered in the storage 14.

[0110] In addition, in this embodiment, the synthesis event scene is displayed after the synthesis processing is completed, but this is not limited to this. For example, the synthesis event scene may be displayed immediately after the player has finished organizing their team, or may be displayed during the synthesis processing.

[0111] As described above, in the information processing device 10, the CPU 11 receives the designation of one or more elements from among a plurality of elements (in this embodiment, the characters 52 and the mixing materials 54) each having a common characteristic and a predetermined attribute (in this embodiment, color), and executes a process to generate an effect corresponding to the characteristic that affects the progress of the game if the attribute of the received one or more elements satisfies a predetermined condition. This allows elements with the same characteristic to be differentiated from each other in terms of the progress of the game.

[0112] Furthermore, in the information processing device 10, the elements for which the designation is accepted are plural, and the predetermined condition is that at least one set of attributes of the accepted elements match, thereby making it possible to generate the effect described above depending on the matching state of attributes between the plural elements.

[0113] In addition, in the information processing device 10, the CPU 11 further receives a designation of a recipe for creating an item, and generates an effect that designates the effect of an element having a matching attribute as a candidate for imparting to the item. This makes it possible to impart the effect of the element to the item in accordance with the recipe designation by the player.

[0114] Furthermore, in the information processing device 10, the element has at least one of a first connection part (inlet 60 in this embodiment) connectable to another element and having an attribute, and a second connection part (exit 62 in this embodiment) connectable to the first connection part of another element and having an attribute, and the predetermined condition is that the attribute of the first connection part matches the attribute of the second connection part connected to the first connection part. This makes it possible to represent the state of the formation by the connection state between the first connection part and the second connection part, allowing the player to easily understand the state of the formation he or she has made.

[0115] Furthermore, in the information processing device 10, the CPU 11 executes a process of correcting the probability of increasing the level of the effect in accordance with at least one of the player's game level and, if the element is a character, the character's development status, thereby improving the player's game performance and character development status.

[0116] Furthermore, in the information processing device 10, a recipe is associated with a predetermined recipe character, and the elements are characters, and the CPU 11 executes a process of displaying the recipe character and the element characters after a recipe is selected, thereby making it possible to appeal to the player about the characters newly registered in the game.

[0117] Furthermore, in the information processing device 10, when the elements include characters and at least one of the recipe characters and the element characters overlap, the CPU 11 executes a process of replacing the overlapping character with a predetermined spare character and displaying the element character and the recipe character. This prevents overlapping of characters displayed in the synthesis event scene, thereby avoiding the player feeling uncomfortable.

[0118] Furthermore, in the information processing device 10, when a recipe character is available to the player, the CPU 11 executes a process of giving the player a recipe associated with the recipe character, thereby making it possible to appeal to the player about the new character in a natural way.

[0119] Furthermore, in the information processing device 10, the elements include a first element (in this embodiment, the character 52) and a second element (in this embodiment, the compound material 54), and the CPU 11 executes a process of granting at least one of the first element and the second element to the player according to the progress of the story. This makes it possible to guide the player in the direction of wanting at least one of the character 52 and the compound material 54 as a commodity.

[0120] In the above embodiment, the effect of an element with a matching attribute is selected as a candidate for being imparted to an item, but the present invention is not limited to this. For example, the effect of an element with a matching attribute may be directly imparted to an item.

[0121] Furthermore, the information processing performed by the CPU 11 after reading and executing software (programs) in the above embodiment may be performed by various processors other than a CPU. Examples of such processors include programmable logic devices (PLDs) whose circuit configuration can be changed after fabrication, such as field-programmable gate arrays (FPGAs), and dedicated electrical circuits, such as application-specific integrated circuits (ASICs), which are processors with circuit configurations specifically designed to perform specific processing. Information processing may be performed by one of these various processors, or by a combination of two or more processors of the same or different types (e.g., multiple FPGAs, or a combination of a CPU and an FPGA). The hardware structure of these various processors is, more specifically, an electrical circuit that combines circuit elements such as semiconductor devices. [Explanation of symbols]

[0122] 10 Information processing device (an example of a computer and information processing device) 11 CPU 11A Reception 11B Game Execution Unit 11C Information Processing Section 11C1 Reception 11C2 Generator 11C3 Correction section 11C4 Display section 11C5 Granting Department 12 ROM 13 RAM 14. Storage 14A Game Processing Program 14B Information processing program (example of information processing program) 15 Display 16 speakers 18 Communication I / F 30 servers 50 recipes 52, 52A, 52B characters 54 Compounding Materials 56A~56E Character images 60 Entrance 62 Exit 70 characteristics 90 items 90A, 90B Items (Synthetic Items) 90C Item (Growth Material) 92A, 92B characteristics

Claims

1. Accepting designation of one or more elements from a plurality of elements each having a common characteristic and a predetermined attribute; generating an effect corresponding to the characteristic that has an effect on the progress of the game when the attribute of the one or more received elements satisfies a predetermined condition; An information processing program that causes a computer to execute a process.

2. the element for accepting the designation is plural, the predetermined condition is that at least one set of the attributes of the received plurality of elements matches; The information processing program according to claim 1 .

3. It also accepts recipes for creating items, If the predetermined condition is satisfied, the effect of the element whose attribute matches is imparted to the item.

3. The information processing program according to claim 2, which causes a computer to execute the process.

4. the element has at least one of a first connection part connectable to another element and having the attribute, and a second connection part connectable to the first connection part of another element and having the attribute, the predetermined condition is a condition that the attribute of the first connection unit matches the attribute of the second connection unit connected to the first connection unit; 4. The information processing program according to claim 1.

5. correcting the probability of increasing the level of the effect according to at least one of the player's level in the game and, if the element is a character, the character's development status; 4. The information processing program according to claim 1, which causes a computer to execute the process.

6. The recipe is associated with a predetermined recipe character, After the recipe is selected, the recipe character is displayed.

4. The information processing program according to claim 3, which causes a computer to execute the process.

7. When the element includes a character and at least one character of the recipe character and the character that is the element overlaps, the overlapping character is replaced with a predetermined spare character, and the character that is the element and the recipe character are displayed.

7. The information processing program according to claim 6, which causes a computer to execute the process.

8. When the player is in a state where the recipe character can be obtained, the recipe associated with the recipe character is given to the player.

7. The information processing program according to claim 6, which causes a computer to execute the process.

9. The elements include a first element and a second element, granting at least one of the first element and the second element to a player according to the progress of the story; 2. The information processing program according to claim 1, which causes a computer to execute the process.

10. Accepting designation of one or more elements from a plurality of elements each having a common characteristic and a predetermined attribute; generating an effect corresponding to the characteristic that has an effect on the progress of the game when the attribute of the one or more received elements satisfies a predetermined condition; An information processing method in which processing is performed by a computer.

11. a receiving unit configured to receive designation of one or more elements from a plurality of elements each having a common characteristic and a predetermined attribute; a generating unit that generates an effect corresponding to the characteristic that has an effect on the progress of the game when the attribute of the one or more received elements satisfies a predetermined condition; An information processing device comprising:

Citation Information

Patent Citations

  • Character keeping system, character keeping method, and character keeping program

    JP2023071499A