Program and Information Processing Device

The program and information processing apparatus addresses the challenge of skill recognition in character-growing games by providing a skill acquisition screen that highlights effective skills, enabling players to make informed decisions.

JP2026063294APending Publication Date: 2026-04-10SEGA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SEGA CORP
Filing Date
2026-01-21
Publication Date
2026-04-10

AI Technical Summary

Technical Problem

Players in character-growing games cannot immediately confirm which skills are effective in subsequent game execution, making it difficult to make informed skill acquisition decisions.

Method used

A program and information processing apparatus that includes a control means for executing training and target games, a granting means for awarding skill points, and a display means for showing a skill acquisition screen that highlights skills matching game conditions, allowing players to easily recognize which skills to acquire.

Benefits of technology

Players can easily recognize which skills to acquire, enhancing their understanding of skill effectiveness in the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

To make it easy for players to recognize which skills their target character should acquire. [Solution] The program causes the computer to function as a control means 52 that executes a training game and a target game in which the training character attempts to achieve an objective in a predetermined order in a training scenario for training a target character; an awarding means 54 that awards skill points to the training character based on the execution of the training game or the target game; and a display means 56 that displays a skill acquisition screen that allows the training character to acquire one or more skills from the skills that the training character can acquire by consuming the awarded skill points. The control means 52 activates the skill to give the training character an advantage when the training character has acquired a skill that matches the conditions included in the target game, and the skill acquisition screen displays information about the conditions included in the target game to be executed thereafter.
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Description

Technical Field

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

[0002] Conventionally, games that can grow characters associated with players have been known.

[0003] Regarding this, Patent Document 1 discloses a technique of changing the parameters and skills of a character possessed by a player by growing the character and using the character in a game.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In such games, the player may be able to select a skill to be acquired by the character to be grown from among multiple types of skills. However, when the player selects a skill to be acquired by the character to be grown, the player cannot immediately confirm which skill is effective in the subsequent game execution.

[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus that can easily make a player recognize a skill to be acquired by a character to be grown.

Means for Solving the Problems

[0007] To solve the above problems, a program according to the first aspect of the present invention provides a computer that functions as: a control means for executing a training game and a target game in which the character to be trained attempts to achieve an objective in a predetermined order in a training scenario for training a character to be trained; a granting means for granting skill points to the character to be trained based on the execution of the training game or the target game; and a display means for displaying a skill acquisition screen for allowing the character to acquire one or more skills from the skills available to the character to be trained by consuming the granted skill points. The control means activates the skill to give the character an advantage in the target game if the character to be trained has acquired a skill that matches the conditions included in the target game, and the skill acquisition screen displays information regarding the conditions included in the target game to be executed thereafter.

[0008] Furthermore, the program according to the second aspect of the present invention causes the computer to function as a control means for executing a training game and a target game in which the training character attempts to achieve an objective in a predetermined order in a training scenario for training a training character; a granting means for granting skill points to the training character based on the execution of the training game or the target game; and a display means for displaying a skill acquisition screen for allowing the training character to acquire one or more skills from the skills that the training character can acquire by consuming the granted skill points. The control means activates the skill to give the training character an advantage when the training character has acquired a skill that matches the conditions included in the target game, and the skill acquisition screen displays the acquireable skills in a list, in which skills that match the conditions included in the target game to be executed later and skills that do not match are displayed in different forms.

[0009] Furthermore, in a third aspect of the present invention, the control means adds skills that are randomly selected with a predetermined probability by the execution of the training game or the target game to the skills that can be acquired.

[0010] Furthermore, in a fourth aspect of the present invention, the predetermined probability is changed according to the support character used by the player in the training scenario.

[0011] Furthermore, in a fifth aspect of the present invention, the control means restricts the continuation of the training scenario if the performance of the training target character in the target game does not meet the clear conditions.

[0012] Furthermore, in a sixth aspect of the present invention, the target game is a race in which the character to be trained participates on a race track, and the clear condition is to finish within a predetermined position.

[0013] Furthermore, in a seventh aspect of the present invention, the conditions included in the target game include at least one of the attributes of the racetrack, the race distance, the direction of the lap, the season, and the weather.

[0014] Furthermore, an information processing device according to the eighth aspect of the present invention includes, in a training scenario for training a target character, control means for executing a training game and a target game in which the target character attempts to achieve an objective in a predetermined order, granting means for granting skill points to the target character based on the execution of the training game or the target game, and display means for displaying a skill acquisition screen for allowing the target character to acquire one or more skills from the skills that the target character can acquire by consuming the granted skill points, wherein if the target character has acquired a skill that matches the conditions included in the target game, the control means activates the skill to execute the target game advantageously, and the skill acquisition screen displays information regarding the conditions included in the target game to be executed thereafter.

[0015] Furthermore, an information processing device according to the ninth aspect of the present invention includes, in a training scenario for training a target character, control means for executing a training game and a target game in which the target character attempts to achieve an objective in a predetermined order, granting means for granting skill points to the target character based on the execution of the training game or the target game, and display means for displaying a skill acquisition screen for allowing the target character to acquire one or more skills from the skills available to the target character by consuming the granted skill points, wherein the control means activates the skill to allow the target character to execute the target game advantageously if the target character has acquired a skill that matches the conditions included in the target game, and the skill acquisition screen displays the available skills in a list, in which skills that match the conditions included in the target game to be executed later and skills that do not match are displayed in different forms. [Effects of the Invention]

[0016] According to the present invention, players can easily recognize the skills that should be acquired by the character they are training. [Brief explanation of the drawing]

[0017] [Figure 1] This document shows an example of the overall configuration of the game system according to this embodiment. [Figure 2] This diagram schematically shows an example of a server device hardware configuration. [Figure 3] Figure 1 shows an example of a smartphone hardware configuration as a terminal device. [Figure 4] This is a block diagram schematically showing an example of the functional means of a server device. [Figure 5] This flowchart shows an example of the processing flow performed by each functional means shown in Figure 4 in the game system according to this embodiment. [Figure 6] This figure shows an example of a skill acquisition screen according to this embodiment. [Figure 7]This is a diagram showing an example of a target game information screen according to the present embodiment.

Mode for Carrying Out the Invention

[0018] Hereinafter, embodiments of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. For ease of understanding of the description, the same components and steps in each drawing are given the same reference numerals as much as possible, and redundant descriptions are omitted.

[0019] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the present embodiment.

[0020] As shown in FIG. 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicably connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0021] The server device 10 is an information processing device that provides the execution result of a game obtained by executing a game program 14 or the game program 14 itself to players of each terminal device 12 via the communication network NT. In the present embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.

[0022] Each terminal device 12 is an information processing device owned by each player, and after the game program 14 received from the server device 10 is installed, it provides a game to each player by executing it. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0023] <Hardware Configuration> FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10.

[0024] As shown in Figure 2, the server device 10 comprises a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly composed of a CPU (Central Processing Unit) 22 and memory 24.

[0025] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0026] The communication device 26 consists of a communication interface and the like for communicating with external devices. The communication device 26, for example, sends and receives various types of information with the terminal device 12.

[0027] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs and information necessary for executing processing in the control device 20, including the game program 14, as well as information on the processing results.

[0028] The server device 10 can be implemented using an information processing device such as a dedicated or general-purpose server computer. Furthermore, the server device 10 may consist of a single information processing device or multiple information processing devices distributed across the communication network NT. Also, Figure 2 only shows a portion of the main hardware configuration of the server device 10; the server device 10 may have other configurations that are generally found in servers. Similarly, the hardware configuration of the multiple terminal devices 12 may be similar to that of the server device 10, except for the inclusion of, for example, operating means, display devices, and sound output devices.

[0029] Figure 3 shows an example of the hardware configuration of a smartphone, which is the terminal device 12 shown in Figure 1.

[0030] As shown in Figure 3, the terminal device 12 includes a main control unit 30, a touch panel (touchscreen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0031] The main control unit 30 is comprised of a CPU, memory, and other components. This main control unit 30 is connected to a touch panel 32 (which serves as a display input device), a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 also has the function of controlling these connected devices.

[0032] The touch panel 32 has both display and input functions, and is composed of a display 32A that handles the display function and a touch sensor 32B that handles the input function. In this embodiment, the display 32A can display game images including button images, directional key images, joystick images, and other operation input images. The touch sensor 32B can detect the player's input position relative to the game image.

[0033] The camera 34 has the function of capturing still images and / or videos and saving them to the memory unit 40.

[0034] The mobile communication unit 36 ​​has the function of connecting to a mobile communication network via the antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0035] The wireless LAN communication unit 38 connects to the communication network NT via the antenna 38A and has the function of communicating with other devices such as the server device 10 that are connected to the communication network NT.

[0036] The memory unit 40 stores various programs and data, such as the game program 14 and play data indicating the game's progress and player information. The play data may also be stored in the server device 10.

[0037] Speaker 42 has the function of outputting game sounds, etc.

[0038] <Game Overview> The game according to this embodiment includes a training scenario for developing a target character, as well as a battle game, etc.

[0039] The training scenario according to this embodiment includes a training game and a goal game. In this training scenario, the training game and the goal game are executed in a predetermined order. For example, the training scenario includes a predetermined number of turns (e.g., 50) from start to finish. Each of these turns is associated with either a training game or a goal game. For example, in the training scenario, a player can proceed to the game associated with the next turn (e.g., turn 6) (e.g., the goal game) by executing the game associated with the current turn (e.g., turn 5) (e.g., the training game). For example, players can acquire (own) training characters and support characters by playing a lottery game (e.g., gacha). These training characters and support characters are added one after another through game updates (e.g., updates). Furthermore, for example, before starting a training scenario, the player can arbitrarily select one character to train from their owned characters, and then arbitrarily select one or more support characters to use from their owned characters. By starting the training scenario, the player can change the various parameters of the character to be trained, or have the character acquire skills, using the character's basic parameters and skills as initial values. The player can train the same character (owned character) multiple times in a training scenario. Furthermore, the training scenario ends if the training character's performance in the target game corresponding to an intermediate turn does not meet the clear conditions, or when the final turn (for example, turn 50) is executed.

[0040] The cultivation game according to this embodiment is a game that changes (increases or decreases) various parameters of the cultivation target character or gives skill points to the cultivation target character. For example, in the cultivation game, in one turn, by making the cultivation target character perform any one of training, rest, and practice races, various parameters of the cultivation target character (for example, speed, stamina, power, perseverance, wisdom, physical strength, motivation, etc.) can be changed. There are multiple types of training in this training, and the parameters and amounts of change vary depending on the type of training selected by the player. Also, in this cultivation game, by making the cultivation target character perform training or practice races, skill points can be given (acquired) to the cultivation target character. These skill points are points consumed for the cultivation target character to acquire skills.

[0041] The target game according to this embodiment is a game in which the cultivation target character challenges a target. For example, the target game is a race (target race) in which the cultivation target character starts at a racecourse. This target game is, for example, a result according to various parameters and skills of the cultivation target character in the current turn. For example, before executing the target game, the player can consume the skill points given to the cultivation target character on the skill acquisition screen and have the cultivation target character acquire one or more skills from the acquirable skills of the cultivation target character. Also, in the target game, when the performance of the cultivation target character does not meet the clear condition, the continuation of the cultivation scenario (progress to the next turn) is restricted. Examples of this clear condition include, for example, entering within a predetermined finishing order (for example, within the top 3) in a race (competition). For example, when the cultivation target character cannot enter within the predetermined rank, the cultivation scenario ends.

[0042] Furthermore, the competitive game according to this embodiment is a game in which the character being trained in the training scenario is made to compete against an enemy character. Examples of such enemy characters include the character being trained by other players or NPCs (Non-Player Characters). The competitive game itself is a race that utilizes the various parameters and skills of the trained character. If a player wins the competitive game, they can obtain rewards such as items and coins.

[0043] <Function means> Figure 4 is a schematic block diagram showing an example of the functional means of the server device 10.

[0044] As shown in Figure 4, the server device 10 has a functional configuration comprising a storage means 50, a control means 52, an assignment means 54, and a display means 56. The storage means 50 is implemented by one or more storage devices 28. The functional means other than the storage means 50 are implemented by the control device 20 executing a game program 14 stored in the storage devices 28, etc.

[0045] The memory means 50 has the function of storing player information 50A, character information 50B, training game information 50C, target game information 50D, training scenario information 50E, skill information 50F, event information 50G, etc.

[0046] Player information 50A is stored for each player, associated with that player's player ID. This player information 50A includes, for example, the player's name, age, player rank, owned content information, stamina information, etc.

[0047] Owned content information includes owned character information, owned item information, owned coin information, etc. Owned character information includes the character ID for each owned character owned by the player, as well as each character's basic parameters, current parameters, basic skills, acquired skills, acquireable skills, and current skill points. These owned characters include the character being trained and support characters that support the training of the character being trained in the training scenario. Basic parameters include the parameters before the start of the training scenario. Current parameters include the parameters after the start of the training scenario. The basic and current parameters of the character being trained include, for example, speed, stamina, power, tenacity, intelligence, stamina, motivation, etc. The basic and current parameters of the support character include, for example, the rate of change that changes (increases) various parameters of the character being trained in the training scenario, and the amount of change (e.g., increase rate) of the event occurrence rate. Basic skills include the unique skills (skill ID) that the character being trained has acquired before the start of the training scenario. Acquired skills include the skills (skill ID) that the character being trained has acquired after the start of the training scenario. Acquirable skills include skills (skill IDs) that become available to the character being trained after the start of the training scenario. These acquired skills are added, for example, when events occur during the training scenario. Current skill points include skill points owned by the character being trained after the start of the training scenario.

[0048] The item ownership information includes the item IDs and quantities of various items owned by the player. These items include paid and free gems, stamina recovery items, and enhancement materials. Paid and free gems are consumed when running lottery games or when recovering stamina. Enhancement materials, for example, are consumed before starting a training scenario to strengthen the basic parameters of the character being trained.

[0049] The coin ownership information includes the number of coins the player owns. These coins are consumed, for example, when enhancing the basic parameters of a support character.

[0050] Stamina information includes the player's current stamina value and stamina limit. The current stamina value is the value consumed when the player executes training scenarios. This current stamina value increases by a predetermined amount (e.g., 1) after a certain period of time (e.g., 3 minutes) and recovers up to the stamina limit. Furthermore, this current stamina value can recover beyond the stamina limit by the player consuming paid or free gems, stamina recovery items, etc. This stamina limit can be a fixed value (e.g., 100) or a value corresponding to the player's player rank.

[0051] Character information 50B is stored for each character, associated with that character's character ID. Character information 50B includes, for example, the character's name, image, parameter information, and rarity. This character information 50B is updated as needed by the game operator through game updates.

[0052] Parameter information includes the initial and maximum values ​​of various character parameters.

[0053] Rarity includes numerical values ​​ranging from 1 to 6. These values ​​may be represented by, for example, the number of stars. For instance, higher rarity characters have parameters and skills that are advantageous in objective games or competitive games. Also, for example, higher rarity support characters have parameters that are advantageously affected in training games.

[0054] The training game information 50C is stored for each training game, associated with the training game ID of that training game. The training game information 50C includes result information corresponding to the execution of the training game (e.g., various training). This result information includes the amount of change in parameters and the amount of skill points awarded. For example, in this embodiment, the training game includes a first training game and a second training game. The first training game is a normal training game, in which training can be conducted at a normal training facility. On the other hand, the second training game is a special training game, in which training can be conducted at a training camp. For example, in a special training game, the amount of change in parameters (e.g., increase) and the amount of skill points awarded based on the execution of training are greater than in a normal training game.

[0055] Target game information 50D is stored for each target game, associated with the target game ID of that game. Target game information 50D includes race conditions, rival character information, and reward information. Race conditions include the race name, track attributes, race distance, lap direction (clockwise or counterclockwise), season (time of year), weather (sunny, cloudy, rainy, snowy), lane number (1-6), rival character strategy, and clear conditions. Track attributes include the name and condition of the track (good, slightly heavy, heavy, poor). Race distance includes the distance from start to finish at the track. This distance can be short, medium, or long. For example, if the race distance is long (2500m-3600m), a training character with a high stamina parameter will have an advantage. Clear conditions include the conditions for proceeding to the next turn. One example of a clear condition is that the performance in the target game (target race) must be within a specified finishing position. Rival character information includes the character ID, parameters, and skills of characters that participate in races alongside the character being trained. These rival characters are, for example, NPCs. Reward information includes rewards based on performance in the target game (e.g., finishing position). These rewards may include skill points, various parameters, and items. In this embodiment, the higher the performance in the target game, the more rewards (e.g., skill points) are awarded.

[0056] Training Scenario Information 50E is stored for each training scenario, associated with the training scenario ID of that scenario. Training Scenario Information 50E includes the name of the training scenario, stamina consumption, turn information, etc.

[0057] Stamina consumption includes the amount of stamina consumed to run one training scenario. For example, one training scenario consumes 30 stamina. Another training scenario consumes 40 stamina.

[0058] Turn information includes the number of turns in a training scenario and game information associated with each turn. For example, a certain training scenario has 50 turns. Game information includes the training game ID or target game ID. For example, in a certain training scenario, turns 1-5, 7-15, 27-35, and 37-45 are associated with the first training game (normal training game), turns 17-25 are associated with the second training game (special training game), and turns 6, 16, 26, 36, and 46-50 are associated with the target game (target race).

[0059] Skill Information 50F is stored for each skill, associated with the skill's skill ID. Skill Information 50F includes the skill's effect, activation conditions, and required skill points. The effect is the effect exerted in objective games and competitive games. Examples of such effects include "Become proficient at Racecourse A," "Become proficient in long distances," "Become proficient in good conditions," "Become proficient in summer races," "Become proficient in rainy races," "Become proficient in clockwise turns," "Become proficient in races with lane numbers 1-3," and "Become proficient in races where there are no rival characters with the same strategy." Activation conditions include the race conditions under which the skill is activated. For example, activation conditions include race conditions related to the track's attributes (name and condition), race distance, lap direction, season, weather, lane number (starting lane), and rival character strategies. For example, if the skill's effect is "Become proficient at Racecourse A," the activation condition is that the name of the racecourse included in the race conditions is "Racecourse A." Furthermore, for example, if the skill effect is "Become good at long distances," the activation condition is that the race distance included in the race conditions is "long distance (2500m~3600m)." Furthermore, for example, if the skill effect is "Become good at good conditions," the activation condition is that the race track condition included in the race conditions is "good." Furthermore, for example, if the skill effect is "Become good at summer races," the activation condition is that the season included in the race conditions is "summer (June~August)." Furthermore, for example, if the skill effect is "Become good at rainy races," the activation condition is that the weather included in the race conditions is "rainy." Furthermore, for example, if the skill effect is "Become good at clockwise turns," the activation condition is that the lap direction included in the race conditions is "clockwise." Furthermore, for example, if the skill effect is "Become good at races with gate numbers 1-3," the activation condition is that the gate number included in the race conditions is one of "1-3." Furthermore, for example, if the effect of a skill is "You will excel in races where there are no rival characters using the same strategy," the activation condition may be that the strategies of all rival characters included in the race conditions differ from those of the character being trained. The consumed skill points include the number of points consumed to acquire the skill.

[0060] Event information 50G is stored for each event, associated with the event ID of that event. Event information 50G includes the event name, event effect, occurrence rate, event image, etc. The event effect includes the amount of change in the parameters of the character being trained as a result of the event occurring, and skills (skill IDs) added to the skills that the character can acquire. The occurrence rate includes a predetermined probability that the event will occur. In this embodiment, an event lottery is performed based on this occurrence rate when the training game or target game is executed. For example, the sum of the occurrence rates (predetermined probabilities) for each event is 40%. That is, the probability that an event will not occur is 60%. Furthermore, this predetermined probability (occurrence rate) is changed depending on the support character used by the player in the training scenario. For example, if support character A is used in the training scenario, the occurrence rate of event Z increases by 3%, and the occurrence rates of the remaining events decrease by a total of 3%. The event image is an image displayed when the event occurs. This event image includes, for example, an image showing the event effect (amount of parameter change or acquireable skills).

[0061] The control means 52 is a functional means that controls the entire game. In this embodiment, the control means 52 executes the training game and the goal game in which the training character attempts to achieve a goal in a predetermined order in a training scenario in which the training character is trained. For example, the control means 52 refers to the turn information of the training scenario information 50E and executes the training game or the goal game in a predetermined order each turn.

[0062] Furthermore, in this embodiment, if the character being trained has acquired a skill that matches the conditions (race conditions) included in the target game, the control means 52 activates that skill to give the character an advantage in the target game. For example, the control means 52 refers to the basic skills and acquired skills of the character being trained (owned character) in the player information 50A, the race conditions in the target game information 50D, and the activation conditions in the skill information 50F, and extracts the skills (basic skills or acquired skills) of the character being trained that match the race conditions and the activation conditions. Subsequently, the control means 52 activates the extracted skills in the target game (target race) and controls the game so that the character being trained performs favorably (highly) in the target game.

[0063] Furthermore, in this embodiment, the control means 52 makes the skills selected by lottery with a predetermined probability during the execution of the training game or the target game into the skills that the training target character can acquire. For example, the control means 52 executes the training game or the target game each turn in response to a request (operation instruction) from the player. Subsequently, the control means 52 refers to the occurrence rate of the event information 50G and performs an event lottery according to the occurrence rate to select an event to occur. Subsequently, the control means 52 refers to the skills in the event information 50G and adds the skills corresponding to the selected event to the skills that the training target character can acquire. Note that this predetermined probability is changed according to the support character used by the player in the training scenario.

[0064] Furthermore, in this embodiment, the control means 52 restricts the continuation of the training scenario if the performance of the training character in the target game does not meet the clear conditions. For example, the control means 52 refers to the clear conditions of the race conditions in the target game information 50D and terminates the training scenario if the performance of the training character in the target game (target race) (e.g., finishing position) does not meet the clear conditions (e.g., within the top 3).

[0065] The granting means 54 is a functional means for granting rewards, etc., to the character being trained. In this embodiment, the granting means 54 changes (e.g., increases) the parameters of the character being trained or grants skill points to the character being trained based on the execution of a training game or target game by the control means 52. For example, the granting means 54 refers to the performance information of the training game information 50C and changes (e.g., increases) the parameters of the character being trained in accordance with the execution of a training game (e.g., various training) selected by the player. Also, for example, the granting means 54 refers to the skill points to be granted in the training game information 50C and grants skill points in accordance with the execution of the selected training game. Also, for example, the granting means 54 refers to the reward information of the target game information 50D and grants skill points according to the performance in the target game (target race).

[0066] The display means 56 is a functional means for displaying various game-related screens on the touch panel 32. In this embodiment, the display means 56 displays a skill acquisition screen that allows the target character to acquire one or more skills from the skills available to the target character by consuming the skill points (current skill points) granted by the granting means 54. For example, the display means 56 displays the skill acquisition screen on the touch panel 32 by referring to the target character's available skills and current skill points in the player information 50A, the skill effects and activation conditions, and the skill points consumed in the skill information 50F.

[0067] Furthermore, for example, the skill acquisition screen displays information regarding the conditions included in the target game to be executed later. For example, the display means 56 refers to the race conditions in the target game information 50D and the turn information in the training scenario information 50E to display information regarding the race conditions included in one or more target games (target races) associated with the current turn and beyond on the skill acquisition screen. This information may be the race conditions themselves, or it may be a button to display the race conditions in a pop-up, or a transition button to transition to a screen that displays the race conditions (a target game information transition button, described later). If the display means 56 displays a transition button on the skill acquisition screen, it may also refer to the race conditions in the target game information 50D and the turn information in the training scenario information 50E to display the race conditions included in the target game (target race) in response to the press of the transition button.

[0068] Furthermore, for example, the skill acquisition screen displays a list of the skills that the character being trained can acquire. For example, the display means 56 refers to the skills that the character being trained (owned character) can acquire in the player information 50A and displays a list of the skills that the character being trained can acquire on the skill acquisition screen. For example, in this list, skills that match the conditions included in the target game to be executed later and skills that do not match are displayed in different forms. Specifically, the display means 56 refers to the turn information in the training scenario information 50E and the activation conditions in the skill information 50F and displays skills that match the race conditions included in one or more target games associated with the current turn and beyond with a mark, while displaying skills that do not match without a mark.

[0069] <Processing flow> Figure 5 is a flowchart showing an example of the processing flow performed by each functional means shown in Figure 4 in the game system according to this embodiment. Furthermore, the processing of the following steps begins, for example, when a training scenario is selected by the player in the training scenario menu. Note that the order and content of the following steps can be changed as appropriate.

[0070] (Step SP10) The display means 56 refers to the owned character information in the player information 50A and displays a list of characters to be trained from the player's owned characters on the touch panel 32. Next, the control means 52 accepts the player's selection of one character to be trained from the displayed list of characters to be trained. Next, the display means 56 refers to the owned character information in the player information 50A and displays a list of support characters from the player's owned characters on the touch panel 32. Next, the control means 52 accepts the player's selection of a predetermined number (for example, 5) of support characters to be trained from the displayed list of characters to be trained. Then, the process moves on to step SP12.

[0071] (Step SP12) The control means 52 assigns the initial value of 1 to the current turn of the training scenario and starts the training scenario. Then, the process moves on to the processing of step SP14.

[0072] (Step SP14) The control means 52 refers to the turn information of the training scenario information 50E and determines whether or not a target game is associated with the current turn. For example, if a training game (first training game or second training game) is associated with the current turn, the control means 52 negates the determination. If the determination is affirmative, the process proceeds to the process of step SP16. On the other hand, if the determination is negative, the process proceeds to the process of step SP30.

[0073] (Step SP16) The display means 56 displays the target game start screen, including the target game start button and skill button, on the touch panel 32. Subsequently, the control means 52 determines whether or not the skill button has been pressed by the player. For example, if the player has pressed the target game start button, the control means 52 negates the determination. If the determination is positive, the process proceeds to step SP18. On the other hand, if the determination is negative, the process proceeds to step SP24.

[0074] (Step SP18) The display means 56 refers to the skills that can be acquired and the current skill points of the character to be trained in the player information 50A, and the effects, activation conditions, and skill points consumed of the skills in the skill information 50F, and displays the skill acquisition screen on the touch panel 32.

[0075] Figure 6 shows an example of the skill acquisition screen 60 according to this embodiment.

[0076] As shown in Figure 6, the skill acquisition screen 60 includes an area for acquiring skills information 62, an acquisition button 63, an acquisition cancel button 64, a skill point information area 65, a confirm button 66, and a transition button 68. The area for acquiring skills information 62 displays a list of multiple types of skills (acquirable skills) that the character being trained can acquire, along with the skill points they consume. In this list, skills that match the race conditions (e.g., race name, track attributes, race distance, lap direction, season, weather) included in the target race to be executed later are shown in a different way than skills that do not. For example, in this list, skills that match the race conditions included in the next target race to be executed (e.g., the target race associated with the current turn) are marked as "recommended," while skills that do not match are not marked. Also, in this list, skills that the character being trained has already acquired and skills that have not yet acquired are shown in a different way. For example, in this list, skills that the character being trained has already acquired are shown in gray. The acquisition button 63 is a button for acquiring the associated skill. For example, when the Acquire button 63 is pressed, the skill points required for the associated skill are consumed (subtracted) from the current skill points. The Acquire Cancel button 64 is used to cancel the acquisition of the associated skill. When the Acquire Cancel button 64 is pressed, the skill points required for the associated skill are added to the current skill points. This Acquire Cancel button 64 can be pressed, for example, after the corresponding Acquire button 63 has been pressed and before the Confirm button 66 has been pressed. The Skill Point Information Area 65 displays the current skill points owned by the character being trained. The Confirm button 66 is used to confirm the acquisition of the skill for which the Acquire button 63 was pressed in the list. The Transition button 68 is used to display the target game information screen, which includes the race conditions included in the target race. When the Transition button 68 is pressed, the screen transitions to the target game information screen.

[0077] When a transition button is pressed on the skill acquisition screen, the display means 56 refers to the race conditions in the target game information 50D and the turn information in the training scenario information 50E, and displays the target game information screen showing the race conditions included in the target game (target race).

[0078] Figure 7 shows an example of the target game information screen 70 according to this embodiment.

[0079] As shown in Figure 7, the target game information screen 70 is provided with a conditions information area 72 and a back button 74. The conditions information area 72 displays the race conditions for each target race, including the race name, track attributes (track name, condition), race distance, lap direction, season, weather, and clear conditions. The conditions information area 72 also has a mark indicating the next target race (the target race associated with the current turn). In addition, in the conditions information area 72, target races that the training character has already cleared are shown in gray. The back button 74 is a button to transition to the skill acquisition screen (the screen that was displayed immediately before).

[0080] Returning to Figure 5, the process moves on to step SP20.

[0081] (Step SP20) The control means 52 causes the character to be trained to acquire the skills that have been determined to be acquired on the skill acquisition screen. Next, the display means 56 displays the target game start screen, including the target game start button and skill button, on the touch panel 32. Then, the process moves on to step SP22.

[0082] (Step SP22) The control means 52 determines whether the player has pressed the target game start button. For example, if the player has pressed the skill button, the control means 52 negates the determination. If the determination is positive, the process proceeds to step SP24. On the other hand, if the determination is negative, the process proceeds to step SP18.

[0083] (Step SP24) The display means 56 displays a strategy selection screen on the touch panel 32, which includes selection buttons for selecting the strategy of the character to be trained (escape, lead, sprint, finish). Subsequently, the control means 52 accepts the selection of one of the displayed selection buttons from the player. Next, the control means 52 executes the target game (target race) associated with the current turn based on the selected strategy. In this embodiment, the control means 52 determines the result (ranking) of the target game by referring to the selected strategy, the current parameters and acquired skills of the character to be trained in the player information 50A, the race conditions and rival character information parameters in the target game information 50D, etc. Here, if the character to be trained has acquired a skill that matches the race conditions included in the target game (target race), the control means 52 activates that skill to raise the rank of the character to be trained. Then, the process moves on to the process of step SP26.

[0084] (Step SP26) The control means 52 refers to the race conditions in the target game information 50D and determines whether the performance of the training character in the target game executed in step SP24 satisfies the conditions (for example, within the top 5). If the determination is positive, the process proceeds to step SP28. On the other hand, if the determination is negative, the process terminates the series of processes shown in Figure 5.

[0085] (Step SP28) The display means 56 displays a results screen on the touch panel 32, including the performance of the target character in the target game played in step SP24. Next, the granting means 54 refers to the reward information in the target game information 50D and grants rewards (skill points, etc.) according to the performance of the target game played in step SP24. Then, the display means 56 displays a reward screen on the touch panel 32, including the granted rewards. The process then proceeds to the process of step SP34.

[0086] (Step SP30) The display means 56 displays the training game start screen, which includes selection buttons for various training, rest, and practice races, on the touch panel 32. Subsequently, the control means 52 accepts the player's selection from one of the displayed selection buttons. Then, the process moves on to step SP32.

[0087] (Step SP32) The control means 52 executes the training game selected in step SP30. Subsequently, the granting means 54 refers to the result information of the training game information 50C and changes (for example, increases) the parameters of the training target character or grants skill points to the training target character according to the training game, in accordance with the execution of the selected training game. Then, the process moves on to the process of step SP34.

[0088] (Step SP34) The control means 52 refers to the occurrence rate of event information 50G and draws an event to occur. For example, the control means 52 changes the occurrence rate according to the support character selected in step SP10. Also, for example, the control means 52 changes the occurrence rate according to the performance of the training target character in the target game executed in step SP24, or according to the training game (e.g., type of training) selected in step SP30. Then the process moves on to the process in step SP36.

[0089] (Step SP36) The display means 56 refers to the event image in the event information 50G and displays an event screen on the touch panel 32 that shows the event selected in step SP34. Next, the control means 52 refers to the skills in the event information 50G and adds the skills corresponding to the event to the acquireable skills of the character being trained. If no event is selected in step SP34, the event screen will not be displayed and the acquireable skills will not be added. Then, the process moves on to step SP38.

[0090] (Step SP38) The control means 52 adds 1 to the current turn of the training scenario. Then, the process proceeds to step SP40.

[0091] (Step SP40) The control means 52 determines whether the training scenario has ended. For example, the control means 52 refers to the turn information of the training scenario information 50E and affirms the determination if the current turn exceeds the number of turns included in the training scenario. If the determination is affirmative, the process ends with the series of processes shown in Figure 5. On the other hand, if the determination is negative, the process proceeds to the process of step SP14.

[0092] <Effects> In this embodiment, the computer functions as a control means 52 that executes a training game and a target game in which the training character attempts to achieve an objective in a predetermined order in a training scenario for training a target character; a granting means 54 that grants skill points to the training character based on the execution of the training game or the target game; and a display means 56 that displays a skill acquisition screen that allows the training character to acquire one or more skills from the skills that the training character can acquire by consuming the granted skill points. The control means 52 activates the skill if the training character has acquired a skill that matches the conditions included in the target game, allowing the training character to execute the target game advantageously, and the skill acquisition screen displays information regarding the conditions included in the target game to be executed thereafter.

[0093] With this configuration, the skill acquisition screen displays information about the conditions included in the target game to be played later, making it easy for the player to recognize which skills should be acquired for the character being trained.

[0094] Furthermore, in this embodiment, the computer functions as a control means 52 that executes a training game and a target game in which the target character attempts to achieve an objective in a predetermined order in a training scenario for training a target character; a granting means 54 that grants skill points to the target character based on the execution of the training game or the target game; and a display means 56 that displays a skill acquisition screen that allows the target character to acquire one or more skills from the skills that the target character can acquire by consuming the granted skill points. The control means 52 activates the skill when the target character has acquired a skill that matches the conditions included in the target game, allowing the target character to execute the target game advantageously. The skill acquisition screen displays the acquireable skills in a list, and in the list, skills that match the conditions included in the target game to be executed later and skills that do not match are displayed in different forms.

[0095] With this configuration, on the skill acquisition screen, skills that meet the conditions included in the target game to be played later and skills that do not meet the conditions are displayed in different forms, making it easy for the player to recognize which skills should be acquired for the character being trained.

[0096] Furthermore, in this embodiment, the control means 52 adds a skill selected with a predetermined probability by the execution of the training game or the goal game to the skills that can be acquired.

[0097] With this configuration, even if a skill that the player is unfamiliar with is added to the list of obtainable skills, the system will display information about the target game to be played later, making it easy for the player to recognize which skills should be acquired for the character being trained.

[0098] Furthermore, in this embodiment, the predetermined probability is changed depending on the support character used by the player in the training scenario.

[0099] With this configuration, even if a new support character adds a skill to the list of obtainable skills that the player is unfamiliar with, the system will display information about the target game to be played, making it easy for the player to recognize which skills their character should acquire.

[0100] Furthermore, in this embodiment, the control means 52 restricts the continuation of the training scenario if the performance of the character being trained in the target game does not meet the clear conditions.

[0101] This configuration allows for the display of information about the target game to be played next on the skill acquisition screen, thereby assisting the player in ensuring that the continuation of the training scenario is not restricted.

[0102] Furthermore, in this embodiment, the target game is a race in which the character to be trained participates on a race track, and the clear condition is to finish within a predetermined position.

[0103] With this configuration, the skill acquisition screen displays information about the target game to be played next, thus assisting the player in ensuring that the character being trained finishes within the predetermined order and that the continuation of the training scenario is not restricted.

[0104] Furthermore, in this embodiment, the conditions included in the target game include at least one of the attributes of the racetrack, race distance, lap direction, season, and weather.

[0105] This configuration allows players to see the conditions of the target game to be played later and the skills that meet those conditions on the skill acquisition screen, thus enabling them to easily recognize which skills their character should acquire.

[0106] <Variation> It should be noted that the present invention is not limited to the above-described examples. That is, designs modified by those skilled in the art to the above-described examples are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the embodiments described above and the modifications described later can be combined to the extent that it is technically possible, and combinations thereof are also included within the scope of the present invention, as long as they retain the features of the present invention.

[0107] For example, in this embodiment, the competitive game was described as a game in which a character trained in a training scenario is made to fight against an enemy character. However, it may also be a team battle in which a team consisting of multiple characters trained is made to fight against a team consisting of multiple enemy characters.

[0108] Furthermore, in this embodiment, the control means 52 was described as accepting the selection of a predetermined number (e.g., 5) of support characters to be used from among the characters owned by the player. However, a portion of this predetermined number (e.g., 1) may be selected from among the support characters owned by other players. Examples of other players include the player's friends and players whose player rank is similar to the player's.

[0109] Furthermore, in this embodiment, the control means 52 describes a case where the training scenario is terminated if the clear conditions are not met in the target game. However, the control means 52 may also allow the player to choose whether to continue the training scenario (target game) or terminate the training scenario. For example, the control means 52 may allow the player to continue by consuming paid gems, free gems, or continue items owned by the player.

[0110] Furthermore, in this embodiment, the control means 52 was described as adding a skill corresponding to an event generated by an event lottery to the skills that the character being trained can acquire. However, if the added skill is the same as the skills that the character being trained can acquire, the control means 52 may also reduce the skill points consumed for that skill.

[0111] Furthermore, although this embodiment describes a case where the control means 52 performs an event lottery after the execution of the training game or goal game, the event lottery may also be performed before the execution of the training game or goal game (at the start of the turn). This allows the display means 56 to display a preview of the training in which an event will occur on the training game start screen.

[0112] Furthermore, although the granting means 54 was described as granting skill points to a character to be trained, it may also be granted to the player. Also, although the granting means 54 was described as granting skill points according to the performance in the target game, it may also be granted according to the performance in practice races.

[0113] Furthermore, in this embodiment, the display means 56 has been described as marking and displaying skills that match the race conditions included in the next target game (target race) to be executed on the skill acquisition screen. However, the display format (color and format of the text, background color, etc.) representing the matching skills may be changed. Also, the display means 56 may make the display format for skills that match the race conditions included in some or all of the target games to be executed later, and the display format for skills that do not match, different on this skill acquisition screen. For example, the display means 56 may mark skills that match the race conditions included in a predetermined number (e.g., 3) or more target games to be executed later on the skill acquisition screen.

[0114] Furthermore, the display means 56 may also choose not to mark a skill on the skill acquisition screen if the current skill points granted to the character being trained are less than the skill points required for a skill that meets the race conditions included in the subsequent target game (target race).

[0115] Furthermore, in this embodiment, the display means 56 was described as displaying the skill acquisition screen before the start of the target game, but it may also be displayed before the start of the training game.

[0116] Furthermore, in this embodiment, the display means 56 has been described as displaying race conditions for each target race on the target game information screen, including the race name, track attributes (track name, condition), race distance, lap direction, season, weather, and clear conditions. However, it is also possible to display only the information that has been determined in the current turn. For example, the display means 56 may display the track condition and weather of target races associated with a turn prior to the current turn on the target game information screen, but may not display the track condition and weather of target races associated with a turn later than the current turn.

[0117] Furthermore, the display means 56 may display the frame number (starting frame) of the character to be trained on the target game information screen. In this case as well, for example, the display means 56 may display the frame number on the target game information screen for target races associated with a turn prior to the current turn, but may not display the frame number for target races associated with a turn later than the current turn. The display means 56 may also display on the target game information screen whether the character to be trained is starting from an inner frame (frames 1-3) or an outer frame (frames 4-6).

[0118] Furthermore, the display means 56 may display the strategies (leading, front-running, sprinting, closing) of rival characters in the target game (target race) on the target game information screen. The display means 56 may also display the number of rival characters employing each strategy on the target game information screen.

[0119] Furthermore, although this embodiment describes a case where the target game is a race, it may also be various sports games (e.g., soccer games, baseball games, basketball games, etc.) or battle games (e.g., shooting games, battle royale games, fighting games, etc.). [Explanation of symbols]

[0120] 10...Server device, 12...Terminal device, 50...Storage means, 52...Control means, 54...Assignment means, 56...Display means

Claims

[Claim 1] Computers, A control means that executes a training game and a goal game in which the training character attempts to achieve a goal in a predetermined order, in a training scenario for training a target character. A means for granting skill points to the character to be trained based on the execution of the aforementioned training game or the aforementioned target game, A display means that displays a skill acquisition screen for allowing the target character to acquire one or more skills from the skills available to the target character by consuming the aforementioned granted skill points, To make it function as, The control means, when the character being trained has acquired a skill that matches the conditions included in the target game, activates the skill to allow the character to play the target game advantageously. The aforementioned skill acquisition screen displays information regarding the conditions included in the target game to be played thereafter. program.

Citation Information

Patent Citations

  • Information processing device and program

    JP6787513B1