Program, game processing method, and game processing device.
The game processing method enhances user motivation in cultivation games by integrating a lottery-based selection process for special training cards and support characters, creating dynamic and engaging training experiences.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-13
- Publication Date
- 2026-03-26
AI Technical Summary
Existing cultivation games lack sufficient mechanisms to enhance user motivation through novel gameplay experiences.
A game processing method that incorporates a selection execution process and effect determination via lottery, using special training cards and support characters to dynamically influence training outcomes, thereby enhancing user engagement.
Improves user motivation by introducing unpredictable and engaging gameplay elements, increasing the excitement and depth of character training processes.
Smart Images

Figure 2026054201000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a program, a game processing method, and a game processing apparatus.
Background Art
[0002] Conventionally, a cultivation simulation game (hereinafter referred to as a cultivation game) for cultivating characters in a game has been proposed (see, for example, Patent Document 1). The player cultivates a character by performing training or the like on the character every turn in the game. For example, in the cultivation game shown in Patent Document 1, on the training screen, the character is cultivated by executing a training item corresponding to an operation input by the player every turn.
[0003] In the cultivation game described in Patent Document 1, while cultivating the cultivation target character, special currency is obtained, the special currency is consumed to exchange for items effective for cultivation, and the parameters can be provided with a cultivation experience of a character with high parameters by the effects generated by the use of the items.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In the cultivation game described in Patent Document 1, a cultivation experience of a character with high parameters can be provided by the effects generated by the use of items, but it has been required to further improve the user's motivation for game play by new game properties.
[0006] An object of the present disclosure is to further improve the user's motivation for game play. [Means for solving the problem]
[0007] One aspect of the present disclosure is a program for causing a computer to run a game having a training part in which a training object to be trained is trained, the program for causing a computer to run a selection execution process in each of a plurality of turns included in the training part, which executes a selection execution process that executes a selection related to the training of the training object, and an effect determination process that determines, by lottery, from a plurality of effects, which are effects to be generated in one or more turns in the plurality of turns, and which are related to the training of the training object, according to the consumption of a second parameter. [Effects of the Invention]
[0008] According to this disclosure, it is possible to improve users' motivation to play games. [Brief explanation of the drawing]
[0009] [Figure 1] This is a diagram illustrating an example of a game system according to this embodiment. [Figure 2] This is a hardware configuration diagram of an example of a game server according to this embodiment. [Figure 3] This is a hardware configuration diagram of an example of a user terminal according to this embodiment. [Figure 4] This is a diagram illustrating an example of team composition during training in the training game according to this embodiment. [Figure 5] This figure shows an example of a detailed display screen for a player character according to this embodiment. [Figure 6] This figure shows an example of the detailed display screen for the special support card according to this embodiment. [Figure 7] This is a functional block diagram of an example of a user terminal according to this embodiment. [Figure 8] This figure illustrates the configuration of the boost level management table according to this embodiment. [Figure 9]It is a diagram illustrating the configuration of the point conversion table according to the present embodiment. [Figure 10] It is a flowchart showing an example of the processing procedure of the game system according to the present embodiment. [Figure 11] It is a flowchart showing an example of a first processing procedure for executing processing related to a practice menu selected by a user in the game system according to the present embodiment. [Figure 12] It is a flowchart showing an example of a second processing procedure for executing processing related to a practice menu selected by a user in the game system according to the present embodiment. [Figure 13] It is a diagram illustrating a training screen for executing a training menu for training a character to be trained according to the present embodiment. [Figure 14] It is a diagram illustrating a list screen of effects currently acquired by the character to be trained according to the present embodiment. [Figure 15] It is a diagram illustrating a training screen in which a message indicating that a redo has been performed is shown according to the present embodiment. [Figure 16] It is a diagram illustrating a confirmation screen for determining whether to execute a boost chance according to the present embodiment. [Figure 17] It is a diagram illustrating an execution screen of a player-exclusive boost according to the present embodiment. [Figure 18] It is a diagram illustrating a training screen in which a message indicating that an extra boost has been performed is shown according to the present embodiment. [Figure 19] It is a diagram illustrating a confirmation screen for confirming the acquired boost effect according to the present embodiment. [Figure 20] It is a diagram showing an example of the display of a boost menu with a cool time set, which is represented on the training screen according to the present embodiment. [Figure 21] It is a diagram illustrating a confirmation screen showing messages of a practice bonus and a boost bonus according to the present embodiment. [Figure 22] It is a diagram illustrating a confirmation screen showing the total bonus according to the present embodiment. [Figure 23] It is an explanatory diagram showing an improvement in the condition of a conventionally cultivated character. [Figure 24] It is a diagram illustrating a point conversion screen corresponding to an increase in condition according to the present embodiment. [Figure 25] It is an explanatory diagram showing the acquisition of the effect of extending the turn of a conventionally cultivated character. [Figure 26] It is a diagram illustrating a point conversion screen corresponding to turn extension according to the present embodiment. [Figure 27] It is a diagram illustrating a skill acquisition screen according to the present embodiment.
Embodiments for Carrying Out the Invention
[0010] Hereinafter, embodiments for carrying out the present disclosure will be described with reference to the drawings.
[0011] [Game System] FIG. 1 is a configuration diagram of an example of a game system 1 according to the present embodiment. The game system 1 shown in FIG. 1 includes a game server 10 and one or more user terminals 12. The game server 10 and the user terminal 12 are communicably connected via a network 18.
[0012] The network 18 is, for example, the Internet. Note that the network 18 is not limited to the Internet, and any network that can communicably connect the game server 10 and one or more user terminals 12 may be used. The network 18 may be, for example, a dedicated line, a public line, or a LAN (Local Area Network), etc. The network 18 may be a combination of the Internet, a dedicated line, a public line, or a LAN, etc.
[0013] The game server 10 is realized, for example, by a personal computer, a workstation, or cloud computing. The game server 10 provides the functions necessary for the game to the user terminal 12 by transmitting and receiving data to and from the user terminal 12.
[0014] The user terminal 12 can be implemented as, for example, a personal computer, a game console, a smartphone, a mobile phone, a tablet device, or a commercial game machine. The user terminal 12 receives input from the user playing the game and allows the user to play the game.
[0015] Note that the game server 10 is an example of a game processing unit. Similarly, the user terminal 12 is also an example of a game processing unit. The game processing unit may also consist of a game server 10 and a user terminal 12 that are capable of communication.
[0016] [Hardware configuration] Figure 2 is a hardware configuration diagram of an example of a game server 10 according to this embodiment. The game server 10 shown in Figure 2 has a CPU (Central Processing Unit) 20, ROM (Read Only Memory) 21, RAM (Random Access Memory) 22, auxiliary storage device 23, and communication control unit 24. The CPU 20, ROM 21, RAM 22, auxiliary storage device 23, and communication control unit 24 are connected via a bus line 25.
[0017] The CPU 20 executes programs such as game programs and controls the entire game server 10. The ROM 21 stores programs necessary for controlling the game server 10, such as the BIOS (Basic Input Output System). The auxiliary storage device 23 is a storage device that stores programs such as game programs and various data used by those programs. The auxiliary storage device 23 is, for example, an HDD (Hard Disk Drive) or an SSD (Solid State Drive). The RAM 22 is the main memory used by the CPU 20 for its operations.
[0018] The communication control unit 24 controls communication with the user terminal 12 via the network 18. The communication control unit 24 is a communication device such as a network card that controls communication.
[0019] Figure 3 is a hardware configuration diagram of an example of a user terminal 12 according to this embodiment. The user terminal 12 shown in Figure 3 has a CPU 30, ROM 31, RAM 32, image processing unit 33, display unit 34, audio processing unit 35, audio input unit 36, audio output unit 37, auxiliary storage device 38, communication control unit 39, operation input unit 40, and recording medium drive 41. The CPU 30, ROM 31, RAM 32, image processing unit 33, display unit 34, audio processing unit 35, audio input unit 36, audio output unit 37, auxiliary storage device 38, communication control unit 39, operation input unit 40, and recording medium drive 41 are connected via a bus line 42.
[0020] The CPU 30 executes programs such as game programs and controls the entire user terminal 12. The ROM 31 stores programs necessary for controlling the user terminal 12, such as the BIOS. The auxiliary storage device 38 is a storage device that stores programs such as game programs and various data used by those programs. The RAM 32 is the main memory used by the CPU 30 for its operations.
[0021] The image processing unit 33 controls the display unit 34 according to instructions from the CPU 30 and displays an image on the screen of the display unit 34. The display unit 34 is a display device such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 34 may be built into the user terminal 12 or may be externally connected to the user terminal 12.
[0022] The audio processing unit 35 converts the analog audio signal input from the audio input unit 36 into a digital audio signal. The audio processing unit 35 also generates an analog audio signal according to the instructions of the CPU 30 and outputs it to the audio output unit 37. The audio input unit 36 is an input device, such as a microphone, that is built into or externally attached to the user terminal 12. The audio output unit 37 is an output device, such as a speaker, that is built into or externally attached to the user terminal 12. The communication control unit 39 controls communication with the game server 10 via the network 18.
[0023] The operation input unit 40 receives user operation input and outputs a signal corresponding to the operation input to the CPU 30 via the bus line 42. The operation input unit 40 is, for example, a touch panel, touchpad, controller, mouse, or keyboard. The voice input unit 36 may also receive voice operation input using known voice recognition technology.
[0024] The recording medium drive 41 is a device that reads data from a recording medium 43, such as a CD (Compact Disk), DVD (Digital Versatile Disc), BD (Blu-ray Disk), HDD, or SSD. For example, the recording medium 43 reads programs such as game programs to be installed on the user terminal 12.
[0025] [Game Overview] In this embodiment, as an example of a game in which a training target is trained, an example of a training game in which a soccer player is trained will be described. The training target is not limited to a soccer player. The training target may be a character from a sports game such as baseball or tennis. The training target may be a character from a game of various genres such as role-playing games, simulation games, or adventure games. The training target may be a group of characters from multiple games (e.g., a team). Furthermore, the training target is not limited to a character, but may be any object that is trained within the game.
[0026] In this embodiment of the training game, a soccer player (hereinafter referred to as the training target character), which is an example of a training target, is trained and played in the game to become a strong soccer player. The training target character is an example of the first object.
[0027] The character being trained has multiple parameters, such as stamina, speed, physical strength, technique, intelligence, and kicking ability. These multiple parameters are examples of indicators of the character's strength and may also be called stats. The multiple parameters of the character being trained increase by performing training menus on the character, for example, in the training mode where the character is trained. A training menu is an example of a training menu.
[0028] Training menus include various types such as weight training machines, full-speed shuttle runs, dribbling training, shooting practice, and mental imagery training. The parameters that increase by performing training menus vary depending on the type of training menu.
[0029] For example, in a training mode consisting of multiple turns, the user selects a training menu for each turn and has the character being trained perform it. The user progresses through the turns, selecting training menus for the character being trained in each turn so that the character's parameters approach those of an ideal soccer player.
[0030] In the training game according to this embodiment, the effectiveness of training through practice menus changes depending on the team composition selected by the user during training. Figure 4 is a diagram illustrating an example of a team composition during training in the training game according to this embodiment.
[0031] The formation screen 1000 shown in Figure 4 is an example of a screen used to form a training team for a character selected by the user. On the formation screen 1000 shown in Figure 4, the user forms a team of support players, special support cards, and extra support cards that will change the training effects of the training menu for the character being trained.
[0032] The support player selection field 1001 displays the support players selected by the user in order to change the training effect of the training menu for the character being trained. The support players are selected from players who can be trained on the formation screen 1000. The user can select support players to be used for training from player characters they own or from player characters of other users. For example, the user can select four support players from multiple player characters they own and one support player from another user. The number of support players shown on the formation screen 1000 is an example and does not limit the number of support players. In this embodiment, "other users" may mean users other than the user, and may include users who are not registered as friends, for example.
[0033] The Special Support Card Selection field 1002 displays the Special Support Cards that the user can select to change the training effect of the training menu for the character being trained. For example, the user can select and set up to three Special Support Cards that they own. The number of Special Support Cards shown on the Formation Screen 1000 is just an example and does not limit the number of Special Support Cards. It may also be possible to have a system that allows users to select Special Support Cards to be used for training from the Special Support Cards owned by other users, regardless of whether they are registered as friends or not.
[0034] The Extra Support Card Selection field 1003 displays the Extra Support Card selected by the user to change the training effect of the training menu for the character being trained. For example, the user can select and set up to one Extra Support Card from their owned cards. The number of Extra Support Cards shown on the Formation Screen 1000 is just an example and does not limit the number of Extra Support Cards. It may also be possible to have a system where users can select Extra Support Cards to use for training from those owned by other users, regardless of whether they are registered as friends or not.
[0035] Additionally, users can automatically assemble support players, special support cards, and extra support cards by pressing the "Automatic Team Formation" button on the team formation screen (1000).
[0036] Support players, special support cards, and extra support cards are examples of second-party objects related to the training of the target character, and they influence the parameter changes of the target character based on their training menu. The training formation shown in Figure 4 may also be called a team, etc.
[0037] Each training target character, support player, special support card, and extra support card has a training menu card associated with it. The training menu cards associated with training target characters, support players, special support cards, and extra support cards are special training menu cards (hereinafter referred to as special training cards) that allow you to perform predetermined training menus that have a higher training effect than regular training menu cards.
[0038] Figure 5 shows an example of a detailed display screen for a player character according to this embodiment. In this embodiment, a player character can be one or more of either a support player or a character to be trained. The procedure for displaying the detailed display screen for a player character can be any procedure; for example, when a support player displayed on the formation screen 1000 is clicked, the system may transition to displaying the detailed display screen for the player character via a predetermined operation.
[0039] The detailed display screen 1050 shown in Figure 5 includes a display area 1051 showing the face of the player character, a status area 1052 for the player character, tabs 1053-1 to 1053-3, and a display area 1054 for special training cards owned by the player character. The detailed display screen 1050 is hidden when the close button 1055 is pressed.
[0040] The detailed display screen 1050 shown in Figure 5 presents the user with selectable training ability tabs 1053-1, training menu tabs 1053-2, and training event tabs 1053-3. The detailed display screen 1050 shown in Figure 5 is in a state where the selection of training menu tab 1053-2 has been accepted. Player characters can improve their enhancement level by using items, etc. Some of the training abilities shown when training ability tab 1053-1 is accepted, and some of the special training cards shown when training menu tab 1053-2 is accepted, become available for use when the player character's enhancement level reaches a certain level. In addition, improving the player character's enhancement level increases the effect of some of the training abilities shown in training ability tab 1053-1.
[0041] The detailed display screen 1050 shows the display area 1054 for the special training card, which corresponds to the training menu tab 1053-2.
[0042] Display area 1054 shows the special training cards owned by the player character shown in display area 1051. Special training cards owned by player characters allow them to perform training menus that are more effective for training than regular training menu cards.
[0043] Special training cards have a different color than regular training menu cards. Furthermore, special training cards may have rarity levels and ranks. Special training cards may also have different colors (e.g., gold, blue, green) depending on their rarity and rank. Additionally, for example, a gold card might grant more stats than a regular training menu card, a blue card might grant even more stats than a gold card, and a green card might grant the same amount of stats as a gold card with less condition consumption. Moreover, special training cards may have different stat increases or skills that can be acquired depending on their rarity and rank.
[0044] Furthermore, special training cards may have at least one effect, depending on their rarity and rank, that increases condition and extends turns.
[0045] When a player character is selected as a character to be trained, or when that player character is included as a support player in the formation screen 1000, the special training cards owned by that player character will be displayed (or superimposed) in place of (or superimposed on) the regular training menu cards in the training screen (see Figure 13) described later. When special training cards are displayed (or superimposed on) the regular training menu cards, they will be displayed as training menu cards with a different color than usual, such as gold. In addition, special training cards displayed in display area 1054 may be given a unique name different from that of regular training menu cards (preferably a name associated with the player identified in display area 1051). This allows the user to easily recognize the appearance of the special training cards while playing the training game. The number of special training cards owned by a player character may increase or decrease depending on the rarity of the player character, but for example, a player character with a high rarity may own three or four special training cards. Furthermore, in this embodiment, the special training cards owned by a player character may consist of one or more of the following five types of training menus: strength training machine, full-speed shuttle run, dribbling training, shooting practice, and imagery training. In addition, in this embodiment, the specific special training cards owned by a player character may vary depending on the player character, as they may consist of one or more of the following five types of training menus: strength training machine, full-speed shuttle run, dribbling training, shooting practice, and imagery training.
[0046] Figure 6 shows an example of the detailed display screen for the special support card according to this embodiment. The procedure for displaying the detailed display screen for the special support card according to this embodiment can be any procedure; for example, when a special support card displayed on the formation screen 1000 is pressed, the system may transition to displaying the detailed display screen for the special support card via a predetermined operation.
[0047] The detailed display screen 1100 shown in Figure 6 includes a display area 1101 representing the icon of the special support card, a name field 1102 for the special support card, a list of the special support card's training abilities 1103, a display area 1104 for the special training cards owned by the special support card, and an enhancement button 1106. When the enhancement button 1106 is pressed, the enhancement level of the special support card can be increased by using items, etc. Some of the training abilities shown in the list 1103 and some of the special training cards shown in the display area 1104 become available for use when the enhancement level of the special support card reaches a certain level. In addition, some of the effects of the training abilities shown in the list 1103 increase as the enhancement level of the special support card increases. The special training cards owned by the special support card have various effects, similar to the special training cards owned by player characters. Extra support cards, like special support cards, have training abilities (effects) and special training cards, and their enhancement level can be increased using items, etc., similar to player characters and special support cards. Additionally, improving the enhancement level of extra support cards will unlock some of the special training cards owned by the extra support cards, and some of the effects of training abilities will be increased.
[0048] Thus, each support player, each special support card, and each extra support card that can be set on the formation screen 1000 are associated with one or more special training cards.
[0049] By performing the formation during training shown in FIG. 4, together with the special training cards associated with the characters to be trained, a part of the special training cards associated with each support player, each special support card, and each extra support card is displayed by lottery as one of the practice menu cards that can be selected by the user. Lottery means that a probability of occurrence is set for a plurality of options, and one option is selected from the plurality of options according to the probability. For example, in a training game, when a special training card is won in the lottery for each turn, it is displayed as a practice menu card that can be executed by the user. Conversely, if it does not win in the lottery, in that turn, the special training card is not displayed, and only a normal practice menu card is displayed as a practice menu card that can be executed.
[0050] Note that the training game according to this embodiment determines and displays five practice menu cards that can be executed by the user by lottery performed in each turn.
[0051] For example, as an example of the special training cards owned by the characters to be trained, support players, special support cards, and extra support cards, when the winning probability of a gold practice menu card (for example, weight training machine, full-power shuttle run, dribbling training, shooting practice, or image training) is 30%, the gold practice menu card (for example, weight training machine, full-power shuttle run, dribbling training, shooting practice, or image training) appears in each turn with a probability of 30% and can be selected by the user.
[0052] [Functional Configuration and Processing] A user terminal 12 as an example of a game processing device that realizes the training game according to this embodiment has a functional configuration shown in FIG. 7, for example. FIG. 7 is a functional block diagram of an example of the user terminal 12 according to this embodiment.
[0053] The user terminal 12 according to this embodiment includes an input management unit 50, an output management unit 52, a communication management unit 54, an owned object management unit 56, a first object setting unit 60, a second object setting unit 62, a training menu execution unit 64, a boost menu management unit 66, a point granting unit 68, a parameter management unit 72, an increase unit 74, a table storage unit 80, and a control unit 90.
[0054] The input management unit 50, output management unit 52, communication management unit 54, owned object management unit 56, first object setting unit 60, second object setting unit 62, training menu execution unit 64, boost menu management unit 66, point granting unit 68, parameter management unit 72, increase unit 74, and control unit 90 are realized when the CPU 30 of the user terminal 12 executes a program such as the game program according to this embodiment.
[0055] The input management unit 50 notifies the control unit 90 of user operation inputs to the operation input unit 40. The output management unit 52 outputs the results of processing the user operation inputs from the display unit 34 and the audio output unit 37. The communication management unit 54 communicates with the game server 10 via the communication control unit 39.
[0056] The owned object management unit 56 stores and manages information on player characters, special support cards, and extra support cards owned by the user in the game, for example, in RAM 32 or auxiliary storage device 38. Player characters are both training target characters, which are an example of first-order objects that can be selected as training targets, and support players, which are an example of second-order objects that affect the parameter changes resulting from the training of training target characters. Special support cards and extra support cards are examples of second-order objects that affect the parameter changes resulting from the training of training target characters.
[0057] The first object setting unit 60 receives from the user the setting of the character to be trained from the player characters owned by the user in the game.
[0058] The second object setting unit 62 accepts the user's settings for support players from the player characters owned by the user in the game. The second object setting unit 62 may also accept the user's settings for support players owned by other users (for example, friends) in the game.
[0059] Furthermore, the second object setting unit 62 accepts settings from the user for special support cards and extra support cards owned by the user in the game. The second object setting unit 62 may also accept settings from the user for special support cards and extra support cards owned by other users (for example, friends, etc.) in the game.
[0060] The training menu execution unit (an example of a choice execution processing unit) 64 includes a menu selection reception unit 64a and, in each of the multiple turns that constitute the training part, executes the processing of a training menu (an example of a choice) related to the training of the character to be trained, as described later. The training menu execution unit 64 is an example of a choice execution processing unit.
[0061] The training menu execution unit 64 displays multiple training menu cards on the display unit 34 for selection.
[0062] In this embodiment, when multiple training menu cards are displayed, each of the support players, special support cards, and extra support cards selected on the formation screen 1000 is displayed in association with each of the multiple training menu cards on the training screen (described later) based on probability (see Figure 13). Which of the multiple training cards each of the support players, special support cards, and extra support cards is associated with is determined by lottery. For example, if there are five types of training menus: strength training machine, full-speed shuttle run, dribbling training, shooting practice, or image training, each of the support players, special support cards, and extra support cards may be associated with any of the training menu cards with a probability of 20% each. In this embodiment, the participation of each of the support players, special support cards, and extra support cards selected on the formation screen 1000 in the training menus shown on each of the multiple training menu cards is explained as an example of each of the support players, special support cards, and extra support cards being associated with each of the multiple training menu cards. Each of the support players, special support cards, and extra support cards supports the development of the target character by participating in the training menu (generating effects that are advantageous for development). These advantageous effects include, for example, significantly increasing the target character's ability parameters or triggering events when the training menu is executed. Thus, for each of the support players, special support cards, and extra support cards to be associated with each of the multiple training menu cards, it is sufficient that each of the support players, special support cards, and extra support cards is linked in a way that allows them to support the development of the target character in relation to the training menu indicated on the training menu card.
[0063] In other words, the draws performed in each turn include either or both of the following: "drawing for special training cards" and "drawing for support players, special support cards, and extra support cards to be associated with the five training menu cards."
[0064] Furthermore, the manner in which the training menu card is associated with a support player, special support card, or extra support card (in other words, the indication that a support player, special support card, or extra support card will participate in the training menu shown on the training menu card) can be any manner. For example, icons representing the support player, special support card, or extra support card associated with a training menu card may be superimposed on a single training menu card.
[0065] The menu selection reception unit 64a receives an operation from the user via the operation input unit 40 to select one practice menu card from among several practice menu cards. The training menu execution unit 64 then executes the practice menu processing (an example of a selection) corresponding to the practice menu card selected via the operation input unit 40.
[0066] Furthermore, this embodiment is not limited to a method in which the selection of a practice menu card is received from the user via the operation input unit 40. For example, the menu selection reception unit 64a may automatically perform the process of selecting one practice menu card from among multiple practice menu cards. In that case, the training menu execution unit 64 executes the processing of the practice menu (an example of a choice) corresponding to the automatically selected practice menu card.
[0067] The point awarding unit 68 awards points to the character being trained when predetermined conditions are met during the training of the character being trained. The point awarding unit 68 is an example of a point increase / decrease processing unit.
[0068] Points are awarded, for example, when a character being trained triggers a predetermined event during training, but the character's current condition is at its maximum, preventing the condition from increasing and thus failing to receive the effect of the event.
[0069] In other words, the point awarding unit 68 converts an event into points and awards those points to the character being trained if the character does not receive the effect of the event despite the event occurring. An example of a character not receiving the effect of an event other than the character's condition is when an event related to extending turns occurs but the character does not receive the effect of extending turns. Note that this embodiment does not limit the effects converted into points to the effect of increasing condition or the effect of extending turns; other effects may also be converted.
[0070] The parameter management unit 72 manages the value of points assigned to the character being trained. Note that points are an example of a second parameter used in training the training object. This embodiment is not limited to managing points; it could also manage the number of items or tickets used in training the training object, etc.
[0071] Thus, the point is a parameter different from the condition or stamina (an example of the first parameter) of the character being trained, which decreases as a result of the execution of the training menu card by the training menu execution unit 64. In this disclosure, the term "condition" is used for explanation, but the term "stamina" may also be used. In other words, condition and stamina are substantially synonymous. 。
[0072] The parameter management unit 72 manages parameters related to the training part. For example, the parameter management unit 72 manages the condition of the character being trained. In this way, the parameter management unit 72 manages the condition and point values related to the training part.
[0073] In this embodiment, the awarded points can be used in various situations for the training of the target character. For example, in this embodiment, by consuming the points managed by the parameter management unit 72, advantageous effects can be obtained for training the target character.
[0074] In this embodiment, the advantageous effect on training the target character is obtained by pressing a button that is displayed as selectable in the boost menu described later. In this embodiment, the advantageous effect on training the target character is obtained when at least one of the boost chance and redraw is performed. Note that this embodiment shows an example of an advantageous effect on training the target character, and the advantageous effect on training the target character may also be the effect when processes other than boost chance and redraw are performed.
[0075] In this embodiment, the execution of Boost Chance is a process to increase the training effect on the target character through the selection of a training menu. In the execution of Boost Chance according to this embodiment, one or more processes (hereinafter also referred to as Boost) are executed in order to increase the training effect on the target character. Each of the one or more Boosts is a process in which at least one of the following effects is determined by lottery: an effect that gives an advantage to the degree of increase in the target character's stats, and an effect that grants a skill to the target character.
[0076] The redraw will consist of either or both of the following: "Redrawing Special Training Cards" and / or "Redrawing Support Players, Special Support Cards, and Extra Support Cards to be placed in association with the 5 Training Menu Cards."
[0077] In this embodiment, the degree to which effects obtained by consuming points are utilized is managed. The parameter management unit 72 in this embodiment manages the degree to which effects are utilized, calling it the boost level (an example of a third parameter). The boost level in this embodiment is a numerical value, and as the degree to which boost chances are utilized increases, the numerical value of the boost level increases.
[0078] The table storage unit 80 is provided in the auxiliary storage device 38. The table storage unit 80 includes a boost level management table 80a and a point conversion table 80b.
[0079] The boost level management table 80a according to this embodiment stores information about the effects obtained by consuming points, associated with each boost level. Figure 8 is a diagram illustrating the configuration of the boost level management table 80a according to this embodiment.
[0080] As shown in Figure 8, the boost level management table 80a stores the boost level, required points, training increase effect (actual number), training increase effect (multiplier), boost bonus, and number of acquired skills in association with each other.
[0081] In the example shown in Figure 8, the training increase effect (real number), training increase effect (multiplier), boost bonus, and number of acquired skills are examples of effects that can be obtained by consuming points. In this embodiment, the effects are not limited to granting skills to the character being trained, but may also include effects that grant abilities advantageous to the training of the character being trained. In this embodiment, the effects obtained by executing a boost chance are not limited to the training increase effect (real number), training increase effect (multiplier), boost bonus, and number of acquired skills, but may be determined according to the embodiment. In other words, the multiple effects obtained by executing a boost chance may include any of the following: effects that grant skills or abilities to the character being trained, and effects that increase parameters such as the status of the character being trained.
[0082] The Training Increase Effect (Actual Number) indicates the value added to the base stat value obtained by performing the training menu. The Training Increase Effect (Multiplier) indicates the multiplier multiplied by the base stat value obtained by performing the training menu.
[0083] The boost bonus is a bonus that multiplies the amount of status gained from performing the training menu by a multiplier. The number of acquired skills indicates the number of additional skills gained when performing the training menu.
[0084] In the example shown in Figure 8, the effects obtained by consuming points include effects that are continuously obtained during training and effects that are only obtained during the turn in which points are consumed to obtain the effect (hereinafter referred to as the boost execution turn). This embodiment can provide users with diverse game experiences by varying the duration of the effects obtained.
[0085] During training, the effects that can be continuously obtained are those shown in the "Continued During Training" column of the Training Increase Effect (Actual Number) section, and those shown in the "Continued During Training" column of the Training Increase Effect (Multiplier) section.
[0086] The effects that can only be obtained during the turn a Boost Chance is used include the effects shown in the "Only during the turn a Boost Chance is used" column for Training Increase Effect (Actual Number), the effects shown in the "Only during the turn a Boost Chance is used" column for Training Increase Effect (Multiplier), the effects shown in the "Only during the turn a Boost Chance is used" column for Boost Bonuses, and the effects shown in the "Only during the turn a Boost Chance is used" column for the number of skills acquired.
[0087] In this embodiment, by conducting a lottery, one or more of the effects shown in training increase effect (actual number), training increase effect (multiplier), boost bonus, and number of acquired skills will be won, and the character being trained will receive the won effect.
[0088] In this embodiment, the degree of the effect and the probability of winning may differ for each effect shown in Training Increase Effect (Actual Number), Training Increase Effect (Multiplier), Boost Bonus, and Number of Acquired Skills. For example, "All Abilities +50" at Boost Level 1 has a higher degree of effect but a lower probability of winning compared to "Stamina +50," etc. Another example is that the boost bonuses are set to "×2.00", "×1.75", and "×1.50" in order from highest to lowest degree of effect, while the probability of winning is set to "×2.00", "×1.75", and "×1.50" in order from lowest to highest.
[0089] In this embodiment, the points required to obtain an effect vary depending on the boost level. Figure 8 shows an example where, as the boost level increases, the points required to obtain an effect increase, and the degree of the effect obtained also increases. For example, at boost level "1", consuming 150 points gives a chance to obtain the effect of "All Abilities +50" through a lottery. At boost level "2", consuming 200 points gives a chance to obtain the effect of "All Abilities +150" through a lottery. However, this embodiment is not limited to examples where the required points increase and the degree of the effect obtained increases as the boost level increases. For example, the required points may decrease as the boost level increases. Furthermore, the degree of the effect obtained may decrease as the boost level increases.
[0090] The point conversion table 80b stores information related to point conversion. Figure 9 is a diagram illustrating the configuration of the point conversion table 80b according to this embodiment.
[0091] As shown in Figure 9, the point conversion table 80b stores the conditions for point conversion (conditions under which points are awarded) and the points that are converted (awarded) when the conditions are met, in an associated manner. The conditions for point conversion (conditions under which points are awarded) show specific examples of cases where the effects that occurred during training are not obtained.
[0092] As shown in Figure 9, "Condition changes from 'EXTREME' to 'EXTREME'" and "Condition changes from 'AWAKENING' to 'AWAKENING'" are conditions related to the increase in condition, while "Occurrence of an event related to turn extension" is a condition related to extended turns. As shown in Figure 9, the points awarded to the character being trained change according to the character's current condition.
[0093] Next, we will explain the condition of the character being trained. The condition of the character being trained is an example of a parameter associated with the character being trained (an example of a training object) that affects the result of the execution process of the training menu selected on the training screen (an example of an option execution process). For example, the conditions can be ranked from best to worst as follows: "AWAKENING", "EXTREME", "BEST", "GOOD", "NOT BAD", and "AWFUL". The normal upper limit is "EXTREME", and it may change to "AWAKENING" only when special conditions are met. Note that the condition of the character being trained may decrease, for example, due to the execution process of the training menu in each turn.
[0094] The condition of the character being trained can also be increased (recovered) through recovery events, etc. Recovery events occur in conjunction with, for example, support players or special support cards. For example, a support player may have the effect of triggering a recovery event at a predetermined probability (e.g., 10%) at the start or end of a turn. The effects of such recovery events may include raising the condition of the character being trained by multiple levels, or raising the condition to "AWAKINING" or "EXTREME". Additionally, effects that raise the condition of the character being trained by multiple levels, or raise the condition to "AWAKINING" or "EXTREME", may occur as a result of executing a special training card.
[0095] Here, such recovery events can occur even when the condition is "AWAKINING" or "EXTREME". In that case, the condition will not change before or after the recovery event occurs.
[0096] In other words, the "condition changes from 'EXTREME' to 'EXTREME'" and "condition changes from 'AWAKENING' to 'AWAKENING'" shown in Figure 9 refer to cases where the condition did not change despite a condition-up event occurring, meaning the effect of the event was not obtained. In such cases, points corresponding to the condition-up effect are awarded to the character being trained.
[0097] In addition to condition, physical strength may also be set as a parameter necessary for executing the training menu. Physical strength can be any parameter that indicates the degree to which the character being trained is capable of taking action, and may include action points, etc. The point awarding unit 68 may award points to the character being trained if the effect of increasing or restoring physical strength (or action points) does not function effectively. The points awarded may vary depending on, for example, the amount of increase or recovery of physical strength or stamina that did not function effectively. Also, if the effect of increasing or restoring physical strength does not function effectively, 200 points (a predetermined amount of points) may be awarded.
[0098] In this embodiment, when an extended turn event occurs, instead of generating the effect of extending the turn caused by the event (i.e., when the effect of extending the turn that occurred during training cannot be obtained), points corresponding to the effect of extending the turn can be awarded to the character being trained.
[0099] The effect of extended turns is triggered by turn extension events, etc. Turn extension events are triggered in conjunction with, for example, support players or special support cards. For example, a support player may have an effect that triggers a turn extension event at the start or end of a turn with a predetermined probability (e.g., 10%). Additionally, an effect corresponding to turn extension may occur as a result of executing a special training card.
[0100] The points "100" converted in the "occurrence of an event related to turn extension" (an example of the first event) may be points earned each time a turn is extended. For example, if a 1-turn extension occurs, "100" points are awarded to the character being trained, and if a 2-turn extension occurs, "200" points are awarded to the character being trained. This embodiment is not limited to a method in which points are awarded according to the number of turns extended; a method such as awarding 100 points (a predetermined amount of points) each time a turn extension occurs, regardless of the number of turns extended, may also be used.
[0101] By the way, if the condition of the character being trained is low, the degree of effectiveness obtained when performing the training menu will be reduced, or situations such as failure of the training indicated in the training menu may occur.
[0102] Therefore, in the training game according to this embodiment, multiple means are provided for improving the condition of the character being trained. For example, one method for improving the condition of the character being trained may be that one of the effects of a special training card is to improve the character's condition.
[0103] When the menu selection reception unit 64a receives a selection of a special training card that has the effect of increasing the character's condition from among multiple training menu cards, the training menu execution unit 64 executes the training menu corresponding to the selected special training card. At that time, the character being trained's condition increases.
[0104] However, if the condition of the character being trained is already at "EXTREME (the normal upper limit of stamina)" or "AWAKENING (a special stamina state that is reached when certain conditions are met)," there is no room for the character's condition to increase, and no condition increase occurs. In this case, the point granting unit 68 refers to the point conversion table 80b, converts the effect of the condition increase into points, and grants those points to the character being trained.
[0105] In this embodiment, even if the obtained effect is a two-level increase in condition, if the upper limit is reached with a one-level increase in condition, for example, when increasing from "BEST" to "EXTREME", the point awarding unit 68 converts the unused one-level increase in condition into points and awards those points to the character being trained.
[0106] In other words, if an event (an example of a second event) occurs that increases a condition related to the training part (an example of a first parameter), and the condition does not change from a predetermined range before and after the occurrence of the event, the point awarding unit 68 awards points to the training target character corresponding to the condition that did not change.
[0107] Furthermore, when the training menu execution unit 64 processes the training menu corresponding to the selected special training card, it may obtain the effect of extending the turn. While extending the turn is included as one example of an event effect on a special training card, it may not be performed depending on conditions and circumstances such as the training scenario. The training scenario corresponds to the story in the training part, and each scenario differs in the goals imposed on the user, the conditions for completion, the events that occur, and the rewards / points obtained upon achieving the goals. Additionally, extending the turn may not be performed if the user deems it unnecessary. In cases where an extension is obtained but not performed, the point granting unit 68 refers to the point conversion table 80b, converts the effect of extending the turn into points, and grants those points to the training target character.
[0108] Furthermore, this embodiment may also award points for events other than condition increases and turn extensions. For example, when an event occurs (an example of a third event) that increases a status (e.g., stamina, speed, physical, technique, intelligence, or kick) possessed by the character being trained by a first amount from its current value, if the first amount is greater than the difference between the upper limit of the status and its current value, the point awarding unit 68 converts the first amount that was not used to increase the status into points and awards those points to the character being trained.
[0109] This embodiment illustrates a method for awarding points to a character being trained, and it is sufficient if at least one of the above-mentioned point awarding methods is performed. Furthermore, in this embodiment, a method of reducing points may be applied instead of awarding (increasing) points when certain conditions are met. As an example of a method of reducing points when certain conditions are met, when the condition is in the "EXTREME" state and the menu selection reception unit 64a accepts the selection of a training menu card that has the effect of increasing the condition, the training menu execution unit 64 may perform a process to reduce points, as it has activated an unnecessary effect. Alternatively, the training menu execution unit 64 may reduce points when an event related to turn extension occurs. In this case, the user will consider team formation so as not to include support players, special support cards, and extra support cards that have the effect of extending turns.
[0110] Thus, a mechanism that reduces points when certain conditions are met is expected to improve the gameplay by encouraging players to form teams more strategically and to choose training menu cards more carefully.
[0111] The parameter management unit 72 manages the points awarded to the character being trained.
[0112] The boost menu management unit 66 comprises a redraw execution unit 66a and a boost chance execution unit 66b, and performs control related to the boost menu. The boost menu is a menu displayed on the training screen, which, by consuming points, produces an effect that occurs in one or more turns over multiple turns, and is a menu that provides an effect advantageous to the training of the character being trained.
[0113] In this embodiment, the boost menu management unit 66 displays a boost menu on the training screen, which includes a redraw button and a boost chance button.
[0114] The redraw execution unit 66a, upon receiving a press of the redraw button on the boost menu, performs a redraw of the training menu cards (options) that can be executed on the training screen for that turn. If a special training card associated with the training target character, each support player, each special support card, and each extra support card is selected during the redraw, the selected special training card will be displayed as a training menu and become executable. In other words, if the training menu card that the user wants to select is not displayed on the training screen, pressing the redraw button increases the possibility that the desired training menu card will be displayed. This can increase the user's motivation to play the game.
[0115] Furthermore, the redraw based on pressing the redraw button includes either or both of the following: "redraw of special training cards" and "redraw of support players, special support cards, and extra support cards to be placed in association with the five training menu cards." In other words, the redraw based on pressing the redraw button may be a draw to change the placement of support players, etc., associated with the five training menu cards without changing the five training menu cards themselves.
[0116] As a variation, this disclosure may also be applied to configurations that do not include special training cards. For example, if the five training menu cards in each turn are fixed, and the draw in each turn is to associate and place support players, special support cards, and extra support cards with the five training menu cards on a probability basis, then the redraw is to perform the association and placement of training menu cards again on a probability basis.
[0117] When the Boost Chance execution unit 66b receives a press of the Boost Chance button (an example of a request to execute the effect determination process), it randomly selects from multiple effects (hereinafter referred to as Boost Chance effects) that are effects that occur in one or more turns over multiple turns and are related to the training of the character being trained, according to the points consumed. The Boost Chance execution unit 66b is an example of an effect determination processing unit. In this embodiment, the execution of Boost Chance is not limited to when the Boost Chance button is pressed (an example of a request to execute the effect determination process), but may be executed automatically, for example, when enough points are accumulated to execute it.
[0118] The multiple effects determined by lottery will consist of one or more of the following: an effect that gives an advantage in the rate of stat increase during the training of the character being trained, and an effect that associates the skills usable by the character being trained with the character being trained.
[0119] Specifically, the Boost Chance execution unit 66b determines the Boost Chance effect by receiving a press of the Boost Chance button before the menu selection reception unit 64a receives the selection of a practice menu card from the user.
[0120] For example, when the Boost Chance button is pressed, the Boost Chance execution unit 66b consumes points corresponding to the boost level managed by the parameter management unit 72.
[0121] Furthermore, if no points have been accumulated to execute a Boost Chance, the Boost Menu Management Unit 66 will suppress the execution of the Boost Chance, or display the Boost Menu in a way that prevents the Boost Chance button from being pressed, even if it receives a press of the Boost Chance button. The display by the Boost Menu Management Unit 66 that prevents the Boost Chance button from being pressed may be in any form, but for example, the Boost Chance button may be grayed out.
[0122] Then, the Boost Chance execution unit 66b performs a lottery (hereinafter also referred to as Boost Chance) in which one of the effects associated with the Boost Level managed by the Boost Level Management Table 80a is selected.
[0123] For example, if the character being trained is at Boost Level 1, the Boost Chance execution unit 66b refers to the Boost Level Management Table 80a shown in Figure 8 and randomly selects one of the 33 effects associated with Boost Level 1. This results in, for example, "All Abilities +200" as an effect only for the turn the Boost Chance is executed. The obtained effect is used when the Training Menu Execution Unit 64 executes the execution process (option execution process) of a training menu (an example of an option) related to the training of the character being trained, corresponding to the selected training menu card.
[0124] Furthermore, in some cases, the support players or training target characters set in the formation screen 1000 may have effects that are drawn when a boost chance is executed (hereinafter referred to as player-specific boosts) associated with them.
[0125] In other words, in this embodiment, some player characters may have player-specific boosts. Player-specific boosts are multiple additional effects linked to the player character that are advantageous for training the target character. Of the multiple additional effects, the effect used for training the target character is determined by lottery. The lottery for the effects of player-specific boosts occurs probabilistically during a boost chance. Thus, the player characters in this embodiment have the characteristic of activating predetermined additional effects in relation to the execution of a boost chance.
[0126] Specifically, when a support player linked to a player-specific boost is set on the formation screen 1000, or when a training target character linked to a player-specific boost is selected, the Boost Chance execution unit 66b accepts the press of the Boost Chance button and consumes points to execute a Boost Chance, and in that turn, it determines by lottery whether or not to activate the player-specific boost. If the activation probability of the player-specific boost is 10%, then in the turn in which the Boost Chance is executed, there is a 10% chance that the player-specific boost will occur.
[0127] Furthermore, multiple characters linked to player-specific boosts may be set in the formation screen 1000. Specifically, a training target character linked to a player-specific boost and one or more support players linked to a player-specific boost may be set in the formation screen 1000. In that case, the probability of the effect of the player-specific boost being drawn may be set to be more favorable depending on the number of characters linked to the player-specific boost set in the formation screen 1000. For example, if a training target character linked to a player-specific boost and one support player linked to a player-specific boost are set in the formation screen 1000, and the activation probability of each player-specific boost for the training target character and the support player is 10%, then in the turn in which a boost chance is performed, there may be a 19% (1 - (0.9 × 0.9)) chance of the player-specific boost occurring.
[0128] When a player-specific boost is activated, the boost chance execution unit 66b randomly determines one of several effects included in the player-specific boost. The multiple effects included in the player-specific boost may be similar to the effects associated with the boost level in the boost level management table 80a. As a result, when a player-specific boost occurs, the effect obtained may be, for example, "Speed increased by 200% only during the boost chance execution turn."
[0129] In a turn in which the Boost Chance button is pressed and points are consumed to execute a Boost Chance, the Boost Chance execution unit 66b, if predetermined conditions are met, will randomly determine one additional effect from a plurality of effects associated with the current Boost Level, without consuming points (hereinafter referred to as Extra Boost). In this embodiment, the predetermined conditions for executing an Extra Boost are when a predetermined probability (for example, 10%) is met.
[0130] Furthermore, the predetermined probability may be changed to a specific probability on the condition that a specific character or a specific card is set on the formation screen 1000. Moreover, the specific probability set on the condition that a specific character or a specific card is set on the formation screen 1000 may be changed only for a predetermined period. That is, if the predetermined probability for executing an extra boost is normally 10%, the predetermined probability for executing an extra boost may be set to 20% during a specific period by forming a team with a specific character and executing the training part. In this embodiment, the predetermined period is a period determined by the actual date and time, but it may also be a period within the training game. In other words, in the training game according to this embodiment, the motivation of the user to play the game can be increased by increasing the predetermined probability only for a predetermined period.
[0131] In other words, when the Boost Chance execution unit 66b determines one effect from among multiple effects associated with the Boost Level by lottery, it performs a lottery with a predetermined probability. If it wins the lottery, the Boost Chance execution unit 66b then determines one additional effect from among the multiple effects associated with the Boost Level by lottery. Furthermore, when the Boost Chance execution unit 66b determines an additional effect to be generated by the Extra Boost by lottery, it performs another lottery with a predetermined probability, and if it wins this lottery, it may execute the Extra Boost again. That is, when the Boost Chance execution unit 66b executes a Boost Chance, if a predetermined condition is met, it may execute an Extra Boost, and if a further predetermined condition is met, it may execute an additional Extra Boost. This process of determining whether to execute an additional Extra Boost after executing an Extra Boost may end when the lottery has been won a predetermined number of times, or it may be repeated as long as the lottery is won. This embodiment is an example where the process ends when the win is repeated three times. Furthermore, the probability of winning the lottery to perform an extra boost again may be set to decrease each time an extra boost is performed, or it may remain the same.
[0132] In this embodiment, by consuming points to perform a Boost Chance, the user can obtain an effect determined by lottery from among multiple effects. In other words, the effect obtained by consuming points changes according to the lottery. By introducing randomness to the effects that are increased in this way, the level of excitement of the user when performing a Boost Chance can be increased. Furthermore, since the effect obtained by the user changes each time they play the game, it is possible to suppress the user from becoming bored with the gameplay and increase their motivation to play the game.
[0133] The Boost Menu Management Unit 66 performs a restriction process to restrict the execution of the Boost Chance (effect determination process) for a predetermined number of turns after the Boost Chance Execution Unit 66b has executed the Boost Chance. The predetermined number of turns may be determined according to the embodiment, such as the Boost Level.
[0134] Similarly, after the redraw execution unit 66a performs a redraw, the boost menu management unit 66 performs a restriction process that restricts the execution of the redraw by the redraw execution unit 66a for a predetermined number of turns. The predetermined number of turns may be determined according to the embodiment.
[0135] Furthermore, in this embodiment, some player characters may have characteristics that, when points are awarded through point conversion, are modified to be advantageous for the training of the character being trained, in other words, increase the number of points awarded. For example, if a player character with the characteristic of increasing the number of points acquired is set as a support player, or if a player character with the characteristic of increasing the number of points acquired is selected as the character being trained, then, when points are awarded as described later, the awarded points will be increased by a predetermined number (e.g., 50 points) or the points will be multiplied by a predetermined number (e.g., 1.1).
[0136] Furthermore, some player characters may have the characteristic of reducing the amount of points consumed (used) when performing a Boost Chance or redrawing a training menu card. For example, if a player character with the characteristic of reducing point consumption (used) is set as a support player, or if a player character with the characteristic of reducing point consumption (used) is selected as a character to be trained, then when performing a Boost Chance or redrawing a training menu card, the amount of points consumed will be reduced by a predetermined number (e.g., 50 points), or changed to a value obtained by multiplying the amount of points consumed by a predetermined number (e.g., 0.9). In this case, the amount of points consumed displayed in the Boost Menu, described later, may be the changed value.
[0137] The increase unit 74 increases the parameter addition value obtained by the training target character when the training menu is processed, according to the effect obtained by the boost chance execution unit 66b.
[0138] The control unit 90 controls the input management unit 50, output management unit 52, communication management unit 54, owned object management unit 56, first object setting unit 60, second object setting unit 62, training menu execution unit 64, boost menu management unit 66, point granting unit 68, parameter management unit 72, and increase unit 74 to execute various processes based on user input to the operation input unit 40.
[0139] Note that the functional configuration of the user terminal 12 shown in Figure 7 is just one example, and for example, the game server 10 may have a configuration in which it possesses some of the functional configurations. In this embodiment, the game system 1 may have a configuration in which the game server 10 possesses, for example, the owned object management unit 56, the first object setting unit 60, the second object setting unit 62, the training menu execution unit 64, the boost menu management unit 66, the point granting unit 68, the parameter management unit 72, and the increase unit 74 of the functional configuration shown in Figure 7, and the user terminal 12 utilizes the results of processing by the game server 10.
[0140] Figure 10 is a flowchart showing an example of the processing procedure of the game system 1 according to this embodiment.
[0141] First, the first object setting unit 60 receives the user's selection (setting) of a character to be trained from among multiple player characters owned by the user within the training game via the user terminal 12's operation input unit 40 (S1).
[0142] The second object setting unit 62 accepts the selection of support players, special support cards, and extra support cards from characters owned by the user or other users within the training game via the operation input unit 40 (S2). In this embodiment, support players, special support cards, and extra support cards are selected (set) from, for example, the formation screen 1000 shown in Figure 4.
[0143] The training menu execution unit 64 executes processes related to the training menu selected by the user each turn (S3). Processes related to the training menu card in that turn include redrawing the training menu card and executing a boost chance. Furthermore, events may be generated along with the processes related to the training menu. Events that are generated may include events linked to the scenario, and events linked to the support players, special support cards, or extra support cards participating in the training menu executed in that turn. There may also be turns in which no events are generated.
[0144] The training menu execution unit 64 determines whether the processing of all turns has been completed, that is, whether there are remaining turns (S4). If it is determined that the processing of all turns has not been completed, that is, that there are remaining turns (S4: YES), the process of S3 is executed again.
[0145] On the other hand, if the training menu execution unit 64 determines that all turns have been processed due to the progress of the character being trained, that is, if it determines that there are no turns remaining (S4:NO), it terminates the training scenario of the training game according to this embodiment.
[0146] As shown in Figure 10, in the training game according to this embodiment, the training menu execution process is performed for each of the multiple turns.
[0147] Figures 11 and 12 are flowcharts showing an example of a processing procedure in the game system 1 according to this embodiment, which performs processing related to the practice menu selected by the user, as shown in S3 of Figure 10.
[0148] The training menu execution unit 64 determines by lottery whether to display each of the special training cards associated with the training target character, support player, special support card, and extra support card on the training screen for this turn (S11). The training menu execution unit 64 also determines by lottery the placement of each of the support player, special support card, and each extra support card selected on the formation screen 1000 for the five training menu cards displayed on the training screen.
[0149] The boost menu management unit 66 determines whether the boost menu is executable (S12). The criteria for determining whether the boost menu is executable include, for example, whether a restriction process that restricts the execution of a boost chance is being executed by the execution of a boost chance, or whether the parameter management unit 72 has points to execute a boost chance. Furthermore, the criteria include whether a restriction process that restricts the execution of a redraw is being executed by the execution of a redraw, or whether the parameter management unit 72 has points to execute a redraw, etc.
[0150] If the boost menu management unit 66 determines that the boost menu can be executed (S12), the training menu execution unit 64 displays the training screen and also displays a boost point display area (also called the boost menu) on the training screen, indicating that a boost chance or re-draw can be executed (S14).
[0151] Figure 13 is an example of a training screen used to execute a training menu for training a character to be trained according to this embodiment. The training screen 1150 shown in Figure 13 displays the condition 1151 of the character to be trained 1157 selected by the user, the training level 1152 of the character to be trained 1157, the effect field 1153 obtained by the character to be trained 1157 through boost chances, the number of effects obtained by the character to be trained 1157 through boost chances 1154, the status 1158 of the character to be trained 1157 selected by the user, a training menu display field 1155 for the user to select a training menu, a boost menu 1156 indicating that a boost is available, and a rest button 1159.
[0152] Condition 1151 represents the current condition of the character being trained, 1157. In the example shown in Figure 13, it is displayed as "AWAKENING," so the user can recognize that there is no need to improve the condition of character 1157.
[0153] Level 1152 is labeled "Boost LV.6," but this refers to the parameters related to the training of character 1157, and indicates a level based on parameters different from the boost level. The rules for training character 1157 based on the level indicated in Level 1152 are omitted.
[0154] The effect displayed in effect column 1153 represents one of the effects that the training target character 1157 has currently acquired through boost chances. The effect displayed in effect column 1153 may change at predetermined intervals.
[0155] The number of effects, 1154, represents the number of effects currently acquired by the character being trained, 1157. If the button for "Number of Effects 1154" is pressed, the effects list screen will be displayed. The effects list screen will be explained later.
[0156] The training menu display area 1155 includes regular training menu cards 1155-1, 1155-2, 1155-4, and 1155-5, which can be executed by selecting them. Additionally, the training menu display area 1155 includes a special training card 1155-3, which can be executed by selecting it.
[0157] Special Training Card 1155-3 is a training menu card that allows players to perform a predetermined training menu that is more effective for training than the regular training menu, and it is displayed in place of the regular training menu.
[0158] Before accepting the selection of a training menu card, the user can recognize the base value of the status that will increase when executing the training menu card by selecting one of the training menu cards in the training menu display area 1155. In this embodiment, the actual status that increases will change based on the base value, depending on the effects obtained by executing a boost chance, etc.
[0159] For each character being trained, support player, special support card, and extra support card, a lottery is held each turn to determine whether a special training card (e.g., special training card 1155-3) associated with that character is displayed in the training menu. For example, if the probability of winning a special training card is 30%, then there is a 30% chance that a special training card will be won and displayed each turn. The lottery may also be held for each special training card. For example, if a team consists of 5 support players, 3 special support cards, and 1 extra support card, and each of these 5 support players, 3 special support cards, and 1 extra support card contains 1 special training card, then a lottery is held each turn for each of the 9 special training cards. In this case, the probability of winning at least one special training card is approximately 96% (1 - (0.7 × 0.7 × 0.7 × 0.7 × 0.7 × 0.7 × 0.7 × 0.7 × 0.7) = 0.95964639).
[0160] If you win a Special Training Card, a message like the one shown in Figure 13 will appear. The Special Training Card you win can be used to train the character you are training this turn.
[0161] Each of the training menu cards 1155-1, 1155-2, 1155-4, and 1155-5, as well as the special training card 1155-3, features an icon for a support player, a special support card, or an extra support card.
[0162] When the menu selection reception unit 64a receives a selection of a training menu card (for example, training menu cards 1155-1 to 1155-5) on which an icon indicating a support player, special support card, or extra support card is placed, the training menu execution unit 64 may execute an event related to the support player, special support card, or extra support card on which the icon is placed.
[0163] The boost menu 1156 displays the points currently held by the character being trained 1157 (1156-1), a reroll button (1156-2), and a boost chance button (1156-3).
[0164] The display field 1156-1 shows "1000," so you can use up to 1000 points.
[0165] The redraw button 1156-2 displays "100". Therefore, when the redraw button 1156-2 is pressed, the redraw execution unit 66a consumes 100 points to perform a redraw, which involves re-drawing the special training cards displayed on the training screen, and re-determining the placement of each support player, special support card, and extra support card.
[0166] The Boost Chance button 1156-3 displays "400". Therefore, when the Boost Chance button 1156-3 is pressed, the Boost Chance execution unit 66b consumes 400 points and randomly selects one effect from those associated with the current boost level. Furthermore, the Boost Chance execution unit 66b may generate one or more of the player-specific boosts and extra boosts in response to the execution of the Boost Chance.
[0167] When the rest button 1159 is pressed, the training menu will not be executed this turn, and the condition of the character being trained will be increased.
[0168] Figure 14 is an example of a list screen showing the effects currently acquired by a character being trained through the execution of a Boost Chance, according to this embodiment. The list screen 1200 shown in Figure 14 is displayed by the Boost Menu Management Unit 66 when the number of effects 1154 shown on the training screen 1150 in Figure 13 is clicked.
[0169] In the list screen 1200 shown in Figure 14, it can be seen that the character being trained currently possesses "All stats increased by 200% this turn, Boost Bonus x2" 1201-1, "Acquired Skill x1" 1201-2, and "Speed increased by 200% this turn." Although the boost bonus was described in the form of displaying the multiplier as "x2", the multiplier part may be hidden as "Boost Bonus x?" in order to reveal the multiplier when the training menu is executed, as will be described later. In other words, if a boost bonus is won by executing a boost chance, the user may be shown that a boost bonus has been won, but the boost bonus multiplier may not be revealed until the training menu is executed.
[0170] In other words, during this turn, when the execution process (option execution process) of a training menu (an example of an option) related to the training of the character being trained, corresponding to the selected training menu card, is executed, the character being trained gains the following effects on the stats obtained by executing the training menu: "All stats increased by 200% this turn, Boost Bonus x2" 1201-1, "Skills acquired x1" 1201-2, and "Speed increased by 200% this turn."
[0171] When the close button 1202 on the list screen 1200 shown in Figure 14 is pressed, the system returns to the training screen 1150 shown in Figure 13.
[0172] Returning to Figure 11, the boost menu management unit 66 determines whether or not it has received a press of the redraw button shown in the boost menu (S15). If it determines that the press has not been received (S15: NO), the process proceeds to S18.
[0173] If the boost menu management unit 66 receives a press of the redraw button shown in the boost menu (S15:YES), the redraw execution unit 66a consumes 100 points and performs a redraw of the special training card, along with displaying a message that a redraw will be performed, and the training menu execution unit 64 redisplays the training screen based on the redraw result (S16).
[0174] Figure 15 is an example of a training screen in this embodiment that displays a message indicating that a redraw will be performed. The training screen 1450 shown in Figure 15 displays the condition 1457 of the training target character 1452 selected by the user, the status 1454 of the training target character 1452 selected by the user, a training menu display area 1455 for the user to select a training menu, and a display area 1456 related to boosts.
[0175] The display area 1456 related to the boost shows a redraw button 1456-1 and a boost chance button 1456-2. The redraw button 1456-1 is colored differently to indicate when it has been pressed.
[0176] Then, the training screen 1450 displays the "Redraw Training Menu Card" message 1453, and the redraw execution unit 66a performs a redraw of the special training card. Note that although the "Redraw Training Menu Card" message 1453 displays "Redraw Training Menu Card," it may also display a message indicating that a redraw of the special training card will be performed.
[0177] This results in a re-draw for each character being trained, as well as for each special training card associated with the support player, special support card, and extra support card set on the formation screen 1000. The winning special training cards are then displayed in the training menu display area 1455.
[0178] Furthermore, icons for support players, special support cards, or extra support cards will be rearranged on each of the training menu cards 1455-1 to 1455-5.
[0179] In this embodiment, by re-drawing special training cards, users have a chance to display the special training card they desire, which creates a sense of excitement and increases their motivation to play the game. Specifically, if, in a given turn, a special training card that is more effective than a regular training card is not drawn among the five available training menus, and a special training card is drawn through a re-draw of special support cards, the user can execute the special training card and thus achieve a higher training effect.
[0180] Returning to Figure 11, the boost menu management unit 66 sets a cooldown for the redraw button (S17). Setting a cooldown for the redraw button means that the execution of redraws is restricted for a predetermined number of turns. The boost menu after the cooldown is set will be described later.
[0181] The boost menu management unit 66 determines whether or not the press of the boost chance button shown in the boost menu has been received (S18). If it is determined that the press has not been received (S18: NO), the process proceeds to S51.
[0182] If the Boost Menu Management Unit 66 receives confirmation that the Boost Chance button shown in the Boost Menu has been pressed (S18: YES), the Boost Chance Execution Unit 66b may display a screen to confirm again whether or not to execute the Boost Chance.
[0183] Figure 16 is an example of a confirmation screen showing whether or not to execute a boost chance according to this embodiment. The confirmation screen 1500 shown in Figure 16 displays a boost level display area 1501, a virtual slot display area 1502 for drawing effects, and a boost start confirmation area 1504.
[0184] The boost level display area 1501 shows the boost level associated with the character being trained. In the example shown in Figure 16, the boost level is "6". The boost level increases according to the points consumed when the boost chance execution unit 66b executes a boost chance. Alternatively, it may increase according to the number of times a boost chance is executed. The higher the boost level of the character being trained, the greater the effect obtained from the boost chance.
[0185] The boost start confirmation section 1504 displays the consumed points display section 1504-1, the back button 1504-2, and the boost start button 1504-3.
[0186] When the back button 1504-2 on the confirmation screen 1500 shown in Figure 16 is pressed, the system returns to the training screen 1150 shown in Figure 13.
[0187] The user can recognize the remaining points after performing a Boost Chance by visually noticing the decrease from "1000" to "600" in the points consumption display field 1504-1. The Boost Chance execution unit 66b starts processing to execute a Boost Chance when it receives a press of the Boost Start button 1504-3.
[0188] Returning to Figure 11, if the Boost Chance execution unit 66b receives an operation to start a boost on the confirmation screen 1500 shown in Figure 16, it consumes points corresponding to the boost level (for example, 400) and sets a cooldown time for the Boost Chance button (S19).
[0189] The Boost Chance execution unit 66b performs a process to increase the boost level when the cumulative amount of points consumed exceeds a predetermined threshold value (S20). This updates the boost level managed by the parameter management unit 72. Furthermore, the Boost Chance execution unit 66b updates the boost level shown in the display field 1501 of the confirmation screen 1500 shown in Figure 16. For example, the Boost Chance execution unit 66b changes the display field 1501 shown in Figure 16 from "LV6" to "LV7". This allows the user to recognize that the boost level has been updated. The boost level may also be increased by 1 each time a Boost Chance is executed.
[0190] The Boost Chance execution unit 66b performs a lottery (hereinafter also referred to as Boost Chance) in which one of several effects associated with the Boost Level is selected.
[0191] Then, the Boost Chance execution unit 66b displays information indicating the performance to be drawn from multiple effects (normal boost effects) associated with the boost level in the virtual slot display area 1502 (S21).
[0192] In the display area 1502 of the confirmation screen 1500 shown in Figure 16, a portion of the virtual reels of the virtual slot is displayed. Each area of the virtual reels displays multiple effects (effects that are advantageous for training the character being trained) that are associated with the current boost level. In the example shown in Figure 16, "Acquired Skill x1", "All Stats +200% this Turn, Boost Bonus x2", and "Speed +200% this Turn" are displayed. These effects are only a portion of the multiple effects associated with the current boost level, and each area of the virtual reels displays all of the multiple effects associated with the current boost level. When the virtual reels rotate, for example, the area displayed in display area 1502 moves upward and becomes hidden, and along with this movement, the area that is not currently displayed appears from below.
[0193] Each effect displayed in the display area 1502 is assigned a different degree of effect. The effects displayed in the display area 1502 may be represented by different colors or different characters depending on their degree of effect. For example, for a first degree of effect, at least one of the first color and first character is assigned, and for a second degree of effect that is greater than the first degree of effect, at least one of the second color and second character is assigned. The second color and second character are preferably colors and characters that the user perceives as having a stronger effect compared to the first color and first character. For example, the second color may be gold and the first color may be white. The second character may be a handwritten-style font and the first character may be a Gothic font.
[0194] The Boost Chance execution unit 66b performs a display process for drawing advantageous effects by displaying a virtual reel that rotates in the display area 1502 and a display that stops the rotating virtual reel. When the virtual reel stops, the Boost Chance execution unit 66b determines the effect indicated by the arrow icon 1503 as the winning effect. The winning effect is used when executing the practice menu corresponding to the selected practice menu card.
[0195] The Boost Chance execution unit 66b determines whether the conditions for executing a player-specific boost have been met (S22). Specifically, the Boost Chance execution unit 66b determines whether the support player or training target character set on the formation screen 1000 has a player-specific boost. If the player does not have a player-specific boost, it determines that the conditions for execution have not been met (S22: NO) and proceeds to processing S24.
[0196] The Boost Chance execution unit 66b determines whether to execute the player-specific boost possessed by the support player or character to be trained, if it determines that the support player or character to be trained set on the formation screen 1000 has a player-specific boost. If it does not win the lottery, it determines that the conditions for execution are not met (S22: NO) and proceeds to process S24. On the other hand, if it wins the lottery to determine whether to execute the player-specific boost, it determines that the conditions for execution are met (S22: YES), and the Boost Chance execution unit 66b executes the player-specific boost (S23). If the activation probability of the player-specific boost is 10%, the player-specific boost will be executed with a 10% probability.
[0197] Figure 17 is a diagram illustrating the execution screen for player-specific boosts according to this embodiment. The execution screen 1550 shown in Figure 17 displays the player (support player or training target character) 1551 on whom the player-specific boost has been executed, along with a virtual slot display area 1552 for performing an effect lottery.
[0198] In the display area 1552 of the execution screen 1550 shown in Figure 17, a portion of the virtual reels of the virtual slot is displayed. Each area of the virtual reels displays multiple effects that are associated with player-specific boosts (effects that are advantageous for training the character being trained). In the example shown in Figure 17, "Acquired Skill x1", "All Stats 200% Up This Turn Boost Bonus x2", and "Speed 200% Up This Turn" are displayed. These effects are only a portion of the multiple effects associated with player-specific boosts, and each area of the virtual reels displays all of the multiple effects associated with player-specific boosts.
[0199] Each effect displayed in the display area 1552 is assigned a different degree of effect. Depending on the degree of effect, the effects displayed in the display area 1552 may be represented by different colors or different characters.
[0200] The Boost Chance execution unit 66b performs a display process for drawing advantageous effects by displaying a virtual reel that rotates in the display area 1502 and a display that stops the rotating virtual reel. When the virtual reel stops, the Boost Chance execution unit 66b determines the effect indicated by the arrow icon 1553 as the winning effect. The winning effect is used when executing the practice menu corresponding to the selected practice menu card.
[0201] Returning to Figure 11, the Boost Chance execution unit 66b performs a lottery to determine whether or not to execute an Extra Boost, and determines whether or not the execution of an Extra Boost has been won in the lottery (S24). An Extra Boost has a predetermined probability of winning. For example, the probability of winning an Extra Boost is 30%.
[0202] The Boost Chance execution unit 66b determines with a 70% probability that the Extra Boost was not won (S24: NO) and proceeds to processing S27. On the other hand, the Boost Chance execution unit 66b determines with a 30% probability that the Extra Boost will be won (S24: YES) and executes the Extra Boost along with an indication that the Extra Boost will be performed (S25). The Extra Boost is a lottery to obtain additional effects for the training of the training character.
[0203] Figure 18 is an example of a training screen in this embodiment that displays a message indicating that an extra boost will be performed. The training screen 1600 shown in Figure 18 displays the "EXTRA BOOST" message 1601 on the training screen 1150 shown in Figure 13. Subsequently, the boost chance execution unit 66b again displays a part of the virtual reels of the virtual slot as shown in the display area 1502 of Figure 16, and performs a display process for drawing advantageous effects by displaying the virtual reels shown in the display area 1502 to rotate and then displaying the rotating virtual reels to stop. When the virtual reels stop, the boost chance execution unit 66b determines the effect indicated by the arrow icon 1503 as the additional effect of the extra boost.
[0204] Returning to Figure 11, the Boost Chance execution unit 66b determines whether the number of Extra Boost wins has reached a predetermined number (e.g., 3 times) (S26). If it is determined that the number of Extra Boost wins has not reached a predetermined number (e.g., 3 times) (S26: NO), the process returns to S24. If it is determined that the number of Extra Boost wins has reached a predetermined number (e.g., 3 times) (S26: YES), the Boost Chance execution unit 66b displays a confirmation screen of the acquired boost effect (S27).
[0205] Figure 19 is an example of a confirmation screen for acquired boost effects according to this embodiment. The confirmation screen 1650 shown in Figure 19 shows a message 1651 indicating that it is an acquired "boost effect", a boost level display field 1652, a normal boost effect display field 1653, and an "EXTRA BOOST display field" 1654. The boost effect confirmation screen 1650 shown in Figure 19 shows that no player-specific boost occurred, and three effects were won as extra boosts. If a player-specific boost occurs, the boost effect confirmation screen will display a player-specific boost effect display field where the effects acquired through the player-specific boost are applied.
[0206] The boost level display section 1652 indicates that the boost level will increase from "6" to "7" as a result of this boost chance. Furthermore, if an extra boost is won through the lottery, the boost level may increase each time the extra boost is performed. That is, if an extra boost is won three times, the boost level will increase by 3.
[0207] The normal boost effect display area 1653 indicates that you will gain "All stats increased by 200% this turn, Boost Bonus x2". The effect of the Boost Bonus will be explained later.
[0208] The three effects 1654-1, 1654-2, and 1654-3 shown in the "EXTRA BOOST display area" 1654 may be effects obtained by winning an Extra Boost three times in a row, or they may be effects obtained by winning three effects with a single Extra Boost.
[0209] Returning to Figure 11, the training menu execution unit 64 displays a training screen showing the boost effects to be acquired (S28). The boost chance button in the training menu on the training screen has a cooldown set, so the remaining turns until reuse (also called the cooldown) are displayed.
[0210] The acquired boost effects are reflected, for example, in the effect column 1153 and the number of effects 1154 of the training screen 1150 in Figure 13. Furthermore, by moving to the effect list screen 1200 in Figure 14, you can view a list of acquired boost effects.
[0211] In S12, if the boost menu management unit 66 determines that the boost menu cannot be executed (S12: NO), the training menu execution unit 64 displays a boost point display area (also called the boost menu) on the training screen indicating that the boost menu cannot be executed (S13). The reasons why the boost menu cannot be executed include insufficient points to execute it and a cooldown period being set. If a cooldown period is set, the number of turns remaining until it can be reused is displayed.
[0212] Figure 20 shows an example of the display of a boost menu with a set cooldown time, as shown on the training screen according to this embodiment. In the example shown in Figure 20, the boost menu 1850 displays a display area 1850-1 showing the points currently held by the character being trained, a first display area 1850-2, and a second display area 1855-3.
[0213] The first display area 1850-2 shows the number of turns remaining until the redraw button can be reused, as a cooldown period has been set for it.
[0214] The second display area, 1850-3, shows the number of turns remaining until the Boost Chance button can be reused, as a cooldown period has been set for it.
[0215] The Boost Menu Management Unit 66, when a cooldown is set for the Redraw Button and the Boost Chance Button, reduces the number of remaining turns until the Redraw Button and the Boost Chance Button can be reused each turn that has passed since the turn in which the effect was activated. The Redraw Button and the Boost Chance Button can be reused again only when the number of remaining turns until the Redraw Button and the Boost Chance Button can be reused becomes 0. In this embodiment, an example has been described in which the number of remaining turns decreases due to the passage of turns in a training part that includes multiple turns. However, the Boost Menu Management Unit 66 may also reduce the number of remaining turns until the Redraw Button and the Boost Chance Button can be reused when the number of remaining turns decreases due to events other than the passage of turns. Events other than the passage of turns include, for example, the occurrence of an event or the use of an item. Furthermore, in a training game that has a training part that counts the number of turns that have passed until a predetermined situation is reached, the Boost Menu Management Unit for the training game may make the Redraw Button and the Boost Chance Button available again due to the passage of turns. The specified circumstances include, for example, achieving the goals related to the training of the character being trained.
[0216] The example shown in Figure 20 illustrates a scenario where cooldowns are set for both the redraw button and the boost chance button. However, the cooldown settings may vary depending on the button usage. For example, when using the redraw button, a cooldown may be set only for the redraw button. Another example is when using the boost chance button, a cooldown may be set only for the boost chance button.
[0217] Moving to Figure 12, the menu selection reception unit 64a accepts the selection of a training menu card from among the training menus listed on the training screen via the operation input unit 40 (S51).
[0218] Furthermore, the training menu execution unit 64 may display a pop-up message indicating that, among the displayed training menu cards, there is a possibility that points will be awarded to the training target character due to turn extension or condition improvement. This display allows the user to select training menu cards with the aim of receiving points. By providing the user with a variety of information to help them make decisions in this way, the motivation to play the game can be increased.
[0219] The training menu execution unit 64 determines whether or not a boost bonus is included in the acquired boost effect (S52). If it determines that a boost bonus is not included (S52: NO), the training menu execution unit 64 determines one of several predetermined multipliers, such as 100%, 120%, 150%, 200%, 250%, ..., 500%, as the normal bonus that can be acquired when executing the training menu, and displays the determined multiplier as the training bonus (S53).
[0220] On the other hand, if the training menu execution unit 64 determines that the acquired boost effect includes a boost bonus (S52: YES), it determines one of the above-mentioned multipliers as the normal bonus that can be acquired when executing the training menu, displays the determined multiplier as the training bonus, and also displays the message "Boost Bonus × ?" (S54).
[0221] Figure 21 is an example of a confirmation screen showing messages for the practice bonus and boost bonus according to this embodiment. In the confirmation screen 1750 shown in Figure 21, the first display area 1751 shows that the practice bonus is "500%". Furthermore, in the second display area 1752 of the confirmation screen 1750, "Boost Bonus ×?" is displayed. The boost bonus is one of the effects obtained by lottery through the execution of a boost chance, as shown in Figure 8.
[0222] Returning to Figure 12, the training menu execution unit 64 displays the multiplier for "Boost Bonus ×?" shown in the second display area 1752 of the confirmation screen 1750 (S55). The multiplier to be disclosed is a value included in the effect associated with the current boost bonus. For example, if the boost level is "1", one of "1.50", "1.75", and "2.00" will be disclosed. Note that the boost bonus multiplier may be determined when a boost bonus is won through the execution of a boost chance, or the multiplier may be determined at the time the multiplier for "Boost Bonus ×?" is disclosed.
[0223] Then, the training menu execution unit 64 displays the total bonus, which is the training bonus multiplied by the boost bonus (S56).
[0224] Figure 22 illustrates a confirmation screen showing the total bonus according to this embodiment. In the confirmation screen 1800 shown in Figure 22, the first display area 1801 shows that the total bonus is "1000%". Furthermore, the confirmation screen 1800 shows the breakdown of the total bonus in the second display area 1802. Specifically, it shows that the practice bonus is "500%" and the boost bonus is "2.00", so the total bonus is "1000%" (500% x 2).
[0225] Returning to Figure 12, the training menu execution unit 64 determines whether the effects obtained based on the scenario selected when starting the training part, the events that occur this turn, or the selected special training card, etc., include a condition increase (S57). If it is determined that it does not include a condition increase (S57: NO), the process moves to S61.
[0226] When the training menu execution unit 64 executes a condition improvement, it determines whether or not the condition will improve from the current condition (S58).
[0227] If the training menu execution unit 64 determines that the condition has improved (S58: YES), it displays the improvement in condition (S59).
[0228] On the other hand, if the training menu execution unit 64 determines that the condition will not improve (S58: NO), it displays a point conversion corresponding to the condition improvement (point conversion), and the point granting unit 68 grants the converted points to the character being trained (S60).
[0229] Figure 23 is an explanatory diagram illustrating the improvement in the condition of a character being trained. The training screen 1350 shown in Figure 23 displays the condition 1351 of the character being trained 1352 selected by the user, the status 1353 of the character being trained 1352 selected by the user, training menu cards 1354-1 to 1354-5 for the user to select a training menu, and a rest button 1355.
[0230] If the condition of the training target character 1352 is "NOT BAD", it is assumed that the condition has been increased by two stages through a recovery event, etc. Therefore, the condition of the training target character changes from "NOT BAD" to "BEST". Recovery events occur in conjunction with, for example, support players. For example, a support player may have the effect of causing a recovery event at a predetermined probability (e.g., 10%) at the start or end of a turn. The effects of such recovery events may include increasing the training target character's condition by multiple stages, or increasing the condition to "AWAKINING" or "EXTREME". In addition, effects that increase the training target character's condition by multiple stages, or increase the condition to "AWAKINING" or "EXTREME", may occur as an effect based on the execution of a special training card.
[0231] In this case, the training menu execution unit 64 displays a confirmation screen 1360 showing the effects of events, etc. The confirmation screen 1360 displays the condition 1361 of the training target character 1362 selected by the user, and the status 1363 of the training target character 1362 that has changed due to the effects of events, etc. Since the condition 1361 is displayed as "BEST", the user can recognize that it has increased by two levels.
[0232] As shown in Figure 23, the effects of raising the condition by two levels or raising the condition to "AWAKINING" or "EXTREME" are effective when the condition of the character being trained (1362) is low. However, if the condition of the character being trained (1362) has reached the upper limit of "AWAKINING" or "EXTREME," the effect becomes useless. In this case, since the effect is wasted, the user's motivation to play the game may decrease.
[0233] Therefore, in this embodiment, if the training menu execution unit 64 determines that a recovery event occurs but the condition does not improve, it performs a point conversion corresponding to the improvement in condition.
[0234] Figure 24 is an example of a point conversion screen corresponding to a condition increase according to this embodiment. The point conversion screen 1400 shown in Figure 24 displays the condition 1401 of the training target character 1405 selected by the user, a display area 1403 related to point conversion, a symbol 1404 indicating a condition increase (recovery), the status 1406 of the training target character 1405, and a boost menu 1407.
[0235] As shown in condition 1401, it can be recognized that the effect of improving the condition is wasted because the current condition is "AWAKENING".
[0236] In the point conversion screen 1400 shown in Figure 24, a symbol 1404 indicating a condition improvement (recovery) is displayed, so the user can recognize that points corresponding to the condition improvement (recovery) have been awarded.
[0237] In display area 1403, in addition to the message "POINT CONVERT," it is indicated that 500 points will be awarded by converting the effect into points.
[0238] In this embodiment, the training menu execution unit 64 notifies the user that a point increase process will be performed by outputting a point conversion screen 1400 corresponding to the improvement (recovery) of the condition. This embodiment does not restrict the order in which the display of the point conversion screen by the training menu execution unit 64 and the point increase process for the training target character by the point granting unit 68 are executed, which is one example of notification to the user. The notification to the user may be performed after the point increase process is executed, or vice versa.
[0239] As shown in Figure 24, when the current condition is "AWAKENING," if a recovery event or similar event occurs that increases the condition, that effect can be converted into points, and those points can be acquired. In this way, the effect of increasing the condition can be effectively used regardless of the current condition, thereby increasing the user's motivation to play the game.
[0240] Returning to Figure 12, the training menu execution unit 64 determines whether the effects obtained based on the scenario selected when starting the training part, the events that occur this turn, or the selected special training card, etc., include a turn extension (S61). If it is determined that it does not include a turn extension (S61: NO), the process moves to S63. Turn extension events occur in conjunction with, for example, support players. For example, a support player may have an effect that causes a turn extension event at the start or end of a turn with a predetermined probability (e.g., 10%). In addition, an effect corresponding to a turn extension may occur as an effect based on the execution of a special training card.
[0241] On the other hand, if the training menu execution unit 64 determines that a turn extension is included (S61: YES), it displays the point conversion corresponding to the turn extension (point conversion), and the point granting unit 68 grants the converted points to the training target character (S62).
[0242] One effect that is advantageous for training a character is turn extension. Figure 25 is an explanatory diagram showing how to obtain the turn extension effect for a character being trained, as has been done in the past. The screen 1250 shown in Figure 25 displays the condition 1251 of the character being trained 1252 selected by the user, the message "Get Turn Extension Rights" 1253, and the status 1254 of the character being trained 1252.
[0243] On the subsequent screen 1260, the condition 1261 of the character 1262 selected by the user for training, the symbol 1263 indicating turn extension, and the status 1264 of the character 1262 for training are displayed.
[0244] As shown in Figure 25, the user can recognize that they have gained the effect of a turn extension when the symbol 1263 indicating a turn extension appears after the message 1253 "Get Turn Extension Rights". In addition to displaying the symbol 1263 indicating a turn extension, the number of extended turns may be added to the remaining number of turns and displayed, or the number of turns added by the turn extension may not be displayed to the user. If the number of turns added by the turn extension is not displayed to the user, for example, the number of added turns may be displayed and disclosed to the user in the turn immediately before achieving the goal set in the scenario. Turn extensions are advantageous for training the target character because they allow the training menu to be executed again. However, repeated turn extensions can lengthen the game play time. For this reason, some users may want to train the target character in a short amount of time.
[0245] Therefore, in this embodiment, a scenario aimed at shortening the training game is prepared as one of the scenarios for the training game. In this embodiment, turn extension, which is an element that lengthens the training game, is omitted. The effect of turn extension may be possessed by special training cards such as support players or special support cards, which can be set regardless of the scenario. For this reason, if the effect of turn extension is simply omitted, the value of special training cards will decrease, which may be disadvantageous for training the target character. Therefore, in this embodiment, the effect of turn extension is converted into points.
[0246] Figure 26 is an example of a point conversion screen corresponding to turn extension according to this embodiment. The point conversion screen 1300 shown in Figure 26 displays the condition 1301 of the training target character 1305 selected by the user, a display area 1303 related to point conversion, a symbol 1304 indicating turn extension, the status 1306 of the training target character 1305, and a boost menu 1307.
[0247] In the point conversion screen 1300 shown in Figure 26, a symbol 1304 indicating turn extension is displayed, so the user can recognize that points corresponding to the turn extension will be awarded.
[0248] In display area 1303, in addition to the message "POINT CONVERT," it is indicated that 100 points will be awarded by converting the effect into points.
[0249] In this embodiment, the training menu execution unit 64 notifies the user that a point increase process will be performed by outputting a point conversion screen 1300 corresponding to the turn extension.
[0250] As shown in Figure 26, when the effect of extending a turn is acquired, the effect can be converted into points, and those points can be acquired. In this embodiment, even in scenarios where turn extension cannot be performed, the effect of extending a turn can be effectively used, thereby increasing the user's motivation to play the game. It should be noted that this embodiment does not limit the process of converting turn extensions to points to scenarios in which turn extensions do not occur. For example, when acquiring the effect of extending a turn, if the user performs an action that indicates they will not use the effect, the effect of extending a turn may be converted into points.
[0251] Returning to Figure 12, the training menu execution unit 64 determines whether the effects obtained through various boosts based on the execution of the boost chance include the acquisition of additional skills (S63). If it is determined that the acquisition of additional skills is not included (S63: NO), the process proceeds to S65.
[0252] On the other hand, if the training menu execution unit 64 determines that the effects obtained through the boost include the acquisition of additional skills (S63: YES), it displays the skill acquisition screen for the character being trained based on the selected scenario or training menu card, etc. (S64).
[0253] Figure 27 is an example of the skill acquisition screen according to this embodiment. The confirmation screen 1700 shown in Figure 27 displays a list of acquired skills along with the message 1701, "Skill Added GET!". In the example shown in Figure 27, it is shown that four skills, from skills 1702-1 to 1702-4, are acquired. Skill 1702-1 is indicated as a boost-only skill. In other words, skill 1702-1 is a skill obtained in response to the "number of acquired skills + 1" from a normal boost effect, player-specific boost, or extra boost.
[0254] Returning to Figure 12, the increasing unit 74 updates the status of the character being trained based on the total bonus or training bonus, the training increase effect (real number) and training increase effect (multiplier) obtained through boost chances, and the base value of the status obtained by executing the training menu shown on the training menu card (S65).
[0255] For example, the increase unit 74 adds the training increase effect (real number) included in the acquired boost effect to the base value of the status obtained by executing the training menu, and calculates a value by multiplying the added value by the training increase effect (multiplier) included in the acquired boost effect. Then, the increase unit 74 updates the status by multiplying the calculated value by the total bonus or training bonus as the status increase.
[0256] The boost menu management unit 66 determines whether a cooldown is set for at least one of the redraw button and boost chance button (S66). If it determines that no cooldown is set (S66:NO), the process terminates.
[0257] If the boost menu management unit 66 determines that a cooldown is set for at least one of the redraw button and boost chance button (S66: YES), it performs a process to reduce the cooldown term (remaining turns) by 1 (S67).
[0258] In this embodiment, Figure 11 shows the process related to the selection of redrawing (S15-S17) followed by the process related to the boost chance (S17-S28). However, this embodiment only shows an example of the procedure between the process related to the selection of redrawing (S15-S17) and the process related to the boost chance (S17-S28), and does not specify the order in which these processes are performed. For example, the process related to the selection of redrawing (S15-S17) may be performed after the process related to the boost chance (S17-S28). Thus, the processing procedure shown in Figures 11 and 12 in this embodiment is just an example and does not limit the process to this procedure.
[0259] In this embodiment, we have described examples of converting the portion of an effect that cannot be effectively utilized into points when the condition or stamina of the character being trained is at or near its upper limit and the effect of increasing the condition or stamina does not function sufficiently, and when the effect of extending the turn occurs when the training of the character being trained is not extended. However, this embodiment is not limited to the examples shown in this embodiment, and it is sufficient if the obtained effect cannot be fully utilized. For example, if the point granting unit 68 occurs when the training target item of the character being trained (e.g., stamina, speed, physical, technique, intelligence, and kick) reaches its upper limit, and a further status increase effect occurs for that item, the portion of the effect that cannot be effectively utilized into points will also be converted into points. Furthermore, if a special event or match occurs, the occurrence of the event or match may be suppressed and converted into points.
[0260] In this embodiment, examples of using points to re-draw special training cards and to execute boost chances have been described. However, this embodiment does not limit the use of points to re-drawing practice menu cards and to executing boost chances. For example, if an unfavorable effect occurs for the character being trained, such as when the condition of the character being trained decreases, when an effect that reduces stats occurs, or when the number of turns is shortened, the parameter management unit 72 may consume the managed points to control the occurrence of the unfavorable effect. Such avoidance of occurrence may be performed by automatic control by the parameter management unit 72 or in response to user input. Furthermore, the use of granted points is not limited to the training of the character being trained, but may also be used to change the draw probability for acquiring player characters, etc.
[0261] Furthermore, the above-described embodiment does not limit the re-drawing of practice menu cards and the execution of boost chances to only when points are used, but may also be performed in response to support from other users, etc.
[0262] The game system 1, game server 10, and user terminal 12 according to this embodiment have the above-described configuration, and when the acquired effect satisfies predetermined conditions, points corresponding to the acquired effect are awarded to the character being trained, thereby suppressing wasted effects and improving the user's motivation to play the game.
[0263] The game system 1, game server 10, and user terminal 12 according to this embodiment have the above-described configuration, and by determining from a number of effects that occur in one or more turns in a multi-turn sequence, and that are related to the training of the target character, and executing the determined effect by consuming points, a diversification of training effects is achieved. By diversifying the effects, it is possible to make users feel the enjoyment of training and increase their motivation to play the game.
[0264] The game system 1, game server 10, and user terminal 12 according to this embodiment should be considered illustrative and not restrictive. The above embodiments can be modified and improved in various ways without departing from the scope and spirit of the attached claims. Furthermore, the matters described in the above embodiments can be configured in other ways and combined in a non-contradictory manner. [Explanation of Symbols]
[0265] 1. Game System 10 game servers 12 User terminals 18 Network 60 First Object Setting Section 62 Second Object Setting Section 64 Training Program Implementation Department 64a Menu Selection Reception Section 66 Boost Menu Management Department 66a Redraw execution unit 66b Boost Chance Execution Unit 68 points awarded 72 Parameter Management Unit 74 Increased portion 80 Table Storage Unit 80a Boost Level Management Table 80b Point Conversion Table 90 Control Unit
Claims
1. A program for causing a computer to run a game that has a training part in which a training object is trained, In each of the multiple turns included in the aforementioned training part, a choice execution process is performed to execute a choice related to the training of the training object, An effect determination process that determines, by lottery, from among multiple effects, which are effects that occur in one or more turns in the aforementioned multiple turns and which are related to the growth of the growth object, according to the consumption of the second parameter, A program to execute.
2. The aforementioned selection execution process executes the selection made by the user. Before the user selects the option, the effect is determined by the effect determination process. The program according to claim 1.
3. The second parameter is different from the first parameter, which indicates the physical strength or condition of the training object that decreases as a choice is executed in the choice execution process. The program according to claim 1.
4. The second parameter is increased or decreased when an event related to the first parameter occurs, and the first parameter does not change from a predetermined range before and after the occurrence of the event. The program according to claim 3.
5. A display process in the effect determination process that displays information indicating the effect to be selected by lottery from the multiple effects, The program according to claim 1 for further execution.
6. Further, the process of receiving a request from the user to perform the aforementioned effect determination process is executed. The effect determination process determines the effect by consuming the second parameter in response to the received request. The program according to claim 1.
7. After the effect determination process has been executed, a restriction process is performed to restrict the execution of the effect determination process for a predetermined number of turns. The program according to claim 1 for further execution.
8. The third parameter, which increases in response to the execution of the aforementioned effect determination process, is managed. The degree of the multiple effects is increased in accordance with the increase in the third parameter. The program according to claim 1.
9. In the turn in which the effect determination process is executed by consuming the second parameter, if a predetermined condition is met, the effect determination process is executed again without consuming the second parameter. The program according to claim 1.
10. If a predetermined effect is associated with the aforementioned training object, in the turn in which the effect determination process is executed by consuming the second parameter, it is determined by lottery whether or not to activate the predetermined effect. The program according to claim 1.
11. The aforementioned multiple effects include one or more of the following: an effect that grants a skill or ability to the training object, and an effect that increases the parameters of the training object. The program according to claim 1.
12. Further, the display process that shows the aforementioned multiple effects is executed. In the display process, each of the multiple effects is assigned a different degree of effect, and for the first degree of effect, one or more of the first color and the first character are assigned, and for the second degree of effect which is greater than the first degree of effect, one or more of the second color and the second character are assigned. The program according to claim 1.
13. A computer running a game that has a training part in which the training object to be trained is In each of the multiple turns included in the aforementioned training part, a choice execution process is performed to execute a choice related to the training of the training object, An effect determination process that determines, by lottery, from among multiple effects, which are effects that occur in one or more turns in the aforementioned multiple turns and which are related to the growth of the growth object, according to the consumption of the second parameter, A game processing method that executes this.
14. A game processing device that executes a game having a training part in which a training object to be trained is trained, In each of the multiple turns included in the aforementioned training part, a choice execution processing unit executes choices related to the training of the training object, An effect determination processing unit that determines, by lottery, from among multiple effects, an effect that occurs in one or more turns in the aforementioned multiple turns, and which is related to the growth of the growth object, in accordance with the consumption of the second parameter, A game processing unit equipped with the following features.
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