Program, information processing device, information processing method, and information processing system

By arranging game objects in frames based on their levels and enabling easy swapping, the system simplifies character level management in social games, improving user experience.

JP2026055768APending Publication Date: 2026-03-31BANK OF INNOVATION INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-18
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

Existing social games require cumbersome operations for managing character levels, particularly when transferring experience points between characters to adjust their levels, which degrades the user's gaming experience.

Method used

A system that arranges game objects, such as characters, in predetermined frames based on their levels, allowing for simple swapping and level adjustments within these frames, eliminating the need for manual experience point transfers.

Benefits of technology

Reduces the burden on users for character level management by simplifying the process of leveling up and training characters, thereby enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This can reduce the burden on users in managing character levels. [Problem and Solution] The program to be executed on a computer to provide a game is a game A predetermined number of game objects with the highest level of the object are placed in a predetermined number of objects The process involves setting up object frames and assigning levels to each of the predetermined number of object frames. Processing and when placing game objects in the object frame, the level of the object frame. This includes a process to change the level of the game object being placed accordingly.
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Description

Technical Field

[0001] The present invention relates to a program, an information processing apparatus, an information processing method, and an information processing system. .

Background Art

[0002] Social games have various functions for improving the game experience of users (players), for example, functions for improving the user's interest in the game and functions for reducing the effort during the user's game operation. .

[0003] As a technology for improving the user's interest in the game, for example, a technology for strengthening a battle team composed of multiple types of characters (see Patent Document 1) is disclosed. On the other hand, as a function for reducing the effort during the user's game operation, there is a level link function for managing the levels of a plurality of characters owned by the user. The level link function extracts a predetermined number of characters in descending order of their levels from the user's owned characters, and makes the levels of some or all of the owned characters that are not extracted match the level of the character with the lowest level among the extracted characters.

[0004] Patent Document 1 describes that a player forms a team composed of multiple types of characters and battles with other teams. When winning the battle, the player strengthens the team by swapping the characters belonging to his / her own team with the characters snatched from the opponent's team.

Prior Art Documents

Patent Documents

[0005] [Patent Document 1] Japanese Patent Publication No. 2024-004150 [Overview of the project] [Problems that the invention aims to solve]

[0006] In traditional games, users progress through their characters by accumulating experience points. By leveling up, you improve the character's parameters (such as strength). By the way, users prefer characters with high rarity (high level cap). In some games, lowering a character's level can reduce that character's experience points. You can acquire characters and use the acquired experience points to train high-rarity characters. There is a feature that allows you to manage character levels by assigning them to a character.

[0007] When using this function, the user must (1) first lower the level of the character they want to lower. (1) Select to gain experience points, (2) Next, select the character you want to level up. The operation involves selecting a character and then assigning the acquired experience points to that character. This is essential. Such operations presented a challenge because they were cumbersome for the user. Document 1 does not mention the above issue.

[0008] This invention was made to solve the above problems, and this invention relates to the character The aim is to reduce the burden on users required for bell management. [Means for solving the problem]

[0009] The program to be run on a computer for providing the game of the present invention is a game A process of setting a predetermined number of object frames in which a predetermined number of game objects with the highest levels of the objects are arranged, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. The program includes a process of setting a predetermined number of object frames in which a predetermined number of game objects are arranged in descending order of the levels of the game objects, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. A process of setting a predetermined number of object frames in which a predetermined number of game objects with the highest levels of the objects are arranged, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. The program includes a process of setting a predetermined number of object frames in which a predetermined number of game objects are arranged in descending order of the levels of the game objects, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. A process of setting a predetermined number of object frames in which a predetermined number of game objects with the highest levels of the objects are arranged, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. The program includes a process of setting a predetermined number of object frames in which a predetermined number of game objects are arranged in descending order of the levels of the game objects, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. A process of setting a predetermined number of object frames in which a predetermined number of game objects with the highest levels of the objects are arranged, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. The program includes a process of setting a predetermined number of object frames in which a predetermined number of game objects are arranged in descending order of the levels of the game objects, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. A process of setting a predetermined number of object frames in which a predetermined number of game objects with the highest levels of the objects are arranged, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. The program includes a process of setting a predetermined number of object frames in which a predetermined number of game objects are arranged in descending order of the levels of the game objects, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. A process of setting a predetermined number of object frames in which a predetermined number of game objects with the highest levels of the objects are arranged, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. The program includes a process of setting a predetermined number of object frames in which a predetermined number of game objects are arranged in descending order of the levels of the game objects, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. A process of setting a predetermined number of object frames in which a predetermined number of game objects with the highest levels of the objects are arranged, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. The program includes a process of setting a predetermined number of object frames in which a predetermined number of game objects are arranged in descending order of the levels of the game objects, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. A process of setting a predetermined number of object frames in which a predetermined number of game objects with the highest levels of the objects are arranged, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. The program includes a process of setting a predetermined number of object frames in which a predetermined number of game objects are arranged in descending order of the levels of the game objects, a process of assigning levels to each of the predetermined number of object frames, and a process of changing the level of the game object to be arranged according to the level of the object frame when arranging a game object in the object frame. Including. The above information processing device is an aspect of the present invention, and an information processing device, an information processing method, and an information processing system reflecting one aspect of the present invention are also configured in the same manner as the above program. The above information processing device is an aspect of the present invention, and an information processing device, an information processing method, and an information processing system reflecting one aspect of the present invention are also configured in the same manner as the above program. It is configured.

Effects of the Invention

[0010] According to the present invention having the above configuration, the burden on the user required for character level management can be reduced. It can be done. Problems, configurations, and effects other than those described above will be clarified by the description of the following embodiments. .

Brief Description of the Drawings

[0011] [Figure 1] It is a figure which shows an example of the character list screen displayed on the user terminal which concerns on one Embodiment of this invention. [Figure 2] It is a block diagram which shows the structural example of the game system which concerns on one Embodiment of this invention. <000009http: / / www.w3.org / 1999 / xhtml3> [Figure 3]It is a block diagram showing a functional configuration example of a game system according to an embodiment of the present invention. [Figure 4] It is a block diagram showing a hardware configuration example of a server according to an embodiment of the present invention. [Figure 5] It is a block diagram showing a hardware configuration example of a user terminal according to an embodiment of the present invention. [Figure 6] It is a flowchart showing the procedure of game object management processing in a game system according to an embodiment of the present invention. [Figure 7] It is a flowchart showing the procedure of object frame setting processing in a user terminal according to an embodiment of the present invention. [Figure 8] It is a flowchart showing the procedure of game object change processing of an object frame in a user terminal according to an embodiment of the present invention. [Figure 9] It is a flowchart showing the procedure of level up processing of a game object in a user terminal according to an embodiment of the present invention.

Mode for Carrying Out the Invention

[0012] Hereinafter, embodiments for carrying out the present invention will be described with reference to the accompanying drawings. In this specification and the drawings, for components having substantially the same function or configuration, the same reference signs are attached to omit redundant explanations.

[0013] First, the level link function of a conventional social game will be described. In a conventional social game, a level link screen for the level link function is provided separately from the list screen of the characters possessed by the user. When the user acquires a character with a high level upper limit (high rarity), the level link screen is opened, the character to be reset is selected and its level is reset, and the experience points restored by the reset are acquired. And when the user acquires a character with a high level upper limit (high rarity), the level link screen is opened, the character to be reset is selected and its level is reset, and the experience points restored by the reset are acquired. Then Users can then use the experience points they've earned to train characters they want to develop, such as high-rarity characters. Perform a character swap operation to reallocate points to characters. The process of swapping items is cumbersome, which degrades the user's gaming experience.

[0014] In contrast, the character list screen U1 described later in one embodiment of the present invention includes the level There is no link screen, and the character list screen U1 is always in a level-linked state. In the character list screen U1, for example, you can select the character you want to reset and their training. It's a simple operation: select the character you want and press the character editing button. By simply doing this, you can level up and train the character you want to develop.

[0015] The following describes the characters in the character list screen U1 according to one embodiment of the present invention. I will now explain the swapping operation.

[0016] Figure 1 shows an example of a character list screen displayed on a user terminal according to this embodiment. This is a diagram. Note that the character list screen U1 shown in Figure 1 includes character level management. Only the screen configuration part related to that is included; illustrations and explanations of other screen configuration parts are omitted.

[0017] As shown in Figure 1, the character list screen U1 displays a predetermined number (for example, 5) of objects. Object frames (L11~L15) are provided. An object frame is a character list image. In the U1 stage, the user can select a predetermined number of characters with the highest level among the characters they own. This is a frame (for example, a rectangular frame) that indicates the placement area (display area) of each element. The information of the character placed in the frame is linked to the information of the object frame and is described below. - The information of the character is stored in the memory unit 22 of the terminal 20. Here, the information of the character is stored in the memory unit 22 of the terminal 20. This is the identification information. The object frame information is the identification information of the object frame, or the character This data information defines the position and range of the object frame in the character list screen U1. Furthermore, the shape of the object frame is not limited to a rectangle; it may be any shape.

[0018] Each of the predetermined number of object slots can contain a character owned by the user (hereinafter referred to as, A predetermined number of characters (for example, 5) with the highest level among your owned characters. The objects are arranged, for example, in descending order of level. Here, they are placed in a predetermined number of object slots. The characters that are included are, for example, a group of characters (per) that a user uses in battles, etc. The predetermined number is a group defined in advance by the game application on the user's terminal. This is the number of characters included in the (party).

[0019] Note that the order in which characters are placed in a predetermined number of object slots is limited to the order of highest level. The order is not fixed and can be any order. Also, the number of characters with the highest level is As an initial setting for a predetermined number of object frames, the user terminal automatically sets the object frames It will be placed there. The user will place it in the object frame on the character list screen U1. You can change (swap) the character you have into any other character you own.

[0020] All owned characters other than those placed in a predetermined number of object slots are As shown in Figure 1, it is displayed at the bottom of the object frame. Below, the object frame is To distinguish them from the characters that are placed, each character is displayed at the bottom of the object frame. The frame that indicates the placement area (display area) of the object is called the "non-object frame". The number of slots is calculated based on all owned characters except for the character placed in the object slot. It is the same as the number. For example, Figure 1 shows 10 non-object frames (L201~L210). This is displayed. Information about characters placed in the non-object frame is displayed in the non-object frame. The information is linked to the data frame and stored in the memory unit 22 of the user terminal 20, which will be described later. The object frame information has a data structure similar to that of the object frame information.

[0021] The character described above is an example of a game object according to the present invention. A character's level is their potential level, which is determined by how much they have actually been developed. In other words, each character (game object) has a potential level. A character (game object) is a pre-defined character (game object) The level cap depends on the rarity of the character. This indicates the rarity of the card, for example, N (Normal), R (Rare), SR (Super Rare). This includes LR (Legendary Rare) characters, etc. The Bell limit (for example, Lv200) is set high. On the other hand, lower rarity (for example) The level cap for characters in N) (for example, Lv100) is set low.

[0022] At the top of the character list screen U1, please select the character you wish to swap. A message indicating the meaning of, for example, "Choose the hero to be The message U11, "replaced," is displayed when the user is on the character list screen. In U1, the character to be replaced (for example, the character in object slot L15) Select the character (and the non-object frame L207) and see "Confi" as shown in Figure 1. When the user performs an operation to confirm the swap, such as pressing the "rm" button U12, the user can cancel The character replacement operation is completed. In this embodiment, characters with arbitrary levels and It is possible to swap out characters of any rarity, as mentioned above. Therefore, since the present invention manages levels in units of party slots (object slots), This eliminates the need for cumbersome processes such as transferring experience points between characters, as was the case with previous technologies.

[0023] Furthermore, each of the predetermined number of object frames is provided with the object frame setting shown in Figure 7, which will be described later. Levels are assigned through a set process. For example, Figure 1 shows the process of setting the object frame. If it's the character list screen later on, it will be the same as the multiple object frames (L11~L15) The numerical values ​​of the levels shown for each (Lv130, Lv126, Lv124, Lv122, Lv120) indicates the level of each character as well as the level of each object frame. Furthermore, this invention assigns levels only to object frames.

[0024] Furthermore, each object frame has a function to increase its own level. Specifically, the user clicks the arrow buttons (arrow buttons B11~B) on the object frame shown in Figure 1. By pressing (see 15), you can increase the level of the object frame by one level. It is possible. For example, the current level of object frame L14 is 122 (Lv122) ( (That is, the character placed in the object frame is level 122.) By pressing the arrow button B14, you can increase the level of the object frame L14 by 1 level. It can be set to level 123. After this operation is performed, the object The level of the character placed in frame L14 is increased by the level of the object frame L14. The level was changed to the subsequent level (Lv123), meaning it changed from level 122 to level 123. It will be changed.

[0025] Additionally, the object frame contains the character (game) placed within that object frame. A level cap is set that depends on the level cap of the object. If the maximum level of a character placed in the project slot is "Lv200", The maximum level for object slots is set to "Lv200". Therefore, object slots By using the function to increase the level, the object can be raised up to the level limit of the object frame. You can level up your character slots. Also, the character's rarity will change. In this case, the character's level cap will change according to the change in rarity. Furthermore, the level cap for object frames is also changed in accordance with the change in the character's level cap. This configuration allows for character leveling (training) when characters are leveled up. Maintaining game balance without exceeding the level cap which depends on the rarity of the markers. It is possible.

[0026] A part of a character (game object) that is placed in multiple non-object slots or All levels are changed to the lowest level among a predetermined number of object frames. In the example shown in Figure 1, all of the objects placed in the non-object frame (L201~L210) The character's level is the lowest among the levels of the object slots (L11~L15). Because the level (Lv120 in the example shown in the diagram) has been changed, the non-object frame L201~L Each character placed in position 210 is at level 120. This helps maintain the game's balance, as well as the user's character (game object). This reduces the effort required for character development and improves the user's gaming experience.

[0027] In the above explanation, in-game characters are used as an example of game objects. However, the present invention is not limited thereto. The game object according to this embodiment is level Any game object that uses this may be, for example, equipment, pets, items, etc. .

[0028] <Example of game system configuration> Next, an example of the configuration of the game system according to this embodiment will be described. Figure 2 shows the configuration of this embodiment. This is a block diagram showing an example configuration of game system 1 related to the state. This is an example of a processing system, as shown in Figure 1, which includes a server 10 and multiple user terminals 20. The server 10 is connected to multiple user terminals 20 via a network NW. A network (NW) consists of public lines such as the internet, and a LAN (Local Network Area) is used. This includes Area Networks, WANs (Wide Area Networks), etc. But that's fine.

[0029] Server 10 is a social server where multiple users can play online in the same virtual space. This is an information processing device that provides games. In the following explanation, social games will be referred to as "games". It is abbreviated as follows. Server 10 manages game user information, etc., and when the user terminal 20 Various information necessary for running the game is transmitted to the user terminal 20 via the network NW. Provide (transmit). The detailed functions of server 10 will be described in detail in Figure 3 below.

[0030] User terminal 20 is a PC (Person) that is held by the user and capable of playing games. It is an information processing device such as a computer, tablet, or smartphone. The device 20 has a game app installed, and when the game app is launched, the game The process begins. User terminal 20 will perform the object frame setting process and object frame development described later. This process performs operations such as modifying game objects and leveling up game objects. Furthermore, the user terminal 20 is updated by the user's various editing operations in the game. Information regarding this (game update information) is sent to server 10 via the network NW. The detailed functions of the user terminal 20 will be described in detail in Figure 3 below.

[0031] <Example of game system functional configuration> Next, an example of the functional configuration of the game system 1 according to this embodiment will be described. Figure 3 shows the functional configuration of the game system 1 according to this embodiment. This is a block diagram showing an example of the functional configuration of the game system 1 according to the embodiment. Figure 3 shows a net The network network is omitted. Also, Figure 3 shows the various functional structures related to the various functions of the present invention. Only the component parts are shown, and illustrations and explanations of other functional components of the game are omitted below. Examples of functional configurations for the server 10 and user terminal 20 that constitute the game system 1 are shown below. I will explain about this.

[0032] [Example of Server 10 Functional Configuration] As shown in Figure 3, the server 10 comprises a processing unit 11, a storage unit 12, and a communication unit 13. The processing unit 11 is connected to the storage unit 12 and the communication unit 13, respectively.

[0033] The processing unit 11 performs various processes to provide the game, and the information acquisition unit 111 and the game It has a supply section 112.

[0034] The information acquisition unit 111 receives the user's game information transmitted by the user terminal 20, for example, It retrieves information that needs to be managed on the server side, such as the user's owned characters. The information acquisition unit 111 outputs the acquired user game information to the storage unit 12.

[0035] The game provision unit 112 provides a virtual space where users can play games, and the user's game environment Various data information corresponding to various operations on the pre-loader is transmitted to the user terminal 2 via the communication unit 13. Provide to 0.

[0036] The memory unit 12 stores input and output data for various processes in the processing unit 11 for providing the game. It stores user game information and other data received from the user terminal 20.

[0037] The communication unit 13 confirms the connection between the server 10 and the user terminal 20 via the network NW. It stands up and sends and receives various types of data with the user terminal 20.

[0038] [Example of User Terminal 20 Functional Configuration] As shown in Figure 3, the user terminal 20 includes a processing unit 21, a storage unit 22, and an operation display unit 23. The processing unit 21 comprises a storage unit 22, an operation display unit 23, and a communication unit 24. It is connected to each of the four.

[0039] The processing unit 21 performs the functions of the game application, and the information acquisition unit 211 and the game execution unit 212 It also includes a setting unit 213, an assignment unit 214, and a modification unit 215.

[0040] The information acquisition unit 211 receives information from the operation display unit 23 regarding various operations performed by the user, such as login operations. This function retrieves information such as the operation to open the character list screen and the operation to swap characters.

[0041] The game execution unit 212 responds to the user operation information acquired by the information acquisition unit 211. The game execution unit 212 executes the functions of the game application. The generated data information is output to the storage unit 22.

[0042] The setting unit 213 retrieves all owned data associated with the user's identification information from the storage unit 12. The actor is extracted, and the object frame setting process shown in Figure 7 below is performed. In the frame setting process, the setting unit 213 sets the level of the character (game object). A predetermined number of characters (game objects) are placed in a predetermined order. The frame is set. The setting unit 213 also sets the characters to be placed in a predetermined number of object frames. Set up multiple non-object slots where all owned characters other than - will be placed.

[0043] The allocation unit 214 assigns to each of the predetermined number of object frames set by the setting unit 213 Assign a level. When assigning a level to an object frame, the assignment unit 214 assigns an object The level of the character (game object) placed in the object frame is set to the object frame. It is assigned as a level. The assignment unit 214 also assigns a level to the object frame. When doing so, the level limit of the character (game object) placed in the object frame. Set a level cap that depends on the value. Also, the level of the character (game object) If the upper limit is changed in accordance with the change in rarity, the allocation unit 214 will be the character In response to a change in the level cap of a (game object), the level cap of the object frame will change. Change it.

[0044] Modification section 215 is the place where a character (game object) is placed in the object frame. In total, the character (game object) to be placed will depend on the level of the object frame. ) changes the level. Specifically, the modification part 215 changes the character ( When placing a game object, the character (game object) to be placed If the object frame level is higher than the ject level, the character to be placed will be affected. Changes the level of the (game object) to the level of the object's frame. Also, the changed part 215 is the case when placing a character (game object) in an object frame. Therefore, the level of the object frame is lower than the level of the character (game object) being placed. If the level is low, the level of the object frame will be set to the level of the character (game object) that will be placed there. Change the level of the project.

[0045] Furthermore, the modification unit 215 is owned by the game user other than a predetermined number of game objects. Characters (game objects), that is, characters placed in multiple non-specific slots Some or all levels of characters (game objects) are placed within a predetermined number of object frames. The level is changed to the lowest level among the levels. The change unit 215 is selected, for example, by the user. Placed in some non-object frames that have been set up, or in some pre-configured non-object frames. The level of the game object is set to the lowest level among a predetermined number of object slots. You may change it to this.

[0046] Furthermore, the modification unit 215 allows the user to view the character list screen U1 (see Figure 1) To level up the object frame (for example, press any of the arrow buttons B11 to B15) It has a function that increases the level of the manipulated object frame in response to the operation. The modification unit 215 is placed in the object frame when the level of the object frame is increased. The level of the character (game object) being raised in the object frame Change to the level after it has been done.

[0047] Furthermore, the setting unit 213, assignment unit 214, and modification unit 215 described above are located in the game execution unit 212. This could also be used as the internal configuration.

[0048] The memory unit 22 stores input and output data for various processes in the processing unit 21 for executing the game. For example, user identification information, information about the user's owned characters, and the configuration information of various game screens. Remember the information, etc.

[0049] The operation display unit 23 is an operation unit for the user to perform various operations when playing the game, It includes a display unit for displaying various game screens. The control unit and the display unit are, for example, touch The control panel may be formed as a single unit or configured separately. The operation display unit 23 is The system generates an operation signal representing the user's input to the control unit, and processes the operation signal. It supplies power to unit 21. In addition, the operation display unit 23 is based on the display signal supplied from processing unit 21. Then, the game screen or other content is displayed on the display unit.

[0050] The communication unit 24 confirms the connection between the user terminal 20 and the server 10 via the network NW. It is set up to send and receive various types of data with server 10.

[0051] <Example hardware configuration of server 10 and user terminal 20> Next, the hardware configuration of server 10 and user terminal 20 will be described. Figure 4 shows: This is a block diagram showing an example of the hardware configuration of server 10 according to this embodiment. Server 10 As shown in Figure 4, the hardware configuration is as follows: CPU (Central Process sing Unit) 10a, ROM (Read Only Memory) 10b, R AM (Random Access Memory) 10c, Non-volatile storage 10d It also includes a communication interface 10e. CPU 10a, ROM 10b, RAM 10 c, non-volatile storage 10d, and communication interface 10e are connected by bus 10f They are connected so that they can send and receive information data to each other.

[0052] CPU10a receives the program code for the software that implements the various functions of server 10. The data is read from ROM10b, loaded into RAM10c, and executed. Note that CPU10a Alternatively, you can use a GPU (Graphics Processing Unit), etc. You can also use CPU10a and GPU together.

[0053] ROM10b is composed of a storage medium such as non-volatile memory, and the CPU10a executes It also stores programs, data, etc., that it references.

[0054] RAM10c is composed of a storage medium such as volatile memory, and each of the CPU10a's operations It temporarily stores the information (data) necessary for processing.

[0055] The non-volatile storage 10d stored the program executed by the CPU 10a. It consists of a computer-readable, non-transient recording medium, such as an HDD (Hard Disk Drive). It consists of storage devices such as ISK Drive. Non-volatile storage 10d is CPU 10a is the program that executes each function, OS (Operating System) ), it stores programs and data for controllers, etc., and is also implemented by the CPU 10a. A computer-readable, non-transient recording medium that stores the program to be executed is an HDD. Not limited to, for example, SSDs (Solid State Drives), CDs (Combustion Drives) pact Disc)-ROM, DVD(Digital Versatile Disc) c) Recording media such as ROM may be used.

[0056] The communication interface 10e includes, for example, a NIC (Network Interface Card). CE Cards, etc., are used, and LAN, WAN, dedicated lines, etc. are connected to the NIC terminals. It is possible to send and receive various types of data between devices via this interface.

[0057] Note that server 10 is not limited to the configuration shown in Figure 4, and for example, it can be configured on the cloud. That's good too.

[0058] Next, the hardware configuration of the user terminal 20 will be described. Figure 5 shows the hardware configuration of this embodiment. This is a block diagram showing an example of the hardware configuration of user terminal 20. Compare Figure 5 and Figure 4. As you can see, the user terminal 20, like the server 10, has a CPU 10a, ROM 10b, It includes RAM 10c, non-volatile storage 10d, and a communication interface 10e. The user terminal 20 is further equipped with an operation display device 20g. CPU 10a, ROM 10b, RAM 10c, non-volatile storage 10d, communication interface 10e, and operation display Device 20g is connected via bus 10f to enable the transmission and reception of information data between devices. Here, CPU10a, ROM10b, RAM10c, non-volatile storage10d, and The redundant explanation of the communication interface 10e will be omitted.

[0059] The 20g operation display device uses an LCD (Liquid Crystal Display) or Display devices such as OLED (Electro-luminescence) displays, The display device and operating device consist of, for example, touch sensors, etc. It is formed as an integrated touch panel. The operating device can be a mouse or tablet. It is also possible to configure it as a separate unit from the display device.

[0060] <Character Management Procedure> Next, regarding the procedure for character management processing in the game system 1 according to this embodiment: Let me explain. Figure 6 shows the character management process in the game system 1 according to this embodiment. This is a flowchart of the procedure. The process described below involves the user accessing user terminal 20. The game starts when you log in.

[0061] First, the user terminal 20 sends the identification information of the logged-in user to the server 10 ( Step S1).

[0062] Next, the server 10 uses the user's identification information to play the game on the user terminal 20. Provide (Step S2).

[0063] Next, the user terminal 20 uses various information provided by the server 10 to play the game. Proceed (Step S3).

[0064] Next, the user terminal 20 performs an operation by the user to display a list of game objects (for example) (Step S4) Obtain information from the operation of opening the character list screen U1.

[0065] Next, the user terminal 20 calls and executes the object frame setting process (step (S5). Details of the object frame setting process will be explained in Figure 7 below.

[0066] Next, the user terminal 20 receives information about changes to game objects placed in the object frame. Get the information (step S6). The change information of the game object is obtained by the user character - In the list screen U1, information about the character newly placed in the object frame, and , including information about the non-object frame or object in which the character was originally placed. .

[0067] Next, user terminal 20 calls the game object modification process for the object frame. Execute (Step S7). Details of the game object modification process for the object frame This will be explained in Figure 8 below.

[0068] Next, the user terminal 20 receives the object frame level-up information, i.e., character In the object list screen U1 (see Figure 1), the user level up for the object frame. Obtain operation information (step S8).

[0069] Next, the user terminal 20 performs the level-up process for the game object (see Figure 9 below). Call and execute (step S9). Details of the game object level-up process. Details will be explained in Figure 9 below.

[0070] Next, the user terminal 20 receives the user's game update information, for example, the game of the object frame. Information about the characters placed in the object frame after the object modification process is displayed. Send to -ver 10 (step S10). After processing in step S10, send to game system 1. The character management process is now complete.

[0071] <Steps for setting up object frames> Next, the procedure for setting the object frame on the user terminal 20 will be explained. (Figure) 7 is a flowchart showing the procedure for setting the object frame in the server 10 according to this embodiment. This is a chart. The process described below is called in step S5 shown in Figure 6. It will be executed.

[0072] First, the setting unit 213 of the user terminal 20 sets a predetermined number of object frames (step (P S51).

[0073] Next, the setting unit 213 uses the user's identification information to retrieve data from the storage unit 12 (see Figure 3). Extract the user's owned characters (step S52).

[0074] Next, the setting unit 213 determines if the number of extracted characters is less than or equal to a predetermined number (for example, 5). Determine whether it exists or not (step S53).

[0075] In the process of step S53, the setting unit 213 determines that the number of extracted characters is a predetermined number. If it is determined that the following is true (in the case of a YES determination in S53), the extracted character will be used as an example. For example, the characters are placed in the object slots in order of their level, from highest to lowest (step S54).

[0076] On the other hand, in the process of step S53, the setting unit 213 determines the number of extracted characters If it is determined that the predetermined number is exceeded (in the case of NO determination in S53), the highest predetermined level Arrange the characters in the object slots, for example, in order of character level from highest to lowest. (Step S55).

[0077] Next, the allocation unit 214 assigns the level of the character placed in the object frame to the O Assign it as the level of the project slot (step S56).

[0078] Next, the modification unit 215 modifies a predetermined number of keys placed in each of a predetermined number of object frames. Some or all levels of all owned characters other than the character, a predetermined number of Change to the lowest level among the JECT Slot levels (Step S57). Step S5 After step 7 is completed, the object frame setting process ends.

[0079] <Procedure for changing game objects within an object frame> Next, the procedure for changing the game object in the object frame on the user terminal 20 is as follows: Let me explain further. Figure 8 shows the object frame in the user terminal 20 according to this embodiment. This is a flowchart showing the procedure for modifying a room object. The process described below is as follows: This is called and executed in step S7, as shown in Figure 6.

[0080] First, the information acquisition unit 211 (see Figure 3) of the user terminal 20 receives the operation display unit 23, Get the change information for the character placed in the ject slot (Step S71).

[0081] Next, the modification unit 215 determines that the level of the object frame to be modified is the same as the level of the object frame. Determine whether the level of the newly placed character is higher than the character's level (Step S72).

[0082] In the process of step S72, the modification unit 215 changes the level of the object frame to be modified. However, if it is determined that the level is lower than that of the newly placed character (S72 NO judgment) In this case, change the level of the object frame to the level of the newly placed character. (Step S73).

[0083] On the other hand, in the process of step S72, the modification unit 215 modifies the object frame to be modified. It is determined that the level of the object frame is higher than the level of the newly placed character. If (if S72 is determined to be YES), the level of the newly placed character will be set to the appropriate object. Change the level of the object frame (step S74).

[0084] After processing in step S73 or step S74, the modified part 215 is placed in the object frame. Some or all levels of all owned characters other than the predetermined number of characters. Change the level to the lowest level among a predetermined number of object frames (Step S75) ). After processing in step S75, the level change process for the game object is completed.

[0085] Note that characters newly placed in the object frame will be placed in the non-object frame. It can be a character that was placed in another object slot, or a character that was placed in another object slot. It's fine if it's a tar.

[0086] <Steps for leveling up game objects> Next, regarding the procedure for leveling up game objects on user terminal 20: Let me explain. Figure 9 shows the level of game objects in the user terminal 20 according to this embodiment. This is a flowchart showing the procedure for the lubrication process. The process described below is shown in Figure 6. It is called and executed in step S9.

[0087] First, the information acquisition unit 211 (see Figure 3) of the user terminal 20 receives information from the operation display unit 23. Get the level-up information for the object frame by Za (step S91).

[0088] Next, the modification unit 215, based on the level-up information of the object frame, Upgrade the character slot level (Step S92). For example, the user's character list screen If you press the arrow button on any object frame on surface U1 (see Figure 1) once, The modification unit 215 changes the current level of the object frame based on the user's operation information. Level up by 1.

[0089] Next, the modification unit 215 changes the level of the character placed in the object frame, Change the level of the object frame after it has been raised (step S93). After step 93 is completed, the level-up process for the game object ends.

[0090] <Effects> As described above, in the game system 1 according to this embodiment, the character list screen U1 In this, a predetermined number of object frames are provided, and each object frame is assigned a level. It has been assigned. The user has placed it in the object frame on the character list screen U1. If you want to change the character, you need to change the object frame and the new character to be placed in that object frame. Simply select the character you want to place and press the confirm button to place it in a specific slot. The character change (character swap) is completed. Meanwhile, the special actions of the user mentioned above In response to the character change operation in the fixed frame, the user terminal 20 places the new character in the object frame. The level of the selected game object is automatically changed according to the level of the object's frame. In addition, the user terminal 20 has a function to increase the level of the object frame, In response to the object frame level-up operation performed by Za, the object frame level is increased. And when the user terminal 20 raises the level of the object frame, the object The level of game objects placed within an object frame is increased by the level of the object frame. It automatically changes to the level after it has been played. This configuration helps maintain the game's balance. Both can improve the user's gaming experience. Furthermore, this invention allows for level partitioning. Because it is managed in units of object frames, unlike conventional technologies, it is not possible to manage between characters. This eliminates the need for complicated processes such as transferring experience points. Therefore, the server 10 of the present invention Therefore, it is possible to reduce the burden on users in managing character levels.

[0091] Furthermore, in the game system 1 according to the above embodiment, a character having an arbitrary level —This section explains an example of a process that allows you to swap characters with arbitrary rarities. However, the present invention is not limited thereto. For example, the modification part 215 is the current object frame Place a game object with a level cap lower than the current level into the object frame. You may take steps to prevent it from happening.

[0092] Furthermore, in the above embodiment, the user in the character list screen U1, object An example of a process that allows you to swap characters simply by changing the characters placed in the frame. As explained above, the present invention is not limited thereto. It has various processes for managing characters, and you can select the character whose level you want to lower and process Earn experience points and reallocate them to the character you want to train. Processing may be included.

[0093] Furthermore, in the above embodiment, the character list screen U1 displayed on the user terminal 20 is always An example of a level link state has been described, but the present invention is not limited thereto. This may also be applied to games that do not have a BellLink function.

[0094] Furthermore, in the above embodiment, the character (game object) management function, that is The functions of the setting unit 213, assignment unit 214, and modification unit 215 shown in Figure 3 are as follows: While examples of internal placement have been described, the present invention is not limited to these. The object management function may be an internal configuration of server 10. In this case, server 10 This is the result of the processing of the character (game object) management process, that is, each after processing. The level of the object frame, the game objects placed in each object frame and so Information including the level of the game object is provided to the user terminal 20.

[0095] Furthermore, in the above embodiment, the social game provided by the server incorporates the present invention. An example of applying the management function for actors (game objects) has been described, but the present invention is related to this Not limited to the present invention. The character (game object) management function of this invention is network This may also apply to games that can be played using only the user's device without connecting to a network.

[0096] Furthermore, the present invention is not limited to the embodiments described above, but also includes the embodiments described in the claims. Of course, various other applications and modifications can be taken without departing from the spirit of the present invention. . For example, the above-described embodiment is intended to clearly explain the structure of the game system. This provides a detailed and specific description of the configuration, and does not necessarily mean that all the described components are present. Not limited to this. Furthermore, some of the configurations of the embodiments described here can be replaced with the configurations of other embodiments. It is possible to change it, and furthermore, to add the configuration of one embodiment to the configuration of another embodiment. It is also possible to add, delete, or replace other components with respect to a part of the configuration of the embodiment. It is also possible to do so. Furthermore, the control lines and information lines shown are those deemed necessary for explanatory purposes and do not necessarily represent all of them in the actual product. It does not necessarily indicate control lines or information lines. In reality, almost all components are interconnected. It is reasonable to assume that this is the case.

[0097] (Note) The features of the above-described embodiment are noted below. (Note 1) On a computer to provide games, A predetermined number of the game objects with the highest level are placed. The setting process for setting the predetermined number of object frames, An assignment process that assigns a level to each of the predetermined number of object frames, When placing the game object in the object frame, the object frame Depending on the level, a change process is implemented to change the level of the game object to be placed. Let them do it program. This reduces the burden on users in managing character levels. . (Note 2) The aforementioned modification process is performed when the game object is placed in the object frame. hand, If the level of the object frame is higher than the level of the game object to be placed In addition, change the level of the game object to be placed to the level of the object frame, If the level of the object frame is lower than the level of the game object to be placed In addition, the level of the object frame is changed to the level of the game object to be placed. The program described in Appendix 1. This allows you to always maintain the highest level of the party slot (object slot). It is possible. (Note 3) The aforementioned assignment process assigns a level to the object frame, The level of the game object placed there is divided as the level of the object frame. hit The program described in Appendix 1. This reduces the effort required for users to manage game objects. (Note 4) The aforementioned modification process is performed by the game users other than the predetermined number of game objects. Some or all levels of all game objects have, the predetermined number of the objects Change the level to the lowest level among the project slot levels. The program described in Appendix 1. This reduces the effort required for users to develop their game objects. (Note 5) The aforementioned modification process includes a process to increase the level of the object frame. The program described in Appendix 1. This reduces the effort required for users to develop their game objects. (Note 6) The aforementioned modification process, when the level of the object frame is increased, applies to the object frame. The level of the placed game object is raised after the object frame is raised. Change to level The program described in Appendix 5. This reduces the effort required for users to develop game objects, It can also help maintain balance. (Note 7) The aforementioned game object depends on the rarity of the game object which has been set in advance. It has an existing level limit, The aforementioned assignment process is performed by leveling the game object placed in the object frame. Set a level limit that depends on the upper limit value. The program described in Appendix 5. This increases the level of the object frame, allowing objects placed within that object frame to be placed within it. When leveling up (training) a game object, the rarity of the game object This allows the game to maintain balance without exceeding the level cap, which is dependent on rarity. . (Note 8) The level limit of the game object is changed in accordance with the change in rarity. If so, The aforementioned allocation process is performed in accordance with the change in the level limit of the game object. Change the aforementioned level limit of the project frame. The program described in Appendix 7. This means that, depending on the change in the rarity of the game object, the game object will The maximum level for the object slots that can be placed has also been changed to maintain game balance. ru. (Note 9) The aforementioned modification process increases the level of the object frame to the upper limit of the level. can The program described in Appendix 7. This means that when leveling up a game object, the level of the game object The game balance can be maintained without exceeding the level cap which depends on arity. ru. (Note 10) The aforementioned game object is a character, equipment, pet owned by the user of the game. Includes T and items The program described in Appendix 1. This simplifies the process of swapping characters, equipment, pets, and items. It is possible. (Note 11) An information processing device for providing games, A predetermined number of the game objects with the highest level are placed. A setting unit for setting the predetermined number of object frames, An assignment unit that assigns a level to each of the predetermined number of object frames, When placing the game object in the object frame, the object frame It includes a modification unit that changes the level of the game object to be placed according to the level. ru Information processing device. (Note 12) An information processing method in an information processing device for providing games, A predetermined number of the game objects are arranged in descending order of their level. Setting step of setting a predetermined number of object frames An assignment step of assigning a level to each of the predetermined number of object frames. When placing the game object in the object frame, the object frame A modification step that changes the level of the game object to be placed according to the level, including Information processing methods. (Note 13) An information processing system for providing games, A predetermined number of the game objects are arranged in descending order of their level. A setting unit for setting the predetermined number of object frames, An assignment unit that assigns a level to each of the predetermined number of object frames, When placing the game object in the object frame, the object frame It includes a modification unit that changes the level of the game object to be placed according to the level. ru Information processing system. [Explanation of Symbols]

[0098] 1: Game System 10: Server 20: User terminal 11,21: Processing Unit 12,22: Storage section 13,24: Communications Department 23: Operation display section 111,211: Information acquisition department 112: Game Provision Department 212: Game Execution Unit 213: Settings Section 214: Allocation section 215: Changes

Claims

1. On a computer to provide games, A predetermined number of the game objects with the highest level are placed. The setting process for setting the predetermined number of object frames, An assignment process that assigns a level to each of the predetermined number of object frames, When placing the game object in the object frame, the object frame Depending on the level, a change process is implemented to change the level of the game object to be placed. Let them do it program.

2. The aforementioned modification process is performed when the game object is placed in the object frame. hand, If the level of the object frame is higher than the level of the game object to be placed In addition, change the level of the game object to be placed to the level of the object frame, If the level of the object frame is lower than the level of the game object to be placed In addition, the level of the object frame is changed to the level of the game object to be placed. The program according to claim 1.

3. The aforementioned assignment process assigns a level to the object frame, The level of the game object placed there is divided as the level of the object frame. hit The program according to claim 1.

4. The aforementioned modification process is performed by the game users other than the predetermined number of game objects. Some or all levels of all game objects have, the predetermined number of the objects Change the level to the lowest level among the project slot levels. The program according to claim 1.

5. The aforementioned modification process includes a process to increase the level of the object frame. The program according to claim 1.

6. The aforementioned modification process, when the level of the object frame is increased, applies to the object frame. The level of the placed game object is raised after the object frame is raised. Change to level The program according to claim 5.

7. The aforementioned game object depends on the rarity of the game object which has been set in advance. It has an existing level limit, The aforementioned assignment process is performed by leveling the game object placed in the object frame. Set a level limit that depends on the upper limit value. The program according to claim 5.

8. The level limit of the game object is changed in accordance with the change in rarity. If so, The aforementioned allocation process is performed in accordance with the change in the level limit of the game object. Change the aforementioned level limit of the project frame. The program according to claim 7.

9. The aforementioned modification process increases the level of the object frame to the upper limit of the level. can The program according to claim 7.

10. The aforementioned game object is a character, equipment, pet owned by the user of the game. Includes T and items The program according to claim 1.

11. An information processing device for providing games, A predetermined number of the game objects with the highest level are placed. A setting unit for setting the predetermined number of object frames, An assignment unit that assigns a level to each of the predetermined number of object frames, When placing the game object in the object frame, the object frame It includes a modification unit that changes the level of the game object to be placed according to the level. ru Information processing device.

12. An information processing method in an information processing device for providing games, A predetermined number of the game objects with the highest level are placed. Setting step of setting a predetermined number of object frames An assignment step of assigning a level to each of the predetermined number of object frames. When placing the game object in the object frame, the object frame A modification step that changes the level of the game object to be placed according to the level, including Information processing methods.

13. An information processing system for providing games, A predetermined number of the game objects with the highest level are placed. A setting unit for setting the predetermined number of object frames, An assignment unit that assigns a level to each of the predetermined number of object frames, When placing the game object in the object frame, the object frame It includes a modification unit that changes the level of the game object to be placed according to the level. ru Information processing system.

Citation Information

Patent Citations

  • Program, information processing system, and information processing method

    JP2024004150A