Game control method, computer and control program
The system addresses the issue of gameplay disruption by enabling automatic point recovery, ensuring continuous engagement and reducing player frustration in games with depleting in-game currencies.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-12-09
- Publication Date
- 2026-03-10
AI Technical Summary
Existing game systems risk discouraging players by temporarily halting gameplay when in-game points are depleted, leading to a loss of motivation due to the inconvenience of manual recovery item usage.
Implement a system where players can automatically recover points or use recovery items when their balance falls below a certain threshold, with options for setting recovery frequency, amount, and item usage based on player preferences and game conditions.
Maintains player motivation by allowing continuous gameplay through automatic point recovery, enhancing engagement and reducing frustration related to point depletion.
Smart Images

Figure 2026041952000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game control method, a computer, and a control program. [Background technology]
[0002] In recent years, servers that provide games to mobile terminals via communication networks have become widespread. Such a server allows players to play against enemy characters using their own characters, for example. A game where you progress through a game scenario and clear a quest. We provide services such as:
[0003] In such games, points are used to perform various events, including battles or quests. These points are consumed each time you battle or complete a quest. If these points fall below the required value for a battle or quest, the battle or quest will end. You will be unable to perform quests. These points will recover after a certain amount of time has passed. However, by using certain recovery items, you can recover without waiting for a certain amount of time to pass. However, the operation to use a specific recovery item is different from the player's. This can be annoying to players and can discourage them from continuing to play the game. It was.
[0004] For example, in Patent Document 1, the parameters consumed in a battle with an enemy character are completely If all of the damage is consumed, a bulk input button will appear to input recovery and attack damage at once. When the player selects the batch input button, the consumed parameters are restored and A game system is disclosed in which attacks are made against enemies. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-230229 Summary of the Invention [Problem to be solved by the invention]
[0006] In the game system described in Patent Document 1, the player can recover and attack with just one operation. However, the consumption parameter When the data is completely consumed, the game (match) is temporarily stopped, so the player's game There was a risk that this would undermine their motivation to continue.
[0007] The present invention has been made to solve such conventional problems, and Game control method, computer, and control program that enable players to maintain their motivation to continue playing The aim is to provide grams. [Means for solving the problem]
[0008] The game control method according to the present invention is a game control method in a computer that executes a game. The law allows players to use their own points to perform events in the game. Points, and recovery points or recovery items for recovering owned points are stored. If the number of points owned is equal to or greater than a certain value, the event will be executed and the owned points will be used. A certain amount of points are consumed, and when the owned points fall below the certain amount, recovery points are Or, it includes automatically recovering owned points using recovery items.
[0009] In addition, in the game control method according to the present invention, the points owned by the player are automatically It is possible to set whether to recover or not, and to automatically recover owned points. It is preferable to automatically restore owned points only when the player has completed the game.
[0010] In addition, in the game control method according to the present invention, a recovery item that can be automatically used by a player is The number and / or type of items can be set to automatically recover points. Preferably, only the automatically available number and / or type of recovery items are used.
[0011] In the game control method according to the present invention, the recovery points that can be automatically used by the player are Accepts the setting of the value of points and automatically recovers owned points. Preferably, only the recovery points of the values are used.
[0012] In the game control method according to the present invention, the number of times that the owned points are automatically restored is It is preferable to give a bonus to the player depending on the amount of the bonus.
[0013] In the game control method according to the present invention, the number of times that the owned points are automatically restored is It is preferable to change the recovery rate or amount of owned points depending on the situation.
[0014] In the game control method according to the present invention, the number of times that the owned points are automatically restored is It is preferable to change the predetermined value to be consumed depending on the amount of energy consumed.
[0015] In the game control method according to the present invention, when owned points are automatically restored, The recovery rate or amount of points recovered is greater than when the player recovers the points they own according to their instructions. It is preferable to set it high.
[0016] In addition, in the game control method according to the present invention, for each player, other information related to the player is When a player is remembered and their points are automatically restored, other points related to the player are also restored. It is preferable that the player's points are also automatically restored.
[0017] In the game control method according to the present invention, the other players related to the player include: Other players who belong to the same group as the player, other players who are friends with the player The player, or other players who have helped the player in previous matches or quests It is preferable that:
[0018] In the game control method according to the present invention, the events include a first event and a second event. A second event that is different from the first event and you can use the points you own for the first event. When dynamically recovering, the points owned for the second event are automatically recovered. It is preferable.
[0019] In addition, in the game control method according to the present invention, The number of times you can automatically recover your points depending on the attributes of the game media you are playing. It is preferable to set
[0020] In the game control method according to the present invention, the number of owned points is adjusted according to the difficulty level of the event. It is preferable to set the number of times that the device can be automatically restored.
[0021] In the game control method according to the present invention, the event may be a battle or a quest. It is preferable that:
[0022] The computer according to the present invention is a computer that executes a game, The points owned by the player for carrying out events in the game, and a storage unit for storing recovery points or recovery items for recovering points; If the points held are equal to or greater than a certain value, the event will be executed and the points held will be used. an event execution unit that consumes a predetermined value from the points, and an automatic recovery unit that automatically recovers owned points using recovery points or recovery items; , and is equipped with.
[0023] The control program according to the present invention is a control program for a computer that executes a game. A game in which a player owns possession points for executing events in the game. and the recovery points or recovery items for recovering owned points. If the number of points owned is equal to or greater than a predetermined value, an event is executed and the number of points owned is used. When the points you have are less than the specified value, you will receive recovery points or The computer will automatically recover points using recovery items. Can. [Effects of the Invention]
[0024] The game control method, computer, and control program according to the present invention are If the points required for execution fall below a certain value, the player will have the points. By automatically recovering using recovery points or recovery items, the player can This will enable them to maintain their motivation to continue participating in the program. [Brief explanation of the drawings]
[0025] [Figure 1] 1 is a diagram illustrating an example of a schematic configuration of a game system 1. FIG. [Figure 2] FIG. 2 is a diagram illustrating an example of a schematic configuration of a mobile terminal 2. [Figure 3] FIG. 2 is a diagram illustrating an example of a schematic configuration of a server 3. [Figure 4] FIG. 1A is a diagram showing an example of the data structure of a player management table, and FIG. 1B is a diagram showing an example of the data structure of a card management table. [Figure 5] 10(a) to 10(d) are diagrams showing examples of the display screen of the mobile terminal 2. FIG. [Figure 6] 10(a) to 10(d) are diagrams showing examples of the display screen of the mobile terminal 2. FIG. [Figure 7] 10(a) to 10(c) are diagrams showing an example of a display screen of the mobile terminal 2. FIG. [Figure 8] FIG. 2 is a diagram showing an example of an operation sequence of the game system 1. [Figure 9] FIG. 10 is a diagram showing an example of an operational flow of a game progression process by the server 3. [Figure 10] FIG. 10 is a diagram showing an example of an operation flow of an automatic recovery setting process by the server 3. [Figure 11] FIG. 10 is a diagram showing an example of an operational flow of an event execution process by the server 3. DETAILED DESCRIPTION OF THE INVENTION
[0026] Various embodiments of the present invention will be described below with reference to the drawings. The technical scope of the present invention is not limited to these embodiments, but includes the inventions and their equivalents described in the claims. Please note that this covers equivalents.
[0027] (1) Overview of this embodiment In the game system of this embodiment, a player plays a game provided by a server using a mobile terminal. The server will use the player's own data as an event in the game it provides. A battle (competition) is carried out with an enemy character using the game media. Characters are game media or non-player characters owned by other players. Game media is electronic data used in the game, such as cards, items, The game content includes characters and avatars, etc. The game content may be changed by the player as the game progresses. and acquire, possess, use, manage, exchange, synthesize, enhance, sell, discard, and / or Although it is electronic data that can be given as a gift, the manner of use of the game media is not specified in this specification. In this embodiment, the game medium is a card that has been registered in advance in the game system. This will be explained as an example.
[0028] In this game, players are given battle points to carry out battles. Battle points are consumed each time you battle, and If your level falls below the required value to execute a battle, you will no longer be able to execute a battle. Points are recovered by a set amount every time a certain amount of time has passed, and you can also use specific recovery items. In the game system of this embodiment, the player can recover by using When the player's points fall below the required value to start a battle, the player will be able to use the recovery items they own. It is also possible to set it to automatically recover using the game. If the player's points fall below the required value to carry out a battle, they can still use certain recovery items. You can continue the battle without using the system to restore your battle points. This makes it possible to maintain the player's motivation to continue playing the game.
[0029] (2) Configuration of Game System 1 FIG. 1 is a diagram showing an example of a schematic configuration of a game system 1. As shown in FIG.
[0030] The game system 1 includes at least one mobile terminal 2 and a server 3. 2 and the server 3 are connected to each other via a communication network, for example, a base station 4, a mobile The mobile terminals are connected to each other via a mobile communication network 5, a gateway 6, and the Internet 7. A program (e.g., a browsing program) running on Terminal 2 and a program running on Server 3 Programs (e.g., game programs) are programs that use the Hypertext Transfer Protocol (Hypertex Communication is performed using communication protocols such as HTTP (HTTP Transfer Protocol).
[0031] (2.1) Configuration of mobile device 2 FIG. 2 is a diagram showing an example of a schematic configuration of the mobile terminal 2. As shown in FIG.
[0032] The mobile terminal 2 is connected to a base station 4, a mobile communication network 5, a gateway 6, and the Internet 7. The mobile terminal 2 is connected to the server 3 via the mobile terminal 2 and communicates with the server 3. In response to the operation of the buttons, the game provided by the server 3 is executed. The mobile terminal 2 includes a terminal communication unit 21, a terminal storage unit 22, an operation unit 23, a display unit 24, and a terminal and a final processing section 25.
[0033] In this embodiment, the mobile terminal 2 is a multi-function mobile phone (a so-called "smartphone" ) is assumed, but the present invention is not limited to this. If possible, for example, mobile phones (so-called "feature phones"), mobile information terminals ( Personal Digital Assistant (PDAs), portable game consoles, portable music players, tablet PCs C etc. is also acceptable.
[0034] The terminal communication unit 21 is a communication interface including an antenna having a sensitivity band within a predetermined frequency band. The terminal communication unit 21 includes an interface circuit for connecting the mobile terminal 2 to a wireless communication network. The base station 4 communicates with the base station 4 via a channel assigned by the base station 4. Communication is performed by establishing a wireless signal line using a method such as the Vision Multiple Access. The terminal processing unit 21 transmits the data supplied from the terminal processing unit 25 to the server 3, etc. The receiving unit 21 supplies the data received from the server 3 or the like to the terminal processing unit 25.
[0035] The terminal storage unit 22 includes, for example, a semiconductor memory. Operating system programs, driver programs, applications used in processing in For example, the terminal storage unit 22 stores driver programs, data, etc. The programs include an input device driver program for controlling the operation unit 23, a display unit 24, The terminal storage unit 22 stores an output device driver program that controls the application. As an application program, the server 3 provides display data relating to the game. The computer program is stored in a CD-R, for example. OM (compact disk read only memory), DVD-ROM (digital versatile disk re from a computer-readable portable recording medium such as a portable read-only memory, The program may be installed in the terminal storage unit 22 using a backup program or the like. The unit 22 receives data from the server 3, such as display data, video data, The terminal storage unit 22 stores image data and other data. Furthermore, the terminal storage unit 22 stores temporary data related to a predetermined process. may be temporarily stored.
[0036] The operation unit 23 may be any device that can operate the mobile terminal 2, for example. , a touch panel input device, a keypad, etc. The player uses the operation unit 23 to The operation unit 23 can input letters, numbers, etc. When operated by a player, The generated signal is sent to the terminal as a command from the player. The waste is supplied to a post-treatment section 25 .
[0037] The display unit 24 may be any device capable of displaying videos, images, etc. For example, touch panel display devices, liquid crystal displays, organic EL (Electro-Luminescence The display unit 24 responds to the video data supplied from the device processing unit 25. It displays the video, images according to the image data, etc.
[0038] The device processing unit 25 includes one or more processors and their peripheral circuits. 25 is a device that controls the overall operation of the mobile terminal 2, and includes, for example, a CPU (Ce The device processing unit 25 is a central processing unit (CSM). The program is executed in an appropriate procedure according to the program stored in the operation unit 22, the operation of the operation unit 23, etc. The terminal processing unit 25 controls the operations of the terminal communication unit 21, the display unit 24, etc. The programs stored in the memory unit 22 (operating system programs, drivers, It also executes processing based on terminal processing (programs, application programs, etc.). The processing unit 25 executes a plurality of programs (application programs, etc.) in parallel. can be done.
[0039] (2.1.1) Configuration of the terminal processing unit 25 The device processing unit 25 includes at least a browsing execution unit 251. The browsing execution unit 251 executes the browsing process on the device. Functional modules implemented by programs executed by the processor included in the processing unit 25 Alternatively, the browsing execution unit 251 may be implemented in the mobile terminal 2 as firmware. Good too.
[0040] The browsing execution unit 251 executes the browsing by the server 3 in response to an instruction from the player using the operation unit 23. The browsing execution unit 251 executes the game provided by the player using the operation unit 23. When the instruction to start the game is received, the player uses the operation unit 23 to input the player ID. and password, and a game start request including the accepted player ID and password The request is transmitted to the server 3 via the terminal communication unit 21. The information is stored in the terminal storage unit 22 in advance, and the browsing execution unit 251 reads it from the terminal storage unit 22. The server 3 may acquire the player ID and password by If the authentication process using your ID and password is successful, the home screen described below will be displayed. The home screen display data is transmitted to the mobile terminal 2.
[0041] The browsing execution unit 251 receives home screen display data from the server 3 via the device communication unit 21. When the display data is received, the view execution unit 25 creates drawing data based on the received display data. 1 analyzes the received display data to identify control data and content data, and The specified content data is laid out in accordance with the data, and drawing data is created. Then, the viewing execution unit 251 outputs the created drawing data to the display unit 24.
[0042] In addition, the browsing execution unit 251 executes the instruction in response to an instruction from the player using the operation unit 23. A game progress request including a request type according to the instruction and the player ID of the player is transmitted to the terminal. The request type includes various screens such as home screen display data. Request to acquire display data, and request to set automatic recovery of battle points. The browsing execution unit 251 is configured to request either a game request, a battle execution request, or the like. In response to the program progress request, the corresponding display data is transmitted to the server 3 via the terminal communication unit 21. and creates drawing data corresponding to the received display data and outputs it to the display unit 24. .
[0043] (2.2) Server 3 Configuration FIG. 3 is a diagram illustrating an example of a schematic configuration of the server 3. As shown in FIG.
[0044] The server 3 is an example of a computer that executes a game. In response to their requests, we provide a game in which to conduct battles and also allow players to consume battle points. In addition, the server 3 creates display data in response to a request from the mobile terminal 2. and transmits it to the mobile terminal 2. For this purpose, the server 3 includes a server communication unit 31 and a server memory The server includes a server processing unit 33 and a server processing unit 32 .
[0045] The server communication unit 31 is an Ethernet (registered) It has a wired communication interface circuit such as a registered trademark, and communicates with the Internet Then, the server communication unit 31 performs the server processing. The server communication unit 31 also supplies the data supplied from the server processing unit 33 to the server communication unit 31. is transmitted to the mobile terminal 2 or the like.
[0046] The server storage unit 32 may be, for example, a semiconductor memory, a magnetic tape device, a magnetic disk device, or The server storage unit 32 includes at least one of the following: The operating system program and the driver program used in the processing in the driver processing unit 33 For example, the server storage unit 32 stores the programs, application programs, data, etc. As an application program, it executes battles and collects battle points. It stores a game program that performs consumption, recovery, etc. and creates display data related to the results. The computer program is stored on a computer, for example, a CD-ROM or a DVD-ROM. The terminal memory is read from a portable recording medium using a known setup program or the like. The server storage unit 32 may also store the game data as The player management table (Fig. 4(a)) manages the players, and the card management table (Fig. 4(b)) manages the cards. Furthermore, the server storage unit 32 stores temporary data relating to a predetermined process. Such data may be temporarily stored.
[0047] FIG. 4(a) is a diagram showing an example of the data structure of a player management table for managing players. The player management table contains the player ID of each player, Password, name, image data file name, group name to which the player belongs Loop ID, card ID of the card that the player will use in battle, The battle points you have, the auto-recovery setting for whether or not to automatically recover battle points, Information about recovery items and recovery points for recovering points, as well as automatic The number of times the player has recovered automatically is stored. Like a team organized by multiple players in events such as a RAID battle. In addition, specific cooperative relationships are formed by sharing information using messaging functions in games, etc. Battle Points are points that players have in their possession. This is an example of a point. The automatic recovery setting is stored as enabled or disabled. Recovery item For each type of recovery item, the item name and number of items owned are listed as information about the recovery item. The number of automatically available recovery points and the number of used recovery points are stored in association with each other. The recovery point is stored as a game value, for example. Recovery points are the in-game currency, and players can acquire recovery items by spending recovery points. It is possible.
[0048] FIG. 4(b) is a diagram showing an example of the data structure of a card management table for managing cards. The card management table contains the card ID of each character's card, It stores the name, image data file name, number of points consumed, attack power, vitality, etc. The number of points is the number of points required to perform one battle using that card. This indicates the number of battle points that will be consumed each time a battle is carried out.
[0049] The server processing unit 33 includes one or more processors and their peripheral circuits. The management unit 33 controls the overall operation of the server 3, and is, for example, a CPU. The server processing unit 33 processes various processes of the server 3 stored in the server storage unit 32. The operation of the server communication unit 31 and the like is controlled so that the program is executed in an appropriate procedure according to the program, etc. The server processing unit 33 executes the program (operating system) stored in the server storage unit 32. operating system programs, driver programs, application programs, etc.) The server processing unit 33 executes processing using a plurality of programs (applications). It is possible to run multiple programs in parallel.
[0050] (2.2.1) Functions of the server processing unit 33
[0051] Figures 5(a) to (d), 6(a) to (d), and 7(a) to (c) are generated by server 3. 10 is a diagram showing an example of a display screen of the mobile terminal 2 based on display data generated. FIG.
[0052] FIG. 5(a) shows a home screen 500 that is displayed when the game is started. The game screen 500 includes a notice 501 about the game, a "select game" button 502, and a "Battle Point Auto Recovery Settings" button 503 and "Game Selection" button 50 When 2 is tapped, the game selection screen will appear, allowing you to select the game you want to play. When the "Battle Point Auto Recovery Settings" button 503 is tapped, the battle points will be automatically recovered. The Battle Point Auto Recovery Settings screen will be displayed for you to configure.
[0053] 5(b) shows a battle point automatic recovery setting screen 510. Battle points The automatic recovery setting screen 510 displays the settings that are to be used by the player in battle. Character card image 511, attack power 512, vitality 513 and number of points consumed 51 4. The player's current battle points (515, etc.) are displayed. In the embodiment, for ease of explanation, an example in which a battle is conducted using one card will be described. However, the battle may be conducted using a deck consisting of multiple cards. In this case, the battle point auto recovery setting screen 510 displays the settings for all cards that make up the deck. All information is displayed, and the total points consumed by all cards is calculated for one battle. It is displayed as the number of points required to perform the task.
[0054] The battle point automatic recovery setting screen 510 further includes a setting for automatically recovering battle points. 516, an input field for specifying whether or not to use recovery items automatically. An input field 517 for specifying the number of recovery points available automatically, The input field 518 for the number of recovery items that can be automatically used is displayed. For each type of recovery item, the currently set number of automatically available items is used as the initial value. The number of available recovery points is displayed as a selectable value. 518 uses the currently set automatic available value as the initial value and The player can select the recovery action that can be automatically used by entering the number in the input field 517. The type and number of items can be set. Omit the setting of the type of recovery item, and automatically use all types of recovery items. Furthermore, the number of automatically available recovery items may be set in the input field 517. The number of recovery items that can be used automatically is omitted, and the number of recovery items that the player owns is used. All recovery items that are available may be automatically used. If you want to omit the display of 518 and automatically recover battle points, All recovery items and / or all recovery points may be made automatically available.
[0055] The battle point auto recovery setting screen 510 further includes a "Settings" button 519 and a "Back" button 520. " button 520, "Select Opponent" button 521, etc. are displayed. "Settings" button 519 When this is tapped, the items specified in the input fields 516 to 518 are set to the server 3, and The TorPoint auto-recovery setting screen is displayed again. The "Back" button 520 is tapped. When the "Select Opponent" button 521 is tapped, the home screen is displayed again. An opponent selection screen (not shown) for selecting an opponent is displayed. The list of opponents available to the player is displayed, and the player can select an opponent from the opponent selection screen. You can select your opponent. You can also start a match from this opponent selection screen. Also, you can use the character cards that are set to be used in battle. The number of points required to complete a battle is determined by the opponent. This may be done.
[0056] Regarding automatically available recovery items, the number of times they can be used is not the type and number of items that can be used automatically. The recovery items themselves may be selectable. In that case, for example, the recovery items that can be automatically used may be You can also use an auto-recovery box to pre-register programs.
[0057] 5(c) shows an auto-recovery box setting screen 530. Auto-recovery box setting Screen 530 shows a list of recovery items owned by the player and a list of recovery items that can be selected. Checkbox 531 to select all recovery items, and "Select All" to select all recovery items. button 532, and a "Deselect All" button 533 for deselecting all recovery items. Also, the auto recovery box setting screen 530 displays the setting for automatically recovering the selected item. A registration button 534 for registering to the recovery box and a "back" button 535 are displayed. Players can check the checkboxes of recovery items that they want to be automatically available for use and register them. By tapping button 534, you can select the recovery item that can be automatically used. The server storage unit 32 stores the recovery items for each recovery item that the player owns. The system stores whether it is automatically available or not, and the automatic recovery box setting screen 530 Depending on the settings you make, whether or not each recovery item can be automatically used will be updated. This allows players to easily keep track of all the recovery items they currently own, and Decide which recovery items to auto-use from among the available recovery items. It is possible.
[0058] FIG. 5(d) shows a home screen 540 that is displayed when the auto-recovery setting is enabled. On the home screen 540, the "Battle Point Auto Recovery Settings" button 541 is displayed. , that auto-recovery is set and the number of recovery items used automatically is the type of recovery item It is displayed by category.
[0059] FIG. 6(a) shows a game selection screen 600. The game selection screen 600 displays a "Tour" button 601, "Quest" button 602, "Card" button 603, "My Page" "Game" button 604, "Shop" button 605, etc. are displayed. When is tapped, Battle is selected as the game to be played, and a button to start the battle is pressed. When the "Quest" button 602 is tapped, the game to be executed is displayed. A quest is selected as the program, and a quest start screen (not shown) appears. When the "Card" button 603 is tapped, the display related to the cards owned by the player is The card setting screen (not shown) will be displayed for you to make settings for the card. When 04 is tapped, the My Page screen (not shown) for configuring various settings will be displayed. When the "Shop" button 605 is tapped, items can be purchased using in-game currency. A shop screen (not shown) for making a purchase is displayed.
[0060] FIG. 6(b) shows a battle start screen 610. The battle start screen 610 displays a "Select Character" button 611 for selecting the character card to be used in the game; Selected card image 612, attack power 613, vitality 614 and number of points consumed 615 The player's current battle points (616, etc.) are displayed. Also, when the battle begins The screen 610 includes a "Select Opponent" button similar to the "Select Opponent" button 521 in FIG. 5(b). button 617 and the " " button similar to the "Battle Point Auto Recovery Settings" button 503 in FIG. 5(a). An "Auto Recovery Settings" button 618 is also displayed on the battle start screen 610. "Run" button 619 and "Back" button 620 are displayed. When 621 is tapped, a character selection screen (not shown) is displayed. The screen displays a list of character cards that can be used in battle, and the player can select a character. From the character selection screen, you can select the character card to use in battle. When the "Battle Execution" button 619 is tapped, a battle execution screen showing the results of the battle is displayed. When the "Back" button 620 is tapped, the game selection screen 600 is displayed again. can be.
[0061] 6(c) and 6(d) show a battle execution screen 630 and a battle result screen 640, respectively. The battle execution screen 630 is displayed immediately after the "Battle" button 619 is tapped. The battle result screen 640 is the screen that is displayed when the battle ends. The game execution screen 630 and the battle result screen 640 show the cards 63 of the players who are playing the game. 1 and its life force 632 are displayed, and your opponent's card 633 and its life force 63 In battle, the attack power of the player's card is used to determine the opponent's card. The amount of damage to be dealt is determined, and the determined amount of damage is subtracted from the vitality of the opponent's card. On the other hand, damage to the player's cards is calculated based on the attack strength of the opponent's cards. The amount of damage is determined, and the determined amount of damage is subtracted from the life force of the player's card. If the life force of the opponent's card reaches 0 first, the player wins and If the life force of the player's card reaches 0 first, the player loses. Battle Result Screen 64 0 includes battle effects images that show the changes in vitality of the player's cards and opponent's cards. The result (win or loss) 641 is displayed by animation, etc. The execution screen 630 and the battle result screen 640 display a "Back" button 636. When the "Start" button 636 is tapped, the battle start screen is displayed again.
[0062] FIG. 7(a) shows a battle start screen 700 that is displayed after the battle has begun. On the start screen 700, the value of the battle points 626 is displayed as in the battle of FIG. 6(b) before the battle is executed. The value (10) of the number of points consumed 615 is subtracted from the value (10) displayed on the start screen 610. The value has been changed to the specified value (0).
[0063] When the automatic recovery setting is enabled, the “Battle” screen appears on the battle start screen 700 of FIG. When the "Run" button 629 is tapped, recovery items are used to increase the battle points from 0 to The health level is restored to a predetermined value (for example, 50), and the battle is resumed.
[0064] FIG. 7(b) shows a battle start screen 710 that is displayed after the battle is executed in this case. On the battle start screen 710, the value of the battle points 626 is displayed in the same manner as in FIG. 7(a) before the battle is started. ) displayed on the battle start screen 700 (0) to the predetermined value (50), and The value of the cost points of 625 (10) has been subtracted and changed to (40). On the battle start screen 710, a message 711 indicating that automatic recovery has been performed is displayed. The display of screen 710 is omitted, and the battle execution screen is displayed after the battle start screen 700. Good too.
[0065] On the other hand, if the automatic recovery setting is disabled, the " If the "Battle Execution" button 629 is tapped, the battle will not be executed and the A battle results screen will be displayed indicating that
[0066] FIG. 7(c) shows a battle result screen 720 indicating that there are insufficient battle points. The battle result screen 720 will show that there are insufficient battle points 721 and The time it takes for recovery points to be restored and the time it takes to acquire recovery items using recovery points. The "Get Recovery Item" button 723 and the recovery item that the player owns can be used. a "Use recovery item" button 724 for recovering, an "Auto recovery setting" button 725 for recovering, and a "Return" button When the "Get recovery item" button 723 is tapped, A shop screen will appear where you can use recovery points to acquire recovery items. When the "Use Recovery Item" button 724 is tapped, the player uses the recovery items he owns. A screen for using the recovery item will be displayed, and the player will be asked to select the recovery item to use. You can specify the number and type of items. When the "Auto Recovery Settings" button 725 is tapped, When the "Back" button 726 is touched, the automatic recovery setting screen for battle points is displayed. When the player clicks the button, the battle start screen is displayed again. You can wait until time 722 has elapsed, use a recovery item you have, or recover. You can choose to use recovery points to acquire recovery items or set up automatic recovery. can.
[0067] (2.2.2) Configuration of the server processing unit 33 In order to realize the above functions, the server processing unit 33 has the following control unit as shown in FIG. 331, a game start unit 332, a game progression unit 333, and a display data creation unit 334. An automatic recovery setting unit 335, an event execution unit 336, an automatic recovery unit 337, and a benefit granting unit 3 Each of these units is a program executed by a processor included in the server processing unit 33. These are functional modules realized by the firmware. It may be implemented in the server 3 as software.
[0068] The following describes the processing performed by the control unit 331. The control unit 331 controls the progress of the game. It controls the game and instructs the game start unit 332, game progression unit 333, etc. to execute processing as appropriate.
[0069] The control unit 331 receives a game start request from the mobile terminal 2 via the server communication unit 31. The player ID and password included in the received game start request are sent to the player authentication unit ( (not shown) to instruct the execution of authentication processing.
[0070] If the authentication by the player authentication unit is successful, the control unit 331 transmits the player ID to the game. The control unit 331 passes the game start information to the game start unit 332 and instructs it to execute the game start process. The home screen display data received from the system initiation unit 332 is transmitted to the mobile terminal via the server communication unit 31. Send on the 2nd.
[0071] On the other hand, the control unit 331 receives a game progress request from the mobile terminal 2 via the server communication unit 31. When the request is received, the received game progress request is passed to the game progress unit 333, and the game progress processing is executed. The control unit 331 also issues a command to display various display data received from the game progression unit 333. The data is transmitted to the portable terminal 2 via the server communication unit 31 .
[0072] The game start unit 332 issues various instructions (game start, automatic recovery setting, display data creation, etc.). Create home screen display data that displays buttons to accept the game. The control unit 332 passes the created home screen display data to the control unit 331.
[0073] The processing performed by the game progression unit 333 will be described below. Various display devices are used to progress the game according to the game progress request and display information according to the progress result. The game progression unit 333 then sends the created display data to the control unit 331. hand over.
[0074] The game progression unit 333 determines the request type included in the game progression request received from the control unit 331. The request from the mobile terminal 2 is identified separately.
[0075] If the identified request is a request to obtain home screen display data, the game progression unit 333: The player ID included in the game progress request is passed to the game start unit 332, and the home In this case, the game start unit 332 instructs the game progression unit 33 The game start unit 332 identifies the player corresponding to the player ID received from the game start unit 332. passes the created home screen display data to the game progression unit 333.
[0076] The game progression unit 333 determines whether the specified request is a request to acquire display data for each screen other than the home screen. If so, the player ID included in the game progress request is passed to the display data creation unit 334. At the same time, it instructs the creation of each screen display data.
[0077] If the identified request is a request to set automatic recovery of battle points, the game progression unit 333 The automatic recovery setting unit 335 receives the player ID included in the game progress request and the automatic recovery setting request. Pass each setting included in the request and specify the automatic recovery settings for battle points.
[0078] If the identified request is a request to execute a battle, the game progression unit 333 336, and instructs it to execute the battle while passing the player ID included in the game progress request. do.
[0079] The game progression unit 333 includes a game start unit 332, a display data creation unit 334, and an automatic recovery setting unit. The display data received from the event execution unit 335 or the event execution unit 336 is passed to the control unit 331 .
[0080] The processing performed by the display data creation unit 334 will be described below. creates display data for displaying each screen and passes it to the game progression unit 333.
[0081] The display data creation unit 334 receives the game selection screen, battle point Auto-recovery settings screen, opponent selection screen, battle start screen, quest start screen, card settings Create display data for the screen, my page screen, shop screen, character selection screen, etc. The display data creation unit 334 receives the player management data stored in the server storage unit 32. The game progress unit 333 refers to the table and identifies the player corresponding to the player ID received from the game progress unit 333. At the same time, display data for each screen corresponding to the identified player is created.
[0082] The display data creation unit 334 creates display data for the battle point automatic recovery setting screen. In this case, the player management table is referenced and the card ID and battle points of the card used in the battle are Point, recovery item name, number owned and number automatically available, recovery point ownership Furthermore, the display data generating unit 334 extracts the values and automatically usable values from the server memory. The card management table stored in the memory 32 is referenced, and the card is extracted from the player management table. The name of the card corresponding to the card ID, the file name of the image data, the number of points consumed, and the attack Next, the display data creation unit 334 extracts the extracted information, "settings" button, "Back" button, "Select opponent" button, etc. are displayed in a predetermined layout. The screen display data for the battle point automatic recovery setting is created and passed to the game progression unit 333. The display data creation unit 334 also creates display data for the battle start screen. In this way, the information of the cards to be used in the battle is extracted from the card management table, and the battle begins. Creates the display data for the screen.
[0083] The following describes the processing performed by the automatic recovery setting unit 335. The automatic recovery setting unit 335 When the game progression unit 333 instructs the player to set automatic recovery of battle points, It accepts various settings and sets the automatic recovery of battle points.
[0084] When an instruction to set the automatic recovery of battle points is given, the automatic recovery setting unit 335 The player management table stored in the memory unit 32 is referenced, and the game progress unit 333 receives the The automatic recovery setting unit 335 identifies the player corresponding to the received player ID. The player management unit 333 manages the automatic recovery according to the settings included in the automatic recovery setting request received from the progress unit 333. The automatic recovery settings for battle points in the table, the number of recovery items that can be automatically used, and The automatic recovery setting unit 335 also sets the automatically available values of the recovery point. In order to allow the player to check the content of the battle, the display data creation unit 334 is used in the same way as the display data creation unit 334. Display data for the point automatic recovery settings screen is created and passed to the game progression unit 333.
[0085] The processing by the event execution unit 336 will be described below. When the game progression unit 333 issues a command to execute a battle, the battle is executed.
[0086] When a command to execute a battle is issued, the event execution unit 336 executes the event stored in the server storage unit 32. The game progress unit 333 refers to the player management table stored in the Identify the player corresponding to D and the current battle points of that player. The event execution unit 336 extracts the card ID of the card that the identified player will use in the battle. Then, from the card management table, the attack power, vitality, and points consumed corresponding to the extracted card ID are Extract the number of cases, etc.
[0087] The event execution unit 336 calculates the current battle points by dividing the total number of battle points by the total number of cards used in the battle. The event execution unit 336 executes a battle on the condition that the number of points is equal to or greater than the number of points. The amount of damage to be done to the opponent's cards is determined based on the attack power of the player's cards used. Decide the damage amount and subtract it from the life force of your opponent's card. The execution unit 336 determines the damage to be inflicted on the player's card based on the attack strength of the opponent's card. The amount of damage is determined and subtracted from the life force of the player's card. If the life force of the opponent's card reaches 0 first, the event execution unit 336 If the life force of the player's card reaches 0 first, the player loses. It is determined that
[0088] In addition, when the event execution unit 336 executes a battle, it executes the battle By subtracting the number of points consumed from the points, the number of points consumed will be subtracted from the battle points. The event execution unit 336 also displays the battle performance image and the result content. Create battle execution screen display data and battle result screen display data for game progress. Pass it on to Department 333.
[0089] The following describes the processing performed by the automatic recovery unit 337. The automatic recovery unit 337 When the execution unit 336 determines that the battle points are less than the number of points to be consumed, Use recovery items to automatically restore battle points.
[0090] The automatic recovery unit 337 determines whether the automatic recovery setting of the battle points is set in the player management table. The number of valid and automatically usable recovery items you own will increase your battle point deficit. The number of items used is equal to or greater than the required number to recover (for example, 1), and the number of items used is automatically If the number of battle points is less than the available number, the automatic recovery unit 337 recovers the battle points. The recovery amount or number of times set for each recovery item is added to the battle points in the item management table. By adding a value according to the recovery rate, battle points are recovered. 337 is the upper limit of the battle points in the player management table set for each player. The automatic recovery unit 337 may recover the battle points by updating the Decrement (subtract 1) the number of recovery items owned in the Ear Management Table and use Furthermore, the automatic recovery unit 337 increments the number (adds 1) in the player management table. The automatic recovery unit 337 increments the number of automatic recovery times for the rule. If multiple types of recovery items are set as recovery items, they will be prioritized in advance. Use recovery items in order of priority (lowest or highest recovery amount or recovery rate). This priority may be set by the player.
[0091] On the other hand, the automatic recovery unit 337 also performs the following even if the battle points are less than the number of consumed points: If the automatic recovery setting for battle points is disabled in the player management table, Also, if the number of recovery items used exceeds the number of points that can be automatically used, If you have a stat, do not use recovery items and do not automatically recover battle points. In this case, the automatic recovery unit 337 displays the battle result to indicate that the battle points are insufficient. Screen display data is created and passed to the game progression unit 333.
[0092] In addition, the automatic recovery unit 337 may also be configured to automatically recover recovery points when the number of recovery items owned is less than the required number. If the value of the item is less than the required value to obtain the recovery item, or if the recovery points are If the amount of recovery points used exceeds the amount that can be automatically used, the recovery points will not be used and the battle points will be used. On the other hand, the automatic recovery unit 337 does not automatically recover the recovery point if the value of the recovery point is greater than the required value. If the recovery point usage value is equal to or less than the automatic available value, the recovery point is automatically The automatic recovery unit 337 exchanges the recovery items in the player management table. By increasing the number of systems owned and subtracting the required value from the recovery points, the recovery points will increase. Then, the automatic recovery unit 337 uses the recovery item to exchange the points for recovery items. The automatic recovery unit 337 recovers battle points by using the recovery icon. You can also use recovery points to recover battle points directly without exchanging them for a system.
[0093] In this way, the automatic recovery unit 337 automatically recovers battle points. Only the possible number and / or types of recovery items are used. To automatically restore the recovery points, only the recovery points with automatically available values are used. This allows players to recover Battle Points even if the computer automatically restores them. This gives you the feeling that you are controlling the progress of the battle within a certain range.
[0094] The automatic recovery unit 337 recovers the battle points according to the number of times the battle points are automatically recovered. In this case, the automatic recovery unit 337 may change the recovery rate or amount of battle points. The more times you automatically recover your battle points, the greater the recovery rate or amount of battle points. The automatic recovery unit 337 recovers the battle points automatically when the battle is completed. The number of points to be consumed may be changed. In this case, the automatic recovery unit 337 The more the number of automatic point recovery times, the smaller the number of points consumed. 7 shows the recovery rate or amount of points automatically recovered by playing the game. It may be set larger than when recovering according to the layer instructions. The automatic recovery of points became attractive to players, and the automatic recovery function It is possible to improve the utilization rate.
[0095] In addition, other players related to the player are stored in the player management table, and The recovery unit 337 links the battle points of players who are related to each other and recovers the points of a specific player. If you automatically restore a player's Battle Points, other players associated with that player will also lose their Battle Points. For example, the automatic recovery unit 337 may automatically recover the battle points of a specific player. When automatically recovering a layer's battle points, if the player belongs to the same group as that player, The battle points of other players in the group will also be automatically restored. Only when a certain player's battle points have been automatically restored a certain number of times or when a random number generator is generated Only if you win by raw processing, etc., you can automatically recover other players' battle points. Also, the recovery rate or amount of other players' battle points may not be affected by the battle points of a specific player. The recovery rate or amount of Tor Points may be smaller than that of Tor Points. A player is not limited to other players who belong to the same group as the player, but also includes You can also battle with other players who are friends with the player, or with past enemy characters. Or it may be another player who rescued the player in the quest. This will also increase motivation to build cooperative relationships within the game.
[0096] In addition, the automatic recovery unit 337 performs automatic recovery according to the difficulty level of the battle (the level of the opponent). In this case, the automatic recovery unit 337 will The higher the level, the higher the number of automatic recovery times (or the upper limit). You can set the number of times your points will automatically recover to be equal to the number of times your points will reach 0 before you win. This allows you to set the number of auto-recovery attempts to a level that allows the event to proceed smoothly. This becomes possible.
[0097] In addition, cards used in battle may have attributes such as level or rarity. In this case, the automatic recovery unit 337 recovers the number of battle points according to the attributes of the cards used in the battle. The number of times of automatic recovery (or its upper limit) may be set. In this case, the automatic recovery unit 337 The higher the level or rarity of the card used in the rule, the more times (or the upper limit) the number of automatic recovery. This allows players to increase the number of automatic recovery times as their level increases. This will allow players to increase their motivation to improve their level. In addition, the automatic recovery unit 337 is configured to recover the number of times a player logs in, the number of times a battle is played, The number of automatic recoveries (or an upper limit thereof) may be determined depending on the number of players in a card relationship. In this case, the automatic recovery unit 337 checks the number of times the player has logged in, the number of times the player has played a battle, the number of times the player has played a friend, The higher the number of players in a relationship, the higher the number of automatic recoveries (or the upper limit thereof) is set. This will increase players' motivation to play the game, their motivation to participate in battles, and their in-game This will increase the willingness to build cooperative relationships.
[0098] The processing by the reward giving unit 338 will be described below. A bonus is given to the player according to the number of times the player recovers automatically.
[0099] When the automatic recovery unit 337 automatically recovers the owned points, the benefit providing unit 338 It is determined whether the number of automatic recovery times in the player management table is equal to or greater than a predetermined number, and If the result is above, the reward is given to the player. For example, a card of a specific character or a recovery item is given to the player. 38 indicates that the more automatic recovery times you have, the higher the rewards you will receive, such as cards with higher levels or rarity. This allows the player to automatically recover their points. This makes recovery more attractive and increases the utilization of the automatic recovery feature. do.
[0100] (3) Operation of Game System 1 FIG. 8 shows an example of an operation sequence of the game system 1. Note that the operation described below The sequence is based on a program stored in advance in the terminal storage unit 22 and the server storage unit 32. Based on this, the terminal processing unit 25 and the server processing unit 33 mainly perform the It is executed in cooperation with each element.
[0101] The player issues a command to start the game using the operation unit 23 of the mobile terminal 2. 51 receives a player ID and a password from the player using the operation unit 23, A game start request including the attached player ID and password is sent to the server via the terminal communication unit 21. The server 3 transmits the information to the server 3 (step S101).
[0102] The control unit 331 of the server 3 receives a game start request from the mobile terminal 2 via the server communication unit 31. When receiving the request, the player enters the player ID and password included in the received game start request. The authentication unit then sends the authentication information to the authentication unit and instructs it to execute authentication processing (step S102).
[0103] If the authentication by the player authentication unit is successful, the control unit 331 transmits the player ID to the game. The game start unit 332 then passes the control signal to the game start unit 332, which instructs the execution of the game start process. When the execution of the game start process is instructed by the unit 331, home screen display data is created, The created home screen display data is passed to the control unit 331 (step S103).
[0104] Next, the control unit 331 displays the home screen display data received from the game start unit 332. The information is transmitted to the portable terminal 2 via the server communication unit 31 (step S104).
[0105] The browsing execution unit 251 receives home screen display data from the server 3 via the device communication unit 21. When the home screen display data is received, drawing data is created based on the received home screen display data. 251 outputs the created drawing data to the display unit 24 and displays the home screen (step S105).
[0106] Next, in response to an instruction from the player using the operation unit 23, the browsing execution unit 251 A game progress request including a request type corresponding to the request and the player ID of the player is transmitted to the terminal. The resultant data is transmitted to the server 3 via the receiving unit 21 (step S106).
[0107] In addition, the "Settings" button 519 on the battle point automatic recovery setting screen 510 in FIG. 5(b) When tapped, the request type will be a request to set up automatic recovery of battle points. The recovery setting request includes the settings specified in the input fields 516 to 518. When the "Battle" button 619 on the battle start screen 610 of This is a request to start a battle. When any of the other buttons shown on the screens a) to (c) is tapped, the request type is This is a request to acquire the display data for each screen.
[0108] The control unit 331 receives a game progress request from the mobile terminal 2 via the server communication unit 31. The received game progress request is passed to the game progress unit 333, and an instruction is given to execute game progress processing. When the control unit 331 issues a command to execute game progression processing, the game progression unit 333 Then, the server executes the game progress process (step S107). Each part of the management unit 33 creates display data corresponding to the received game progress request, and The unit 333 passes the created display data to the control unit 331. More details will be provided later.
[0109] Next, the control unit 331 communicates each display data received from the game progression unit 333 with the server. The information is transmitted to the mobile terminal 2 via the unit 31 (step S108).
[0110] The browsing execution unit 251 receives each display data etc. from the server 3 via the terminal communication unit 21. The viewing execution unit 251 then creates drawing data based on the received display data. The created drawing data is output to the display unit 24, and the corresponding screen is displayed (step S109 After that, the processes of steps S106 to S109 are repeated.
[0111] FIG. 9 is a diagram showing an example of the operational flow of game progression processing by the game progression unit 333. The game progression process shown in FIG. 9 is executed in step S107 in FIG.
[0112] First, the game progression unit 333 receives the game progress request from the control unit 331. The request from the mobile terminal 2 is identified from the request type (step S201).
[0113] If the identified request is a battle point automatic recovery setting request (step S202-Y es), the game progression unit 333 sets the automatic recovery setting unit 335 to the automatic recovery of battle points. The setting is instructed, and the automatic recovery setting unit 335 executes the automatic recovery setting process (step S20 3) In the automatic recovery setting process, the automatic recovery setting unit 335 sets the automatic recovery of battle points. Settings screen display data is created and passed to the game progression unit 333. For details on the automatic recovery setting process, see More details will be given later.
[0114] Next, the game progression unit 333 transmits the battle point automatic recovery setting screen display data to the control unit. 331 (step S209), and the series of steps is completed.
[0115] On the other hand, if the request identified in step S201 is a request to hold a battle (step If step S202—No, step S204—Yes, the game progression unit 333 The event execution unit 336 executes the battle execution process. In the battle execution process, the event execution unit 336 The game progress unit 333 creates the game execution screen display data and the battle result screen display data. The details of the battle execution process will be explained later.
[0116] Next, the game progression unit 333 displays the battle execution screen received from the event execution unit 336. The display data and the battle result screen display data are passed to the control unit 331 (step S209). , completing the series of steps.
[0117] On the other hand, if the request identified in step S201 is a request to acquire home screen display data, If so (step S204—No, step S206—Yes), the game progression unit 333 The game start unit 332 then instructs the game start unit 332 to create home screen display data. The home screen display data is then created and passed to the game progression unit 333 (step S207).
[0118] Next, the game progression unit 333 uses the home screen display data received from the game start unit 332 The data is passed to the control unit 331 (step S209), and the series of steps is completed.
[0119] On the other hand, if the request specified in step S201 is not one of the above, i.e., the home If the request is for acquiring display data for each screen other than the screen display data (step S206-N o), the game progression unit 333 instructs the display data creation unit 334 to create display data for each screen. The display data creation unit 334 creates display data for the specified screen and The information is passed to the unit 333 (step S208).
[0120] Next, the game progression unit 333 passes the received screen display data to the control unit 331 ( Step S209) and the series of steps is completed.
[0121] FIG. 10 is a diagram showing an example of an operation flow of the automatic recovery setting process by the automatic recovery setting unit 335. The automatic recovery setting process shown in FIG. 10 is executed in step S203 of FIG. .
[0122] First, the automatic recovery setting unit 335 determines whether or not to perform automatic recovery, which is included in the automatic recovery setting request. According to the setting, the automatic recovery setting in the player management table is set (step S3 01).
[0123] Next, the automatic recovery setting unit 335 automatically uses the recovery item included in the automatic recovery setting request. According to the setting of the possible types and numbers, the automatically available types in the player management table are The number of recovery items that can be automatically used is set (step S302).
[0124] Next, the automatic recovery setting unit 335 automatically uses the recovery point included in the automatic recovery setting request. Automatically enable recovery points in the player management table according to the possible value settings. The value is set (step S303).
[0125] Next, the automatic recovery setting unit 335 creates battle point automatic recovery setting screen display data. The result is passed to the game progression unit 333 (step S304), and the series of steps ends.
[0126] FIG. 11 shows a battle event executed by an event execution unit 336, an automatic recovery unit 337, and a benefit granting unit 338. 11 is a diagram showing an example of an operation flow of the execution process. The battle execution process shown in FIG. This is executed in step S205.
[0127] First, the event execution unit 336 checks whether the current battle points of the player of the mobile terminal 2 are: It is determined whether the number of points is equal to or greater than the number of points consumed by the card used in the battle (step S40 1).
[0128] If the battle points are equal to or greater than the number of points consumed (step S401-Yes), The battle execution unit 336 moves the process to step S412. If the number of battle points is less than the number of battle points (step S401-No), the automatic recovery unit 337 It is determined whether the automatic recovery setting for the point is enabled (step S402).
[0129] If the automatic recovery setting of the battle points is disabled (step S4 02-No), instead of automatically recovering battle points, it displays that you are short of battle points. The battle result screen display data for the 403), completing the steps.
[0130] On the other hand, if the automatic recovery setting of the battle points is enabled (step P402-Yes), the number of recovery items that can be used automatically will be reduced in battles where there is a shortage. It is determined whether the number is equal to or greater than the number required to restore points (step S404).
[0131] The automatic recovery unit 337 detects whether the number of automatically usable recovery items owned is equal to or greater than the required number. If so (step S404-Yes), the number of uses of the recovery item exceeds the number that can be automatically used. It is determined whether or not the number of the digits is equal to the number of the digits (step S405).
[0132] The automatic recovery unit 337 is configured to recover the recovery item when the number of uses is equal to or less than the number of items that can be automatically used ( If step S405-No, the process proceeds to step S409. 7. When the number of uses of the recovery item exceeds the number that can be automatically used (step S40 5 - Yes) Do not automatically restore battle points and display insufficient battle points The battle result screen display data for the 403), completing the steps.
[0133] On the other hand, the automatic recovery unit 337 detects whether the number of automatically usable recovery items owned is less than the required number. If so (step S404-No), the possession value of the recovery point is equal to the required recovery item. It is determined whether the value is equal to or greater than the required value for acquiring the system (step S406).
[0134] If the recovery point possession value is less than the required value (step S40 6-No), instead of automatically recovering battle points, it will display that you are short of battle points. The battle result screen display data for the 03) to complete the series of steps.
[0135] On the other hand, if the owned value of the recovery point is equal to or greater than the required value (step S406-Yes), determine whether the recovery point usage value exceeds the automatic available value. (Step S407).
[0136] The automatic recovery unit 337 is configured to recover the used value of the recovery point when the used value of the recovery point exceeds the automatically available value (step Step S407 - Yes), instead of automatically recovering battle points, The game progress unit 333 creates battle result screen display data to display the battle result. (Step S403).
[0137] On the other hand, if the usage value of the recovery point is equal to or less than the automatic usable value, the automatic recovery unit 337 (Step S407-No), and exchange the recovery points for recovery items (Step S408 ), and the process proceeds to step S409.
[0138] In step S409, the automatic recovery unit 337 recovers the battle points (step Top S409).
[0139] Next, the benefit providing unit 338 determines whether the number of automatic recovery times is equal to or greater than a predetermined number (step Step S410).
[0140] If the number of automatic recovery times is less than the predetermined number of times (step S410-N), the bonus granting unit 338 o), no particular processing is performed and the process proceeds to step S412. If the number of automatic recovery times is equal to or greater than the predetermined number (step S410-Yes), The bonus is awarded (step S411), and the process proceeds to step S412.
[0141] In step S412, the event execution unit 336 executes a battle (step S 412).
[0142] Next, the event execution unit 336 consumes the number of consumption points from the battle points ( Step S413).
[0143] Next, the event execution unit 336 generates a battle image for displaying the battle performance image and the result content. The game execution screen display data and the battle result screen display data are created and passed to the game progression unit 333. (Step S414), and the series of steps ends.
[0144] As explained above, when the battle points fall below a predetermined value, the server 3: Battle points are automatically used by players to recover points or items they own. This prevents interruptions to the game and allows players to continue playing. This will enable them to maintain their motivation to continue.
[0145] It should be noted that the present invention is not limited to this embodiment. We have explained the example of a battle being an event in a game provided by Server 3, but events can also be It can also be a quest that progresses according to the game scenario. It is also called a session, and is cleared by fighting, acquiring items, etc. The game is presented in multiple stages. By carrying out quests, players can It is possible to develop characters and acquire special items and other perks.
[0146] In this case, the server storage unit 32 stores information about the quest as well as the information about the battle. The card ID of the card you want to use, the quest points you have to execute the quest, Information about points, auto-recovery settings, information about recovery items, and the number of auto-recoveries. Information about recovery points is stored for both battles and quests. The home screen also has a button for "Battle Point Auto Recovery Settings" as well as a button for "Quest The "Automatic Point Recovery Settings" button will be displayed. "Automatic Quest Point Recovery Settings" button When you tap, the automatic recovery of quest points will be set, similar to the automatic recovery of battle points setting screen. The Quest Point Auto Recovery Settings screen will be displayed. 336, when the quest execution is instructed from the quest start screen, quest points are allocated. The quest will be executed if the value is equal to or greater than the set value, and the quest points will be deducted from the set value. The automatic recovery unit 337 recovers quest points when the quest points fall below a predetermined value. Use quest point recovery items or quest point recovery items to automatically recover quest points. The amount of energy consumed is the same as in battles, but it is used in quests. This is the number of points consumed for the character's card. Note that if a character's card is used in a quest, If not used, a predetermined value to be consumed may be set according to the difficulty of the quest. Alternatively, the predetermined amount of consumption may be a fixed value.
[0147] Furthermore, if a game event includes both a battle and a quest, the automatic recovery unit 337: Linking battle points and quest points allows you to If you automatically restore the points owned by one of the two, the points owned by the other will also be restored automatically. In that case, for example, if the automatic recovery of points owned by one party is performed a predetermined number of times or more, Only if the winner is a winner or if the winner is a winner through a random number generator, etc., the points owned by the other party will be used. You can also recover points automatically. In addition, the recovery rate or amount of points of the side recovering points will be linked. The recovery rate or amount of points may be less than that of the side that recovered first. This makes automatic point recovery attractive to players, and This makes it possible to improve the utilization rate of the dynamic recovery function.
[0148] In this embodiment, automatic recovery settings can be made from both the home screen and the battle start screen. However, either one of them may be omitted.
[0149] In addition, in this embodiment, the server 3 executes the game, but the server 3 may be omitted. Alternatively, the mobile terminal 2 may control the game. In this case, the terminal storage unit 22 stores the player management table. The card management table and the like are stored in the table. The terminal processing unit 25 includes the respective units shown in FIG. 2 as well as the respective units of the server processing unit 33 of the server 3. The terminal processing unit 25 transmits each piece of information to the terminal communication unit 21 and the server. Instead of transmitting and receiving via the terminal communication unit 31, transmission and reception are performed within the terminal processing unit 25.
[0150] Those skilled in the art will appreciate that various changes, substitutions, and alterations may be made without departing from the spirit and scope of the present invention. It should be understood that additions to this are possible. [Explanation of symbols]
[0151] 2. Mobile devices 3 Server 32 Server storage unit 335 Automatic recovery setting section 336 Event Execution Department 337 Automatic Recovery Unit 338 Benefits Granting Department
Claims
1. A computer control program that executes an event in response to an instruction from a player, The computer a first means for displaying a screen for receiving a setting from the player as to whether or not the player's points, which decrease as the event progresses, are to be automatically increased before the event starts; If the points fall below a predetermined value, If the points are set to be automatically increased, the points are automatically increased to equal to or greater than the predetermined value by using recovery points owned by the player for increasing the points; a control program that functions as a second means for notifying the player that the points are decreasing without automatically increasing the points if the automatic increase of the points is not set.
2. A computer control program that executes an event in response to an instruction from a player, The computer a first means for displaying, before the start of the event, a screen for receiving from the player a setting as to whether or not the player's points, which decrease as the event is executed, are to be automatically increased and a value of recovery points that can be used to automatically increase the player's points; When the points are less than a predetermined value and the points are set to be automatically increased, if the recovery points owned by the player are equal to or greater than the value of the available recovery points, then using the recovery points to automatically increase the points to equal to or greater than the predetermined value; a control program that functions as a second means for not using the recovery points owned by the player if the recovery points owned by the player are not equal to or greater than the value of the available recovery points, and for notifying the player that the points are decreasing.
3. A computer control program that executes an event in response to an instruction from a player, The computer a first means for displaying, before the start of the event, a screen for receiving from the player a value of recovery points that can be used to automatically increase the player's points, the value decreasing as the event is carried out; a control program that functions as a second means for automatically increasing the point by using the recovery point that is equal to or less than the usable value when the point falls below a predetermined value.
4. A computer control program that executes an event in response to an instruction from a player, causing the computer to function as a point increasing means for automatically increasing points by using recovery points when points that decrease with the execution of the event become less than a predetermined value; The point increasing means does not increase the points when the number of times the points have been automatically increased has reached a predetermined number.
5. the event involves displaying a game medium; The control program according to claim 4 , wherein the predetermined number of times is set in accordance with information about the game medium.
6. A control program for a computer that executes a first event that consumes first points and a second event that consumes second points in response to an instruction from a player, the program comprising: causing the computer to function as a means for automatically restoring the first point using a recovery point when the first point falls below a predetermined value, and restoring the second point in response to the recovery of the first point; A control program, wherein the recovery rate or recovery amount of the second point is different from the recovery rate or recovery amount of the first point.
7. The control program according to claim 1 , wherein the recovery points are in-game currency.
8. An event execution method for executing an event in response to an instruction from a player, comprising: a first means for displaying a screen for receiving a setting from the player as to whether or not the player's points, which decrease as the event is executed, are to be automatically increased before the event starts; When the point becomes less than a predetermined value, the second means If the points are set to be automatically increased, the points are automatically increased to equal to or greater than the predetermined value by using recovery points owned by the player for increasing the points; If it is not set that the points are to be automatically increased, the points are not automatically increased, and the player is notified that the points are decreasing.
9. An event execution method for executing an event in response to an instruction from a player, comprising: a first means for displaying, before the start of the event, a screen for receiving from the player a setting as to whether or not to automatically increase the player's points, which decrease as the event is executed, and a value of recovery points that can be used to automatically increase the player's points; When the points become less than a predetermined value and the second means is set to automatically increase the points, if the recovery points owned by the player are equal to or greater than the value of the available recovery points, then using the recovery points to automatically increase the points to equal to or greater than the predetermined value; If the recovery points owned by the player are not equal to or greater than the value of the available recovery points, the recovery points are not used and the player is notified that the points are decreasing.
10. An event execution method for executing an event in response to an instruction from a player, comprising: a first means for displaying, before the start of the event, a screen for receiving from the player a value of recovery points that can be used to automatically increase the player's points, the value decreasing as the event is carried out; The second means automatically increases the point by using the recovery points that are less than or equal to the available value when the point falls below a predetermined value.
11. An event execution method for executing an event in response to an instruction from a player, comprising: a point increasing means for automatically increasing the points by using recovery points when the points that decrease with the execution of the event become less than a predetermined value; The event execution method, wherein the point increasing means does not increase the points when the number of times the points have been automatically increased has reached a predetermined number.
12. An event execution method for executing a first event that consumes first points and a second event that consumes second points in response to an instruction from a player, the method comprising: the computer automatically recovers the first point using a recovery point when the first point falls below a predetermined value, and recovers the second point according to the recovery of the first point; An event execution method, wherein the recovery rate or recovery amount of the second point is different from the recovery rate or recovery amount of the first point.
13. An information processing device that executes an event in response to an instruction from a player, a first means for displaying a screen for receiving a setting from the player as to whether or not the player's points, which decrease as the event progresses, are to be automatically increased before the event starts; and If the points fall below a predetermined value, If the points are set to be automatically increased, the points are automatically increased to equal to or greater than the predetermined value by using recovery points owned by the player for increasing the points; and second means for notifying the player that the points are decreasing without automatically increasing the points if automatic increase of the points is not set.
14. An information processing device that executes an event in response to an instruction from a player, a first means for displaying, before the start of the event, a screen for receiving from the player a setting as to whether or not to automatically increase the player's points, which decrease as the event is executed, and a value of recovery points that can be used to automatically increase the player's points; and When the points are less than a predetermined value and the points are set to be automatically increased, if the recovery points owned by the player are equal to or greater than the value of the available recovery points, then using the recovery points to automatically increase the points to equal to or greater than the predetermined value; An information processing device comprising: a second means for not using the recovery points if the recovery points owned by the player are not equal to or greater than the value of the available recovery points, and for notifying the player that the points are decreasing.
15. An information processing device that executes an event in response to an instruction from a player, a first means for displaying, before the start of the event, a screen for receiving from the player a value of recovery points that can be used to automatically increase the player's points, the value decreasing as the event is carried out; and when the point falls below a predetermined value, the information processing device functions as a second means for automatically increasing the point by using the recovery point that is equal to or less than the usable value.
16. An information processing device that executes an event in response to an instruction from a player, a point increasing means for automatically increasing the points by using recovery points when the points that decrease with the execution of the event become less than a predetermined value; The point increasing means does not increase the points when the number of times the points have been automatically increased has reached a predetermined number.
17. An information processing device of a computer that executes a first event that consumes first points and a second event that consumes second points in response to an instruction from a player, a means for automatically restoring the first point using a restoration point when the first point falls below a predetermined value, and for restoring the second point in response to the restoration of the first point; An information processing device, wherein the recovery rate or recovery amount of the second point is different from the recovery rate or recovery amount of the first point.
Citation Information
Patent Citations
Game program and game system
JP2013230229A