Program, information processing method, and information processing apparatus.
The system allows strategic element adoption and construction of effect activation modes in games, addressing character level-based restrictions, enhancing gameplay enjoyment and replayability through cumulative point-based progression.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-03
- Publication Date
- 2026-03-13
AI Technical Summary
Existing games restrict magic equipment based on character level, limiting gameplay enjoyment for low-level players and preventing strategic item usage across different player progress levels.
A system that allows players to strategically adopt and construct effect activation modes using predetermined elements, with a point accumulation system that enables gameplay progression when cumulative points fall within a predetermined tolerance range, allowing for strategic element placement and usage regardless of character level.
Enhances gameplay enjoyment by enabling strategic element adoption and usage from the start, allowing players to experiment with different combinations and strategies, increasing replayability and balancing gameplay difficulty based on cumulative point values.
Smart Images

Figure 2026046938000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, an information processing method, and an information processing apparatus.
Background Art
[0002] Conventionally, there has been known a game in which a character is made to use magic by equipping the character with magic. In such a game in which a character uses magic, a game has been proposed in which, as a condition for equipping a character with magic, the equipment cost determined for each magic does not exceed the equipment slot (point limit value) set for each character (see, for example, Patent Document 1).
[0003] Such a point limit value for equipping a character with magic is determined by a level or the like indicating the growth of the character, and is set such that the higher the level or the like of the character, the higher the point limit value.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, if the point limit value is determined by the level or the like of the character, when the level or the like of the character is high, although many magics can be equipped and the game can be enjoyed, when the level or the like of the character is low, many magics cannot be equipped, and the player is forced to work on raising the level of the character Therefore, it was desired that the point limit not be determined by character level, etc., so that when multiple users play together, they can play at the same level regardless of their progress in the game, and that items obtained early in the game can be used with fewer points, thus giving a certain value to stronger items obtained later. In other words, it was desired that players would strategically equip (adopt) magic while considering the point limit from the start of the game (when character levels are low, etc.), thereby enhancing the enjoyment of the game.
[0006] The present invention aims to solve the above problems and to provide a game program, an information processing method, and an information processing device that can improve the enjoyment of games. [Means for solving the problem]
[0007] To solve the above problems, the present invention provides a program for a computer of an information processing device capable of running a game that activates effect activation modes that affect objects. A predetermined element adoption process (such as the element placement process in step S221) is performed to select (equip) one or more predetermined elements from among a plurality of predetermined elements (activation elements, effect elements, etc.), Based on the predetermined elements adopted by the predetermined element adoption process, an effect activation mode construction process (such as the effect activation mode construction process in step S226) is performed to construct the effect activation mode, When the activation conditions are met, an effect activation mode activation process (such as the effect activation mode activation process in step S61) is performed to activate the effect activation mode constructed by the effect activation mode construction process, Each of the multiple predetermined elements has a defined point value, and a point accumulation value calculation process (such as the point accumulation value calculation process in step S223) calculates the cumulative point value from a reference value (zero or point limit value) based on the point values of the predetermined elements adopted by the predetermined element adoption process, A game preparation state control process (such as the game preparation state control process in step S30) controls the game preparation state, Upon fulfillment of predetermined transition conditions, a game progression permission process (such as the determination process in step S30-6) is performed to permit the transition from the game preparation state to the game progression state, When the transition to the game progression state is permitted by the game progression permission process, a game progression state control process (such as the game progression process in step S40) controls the game progression state, Make it run, The predetermined transition condition is met if the cumulative point value calculated by the cumulative point value calculation process falls within a predetermined tolerance range (0 to 40). As a result, if the cumulative point value is not within the acceptable range, the game cannot proceed to the next stage. Therefore, from the game preparation stage at the start of the game, players can strategically adopt predetermined elements while considering the cumulative point value to enhance the enjoyment of the game.
[0008] Preferably, in the program of the present invention, the predetermined element comprises at least an activation element that defines the activation conditions for activating the effect activation mode, and an effect element that defines the effect content of the effect activation mode. The computer is instructed to perform a correspondence process (such as the correspondence process in step S224) that associates the activation element and the effect element adopted by the predetermined element adoption process. The effect activation mode construction process constructs the effect activation mode based on the activation element and the effect element associated by the association process, It is desirable that the effect activation mode activation process activates the effect activation mode constructed by the effect activation mode construction process when the activation conditions defined in the activation element are met. This allows for strategic thinking about which activation elements and effect elements to combine.
[0009] Preferably, in the program of the present invention, when the transition to the game progression state is permitted by the game progression permission process, the effect activation mode storage process (such as the permission equipment storage process in step S51 and step S30-11) stores the effect activation mode constructed by the effect activation mode construction process as a permitted effect activation mode (such as equipment information for the game progression state) so that it can be activated in the game progression state, The computer is made to execute the above, The effect activation mode construction process constructs a new effect activation mode when a predetermined element acquired while the game is in progress is adopted by the predetermined element adoption process. In the aforementioned effect activation mode storage process, it is desirable that, in the game progression state, the new effect activation mode constructed by the effect activation mode construction process be stored as the permitted effect activation mode, regardless of the point value defined in the predetermined element. As a result, when the game is in progress, regardless of the point value defined for the predetermined element (regardless of whether the cumulative point value exceeds the point limit), the predetermined element acquired while the game is in progress can be used to construct a new effect activation mode, and the newly constructed effect activation mode can be activated.
[0010] Preferably, in the program of the present invention, the effect activation mode construction process constructs the effect activation mode even if the cumulative point value calculated by the cumulative point value calculation process is not within the allowable value range when the game is in the preparation state. When the game is in the preparation state, it is desirable that the effect activation process activates the effect activation mode constructed by the effect activation mode construction process if the activation conditions are met, even if the cumulative point value calculated by the cumulative point value calculation process is not within the allowable value range. This allows players to construct effect activation patterns through trial and error by employing various predetermined elements during the game preparation phase, even if the cumulative point value is outside the acceptable range. They can then test the constructed magic and examine the balance between the constructed effect activation pattern and the cumulative point value. Furthermore, in the game preparation phase, players can challenge themselves with a game difficulty level corresponding to the acceptable range (point limit) based on the cumulative point value of the constructed effect activation pattern.
[0011] Preferably, the program of the present invention includes a predetermined element provision process (such as the process in step S30-1) that provides predetermined elements that can be adopted by the predetermined element adoption process in the game preparation state, and a game termination state control process (such as the processes in steps S91 to S93) that terminates the game progress state and controls the game termination state when a predetermined termination condition is met (acceptance of a game termination operation), The computer is made to execute the above, The game termination state control process stores some or all of the predetermined elements acquired while the game is in progress as stored predetermined elements (permanent items, etc.) so that they can be provided by the predetermined element provision process in the next game preparation state. When the predetermined element provision process is in storage, it is desirable to provide the predetermined element which includes at least the stored predetermined element. This allows predetermined elements acquired during the current game to be used in subsequent games, thereby increasing the replayability of the game.
[0012] Preferably, a construction display process (such as the construction display process in step S200) that displays multiple arrangement squares on the display unit, The computer is made to execute the above, The predetermined element selection process involves, as selection of the predetermined element, placing the predetermined element in the placement square displayed on the display unit. It is desirable that for all or some of the multiple placement squares, a calculation method is defined in which a different cumulative point value is calculated in the cumulative point value calculation process than usual. As a result, a calculation method is defined for the placement grid, and thus, a predetermined element can be placed in consideration of the calculation method defined for the placement grid.
[0013] Preferably, in the program of the present invention, an association process for associating a plurality of the predetermined elements arranged in the placement grid by the predetermined element adoption process with each other by a connection part, is executed by the computer, the construction display process displays a plurality of placement grids and displays different numbers of the connection parts associated with one placement grid, when the predetermined element is arranged in the first placement grid with which the first number of the connection parts are associated, the point cumulative value is calculated by the first calculation method using the point value defined for the predetermined element arranged in the first placement grid; when the predetermined element is arranged in the second placement grid with which the second number of the connection parts less than the first number are associated, it is desirable to calculate the point cumulative value by the second calculation method more advantageous to the user than the first calculation method using the point value defined for the predetermined element arranged in the second placement grid. As a result, a disadvantageous calculation method is defined for the advantageous placement grid with a large number of connection parts, and an advantageous calculation method is defined for the disadvantageous placement grid with a small number of connection parts. Therefore, considering the balance between the advantage and disadvantage of the number of connection parts and the calculation method of the placement grid, it is possible to more strategically think about which predetermined element to place in which placement grid 70 and construct an effect activation mode.
[0014] Preferably, an association process for associating a plurality of the predetermined elements arranged in the placement grid by the predetermined element adoption process with each other by a connection part, is executed by the computer, the construction display process displays a plurality of placement grids and displays different numbers of the connection parts associated with one placement grid, When the predetermined element is arranged in the third arrangement cell to which the third number of the connection parts are associated, the point cumulative value calculation process calculates the point cumulative value by the third calculation method using the point value defined for the predetermined element arranged in the third arrangement cell. When the predetermined element is arranged in the fourth arrangement cell to which the fourth number of the connection parts more than the third number are associated, it is desirable to calculate the point cumulative value by the fourth calculation method more advantageous to the user than the third calculation method using the point value defined for the predetermined element arranged in the fourth arrangement cell. Thereby, an advantageous calculation method is defined for the advantageous arrangement cells with a large number of connection parts, and a disadvantageous calculation method is defined for the disadvantageous arrangement cells with a small number of connection parts. Therefore, in the case of a game property where a specific item can be arranged as a predetermined element in a specific arrangement cell when the specific item is acquired in the game progress state, the appeal of acquiring the advantageous arrangement cell can be enhanced, and the replayability of the game can be enhanced.
[0015] Preferably, in the program of the present invention, a specific element adoption process (such as a weapon selection process in step S121) that does not use the effect activation mode construction process to construct the effect activation mode and adopts a specific element (such as a weapon, armor, accessory, or used item) different from the predetermined element, is executed by the computer, Point values are defined for each of the plurality of specific elements, It is desirable that the point cumulative value calculation process calculates the point cumulative value by accumulating the point value of the specific element adopted by the specific element adoption process and the point value of the predetermined element adopted by the predetermined element adoption process. Thereby, it is possible to strategically consider which specific element or predetermined element to adopt while considering the balance between the specific element and the predetermined element adopted to construct the effect activation mode.
[0016] Preferably, in the program of the present invention, a plurality of predetermined elements have special predetermined elements (such as curse spells) for which point values are defined that do not change the cumulative point value or bring it close to a reference value. When the special predetermined element is adopted through the predetermined element adoption process, it is desirable to have the computer execute a special predetermined element restriction process (such as the process in steps S230 to S232) that restricts the cancellation of the adopted special predetermined element in the game progress state. This allows players to strategically consider whether or not to adopt a special element, taking into account that while the special element has the advantage of keeping the cumulative point value unchanged or bringing it closer to the baseline value (subtracting from the cumulative point value), it also has the disadvantage of restrictions on canceling adopted special elements during gameplay (the special element cannot be canceled).
[0017] Preferably, in the program of the present invention, the computer is made to perform a predetermined element cancellation process to cancel the adoption of the predetermined element, In the aforementioned predetermined element cancellation process, it is desirable that, in the game progress state, if the cancellation operation is performed when the cancellation condition is met, the adoption of the predetermined element is canceled, and in the game progress state, if the cancellation operation is performed when the cancellation condition is not met, the adoption of the predetermined element cannot be canceled. As a result, unless the conditions for removal are met during gameplay (for example, when the effect of a removal spell acquired during gameplay is active), the adoption of a predetermined element cannot be canceled. This adds a gameplay element of fulfilling the removal conditions during gameplay, thereby enhancing the enjoyment of the game.
[0018] Preferably, in the program of the present invention, when the cumulative point value calculated by the cumulative point value calculation process is within the allowable value range, and when the cumulative point value is within the specified value range from the reference value to the specified value, a reward granting process (such as the first reward granting process in step S30-8 and the second reward granting process in step S30-9) grants a predetermined reward, It is desirable to have the aforementioned computer execute this. This allows for strategic decision-making regarding whether or not to adopt a predetermined element, even when the cumulative point value is within an acceptable range and the game can transition from the preparation state to the game progression state, while taking the cumulative point value into consideration.
[0019] Furthermore, the information processing method of the present invention includes a computer of an information processing device capable of executing a game that activates effect activation modes that affect objects, The system executes: a predetermined element adoption process which adopts one or more predetermined elements from a plurality of predetermined elements; an effect activation mode construction process which constructs the effect activation mode based on the predetermined elements adopted by the predetermined element adoption process; an effect activation mode activation process which activates the effect activation mode constructed by the effect activation mode construction process when the activation conditions are met; a point accumulation value calculation process which calculates the cumulative point value from a reference value based on the point values of the predetermined elements adopted by the predetermined element adoption process, each of the plurality of predetermined elements having a defined point value; a game preparation state control process which controls the game preparation state; a game progress permission process which permits a transition from the game preparation state to the game progress state when a predetermined transition condition is met; and a game progress state control process which controls the game progress state when the transition to the game progress state is permitted by the game progress permission process. The fulfillment of the predetermined transition condition is that the cumulative point value calculated by the cumulative point value calculation process falls within a predetermined tolerance range.
[0020] Furthermore, the present invention relates to an information processing device capable of executing a game that activates effect activation modes that affect objects, The system executes: a predetermined element adoption process which adopts one or more predetermined elements from a plurality of predetermined elements; an effect activation mode construction process which constructs the effect activation mode based on the predetermined elements adopted by the predetermined element adoption process; an effect activation mode activation process which activates the effect activation mode constructed by the effect activation mode construction process when the activation conditions are met; a point accumulation value calculation process which calculates the cumulative point value from a reference value based on the point values of the predetermined elements adopted by the predetermined element adoption process, each of the plurality of predetermined elements having a defined point value; a game preparation state control process which controls the game preparation state; a game progress permission process which permits a transition from the game preparation state to the game progress state when a predetermined transition condition is met; and a game progress state control process which controls the game progress state when the transition to the game progress state is permitted by the game progress permission process. The fulfillment of the predetermined transition condition is that the cumulative point value calculated by the cumulative point value calculation process falls within a predetermined tolerance range. [Effects of the Invention]
[0021] According to the present invention, when starting a game, predetermined elements can be strategically adopted while considering the accumulated points to enhance the enjoyment of the game. [Brief explanation of the drawing]
[0022] [Figure 1] This is an example of a schematic diagram showing the system configuration in Embodiment 1 of the present invention. [Figure 2] This is an example of a block diagram showing the functional configuration of the system in Embodiment 1 of the present invention. [Figure 3] This is an example of a weapon and equipment setup screen displayed on the display unit of an information processing device when weapons and the like are equipped in Embodiment 1 of the present invention. [Figure 4] This is an example of a magic construction screen displayed on the display unit of an information processing device when constructing magic in Embodiment 1 of the present invention. [Figure 5]This is an example of an explanatory diagram for illustrating the activation element and effect element in Embodiment 1 of the present invention. [Figure 6] This is an example of an explanatory diagram 1 illustrating a method for constructing magic in Embodiment 1 of the present invention. [Figure 7] This is an example of an explanatory diagram 2 illustrating a method for constructing magic in Embodiment 1 of the present invention. [Figure 8] This is an example of an explanatory diagram 3 illustrating a method for constructing magic in Embodiment 1 of the present invention. [Figure 9] This is an example of an explanatory diagram 4 illustrating the arrangement rules for the construction method of building magic in Embodiment 1 of the present invention. [Figure 10] This is an example of an explanatory diagram 5 illustrating the arrangement rules for the construction method of building magic in Embodiment 1 of the present invention. [Figure 11] This is an example of a magic activation screen displayed on the display unit of an information processing device when magic is activated in Embodiment 1 of the present invention. [Figure 12] This is an example of a flowchart showing the game control process of the information processing device in Embodiment 1 of the present invention. [Figure 13] This is an example flowchart showing the game preparation state control process of the information processing device in Embodiment 1 of the present invention. [Figure 14] This is an example of a flowchart showing the magic construction and weapon equipment processing of the information processing device in Embodiment 1 of the present invention. [Figure 15] This is an example of a flowchart showing the magic construction process of the information processing device in Embodiment 1 of the present invention. [Figure 16] This is an example of a conceptual diagram showing a modified example of the construction of the effect activation mode in Embodiments 2 and 3 of the present invention. [Figure 17] This is an example of a conceptual diagram showing a modified example of the construction of the effect activation mode in Embodiments 4 to 6 of the present invention. [Figure 18] This is an example of a conceptual diagram showing a modified example of the construction of the effect activation mode in Embodiments 7-8 of the present invention. [Figure 19] This is an example of a conceptual diagram showing a modified example of the construction of the effect activation mode in embodiments 9 to 11 of the present invention. [Modes for carrying out the invention]
[0023] The embodiments of the present invention will be described in detail below with reference to the drawings. The embodiments described below are examples of the present invention and do not limit the scope of the invention. Furthermore, not all of the configurations and operations described in each embodiment are necessarily essential to the configurations and operations of the present invention.
[0024] [Embodiment 1] Embodiment 1 describes a program, information processing method, and information processing device related to a game in which the effect activation mode is defined as "magic" and magic is activated to affect an object. Note that the effect activation mode may be defined as an object's "special move" or "ability score," etc. Furthermore, affecting an object means causing a change to the object, and this concept includes changing the object's parameters and changing the object's shape.
[0025] Furthermore, the term "object," also referred to as "character," is a concept that, unless otherwise specified, includes player objects (player characters), enemy objects (enemy characters), background objects, magic objects (effects), item objects (items, weapons, armor, accessories, treasure chests, etc.).
[0026] Furthermore, in this embodiment, the game in which magic is cast is preferably a roguelike game in which a player object attacks and defeats enemy objects with magic while exploring a dungeon, and the dungeon is randomly reconstructed each time. However, the game in which magic is cast is not limited to dungeon exploration games or roguelike games, and may also be a competitive game in which a player object attacks and defeats enemy objects with magic, a side-scrolling action game, or a puzzle game in which blocks or the like are removed with magic without using a player object.
[0027] Furthermore, in this embodiment, the information processing device is a personal computer, a game console, or a mobile terminal. The information processing device can be any of these devices: a personal computer, a game console, or a mobile terminal.
[0028] Furthermore, in this embodiment, "adopting" the activation elements, effect elements, weapons, armor, accessories, or usable items described later is synonymous with the player object "equipping, selecting, or placing" the activation elements, effect elements, weapons, armor, accessories, or usable items.
[0029] [System Configuration] First, the system configuration of Embodiment 1 will be described. Figure 1 is an example of a schematic diagram showing the system configuration in Embodiment 1 of the present invention.
[0030] The system of Embodiment 1 comprises a game database 10, a game provision server 20, a first information processing device 30, a second information processing device 40, and a third information processing device 50. Although the system of this embodiment comprises the first information processing device 30, the second information processing device 40, and the third information processing device 50, it is sufficient to have any one or more of these information processing devices.
[0031] The game database 10 stores game programs and is electrically connected to the game service server 20 by wire or wireless connection.
[0032] The game provision server 20 is a server that provides game programs to the first information processing device 30, the second information processing device 40, or the third information processing device 50, and is electrically connected to the first information processing device 30, the second information processing device 40, or the third information processing device 50 via a public network (Internet) by wired or wireless connection.
[0033] The first information processing device 30 is a general-purpose personal computer (hereinafter also referred to as "PC device") used by the user; the second information processing device 40 is a game computer (hereinafter also referred to as "game device") used by the user; and the third information processing device 50 is a portable computer (hereinafter also referred to as "mobile device") such as a mobile phone, smartphone, tablet, wearable device, or virtual reality headset (VR goggles) used by the user.
[0034] The first information processing device 30, the second information processing device 40, or the third information processing device 50 stores (downloads) the game program provided by the game provision server 20 and executes the game according to the stored game program. Alternatively, the download of the game program from the game provision server 20 may be unnecessary, and the first information processing device 30, the second information processing device 40, or the third information processing device 50 may have the game program already stored in them.
[0035] [System Block Diagram] Next, the functional configuration of the system will be described with reference to Figure 2. Figure 2 is an example of a block diagram showing the functional configuration of the system in Embodiment 1 of the present invention.
[0036] (Game Database) The game database 10 consists of a large-capacity storage device such as a hard disk drive (HDD), solid-state drive (SSD), optical disc drive, or magnetic tape drive. The game database 10 stores game programs 11 that are provided to the first information processing device 30, the second information processing device 40, or the third information processing device 50.
[0037] (Game server) The game provision server 20 is configured to include at least a server storage unit 21 and a server control unit 22.
[0038] The server storage unit 21 consists of volatile or non-volatile storage devices such as HDDs, SSDs, and flash memory. The server storage unit 21 stores the basic software (OS: operating system) and programs that provide the game programs 11 stored in the game database 10 to the first information processing device 30, the second information processing device 40, or the third information processing device 50.
[0039] The server control unit 22 consists of a processor such as a CPU (Central Processing Unit). The server control unit 22 executes programs stored in the server storage unit 21 and performs various processes. In particular, in this embodiment, the server control unit 22 performs processes such as providing the game program 11 stored in the game database 10 to the first information processing device 30, the second information processing device 40, or the third information processing device 50.
[0040] (First Information Processing Device) The first information processing device 30 comprises at least a PC storage unit 31 and a PC control unit 32. The first information processing device 30 is electrically connected to a PC display unit 33 and a PC operation unit 34 by wire or wireless means.
[0041] The PC memory unit 31 consists of volatile or non-volatile storage devices such as HDDs, SSDs, and flash memory. The server memory unit 21 stores the operating system (OS) and game programs provided by the game provision server 20.
[0042] The PC control unit 32 consists of a processor such as a CPU. The PC control unit 32 executes programs stored in the PC memory unit 31 and performs various processes. In particular, in this embodiment, the PC control unit 32 executes game programs stored in the PC memory unit 31 and performs processes such as constructing magic based on operation information input from the PC operation unit 34 and outputting game image information for displaying objects and magic to the PC display unit 33.
[0043] The PC display unit 33 consists of a display device that displays images, such as a liquid crystal display or an organic EL display. When the PC display unit 33 receives image information from the PC control unit 32, it displays an image. In particular, in this embodiment, when the PC display unit 33 receives game image information from the PC control unit 32, it displays a game image. The PC display unit 33 may also be configured as a VR goggle.
[0044] The PC operation unit 34 is an input device that receives user input from a keyboard, mouse, controller, etc. When the PC operation unit 34 receives user input, it outputs operation information to the PC control unit 32.
[0045] (Second Information Processing Device) The second information processing device 40 comprises at least a game storage unit 41 and a game control unit 42. The second information processing device 40 is also electrically connected to a game display unit 43 and a game operation unit 44 by wire or wireless means.
[0046] The game memory unit 41 consists of volatile or non-volatile storage devices such as HDDs, SSDs, and flash memory. The game memory unit 41 stores the operating system (OS) and game programs provided by the game server 20.
[0047] The game control unit 42 consists of a processor such as a CPU. The game control unit 42 executes programs stored in the game memory unit 41 and performs various processes. In particular, in this embodiment, the game control unit 42 executes game programs stored in the game memory unit 41 and performs processes such as constructing magic based on operation information input from the game operation unit 44 and outputting game image information for displaying objects and magic to the game display unit 43.
[0048] The game display unit 43 consists of a display device that displays images, such as a liquid crystal display or an organic EL display. When the game display unit 43 receives image information from the game control unit 42, it displays an image. In particular, in this embodiment, when the game display unit 43 receives game image information from the game control unit 42, it displays a game image.
[0049] The game control unit 44 is an input device that receives user input such as controllers, keyboards, and mice. When the game control unit 44 receives user input, it outputs operation information to the game control unit 42.
[0050] (Third information processing device 50) The third information processing device 50 is configured to include at least a mobile storage unit 51, a mobile control unit 52, a mobile display unit 53, and a mobile operation unit 54.
[0051] The mobile storage unit 51 consists of volatile or non-volatile storage devices such as SSDs and flash memory. The mobile storage unit 51 stores the operating system (OS) and game programs provided by the game provision server 20.
[0052] The mobile control unit 52 consists of a processor such as a CPU. The mobile control unit 52 executes programs stored in the mobile storage unit 51 and performs various processes. In particular, in this embodiment, the mobile control unit 52 executes the game program stored in the mobile storage unit 51 and performs processes such as constructing magic based on operation information input from the mobile operation unit 54, and outputting game image information for displaying objects and magic to the mobile display unit 53.
[0053] The mobile display unit 53 consists of a display device that displays images, such as a liquid crystal display or an organic EL display. When the mobile display unit 53 receives image information from the mobile control unit 52, it displays an image. In particular, in this embodiment, when the mobile display unit 53 receives game image information from the mobile control unit 52, it displays a game image.
[0054] The mobile operation unit 54 consists of touch sensors such as capacitive or resistive touch sensors. When the mobile operation unit 54 receives user input, it outputs operation information to the mobile control unit 52.
[0055] [Weapon and Equipment Screen] Next, with reference to Figure 3, the weapon and equipment screen displayed on the PC display unit 33 of the first information processing device 30 when a player object equips weapons, armor, accessories, or other usable items (specific elements) will be described. Figure 3 is an example of the weapon and equipment screen displayed on the display unit (PC display unit 33) of the information processing device (first information processing device 30) when weapons and other items are equipped in Embodiment 1 of the present invention. The weapon and equipment screen displayed on the game display unit 43 of the second information processing device 40 and the weapon and equipment screen displayed on the mobile display unit 53 of the third information processing device 50 are the same as the weapon and equipment screen displayed on the PC display unit 33 of the first information processing device 30.
[0056] As shown in Figure 3, the weapon and equipment screen has a weapon and equipment area 120 on the left side for the player object to equip weapons, armor, accessories, and usable items, an equipment candidate display area 130 on the right side for displaying weapons, armor, accessories, or usable items that the player object can equip, and a point display area 63 in the right corner for displaying the cumulative point value / point limit value. Furthermore, the layout and design of the weapon and equipment area 120, the equipment candidate display area 130, and the point display area 63 can be freely modified as needed. The weapon and equipment screen may also include additional display areas.
[0057] The weapon equipment area 120 on the weapon equipment screen displays the weapon equipment area 121 for equipping weapons, the armor equipment area 122 for equipping armor, the accessory equipment area 123 for equipping accessories, and the usable item equipment area 124 for equipping usable items. The number of items displayed in the weapon equipment area 121, armor equipment area 122, accessory equipment area 123, and usable item equipment area 124 can be freely changed as needed.
[0058] The equipment candidate display area 130 on the weapon and equipment screen displays multiple equipment panels 131 for displaying weapons, armor, accessories, or usable items that the player object can equip. Each equipment panel 131 displays an equipment image representing the weapon, armor, accessory, or usable item, along with a description of the weapon, armor, accessory, or usable item's effects and equipment cost. If all equipment panels 131 cannot be displayed in the equipment candidate display area 130, the player can use the scroll bar on the right to display the missing equipment panels 131.
[0059] Player objects can equip weapons, armor, accessories, or usable items by dragging an equipment panel 131 displayed in the equipment candidate display area 130 of the weapon equipment screen and dropping it into the weapon equipment area 120, or by selecting one of the equipment areas (weapon equipment area 121, armor equipment area 122, accessory equipment area 123, or usable item equipment area 124) and then selecting the equipment panel 131. For example, Figure 3 shows that the player object is equipped with "Usable Item A".
[0060] Furthermore, in this embodiment, weapons, armor, accessories, or other usable items have predetermined equipment points.
[0061] The point display area 63 on the weapon and equipment screen displays the cumulative point value, which is calculated by adding up the equipment points specified for the weapons, armor, accessories, or items used by the player object from a baseline value (=0), and a predetermined point limit value (for example, 40) determined by the game difficulty, etc. This cumulative point value is calculated by adding together the cumulative equipment points specified for weapons, armor, accessories, or usable items equipped by the player object, and the cumulative equipment points of the activation elements or effect elements used to construct magic, as described later. Here, it is desirable that the cumulative point value and point limit on the weapon equipment screen be displayed in the game preparation state (for example, the preparation state before the player object explores a dungeon).
[0062] As will be explained in more detail later, if the total points exceed the point limit (i.e., are not within the acceptable range from the baseline to the point limit), you will not be able to proceed with the game (for example, you will not be able to explore a dungeon). This allows players to strategically consider which weapons, armor, accessories, or items to equip, while taking into account the balance between the weapons, armor, accessories, or items used by the player object and the activation or effect elements adopted to construct the magic.
[0063] Furthermore, the cumulative points value obtained by accumulating the equipment points specified for weapons, armor, accessories, or usable items equipped by the player object may be calculated by accumulating only the equipment points specified for weapons, armor, accessories, or usable items equipped by the player object, without being added to the cumulative points value of the activation elements or effect elements used to construct the magic (as a separate cumulative value from the cumulative points value of the activation elements or effect elements used to construct the magic). Moreover, the weapons, armor, accessories, or usable items equipped by the player object do not need to have equipment points specified.
[0064] [Magic Construction Screen] Next, with reference to Figure 4, the magic construction screen displayed on the PC display unit 33 of the first information processing device 30 when constructing magic as an effect activation mode will be described. Figure 4 is an example of the magic construction screen displayed on the display unit (PC display unit 33) of the information processing device (first information processing device 30) when constructing magic in Embodiment 1 of the present invention. The magic construction screen displayed on the game display unit 43 of the second information processing device 40 and the magic construction screen displayed on the mobile display unit 53 of the third information processing device 50 are the same as the magic construction screen displayed on the PC display unit 33 of the first information processing device 30.
[0065] As shown in Figure 4, the magic construction screen has a magic construction area 60 on the left for constructing magic to be equipped by the player object, an element display area 61 on the right for displaying activation elements and effect elements that can be equipped by the player object, a magic explanation area 62 below the magic construction area 60 for explaining the constructed magic, and a point display area 63 in the right corner for displaying the cumulative point value / point limit value. Furthermore, the layout and design of the magic construction area 60, element display area 61, magic explanation area 62, and point display area 63 can be freely modified as needed. The magic construction screen may also include other display areas.
[0066] In the magic construction area 60 of the magic construction screen, multiple rectangular placement squares 70 are displayed adjacent to each other in the vertical and horizontal directions. In addition, a linear connection section 80 is displayed between adjacent placement squares 70, linking two adjacent placement squares 70. In this embodiment, 25 placement squares 70 are displayed adjacent to each other, divided into 5 vertical columns (columns X1 to X5 from left to right) and 5 horizontal rows (rows Y1 to Y2 from top to bottom). The number of columns vertically and rows horizontally can be freely changed as needed.
[0067] As will be described later, placement squares 70 allow for the placement of element icons 91 that indicate activation elements or effect elements based on the user's placement operations.
[0068] For each placement square 70, a different number of connection points 80 can be displayed in association. Specifically, for placement squares 70 adjacent to the outer perimeter of the magic construction area 60 and displayed at the corners of the outer perimeter, two connection points 80 are displayed in association. For placement squares 70 adjacent to the outer perimeter of the magic construction area 60 but not displayed at the corners of the outer perimeter, three connection points 80 are displayed in association. For placement squares 70 located inside the magic construction area 60 and not adjacent to the outer perimeter, four connection points 80 are displayed in association. This allows for strategic thinking about which element icons 91 to place and combine in which placement squares 70, as the number of connection points 80 displayed in relation to the same placement square 70 will differ.
[0069] Furthermore, as will be described later, the connection section 80 is enabled or disabled based on the user's connection operation. When the connection section 80 is enabled, it is possible to connect and associate multiple activation element icons 91 placed in the placement square 70 with each other, multiple effect element icons 91 with each other, or an activation element icon 91 with an effect element icon 91. When the connection section 80 is disabled, it is displayed as a white-filled connection section 80 and is also called the default path 80a, and when the connection section 80 is enabled, it is displayed as a black-filled connection section 80 and is also called the enabled path 80b. In this embodiment, when the enabled and disabled states of the connection section 80 are not distinguished, the default path 80a and the enabled path 80b are collectively referred to as the connection section 80.
[0070] The element display area 61 of the magic construction screen displays a list of multiple element panels 90 for displaying activation elements or effect elements that a player object can equip. Each element panel 90 displays an element icon 91 indicating the activation element or effect element, and the content of the activation element or effect element indicated by the element icon 91. If all element panels 90 cannot be displayed in the element display area 61, the missing element panels 90 will be displayed by operating the scroll bar on the right.
[0071] The magic description area 62 on the magic construction screen displays the contents of the magic constructed by associating activation elements and effect elements via the activated connection part 80. For details on the contents of the magic constructed by associating activation elements and effect elements via the activated connection part 80, please refer to Figures 6 to 10 below.
[0072] The point display area 63 on the magic construction screen displays the cumulative point value, which is calculated by adding up the equipment points of the activation or effect elements used to construct the magic from a baseline value (=0), and a predetermined point limit value (e.g., 40) determined by the game difficulty, etc. If this cumulative point value exceeds the point limit value (i.e., it is outside the acceptable range from the baseline value to the point limit value), the game cannot proceed. For details on the display of the cumulative point value, please refer to Figures 6 to 10 below. It is desirable that the cumulative point value and point limit value on the magic construction screen be displayed in the game preparation state.
[0073] This allows you to strategically consider which activation or effect elements to equip (which activation or effect elements to place in placement slot 70) while calculating the equipment points of the activation or effect elements used to construct the magic.
[0074] In this embodiment, the cumulative point value is calculated by adding together the cumulative equipment points of the activation elements or effect elements used to construct the magic and the cumulative equipment points specified for the weapons, armor, accessories, or usable items equipped by the player object. However, it is not limited to this, and the cumulative point value may be calculated by accumulating only the equipment points of the activation elements or effect elements used to construct the magic.
[0075] [Contents of Activation Elements and Effect Elements] Next, the contents of the activation element and effect element will be explained with reference to Figure 5. Figure 5 is an example of an explanatory diagram for explaining the activation element and effect element in Embodiment 1 of the present invention.
[0076] As shown in Figure 5, each element of the activation element and effect element is defined to correspond to an element icon 91, equipment points, the activation cost of magic power consumed when the magic is activated, and the element content (detailed effect information).
[0077] Furthermore, in this embodiment, the effect details include the attack power to be imbued with the constructed magic, the casting time which is the waiting time for the magic to be activated after the activation conditions are met, the cooldown time which is the time for the magic to be activated again after it has been activated, the attribute of the magic to be activated, the target of the activated magic, and the trajectory of the activated magic. Note that other effect details may be included, or not all of the above effect details may be included.
[0078] (Activation Factor) As shown in Figure 5, activation elements are elements that define the conditions for activating magic, and from the perspective of activation conditions, they are distinguished into "active triggers" as the first group of activation elements and "passive triggers" as the second group of activation elements.
[0079] An active trigger is an activation element defined in the activation conditions of a magic spell, which is triggered by a user's activation action. User activation actions include pressing a specific button on the PC operation unit 34, game operation unit 44, or mobile operation unit 54. For example, there are multiple types of active triggers, such as an active trigger defined in the activation conditions of a magic spell when the user presses the A key (an element icon with A enclosed in a circle, hereinafter also referred to as the "A icon"), an active trigger defined in the activation conditions of a magic spell when the user presses the B key (an element icon with B enclosed in a circle, hereinafter also referred to as the "B icon"), and an active trigger defined in the activation conditions of a magic spell when the user presses the C key (an element icon with C enclosed in a circle, hereinafter also referred to as the "C icon").
[0080] Furthermore, active triggers have elements that have corresponding detailed effect information depending on the user's activation operation. For example, icon A is associated with +6 attack power, icon B is associated with +3 seconds casting time, and icon C is associated with +2 seconds cooldown. This allows for strategic thinking about which active trigger to associate with which effect element, as the detailed effect information differs even for the same type of active trigger.
[0081] Furthermore, even if the user's activation operation is the same, active triggers have elements with corresponding detailed effect information. For example, an active trigger defined as the activation condition for a spell constructed when the user operates the A key has, in addition to the A icon active trigger mentioned above, an "A double icon" active trigger, which is an A surrounded by two circles. The A icon is associated with an attack power of +6, while the A double icon is associated with an attack power of -6 and a cooldown of -2 seconds. Also, even if the user's activation operation is the same, only one active trigger can be used to construct the spell. This allows for strategic thinking about which active trigger to associate with which effect element, as the detailed effect information differs even if the user's activation action is the same.
[0082] While effect details are generally specified for active triggers, only some active triggers may have corresponding effect details. Furthermore, not all active triggers are required to have corresponding effect details. Additionally, the system may be configured to allow the construction of magic even when multiple active triggers with the same activation operation are used simultaneously.
[0083] Passive triggers are activation elements whose activation conditions are defined by predetermined changes that occur as the game progresses. Examples of predetermined changes that occur as the game progresses include the activation of a magic spell of a specific attribute, the activation of a magic spell chaining (a predetermined number of consecutive activations), the player object's HP (Hit Points) decreasing to a predetermined value, the player object performing a specific action (jumping, crouching, dodging, etc.), the enemy object performing a specific action (attacking, etc.), or the passage of a predetermined amount of time (every second, etc.). For example, it has multiple types of passive triggers, such as a passive trigger (hereinafter also called "Nature icon") that sets the activation condition of a constructed spell as the activation of a Nature-attribute spell, a passive trigger (hereinafter also called "Life icon") that sets the activation condition of a constructed spell as the activation of a Life-attribute spell, a passive trigger (hereinafter also called "Multiple icon") that sets the activation condition of a constructed spell as the activation condition of a constructed spell as the activation condition of a constructed spell as the activated spell has been chained five times, and a passive trigger (hereinafter also called "HP icon") that sets the activation condition of a constructed spell as the activation condition of a constructed spell as the activation condition of a player object's HP falling below 10%.
[0084] Furthermore, passive triggers, like active triggers, have elements with corresponding detailed effect information. For example, the Nature icon and Life icon are associated with +1 second to casting time and +1 second to cooldown. In contrast, the Multi-icon is associated with +1 second to cooldown and +8 to attack power, while the HP icon is associated with +3 seconds to cooldown. This allows for strategic consideration of which passive trigger to associate with which effect element, even if they are of the same type, because the detailed effect information differs depending on the embodiment.
[0085] Furthermore, while passive triggers generally have corresponding effect details specified, only some passive triggers may have corresponding effect details specified. Moreover, passive triggers do not necessarily have corresponding effect details specified.
[0086] Thus, the activation elements consist of active triggers defined as the activation conditions of the magic that are constructed by the user's activation operation, and passive triggers defined as predetermined changes due to the progress of the game. Therefore, it is possible to strategically consider which activation elements with different activation conditions should be associated with which effect elements.
[0087] (Effect elements) As shown in Figure 5, effect elements are elements that define the content of the magic's effect, and are distinguished into "spells" as the main effect elements and "options" as the sub-effect elements.
[0088] Spells, as the main effect element, are effect elements that define the type of magic. Furthermore, spells are distinguished from those that can be combined with other magic as "parallel spells" as effect elements of the first group, and "chain spells" as effect elements of the second group, based on whether or not they can be combined with other magic. Furthermore, from the perspective of equipment points, spells are distinguished into "normal spells" as regular effect elements and "curse spells" as special effect elements.
[0089] The parallel spells in the first group of effect elements define the type of magic and are effect elements that can be combined to construct composite magic. For example, there are multiple types of parallel spells, such as a parallel spell that defines the life-attribute lightning (hereinafter also called the "lightning icon"), a parallel spell that defines the nature-attribute wind edge (hereinafter also called the "wind icon"), and a parallel spell that defines the magic-attribute demon miasma (hereinafter also called the "first skull icon"). As will be described later, when the lightning icon and the wind icon are connected and associated by the activated connection part 80, the magic of the life-attribute lightning and the nature-attribute wind edge are combined, and lightning-wind magic is generated as composite magic.
[0090] The chain spells in the second group of effect elements define the type of magic and are effect elements that allow for the chaining of single spells without being combined with parallel spells or other chain spells. For example, there are multiple types of chain spells, such as a chain spell that defines a life-attribute plasma orb (hereinafter also called a "star icon"), a chain spell that defines a nature-attribute fireball (hereinafter also called a "fire icon"), a chain spell that defines a nature-attribute ice missile (hereinafter also called an "ice icon"), a chain spell that defines a life-attribute HP recovery (hereinafter also called a "heart icon"), and a chain spell that defines a magic-attribute bomb (hereinafter also called a "second skull icon"). As will be described later, when the star icon and fire icon are connected and associated by the activated connection part 80, the single spell of the life-attribute plasma orb and the single spell of the nature-attribute fireball will be activated in different orders.
[0091] Thus, the effect elements include parallel spells, which allow for the synthesis of combined spells, and chain spells, which allow for the chaining of single spells. This allows for strategic thinking about which activation element or effect element to associate with different effect elements in the constructed spells.
[0092] In this embodiment, the effect element is configured to include both parallel spells and chained spells, but it may also be composed of only parallel spells, or only chained spells.
[0093] Furthermore, just like with activation elements, spells also have corresponding detailed effect information. In this embodiment, spells are defined with corresponding effect details such as attack power, casting time, and cooldown time, as well as the target of the cast spell and the trajectory of the cast spell. For example, the lightning icon is defined with attack power P1, casting time T1, and cooldown time C1, as well as a specified direction as the target and a straight line as the trajectory. The wind icon is defined with attack power P2, casting time T2, and cooldown time C2, as well as a specified direction as the target and an arc as the trajectory. The first skull icon is defined with attack power P3, casting time T3, and cooldown time C3, as well as a random target and a full range as the trajectory. The star icon is defined with attack power P4, casting time T4, and cooldown time C4, as well as a specified direction as the target and a straight line as the trajectory. The fire icon is defined with attack power P5, casting time T5, and cooldown time C5, as well as a specified direction as the target and an arc as the trajectory. Additionally, the ice icon has an attack power of P6, a casting time of T6, and a cooldown of C6, and is configured to target a specified direction and have a straight line as its trajectory. The heart icon has a healing power of P7, a casting time of T7, and a cooldown of C7, and is configured to target the player's position and have a full range as its trajectory. The second skull icon has an attack power of P8, a casting time of T8, and a cooldown of C8, and is configured to target a random location and have a full range as its trajectory.
[0094] Normal spells, as typical effect elements, are effect elements that, when used to construct magic, add the equipment points specified for the normal spell to the total point value, thereby reducing the difference between the total point value and the point limit. Specifically, normal spells are effect elements that have a positive value specified for their equipment points. Furthermore, normal spells are designed so that they can be unequipped from player objects as the game progresses.
[0095] Curse spells, as special effect elements, are designed so that when used to construct magic, the equipment points specified for the curse spell are not added to or are subtracted from the total point value, thus preventing the total point value from changing or bringing it closer to a baseline value (closer to 0). Specifically, curse spells are effect elements that have negative or zero values specified for equipment points, and correspond to parallel spells (first skull icon) and chain spells (second skull icon). Furthermore, curse spells are designed so that they cannot be removed from a player object while the game is progressing. This allows players to strategically consider whether or not to use curse spells, taking into account that while curse spells have the advantage of not subtracting or adding to the cumulative point value, they also have the disadvantage of not being able to remove curse spells from player objects while the game is progressing. In addition to the disadvantage of not being able to remove curse spells from player objects, curse spells may have other disadvantages, or other disadvantages may be substituted for the disadvantage of not being able to remove curse spells from player objects.
[0096] In this embodiment, the effect element spell is configured to include a curse spell in which the cumulative point value is subtracted or not added. However, the activation element (active trigger or passive trigger) may also be configured to include a curse activation element in which the cumulative point value is subtracted or not added. Similarly, the effect element options described later may also be configured to include a curse option in which the cumulative point value is subtracted or not added. Furthermore, neither the activation element nor the effect element has to include an element in which the cumulative point value is subtracted or not added (curse activation element and curse effect element). Moreover, the weapons, armor, accessories, or usable items described above may also be configured to include cursed weapons, armor, or accessories in which the cumulative point value is subtracted or not added.
[0097] Options, as sub-effect elements, are effect elements that define changes in the performance of the magic being constructed, as well as the addition or modification of detailed effect information. Therefore, even if only options are associated with the activation element, the magic will not be constructed. For example, there are multiple types of options, such as options that increase the power of the activation (hereinafter also called "UP icons"), options that shorten the cooldown time (hereinafter also called "short icons"), options that shorten the casting time (hereinafter also called "fast icons"), options that reduce the amount of magic power consumed (hereinafter also called "cheap icons"), options that change the target to the nearest enemy (hereinafter also called "sun icons"), and options that change the trajectory to a straight line (hereinafter also called "arrow icons").
[0098] Furthermore, just like the activation elements, the options also have corresponding detailed effect information. For example, the UP icon corresponds to Attack Power +10, Cast Time +0.5 seconds, and Cooldown +1 second. The Short icon corresponds to Cooldown -1.5 seconds and Cast Time +0.5 seconds. The Fast icon corresponds to Cast Time -1 second and Cooldown +1 second. The Safe icon corresponds to Cast Time +1 second. The Sun icon corresponds to Cooldown +0.5 seconds and Cast Time +0.5 seconds. The Arrow icon corresponds to Cooldown +0.5 seconds and Cast Time +0.5 seconds. This allows you to strategically consider which spells to associate with which options, as the detailed effects change depending on which option you choose.
[0099] Furthermore, the element icons 91 corresponding to each of the activation and effect elements, equipment points, mana consumption, and detailed effect information, as well as their corresponding content and settings, can be freely modified as needed.
[0100] [How to construct magic] Next, the method for constructing magic will be described with reference to Figures 6 to 10. Figure 6 is an example of explanatory diagram 1 for illustrating the method for constructing magic in Embodiment 1 of the present invention. Figure 7 is an example of explanatory diagram 2 for illustrating the method for constructing magic in Embodiment 1 of the present invention, following Figure 6. Figure 8 is an example of explanatory diagram 3 for illustrating the method for constructing magic in Embodiment 1 of the present invention, following Figure 7. Figures 9 and 10 are examples of explanatory diagrams for illustrating the arrangement rules of the method for constructing magic in Embodiment 1 of the present invention.
[0101] As shown in Figure 6(a), in the magic construction screen, element icons 91 representing activation elements or effect elements are placed based on the user's placement operations. User placement operations include dragging the element panel 90 and dropping it onto the placement square 70, or selecting the placement square 70 to place the element icon 91, and then selecting the element panel 90.
[0102] In the magic construction screen shown in Figure 6(a), based on the user's placement operations, An A icon indicating an activation element is placed in the 70-column arrangement with X3 columns and Y3 rows. Lightning icons representing effect elements are placed in 70 cells arranged in an X4 x Y3 grid. Wind icons representing effect elements are placed in 70 cells arranged in X5 columns and Y3 rows. Star icons representing effect elements are placed in 70 cells arranged in an X5 x Y2 grid. Then, when various element icons 91 are placed in placement squares 70, the cumulative point value, which is the sum of the equipment points of the activation and effect elements placed to construct the magic, is updated and displayed in the point display area 63. Specifically, assuming that the player object is not equipped with weapons, armor, accessories, or usable items (the cumulative value of equipment points for weapons, etc. = 0), the total equipment points of the A icon, lightning icon, wind icon, and star icon, which is "12 (=3+3+3+3)", will be updated and displayed.
[0103] As shown in Figure 6(b), the connection unit 80 is activated based on the user's connection operation from the magic construction screen in Figure 6(a), and the activated connection unit 80 connects and associates multiple activation element icons 91 placed in the placement square 70 with each other, multiple effect element icons 91 with each other, or an activation element icon 91 with an effect element icon 91.
[0104] In this embodiment, a user connection operation might involve selecting and clicking the connection unit 80. In this embodiment, selecting the default path 80a and clicking it once activates the connection unit 80, which is displayed as a blacked-out connection unit 80 and becomes the active path 80b. Thus, in this embodiment, each time the connection unit 80 is selected and clicked, it alternates between the active path 80b and the default path 80a. When switching from the active path 80b to the default path 80a, the association of the activation element or effect element of the placement square by the connection unit 80 is released.
[0105] The active path 80b is the placement square 70 associated with the active path 80b, and the element icon 91 representing the activation element or effect element placed in that placement square 70 is connected and associated with it.
[0106] Furthermore, in this embodiment, the effective path 80b is an OR path that activates the magic when any of the activation conditions defined for the associated activation elements are met, in the case where multiple activation elements are associated. Alternatively, the effective path 80b may be configured as an AND path that activates the magic when all of the activation conditions defined for the associated activation elements are met, in the case where multiple activation elements are associated.
[0107] In the magic construction screen of Figure 6(b), based on the user's connection operation, the A icon and the lightning icon are connected and associated via the valid path 80b, the lightning icon and the wind icon are connected and associated via the valid path 80b, and the wind icon and the star icon are connected and associated via the valid path 80b. Therefore, the A icon is associated with the lightning icon, wind icon, and star icon in a series, starting from the connection point 80 to the right of the placement square 70 where the A icon is placed.
[0108] Then, in the magic explanation area 62, the content of the magic constructed for the activation element is displayed, based on the activation element and effect element connected and associated by the valid path 80b. Specifically, the content of the magic constructed for the activation element A icon is displayed. For example, the content of a magic spell constructed by combining the parallel spells Lightning (lightning icon) and Wind Edge (wind icon) to create a composite magic (lightning wind magic), and then activating the generated lightning wind magic, followed by activating the chain spell Plasma Orb (star icon) single magic, is displayed. Furthermore, the activation cost, cooldown, casting time, etc. of the magic constructed for the activation element A icon are displayed.
[0109] Furthermore, in this embodiment, when multiple effect elements are connected in series to and associated with an activation element, the magic is constructed by referring to the element icons 91 of the effect elements placed in the placement square 70 in order of proximity to the element icon 91 representing the activation element. In other words, the magic is constructed by referring to the effect elements placed in order of proximity to the activation element. This allows players to strategically consider which effect element to place in which placement square 70, based on the placement square 70 where the activation element is located.
[0110] As shown in Figure 7(a), from the magic construction screen in Figure 6(b), element icons 91 indicating activation elements or effect elements are newly placed based on the user's placement operation.
[0111] In the magic construction screen shown in Figure 7(a), based on the user's placement operations, Arrow icons indicating effect elements are newly placed in the 70 placement cells in column X1 and row Y3. A new fire icon indicating an effect element is placed in the 70 grid cells in the X2 x Y3 arrangement. A new "B" icon, indicating an activation element, has been placed in the 70th cell, which is arranged in column X5 and row Y1. Then, when various element icons 91 are newly placed in placement squares 70, the cumulative point value, which is the sum of the equipment points of the activation and effect elements placed to construct the magic, is updated and displayed in the point display area 63. Specifically, assuming that the player object is not equipped with weapons, armor, accessories, or usable items, the total equipment points of the A icon, lightning icon, wind icon, star icon, arrow icon, fire icon, and B icon, which is "26 (=3+3+3+3+8+3+3)", is updated and displayed.
[0112] As shown in Figure 7(b), based on the user's connection operation, the activated connection unit 80 connects and associates multiple activation element icons 91, multiple effect element icons 91, or an activation element icon 91 with an effect element icon 91, which have been newly placed in the placement square 70 from the magic construction screen in Figure 7(a).
[0113] In the magic construction screen of Figure 7(b), based on the user's connection operation, the arrow icon and the fire icon are newly connected and associated via the valid path 80b, the fire icon and the A icon are newly connected and associated via the valid path 80b, and the star icon and the B icon are newly connected and associated via the valid path 80b.
[0114] In this embodiment, when multiple element icons 91 representing activation elements are connected in series and associated with each other, the element icon 91 representing one activation element is configured such that the connection of an effect element that has passed over (or gone past) the element icon 91 representing the other activation element is not detected. Therefore, the A icon is associated with the lightning icon, wind icon, star icon, and B icon in a series, in order of proximity to the effective path 80b to the right of the placement square 70 where the A icon is placed. The fire icon and arrow icon are associated with the fire icon and arrow icon in a series, in order of proximity to the effective path 80b to the left of the placement square 70 where the A icon is placed. In addition, the B icon is associated with the star icon, wind icon, lightning icon, and A icon in a series, in order of proximity to the effective path 80b below the placement square 70 where the B icon is placed.
[0115] Furthermore, in this embodiment, multiple connection points 80 are enabled for a single placement square 70 on which an element icon 91 indicating an activation element is placed. When multiple activation elements branch off from one activation element and are associated in parallel, a spell is constructed that simultaneously activates the effect elements associated with each of the enabled connection points 80. For example, in the spell construction screen of Figure 7(b), the A icon has a lightning icon on the right and a fire icon on the left branching off and associated in parallel. The spell derived from the lightning icon on the right and the spell derived from the fire icon on the left are activated simultaneously. As a result, if multiple effect elements are placed in placement squares 70 adjacent to the placement square 70 where the activation element is placed, multiple spells based on those effect elements will be activated simultaneously. Therefore, players can strategically consider which effect elements to place in the placement squares 70 adjacent to the placement square 70 where the activation element is placed.
[0116] Then, in the magic explanation area 62, the content of the magic constructed for the activation element is displayed, based on the activation element and effect element connected and associated by the valid path 80b. Specifically, the content of the magic constructed for activation element A icon and the magic constructed for activation element B icon will be displayed. Furthermore, the activation cost, cooldown, casting time, etc., of the magic constructed for each of the activation element A and B icons will be displayed. For example, for activation element A icon, the content of the magic constructed with two spells that are activated simultaneously will be displayed. (Display of Simultaneous Magic 1) The display shows that a combined magic spell (Lightning Wind Magic) is created by combining the parallel spells Lightning (Lightning icon) and Wind Edge (Wind icon), and after activating the created Lightning Wind Magic, the single spell Plasma Orb (Star icon), which is a chain spell, is activated. (Display of Simultaneous Magic 2) The chain spell, Fire Icon Fireball (arc trajectory), and the optional Arrow Icon's ability to change the trajectory to a straight line generate a Fireball with an arc trajectory that has been changed to a straight trajectory, and the contents of the constructed magic that activates the single magic of the generated Fireball are displayed. Additionally, for the B icon, which is an activation element, the displayed content shows a constructed spell that first activates the single spell Plasma Orb (star icon), which is a chain spell, and then combines it with the parallel spells Lightning (thunder icon) and Wind Edge (wind icon) to activate a combined spell (thunderwind spell).
[0117] As shown in Figure 8(a), a new element icon 91 indicating an activation element or effect element is placed from the magic construction screen in Figure 7(b) based on the user's placement operation.
[0118] In the magic construction screen shown in Figure 8(a), based on the user's placement operations, A new ice icon indicating an effect element is placed in the 70 grid cells in the X2 x Y4 arrangement. A new C icon indicating an activation element is placed in the 70th cell of the X3 column and Y4 row. A heart icon indicating an effect element has been newly placed in the 70 cells arranged in X3 columns and Y5 rows. Then, when various element icons 91 are newly placed in placement squares 70, the cumulative point value, which is the sum of the equipment points of the activation and effect elements placed to construct the magic, is updated and displayed in the point display area 63. Specifically, assuming that the player object is not equipped with weapons, armor, accessories, or usable items, the total equipment points of the A icon, lightning icon, wind icon, star icon, arrow icon, fire icon, B icon, ice icon, C icon, and heart icon, which is "37 (=3+3+3+3+8+3+3+3+3+5)", is updated and displayed.
[0119] As shown in Figure 8(b), based on the user's connection operation, the activated connection unit 80 connects and associates multiple activation element icons 91, multiple effect element icons 91, or an activation element icon 91 with an effect element icon 91, which have been newly placed in the placement square 70 from the magic construction screen in Figure 8(a).
[0120] In the magic construction screen of Figure 8(b), based on the user's connection operation, the ice icon and the C icon are newly connected and associated via the valid path 80b, and the C icon and the heart icon are newly connected and associated via the valid path 80b. Therefore, the C icon is now associated with the effective path 80b to the left of the placement square 70 where the C icon is placed, and the Ice icon is associated with the effective path 80b below the placement square 70 where the C icon is placed. The activation elements A and B icons are connected and associated in the same way as in Figure 7(b), so their explanation is omitted.
[0121] Then, in the magic explanation area 62, the content of the magic constructed for the activation element is displayed, based on the activation element and effect element connected and associated by the valid path 80b. Specifically, the content of the magic constructed for activation element icon A, the magic constructed for activation element icon B, and the magic constructed for activation element icon C are displayed. Furthermore, the activation cost, cooldown, casting time, etc., of the magic constructed for each of activation elements A, B, and C are displayed. Note that activation elements A and B are displayed in the same way as in Figure 7(b), so their explanation is omitted. For activation element icon C, the content of the magic constructed with two spells that are activated simultaneously is displayed. (Display of Simultaneous Magic 1) The contents of the constructed magic that activates the HP recovery of the heart icon, which is a chain spell, are displayed. (Display of Simultaneous Magic 2) The contents of the constructed magic that activates Ice Missile, an ice icon, which is a chain spell, are displayed.
[0122] (Placement rules) Next, with reference to Figures 9 and 10, the arrangement rules for the method of constructing magic will be described. In this embodiment, the arrangement rules for the method of constructing magic are configured such that magic cannot be constructed when effect elements are associated in a loop with a single activation element.
[0123] In the magic construction screen shown in Figure 9(a), based on the user's placement operations, An A icon indicating an activation element is placed in the 70th cell, which is arranged in X3 columns and Y2 rows. A fire icon representing an effect element is placed in the 70 grid cells arranged in X3 columns and Y3 rows. A B icon indicating an activation element is placed in the 70 grid cells, which are arranged in X4 columns and Y2 rows. Star icons indicating activation elements are placed in 70 cells arranged in an X4 x Y3 grid.
[0124] Then, based on the user's connection operation, the connection unit 80 is activated, and the activation path 80b associates the activation element of icon A with the effect element of the fire icon and the effect element of the star icon. Additionally, the activation element of icon B with the effect element of the star icon and the effect element of the fire icon are associated via the activation path 80b.
[0125] In Figure 9(a), although the effect elements (fire icon, star icon) placed in placement square 70 are linked in a loop via the effective path 80b, one activation element is separated from the other, so the effect elements are not linked in a loop to a single activation element. Therefore, magic can be constructed based on the activation elements and effect elements that are linked and associated via the effective path 80b.
[0126] Then, in the magic description area 62, the content of the magic constructed for the activation element is displayed based on the activation element and effect element associated by the valid path 80b. For example, for activation element icon A, the content of the magic constructed is displayed, in which a single spell of Fireball (fire icon), which is a chain spell, is activated, followed by a single spell of Plasma Orb (star icon), which is a chain spell. Similarly, for activation element icon B, the content of the magic constructed is displayed, in which a single spell of Plasma Orb (star icon), which is a chain spell, is activated, followed by a single spell of Fireball (fire icon), which is a chain spell.
[0127] In the magic construction screen shown in Figure 9(b), based on the user's placement operations, An A icon indicating an activation element is placed in the 70th cell, which is arranged in X3 columns and Y2 rows. A fire icon representing an effect element is placed in the 70 grid cells arranged in X3 columns and Y3 rows. Ice icons representing effect elements are placed in 70 cells arranged in an X4 x Y2 grid. Star icons indicating activation elements are placed in 70 cells arranged in an X4 x Y3 grid.
[0128] Then, based on the user's connection operation, the connection unit 80 is activated, and the effect elements of the fire icon, the star icon, and the ice icon are linked in a loop to the A icon via the activated path 80b. As a result, effect elements are linked in a loop to a single activation element, and no magic is constructed.
[0129] Then, in the magic explanation area 62, a placement rule error indicating that the magic cannot be constructed (for example, "★Error★ Loop occurring within magic construction. Loop must be resolved") will be displayed. Note that the display area, location, and content of the display where the placement rule error is shown can be freely modified as needed.
[0130] In the magic construction screen of Figure 10(a), based on the user's placement operations, An A icon indicating an activation element is placed in the 70th cell of the arrangement, which is in the X3 column and Y1 row. A heart icon indicating an activation element is placed in the 70 cells arranged in X3 columns and Y2 rows. A fire icon representing an effect element is placed in the 70 grid cells arranged in X3 columns and Y3 rows. Ice icons representing effect elements are placed in 70 cells arranged in an X4 x Y2 grid. Star icons indicating activation elements are placed in 70 cells arranged in an X4 x Y3 grid.
[0131] Then, based on the user's connection operation, the connection unit 80 is activated, and the effect element of the heart icon is associated with the A icon via the active path 80b, and the effect elements of the fire icon, star icon, and ice icon are associated with the effect element of the heart icon in a loop. As a result, effect elements are associated with one activation element in a loop, and no magic is constructed. Then, in the magic explanation area 62, a placement rule error is displayed indicating that no magic has been constructed.
[0132] The reason why the placement rules stipulate that effect elements are not linked in a loop to a single activation element is that if effect elements were linked in a loop to a single activation element, it would become unclear which direction the magic should proceed in terms of its activation order, and how to create a chain reaction.
[0133] Furthermore, in this embodiment, while taking placement rules into consideration, it is possible to construct magic by strategically thinking about which connection points 80 to activate and which placement squares 70 to place activation elements or effect elements.
[0134] [Magic Activation Screen] Next, with reference to Figure 11, the magic activation screen displayed on the PC display unit 33 of the first information processing device 30 when magic is activated as an effect activation mode will be described. Figure 11 is an example of the magic activation screen displayed on the display unit (PC display unit 33) of the information processing device (first information processing device 30) when magic is activated in Embodiment 1 of the present invention. Figure 11(a) is an example of the magic activation screen in the game progress state, and Figure 11(b) is an example of the magic activation screen in the game preparation state. The magic activation screen displayed on the game display unit 43 of the second information processing device 40 and the magic activation screen displayed on the mobile display unit 53 of the third information processing device 50 are the same as the magic activation screen displayed on the PC display unit 33 of the first information processing device 30.
[0135] As shown in Figure 11(a), on the screen where magic is activated during gameplay, for example, a dungeon is used as the background object, with the player object 101 displayed at the bottom. Then, the conditions for activating magic are met, and the first magic object 102 and the second magic object 103, which were activated from the player object 101, are displayed. Furthermore, the enemy object 106 is also displayed.
[0136] The first magic object 102 is the magic that was first activated, and the second magic object 103 is the magic that was activated after the first magic object 102 was activated. For example, if the magic is constructed as shown in Figure 6(b), the first magic object 102 will be a lightning wind magic, and the second magic object 103 will be a plasma orb. In this embodiment, the system is configured to activate the next magic after a predetermined time has elapsed since the first magic was activated, but it may also be configured so that the next magic is activated after the first magic is activated and the first magic collides with a predetermined object (for example, enemy object 106).
[0137] Additionally, in the upper left corner of the screen where magic is cast during gameplay, an HP gauge 104 indicating the player object's HP and a magic power gauge 105 indicating the player object's magic power are displayed. Furthermore, when encountering an enemy object, an HP gauge indicating the enemy object's HP may also be displayed.
[0138] Furthermore, in the game's progression screen for magic activation, the layout and design of background objects, player object 101, first magic object 102, second magic object 103, HP gauge 104, magic power gauge 105, enemy object 106, etc., as well as the content of the displayed objects, can be freely modified as appropriate.
[0139] In this embodiment, during the game preparation phase before exploring a dungeon, the constructed magic can be tested and activated regardless of the accumulated point value.
[0140] As shown in Figure 11(b), in the game preparation state, the magic activation screen displays, for example, a practice field as the background object, with the player object 101 displayed at the bottom. Then, the first magic object 102, which has been activated by the player object 101 after the activation conditions for activating magic have been met, is displayed. Furthermore, the target object 107 is displayed.
[0141] Furthermore, in the upper left corner of the screen where the magic is cast during the game preparation state, a notification object 108 ("★Test Mode★") is displayed to indicate that the game is in the preparation state before exploring a dungeon. It is desirable that this notification object 108 also displays the cumulative points and the point limit. In addition, a first transition object 109 ("Magic Construction") which accepts the magic construction operation to move to the magic construction screen, a second transition object 110 ("Weapon Equipment") which accepts the weapon equipment operation to move to the weapon equipment screen, and a third transition object 111 ("Dungeon Exploration") which accepts the game start operation to move to the game progress state are also displayed.
[0142] In this way, the background objects and other elements differ between the game preparation state and the game in progress state, making it possible to distinguish between the game preparation state and the game in progress (for example, whether or not a dungeon is being explored). Furthermore, players can test the spells they've created even before exploring a dungeon. This allows them to check the effects of their spells while considering the balance of equipment costs between the weapons, armor, accessories, or items equipped by their player objects and the activation or effect elements used to construct the spell, or to modify the activation or effect elements used to construct the spell and reconstruct it. In particular, in this embodiment, as will be described later, even if the cumulative point value exceeds the point limit, the constructed magic can be tested during the game preparation state. Therefore, the cumulative value (sum of) of equipment points specified for weapons, armor, accessories, or items used by the player object can be ignored, and the effect of the constructed magic can be checked preferentially based on the cumulative value of equipment points of the activation elements or effect elements used to construct the magic. After that, the equipped weapons, armor, accessories, or items can be removed to adjust the cumulative point value so that it does not exceed the point limit.
[0143] Furthermore, the layout and design of the background object, player object 101, first magic object 102, notification object 108, target object 107, etc., and the content of the displayed objects on the magic activation screen in the game preparation state can be freely modified as appropriate. Moreover, the magic activation screen in the game preparation state and the magic activation screen in the game progress state may be configured to be entirely or partially identical.
[0144] Furthermore, although the game for activating magic in this embodiment 1 is configured to activate magic using three-dimensional objects in a virtual space, it may also be configured to activate magic using two-dimensional objects (characters).
[0145] [Processing by information processing equipment] Next, the processing of the information processing device capable of executing the game that activates the magic of this embodiment 1 will be described below using a flowchart. Figure 12 is an example of a flowchart showing the game control processing of the information processing device (first information processing device 30) in embodiment 1 of the present invention. The game control processing of the second information processing device 40 and the third information processing device 50 are the same as the game control processing of the first information processing device 30.
[0146] (Game control processing) When the execution of the game program that casts magic begins, in step S10, the PC control unit 32 performs initialization processing on the PC memory unit 31 used in the game that casts magic. Once this process is complete, the process moves on to step S20.
[0147] In step S20, the PC control unit 32 performs a start screen display process to display the game start screen on the PC display unit 33. Once this process is complete, the process moves on to step S21.
[0148] In step S21, the PC control unit 32 determines whether or not it has received a game start command from the user. If the PC control unit 32 determines that it has received a game start command, it proceeds to step S30 to enter the game preparation state before the game to activate magic begins. If it determines that it has not received a game start command, it maintains a waiting state until it receives a game start command.
[0149] In step S30, the PC control unit 32 performs game preparation state control processing to control the game preparation state. In this game preparation state control process, before exploring the dungeon, players construct magic, equip weapons, armor, accessories, or other items, and when the game progress start operation is received to transition to the game progression state (exploring the dungeon), the process moves to step S40 and transitions to the game progression state, provided that the cumulative point value does not exceed the point limit. For more details on this game preparation state control process, please refer to Figure 13 below.
[0150] In step S40, the PC control unit 32 performs game progression processing to advance the game in which magic is activated. In this game progression process, various objects are displayed on the PC display unit 33, and based on the user's object manipulation, the player object 101 is moved or made movable, background objects are displayed, enemy objects are displayed or moved, treasure chest objects are displayed or opened to acquire activation elements or effect elements, and the camera work is changed, thereby advancing the game in order to activate magic. Once this process is complete, the process moves on to step S41.
[0151] In step S41, the PC control unit 32 determines whether or not the player object moved or mobilized by the game progression process has acquired an activation element, effect element, weapon, armor, accessory, or use item. If the PC control unit 32 determines that it has acquired an activation element, effect element, weapon, armor, accessory, or usable item, it proceeds to step S42; if it determines that it has not acquired an activation element, effect element, weapon, armor, accessory, or usable item, it proceeds to step S50.
[0152] In step S42, the PC control unit 32 performs an element acquisition and storage process to store the acquired activation elements, effect elements, weapons, armor, accessories, or items used. In this element acquisition and storage process, activation elements, effect elements, weapons, armor, accessories, or usable items acquired through the movement or activation of player objects are stored in the PC storage unit 31 as "acquired information of the game progress." Activation elements, effect elements, weapons, armor, accessories, or usable items stored as acquired information of the game progress are equipable by player objects in the game progress state, regardless of the prescribed equipment points. Furthermore, as described later, this information also allows for the adoption of permanent items that can be equipped in the next game when the game ends. Additionally, as described later, the system may be configured to allow the acquisition of special effect elements (curse spells) and / or normal effect element dispelling spells that allow for the removal of equipped items in the game progress state. Once this process is complete, the process moves on to step S50.
[0153] In step S50, the PC control unit 32 performs magic construction and weapon equipment processing, which involves constructing magic or equipping weapons, armor, accessories, or other items during game progression. For details on this magic construction and weapon equipment processing, please refer to Figure 14 and see the following description. Once this process is complete, the process moves on to step S51.
[0154] In step S51, the PC control unit 32 performs authorized equipment storage processing. In this authorized equipment storage process, information such as the activation elements or effect elements used to construct magic in the magic construction / weapon equipment processing of step S50 above, and weapons, armor, accessories, or items used equipped on the player object (adopted equipment information) is stored in the PC storage unit 31 as "equipment information in the game state (authorized effect activation mode)" so that it can be used in the game state. Once this process is complete, the process moves on to step S60.
[0155] As will be explained in more detail in Figure 13, when the game is in the preparation state, after the magic construction and weapon equipment processing is performed, a check is performed to see if the total points exceed the point limit. If the total points exceed the point limit, the game cannot proceed to the game progression state (the player is prompted to correct their equipment). If the total points are less than or equal to the point limit, the PC memory unit 31 stores information such as the activation elements or effect elements used to construct the magic through the magic construction and weapon equipment processing, as well as weapons, armor, accessories, or items used that are equipped on the player object, as "equipment information for the game progression state," and the game proceeds to the game progression state. In contrast, when the game is in progress, after the magic construction / weapon equipment processing in step S50 is performed, the determination of whether the cumulative point value exceeds the point limit is not made. Instead, information such as the activation elements or effect elements used to construct the magic through the magic construction / weapon equipment processing, and the weapons, armor, accessories, or usable items equipped to the player object are stored in the PC memory unit 31 as "equipment information in game progress." Therefore, when the game is in progress, regardless of the cumulative point value, the player object can equip magic constructed using the activation elements or effect elements acquired through the game progress processing, or equip weapons, armor, accessories, or usable items acquired.
[0156] In step S60, the PC control unit 32 refers to the equipment information of the game progress and determines whether the activation conditions defined for the activation element equipped by the player object have been met. If the PC control unit 32 determines that the activation conditions have been met, it proceeds to step S61; if it determines that the activation conditions have not been met, it proceeds to step S41.
[0157] In step S61, the PC control unit 32 refers to the equipment information of the game's progress and performs an effect activation mode activation process to activate the magic that has been constructed by the effect activation mode construction process (see steps S226, S236, and S244) described later, which is associated with the activation element for which the activation conditions have been met. In this effect activation mode activation process, the magic object of the magic that has been constructed and associated with the activation element for which the activation conditions have been met is displayed on the PC display unit 33. Once this process is complete, the process moves on to step S62.
[0158] In step S62, the PC control unit 32 performs an activation reflection process to reflect the magic activated by the effect activation mode activation process onto various objects. In this activation reflection process, if the activated magic is an attack magic, it determines whether the magic object has collided with an enemy object, and if the magic object has collided with an enemy object, it decreases the parameter corresponding to the enemy object's HP. If the activated magic is an HP recovery magic, it increases the parameter corresponding to the player object's HP. Once this process is complete, the process moves on to step S90.
[0159] In step S90, the PC control unit 32 determines whether or not it has received a game termination command from the user. If the PC control unit 32 determines that it has received a game termination command, it proceeds to step S91 to transition from the game in progress state to the game termination state. If it determines that it has not received a game termination command, it returns to step S40 to maintain the game in progress state.
[0160] In step S91, when the PC control unit 32 transitions to the game termination state, it performs a result display process to display the game results. Once this process is complete, the process moves on to step S92.
[0161] In step S92, the PC control unit 32 performs a permanent item selection process to select permanent items (storage predetermined elements). In this permanent item selection process, the PC memory unit 31 is referenced, and based on the user's permanent item selection operation, permanent items that can be equipped in the next game are selected from the activation elements, effect elements, weapons, armor, accessories, or usable items stored as "acquired information of game progress". Here, it is possible to configure the system so that all of the activation elements, effect elements, weapons, armor, accessories, or usable items stored as acquired information of game progress can be selected as permanent items, or it is possible to configure the system so that a certain number (for example, 3 items) can be selected as permanent items. Furthermore, if a certain number of the activation elements, effect elements, weapons, armor, accessories, or usable items stored as acquired information of game progress can be selected as permanent items, the number of items that can be selected as permanent items may be increased or decreased depending on the success or failure of the game, acquisition of special items, game progress results, or score, etc. Once this process is complete, the process moves on to step S93.
[0162] In step S93, the PC control unit 32 stores the activation elements, effect elements, weapons, armor, accessories, or usable items adopted as permanent items in the game data of the PC memory unit 31. This allows the player to equip the activation elements, effect elements, weapons, armor, accessories, or usable items acquired in the current game in the next game, thereby increasing the replayability of the game. Once this process is complete, the process returns to step S20.
[0163] In this embodiment, the state when the game preparation state control process in step S30 is being performed corresponds to the game preparation state, the state when the processes in steps S40 to S90 are being performed corresponds to the game progress state, and the state when the processes in steps S91 to S93 are being performed corresponds to the game end state.
[0164] (Game preparation state control processing) Next, the details of the game preparation state control process (see step S30 in Figure 12) executed in the game control process described above will be explained below using a flowchart. Figure 13 is an example of a flowchart showing the game preparation state control process of the information processing device (first information processing device 30) in Embodiment 1 of the present invention. The game preparation state control process of the second information processing device 40 and the third information processing device 50 are the same as the game preparation state control process of the first information processing device 30.
[0165] In step S30-1, the PC control unit 32 refers to the PC memory unit 31 and loads the game data. This game data stores information on initial equipment elements (activation elements, effect elements, weapons, armor, accessories, or usable items, etc.) and permanent items. Note that permanent items may not be stored in the game data. This allows the initial equipment information and permanent items to be provided at the start of the game (game preparation state). Furthermore, the game data is not limited to being loaded when the game start operation is received, but may also be loaded when the execution of the game program begins (when it is launched). Once this process is complete, the process moves on to step S30-2.
[0166] In this embodiment, the game data is configured to include initial equipment information (activation elements, effect elements, weapons, armor, accessories, or usable items, etc.) and permanent items. However, the game data does not necessarily have to include initial equipment information or permanent items. Furthermore, the system may be configured to select (purchase) initial equipment information based on predetermined value information such as coins or points, and then provide that initial equipment information.
[0167] In step S30-2, the PC control unit 32 performs a difficulty selection process to determine the difficulty level of the game progression (for example, the difficulty level of the dungeon). In this difficulty selection process, the difficulty level of the game state is determined based on the user's actions (the action to start the game). Then, the point limit is determined based on the determined difficulty level of the game state. For example, if the difficulty level of the game state is "EASY", the point limit is set to a predetermined first limit (e.g., 60); if the difficulty level of the game state is "NORMAL", the point limit is set to a predetermined second limit (e.g., 40); and if the difficulty level of the game state is "HARD", the point limit is set to a predetermined third limit (e.g., 25). Once this process is complete, the process moves on to step S30-3.
[0168] Furthermore, the timing of the difficulty selection process is not limited to the timing of step S30-2, as long as it is in the game preparation state before transitioning to the game progression state; it may be executed at any time while in the game preparation state. Also, in this embodiment, the difficulty level of the game progression state is determined, and the point limit value is determined based on the determined difficulty level of the game progression state, but the point limit value may be a predetermined limit value (for example, 40) without determining the difficulty level of the game progression state.
[0169] In step S30-3, the PC control unit 32 performs magic construction and weapon equipment processing. This magic creation and weapon / equipment process allows players to create magic spells and equip weapons, armor, accessories, or other items during the game's preparation phase. For more details on this magic creation and weapon / equipment process, please refer to Figure 14, which will be described later. Once this process is complete, the process moves on to step S30-4.
[0170] In step S30-4, the PC control unit 32 performs a test-fire mode control process to control the magic firing screen in the game preparation state. In this trial mode control process, as shown in Figure 11(b), various objects are displayed on the PC display unit 33, and based on the user's object manipulation, the player object 101 is moved or activated, or magic is cast. Once this process is complete, the process moves on to step S30-5.
[0171] Thus, in the game preparation state, the player object 101 can be manipulated in the same way as in the game progress state, and the constructed magic can be tested. This allows the player to check the effect of the constructed magic, or to reconstruct the magic by changing the activation or effect elements used to construct it. Furthermore, even if the total points exceed the point limit, you can still test the magic you've created during the game preparation phase. This allows you to prioritize checking the effects of the magic based on the total equipment points of the activation or effect elements used to create it. Afterwards, you can remove weapons, armor, accessories, or other equipment to adjust the total points so that they do not exceed the point limit.
[0172] In step S30-5, the PC control unit 32 determines whether or not it has received a game progression start operation from the user. This game progression start operation is the operation that starts the game progression process in step S40 described above, for example, the operation that starts the player object 101 to explore the dungeon. If the PC control unit 32 determines that it has received a game start command, it proceeds to step S30-6. If it determines that it has not received a game start command, it returns to step S30-2 and maintains the game preparation state.
[0173] In step S30-6, the PC control unit 32, if the game is in a ready state, determines whether the cumulative points are within the point limit (cumulative points ≤ point limit). That is, it determines whether the cumulative points are within the allowable range from the reference value to the point limit (for example, 0 to 40 if the difficulty level of the game progression state is "NORMAL"). If the PC control unit 32 determines that the cumulative points are less than or equal to the point limit (the cumulative points are within the acceptable range), it proceeds to step S30-7. If it determines that the cumulative points are not less than or equal to the point limit (the cumulative points are outside the acceptable range), it returns to step S30-2. Therefore, when the cumulative points exceed the point limit, the process returns to step S30-2, and adjustments are made to ensure that the cumulative points are within the acceptable range by lowering the difficulty of the game progression, re-selecting activation elements or effect elements to construct magic, or re-selecting weapons, armor, accessories, or items used.
[0174] In step S30-7, the PC control unit 32 determines whether the cumulative point value is within a first specified value (cumulative point value ≤ first specified value). That is, it determines whether the cumulative point value is within the first specified value range from the reference value (=0) to the first specified value. Here, the first specified value is a value less than the point limit value. For example, if the difficulty level of the game progression is "NORMAL", the first specified value is set to 30, which is less than the point limit value (40). If the PC control unit 32 determines that the cumulative points value is less than or equal to the first specified value (the cumulative points value is within the range of the first specified value), it proceeds to step S30-8. If it determines that the cumulative points value is not less than or equal to the first specified value (the cumulative points value is outside the range of the first specified value), it returns to step S30-11.
[0175] In step S30-8, the PC control unit 32 performs a first benefit granting process to grant the first benefit to the user. This first bonus granting process improves certain parameters related to player object 101 or certain parameters related to the constructed magic. For example, it may increase player object 101's HP by 10% or increase the constructed magic's attack power by 10%. Once this process is complete, the process moves on to step S30-9.
[0176] In step S30-9, the PC control unit 32 determines whether the cumulative point value is within the second specified value (cumulative point value ≤ second specified value). That is, it determines whether the cumulative point value is within the second specified value range, from the reference value (=0) to the second specified value. Here, the second specified value is a value less than the first specified value. For example, if the difficulty level of the game progression is "NORMAL", the second specified value is set to 20, which is less than the first specified value (30). If the PC control unit 32 determines that the cumulative points value is less than or equal to the second specified value (i.e., the cumulative points value is within the range of the second specified value), it proceeds to step S30-10. If it determines that the cumulative points value is not less than or equal to the second specified value (i.e., the cumulative points value is outside the range of the second specified value), it returns to step S30-11.
[0177] In step S30-10, the PC control unit 32 performs a second benefit granting process to grant the second benefit to the user. This second bonus granting process sets the game so that high-rarity activation elements, effect elements, weapons, armor, accessories, or usable items appear more frequently as the game progresses. Once this process is complete, the process moves on to step S30-11.
[0178] In this embodiment, the first bonus granting process is configured to improve predetermined parameters related to the player object 101 or the constructed magic, and the second bonus granting process is configured to make it easier for items such as activation elements of high rarity to appear during game progression. However, the first bonus granting process may be configured to make it easier for items such as activation elements of high rarity to appear during game progression, and the second bonus granting process may be configured to improve predetermined parameters related to the player object 101 or the constructed magic. Furthermore, the first and second bonus granting processes may be configured to improve different parameters related to the player object 101 or the constructed magic, or the first and second bonus granting processes may be configured to improve activation elements of higher rarity, etc., at different appearance rates depending on the game's progress.
[0179] In step S30-11, the PC control unit 32 performs authorized equipment storage processing. In this authorized equipment storage process, information on the activation elements or effect elements used to construct magic in the magic construction / weapon equipment processing of step S30-3 in the game preparation state, as well as information on weapons, armor, accessories, or items used equipped on the player object (adopted equipment information described later), is stored in the PC storage unit 31 as "equipment information in the game progression state (authorized effect activation mode)". Note that when transitioning to the game progression state, information on activation elements or effect elements not used to construct magic, as well as information on weapons, armor, accessories, or items used not equipped on the player object, is not stored as equipment information in the game progression state and is deleted from the list information. Once this process is complete, the game preparation state control process ends, and the process moves to step S40 to transition to the game progress state.
[0180] Thus, in this embodiment, when the game is in the preparation state, after the magic construction and weapon equipment processing is performed, it is determined whether the cumulative point value exceeds the point limit. If the cumulative point value exceeds the point limit, the game cannot proceed to the game progression state (the player is prompted to correct their equipment). If the cumulative point value is less than or equal to the point limit, the PC memory unit 31 stores information such as the activation elements or effect elements used to construct the magic through the magic construction and weapon equipment processing, and the weapons, armor, accessories, or items used equipped on the player object, as equipment information for the game progression state, and the game proceeds to the game progression state. This allows players to strategically select activation elements, effect elements, weapons, armor, accessories, or usable items while considering the balance between the equipment points of the activation or effect elements used to construct magic and the equipment points specified for the weapons, armor, accessories, or usable items equipped by the player object during the game preparation phase.
[0181] In this embodiment, when the cumulative point value is within the allowable range from the reference value to the point limit (when it is possible to transition to the game progression state), if the cumulative point value is within the first specified value, the first reward is granted by the first reward granting process described above, and if the cumulative point value is within the second specified value, the second reward is granted by the second reward granting process described above. However, the system may be configured so that the second reward granting process is not performed. In other words, instead of two stages of reward granting, it may be configured as a single stage of reward granting, where one reward is granted if it is within one specified value. Furthermore, the system may be configured so that neither the first reward granting process nor the second reward granting process described above is performed.
[0182] Furthermore, in this embodiment, since the second specified value is less than the first specified value, if the cumulative points are within the second specified value, the system is configured to grant both the first benefit (which is granted when the cumulative points are within the first specified value) and the second benefit. However, if the cumulative points are within the second specified value, the system may be configured to award only the second reward, without awarding the first reward which is awarded when the cumulative points are within the first specified value. In other words, if both conditions for awarding the first and second rewards are met, the system may be configured to award only the higher reward (the second reward).
[0183] (Magic construction, weapon and equipment processing) Next, the details of the magic construction and weapon equipment processing (see the processing in step S50 of Figure 12 and the processing in step S30-3 of Figure 13) performed in the game control processing described above will be explained below using a flowchart. Figure 14 is an example of a flowchart showing the magic construction and weapon equipment processing of the information processing device (first information processing device 30) in Embodiment 1 of the present invention. The magic construction and weapon equipment processing of the second information processing device 40 and the game control processing of the third information processing device 50 are the same as the magic construction and weapon equipment processing of the first information processing device 30.
[0184] In step S110, the PC control unit 32 determines whether or not it has received a magic construction operation from the user. If the PC control unit 32 determines that it has received a magic construction operation, it proceeds to step S111; otherwise, it proceeds to step S120.
[0185] In step S111, the PC control unit 32 selects an activation element or effect element, places the selected activation element or effect element in the placement square 70, or switches the connection unit 80 to active, thereby performing a magic construction process to construct a magic spell. In the magic construction process, if the game is in the preparation state (as in step S30-3 in Figure 13), when an activation element or effect element is placed in the placement square 70, the total value of the equipment points specified for the placed activation element or effect element is added to the common cumulative point value used for magic construction and weapon equipment. If the game is in progress (as in step S50 in Figure 12), when an activation element or effect element is placed in the placement square 70, the cumulative point value is not calculated. For more details on this magic construction process, please refer to Figure 15 below. Then, in the magic construction process, when the user requests the end of magic construction, this process ends and the process moves on to step S112.
[0186] In step S112, when the PC control unit 32 receives the magic construction completion operation, it determines whether the activation element or effect element, which is associated with the effective path 80b and placed in the placement square 70, satisfies the placement rule. Here, the placement rule in this embodiment is defined as not having effect elements associated with a single activation element in a loop, as shown in Figures 9 and 10. The PC control unit 32 proceeds to step S113 if it determines that the placement rules are met, and returns to step S111 if it determines that the placement rules are not met. As a result, the magic construction process (magic construction screen) cannot be terminated when the placement rules are not met.
[0187] In this embodiment, the arrangement rule stipulates that effect elements are not associated with a single activation element in a loop, but other requirements may also be defined.
[0188] Furthermore, in this embodiment, it is determined whether the activation element or effect element associated by the placement operation or connection operation satisfies the placement rules, and if the placement rules are not satisfied, the magic construction screen cannot be terminated and the user is prompted to re-place or reconnect. However, if a placement operation or connection operation that does not satisfy the placement rules is performed, the placement operation or connection operation may be invalidated, and it may be configured so that the placement of an activation element or effect element that does not satisfy the placement rules is not possible in the first place, or the connection part 80 cannot be switched to the valid path 80b.
[0189] In step S113, the PC control unit 32 performs an effect activation mode equipment processing. In this effect activation mode equipment processing, it permits the player object to equip the magic constructed in the effect activation mode construction processing described later in steps S226, S236, or S244, and stores information such as the constructed magic, effect details, and selected activation elements or effect elements in the PC storage unit 31 as "adopted equipment information". Once this process is complete, the magic construction and weapon equipment processing will be terminated.
[0190] In step S120, the PC control unit 32 determines whether or not it has received a request from the user to operate a weapon or other equipment. If the PC control unit 32 determines that it has received a weapon equipment operation, it proceeds to step S121. If it determines that it has not received a weapon equipment operation, it terminates the magic construction / weapon equipment process.
[0191] In step S121, the PC control unit 32 performs a weapon selection process to select weapons, armor, accessories, or other items to be equipped by the player object based on user input. In this weapon selection process, if the game is in the preparation state (as in step S30-3 in Figure 13), when a weapon, armor, accessory, or usable item is selected, the total value of the equipment points specified for the selected weapon, armor, accessory, or usable item is added to the common cumulative point value used for magic construction and weapon equipment. However, if the game is in progress (as in step S50 in Figure 12), when a weapon, armor, accessory, or usable item is selected, the cumulative point value is not calculated. Then, in the weapon selection process, when the user signals the end of weapon selection, this process is terminated and the process moves to step S122.
[0192] In step S122, the PC control unit 32 performs weapon and equipment processing. In this weapon and equipment processing, it permits the player object to equip the weapons, armor, accessories, or usable items selected in the weapon and equipment selection processing in step S121, and stores the information of the selected weapons, armor, accessories, or usable items as "adopted equipment information" in the PC storage unit 31. Once this process is complete, the magic construction and weapon equipment processing will be terminated.
[0193] (Magic construction process) Next, the magic construction process (see step S111) performed in the magic construction and weapon equipment processing described above will be explained below using a flowchart. Figure 15 is an example of a flowchart showing the magic construction process of the information processing device (first information processing device 30) in Embodiment 1 of the present invention. The magic construction process of the second information processing device 40 and the third information processing device 50 are the same as the magic construction process of the first information processing device 30.
[0194] In step S200, the PC control unit 32 performs a construction display process to display a magic construction screen (see Figure 4) on the PC display unit 33. In this construction display process, as shown in Figure 4, at least multiple placement squares 70 are displayed adjacent to each other in the magic construction area 60 of the PC display unit 33, and connection sections 80 are displayed between adjacent placement squares 70. Once this process is complete, the process moves on to step S210.
[0195] In the construction display process, if the game is in a ready state, a list of element panel 90 information for displaying the activation elements or effect elements stored as initial equipment information, and the activation elements or effect elements stored as permanent items, is displayed in the element display area 61 of the PC display unit 33. This allows the player to equip the activation elements or effect elements acquired in the previous game as permanent items in the current game as well.
[0196] Furthermore, during the construction display process, if the game is in a ready state, the cumulative points and the point limit are displayed in the point display area 63 of the PC display unit 33. Then, the placement element display data based on the placement operation of the activation elements or effect elements described later, the connection display data based on the connection operation of the connection unit 80 described later, and the cumulative points display data based on the calculated cumulative points described later are used to update and display the placement squares 70, the connection unit 80, or the cumulative points.
[0197] Furthermore, in the construction display process, if the game is in progress, a list of element panels 90 for displaying the equipment information of the game's progress and the acquired information of the game's progress stored in the PC memory unit 31 is displayed in the element display area 61 of the PC display unit 33. In this embodiment, if the game is in progress, the cumulative point value and the point limit value are not displayed on the PC display unit 33 during the construction display process. However, even if the game is in progress, the cumulative point value and the point limit value may be displayed on the PC display unit 33.
[0198] In step S210, the PC control unit 32 determines whether or not it has received a magic construction completion operation from the user. If the PC control unit 32 determines that it has not received a magic construction termination operation, it proceeds to step S220. If it determines that it has received a magic construction termination operation, it terminates the magic construction process and proceeds to step S112 (see Figure 14).
[0199] In step S220, the PC control unit 32 determines whether it has received a request from the user to place an activation element or an effect element, as this is the adoption of the activation element or effect element. As described above, placement operations include dragging the element panel 90 and dropping it onto the placement square 70, or selecting the element panel 90 after selecting the placement square 70 on which to place the element icon 91. If the PC control unit 32 determines that it has received a placement operation, it proceeds to step S221; if it determines that it has not received a placement operation, it proceeds to step S230.
[0200] In step S221, the PC control unit 32 performs element placement processing to place activation elements or effect elements in the placement cell 70. In this element placement processing, element icons 91 that indicate the activation elements or effect elements to be placed in the placement cell 70 by the placement operation are placed. Then, placement element display data is generated to display the placement cell 70 on which the element icons 91 have been placed by the user's placement operation. Once this process is complete, the process moves on to step S222.
[0201] In step S222, the PC control unit 32 determines whether or not the game is in progress. In other words, it determines whether or not this magic construction process is a magic construction process executed during the magic construction / weapon equipment process in step S50 of Figure 12 (i.e., the magic construction / weapon equipment process in step S30-3 of Figure 13). If the PC control unit 32 determines that the game is in progress, it proceeds to step S224; if it determines that the game is not in progress (i.e., it is in the game preparation state), it proceeds to step S223.
[0202] In step S223, the PC control unit 32 performs a point accumulation calculation process to calculate the cumulative point value. In this point accumulation calculation process, the base value is set to 0, and the total value is calculated by accumulating the equipment points specified for the activation elements or effect elements placed in the placement square 70 from the base value (=0). The calculated total value is added to the common point accumulation value used for magic construction and equipment such as weapons to update the point accumulation value. Then, point accumulation value display data is generated to display the updated point accumulation value. Once this process is complete, the process moves on to step S224.
[0203] In step S224, the PC control unit 32 performs a mapping process to associate multiple activation elements with each other, multiple effect elements with each other, or activation elements with effect elements. In this mapping process, it is first determined whether the connection part 80 of the placement cell 70 where the activation elements or effect elements are placed is valid. If the connection part 80 is valid, it is determined whether each placement cell 70 connected to the valid connection part 80 has an activation element or effect element placed in it. If each placement cell 70 connected to the valid connection part 80 has an activation element or effect element placed in it, the activation elements or effect elements placed in those placement cells 70 are connected and mapped. If the connection part 80 is not valid, or if only one activation element or effect element is placed in the placement cell 70 connected to the valid connection part 80, the process of connecting and mapping the activation elements or effect elements is not performed. Once this process is complete, the process moves on to step S225.
[0204] In step S225, the PC control unit 32 determines whether the activation element or effect element associated by the placement operation satisfies the placement rule, similar to step S112 (see Figure 14). If the PC control unit 32 determines that the placement rules are met, it proceeds to step S226; otherwise, it returns to step S200. Here, if it determines that the placement rules are not met, it is desirable to display a placement error on the PC display unit 33 (generate placement error display data) before returning to step S200.
[0205] In step S226, the PC control unit 32 performs an effect activation mode construction process to construct a spell based on the activation element or effect element associated by the above-mentioned mapping process. In this effect activation mode construction process, the PC control unit 32 constructs a spell that includes detailed effect information (attack power, casting time, cooldown, spell attribute, target of the spell, spell trajectory, etc.) based on the type of activation element (active trigger, passive trigger) and the type of effect element (parallel spell, chain spell, option), the activated connection part 80, the positional relationship between the placement square 70 where the activation element is placed and the placement square 70 where the effect element is placed (parallel or serial connection, and the connection order of the placement squares 70 when it is a serial connection), etc. Note that if there is no activation element or effect element associated by the above-mentioned mapping process, the process of constructing a spell is not performed. Once this process is complete, the process returns to step S200.
[0206] As described above, in this embodiment, when the game is in the preparation state, the game cannot proceed if the cumulative point value exceeds the point limit due to the equipment points specified for the activation elements or effect elements placed in the placement squares 70 (see step S30-6 above, etc.). However, regardless of the equipment points specified for the activation elements or effect elements placed in the placement squares 70, it is possible to construct magic by placing activation elements or effect elements in the placement squares 70. This allows, for example, in the preparation state when the player object has not yet entered the dungeon, to experiment with placing various activation elements or effect elements in the placement squares 70 to test the construction of various magic and the balance with equipment such as weapons. Furthermore, after deciding on the construction of magic and equipment such as weapons, it is possible to challenge dungeons and game difficulty levels that match the decided construction of magic and equipment such as weapons.
[0207] In this embodiment, the system is configured to allow the placement of an activation element or effect element in the placement square 70 regardless of the equipment points specified for that activation element or effect element. However, when the game is in preparation state, the system may be configured so that the activation element or effect element cannot be placed in the placement square 70 if the cumulative point value exceeds the point limit.
[0208] Furthermore, in this embodiment, magic can be constructed regardless of the equipment points specified for the activation element or effect element placed in the placement square 70. However, when the game is in the preparation state, magic may be prevented from being constructed if the cumulative point value exceeds the point limit.
[0209] In step S230, the PC control unit 32 determines whether or not it has received a user's placement deletion operation (cancellation operation) to delete an activation element or effect element placed in the placement cell 70. Examples of this user placement deletion operation include dragging an element icon 91 placed in the placement cell 70 and dropping it outside the magic construction area 60, or selecting an element icon 91 placed in the placement cell 70 and then selecting an element display area 61 or the like outside the magic construction area 60. If the PC control unit 32 determines that it has received a user's placement deletion operation, it proceeds to step S231; if it determines that it has not received a user's placement deletion operation, it proceeds to step S240.
[0210] In step S231, the PC control unit 32 determines whether or not the game is in progress. In other words, it determines whether or not this magic construction process is a magic construction process executed during the magic construction / weapon equipment process in step S50 of Figure 12 (i.e., the magic construction / weapon equipment process in step S30-3 of Figure 13). If the PC control unit 32 determines that the game is in progress, it proceeds to step S232; if it determines that the game is not in progress (i.e., it is in the game preparation state), it proceeds to step S233.
[0211] In step S232, the PC control unit 32 determines whether the activation element or effect element selected by the placement deletion operation in the game progress state is a curse spell (a special predetermined element). If the PC control unit 32 determines that it is a curse spell, it returns to step S200; if it determines that it is not a curse spell, it moves to step S234. This means that while a curse spell can be unequipped (canceled) when the game is in preparation state, it cannot be unequipped (canceled) when a player object has a curse spell equipped during game progress. Furthermore, when the game is in progress, it may be configured so that a curse spell placed in placement square 70 cannot be moved to another placement square 70. Additionally, a function may be provided to unequip (cancele) a curse spell when the cancellation condition is met during game progress (for example, when the player is under the effect of a cancellation spell acquired during game progress).
[0212] In step S233, the PC control unit 32 performs a point accumulation value subtraction process to subtract the accumulated points in the game preparation state. In this point accumulation value subtraction process, the equipment points specified for the activation element or effect element selected by the user's placement deletion operation are subtracted from the accumulated points. Once this process is complete, the process moves on to step S234.
[0213] In step S234, the PC control unit 32 performs an element unplacement process to remove an activation element or effect element from the placement cell 70. In this element unplacement process, the element icon 91 selected by the user's placement deletion operation is removed from the placement cell 70. Then, placement element display data is generated to display the placement cell 70 from which the element icon 91 selected by the user's placement deletion operation has been removed. Once this process is complete, the process returns to step S235.
[0214] Thus, in this embodiment, while the game is in progress, the adoption of special effect elements (curse spells) cannot be canceled. However, if the effect element is not a curse spell, the adoption of the normal effect element can be canceled. However, when in the game progress state, even for special effect elements or normal effect elements, when the cancellation condition is satisfied (for example, when receiving the effect of a cancellation spell obtained during the game progress state), a function to cancel the effect element (predetermined element) may be provided.
[0215] In step S235, the PC control unit 32 performs the association process of associating, similar to step S224 above. When this process ends, the process moves to step S236.
[0216] In step S236, the PC control unit 32 performs the effect activation mode construction process, similar to step S226 above. When this process ends, the process returns to step S200.
[0217] In step S240, the PC control unit 32 determines whether it has received a connection operation from the user. As described above, examples of the user's connection operation include selecting and clicking on the connection unit 80. If the PC control unit 32 determines that it has received a connection operation, it moves the process to step S241. If it determines that it has not received a connection operation, it returns the process to step S200.
[0218] In step S241, the PC control unit 32 performs a connection unit switching process to switch the validity / invalidity of the connection unit 80. In this connection unit switching process, each time a connection operation is received, it alternates between the default path 80a and the valid path 80b. Then, it generates connection display data for displaying the switched connection unit 80. When this process ends, the process moves to step S242.
[0219] In step S242, the PC control unit 32 performs the association process of associating, similar to step S224 above. When this process ends, the process moves to step S243.
[0220] In step S243, the PC control unit 32 determines whether the activation element or effect element associated by the connection operation satisfies the placement rule, similar to step S112 (see Figure 14). If the PC control unit 32 determines that the placement rules are met, it proceeds to step S244; otherwise, it returns to step S200.
[0221] In step S244, the PC control unit 32 performs the effect activation mode construction process in the same manner as in step S226. Once this process is complete, the process returns to step S200.
[0222] Furthermore, in this embodiment, it is determined whether a newly associated activation element or effect element by a placement operation or connection operation satisfies the placement rules, and even if the placement rules are not satisfied, the system is configured to allow the activation element or effect element to be placed or to switch to the effective path 80b. However, if a placement operation or connection operation that does not satisfy the placement rules is performed, the system may be configured to invalidate the placement operation or connection operation, preventing the placement of an activation element or effect element that does not satisfy the placement rules in the first place, or preventing the connection part 80 from being switched to the effective path 80b.
[0223] In this embodiment, by arranging various activation elements or effect elements in the placement squares 70 and activating the connection parts 80, it is possible to construct various spells by associating multiple activation elements with each other, multiple effect elements with each other, or activation elements with effect elements. For this reason, it is possible to construct spells by strategically thinking about the types of activation elements or effect elements to be placed in the placement squares 70, which activation elements or effect elements to associate (which connection parts 80 to activate), and which placement squares 70 to place the activation elements or effect elements in (the positional relationship between the placement squares 70 where the activation elements or effect elements are placed).
[0224] Furthermore, in this embodiment, when the game is in preparation state, player objects can equip magic constructed using activation elements or effect elements, regardless of the equipment points specified for the activation elements or effect elements placed in placement squares 70. However, if the cumulative point value exceeds the point limit, the game cannot proceed. For this reason, players can select activation elements or effect elements to construct magic while considering the total value of the equipment points specified for the activation elements or effect elements placed in placement squares 70. Moreover, since the cumulative point value is a common value used for constructing magic and equipping weapons, etc., players can select activation elements or effect elements to construct magic while considering the balance between the equipment points of the activation elements or effect elements used to construct magic and the equipment points specified for weapons, armor, accessories, or other usable items. Furthermore, when the game is in progress, player objects can equip magic constructed using activation elements or effect elements, regardless of the equipment points specified for the activation elements or effect elements placed in placement squares 70.
[0225] In this embodiment, when the game is in progress, the player object can equip the magic constructed using the activation element or effect element, regardless of the equipment points specified for the activation element or effect element placed in the placement square 70. However, when the game is in progress, the player object may be prevented from equipping the constructed magic if the cumulative point value exceeds the point limit.
[0226] Next, we will describe variations (Embodiments 2 to 9) related to the construction of the effect activation mode in Embodiment 1. Figure 16 is an example of a conceptual diagram showing variations related to the construction of the effect activation mode in Embodiments 2 and 3 of the present invention. Figure 17 is an example of a conceptual diagram showing variations related to the construction of the effect activation mode in Embodiments 4 to 6 of the present invention. Figure 18 is an example of a conceptual diagram showing variations related to the construction of the effect activation mode in Embodiments 7 to 8 of the present invention. Figure 19 is an example of a conceptual diagram showing variations related to the construction of the effect activation mode in Embodiments 9 to 11 of the present invention. In Embodiments 2 to 11, the same reference numerals as in Embodiment 1 are used for items described in the same way as in Embodiment 1, and detailed explanations are omitted.
[0227] [Embodiment 2] The construction of the effect activation mode in Embodiment 2 of the present invention will now be described. In Embodiment 1 described above, there is only one type of effective path 80b that is activated based on the user's connection operation, but it may be configured to include two or more types of effective paths. Specifically, the valid paths may include an OR path 80c that activates the magic when any of the activation conditions defined for the associated activation elements are met, and an AND path 80d that activates the magic when all of the activation conditions defined for the associated activation elements are met.
[0228] Figure 16(a) is an example of a conceptual diagram showing a modified example of the construction of the effect activation mode in Embodiment 2 of the present invention, and is a magic construction screen displaying placement squares 70 and OR paths 80c and AND paths 80d.
[0229] In the magic construction screen shown in Figure 16(a), based on the user's placement operations, An A icon indicating an activation element is placed in the 70 cells of the X2 column and Y1 row. A B icon indicating an activation element is placed in the 70th cell of the arrangement, which is in the X3 column and Y1 row. Star icons representing effect elements are placed in 70 cells arranged in an X4 x Y1 grid. A C icon indicating an activation element is placed in the 70-column arrangement of X2 and Y3. HP icons indicating activation elements are placed in 70 cells arranged in X3 columns and Y3 rows. Heart icons representing effect elements are placed in 70 cells arranged in an X4 x Y3 grid.
[0230] Then, the connection unit 80 is enabled based on the user's connection operation. Here, the user's connection operation may include selecting and clicking the default path 80a. Each time the default path 80a is selected and clicked, the connection switches in the following order: OR path 80c (black-filled connection unit 80), AND path 80d (diagonal-lined connection unit 80), and default path 80a. In this embodiment, the OR path 80c, AND path 80d, and default path 80a are configured to be distinguished by different colors or fill patterns (black, white, diagonal lines) although they have the same shape. However, they may also be configured to be distinguished by different shapes.
[0231] As shown in Figure 16(a), in the magic construction screen, based on the user's connection operation, multiple activation elements of icon A and icon B are connected and associated via OR path 80c, and icon B is connected and associated with the star icon via OR path 80c. In addition, multiple activation elements of icon C and HP icon are connected and associated via AND path 80d, and HP icon is connected and associated with the heart icon via OR path 80c. Note that when connecting and associating activation elements with effect elements without connecting multiple activation elements, the connection and association may be made using either OR path 80c or AND path 80d, or a valid path other than OR path 80c or AND path 80d may be used.
[0232] Then, in the magic explanation area 62, the content of the magic constructed for the activation element is displayed based on the activation element and effect element that are connected and associated by the OR pass 80c and the AND pass 80d.
[0233] Specifically, when the activation conditions for the A icon or B icon of the activation element are satisfied, the content where a magic spell that activates the plasma orb corresponding to the star icon of the effect element is constructed is displayed. Furthermore, the activation cost, cooldown time, chanting time, etc. of the magic spells constructed for each of the A icon and B icon of the activation element are displayed. Also, when all the activation conditions for the C icon and HP icon (activation condition when HP is 10% or less) of the activation element are satisfied, the content where a magic spell that activates HP recovery corresponding to the heart icon of the effect element is constructed is displayed. Furthermore, the activation cost, cooldown time, chanting time, etc. of the magic spells constructed for the A icon and HP icon of the activation element are displayed.
[0234] In this way, in the present embodiment, when a plurality of activation elements are associated by the effective connection part 80, when the plurality of activation elements are associated by the OR path 80c, a magic spell that activates magic when any of the activation conditions defined for the connected plurality of activation elements is satisfied is constructed, and when the plurality of activation elements are associated by the AND path 80d, a magic spell that activates magic when all of the activation conditions defined for the connected plurality of activation elements are satisfied can be constructed. Thereby, it is possible to think strategically whether to use the OR path 80c or the AND path 80d for the connection part 80 that associates the activation element or the effect element.
[0235] Furthermore, as two or more types of effective paths, instead of the OR path 80c and the AND path 80d, or in addition to the OR path 80c and the AND path 80d, it may be configured to include a parallel path that activates a plurality of effect elements simultaneously and a serial path that activates a plurality of effect elements in order. For example, when a plurality of effect elements are associated with one or more activation elements by a parallel path, when the activation condition of the activation element is satisfied, the plurality of effect elements associated by the parallel path may be activated simultaneously. On the other hand, when a plurality of effect elements are associated with one or more activation elements by a serial path, when the activation condition of the activation element is satisfied, the plurality of effect elements associated by the serial path may be activated in order.
[0236] [Embodiment 3] The construction of the effect activation mode in Embodiment 3 of the present invention will now be described. In Embodiment 1 described above, the placement square 70 only had the function of placing activation elements or effect elements, but a specific effect may be defined for all or some of the placement squares 70 of the multiple placement squares 70.
[0237] Figure 16(b) is an example of a conceptual diagram showing a modified example of the construction of the effect activation mode in Embodiment 3 of the present invention, and is a magic construction screen displaying an example of placement squares that define a specific effect.
[0238] As shown in Figure 16(b), in the magic construction area 60, a placement cell 70a displayed in column X1 has a specific effect related to the connection condition that prevents the connection part 80 provided in that column X1 from being activated. Furthermore, the placement cell 70b, located in column X2 and row Y1, has a specific placement condition that prevents the placement of either an activation element or an effect element. Furthermore, the placement cell 70c, located in column X2 and row Y4, has a specific effect related to placement conditions, stipulating that only effect elements can be placed there. Furthermore, the placement cell 70d, displayed in column X3 and row Y2, has a specific effect related to the calculation method for the cumulative point value, in which, when an activation element or effect element is placed in placement cell 70d, the equipment points specified for the activation element or effect element placed in the placement cell 70d and a predetermined addition value (=5) are added to the cumulative point value. Furthermore, the placement square 70e, displayed in column X3 and row Y3, has a specific effect related to the calculation method of the cumulative point value. When an activation element or effect element is placed in placement square 70e, the equipment points specified for the activation element or effect element placed in the placement square 70e are doubled and added to the cumulative point value. Furthermore, the placement cell 70f, displayed in column X3 and row Y4, has a specific effect defined regarding changes in effect performance when an activation element or effect element is placed in placement cell 70f. This effect reduces the functionality of the effect details specified for the activation element or effect element placed in placement cell 70f (for example, reducing attack power or increasing casting time). Furthermore, for the placement cell 70g displayed in column X4 and row Y1, all connection points 80 are already activated, and a specific effect regarding the connection condition is defined that the connection points 80 cannot be deactivated. Furthermore, the placement cell 70h, displayed in X4 column and Y4 row, has a specific effect regarding placement conditions, stating that only activation elements can be placed there. Furthermore, the placement cell 70i, displayed in column X5 and row Y1, has a specific effect related to the calculation method of the cumulative point value. When an activation element or effect element is placed in placement cell 70i, the equipment points specified for the activation element or effect element placed in the placement cell 70i are multiplied by 1 / 2 and added to the cumulative point value. Furthermore, the placement cell 70j, displayed in column X5 and row Y2, has a specific effect related to the calculation method for the cumulative point value. When an activation element or effect element is placed in placement cell 70j, the equipment points specified for the activation element or effect element placed in the placement cell 70j, along with a predetermined subtraction value (=-2), are added to the cumulative point value. Furthermore, the placement cell 70k, displayed in column X5 and row Y5, has a specific effect defined regarding the change in effect performance, where placing an activation element or effect element in the placement cell 70k improves the functionality of the effect details specified for the activation element or effect element placed in the activation element or effect element.
[0239] Thus, in this embodiment, connection conditions, placement conditions, calculation method for cumulative point values, and changes in effect performance are defined as specific effects defined in the placement grid 70. As an example of placement conditions, various conditions such as limitations on the attributes of effect elements and the shape of element icons 91 may be defined.
[0240] Here, a different number (2 to 4) of connection points 80 are associated with each placement square 70. In this embodiment, different specific effects are defined depending on the placement location of the placement square 70 and the number of connection points 80 associated with it. In other words, different specific effects are defined for placement squares 70 with a small number of connection points 80 located at the corners or edges of the magic construction area 60, and for placement squares 70 with a large number of connection points 80 located towards the center of the magic construction area 60.
[0241] The number of connection points 80 displayed in association with the placement square 70 may be the number of connection points 80 that can be active, or it may be the number including the number of disabled connection points 80.
[0242] In particular, in this embodiment, the fewer the number of connection parts 80 associated with a placement square 70, the more advantageous specific effects (benefits) are defined for that placement square to the user, and the more connection parts 80 associated with a placement square 70, the more disadvantageous specific effects (disadvantages) are defined for that placement square to the user. In other words, placement squares 70 with a small number of connection parts 80 located at the corners or edges of the magic construction area 60 are defined with specific advantageous effects (benefits) to the user. For example, placement squares 70d and 70e, which have 4 connection parts 80, are defined with a calculation method for cumulative points that is disadvantageous to the user, while placement squares 70i, which have 2 connection parts 80, and placement squares 70j, which have 3 connection parts 80, are defined with a calculation method that is advantageous to the user. As a result, the specific effects granted to the user will differ depending on the placement square to which a different number of connection points 80 are associated, allowing players to construct magic by more strategically considering which activation elements or effect elements to place in which placement square 70.
[0243] Furthermore, the more connection points 80 associated with a placement square 70 there are, the more advantageous specific effects (benefits) that the user is defined for that placement square, and the fewer connection points 80 associated with a placement square 70 there are, the more disadvantageous specific effects (disadvantages) that the user is defined for that placement square. In other words, placement squares 70 located on the central side of the magic construction area 60 with a large number of connection points 80 may be configured to have advantageous specific effects (benefits) that the user is defined for. For example, placement squares 70d and 70e, which have 4 connection points 80, may be defined with a calculation method for cumulative points that is advantageous to the user, while placement squares 70i, which have 2 connection points 80, and placement squares 70j, which have 3 connection points 80, may be defined with a calculation method that is disadvantageous to the user. In this configuration, it is desirable that placement squares 70 with defined effects be configured so that activation elements or effect elements can be placed on those squares when acquisition conditions are met during gameplay, such as acquiring a specific item. By configuring the game in this way, the appeal of acquiring advantageous placement squares can be increased, and the replayability of the game can be enhanced.
[0244] In this embodiment, the configuration is such that the number of connection parts 80 displayed in association with the placement cell 70 defines advantages or disadvantages for the user. However, advantages or disadvantages for the user may be defined for any placement cell 70, regardless of the number or location of the connection parts 80 displayed in association with the placement cell 70.
[0245] [Embodiment 4] The construction of the effect activation mechanism in Embodiment 4 of the present invention will now be described. In Embodiment 1 described above, the connection unit 80 is activated by the user's connection operation, and the activated connection unit 80 is configured to connect and associate multiple element icons 91. However, if the user is unable to perform a connection operation, the software may decide to enable or disable the connection part of a predetermined arrangement cell 70 when the connection change conditions are met.
[0246] Figure 17(a) is an example of a conceptual diagram showing a modified example of the construction of the effect activation mode in Embodiment 4 of the present invention, and is a conceptual diagram of the placement squares 70 and connection parts 280a and 280b displayed in the magic construction area 60 of the magic construction screen for constructing the effect activation mode.
[0247] As shown in Figure 17(a), the magic construction area 60 of the magic construction screen displays valid connection points 280b (blacked-out connection points). Invalid connection points 280a (whited-out connection points) cannot be enabled because the user cannot perform connection operations on them.
[0248] In such configurations, it is desirable to configure the system to randomly determine whether to enable connection unit 280b, like in a bingo game, when the game is started, as the first connection change condition; to enable or disable a predetermined connection unit 280a, when a specific item is acquired during gameplay, as the second connection change condition; or to enable or disable a predetermined connection unit 280a, when a specific enemy object (boss character) is defeated or lost to during gameplay, as the third connection change condition.
[0249] Thus, in Embodiment 4, effective connection points are predetermined, and it is possible to strategically consider which element icon 91 should be placed in the placement square 70 to which the effective connection points are associated.
[0250] [Embodiment 5] The construction of the effect activation mode in Embodiment 5 of the present invention will now be described. In Embodiment 1 described above, the connection part 80 is configured to be displayed in association with the arrangement cell 70. However, instead of displaying the connection part 80 associated with the placement cell 70, the connection part may be displayed associated with the element icon.
[0251] Figure 17(b) is an example of a conceptual diagram showing a modified example of the construction of the effect activation mode in Embodiment 5 of the present invention, and is a conceptual diagram in which the connection part 380 is associated with the element icon 391.
[0252] As shown in Figure 17(b), an element icon 391 is associated with a connection part 380. Furthermore, an element icon 391 is associated with a different number of connection parts 380 in different directions, based on the type and content of the activation element or effect element.
[0253] Then, by placing the element icon 391 in the magic construction area 360 of the magic construction screen, the connection part 380 associated with the element icon 391 is also displayed. The connection part 380 is then activated by the user's connection operation.
[0254] Thus, in Embodiment 5, it is possible to strategically consider which placement square 70 the element icon 391 to which the connecting part 380 is associated should be placed.
[0255] [Embodiment 6] The construction of the effect activation mode in Embodiment 6 of the present invention will now be described. In Embodiment 1 described above, one element icon 91 was configured to be placed in one placement square 70. However, the size and shape of the element icons may be varied, allowing a single element icon to be placed in multiple placement squares.
[0256] Figure 17(c) is an example of a conceptual diagram showing a modified example of the construction of the effect activation mode in Embodiment 6 of the present invention, and is a conceptual diagram in which the size and shape of the element icons are varied and one element icon is placed in multiple placement squares.
[0257] As shown in Figure 17(c), the multiple element icons 491 are defined to have different sizes that are integer multiples of the size of the placement square, and are composed of different shapes. Here, it is desirable that the size of the element icon 491 corresponds to the size of the activation cost.
[0258] Then, in the magic construction area 460 of the magic construction screen, the element icons 491 are placed according to the size and shape of the blank placement squares 70.
[0259] Thus, in Embodiment 6, puzzle game elements are added, allowing players to strategically consider how to combine and place the element icons 491 in the blank placement squares 70.
[0260] [Embodiment 7 · Embodiment 8] The construction of the effect activation modes in Embodiments 7 and 8 of the present invention will now be described. In the magic construction area 60 of the magic construction screen in Embodiment 1 described above, as shown in Figure 4, a plurality of rectangular placement squares 70 are displayed adjacent to each other, and the placement squares 70 are configured to be displayed with corresponding connection parts 80 in the up, down, left, and right directions. However, the shape of the placement grid 70 is not limited to a square, and the maximum number of connections displayed in one placement grid 70 is not limited to four.
[0261] Figure 18(a) is an example of a conceptual diagram showing a modified example of the construction of the effect activation mode in Embodiment 7 of the present invention, and is a conceptual diagram of the placement squares 570 and connection parts 580 displayed in the magic construction area 560 of the magic construction screen for constructing the effect activation mode.
[0262] As shown in Figure 18(a), the magic construction area 560 of the magic construction screen displays multiple diamond-shaped placement squares 570 adjacent to each other, and each placement square 570 is configured to be able to display up to six connection points 580 in each of the directions of up, down, upper left, lower left, upper right, and lower right. As a result, up to six element icons 91 can be connected to one placement square 570.
[0263] Thus, in Embodiment 7, as in Embodiment 1, it is possible to strategically consider which element icon 91 to place and combine in which placement square 570.
[0264] Figure 18(b) is an example of a conceptual diagram showing a modified example of the construction of the effect activation mode in Embodiment 8 of the present invention, and is a conceptual diagram of the placement squares 670 and connection parts 680 displayed in the magic construction area 660 of the magic construction screen for constructing the effect activation mode.
[0265] As shown in Figure 18(b), the magic construction area 660 of the magic construction screen displays multiple octagonal placement squares 670 adjacent to each other, and each placement square 670 is configured to be able to display up to eight connection points 680 corresponding to each of the directions up, down, left, upper left, lower left, right, upper right, and lower right. As a result, up to eight element icons 91 can be connected to a single placement square 670.
[0266] Thus, in Embodiment 8, as in Embodiment 1, it is possible to strategically consider which element icon 91 to place and combine in which placement square 670. [Embodiments 9-11] The construction of the effect activation modes in Embodiments 9 to 11 of the present invention will now be described. In Embodiment 1 described above, element icons 91 are placed in the placement cell 70, and multiple element icons 91 are connected and associated by the connection part 80. However, it is also possible to construct an effect activation mechanism without providing placement squares.
[0267] [Embodiment 9] Figure 19(a) is an example of a conceptual diagram showing a modified example relating to the construction of the effect activation mode in Embodiment 9 of the present invention, and is an example of a conceptual diagram showing an element figure 791 (791a, 791b, 791c) in which either the activation element or the effect element and the connection part are integrated without having a placement grid.
[0268] As shown in Figure 19(a), element figure 791a is an effect element that defines the Wind Edge (natural attribute) of the spell, and is composed of a circular shape with connection parts 780 at four points on its outer perimeter. Element figure 791b is an activation element whose activation condition is the operation of the A key, and is composed of a triangular shape with connection parts 780 at each vertex of the triangle. Element figure 791c is an activation element whose activation condition is the activation of a natural attribute magic, and is composed of a rectangular shape with connection parts 780 at each vertex of the rectangle.
[0269] Furthermore, multiple element shapes 890 can be arranged by moving or rotating the element shape 791, and the connection portion 780 of one element shape 791 is configured to connect to the connection portion 780 of the other element shape 791. However, if the lines constituting one element shape 791 intersect with the lines constituting the other element shape 791, excluding the connection portion 780, the two element shapes 791 cannot be connected.
[0270] For example, in the connectable example shown in the lower diagram of Figure 19(a), an effect element defining Wind Edge is associated with an activation element that has the activation condition set as pressing the A key and an activation element that has the activation condition set as the activation of a nature-attribute spell, and a spell is constructed that activates Wind Edge with the activation condition set as pressing the A key or the activation of a nature-attribute spell.
[0271] In this embodiment, the element figures 791 are configured to have different shapes, but they may also be composed of element figures 791 of the same shape and size. Furthermore, the size and area of the element figures 791 may be configured to differ based on parameters such as equipment cost and effect details (attack power, etc.).
[0272] Furthermore, in this embodiment, connection portions 780 are always provided at the vertices of the element figure 791, but it is not necessary for connection portions 780 to be provided at the vertices. Connection portions 780 may be provided at only some of the vertices, or connection portions 780 may be provided on any line constituting the element figure 791.
[0273] If the configuration of Embodiment 9 is adopted, the element figure 791 should be displayed in the construction display process (step S200) of Embodiment 1 described above, and the element figure 890 should be positioned in the element placement process (step S221) while moving or rotating the element figure 791.
[0274] Thus, in Embodiment 9, even without providing placement squares, multiple activation elements can be associated with each other, multiple effect elements with each other, or activation elements with effect elements.
[0275] [Embodiment 10] Figures 19(b) and 19(c) are examples of conceptual diagrams showing modified configurations of the effect activation mode in Embodiment 10 of the present invention, and are examples of conceptual diagrams showing element figures 890 (890a, 890b, 890c, 890d) in which the activation element or effect element and the connection part are integrated without the provision of arrangement squares.
[0276] As shown in Figures 19(b) and 19(c), the element placement area 860 of the magic construction screen, which has a predetermined size, is configured to accommodate multiple element shapes 890.
[0277] Element shape 890a is an effect element that defines the spell's wind edge, and is composed of a circular shape with connection points at the four points on its outer perimeter. Element shape 890b is an activation element that is activated when the A key is pressed, and is composed of a triangular shape with connection points at each vertex of the triangle. Element shape 890c is an activation element that is activated when the B key is pressed, and is composed of a triangular shape with connection points at each vertex of the triangle. Element shape 890d is an activation element that is activated when the C key is pressed, and is composed of a triangular shape with connection points at each vertex of the triangle. Element shape 890e is an effect element that defines the spell's fireball, and is composed of a circular shape with connection points at the four points on its outer perimeter.
[0278] Furthermore, in Embodiment 10, the size of the element shape 890 can be changed by the user's resizing operation. When the size of the element shape 890 is changed by the user's operation, the parameters defined for the resized element shape 890 (activation element or effect element) also increase or decrease (change). These parameters are various pieces of information related to magic, such as equipment points and effect details (attack power, casting time, cooldown time, etc.) defined for the activation element or effect element.
[0279] For example, as shown in Figure 19(b), increasing the size of element shape 890a increases the equipment points of the effect element that defines Wind Edge, increases the attack power of Wind Edge, and increases the cooldown time. Conversely, as shown in Figure 19(c), decreasing the size of element shape 890a decreases the equipment points of the effect element that defines Wind Edge, decreases the attack power of Wind Edge, and decreases the cooldown time. Note that increasing the size of element shape 890 does not necessarily increase parameters, and decreasing the size of element shape 890 does not necessarily decrease parameters. It is also possible to configure it so that increasing the size of element shape 890 decreases predetermined parameters, and decreasing the size of element shape 890 increases predetermined parameters. In other words, it is sufficient for any parameters defined in the element shape 890 (activation element or effect element) whose size has been changed to increase or decrease (change).
[0280] Furthermore, multiple element shapes 890 can be arranged by changing the size of the element shapes 890, moving them, and rotating them, and the connection part of one element shape 890 is configured to connect to the connection part of the other element shape 890. However, if the lines constituting one element shape 890 intersect with the lines constituting the other element shape 890, the two element shapes 890 cannot be connected. In this case, if the lines constituting one element shape 890 do not intersect with the lines constituting the other element shape 890, it is possible to place the other element shape 890 inside the first element shape 890.
[0281] For example, in Figure 19(b), element shapes 890b, 890c, 890d, and 890e are arranged inside the significantly modified element shape 890a, and element shapes 890b, 890c, 890d, and 890e are connected to the connection part of element shape 890a. Therefore, for each of the activation elements that have the activation condition of pressing the A key, the B key, and the C key, an effect element that defines Wind Edge and an effect element that defines Fireball are associated. As a result, a spell is constructed that activates Wind Edge with increased attack power, followed by Fireball, based on the activation condition of pressing the A key, B key, or C key.
[0282] In Figure 19(c), element figure 890b is placed inside element figure 890a, element figure 890d is placed outside element figure 890a, and element figures 890b and 890d are connected to the connection part of element figure 890a. Also, element figure 890c is placed inside element figure 890e, element figure 890d is placed outside element figure 890e, and element figures 890c and 890d are connected to the connection part of element figure 890e. Therefore, for activation elements whose activation condition is pressing the A key, the effect element that defines Wind Edge is associated, and for activation elements whose activation condition is pressing the B key, the effect element that defines Fireball is associated. Furthermore, for activation elements whose activation condition is pressing the C key, the effect elements that define Wind Edge and the effect elements that define Fireball are associated. As a result, a spell is constructed that activates Wind Edge when the A key is pressed, a spell is constructed that activates Fireball when the B key is pressed, and a spell is constructed that activates both Wind Edge and Fireball simultaneously when the C key is pressed.
[0283] In this embodiment, the element figures 890 are configured to have different shapes, but they may also be composed of element figures 890 of the same shape. Furthermore, in this embodiment, the vertices of the element figures 890 are always provided with connecting parts, but it is not necessary for the vertices to have connecting parts; some vertices may have connecting parts, or each edge may have a connecting part. The element figures 890 are not simple shapes, but include characters and strings of characters. Furthermore, the shapes and strings of characters in the element figures 890 do not always have to be connected; they may be a group with some lines separated.
[0284] When adopting the configuration of Embodiment 10, the construction display process (step S200) of Embodiment 1 described above is modified to an element shape display process that displays the element shape 890 in the element placement area 860, and the element placement process (step S221) is divided into an element shape modification process that changes the size of the element shape 890 by the user's resize operation, and a move / rotate / placement process that places the element shape 890 while moving or rotating it by the user's move / rotate / placement operation. Furthermore, if the size of the element shape is changed after the element shape modification process is executed, a new parameter modification process is provided to modify the parameters defined for the activation element or effect element. In the mapping process (step S224), for the lines constituting the element shape 890, excluding the connection part 780, multiple activation elements are mapped to each other, multiple effect elements are mapped to each other, or activation elements are mapped to each other, with respect to the connection part of one element shape 890 and the connection part of the other element shape 890, provided that the connection part of one element shape 890 does not intersect with the connection part of the other element shape 890. Then, in the effect activation mode construction process (step S226), the effect activation mode is constructed based on the parameters modified by the parameter modification process and the activation elements and effect elements mapped by the mapping process.
[0285] Thus, in Embodiment 10, even without providing placement squares, it is possible to associate multiple activation elements with each other, multiple effect elements with each other, or activation elements with effect elements while changing the size of the element shapes.
[0286] [Embodiment 11] Figure 19(d) is an example of a conceptual diagram showing a modified example of the construction of the effect activation mode in Embodiment 10 of the present invention, and is an example of a conceptual diagram showing an element figure 990 (990a, 990b) in which the activation element or effect element and the connection part are integrated without the provision of arrangement squares.
[0287] As shown in Figure 19(d), element shape 990a is composed of a circular shape, and its outer perimeter is equipped with a connection part 980a, which is an effect element that defines the spell's wind edge (natural attribute) and shares a connection part, and a connection part 980b, which is an effect element that defines HP recovery of the life attribute and shares a connection part. In addition, element shape 990b is composed of a triangular shape, and one of its vertices is equipped with a connection part 980c, which is an activation element that defines the activation condition as operating the A key and shares a connection part.
[0288] Furthermore, multiple element shapes 890 can be arranged by moving or rotating the element shape 990, and the connection part 980 of one element shape 990 is configured to be connectable to the connection part 980 of the other element shape 990. However, if the lines constituting one element shape 990 intersect with the lines constituting the other element shape 990, the two element shapes 990 cannot be connected.
[0289] For example, in the lower diagram of Figure 19(d), the connection part 980a of element figure 990a and the connection part 980c of element figure 990b are connected, and an effect element that defines Wind Edge is associated with an activation element that defines the activation condition as pressing the A key, thereby constructing a spell that activates Wind Edge when the A key is pressed.
[0290] In this embodiment, the element figures 990 are configured to have different shapes, but they may also be composed of element figures 990 of the same shape and size. Furthermore, the size and area of the element figures 990 may be configured to differ based on parameters such as equipment cost and effect details (attack power, etc.).
[0291] Furthermore, in this embodiment, connection portions 980 are provided on some of the vertices of the element figure 990, but connection portions 980 may be provided on all vertices, or connection portions 980 may be provided on any line constituting the element figure 990.
[0292] If the configuration of Embodiment 11 is adopted, the element figure 990 should be displayed in the construction display process (step S200) of Embodiment 1 described above, and the element figure 990 should be positioned in the element placement process (step S221) while moving or rotating it.
[0293] Thus, in Embodiment 11 as well, even without providing placement squares, multiple activation elements can be associated with each other, multiple effect elements with each other, or activation elements with effect elements.
[0294] [Other variations] In this embodiment, the first information processing device 30, the second information processing device 40, and the third information processing device 50 are configured to execute the game according to the game program stored in their respective information processing devices. However, the first information processing device 30, the second information processing device 40, and the third information processing device 50 may be configured to execute the game according to the game program stored in the game provision server 20 (game database 10), without requiring the download of the game program from the game provision server 20. Furthermore, the first information processing device 30, the second information processing device 40, and the third information processing device 50 may be configured to execute the game according to the game program stored in their respective information processing devices and game supplementary information related to the game program stored in the game provision server 20 (game database 10).
[0295] Furthermore, in this embodiment, the connecting portion is composed of a linear connecting portion 80 that connects two adjacent arrangement squares 70, but it may also be composed of a Y-shaped connecting portion that connects three adjacent arrangement squares 70, or a cross-shaped connecting portion that connects four adjacent arrangement squares 70. Moreover, the connecting portion is not limited to connecting two adjacent arrangement squares 70, but may be composed of an expandable and flexible tube or wire, etc., so that spaced-out arrangement squares 70 can be connected. Furthermore, the connecting parts may have defined interlocking shapes like a jigsaw puzzle, consisting of either concave or convex shapes. Concave connecting parts may be connectable to convex connecting parts, while connecting parts of the same shape may not be connectable. Additionally, the connecting parts may have interlocking shapes resembling circles, triangles, or squares, thus defining which parts can be connected. In such configurations, it is desirable to eliminate the need for repeated connection operations that require switching the connecting parts between enabled and disabled, and to ensure that the connecting parts are enabled beforehand.
[0296] Furthermore, in this embodiment, the activated connection portion 80 is configured to connect and associate multiple element icons 91 representing activation elements, multiple element icons 91 representing effect elements, or element icons 91 representing activation elements with element icons 91 representing effect elements placed in the placement square 70. However, the configuration is not limited to connection; the connection portion may be represented by a symbol, mark, color, etc., and the same symbol, mark, color, etc. may be attached to the placement square 70 to create an association.
[0297] Furthermore, in this embodiment, the connection unit 80 is configured to switch between enabled and disabled based on the user's connection operation, but it may also be configured to display only the enabled connection unit 80.
[0298] Furthermore, in this embodiment, when calculating the cumulative point value, an addition method is adopted in which the base value is set to 0 and the equipment points specified for activation elements, effect elements, weapons, armor, accessories, or items used are added to the base value (=0). However, a subtraction method may also be adopted in which the base value is set to a point limit value (for example, 40) and the equipment points specified for activation elements, effect elements, weapons, armor, accessories, or items used are subtracted from the base value (=40).
[0299] Furthermore, although this embodiment describes a game in which magic is activated with the effect activation mode set to "magic," the effect activation mode may not be set to "magic." Instead, the effect activation mode may be set to "special moves" activated by player objects, making it a competitive game or an action game. Alternatively, the effect activation mode may be set to "signature moves" performed by player objects, making it a sports game. Or, the effect activation mode may be set to "cannons and beams" fired by airplane, battleship, or robot objects, making it a shooting game. Moreover, without using player objects, the effect activation mode may be set to "special moves, cannons, beams, or negotiation skills to persuade the opponent's general," making it a puzzle game or a simulation game. Furthermore, the effect element may be set to "parts (components)," and the effect activation mode may be set to "structures" such as spaceships or robots.
[0300] (others) The embodiments described above, including modifications, can be applied to each other as long as they do not contradict each other. The embodiments described above do not limit the scope of the present invention, and modifications can be made to the extent that they do not depart from the scope of the claims. [Explanation of symbols]
[0301] 10 Game Databases 11 Game Programs 20 game server 30, 40, 50 Information Processing Devices (First Information Processing Device, Second Information Processing Device, Third Information Processing Device) 31, 41, 51 Memory Units (PC Memory Unit, Game Memory Unit, Mobile Memory Unit) 32, 42, 52 Control Units (PC Control Unit, Game Control Unit, Mobile Control Unit) 33, 43, 53 Display Units (PC Display Unit, Game Display Unit, Mobile Display Unit) 34, 44, 54 Control Units (PC Control Unit, Game Control Unit, Mobile Control Unit) 70, 570, 670 placement squares 80, 280, 380, 580, 680, 780, 980 connection points 80a Default path (connection part) 80b Valid path (connection point) 80c OR path (connection point) 80d AND path (connection point) 91, 391, 491 element icons 791, 890, 990 elemental shapes 101 Player Objects 102, 103 Magical Objects
Claims
1. A computer in an information processing device capable of running a game that activates effect activation modes that affect objects, A predetermined element selection process that selects one or more predetermined elements from among multiple predetermined elements, An effect activation mode construction process constructs the effect activation mode based on the predetermined elements adopted by the predetermined element adoption process, When the activation conditions are met, an effect activation mode activation process is performed to activate the effect activation mode constructed by the effect activation mode construction process, Multiple predetermined elements each have a defined point value, and a point accumulation value calculation process calculates the cumulative point value from a reference value based on the point values of the predetermined elements selected by the predetermined element selection process. Game preparation state control process that controls the game preparation state, A game progression permission process is performed to permit the transition from the game preparation state to the game progression state upon the fulfillment of predetermined transition conditions, When the transition to the game progression state is permitted by the game progression permission process, a game progression state control process is performed to control the game progression state, Make it run, The fulfillment of the predetermined transition condition is that the cumulative point value calculated by the cumulative point value calculation process falls within a predetermined tolerance range. program.
2. The predetermined element comprises at least an activation element that defines the activation conditions for activating the effect activation mode, and an effect element that defines the effect content of the effect activation mode. The computer is instructed to perform a matching process that associates the activation element and the effect element selected by the predetermined element selection process. The effect activation mode construction process constructs the effect activation mode based on the activation element and the effect element associated by the association process, The effect activation process activates the effect activation mode constructed by the effect activation mode construction process when the activation conditions specified in the activation element are met. The program according to claim 1.
3. When the transition to the game progression state is permitted by the game progression permission process, the effect activation mode storage process stores the effect activation mode constructed by the effect activation mode construction process as a permitted effect activation mode so that it can be activated in the game progression state. The computer is made to execute the above, The effect activation mode construction process constructs a new effect activation mode when a predetermined element acquired while the game is in progress is adopted by the predetermined element adoption process. The effect activation mode storage process stores the new effect activation mode constructed by the effect activation mode construction process as the permitted effect activation mode, regardless of the point value defined in the predetermined element, in the game progression state. The program according to claim 1 or claim 2.
4. The effect activation mode construction process, when the game is in the preparation state, constructs the effect activation mode even if the cumulative point value calculated by the cumulative point value calculation process is not within the allowable value range. The effect activation process, when the game is in the preparation state, will activate the effect activation mode constructed by the effect activation mode construction process if the activation condition is met, even if the cumulative point value calculated by the cumulative point value calculation process is not within the allowable value range. The program according to claim 3.
5. A predetermined element provision process that provides predetermined elements that can be adopted by the predetermined element adoption process in the game preparation state, The game progress state is terminated when a predetermined termination condition is met, and a game termination state control process is performed to control the game termination state. The computer is made to execute the above, The game termination state control process stores some or all of the predetermined elements acquired when the game is in progress as stored predetermined elements so that they can be provided by the predetermined element provision process in the next game preparation state. The predetermined element provision process provides the predetermined element, including at least the stored predetermined element, when the stored predetermined element is stored. The program according to claim 3.
6. A construction display process that displays multiple placement squares on the display unit, The computer is made to execute the above, The predetermined element selection process involves, as selection of the predetermined element, placing the predetermined element in the placement square displayed on the display unit. For all or some of the multiple placement squares, a calculation method is defined in which a different cumulative point value is calculated in the aforementioned cumulative point value calculation process. The program according to claim 3.
7. The connection part performs an association process that associates a plurality of predetermined elements arranged in the arrangement square by the predetermined element adoption process, The computer is made to execute the above, The aforementioned construction display process displays multiple placement squares and displays a different number of the connection parts associated with each placement square. The aforementioned process for calculating the cumulative point value is as follows: When the predetermined elements are placed in a first arrangement square to which a first number of the aforementioned connection parts are associated, the cumulative point value is calculated using the first calculation method for the predetermined elements placed in the first arrangement square and the point values defined for those predetermined elements. When the predetermined element is placed in a second arrangement square to which a second number of the connection parts, which is less than the first number, are associated, the cumulative point value of the predetermined element placed in the second arrangement square is calculated using a second calculation method that is more advantageous to the user than the first calculation method. The program according to claim 6.
8. The connection part performs an association process that associates a plurality of predetermined elements arranged in the arrangement square by the predetermined element adoption process, The computer is made to execute the above, The aforementioned construction display process displays multiple placement squares and displays a different number of the connection parts associated with each placement square. The aforementioned process for calculating the cumulative point value is as follows: When the predetermined elements are placed in a third arrangement square to which a third number of the aforementioned connection parts are associated, the cumulative point value is calculated using a third calculation method for the predetermined elements placed in the third arrangement square and the point values defined for those predetermined elements. When the predetermined element is placed in a fourth arrangement cell to which a fourth number of the connection parts, which is greater than the third number, are associated, the cumulative point value of the predetermined element placed in the fourth arrangement cell is calculated using a fourth calculation method that is more advantageous to the user than the third calculation method. The program according to claim 6.
9. A specific element adoption process that adopts specific elements different from the predetermined elements, which are not used to construct the effect activation mode by the effect activation mode construction process, The computer is made to execute the above, Each of the multiple specific elements has a defined point value. The aforementioned process for calculating the cumulative point value is as follows: The cumulative point value is calculated by accumulating the point values of the specific elements selected by the specific element selection process and the point values of the predetermined elements selected by the predetermined element selection process. The program according to claim 3.
10. Multiple predetermined elements include special predetermined elements for which point values are defined that do not change the cumulative point value or bring it close to a reference value. When the special predetermined element is adopted through the predetermined element adoption process, a special predetermined element restriction process is performed in the game progression state to restrict the cancellation of the adopted special predetermined element, To cause the computer to execute The program according to claim 3.
11. A predetermined element cancellation process that cancels the adoption of the aforementioned predetermined element, The computer is made to execute the above, The aforementioned predetermined element cancellation process is: In the aforementioned game progression state, when the cancellation condition is met, the adoption of the predetermined element is canceled. In the aforementioned game state, a cancellation operation performed when the cancellation condition is not met will not cancel the adoption of the predetermined element. The program according to claim 3.
12. When the cumulative point value calculated by the cumulative point value calculation process is within the allowable value range, and the cumulative point value is within the specified value range from the reference value to the specified value, a reward granting process is performed to grant a predetermined reward, To cause the computer to execute The program according to claim 3.
13. A computer in an information processing device capable of running a game that activates effect activation modes that affect objects, A predetermined element selection process that selects one or more predetermined elements from among multiple predetermined elements, An effect activation mode construction process constructs the effect activation mode based on the predetermined elements adopted by the predetermined element adoption process, When the activation conditions are met, an effect activation mode activation process is performed to activate the effect activation mode constructed by the effect activation mode construction process, Multiple predetermined elements each have a defined point value, and a point accumulation value calculation process calculates the cumulative point value from a reference value based on the point values of the predetermined elements selected by the predetermined element selection process. Game preparation state control process that controls the game preparation state, A game progression permission process is performed to permit the transition from the game preparation state to the game progression state upon the fulfillment of predetermined transition conditions, When the transition to the game progression state is permitted by the game progression permission process, a game progression state control process is performed to control the game progression state, Execute, The fulfillment of the predetermined transition condition is that the cumulative point value calculated by the cumulative point value calculation process falls within a predetermined tolerance range. Information processing methods.
14. In an information processing device capable of running a game that activates effect activation modes that affect objects, A predetermined element selection process that selects one or more predetermined elements from among multiple predetermined elements, An effect activation mode construction process constructs the effect activation mode based on the predetermined elements adopted by the predetermined element adoption process, When the activation conditions are met, an effect activation mode activation process is performed to activate the effect activation mode constructed by the effect activation mode construction process, Multiple predetermined elements each have a defined point value, and a point accumulation value calculation process calculates the cumulative point value from a reference value based on the point values of the predetermined elements selected by the predetermined element selection process. Game preparation state control process that controls the game preparation state, A game progression permission process is performed to permit the transition from the game preparation state to the game progression state upon the fulfillment of predetermined transition conditions, When the transition to the game progression state is permitted by the game progression permission process, a game progression state control process is performed to control the game progression state, Execute, The fulfillment of the predetermined transition condition is that the cumulative point value calculated by the cumulative point value calculation process falls within a predetermined tolerance range. Information processing device.
Citation Information
Patent Citations
Game program, game device and recording medium recording the game program
JP2005006986A