Program and game system

The game system ensures automatic recovery of action points by using a second parameter to absorb excess recovery values, addressing the issue of missed recovery opportunities when action points exceed the limit, and offering rewards for timely resource utilization.

JP2026063445APending Publication Date: 2026-04-10BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
BANDAI NAMCO ENTERTAINMENT INC
Filing Date
2026-01-30
Publication Date
2026-04-10

AI Technical Summary

Technical Problem

In social games where action points can be recovered beyond a predetermined upper limit, players do not automatically recover action points once they exceed this limit, leading to missed opportunities for automatic recovery until the points fall below the limit.

Method used

A game system and program that includes a recovery control unit to increase a first parameter up to a predetermined upper limit over time, with a second parameter increasing based on the difference between the added recovery value and the upper limit, and a reward granting unit to provide rewards when predetermined conditions are met, ensuring the first parameter never exceeds the limit.

Benefits of technology

Facilitates easier automatic recovery of action points over time by utilizing a second parameter to absorb excess recovery values, providing players with opportunities for rewards and recovery items without wasting resources.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game system that makes it easier for players to have opportunities for automatic recovery as time passes. [Solution] The game system includes a game progress control unit that decreases a first parameter in accordance with the progress of the game, and a recovery control unit that increases the first parameter up to a predetermined upper limit in accordance with the passage of time, and increases the first parameter up to a predetermined upper limit in accordance with the recovery value associated with the recovery condition when a predetermined recovery condition is met. The recovery control unit further includes a reward granting unit that updates a second parameter according to the difference between the added value and the upper limit when the added value obtained by adding the recovery value to the current value of the first parameter exceeds the upper limit, and grants a predetermined reward to the player when the second parameter satisfies a predetermined granting condition.
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Description

Technical Field

[0001] The present invention relates to a program and a game system.

Background Art

[0002] Conventionally, a server system that provides users with a community-type service called a social networking service (hereinafter referred to as "SNS") is known. In such a server system, an online game (social game) is provided to users.

[0003] In the social games provided by such a server system, a point called "action points" is given to players as a game parameter, and the game progresses by making the player character perform some action while consuming the points. When the remaining amount of action points becomes less than the consumption amount required for the progress of the game, the player character cannot be made to act, but there is a function to automatically recover up to a predetermined upper limit value according to the passage of time. Also, by using (consuming) a recovery item, the action points can be recovered up to a predetermined upper limit value. In addition, there are some such social games that allow the action points to be recovered beyond the predetermined upper limit value (see Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In social games where it is possible to recover action points beyond a predetermined upper limit, if action points exceed the upper limit, action points do not automatically recover over time, and players do not have the opportunity for automatic recovery over time until their action points fall below the upper limit.

[0006] This invention has been made in view of the above-mentioned problems, and its objective is to provide a program and game system that makes it easier for players to obtain opportunities for automatic recovery in accordance with the passage of time. [Means for solving the problem]

[0007] (1) The present invention relates to a program for executing a game, which causes the computer to function as a game progress control unit that decreases a first parameter in accordance with the progress of the game, and as a recovery control unit that increases the first parameter up to a predetermined upper limit in accordance with the passage of time, and when a predetermined recovery condition is met, increases the first parameter up to the upper limit in accordance with the recovery value associated with the recovery condition, and the recovery control unit further causes the computer to function as a reward granting unit that updates a second parameter according to the difference between the added value and the upper limit when the added value obtained by adding the recovery value to the current value of the first parameter exceeds the upper limit, and grants a predetermined reward to the player when the second parameter satisfies a predetermined granting condition. The present invention also relates to a computer-readable information storage medium that stores a program for causing the computer to function as each of the above units. The present invention also relates to a game system including each of the above units.

[0008] According to the present invention, even if the sum of the current value of the first parameter and the recovery value exceeds the upper limit, the first parameter will not exceed the upper limit. The second parameter is updated according to the difference between the sum and the upper limit, and a predetermined reward is given to the player when the second parameter meets predetermined granting conditions. Therefore, according to the present invention, the player can more easily obtain opportunities for the first parameter to recover (automatically recover) in accordance with the passage of time.

[0009] (2) In addition, in the program, information storage medium and game system according to the present invention, the recovery control unit may determine that the recovery condition has been met when a recovery item for recovering the first parameter is consumed in response to the player's operation.

[0010] According to the present invention, even if the added value exceeds the upper limit as a result of the player consuming recovery items, the first parameter will not exceed the upper limit, and the second parameter will be updated according to the difference between the added value and the upper limit, making it easier for the player to recover the first parameter in accordance with the passage of time.

[0011] (3) In addition, in the program, information storage medium and game system according to the present invention, the recovery control unit may determine that the recovery condition has been met when the player's level has increased.

[0012] According to the present invention, even if the added value exceeds the upper limit as a result of the player's level increasing, the first parameter will not exceed the upper limit, and the second parameter will be updated according to the difference between the added value and the upper limit, making it easier for the player to have an opportunity for the first parameter to automatically recover.

[0013] (4) In addition, in the program, information storage medium and game system according to the present invention, the reward granting unit may determine that the granting condition has been met when the second parameter reaches a predetermined value.

[0014] According to the present invention, a player can obtain a predetermined reward when a second parameter reaches a predetermined value.

[0015] (5) In addition, in the program, information storage medium and game system according to the present invention, the reward granting unit may determine that the granting condition has been met when a predetermined charge item is consumed or a predetermined time has elapsed after the second parameter has reached a predetermined value.

[0016] According to the present invention, a player can obtain a predetermined reward after a second parameter reaches a predetermined value, either by consuming a predetermined in-game item or after a predetermined amount of time has elapsed.

[0017] (6) In addition, in the program, information storage medium and game system according to the present invention, the reward granting unit may determine that the granting condition has been met when the player performs a predetermined operation after the second parameter has reached one of a plurality of predetermined values.

[0018] According to the present invention, the player can choose the timing for receiving a predetermined reward.

[0019] (7) In addition, in the program, information storage medium and game system according to the present invention, the predetermined reward may be a recovery item for restoring the first parameter.

[0020] According to the present invention, a recovery item for restoring the first parameter can be obtained when the second parameter satisfies predetermined conditions for granting it.

[0021] (8) In addition, in the program, information storage medium and game system according to the present invention, the reward granting unit may determine the item to be given to the player by lottery from among a plurality of items.

[0022] (9) Also, in the program, information storage medium, and game system according to the present invention, the computer may further function as a display control unit that performs control to display a first gauge indicating the first parameter and a second gauge indicating the second parameter on the game screen.

[0023] According to the present invention, the player can grasp the first parameter and the second parameter.

[0024] (10) Also, in the program, information storage medium, and game system according to the present invention, the display control unit may display the first gauge and the second gauge side by side.

[0025] According to the present invention, it is possible to make it easier for the player to grasp the first parameter and the second parameter.

Brief Description of the Drawings

[0026] [Figure 1] It is a diagram showing the game system of the present embodiment. [Figure 2] It is a diagram showing an example of the functional block diagram of the server of the present embodiment. [Figure 3] It is a diagram showing an example of the functional block diagram of the terminal of the present embodiment. [Figure 4] It is a diagram showing an example of the game screen displayed on the display unit of the terminal. [Figure 5] It is a diagram showing an example of the first gauge and the second gauge. [Figure 6] It is a diagram showing another example of the first gauge and the second gauge. [Figure 7] It is a flowchart showing the processing flow of the game system of the present embodiment.

Mode for Carrying Out the Invention

[0027] The following describes this embodiment. Note that the embodiment described below does not unduly limit the scope of the present invention as described in the claims. Furthermore, not all of the configurations described in this embodiment are necessarily essential components of the present invention.

[0028] 1. Structure Figure 1 shows the game system of this embodiment. In this embodiment, it is composed of multiple terminals 10 and a server 20 (server system). In other words, as shown in Figure 1, the game system of this embodiment is configured such that the server 20 that provides services and the terminals 10 (10A, 10B, 10C, etc.) can connect to a network.

[0029] Server 20 is an information processing device that provides services enabling communication between multiple users (players), and in this embodiment, it is a server that provides a community-type service called SNS (Social Networking Service). In other words, Server 20 sends user information (username, diary, bulletin board information, game field status, etc.) not only to the logged-in user but also to other users who are friends with that user, enabling communication between users. Server 20 may also limit its services to users who have registered as members. Server 20 can be composed of one or more servers (authentication server, game processing server, communication server, billing server, database server, etc.).

[0030] Furthermore, the server 20 in this embodiment provides online game services (social games) in response to requests from terminal 10. In other words, in response to requests from the user's terminal 10 The input information from terminal 10 (information entered via input devices such as the touch panel, buttons, keyboard, and mouse on terminal 10) is sent to server 20 via the network, and server 20 performs game calculation processing based on the received input information. The game calculation processing results (image data of the game image and various data used to generate the game image) are then sent back to terminal 10 via the network, and terminal 10 displays the game image on its display unit based on the received game calculation processing results.

[0031] Terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game console, etc.), a personal computer (PC), a game device, or an image generation device, and is capable of connecting to Server 20 via a network such as the Internet (WAN) or LAN. The communication line between Terminal 10 and Server 20 may be wired or wireless.

[0032] Figure 2 shows an example of a functional block diagram of the server 20 of this embodiment. Note that the server of this embodiment may have a configuration in which some of the components (parts) shown in Figure 2 are omitted.

[0033] The memory unit 270 stores programs and various data necessary for the computer to function as parts of the processing unit 200, and also functions as a work area for the processing unit 200, the functionality of which can be realized by a hard disk, RAM, etc. The memory unit 270 includes a storage unit 272 (for example, a database).

[0034] The storage unit 272 stores player information for each of the multiple players participating in the online game run by the game system of this embodiment. For example, the storage unit 272 stores player information such as the player name (player account), player password, and destination information of terminal 10 (IP address, etc.), associated with the player identification information of each of the multiple players. The storage unit 272 also stores information for identifying other players who are friends with the player (an example of a predetermined relationship), as player information. Furthermore, the storage unit 272 stores information about the character and items owned by the player, information about the player's game parameters (first parameter, second parameter), and information about the player's level (game level, rank), associated with the player's identification information, as player information.

[0035] The communication unit 296 performs various controls for communication with the terminal 10 and other servers, and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.

[0036] The processing unit 200 (processor) performs various processes such as managing player information (account information, information on game media owned by the player, etc.), login / logout processing, communication control processing, game processing, image generation processing, and sound generation processing based on data (input information, etc.) and programs transmitted from the terminal 10 and received via the communication unit 296. The processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), or by programs. The processing unit 200 includes a game progress control unit 210, a recovery control unit 212, an image generation unit 220, and a sound generation unit 230.

[0037] The game progress control unit 210, upon receiving an operation input (input information) for advancing the game from the terminal 10, performs control to advance the game by subtracting a consumption value corresponding to the game progress (a consumption value consumed in exchange for game progress) from the first parameter of the player on the terminal 10. Game progress control includes, for example, control to make the player character perform a given action in the game space, control to make enemy characters or items appear in the game space, and make the game stage selected by the player playable for that player. This refers to control and other such functions. Furthermore, the game progress control unit 210 stops the game progress (does not allow the game to progress) if the first parameter falls below a predetermined value (a consumption value corresponding to the game progress).

[0038] The recovery control unit 212 increases the first parameter up to a predetermined upper limit as time progresses. Furthermore, when a predetermined recovery condition is met, the recovery control unit 212 increases the first parameter up to the upper limit according to the recovery value associated with the recovery condition. More specifically, when a predetermined recovery item (an item for recovering the first parameter) is used (consumed) in response to the player's operation, the recovery control unit 212 determines that the recovery condition has been met and increases the first parameter according to the recovery value associated with the recovery item. Also, when the player's level increases, the recovery control unit 212 determines that the recovery condition has been met and increases the first parameter according to the recovery value associated with that level.

[0039] Furthermore, if the recovery control unit 212 adds the recovery value to the current value of the first parameter and the upper limit value, the recovery control unit 212 updates (increases) the second parameter according to the difference between the added value and the upper limit value. At this time, the first parameter increases up to the upper limit value.

[0040] The reward granting unit 214 grants a predetermined reward (for example, the recovery item, an item usable as virtual currency) to the player when the second parameter meets predetermined granting conditions. For example, it determines that the granting conditions have been met when the second parameter reaches a predetermined value (for example, the upper limit of the second parameter). Alternatively, it may determine that the granting conditions have been met when the player consumes a predetermined paid item or when a predetermined amount of time has elapsed after the second parameter has reached a predetermined value. Furthermore, it may determine that the granting conditions have been met when the player performs a predetermined operation after the second parameter has reached any of several predetermined values ​​(multiple stages). The reward granting unit 214 may also randomly select the item to be granted to the player from among several items.

[0041] The display control unit 216 controls the display of a first gauge showing the current value and upper limit of the first parameter and a second gauge showing the current value and upper limit of the second parameter on the game screen (the game screen displayed on the display unit of the terminal 10). The display control unit 216 may also display the first gauge and the second gauge side by side (adjacent to each other).

[0042] The image generation unit 220 generates image generation data for generating game images based on the results of processing performed by the processing unit 200. The generated image generation data is transmitted by the processing unit 200 to each terminal 10 via the communication unit 296. Here, the image generation data is data for displaying the image generated by the method of this embodiment on each information processing terminal, and may be the image data itself, or it may be various data used by each information processing terminal to generate images (object data, game processing result data, etc.).

[0043] The sound generation unit 230 generates sound generation data for generating game sounds based on the results of various processes performed by the processing unit 200. The generated sound generation data is transmitted by the processing unit 200 to each terminal 10 via the communication unit 296.

[0044] Figure 3 shows an example of a functional block diagram of terminal 10 in this embodiment. Note that the terminal in this embodiment may have a configuration in which some of the components (each part) shown in Figure 3 are omitted.

[0045] The input unit 150 is a device for receiving (detecting) input information from the player and outputs the player's input information (operation input) to the processing unit 100. The functions of the input unit 150 are realized by input devices such as a touch panel, touchpad, mouse, directional keys or buttons, and keyboard. It is possible.

[0046] The memory unit 170 stores programs and various data necessary for the computer to function as a part of the processing unit 100, and also functions as the work area of ​​the processing unit 100, and this function can be realized by a hard disk, RAM, etc.

[0047] The display unit 190 outputs game images generated by the processing unit 100, and this function can be realized by a display such as a touch panel, LCD, or CRT, which also functions as the input unit 150.

[0048] The sound output unit 192 outputs sound generated by the processing unit 100, and this function can be realized by a speaker or headphones.

[0049] The communication unit 196 performs various controls for communication with the server 20, and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.

[0050] The processing unit 100 (processor) performs processing such as communication control processing, image generation processing, and sound generation processing based on input information from the input unit 150, a program, and data received via the communication unit 196. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.) or by programs.

[0051] The processing unit 100 includes a communication control unit 110, an image generation unit 120, and a sound generation unit 130.

[0052] The communication control unit 110 transmits input information from the input unit 150 to the server 20 and processes the reception of image generation data and sound generation data from the server 20. The image generation unit 120 generates game images based on the image generation data received from the server 20 and outputs them to the display unit 190. The sound generation unit 130 generates game sounds such as background music, sound effects, or voices based on the sound generation data received from the server 20 and outputs them to the sound output unit 192.

[0053] Alternatively, the terminal 10's processing unit 100 may perform various game processes (processing to advance the game based on input information, processing to generate game images) based on the program transmitted (downloaded) from the server 20, and the server 20 may perform subtraction, recovery, and reward granting processes for predetermined parameters based on the game result data transmitted from the terminal 10, and update various data (data related to the first and second parameters, items used or granted, etc.) associated with each player in the player information of the storage unit 272.

[0054] 2. The method of this embodiment Next, the method of this embodiment will be explained with reference to the drawings.

[0055] In the game system of this embodiment, the player is assigned a first parameter (action parameter) and a second parameter as game parameters. Both the first and second parameters have upper limits set. The upper limit VL1 of the first parameter is determined according to the player's level, with the higher the player's level, the higher the upper limit VL1. The upper limit VL2 of the second parameter is a fixed value, but like the upper limit VL1, it may be determined according to the player's level.

[0056] When the player inputs an action to advance the game, a consumption value corresponding to the game's progress is deducted from the first parameter, and the game proceeds (game progression is allowed). Example For example, if a game stage has a consumption value set, when the player selects a game stage, the consumption value set for that game stage is subtracted from the first parameter, and that game stage becomes playable. Also, the first parameter automatically recovers (increases) over time, up to a maximum value of VL1.

[0057] Furthermore, when a player uses (consumes) a designated recovery item, the first parameter recovers up to a maximum value of VL1, according to the recovery value associated with that recovery item. Also, when a player's level increases, the first parameter recovers up to a maximum value of VL1, according to the recovery value associated with the level at the time of the level-up. The recovery value associated with the level is the maximum value VL1, which is determined according to that level.

[0058] Here, if the sum VA, obtained by adding the recovery value to the current value of the first parameter, exceeds the upper limit VL1, the second parameter increases by the difference between the sum VA and the upper limit VL1 (VL1-VA). At this time, the first parameter recovers to the upper limit VL1 (increasing by the difference between the upper limit VL1 and the current value).

[0059] Figure 4 shows an example of a game screen displayed on the display unit 190 (touch panel) of terminal 10. The game screen GI displays a first gauge GA1 indicating a first parameter and a second gauge GA2 indicating a second parameter. The first gauge GA1 and the second gauge GA2 are displayed adjacent to each other (in this case, adjacent in the left-right direction) on the game screen GI.

[0060] Figure 5 shows examples of the first gauge GA1 and the second gauge GA1. In the example shown in Figure 5(A), the first gauge GA1 indicates that the current value of the first parameter is "80" and the upper limit VL1 is "100", while the second gauge GA2 indicates that the current value of the second parameter is "0" and the upper limit VL2 is "100".

[0061] In the example shown in Figure 5(A), for example, if the player uses a recovery item with a recovery value of "50", the current value of the first parameter "80" plus the recovery value of "50" results in an added value of "130", which exceeds the upper limit of "100". Therefore, as shown in Figure 5(B), the first parameter recovers to the upper limit of "100", and the second parameter increases by the difference of "30" between the added value of "130" and the upper limit of "100", resulting in a value of "30".

[0062] Subsequently, as shown in Figure 5(C), let's assume that the first parameter decreases to "70" as the game progresses. The second parameter remains at "30" as it does not decrease as the game progresses. In the example shown in Figure 5(C), for example, if the player's level increases, the current value of the first parameter "70" plus the recovery value "100" (a recovery value corresponding to the upper limit VL1 at the time of level up) results in an added value of "170," which exceeds the upper limit "100." Therefore, as shown in Figure 5(D), the first parameter recovers to the upper limit "100," and the second parameter increases by the difference of "70" between the added value "170" and the upper limit "100," becoming "100."

[0063] As shown in Figure 5(D), when the second parameter reaches its upper limit VL2, the predetermined granting conditions are met and a recovery item is granted. At this time, the second parameter is reset (set to "0"). The recovery item granted to the player has a recovery value that is the same as the upper limit VL2 (in this case, "100"). Note that the recovery value of the recovery item granted to the player can be any value, and this recovery value may be determined by lottery (randomly).

[0064] In conventional game systems, when using a recovery item to restore action parameters up to a predetermined upper limit, the recovery value of the recovery item is added to the current value of the action parameter. If the calculated added value exceeds the upper limit, the difference between the added value and the upper limit becomes wasted, causing players to hesitate to use recovery items. One method to solve this problem is to allow the recovery of action points beyond the upper limit. However, this method has the problem that, from the time the action points exceed the upper limit until they decrease below the upper limit, the player does not have the opportunity to receive automatic recovery of action points over time.

[0065] According to the game system of this embodiment, even if the added value VA, obtained by adding the recovery value to the current value of the first parameter, exceeds the upper limit VL1, the difference between the added value VA and the upper limit VL1 is not wasted. The second parameter increases by that difference, and once the second parameter reaches the upper limit VL2, a recovery item is granted, allowing the player to use the recovery item without hesitation. Furthermore, since the first parameter will never exceed the upper limit VL1, the player can easily obtain opportunities for the first parameter to recover over time (automatic recovery). In addition, in the game system of this embodiment, the first gauge GA1 and the second gauge GA2 are displayed side by side on the game screen GI, allowing the player to easily grasp the first and second parameters.

[0066] In the example above, we described a case where a predetermined granting condition is met when the second parameter reaches its upper limit VL2 (an example of a predetermined value). However, the granting condition may also be determined to be met when a predetermined paid item is consumed after the second parameter reaches its upper limit VL2, or when a predetermined amount of time has elapsed after the second parameter reaches its upper limit VL2. Furthermore, the granting condition may be determined to be met when the player performs a predetermined operation after the second parameter reaches one of several predetermined values. For example, if the player performs a predetermined operation between the time the second parameter reaches "50" and "80", a recovery item with a recovery value of "50" may be granted to the player. If the player performs a predetermined operation between the time the second parameter reaches "80" and "100", a recovery item with a recovery value of "80" may be granted to the player. If the player performs a predetermined operation after the second parameter reaches its upper limit VL2, "100", a recovery item with a recovery value of "100" may be granted to the player. This allows the player to choose when to obtain recovery items. Furthermore, regardless of the value of the second parameter, the system may grant the player a recovery item of any value (which could be based on the second parameter at the time, a random value, or a fixed value) when the player performs a predetermined action.

[0067] Furthermore, the above example described a case where a recovery item is given to the player as a predetermined reward when the conditions for granting the second parameter are met. However, the reward given to the player is not limited to a recovery item. Items that can be used for purposes other than restoring the first parameter, virtual currency, predetermined points, etc., may also be given to the player. For example, as a predetermined reward, an item for performing a so-called "gacha" (gacha ticket) or an item that can be used as virtual currency may be given to the player. In addition, the type of reward (item) given to the player may be determined by lottery.

[0068] Furthermore, the above description has focused on the case where the first and second gauges GA1 and GA2 are gauges that increase or decrease in the left-right direction, but the configuration of the first and second gauges is not limited to this. For example, the first and second gauges GA1 and GA2 may be gauges that increase or decrease in the up-down direction, as shown in Figure 6(A), or gauges that increase or decrease in the circumferential direction, as shown in Figure 6(B).

[0069] 3. Processing Next, Figure 7 shows an example of the processing of the game system (server 20) in this embodiment. I will explain using a chart.

[0070] First, the game progress control unit 210 determines whether or not it has received input information from the terminal 10 to advance the game (step S10). If it has not received such input information (N in step S10), it proceeds to step S18.

[0071] When the input information is received (Y in step S10), the game progress control unit 210 refers to the player information stored in the storage unit 272 and determines whether the current value VC1 of the player's first parameter is equal to or greater than the consumption value corresponding to the game progress (step S12). If the current value VC1 is less than the consumption value (N in step S12), the system proceeds to step S18. If the current value VC1 of the first parameter is equal to or greater than the consumption value (Y in step S12), the game progress control unit 210 subtracts the consumption value from the first parameter to update the first parameter stored as player information (step S14), and then controls the game to progress (step S16).

[0072] Next, the recovery control unit 212 determines whether a predetermined time has elapsed (step S18). If the predetermined time has elapsed (Y in step S18), it increases the first parameter by a predetermined amount, up to the upper limit VL1, and updates the first parameter stored as player information (step S20).

[0073] Next, the recovery control unit 212 determines whether a predetermined recovery condition has been met (i.e., it has received input information from terminal 10 instructing the use of a recovery item, or the player's level has increased) (step S22). If the recovery condition has not been met (N in step S22), it proceeds to step S38. If the recovery condition has been met (Y in step S22), the recovery control unit 212 determines whether the added value VA, obtained by adding the recovery value associated with the recovery condition to the current value Vc1 of the first parameter, is greater than the upper limit VL1 (step S24). If the added value VA is less than or equal to the upper limit VL1 (N in step S24), it increases the first parameter by the recovery value and updates the first parameter stored as player information (step S26), and proceeds to step S38.

[0074] If the added value VA is greater than the upper limit value VL1 (Y in step S24), the recovery control unit 212 increases the first parameter up to the upper limit value VL1 and updates the first parameter stored as player information (step S28), and increases the second parameter by the difference between the added value VA and the upper limit value VL1 and updates the second parameter stored as player information (step S30).

[0075] Next, the reward granting unit 214 refers to the player information to determine whether the current value VC2 of the second parameter has reached the upper limit VL2 (i.e., whether the predetermined granting conditions have been met) (step S32). If the current value VC2 has not reached the upper limit VL2 (N in step S32), the unit proceeds to step S38. If the current value VC2 has reached the upper limit VL2 (Y in step S32), the reward granting unit 214 grants the player a recovery item and registers the recovery item as an item owned by the player (step S34). Next, the recovery control unit 212 resets the second parameter (step S36).

[0076] Next, the processing unit 200 determines whether or not to continue the game processing (step S38), and if it decides to continue the game processing (Y in step S38), it proceeds to step S10.

[0077] The present invention is not limited to the embodiments described above, and various modifications are possible. For example, terms cited in the specification or drawings as broad or synonymous terms can be replaced with broad or synonymous terms in other descriptions in the specification or drawings. [Explanation of Symbols]

[0078] 10 Terminal, 20 Server, 100 Processing Unit, 110 Communication Control Unit, 120 Image Generation Unit, 130 Sound Generation Unit, 150 Input Unit, 170 Storage Unit, 190 Display Unit, 192 Sound Output Unit, 196 Communication Unit, 200 Processing Unit, 210 Game Progress Control Unit, 212 Recovery Control Unit, 214 Reward Granting Unit, 216 Display Control Unit, 220 Image Generation Unit, 230 Sound Generation Unit, 270 Storage Unit, 272 Storage Unit, 296 Communication Unit

Claims

1. A program for running a game, A game progress control unit that decreases a first parameter in accordance with the progress of the game, The computer functions as a recovery control unit that increases the first parameter up to a predetermined upper limit in accordance with the passage of time, and when a predetermined recovery condition is met, increases the first parameter up to the upper limit in accordance with the recovery value associated with the recovery condition. The recovery control unit, If the sum of the current value of the first parameter and the recovery value exceeds the upper limit, the second parameter is increased according to the difference between the sum and the upper limit, and the second parameter is decreased at a different timing than the first parameter as the game progresses. A computer is further configured to function as a display control unit that controls the display of a first gauge indicating the first parameter and a second gauge indicating the second parameter on the game screen. The display control unit, A program characterized by displaying the first gauge and the second gauge side by side as separate, independent display units.

2. A program for running a game, A game progress control unit that decreases a first parameter in accordance with the progress of the game, The computer functions as a recovery control unit that increases the first parameter up to a predetermined upper limit in accordance with the passage of time, and when a predetermined recovery condition is met, increases the first parameter up to the upper limit in accordance with the recovery value associated with the recovery condition. The recovery control unit, If the sum of the current value of the first parameter and the recovery value exceeds the upper limit, the second parameter is updated according to the difference between the sum and the upper limit. A reward granting unit grants a predetermined reward to the player when the second parameter satisfies predetermined granting conditions, A computer is further configured to function as a display control unit that controls the display of a first gauge indicating the first parameter and a second gauge indicating the second parameter on the game screen. The display control unit, A program characterized by displaying the first gauge and the second gauge side by side as separate, independent display units.

3. In claim 1 or 2, The display control unit, A program characterized by displaying a numerical value of the first parameter in association with the first gauge, and displaying a numerical value of the second parameter in association with the second gauge.

4. In claim 3, The display control unit, A program characterized by displaying the current value and upper limit of the first parameter as the numerical value of the first parameter, and displaying the current value and upper limit of the second parameter as the numerical value of the second parameter.

5. In claim 4, The upper limit of the first parameter and / or the upper limit of the second parameter is set by the player A program characterized by being determined according to the level.

6. In claim 2, A program characterized in that the timing of the decrease differs between the first parameter and the second parameter.

7. A game system that runs a game, A game progress control unit that decreases a first parameter in accordance with the progress of the game, Includes a recovery control unit that increases the first parameter up to a predetermined upper limit in accordance with the passage of time, and when a predetermined recovery condition is met, increases the first parameter up to the upper limit in accordance with the recovery value associated with the recovery condition, The recovery control unit, If the sum of the current value of the first parameter and the recovery value exceeds the upper limit, the second parameter is increased according to the difference between the sum and the upper limit, and the second parameter is decreased at a different timing than the first parameter as the game progresses. The system further includes a display control unit that controls the display of a first gauge indicating the first parameter and a second gauge indicating the second parameter on the game screen. The display control unit, A game system characterized by displaying the first gauge and the second gauge side by side as separate, independent display units.

8. A game system that runs a game, A game progress control unit that decreases a first parameter in accordance with the progress of the game, Includes a recovery control unit that increases the first parameter up to a predetermined upper limit in accordance with the passage of time, and when a predetermined recovery condition is met, increases the first parameter up to the upper limit in accordance with the recovery value associated with the recovery condition, The recovery control unit, If the sum of the current value of the first parameter and the recovery value exceeds the upper limit, the second parameter is updated according to the difference between the sum and the upper limit. A reward granting unit grants a predetermined reward to the player when the second parameter satisfies predetermined granting conditions, The system further includes a display control unit that controls the display of a first gauge indicating the first parameter and a second gauge indicating the second parameter on the game screen, The display control unit, A game system characterized by displaying the first gauge and the second gauge side by side as separate, independent display units.

Citation Information

Patent Citations

  • Server system and program

    JP2014161487A