Information processing program, information processing method, and information processing system
The system addresses player convenience in idle games by setting execution limits and incorporating a time reduction feature, enhancing the gaming experience through efficient auto-progress and clear reward tracking.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-02
- Publication Date
- 2026-03-13
AI Technical Summary
Existing idle game technologies do not adequately address player convenience during game progress, particularly in auto-progressing games where player interaction is limited.
Implementing a system that sets an upper limit on the number of executions within a predetermined period for specific game content, allowing auto-progress without player interaction, and includes a time reduction function triggered by player actions, with display features showing completion and reward counts.
Enhances player convenience by reducing the total time required to complete game content and providing clear progress indicators, improving the overall gaming experience.
Smart Images

Figure 2026046155000001_ABST
Abstract
Description
Technical Field
[0003]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system.
Background Art
[0002] Conventionally, for example, as shown in Patent Document 1, there has been proposed a game of a genre called a so-called idle game in which, after a player instructs the execution of a game, the game automatically progresses, and when a predetermined period elapses, the result of the automatic progress is notified to the user.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the technology described in Patent Document 1, there is room for improvement from the viewpoint of improving the convenience of the player related to game progress.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system capable of improving the convenience of a player.
Means for Solving the Problems
[0006] To solve the above problems, the information processing program starts specific content with an upper limit set on the number of times that can be executed within a predetermined period based on a player's operation input, and after starting the specific content, until the number of executions within the predetermined period reaches the upper limit, the game progresses without requiring the player's operation and the game startup, and the specific content is repeatedly progressed by the elapse of the required time. A process to enable the receipt of rewards upon completion of the execution of the aforementioned specific content, A process to execute a time reduction function that shortens the required time in response to player operations at the start of the specified content or during the progress of the specified content, In an execution screen where the user can input operations to perform the aforementioned shortening function, the process includes displaying the number of times the specific content has been completed or the number of times the reward has been received, Have the computer perform this task.
[0007] The process that performs the aforementioned shortening function is: The time required for each instance of the aforementioned specific content may be shortened.
[0008] The process that performs the aforementioned shortening function is: The total time required until the number of times the specific content is terminated within the predetermined period reaches the upper limit may be shortened.
[0009] The process that performs the aforementioned count display is: If the execution of the shortening function results in an increase in the number of completions or the number of receipts, the display mode of the count display may be changed.
[0010] To solve the above problems, the information processing method is: An information processing method performed by one or more computers, The aforementioned computer, A process that starts a specific piece of content, which has a set limit on the number of times it can be executed within a predetermined period, based on the player's input, After the start of the specified content, until the number of executions within the predetermined period reaches the upper limit, the game progresses without requiring player operation or game startup, and the specified content is repeatedly advanced by the passage of time. A process to enable the receipt of rewards upon completion of the execution of the aforementioned specific content, A process to execute a time reduction function that shortens the required time in response to player operations at the start of the specified content or during the progress of the specified content, In an execution screen where the user can input operations to perform the aforementioned shortening function, the process includes displaying the number of times the specific content has been completed or the number of times the reward has been received, To carry out.
[0011] To solve the above problems, an information processing system, An information processing system comprising one or more computers, The aforementioned computer, A process that starts a specific piece of content, which has a set limit on the number of times it can be executed within a predetermined period, based on the player's input, After the start of the specified content, until the number of executions within the predetermined period reaches the upper limit, the game progresses without requiring player operation or game startup, and the specified content is repeatedly advanced by the passage of time. A process to enable the receipt of rewards upon completion of the execution of the aforementioned specific content, A process to execute a time reduction function that shortens the required time in response to player operations at the start of the specified content or during the progress of the specified content, In an execution screen where the user can input operations to perform the aforementioned shortening function, the process includes displaying the number of times the specific content has been completed or the number of times the reward has been received, To carry out. [Effects of the Invention]
[0012] According to the present invention, it is possible to improve the convenience for the player. [Brief explanation of the drawing]
[0013] [Figure 1] Figure 1 is an explanatory diagram showing the general configuration of the information processing system. [Figure 2]Figure 2A is a diagram for explaining the hardware configuration of the player terminal. Figure 2B is a diagram for explaining the hardware configuration of the server. [Figure 3] Figure 3 is a diagram for explaining an example of a business screen. [Figure 4] Figure 4 is a diagram for explaining an example of business partner information. [Figure 5] Figure 5 is a diagram for explaining an example of route information. [Figure 6] Figure 6A is the first diagram for explaining an example of a route information display section and a stock number icon. Figure 6B is the second diagram for explaining an example of a route information display section and a stock number icon. [Figure 7] Figure 7 is a diagram for explaining an example of a business selection screen. [Figure 8] Figure 8 is a diagram for explaining an example of an organization screen. [Figure 9] Figure 9A is the first diagram for explaining an example of a multiple business hour reduction dialog. Figure 9B is the second diagram for explaining an example of a multiple business hour reduction dialog. [Figure 10] Figure 10A is the first diagram for explaining an example of a single business hour reduction dialog. Figure 10B is the second diagram for explaining an example of a single business hour reduction dialog. [Figure 11] Figure 11 is a diagram for explaining an example of a first result screen. [Figure 12] Figure 12A is the first diagram for explaining an example of a second result screen. Figure 12B is the second diagram for explaining an example of a second result screen. [Figure 13] Figure 13 is a diagram for explaining the memory configuration in the player terminal and the functions as a computer. [Figure 14] Figure 14 is a diagram for explaining the memory configuration in the server and the functions as a computer. [Figure 15] Figure 15 is a flowchart for explaining the terminal-side business game management process in the player terminal. [Figure 16]Figure 16 is a flowchart illustrating the shortcut function management process on the player terminal. [Figure 17] Figure 17 is a flowchart illustrating the server-side sales game management process on the server. [Modes for carrying out the invention]
[0014] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values shown in this embodiment are merely examples for the sake of ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0015] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1 that functions as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0016] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can be played through the cooperation of the player terminal 1 and the server 1000.
[0017] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.
[0018] Server 1000 communicates with multiple player terminals 1. Server 1000 stores various types of information for each player playing the game. Furthermore, based on the operations input from the player terminals 1, Server 1000 performs processes such as updating the stored information and downloading images and other information to the player terminals 1.
[0019] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.
[0020] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of a CPU (Central Processing Unit) 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24.
[0021] Furthermore, as shown in Figure 2B, the server 1000 is composed of a CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024.
[0022] Furthermore, the configuration and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.
[0023] The CPU 10 runs the program stored in memory 12 and controls the game's progress. Memory 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. Memory 12 is connected to the CPU 10 via bus 14.
[0024] An input / output interface 16 is connected to bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0025] The memory unit 18 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the memory unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0026] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and other information received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0027] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.
[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 is equipped with a touch panel 26 that functions as both an input unit 22 and an output unit 24.
[0029] (Game content) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be explained using an example. In this embodiment, a main game and a sub-game are provided. The specific content and game genre of the main game are not particularly limited, but for example, it may be a so-called rhythm game in which the player operates a touch panel in time with the music. Also, for example, the game genre of the main game may be a battle game, a roll-playing game, a shooting game, a puzzle game, etc.
[0030] In this embodiment, the main game provides players with multiple ally characters from the game operator. Additionally, players can possess multiple ally characters, for example, obtained through a lottery known as gacha, or distributed by the operator.
[0031] In addition, in this embodiment, separate from the main game described above, a sub-game is provided, which is a type of game known as an idle game (referred to as a "sales game" in this embodiment).
[0032] In the sales game, players can select one or more allied characters from their collection to form a party. Players can then use this party to play the sales game.
[0033] In sales games, players "send out" allied characters from their party for a predetermined period of time. Once the required time has elapsed, the sales game is completed (cleared), and the player can receive a reward. In other words, starting a sales game requires player operation and game startup. On the other hand, once a sales game (specific content) has started, it does not require player operation or game startup to progress; the game progresses simply by the passage of time.
[0034] In the sales game, the objective is to dispatch allied characters, assembled in a party, for the required amount of time to earn rewards. As will be explained in more detail later, in this embodiment, for example, multiple types of sales games can be played. The required time, types of rewards, and other conditions differ depending on the type of sales game.
[0035] Figure 3 shows an example of the sales screen 100. When the application is launched, a home screen (not shown) is displayed on the touch panel 26. In other words, the home screen is the first screen displayed after the game starts.
[0036] As shown in Figure 3, the home screen displays a menu bar 110 consisting of multiple tabs. The player can switch the display screen of the touch panel 26 by tapping the tabs on the menu bar 110.
[0037] The menu bar includes a Home tab 110a labeled "Home," a Character tab 110b labeled "Characters," a Main Game tab 110c labeled "Main Game," and a Sub Game tab 110d labeled "Sub Game." Furthermore, in the menu bar 110, the corresponding controls are highlighted so that the screen currently displayed on the touch panel 26 can be identified.
[0038] When the Home tab 110a is tapped, a home screen (not shown) is displayed on the touch panel 26. When the Character tab 110b is tapped, an ally character confirmation screen (not shown) is displayed on the touch panel 26. On the ally character confirmation screen (not shown), images of all ally characters corresponding to the ally character ID associated with the player ID are displayed.
[0039] Additionally, when the main game tab 110c is tapped, the main game screen (not shown) is displayed on 26. On the main game screen, the player can select the type of rhythm game.
[0040] Furthermore, when the sub-game tab 110d is tapped, the business screen 100 shown in Figure 3 is displayed on the touch panel 26. As shown in Figure 3, a header display area 112 is provided at the top of the business screen 100. The header display area 112 displays at least some of the player information associated with the player ID. For example, the header display area 112 displays level information 112a indicating the player level, and a stamina display bar 112b indicating the player's stamina. Also, as shown in Figure 3, the player's stamina is displayed numerically below the stamina display bar 112b.
[0041] Player information includes player ID, ally character identification information (hereinafter referred to as ally character ID) to identify ally characters owned by the player, level information 112a, stamina information displayed on the stamina display bar 112b, in-game currency information indicating the amount of in-game currency the player possesses, item information indicating the type and quantity of items the player possesses, sales destination information (Figure 4) indicating various information set for each sales game, and lap information (Figure 5) indicating the progress of the sales game.
[0042] Stamina is a parameter necessary for players to play the main game. In this embodiment, multiple types of main games are provided, and each main game has a set stamina consumption value required to play, a maximum number of times it can be played per day, and so on. When a player plays a main game that has a set stamina consumption value, the player will consume stamina to play the main game. Therefore, if the player does not have enough stamina, they will not be able to play the main game.
[0043] While a detailed explanation is omitted, players can earn a predetermined amount of player experience points by playing the main game. Each time the player experience points reach a certain value, the player level increases. A stamina limit is set for each player level. As the player level increases, the stamina limit increases. Stamina recovers within the limit by a predetermined amount (e.g., 1 point) at regular intervals (e.g., every 5 minutes). The stamina display bar 112b visually shows the current stamina remaining relative to the stamina limit. The stamina value displayed at the bottom of the stamina display bar 112b, in the example "100 / 190" in Figure 3, shows the stamina limit "190" as the denominator and the player's current stamina "100" as the numerator. It may also be possible to recover stamina by consuming a predetermined item (e.g., a stamina recovery item). Alternatively, stamina may be recoverable by consuming in-game currency. Additionally, it may be possible to restore stamina by paying with real currency.
[0044] On the other hand, in this embodiment, players can play sales games without consuming the aforementioned stamina. That is, for example, even if stamina is depleted after playing the main game, it is still possible to play sales games. However, it is also possible to require the consumption of stamina to play sales games.
[0045] The sales game according to this embodiment has the following gameplay. First, the player selects at least one sales location from among a pre-defined list of sales locations. The player also selects one or more allied characters from their collection to form a party. The player then dispatches the party to the selected sales location. Once the required time set for each sales location has elapsed, the sales game is completed, and the player can receive a reward. Each allied character is associated with various abilities and parameters. In the sales game, it may be possible to increase or decrease the required time based on the abilities and parameters associated with each allied character in the party. Furthermore, the reward granted to the player's player ID upon completion of the sales game may be changed based on the abilities and parameters associated with each allied character in the party.
[0046] As shown in Figure 3, the sales screen 100 displays four display sections in the center: the first sales destination display section 120a, the second sales destination display section 120b, the third sales destination display section 120c, and the fourth sales destination display section 120d. In this embodiment, a party can be dispatched to up to four sales destinations simultaneously.
[0047] In the example shown in Figure 3, the first customer display unit 120a shows the case where a party has already been dispatched to "Salesperson D" and a sales game is in progress. In the example shown in Figure 3, the second customer display unit 120b shows the case where a party has already been dispatched to "Salesperson E" and a sales game is in progress. In the example shown in Figure 3, the third customer display unit 120c shows the case where a party has already been dispatched to "Salesperson F" and a sales game is in progress. In the example shown in Figure 3, the fourth customer display unit 120d shows the case where a party has not yet been dispatched and a sales game is not currently in progress.
[0048] As shown in Figure 3, each of the first customer display units 120a to the fourth customer display unit 120d displays a customer image display unit 122, a lap information display unit 124, a reward collection operation unit 126, a remaining time display unit 128, and a remaining time gauge 130.
[0049] As shown in Figure 3, if a party has already been dispatched, the customer image display unit 122 displays an image corresponding to the type of sales game at the dispatched location. Also, as shown in Figure 3, if a party has already been dispatched, the lap information display unit 124 displays the progress of the sales game at the dispatched location.
[0050] Figure 4 shows an example of customer information. In this embodiment, each customer information is associated with a customer ID used to identify each sales game, and includes various pieces of information such as the name of the customer, a predetermined period, the required time to execute one sales game, the limit on the number of times each sales game can be executed within the predetermined period, and the type of reward that can be obtained.
[0051] The predetermined period may be set to a fixed period regardless of the type of sales game, or different periods may be set depending on the type of sales game. In this embodiment, the predetermined period set for each sales customer ID is broadly divided into a reset interval and an event period. When a reset interval is set as the predetermined period, for example, as shown in Figure 4, periods such as 24 hours, 10 days, 1 week, and 1 month are set. When a reset interval is set as the predetermined period, the limit count is reset each time the time set for the reset interval has elapsed. The timing used as the basis for the reset interval may be the timing when the player starts the corresponding sales game, or it may be a predetermined timing set in advance within the game.
[0052] When a predetermined period is set for the event, for example, as shown in Figure 4, a predetermined date and time are set. In this case, once the predetermined date and time set for the event period is reached, it becomes impossible to start a new corresponding sales game.
[0053] In the example shown in Figure 4, the case where either the reset interval or the event period is set as the predetermined period is illustrated, but both the reset interval and the event period may also be set as the predetermined period. In this case, the limit on the number of attempts should be reset each time the time set for the reset interval has elapsed, and when the predetermined date and time set for the event period is reached, it should become impossible to start the corresponding game again.
[0054] In this embodiment, when a party is dispatched to a sales game, the sales game will be automatically executed repeatedly until the number of executions of the sales game reaches a limit within a predetermined period. At this time, each time a sales game is completed, the player's player ID is granted the right to receive a reward corresponding to the completed sales game (hereinafter referred to as the reward right). Players can receive rewards by consuming their reward right. The number of reward right holders can also be said to represent the number of sales games that have been completed but for which no reward has been received.
[0055] In this embodiment, if the predetermined period corresponding to a sales game to be started has ended, the game will be terminated without starting the next sales game, even if the number of executions has not reached the limit. If a sales game is started within the predetermined period and ends after the predetermined period has ended, the reward rights corresponding to the completed sales game should be granted to the player's player ID. However, if a sales game is started within the predetermined period and ends after the predetermined period has ended, the reward rights corresponding to the completed sales game may not be granted to the player's player ID. In other words, reward rights corresponding to completed sales games may only be granted to the player's player ID for sales games that were started and ended within the predetermined period.
[0056] Figure 5 illustrates an example of lap information. Lap information is managed in conjunction with the player's player ID. As shown in Figure 5, each frame ID corresponding to the sales destination display section of the lap information is linked to various pieces of information, including the sales destination ID corresponding to the type of sales destination selected by the player, the time when each sales game within the limited number of times is completed (hereinafter also referred to as the lap completion time), and the number of stocks, which is the number of unconsumed reward rights among those granted to the player's player ID.
[0057] In the example shown in Figure 5, the completion time of each sales game within the limited number of games is stored as lap information, but this is not the only option. For example, each time a sales game starts, only the completion time of the lap for the current sales game may be stored.
[0058] When player terminal 1 starts displaying the business screen 100, it obtains lap information from server 1000 and displays the business screen 100 based on the obtained lap information.
[0059] In the lap information, if there is one or more stocks stored, a stock count icon 126a is displayed near the reward collection operation unit 126 in the sales destination display unit, as shown in Figure 3. In the example shown in Figure 3, the first sales destination display unit 120a shows the case where the first sales game is in progress for "Sales D," which has a limit of 5 times. In this case, since the reward rights for "Sales D" have not yet been granted to the player's player ID, the stock count icon 126a is not displayed.
[0060] Furthermore, in the example shown in Figure 3, the second customer display unit 120b shows the case where the third sales game is in progress for "Sales D," which has a limit of 5 games. In this case, the first and second sales games for "Sales D" have already been completed. Therefore, the reward rights for two "Sales D" games have been granted to the player's player ID, and the stock count icon 126a is displayed. Here, the stock count icon 126a displays an image with the number "2" written on it, informing the player that the reward rights for two "Sales D" games have been granted to the player's player ID.
[0061] Figure 6A is the first diagram illustrating an example of the lap information display unit 124 and the stock count icon 126a. Figure 6B is the second diagram illustrating an example of the lap information display unit 124 and the stock count icon 126a. For example, in a sales game with a limit of 5 plays, if the first sales game is being played, the lap information display unit 124 will display an image labeled "1 / 5" as shown in Figure 6A. That is, in the example of "1 / 5" in Figure 6A, the denominator will be "5", which is the limit of plays, and the number "1" will be displayed to indicate that the sales game currently being played is the first one.
[0062] Similarly, when the 2nd to 5th sales games are being played, the lap information display unit 124 displays images labeled "2 / 5" to "5 / 5". Also, after the 5th sales game has finished and before the result confirmation operation unit 150 (described later) is operated, the lap information display unit 124 displays an image labeled "5 / 5". In addition, after the 5th sales game has finished and before the result confirmation operation unit 150 (described later) is operated, the lap information display unit 124 may display an image labeled "Completed". Furthermore, as shown in Figure 6A, the stock count icon 126a is hidden during the 1st sales game. When the 1st sales game is finished, the stock count icon 126a labeled "1" is displayed. Similarly, when the 2nd to 5th sales games are finished, the stock count icons 126a labeled "2" to "5" are displayed.
[0063] In this embodiment, players can obtain rewards by tapping the reward collection operation unit 126, which displays the stock count icon 126a, even without reaching the limit on the number of times they can receive rewards.
[0064] Figure 6B shows the case where the reward collection operation unit 126, which displays a stock count icon 126a labeled "2", is tapped after the execution of the second sales game, that is, during the execution of the third sales game. In this case, when the reward collection operation unit 126 is tapped, the player can consume two reward rights and receive a reward. At this time, the first result screen 600, shown in Figure 11 which will be described later, is displayed on the touch panel 26. After receiving the reward, as shown in Figure 6B, the stock count icon 126a disappears, and the player is notified that the reward rights have been consumed. In this case, when the third sales game ends, a stock count icon 126a labeled "1" is displayed. Then, when the fourth and fifth sales games end, stock count icons 126a labeled "2" to "3" are displayed.
[0065] Furthermore, as shown in Figure 3, the remaining time display unit 128 and the remaining time gauge 130 indicate the time remaining until the limited number of games are completed. The remaining time display unit 128 indicates the time remaining until the limited number of games is completed by counting down numerically. Also, as shown in Figure 3, the remaining time gauge 130 visually indicates the time remaining until the limited number of games is completed by the display pattern of the gauge.
[0066] However, the remaining time display unit 128 and the remaining time gauge 130 may also indicate the time remaining until the start of the sales game, that is, the current sales game (one round). In this case, the remaining time display unit 128 may indicate the time remaining until the start of the sales game, that is, the current sales game (one round), is completed by counting down numerically. Alternatively, the remaining time gauge 130 may indicate the time remaining until the start of the sales game, that is, the current sales game (one round), is completed visually by the display mode of the gauge. Furthermore, the remaining time display unit 128 may indicate the time remaining until the start of the sales game, that is, the current sales game (one round), is completed, and the remaining time gauge 130 may indicate the time remaining until the limited number of sales games are completed. Alternatively, the remaining time display unit 128 may indicate the time remaining until the limited number of sales games are completed, and the remaining time gauge 130 may indicate the time remaining until the start of the sales game, that is, the current sales game (one round), is completed.
[0067] In this embodiment, after the sales screen 100 is displayed, the player terminal 1 updates the remaining time display unit 128 and the remaining time gauge 130 without acquiring new lap information from the server 1000. This makes it possible to suppress an increase in the frequency of communication between the player terminal 1 and the server 1000.
[0068] Furthermore, as shown in Figure 3, in the first customer display unit 120a and the second customer display unit 120b, where a sales game within the limited number of turns is in progress, the shortcut operation unit 132 and the cancel operation unit 134 are displayed.
[0069] When the shortcut operation unit 132 is tapped, the single business hours reduction dialog 500, shown in Figure 10A (described later), is displayed on the touch panel 26. As will be described in detail later, this embodiment is provided with a reduction function that shortens the required time by consuming stamina. For example, when the shortcut operation unit 132 of the first customer display unit 120a is tapped, the single business hours reduction dialog 500 accepts various operations to shorten the required time for "Sales D". Also, when the shortcut operation unit 132 of the second customer display unit 120b is tapped, the single business hours reduction dialog 500 accepts various operations to shorten the required time for "Sales E".
[0070] Furthermore, if the cancel operation button 134 is tapped, the ongoing sales game is canceled. For example, if the cancel operation button 134 of the first sales destination display unit 120a is tapped, the first sales game for "Sales D" is canceled. Also, if the cancel operation button 134 of the second sales destination display unit 120b is tapped, the third sales game for "Sales E" is canceled.
[0071] Furthermore, as shown in Figure 3, in the third sales destination display unit 120c where the sales game with the limited number of plays has already ended, the result confirmation operation unit 150 is displayed instead of the shorten operation unit 132 and the cancel operation unit 134. Also, near the result confirmation operation unit 150, a stock count icon 150a indicating the number of unconsumed reward rights is displayed. In the example shown in Figure 3, for "Sales E" which has a limited number of plays set to 40, the reward rights for 40 plays of "Sales D" have been assigned to the player's player ID, so a stock count icon 150a including an image labeled "40" is displayed.
[0072] When the result confirmation operation unit 150 is tapped, the player can consume reward rights and obtain a reward. At this time, the first result screen 600, shown in Figure 11 (described later), is displayed on the touch panel 26. After obtaining the reward, the corresponding sales destination display unit informs the player that the party has not yet been dispatched and the sales game is not currently running.
[0073] As shown in Figure 3, the fourth customer display unit 120d shows the case where no party has been dispatched yet and the sales game is not in progress. In this case, the sales selection operation unit 152 is displayed at the bottom of the fourth customer display unit 120d. When the sales selection operation unit 152 is tapped, the sales selection screen 200 shown in Figure 7, which will be described later, is displayed on the touch panel 26.
[0074] Furthermore, as shown in Figure 3, the batch shortcut operation section 160 and the batch confirmation operation section 162 are displayed in the lower right corner of the sales screen 100.
[0075] When the batch shortening operation unit 160 is tapped, the multiple business hours shortening dialog 400, shown in Figure 9A later, is displayed on the touch panel 26. As will be explained in more detail later, the multiple business hours shortening dialog 400 accepts various operations for using the shortening function for each of the business locations corresponding to the first business location display unit 120a to the fourth business location display unit 120d.
[0076] When the batch confirmation operation unit 162 is tapped, all reward rights assigned to the player's player ID are consumed, and the rewards are assigned to the player's player ID. At this time, the first result screen 600, shown in Figure 11 (described later), is displayed on the touch panel 26.
[0077] Furthermore, as shown in Figure 3, a warning message 170 is displayed in the lower left corner of the sales screen 100, stating, "There are sales that cannot be completed because the period ends during the round." In this embodiment, the warning message 170 is displayed when the predetermined period ends before any of the sales games currently being played are completed within the limited number of rounds. By displaying the warning message 170, it is possible to prompt the player to use the shortening function in order to complete the limited number of sales games within the predetermined period.
[0078] Figure 7 is a diagram illustrating the sales selection screen 200. When the sales selection operation unit 152 is tapped, the player terminal 1 displays the sales selection screen 200 on the touch panel 26 based on the sales destination information. The sales selection screen 200 displays multiple sales destination selection operation units 210 corresponding to sales destinations that the player can select. Each sales destination selection operation unit 210 displays various information based on the sales destination information, such as the name of the sales destination, the type of reward that can be obtained, a predetermined period, the required time, and the number of times it can be selected. Note that for sales destinations corresponding to sales destination IDs linked to any frame ID of the loop information, the sales destination selection operation unit 210 may be displayed in a manner that makes it impossible to select. Alternatively, for sales destinations corresponding to sales destination IDs linked to any frame ID of the loop information, the sales destination selection operation unit 210 may be hidden. When a sales destination selection operation unit 210 displayed in a selectable manner is tapped, the formation screen 300 is displayed on the touch panel 26.
[0079] Figure 8 illustrates an example of the party formation screen 300. The party formation screen 300 displays a list display section 310 that shows a list of allied characters that can be added to the party. The player can add the desired allied characters to the party by manipulating the allied characters displayed in the list display section 310.
[0080] In this embodiment, it is not possible to assign the same ally character to multiple sales locations. Therefore, ally characters that are already assigned to a party that has been dispatched to another sales location may be displayed in a way that makes them unselectable. In the example shown in Figure 8, ally characters that are already assigned to a party that has been dispatched to another sales location will be displayed with an image labeled "Currently on Sale" and will be grayed out.
[0081] When a player controls an ally character displayed in the list display unit 310, the controlled ally character is highlighted, as shown in Figure 8. In Figure 8, the outline of the ally character controlled by the player is displayed thicker as a highlight.
[0082] Furthermore, as shown in Figure 8, the friendly characters in the highlighted list display section 310 are accompanied by an identification indicator 312 that allows identification of the order in which they were operated. Figure 8 shows an example where the identification indicator 312 is a number ("1" to "15") corresponding to the order in which it was operated. That is, the earlier the operation, the smaller the value displayed. However, the content of the identification indicator 312 is not limited to this. For example, a symbol corresponding to the order in which it was operated may be displayed.
[0083] Additionally, the player can remove an allied character from their current party by operating on that character again in the highlighted list display section 310.
[0084] Furthermore, this embodiment includes an automatic party formation function that automatically assembles a party to be dispatched to a client. As shown in Figure 8, the formation screen 300 displays an automatic party formation operation unit 320 for using the automatic party formation function. When the player operates the automatic party formation operation unit 320, the party is automatically formed.
[0085] Furthermore, as shown in Figure 8, the decision control unit 322 is displayed on the formation screen 300. When one or more allied characters are included in the party, the decision control unit 322 is displayed in an operable manner.
[0086] Then, when the player taps the select button 322, which is in an operable state, a confirmation screen (not shown) is displayed on the touch panel 26. The confirmation screen displays the select button and the cancel button. When the select button on the confirmation screen is operated, the sales game starts and is executed repeatedly up to the limit of the number of times. The confirmation screen may also display a shortcut button for using the shortcut function. In this case, when the shortcut button is operated, the single sales time reduction dialog 500, which will be described later, should be displayed on the touch panel 26. In other words, the shortcut function may be available at the start of the sales game.
[0087] Figure 9A is the first diagram illustrating an example of the multiple business hours reduction dialog 400. Figure 9B is the second diagram illustrating an example of the multiple business hours reduction dialog 400. As described above, when the multiple shortening operation unit 160 is tapped, the multiple business hours reduction dialog 400 is displayed on the touch panel 26.
[0088] As described above, the shortening function allows players to reduce the required time by consuming stamina. Specifically, in this embodiment, a player can reduce the required time by 15 minutes by consuming 1 stamina. A limit may be placed on the number of stamina points that can be consumed using the shortening function within a predetermined period. However, the shortening function may also be usable by consuming a predetermined item (shortening ticket).
[0089] As shown in Figure 9A, the multiple business hours reduction dialog 400 is provided with a first display unit 410a corresponding to the first business location display unit 120a, a second display unit 410b corresponding to the second business location display unit 120b, a third display unit 410c corresponding to the third business location display unit 120c, and a fourth display unit 410d corresponding to the fourth business location display unit 120d. The first to fourth display units 410a to 410d each display a required time display unit 412, a decrease operation unit 420a, an increase operation unit 420b, a stamina consumption display unit 420c, and a stock count display unit 430 that displays the number of stocks after reduction.
[0090] The stamina consumption display unit 420c displays the number of stamina consumed to use the time-saving function for each business location. When the player taps the increase operation unit 420b, the number of stamina displayed on the stamina consumption display unit 420c increases by one. Conversely, when the player taps the decrease operation unit 420a, the number of stamina displayed on the stamina consumption display unit 420c decreases by one. The minimum value of stamina displayed on the stamina consumption display unit 420c is 0.
[0091] The required time display unit 412 displays the required time before reduction and the required time after reduction. In other words, the required time display unit 412 is updated so that each time the stamina displayed on the stamina consumption display unit 420c increases by one, the required time after reduction decreases by 15 minutes.
[0092] Furthermore, if the limited number of sales games has already ended, an image labeled "Completed" will be displayed in the required time display unit 412, as shown in the third display unit 410c. Also, if no party has been dispatched yet and the sales game is not in progress, an image labeled "Not Selected" will be displayed in the required time display unit 412, as shown in the fourth display unit 410d. Additionally, as shown in Figure 9A, if the sales game is in progress, the decrease operation unit 420a and the increase operation unit 420b will be displayed in an operable manner, and if the sales game is not in progress, the decrease operation unit 420a and the increase operation unit 420b will be displayed in an operable manner.
[0093] As shown in Figure 9A, the player can tap the operable decrease operation unit 420a and increase operation unit 420b corresponding to the first display unit 410a to the fourth display unit 410d, and use the shortcut function for each of one or more sales destinations collectively.
[0094] In this embodiment, when the shortening function is used, the required time is sequentially shortened for each execution of the sales game. For example, in the example shown in Figure 9A, "Sales E" is displayed on the first display unit 410a. "Sales E" requires 1 hour per execution and has a limit of 5 executions. For example, if it is specified to consume 4 stamina, it is possible to shorten the required time of the sales game by up to 1 hour. In the example shown in Figure 9A, 4 minutes and 38 seconds have elapsed since the start of the first sales game of "Sales E". In this case, if it is specified to consume 4 stamina, the maximum possible shortening time is 1 hour, but the actual shortened time is 55 minutes and 22 seconds. In other words, the shortening of the required time is managed for each sales game, and fractions are rounded down. Therefore, if it is specified to consume 4 stamina, the first sales game is shortened and the first sales game is completed immediately. On the other hand, the required time for the second sales game is not shortened.
[0095] Furthermore, the example shown in Figure 9B illustrates the case where it is specified to consume 10 stamina. In this case, 4 stamina units are used to shorten the required time for the first business game, 4 stamina units are used to shorten the required time for the second business game, and 2 stamina units are used to shorten the required time for the third business game. In other words, when it is specified to consume 10 stamina units, the first and second business games are shortened, and the first and second business games are completed immediately. The required time for the third business game is shortened by 30 minutes. In this case, the required time display unit 412 will display 2 hours and 30 minutes as the shortened required time.
[0096] However, the total time required to repeatedly play the sales game up to the limit may be reduced by a certain amount of time corresponding to the number of stamina points specified to the player. In this case, as shown in Figure 9B, if the player is required to consume 10 stamina points, 150 minutes will be deducted from the total time of 4 hours, 55 minutes, and 22 seconds, resulting in a reduced required time of 2 hours, 25 minutes, and 22 seconds. In other words, if the player is required to consume 10 stamina points, the first and second sales games will be shortened, and they will be completed immediately. The required time for the third sales game will then be reduced by 4 minutes and 38 seconds.
[0097] Furthermore, the required time display unit 412 may display the time until the end of one sales game before the shortening, and the time until the end of one sales game after the shortening. In this case, using the shortening function once will increase the stock number of each sales target corresponding to the first display unit 410a to the fourth display unit 410d by a maximum of 1.
[0098] Furthermore, as shown in Figure 9B, if the number of stocks displayed in the stock count display unit 430 changes due to the consumption of stamina, the display mode of the stock count display unit 430 changes. Specifically, in the example shown in Figure 9A, the stock count display unit 430 of the first display unit 410a displays an image of a black number with "0" written on it, whereas in the example shown in Figure 9B, the stock count display unit 430 of the first display unit 410a displays an image of a white number with "2" written on it. In addition, if the number of stocks displayed in the stock count display unit 430 changes due to the consumption of stamina, the display color, font, size, etc. of the number image displayed in the stock count display unit 430 may also change.
[0099] Additionally, the multiple business hours reduction dialog 400 displays a stamina display bar 432 that shows the stamina after the reduction. The right side of the stamina display bar 432 also displays the stamina after the reduction and the stamina consumed as numerical values.
[0100] Additionally, at the bottom of the multiple business hours reduction dialog 400, a warning message 434 is displayed that reads, "If completion is possible or there is stock available, you will be immediately taken to the results screen."
[0101] Furthermore, a cancel operation section 440, a stamina recovery operation section 442, and a confirm operation section 444 are displayed at the bottom of the multiple business hours reduction dialog 400. When the cancel operation section 440 is tapped, the use of the reduction function is stopped, and the multiple business hours reduction dialog 400 is hidden. When the stamina recovery operation section 442 is tapped, a stamina recovery dialog (not shown) is displayed on the touch panel 26. In the stamina recovery dialog, it is possible to recover stamina by consuming in-game currency owned by the player. Note that the method of recovering stamina is not limited to consuming in-game currency; it may also be possible to recover stamina by consuming a predetermined item (for example, an item for stamina recovery) or by paying with real currency. In addition, the time reduction function may be made directly usable by consuming in-game currency owned by the player, consuming a predetermined item owned by the player, or paying with real currency.
[0102] Furthermore, when the decision operation unit 444 is tapped, the time reduction function is executed based on the content displayed in the multiple business hours reduction dialog 400 immediately before the operation. At this time, stamina consumption information is sent from the player terminal 1 to the server 1000. The stamina consumption information includes information on the amount of stamina consumed specified by the player for each business location. Based on the received stamina consumption information, the server 1000 updates the lap information and sets the updated lap information so that the player terminal 1 can acquire it.
[0103] Then, if the stock count display unit 430 shows 1 or more stocks and the decision operation unit 444 is tapped, the player terminal 1 retrieves lap information from the server 1000 and then displays the first result screen 600 shown in Figure 11, which will be described later.
[0104] On the other hand, if the decision operation unit 444 is tapped when none of the stock count display units 430 show a stock count of 1 or more, the player terminal 1 obtains lap information from the server 1000 and displays the business screen 100 on the touch panel 26 based on the obtained lap information. In other words, when the decision operation unit 444 is tapped, the player terminal 1 obtains lap information from the server 1000 regardless of the number of stocks.
[0105] Figure 10A is the first diagram illustrating an example of the single-operating hours reduction dialog 500. Figure 10B is the second diagram illustrating an example of the single-operating hours reduction dialog 500. As described above, when the shortcut operation unit 132 is tapped, the single-operating hours reduction dialog 500 is displayed on the touch panel 26.
[0106] As shown in Figure 10A, the single business hours reduction dialog 500 displays the required time display section 512, the decrease operation section 520a, the increase operation section 520b, the stamina consumption display section 520c, and the stock count display section 530.
[0107] The stamina consumption display unit 520c displays the number of stamina points required to use the time-saving function for the selected client. When the player taps the increase operation unit 520b, the stamina points displayed on the stamina consumption display unit 520c increase by one. When the player taps the decrease operation unit 520a, the stamina points displayed on the stamina consumption display unit 520c decrease by one. The minimum stamina value displayed on the stamina consumption display unit 520c is 0.
[0108] The required time display unit 512 displays the required time before reduction and the required time after reduction. In other words, the required time display unit 512 is updated so that each time the stamina displayed on the stamina consumption display unit 520c increases by one, the required time after reduction decreases by 15 minutes.
[0109] Then, as shown in Figure 10A, the player can tap the decrease operation unit 520a and the increase operation unit 520b to use the shortcut function for the selected customer.
[0110] Furthermore, the example shown in Figure 10B illustrates the case where it is specified to consume 10 stamina. In this case, 4 stamina units are used to shorten the required time for the first business game, 4 stamina units are used to shorten the required time for the second business game, and 2 stamina units are used to shorten the required time for the third business game. In other words, when it is specified to consume 10 stamina units, the first and second business games are shortened, and the first and second business games are completed immediately. The required time for the third business game is shortened by 30 minutes. In this case, the required time display unit 512 will display 2 hours and 30 minutes as the shortened required time.
[0111] Furthermore, as shown in Figure 10B, if the number of stocks displayed in the stock count display unit 530 changes due to the consumption of stamina, the display mode of the stock count display unit 530 also changes. Specifically, in the example shown in Figure 10A, the stock count display unit 530 displays a black number image with "0" written on it, whereas in the example shown in Figure 10B, the stock count display unit 530 displays a white number image with "2" written on it. In addition, if the number of stocks displayed in the stock count display unit 530 changes due to the consumption of stamina, the display color, font, size, etc. of the number image displayed in the stock count display unit 530 may also change.
[0112] Furthermore, the required time display unit 512 may display the time until the current sales game (before shortening) is completed, and the time until the current sales game (after shortening) is completed. In this case, using the shortening function once will increase the number of selected sales targets in stock by a maximum of 1.
[0113] Additionally, the single business hours reduction dialog 500 displays a stamina display bar 532 that shows the stamina after the reduction. The right side of the stamina display bar 532 also displays the stamina after the reduction and the stamina consumed as numerical values.
[0114] Additionally, at the bottom of the single business hours reduction dialog 500, a warning message 534 is displayed that reads, "If it can be completed, proceed immediately to the results screen" and "If there is stock, proceed immediately to the results screen."
[0115] Additionally, a cancel operation section 540 and a confirm operation section 544 are displayed at the bottom of the single business hours reduction dialog 500. When the cancel operation section 540 is tapped, the use of the reduction function is canceled, and the single business hours reduction dialog 500 is hidden.
[0116] Furthermore, when the decision operation unit 544 is tapped, the time reduction function is executed based on the content displayed in the single time reduction dialog 500 immediately before the operation. At this time, stamina consumption information is sent from the player terminal 1 to the server 1000. The server 1000 updates the lap information based on the received stamina consumption information and sets the updated lap information so that the player terminal 1 can acquire it.
[0117] Then, if the stock count display unit 530 shows 1 or more stocks and the decision operation unit 544 is tapped, the first result screen 600 shown in Figure 11, which will be described later, will be displayed.
[0118] On the other hand, if the stock count display unit 530 does not show a stock count of 1 or more and the decision operation unit 544 is tapped, the player terminal 1 obtains lap information from the server 1000 and displays the business screen 100 on the touch panel 26 based on the obtained lap information.
[0119] Figure 11 is a diagram illustrating an example of the first result screen 600. Figure 12A is the first diagram illustrating an example of the second result screen 700. Figure 12B is the second diagram illustrating an example of the second result screen 700. Server 1000 consumes reward rights, i.e., stocks, to determine the rewards corresponding to each type of business destination. In this embodiment, various items that can be consumed in the game (first rewards) are determined as rewards. In this embodiment, the updated parameter values of the allied characters formed in the party dispatched to each business destination (second rewards) are also determined as rewards. Server 1000 then sets reward information, including information indicating the determined first and second rewards, so that it can be obtained by the player terminal 1.
[0120] When player terminal 1 obtains reward information from server 1000, it displays a first result screen 600 that notifies the first reward and a second result screen 700 that notifies the second reward on the touch panel 26 based on the obtained reward information.
[0121] If there are any remaining business games that can be shortened, a shortening operation unit 710 will be displayed at the bottom of the second result screen 700, as shown in Figure 12A. When the shortening operation unit 710 is tapped, either a multiple business time shortening dialog 400 or a single business time shortening dialog 500 will be displayed on the touch panel 26. Specifically, if the second result screen 700 is displayed as a result of tapping the result confirmation operation unit 150 or the decision operation unit 544 of the single business time shortening dialog 500, and the shortening operation unit 710 is tapped, the single business time shortening dialog 500 will be displayed on the touch panel 26. Also, if the second result screen 700 is displayed as a result of tapping the batch confirmation operation unit 162 or the decision operation unit 444 of the multiple business time shortening dialog 400, and the shortening operation unit 710 is tapped, the multiple business time shortening dialog 400 will be displayed on the touch panel 26.
[0122] Furthermore, if it is possible to start additional sales games within the specified period and within the limit of the number of attempts, the available sales games will be automatically started. In this case, a warning message 714 stating "Sales that can be restarted have started automatically" will be displayed in the lower left corner of the second results screen 700.
[0123] Furthermore, if there are no sales games that can be shortened remaining, that is, if sales have been completed up to the limit for each of the four slot IDs associated with the sales target, the shortening operation unit 710 will be hidden.
[0124] Furthermore, if the game has been completed up to the limit number of times, and the previous predetermined period has ended and the next predetermined period has started, and the limit number of times has been restored, the restart operation unit 716 will be displayed on the touch panel 26, as shown in Figure 12B. When the restart operation unit 716 is tapped, the game with the restored limit number of times will start automatically.
[0125] Additionally, a confirmation button 712 is displayed in the lower right corner of the second results screen 700. When the confirmation button 712 is tapped, the player terminal 1 obtains lap information from the server 1000 and displays the business screen 100 on the touch panel 26 based on the obtained lap information.
[0126] Next, we will describe the functional configuration of player terminal 1 and server 1000 for running the above-mentioned sales game. Note that we will omit the explanation of the functional configuration of player terminal 1 and server 1000 related to the main game.
[0127] (Functional configuration of player terminal 1) Figure 13 illustrates the configuration of the memory 12 in the player terminal 1 and its function as a computer. The program storage area 12a stores the business game management program 902 and the display control program 904. Note that the above programs stored in the program storage area 12a are just examples, and many other programs are also stored in the program storage area 12a.
[0128] The data storage area 12b is provided with an information storage unit 950 for storing various information for the sales game. Note that the above-mentioned storage unit in the data storage area 12b is just one example; the data storage area 12b is provided with many other storage units.
[0129] The CPU 10 runs each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by running each program stored in the program storage area 12a, the CPU 10 makes the player terminal 1 (computer) function as the terminal-side control unit 1A. The terminal-side control unit 1A includes the sales game management unit 902a and the display control unit 904a.
[0130] Specifically, the CPU 10 runs the sales game management program 902, causing the computer to function as the sales game management unit 902a. Similarly, the CPU 10 runs the display control program 904, causing the computer to function as the display control unit 904a.
[0131] Sales Game Management Department 902a is responsible for all processing related to sales games.
[0132] The display control unit 904a controls the display of images shown on the touch panel 26 in accordance with the player's operation and the progress of the game.
[0133] (Functional configuration of Server 1000) Figure 14 illustrates the configuration of memory 1012 in server 1000 and its function as a computer. Memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, CPU 1010 stores the server-side game control program (module) in program storage area 1012a.
[0134] The server-side game control program includes the business game management program 1902. Note that the program shown in Figure 14 is just one example; the server-side game control program includes many other programs.
[0135] The data storage area 1012b is equipped with an information storage unit 1950, which serves as a storage unit for storing data. In addition, the data storage area 1012b is also equipped with numerous other storage units. Here, all player game information and player information are stored in the information storage unit 1950, linked to the player ID.
[0136] The CPU 1010 runs each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by running each program stored in the program storage area 1012a, the CPU 1010 makes the server 1000 (computer) function as the server-side game control unit 1000A. The server-side game control unit 1000A includes the sales game management unit 1902a.
[0137] Specifically, CPU 1010 runs the sales game management program 1902, causing the computer to function as a sales game management unit 1902a.
[0138] Sales Game Management Department 1902a is responsible for all processing related to sales games.
[0139] Although the sales game management unit 902a on player terminal 1 and the sales game management unit 1902a on server 1000 both perform processing related to sales games, their roles, or rather, their scope of responsibility, are different.
[0140] The processes performed by each functional unit in the player terminal 1 and server 1000 described above are explained below using flowcharts.
[0141] (Control processing in player terminal 1 and server 1000) Figure 15 is a flowchart illustrating the terminal-side sales game management process in player terminal 1. As shown in Figure 15, the sales game management unit 902a determines whether or not an operation on the subgame tab 110d, i.e., the operation to display the sales screen 100, has been performed (P1-1). If the operation to display the sales screen 100 has not been performed (NO in P1-1), the sales game management unit 902a moves the process to P1-4.
[0142] Furthermore, if the display operation for the sales screen 100 is performed (YES in P1-1), the sales game management unit 902a obtains lap information (Figure 5) from the information storage unit 1950 of the server 1000 (P1-2).
[0143] The display control unit 904a displays the sales screen 100 (Figure 3) on the touch panel 26 based on the lap information acquired in P1-2 (P1-3).
[0144] The sales game management unit 902a determines whether the result confirmation operation unit 150 or the batch confirmation operation unit 162 has been tapped (P1-4). If the result confirmation operation unit 150 or the batch confirmation operation unit 162 has been tapped (YES in P1-4), the sales game management unit 902a sends reward request information to the server 1000 (P1-5). The reward request information includes information indicating the sales target corresponding to the reward rights to be consumed.
[0145] The sales game management unit 902a obtains reward information from the information storage unit 1950 of the server 1000 (P1-6). The display control unit 904a displays the first result screen 600 (Figure 11) based on the first reward included in the reward information (P1-7). The display control unit 904a also displays the second result screen 700 (Figure 12) based on the second reward included in the reward information (P1-8). When the decision operation unit 712 is tapped and the display of the second result screen 700 ends, the player terminal 1 moves the process to P1-2 above.
[0146] If the result confirmation operation unit 150 or the batch confirmation operation unit 162 is not tapped (NO in P1-4), the sales game management unit 902a moves the process to P1-9. Based on the lap information obtained in P1-2 and the current time, the sales game management unit 902a performs a required time management process to derive the time required to complete the last lap corresponding to each slot ID, that is, the time required to complete sales up to the limit number of times (P1-9). In addition, in the required time management process, the sales game management unit 902a may derive the time required for each slot ID to complete the sales game that was started, that is, the time for this current sales game.
[0147] Furthermore, the sales game management unit 902a executes a stock count management process (P1-10) that updates the lap information based on the lap completion time set for each frame ID, increasing the stock count when the lap completion time is reached, using the lap count information obtained in P1-2 above and the current time.
[0148] The display control unit 904a executes a display update process to update the display of the sales screen 100 based on the results of P1-9 and P1-10 (P-11).
[0149] The sales game management unit 902a determines whether the sales selection operation unit 152 on the sales screen 100 has been tapped (P1-12). If the sales selection operation unit 152 has not been tapped (NO in P1-12), the sales game management unit 902a proceeds to P1-14.
[0150] Furthermore, if the sales selection operation unit 152 is tapped (YES in P1-12), the sales game management unit 902a displays the sales selection screen 200 on the touch panel 26 and executes sales selection management processing to accept the player's selection of a sales destination and party formation (P1-31). When a decision operation is made to decide to dispatch a party to a sales destination, the sales game management unit 902a sends sales start information to the server 1000, which includes the party formation details and information identifying the sales destination to which the party will be dispatched.
[0151] Furthermore, the sales game management unit 902a determines whether the shortcut operation unit 132, the batch shortcut operation unit 160, or the shortcut operation unit 710 has been operated (P1-14). If the shortcut operation unit 132, the batch shortcut operation unit 160, or the shortcut operation unit 710 has been operated (YES in P1-14), the sales game management unit 902a executes the shortcut function management process (P2) described later.
[0152] Figure 16 is a flowchart illustrating the shortcut function management process (P2) in the player terminal 1. The display control unit 904a displays either a multiple business hours shortcut dialog 400 or a single business hours shortcut dialog 500 on the touch panel 26 (P2-1). Specifically, when the shortcut operation unit 132 is tapped, the display control unit 904a displays the single business hours shortcut dialog 500 on the touch panel 26. Also, when the shortcut operation unit 160 is tapped multiple times, the display control unit 904a displays the multiple business hours shortcut dialog 400 on the touch panel 26.
[0153] The sales game management unit 902a determines whether a player has performed a stamina change operation in either the multiple business hours reduction dialog 400 or the single business hours reduction dialog 500 (P2-2). Note that a stamina change operation includes operations in the decrease operation unit 420a or the increase operation unit 420b in the multiple business hours reduction dialog 400. Furthermore, a stamina change operation also includes operations in the decrease operation unit 520a or the increase operation unit 520b in the single business hours reduction dialog 500.
[0154] As a result, if a stamina count change operation is performed (P2-2), the business game management unit 902a derives the required time to be displayed in the required time display unit 412 or the required time display unit 512 based on the stamina count change operation (P2-3). At this time, the business game management unit 902a derives the required time to be displayed in the required time display unit 412 or the required time display unit 512 by shortening the required time for each execution of the business game. However, the business game management unit 902a may also derive the required time to be displayed in the required time display unit 412 or the required time display unit 512 by subtracting the time corresponding to the stamina count specified by the player from the total time when the business game is repeatedly executed up to the limit number of times. Alternatively, the business game management unit 902a may also derive the required time to be displayed in the required time display unit 412 or the required time display unit 512 by shortening the required time for the current, one-time business game.
[0155] Furthermore, the sales game management unit 902a derives the number of stocks to be displayed in the stock count display unit 430 or the stock count display unit 530 based on the stamina count change operation (P2-4). Then, the display control unit 904a executes a display update process to update the display of the multiple business hours reduction dialog 400 or the single business hours reduction dialog 500 based on the results of P2-3 and P2-4 (P2-5). At this time, if the number of stocks displayed in the stock count display unit 430 or the stock count display unit 530 changes due to the consumption of stamina, the display control unit 904a changes the display mode of the stock count display unit 430 or the stock count display unit 530.
[0156] The sales game management unit 902a determines whether the decision operation unit 444 of the multiple business hours reduction dialog 400 or the decision operation unit 544 of the single business hours reduction dialog 500 has been operated (P2-6). If the decision operation unit 444 or the decision operation unit 544 has been operated (YES in P2-6), the sales game management unit 902a sends stamina consumption information to the server 1000, which includes information on the number of stamina consumed by the player for each business location (P2-7).
[0157] The sales game management unit 902a retrieves lap information from the information storage unit 1950 of server 1000 (P2-8).
[0158] If the lap information obtained in P2-8 contains a stock count of 1 or more (P2-9), the sales game management department 902a proceeds to process P1-5.
[0159] Figure 17 is a flowchart illustrating the server-side sales game management process in server 1000. The sales game management unit 1902a performs progress management processing (S1-1) which updates the lap information to increase the stock count when the lap completion time set for each frame ID is reached, based on the lap information stored in the information storage unit 1950 and the current time. The updated lap information is then set so that it can be retrieved by player terminal 1.
[0160] The game management unit 1902a determines whether or not it has received game start information from the player terminal 1 (S1-2). If it has received game start information (YES in S1-2), the game management unit 1902a executes a lap information update process to set the information of the newly starting game as lap information based on the received game start information (S1-3). The updated lap information is then set to be accessible on the player terminal 1.
[0161] The sales game management unit 1902a determines whether or not it has received reward request information from the player terminal 1 (S1-4). If it has received reward request information (YES in S1-4), the sales game management unit 1902a executes a reward determination process to determine the reward by consuming the reward rights for one or more specified sales locations based on the received reward request information (S1-5). Here, the sales game management unit 1902a determines various items that can be consumed in the game (first reward) and the parameter update values of the allied characters formed in the party dispatched to each sales location (second reward), and sets the reward information, including information indicating the determined first and second rewards, so that the player terminal 1 can acquire it.
[0162] The Sales Game Management Department 1902a executes a loop information update process (S1-6) to update the loop information in accordance with the consumption of reward rights in S1-5 above.
[0163] The sales game management unit 1902a determines whether or not it has received stamina consumption information from player terminal 1 (S1-7). If it has received stamina consumption information (YES in S1-7), the sales game management unit 1902a updates the lap information based on the received stamina consumption information and sets the updated lap information so that player terminal 1 can acquire it (S1-8). Specifically, it updates the lap completion time based on the amount of stamina consumed by the player for each sales location, which is included in the stamina consumption information (Figure 5).
[0164] In other words, once the sales game management unit 1902a starts the sales game in S1-3, it will continue to advance the sales game repeatedly in S1-1 as the required time elapses, without requiring player operation or game startup, until the number of executions within a predetermined period reaches the limit.
[0165] The above processes enable the sales game described above. Note that the processes described above on player terminal 1 and server 1000 are merely examples. Furthermore, each of the above processes may be executed on player terminal 1 alone or on server 1000 alone.
[0166] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these are also understood to fall within the technical scope.
[0167] The sales game described in the above embodiment is merely an example. In any case, the information processing program may cause the computer to perform the following processes.
[0168] (Processes to be performed by a computer) A process (P1-15 in the above embodiment) to start a specific piece of content (for example, a sales game in the above embodiment) that has an upper limit (for example, a limited number of times in the above embodiment) on the number of times it can be executed within a predetermined period, based on the player's input. After the start of a specific content, the process (S1-1 in the above embodiment as an example) repeatedly advances the specific content without requiring player operation or game startup until the number of executions within a predetermined period reaches the upper limit. A process that allows the user to receive a reward upon completion of the execution of specific content (in the above embodiment, this may include P1-5 to P1-9 and S1-4 to S1-6 as an example). A process that executes a time-saving function to reduce the required time in response to player operations at the start of a specific piece of content or while a specific piece of content is in progress (in the above embodiment, this may include P2, S1-7, and S1-8 as examples). On an execution screen where operation inputs are possible to execute the shortening function, a process is performed to display the number of times a specific content has been completed or the number of times a reward has been received (for example, in the above embodiment, stock count display unit 430, stock count display unit 530) (for example, in the above embodiment, P2-2 to P2-5).
[0169] The process that performs the shortening function (in the above embodiment, for example, P2, S1-7, S1-8) may be capable of shortening the time required for a single instance of specific content.
[0170] The process that executes the shortening function (in the above embodiment, for example, P2, S1-7, S1-8) may be able to shorten the total time required until the number of times a specific content is completed within a predetermined period reaches the upper limit.
[0171] The process that performs the count display (P2-2 to P2-5 in the above embodiment, as an example) may change the display mode of the count display when the execution of the shortening function results in an increase in the number of completions or the number of receipts.
[0172] Furthermore, the information processing programs for executing the processes in the above embodiments and various modifications may be stored in a computer-readable non-temporary storage medium and provided as such. Moreover, a game terminal device including this storage medium may be provided. In addition, the above embodiments and various modifications may also be information processing methods for realizing each function and the steps shown in the flowchart. [Explanation of symbols]
[0173] 1 Player terminal 1000 Servers S Information Processing System
Claims
1. A process that starts a specific piece of content, which has a set limit on the number of times it can be executed within a predetermined period, based on the player's input, After the start of the specified content, until the number of executions within the predetermined period reaches the upper limit, the game progresses without requiring player operation or game startup, and the specified content is repeatedly advanced by the passage of time. A process to enable the receipt of rewards upon completion of the execution of the aforementioned specific content, A process to execute a time reduction function that shortens the required time in response to player operations at the start of the specified content or during the progress of the specified content, In an execution screen where the user can input operations to perform the aforementioned shortening function, the process includes displaying the number of times the specific content has been completed or the number of times the reward has been received, An information processing program that causes a computer to perform a task.
2. The process that performs the aforementioned shortening function is: The information processing program according to claim 1, which can shorten the time required for one instance of the specified content.
3. The process that performs the aforementioned shortening function is: The information processing program according to claim 1, which can shorten the total time required until the number of times the specific content is terminated within the predetermined period reaches the upper limit.
4. The process that performs the aforementioned count display is: An information processing program according to any one of claims 1 to 3, wherein the execution of the shortening function results in an increase in the number of completions or the number of receipts, and the display mode of the count display is changed.
5. An information processing method performed by one or more computers, The aforementioned computer, A process that starts a specific piece of content, which has a set limit on the number of times it can be executed within a predetermined period, based on the player's input, After the start of the specified content, until the number of executions within the predetermined period reaches the upper limit, the game progresses without requiring player operation or game startup, and the specified content is repeatedly advanced by the passage of time. A process to enable the receipt of rewards upon completion of the execution of the aforementioned specific content, A process to execute a time reduction function that shortens the required time in response to player operations at the start of the specified content or during the progress of the specified content, In an execution screen where the user can input operations to perform the aforementioned shortening function, the process includes displaying the number of times the specific content has been completed or the number of times the reward has been received, An information processing method for carrying out the task.
6. An information processing system comprising one or more computers, The aforementioned computer, A process that starts a specific piece of content, which has a set limit on the number of times it can be executed within a predetermined period, based on the player's input, After the start of the specified content, until the number of executions within the predetermined period reaches the upper limit, the game progresses without requiring player operation or game startup, and the specified content is repeatedly advanced by the passage of time. A process to enable the receipt of rewards upon completion of the execution of the aforementioned specific content, A process to execute a time reduction function that shortens the required time in response to player operations at the start of the specified content or during the progress of the specified content, In an execution screen where the user can input operations to perform the aforementioned shortening function, the process includes displaying the number of times the specific content has been completed or the number of times the reward has been received, An information processing system that performs the following tasks.
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