A system, method, and program for generating a game screen that includes a gauge for displaying character attribute values.
The system and method enhance game screen visibility of character attribute values through separate gauges, addressing display constraints and enabling character-specific game events based on attribute value accumulation.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- GLEE HOLDINGS CO LTD
- Filing Date
- 2026-02-10
- Publication Date
- 2026-05-13
AI Technical Summary
Game screens often lack sufficient display space to clearly show character attribute values, especially when multiple characters are present, due to the inclusion of various display elements such as gauges, character images, and control buttons, making it difficult to visually represent changing attribute values during gameplay.
A system and method that generates a game screen with separate gauge elements for each character's attribute values, allowing for clear display and updating these values based on character actions, with conditions for triggering game events when combined attribute values meet specific thresholds, enabling distinct game effects for each character.
Enables clear and visible display of changing character attribute values on the game screen, facilitating better gameplay interaction and the execution of character-specific game events based on attribute value accumulation.
Smart Images

Figure 2026077728000001_ABST
Abstract
Description
Technical Field
[0001] The disclosure of this specification mainly relates to a system, method, and program for generating a game screen including a gauge that displays attribute values of characters.
Background Art
[0002] There is known an information processing apparatus in which attribute information is set for each of a plurality of characters used by a user, and a game effect is generated when an attribute value associated with this attribute information satisfies an activation condition (see Japanese Unexamined Patent Application Publication No. 2021-53299).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] When an attribute value related to the attribute information set for a character is updated according to the progress of the game, and it is determined based on the attribute value whether or not the activation condition of the game effect is satisfied, it is desirable to display a gauge indicating the attribute value on the game screen. By displaying a gauge indicating the attribute value on the game screen, the user can check at any time the remaining attribute values required to satisfy the activation condition of the game effect during the play of the game.
[0005] However, game screens often lack sufficient display space to show additional information. This is especially true when multiple characters are included on the screen, as the available display space becomes limited. Furthermore, game screens need to include various display elements, such as gauges showing attribute values related to the conditions for activating game effects, character images, character parameters like life points, control buttons, and information display panels. As a result, there is a problem in displaying gauges showing character attribute values clearly on the game screen.
[0006] The objective of the various inventions described herein is to provide systems, methods, and programs that can display character attribute values that change during gameplay in a highly visible manner on the game screen.
[0007] The various inventions disclosed herein may solve or alleviate at least some of the problems described in or that can be understood from the descriptions of "Modes for Carrying Out the Invention" herein, in lieu of or in addition to the above-mentioned problems. Where the effects of an embodiment are described herein, the problems of the invention corresponding to that embodiment can be understood based on the description of those effects. [Means for solving the problem]
[0008] The inventions described herein are sometimes collectively referred to as "the present invention." (1) One aspect of the present invention is a system comprising one or more processors. The one or more processors are The first attribute value is changed according to the actions of the first attribute character, which has a first attribute set among the user's multiple characters. The second attribute value is changed according to the actions of the second attribute character among the aforementioned multiple characters that has a second attribute set. The game screen is generated to include an attribute value gauge that includes a first gauge element representing the first attribute value and a second gauge element representing the second attribute value. (2) In one embodiment of the present invention, the one or more processors enable the execution of a game event when the activation conditions defined in relation to the first attribute value and the second attribute value are met. (3) In one embodiment of the present invention, when the activation condition is met, an operator for executing the game event is displayed on the game screen, and the game event is executed in response to an operation on the operator. (4) In one embodiment of the present invention, the activation condition is defined with respect to the total attribute value obtained by adding the first attribute value and the second attribute value. (5) In one embodiment of the present invention, the activation condition is that the total attribute value is equal to or greater than a threshold. (6) In one embodiment of the present invention, the level of the first attribute character is equal to or greater than the reference level, and in the game event, the first attribute character generates a first game effect. (7) In one embodiment of the present invention, the first game effect is set by the user after the activation conditions are met. (8) In one embodiment of the present invention, the level of the second attribute character is equal to or greater than the reference level, and in the game event, the second attribute character generates a second game effect. (9) In one embodiment of the present invention, the second game effect is set by the user after the activation condition is met. (10) In one embodiment of the present invention, if the level of the second attribute character is lower than the reference level, the second attribute character does not participate in the game event. (11) In one aspect of the present invention, the game event includes a first game event and a second game event, wherein the first game event is executed when the total attribute value satisfies the activation condition and the first attribute value is greater than the second attribute value, and the second game event is executed when the total attribute value satisfies the activation condition and the second attribute value is greater than the first attribute value. (12) In one embodiment of the present invention, the first attribute character is associated with a first attribute effect, and the first attribute effect occurs in the first game event. (13) In one embodiment of the present invention, the second attribute character is associated with a second attribute effect, and in the second game event, the first attribute effect does not occur but the second attribute effect does occur. (14) One aspect of the present invention is that one or more processors execute computer-readable instructions, A process of changing the value of the first attribute in accordance with the actions of the first attribute character, which has a first attribute set among the user's multiple characters, The process involves changing the value of the second attribute in accordance with the actions of the second attribute character among the aforementioned multiple characters that has a second attribute set, A step of generating a game screen that includes an attribute value gauge, which includes a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value; This is a game processing method that executes the following: (15) One aspect of the present invention relates to one or more processors, A process of changing the value of the first attribute in accordance with the actions of the first attribute character, which has a first attribute set among the user's multiple characters, The process involves changing the value of the second attribute in accordance with the actions of the second attribute character among the aforementioned multiple characters that has a second attribute set, A step of generating a game screen that includes an attribute value gauge, which includes a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value; This is a game program that executes [the action]. [Effects of the Invention]
[0009] According to an embodiment of the present invention, it is possible to display, with good visibility on the game screen, the attribute values of characters that change during the play of the game.
Brief Description of the Drawings
[0010] [Figure 1] It is a block diagram showing a game system according to an embodiment. [Figure 2] It is a schematic diagram for explaining the transition between game modes of the game system in FIG. 1. [Figure 3] It is a diagram for explaining user management data stored in the game system of FIG. 1. [Figure 4] It is a diagram for explaining game media management data stored in the game system of FIG. 1. [Figure 5a] It is a schematic diagram for explaining the initial state of the attribute value gauge. [Figure 5b] It is a schematic diagram for explaining the updated attribute value gauge. [Figure 5c] It is a schematic diagram for explaining the updated attribute value gauge. [Figure 6a] It is a schematic diagram for explaining the updated attribute value gauge. [Figure 6b] It is a schematic diagram for explaining the updated attribute value gauge. [Figure 7] It is a flowchart for explaining the flow of progress of a game in an embodiment. [Figure 8] It is a flowchart for explaining the flow of a battle process in an embodiment. [Figure 9] It is a schematic diagram for explaining information associated with user characters included in a party. [Figure 10] It is a schematic diagram showing an example of a game screen in the normal mode. [Figure 11] It is a schematic diagram showing an example of a game screen in the normal mode. [Figure 12]This is a schematic diagram showing an example of a game screen in event mode. [Modes for carrying out the invention]
[0011] Hereinafter, various embodiments of the present invention will be described with reference to the drawings as appropriate. Note that components common to multiple drawings are denoted by the same reference numerals throughout the drawings. The embodiments of the present invention described below are not intended to limit the invention as defined in the claims. The elements described in the following embodiments are not necessarily essential to the solution of the invention.
[0012] A game system 1 according to one embodiment of the present invention will be described with reference to Figures 1 to 4. Game system 1 is an example of a system to which the invention disclosed herein can be applied.
[0013] 1. Overview of Game System 1 First, an overview of a game system 1 according to one embodiment will be described with reference to Figure 1. Figure 1 is a block diagram of the game system 1. As shown in Figure 1, the game system 1 comprises a user device 10 and a server 20. The game system 1 may also include storage 30. Although Figure 1 shows one user device 10 for the sake of simplicity, the game system 1 may include multiple user devices. The user device 10, server 20, and storage 30 are connected to each other so as to be able to communicate with one another via a network 5. The network 5 may be a single network or may be composed of multiple connected networks. The network 5 may be, for example, the internet, a mobile communication network, or a combination thereof. Any network that enables communication between electronic devices can be used as the network 5.
[0014] The user device 10 implements various game-related functions by executing the instruction set included in the computer program. The server 20 can provide various game-related services to the user device 10. The user device 10 and the server 20 can cooperate with each other as needed to implement various game functions.
[0015] The game system 1 shown in Figure 1 is an example of a system to which the present invention can be applied. Not all of the elements of the game system 1 shown in Figure 1 are necessary to realize the present invention. For example, the user device 10 may provide the game standalone. In this case, the server 20 is not an essential component of the game system 1.
[0016] 2. Overview of the game provided by Game System 1 Game System 1 can provide games of various genres. Games provided by Game System 1 may include multiple game parts. For example, a game provided by Game System 1 may include a competitive game part in which the user's character engages in combat with an enemy character. In the competitive game part, a user party consisting of multiple user characters engages in combat with an enemy character. In this specification, the character controlled by the user in the competitive game part may be referred to as the user's "user character". Multiple user characters included in a user party may be divided into multiple categories, including front line and back line. Front line characters, positioned in the front line, are primarily responsible for combat with enemy characters. For example, front line characters attack enemy characters and are also vulnerable to attacks from enemy characters. Back line characters, positioned in the back line, play a supporting role in combat. For example, back line characters perform buff actions that enhance the abilities of front line characters and debuff actions that weaken the abilities of enemy characters. The actions of back line characters in combat may be more restricted than those of front line characters. For example, back line characters may not be able to perform some of the game functions that front line characters can perform. Frontline and backline characters may be swapped during or before combat begins in response to user input. The game provided by Game System 1 may have an exploration part in which the player explores the game field. If an enemy character is encountered during gameplay in the exploration part, the game may switch from the exploration part to the battle game part.
[0017] The competitive game portion of the game provided by Game System 1 has a normal mode M1 and an event mode M2, as shown in Figure 2. The competitive game portion starts in normal mode M1. When the activation conditions are met in normal mode M1, the competitive game portion can transition from normal mode M1 to event mode M2. In event mode M2, predetermined game events are executed. Details of the game events executed in event mode M2 will be described later. When the game events in event mode M2 are completed, the competitive game portion returns from event mode M2 to normal mode M1. If the activation conditions are met again after returning to normal mode M1, it becomes possible to transition to event mode M2 again.
[0018] In normal mode M1, combat between the user party and enemy characters takes place in a turn-based or real-time system. In turn-based combat, the first turn, in which the user characters act, and the second turn, in which the enemy characters act, occur alternately. In this case, the user can make the characters perform actions corresponding to their actions by inputting commands for each character in the first turn. In real-time combat, each character is given an opportunity to act at a predetermined interval, and the user can make the character perform an action corresponding to their actions by controlling the character that has been given that opportunity to act. The interval in which an opportunity to act is given may be determined by, for example, one or more parameters set for each character (speed, agility, etc.), each character's previous action, and / or other factors. As an example, characters with a higher speed parameter may be given opportunities to act more frequently.
[0019] Each user character has either a first attribute or a second attribute set as attribute information. In one embodiment, a single user character may have only one of the first or second attribute set. In another embodiment, a single user character may have both the first and second attributes set. In this specification, a user character with the first attribute set may be referred to as a "first attribute character," and a user character with the second attribute set may be referred to as a "second attribute character." If a single user character has both the first and second attributes set, that user character is both a first attribute character and a second attribute character. In normal mode M1, the attribute value corresponding to the attribute of the user character that performed the action changes depending on the action the user character takes. For example, when a first attribute character takes an action, the first attribute value corresponding to the first attribute changes. Also, when a second attribute character takes an action, the second attribute value corresponding to the second attribute changes. Activation conditions are determined in relation to the first attribute value and the second attribute value. Details of the activation conditions will be described later.
[0020] 3 Server equipment Next, we will explain server 20 further. Server 20 has a processor 21 and memory 2 2. It includes a user interface 23, a communication interface 24, and storage 25.
[0021] The processor 21 is an arithmetic unit that loads the operating system and various other programs from storage 25 or other storage into memory 22 and executes the instructions contained in the loaded programs. The processor 21 may be, for example, a CPU, MPU, DSP, GPU, various other arithmetic units, or a combination thereof. The processor 21 may also be implemented by an integrated circuit such as an ASIC, PLD, FPGA, or MCU.
[0022] Memory 22 is used to store instructions executed by the processor 21 and various other data. Memory 22 is a main memory that the processor 21 can access at high speed. Memory 22 is composed of RAM such as DRAM or SRAM.
[0023] The user interface 23 includes an input interface for receiving input from a user or operator, and an output interface for outputting various information under the control of the processor 21. The input interface is a keyboard, a pointing device such as a mouse, a touch panel, or any other information input device capable of receiving user input. The output interface is, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, a display panel, or any other information output device capable of outputting the calculation results of the processor 11.
[0024] The communication interface 24 is implemented as hardware, firmware, or communication software such as a TCP / IP driver or a PPP driver, or a combination thereof. The server 20 can send and receive data with other information devices, including the user device 10, via the communication interface 14.
[0025] Storage 25 is an external storage device accessed by the processor 21. Storage 25 is, for example, a magnetic disk, an optical disk, a semiconductor memory, or any other storage device capable of storing data.
[0026] Storage 25 stores user management data 25a, character management data 25b, and other data necessary for providing the game.
[0027] User management data 25a will be explained with reference to Figure 3. User management data 25a is a dataset in which various data about users who play games provided by game system 1 are structurally stored. User management data 25a may include user account information, user parameters which are various parameters set for the user, owned game media information about game media owned by the user, used game media information about game media used by the user in the game, and various other data about the user.
[0028] Account information includes, for example, a user ID that identifies a user. Account information may also include a username. In game system 1, the user ID uniquely identifies a user. The username indicates the name of the user used in the game.
[0029] A user's user parameters may include their rank, experience points, points earned, and other user parameters associated with that user that change as a result of the user playing the game. A user's rank is a parameter indicating their proficiency in the game. The rank may increase as the user plays the game.
[0030] User-owned game media information is information about the game media owned by the user in the game. Game media is electronic data used in the game. Game media may include, for example, characters, cards, items, points, in-service currency (or in-game currency), tokens (e.g., Non-Fungible Tokens (NFTs)), tickets, characters, avatars, parameters, and other electronic data used in the game. Game media may be acquired, owned, used, managed, exchanged, synthesized, enhanced, sold, discarded, or gifted by the user within the game. Game media may also be used in ways other than those described above. Owned game media information may include a game media ID that identifies the game media owned by the user within the game. When game media is acquired by the user, the game media ID that identifies the game media is stored as owned game media information, associated with the user's user ID. Hereinafter, unless otherwise specified, game media "owned" by a user refers to game media associated with the user's user ID. Furthermore, "granting" a game medium to a user means associating that game medium with the user's user ID as a game medium "owned" by that user. Furthermore, "discarding" a game medium owned by a user means dissolving the association between the user's user ID and that game medium. Furthermore, "consuming" a game medium owned by a user means generating an in-game effect in response to dissolving the association between the user ID and the owned game medium. Furthermore, "selling" a game medium owned by a user means dissolving the association between the user's user ID and that game medium, and associating that user ID with other game mediums (e.g., virtual currency or items). Furthermore, "transferring" a game medium owned by user A to user B means dissolving the association between user A's user ID and that game medium, and associating that game medium with user B's user ID. Furthermore, "creating" a game medium means defining or determining at least a part of the information related to the game medium.
[0031] The game medium information refers to information indicating the game medium used by the user in a game part (for example, a versus game part). The game medium used by the user in the versus game part is selected from among the owned game media. The character used by the user in the versus game part (i.e., the user character) may be selected automatically from among the game media, either according to the user's selection operation. If multiple user characters are selected to run the versus game part, a party may be formed by the selected user characters. In this case, the game medium information may include a party ID to identify the party formed by the user characters selected as the game medium.
[0032] User management data 25a may include friend information. Friend information for a given user indicates the user IDs of users who are friends with that user. For example, if user A is friends with users B and C, user A's friend information includes the user IDs of users B and C. Users who are friends can cooperate to play games together.
[0033] Some of the data stored as user management data 25a is updated as the game progresses. For example, a user's rank increases as the user plays the game. Some of the data stored as user management data 25a is not updated as the game progresses. For example, a user ID remains unchanged even as the game progresses.
[0034] Character management data 25b will be explained with reference to Figure 4. Character management data 25b is a dataset in which various data about characters used by users in games provided by game system 1 are structurally stored. Character management data 25b includes data about user characters. Character management data 25b may include game medium identification information, attribute information, level, character information representing the characteristics of the game medium, and various other data about user characters.
[0035] The character identification information for a user character is, for example, a character ID that identifies the character. The character identification information may also include a character name that indicates the name of each character.
[0036] User character attribute information is information indicating the attributes set for that user character. Attribute information includes "First Attribute" and "Second Attribute". In this specification, user characters are set with either the First Attribute or the Second Attribute, or both, as attribute information. The First and Second Attributes are determined appropriately to reflect the game's worldview. The First and Second Attributes can be a pair of opposing attributes. For example, if the First Attribute is "Yin", the Second Attribute may be "Yang". Each user character may have only one of the First or Second Attributes, or both. The user character's attributes may be changed after the game starts.
[0037] The level of a user character indicates the degree of growth of that user character. For example, the higher the level value, the greater the degree of growth of the user character. In this embodiment, the level value may increase in accordance with the user's gameplay. User character levels may be broadly divided into "higher levels" and "lower levels." Furthermore, "higher levels" and "lower levels" may be further subdivided. For example, higher levels can be classified in ascending order as levels A1, A2, ..., and lower levels can be classified in ascending order as levels B1, B2, .... In this specification, if a user character is assigned a level that is classified as a higher level, that user character may be called a "higher level character," and if a user character is assigned a level that is classified as a lower level, that user character may be called a "lower level character." In another embodiment, a user character may be classified as a higher level character or a lower level character based on parameters other than the level assigned to that user character. Parameters other than level may include rarity, rank, and parameters that represent other characteristics of the character. In yet another embodiment, step-up conditions may be defined for a lower-level character to become a higher-level character, and when a character meets these step-up conditions, that character's classification may be changed from a lower-level character to a higher-level character. For example, collecting a predetermined number of predetermined game items may be a step-up condition. Collecting a predetermined number of predetermined game items and then performing a predetermined action in the game may also be a step-up condition. As described above, the classification of higher-level characters and lower-level characters is not necessarily based solely on the character's level.
[0038] The character information for a user character includes various pieces of information that describe the user character's characteristics. This character information includes, for example, rarity, cost, life points, attack power, defense power, and game function information. Rarity indicates the scarcity (rarity value) of the user character. In other words, the rarity associated with a particular user character represents how difficult it is to acquire that character.
[0039] Cost is a parameter used when determining the deck to be used in the competitive game portion. For example, a party (sometimes called a deck) has an upper limit on the total cost of user characters that can be included in that party. Users can select user characters to include in their party so that the total cost does not exceed this upper limit.
[0040] Life is a parameter used to determine the user's victory or defeat in the versus game portion. In the versus game portion, the user's life decreases when their character is attacked by an enemy character. Life may be restored to its maximum value or below by using recovery items. If the life of all characters in the user's deck reaches zero, the user may be judged to have lost in that versus game portion.
[0041] The user character's attack power is a parameter that contributes to the amount of damage dealt to enemy characters by that user character's attacks. The higher the attack power value, the greater the amount of damage dealt to enemy characters. The user character's defense power is a parameter that contributes to the amount of damage taken by that user character from attacks received from enemy characters. The higher the defense power value, the greater the amount of damage taken from enemy character attacks.
[0042] Character information may include game function information. Game function information associated with a user character represents the game function that allows the user character to generate game effects in the game part. In the technical field of the present invention, game functions are sometimes called skills or abilities. In some games, "spells" used by characters also fall under the category of game functions. When a game function is executed in the game part, a game effect associated with that game function occurs. Game effects generated by the execution of a game function in a versus game part include increases in attack power, increases in defense power, recovery of life, and other effects that affect the outcome of a battle against an enemy character.
[0043] Some game features are only available to higher-level characters. In this specification, game features that are only available to higher-level characters are referred to as "higher-level game features," and the game effects associated with these higher-level game features are referred to as "higher-level game effects." Game features include higher-level game features that can only be set for higher-level characters, and game features that can be set for both higher-level and lower-level characters. Game features that can be set for lower-level characters are referred to as "normal game features" when it is necessary to distinguish them from higher-level game features. Similarly, the game effects associated with normal game features are referred to as "normal game effects."
[0044] Higher-level game functions may be available only in event mode M2. In other words, higher-level game effects may only occur in event mode M2. Higher-level game effects may include a first attribute effect that can be generated by a first attribute character, and a second attribute effect that can be generated by a second attribute character. In one embodiment, the first attribute effect can only be generated by first attribute characters among higher-level characters, and the second attribute effect can only be generated by second attribute characters among higher-level characters. In character management data 25b, the first attribute effect is stored in association with the character ID of the first attribute character, and the second attribute effect is stored in association with the character ID of the second attribute character. In another embodiment, a first attribute user character among higher-level characters may generate both the first and second attribute effects, and a second attribute user character among higher-level characters may generate both the first and second attribute effects.
[0045] Normal game functions may be available in either Normal Mode M1 or Event Mode M2. In Normal Mode M1, both higher-level and lower-level characters may be able to generate normal game effects corresponding to normal game functions. Normal game effects generated by higher-level characters may be stronger when generated in Event Mode M2 than when generated in Normal Mode M1. For example, if a normal game effect can inflict damage on an enemy character, a higher-level character may be able to inflict greater damage on the enemy character when generating that normal game effect in Event Mode M2 than when generating it in Normal Mode M1.
[0046] At least a portion of the user management data 25a and character management data 25b may be referenced by the user device 10 as needed. At least a portion of the user management data 25a and character management data 25b may be stored in the user device 10 as needed.
[0047] The processor 21 of the server 20 functions as a game control unit 21a by executing instruction sets included in programs stored in the storage 25 and other instruction sets as needed. The game control unit 21a can control the progress of the game by processing requests and notifications from the user device 10 based on predetermined game logic and by providing various game data for running the game to the user device 10.
[0048] 4. User devices Next, we will describe the user device 10.
[0049] 4-1 User device configuration User device 10 is a smartphone, personal computer (PC), mobile phone, tablet device, personal computer, e-book reader, wearable computer, game console, head-mounted display, or any other information processing device. User device 10 is intended to be used by a first user. The first user can input data into user device 10 and play games through images and sounds output from user device 10.
[0050] User device 10 includes a processor 11, memory 12, user interface 13, communication interface 14, and storage 15. The description of the processor 21, memory 22, user interface 23, communication interface 24, and storage 25 of server 20 also applies to the processor 11, memory 12, user interface 13, communication interface 14, and storage 15 of user device 10.
[0051] 4-2 Data held in storage 15 The storage 15 stores game applications 15a that provide various functions of the game, as well as various other data.
[0052] Instructions included in the game application 15a can be executed by the processor 11. Details of the functions realized by executing the game application 15a will be described later. The game application 15a may be downloaded to the user device 10 from, for example, an application distribution platform (not shown). The user device 10 can, if necessary, obtain data from the server 20 to advance the game part and store the obtained data in the storage 15.
[0053] 4-3 Functions of User Devices The processor 11 of the user device 10 functions as a game progress unit 11a, an attribute value update unit 11b, a determination unit 11c, and an event execution unit 11d by executing the instruction set included in the game application 15a and other instruction sets as needed.
[0054] 4-3-1 Game Progression Section 11a The game progress unit 11a advances the game according to the command set contained in the game application 15a, and, if necessary, based on input from the first user via the user interface 13 (e.g., touch panel) of the user device 10. The game progress unit 11a can also advance the game in cooperation with the server 20. User inputs include, for example, inputs to specify the movement of the user character within the game field, inputs to specify the user character's actions in combat with enemy characters, inputs to instruct the use of items, inputs to change game settings, and various other inputs related to the progress of the game. The game progress unit 11a can generate requests related to the progress of the game, for example, based on the command set contained in the game application 15a and user inputs, and send the generated requests to the server 20. The game progress unit 11a can also receive various game data related to the progress of the game from the server 20 and advance the game based on that game data. The game progress unit 11a can display images corresponding to the progress of the game on the user interface 13 (e.g., display). The game progress unit 11a can, for example, perform processing based on game logic corresponding to the versus game part, thereby executing processing related to a battle between a user party consisting of multiple user characters and an enemy character.
[0055] The game progress unit 11a may retrieve data necessary for game progression from the various data stored in the server 20's storage 25 and store the retrieved data in storage 15. When necessary for game processing, the game progress unit 11a can read data from storage 15 as appropriate and perform calculations using the retrieved data.
[0056] 4-3-2 Attribute value update unit 11b When the versus game part is started in normal mode M1, the user party that will be battling the enemy character is given initial values for the first attribute value and the second attribute value. The attribute value update unit 11b updates the first attribute value and the second attribute value in accordance with the user character's actions in normal mode M1. For example, the attribute value update unit 11b updates the initial value of the first attribute value based on the actions of the first attribute character in the versus game part being executed in normal mode M1. The attribute value update unit 11b can also update the initial value of the second attribute value based on the actions of the second attribute character in the versus game part being executed in normal mode M1. In one embodiment, the first attribute character may perform an action to update (increase or decrease) the second attribute value in normal mode M1. In normal mode M1, one or both of the first and second attribute values may be updated in accordance with the action performed by the first attribute character. In one embodiment, the second attribute character may perform an action to update (increase or decrease) the first attribute value in normal mode M1. In normal mode M1, one or both of the first and second attribute values may be updated depending on the action performed by the second attribute character. The attribute value update unit 11b may update the first and second attribute values only if the user party includes a higher-level character. If the user party does not include a higher-level character, the first and second attribute values do not need to be updated. If the first and second attribute values are not updated, it is not possible to transition to event mode M2, as will be described later. For this reason, if the user party does not include a higher-level character, the battle game part is always executed in normal mode M1.
[0057] Actions of a first-attribute character that change the first attribute value may include attack actions that attack enemy characters, healing actions that restore the life of allied characters, buff actions that enhance the abilities of allied characters, debuff actions that weaken the abilities of enemy characters, and various other actions. Similarly, actions of a second-attribute character that change the second attribute value may include attack actions, healing actions, buff actions, debuff actions, and various other actions. Actions of a first-attribute character that change the second attribute value, actions of a second-attribute character that change the first attribute value, and actions of a second-attribute character that change the second attribute value may be of the same type as actions of a first-attribute character that change the first attribute value.
[0058] The amount by which the first attribute value changes due to an action by a first attribute character may be a predetermined constant value. The amount by which the first attribute value changes due to an action by a first attribute character may differ depending on the type of action. The amount by which the first attribute value changes due to an action by a first attribute character may differ depending on the parameters set for that first attribute character. For example, the attack power set as a parameter (character information) for a first attribute character may be set to increase as the amount by which the first attribute value changes due to the action of that first attribute character increases. A constant amount of change in the first attribute value may be set for each action. The amount by which the first attribute value changes due to an action by a first attribute character may fluctuate depending on the effect produced by the action, even if the type of action is the same. For example, when a first attribute character performs an attack action, the amount of change in the first attribute value due to that attack action may be calculated based on the damage dealt to the enemy character. The amount by which the first attribute value changes due to an action by a first attribute character may be a positive value or a negative value. In other words, the first attribute value may change in an increasing direction or in a decreasing direction due to an action by a first attribute character. The explanation regarding the change in the first attribute value due to the actions of the first attribute character also applies to the change in the second attribute value due to the actions of the first attribute character, the change in the first attribute value due to the actions of the second attribute character, and the change in the second attribute value due to the actions of the second attribute character.
[0059] The first and second attribute values are indicated by attribute value gauges included in the game screen. Figure 5a shows the attribute value gauge 41 displayed on the game screen along with the user character and enemy characters. As shown in Figure 5a, the attribute value gauge 41 includes a first gauge element 41a that indicates the first attribute value of the user party and a second gauge element 41b that indicates the second attribute value of the user party.
[0060] The first gauge element 41a is a display element that extends clockwise along the circumferential direction of the attribute value gauge 41, starting from the 12 o'clock position, and its length in the circumferential direction represents the first attribute value. When the party's first attribute value increases due to an action by the first attribute character, the length of the first gauge element 41a extends clockwise by a length corresponding to the increase in the first attribute value corresponding to that action, as shown in Figure 5b. Conversely, when the party's first attribute value decreases due to an action by the first attribute character, the length of the first gauge element 41a shrinks by a length corresponding to the decrease in the first attribute value corresponding to that action.
[0061] The second gauge element 41b is a display element that extends counterclockwise along the circumferential direction of the attribute value gauge 41, starting from the 12 o'clock position, and its length in the circumferential direction represents the second attribute value. When the party's second attribute value increases due to an action by a second attribute character, the length of the second gauge element 41b extends counterclockwise by a length corresponding to the increase in the second attribute value corresponding to that action, as shown in Figure 5c. Conversely, when the party's second attribute value decreases due to an action by a second attribute character, the length of the second gauge element 41b shrinks by a length corresponding to the decrease in the first attribute value corresponding to that action.
[0062] The illustrated display configuration of the attribute value gauge 41 is illustrative, and the attribute value gauge to which the invention described in this specification can be applied is not limited to the illustrated configuration. For example, the starting points of the first gauge element 41a and the second gauge element 41b may be in a direction other than 12 o'clock (e.g., 3 o'clock, 6 o'clock, or 9 o'clock).
[0063] The attribute value update unit 11b updates the party's first attribute value or second attribute value in response to an action by the first attribute character or second attribute character, and expands or contracts the length of the first gauge element 41a or second gauge element 41b according to the amount of the update to the first attribute value or second attribute value. Therefore, the attribute value gauge 41 displays the latest values of the first attribute value and the second attribute value. It is possible.
[0064] When the attribute value update unit 11b updates the first attribute value or the second attribute value, it changes the length of the first gauge element 41a or the second gauge element 41b to represent the updated first attribute value or the second attribute value, and generates a game screen that includes an attribute value gauge 41 containing the first gauge element 41a or the second gauge element 41b having the changed length. The generated game screen is displayed on the display of the user device 10.
[0065] When a user character is assigned a first or second attribute, the attribute value gauge 41 includes a first gauge element 41a representing the first attribute and a second gauge element 41b representing the second attribute. In another embodiment, a user character is assigned one of the first, second, or third attributes. In this case, the attribute value gauge 41 may include a third gauge element representing the third attribute, in addition to the first gauge element 41a representing the first attribute and the second gauge element 41b representing the second attribute.
[0066] The attribute value gauge 41 may have a circular shape as shown in the diagram, but it may also have a different shape. The shape of the attribute value gauge 41 can be determined according to the shape of the area on the game screen in which the attribute value gauge 41 can be displayed.
[0067] 4-3-3 Judgment section 11c The determination unit 11c determines whether the activation conditions for transitioning from normal mode M1 to event mode M2 have been met. If the determination unit 11c determines that the activation conditions have been met, it displays a mode transition icon on the game screen that accepts user input. To save display space, the determination unit 11c may change a display element that was already displayed on the game screen before the activation conditions were met to a mode transition icon, rather than displaying a new mode transition icon on the game screen.
[0068] In one embodiment, the activation condition is determined in relation to the first attribute value and the second attribute value. An example of an activation condition is that the total attribute value, which represents the sum of the first and second attribute values of the party, is equal to or greater than a predetermined threshold. This threshold may be a value corresponding to one full rotation around the attribute value gauge 41. If the threshold used to determine the activation condition is a value corresponding to one full rotation around the attribute value gauge 41, then the total attribute value is equal to or greater than the threshold when the combined length of the first gauge element 41a and the second gauge element 41b is equal to or greater than the outer circumference of the attribute value gauge 41, and the activation condition is met. By using a value corresponding to one full rotation around the attribute value gauge 41 as the threshold, the extent to which the activation condition is met can be visually displayed in an easy-to-understand manner using the attribute value gauge 41. For example, as shown in Figure 5b or Figure 5c, if the sum of the first gauge element 41a and the second gauge element 41b covers about half a rotation of the attribute value gauge 41, the user can easily understand that the activation condition is about half met.
[0069] The threshold used to determine the activation condition may be set such that, when the activation condition is met, one of the first attribute value or the second attribute value is greater than the other. For example, the threshold used to determine the activation condition is set to a value that is not divisible by the number of attribute values used in the determination using that threshold. More specifically, if there are two attribute values used in determining the activation condition, namely the first attribute value and the second attribute value, the number of attribute values used in determining the activation condition is "2," so the threshold used to determine this activation condition is set to a value that is not divisible by "2" (i.e., an odd number). As an example, if the first and second attribute values are updated in increments of 5 points, the threshold can be set to 101 points. As another specific example, if there are three attribute values used in determining the activation condition, namely the first, second, and third attribute values, the number of attribute values used in determining the activation condition is "3," so the threshold used to determine this activation condition is set to a value that is not divisible by "3." In this way, by setting the threshold used to determine the activation condition to a value that is not divisible by the number of attribute values used to determine the activation condition, it is possible to avoid the situation where all of the multiple attribute values used to determine the activation condition become equal when the activation condition is met. This allows different game events to be executed in event mode M2 when the activation condition is met, based on the magnitude of the attribute values used to determine the activation condition. For example, if the first attribute value is greater than the second attribute value when the activation condition is met, the first game event can be executed in event mode M2, and conversely, if the second attribute value is greater than the first attribute value, the second game event can be executed in event mode M2.
[0070] 4-3-4 Event Execution Unit 11d The event execution unit 11d determines that the activation conditions are met and the mode transition icon is selected, then transitions the versus game part from normal mode M1 to event mode M2 and executes the game event in event mode M2. The event execution unit 11d may also automatically transition the game mode to event mode M2 without user input if it determines that the activation conditions are met. If the transition to event mode M2 is performed automatically without user input, the mode transition icon does not need to be displayed.
[0071] The event execution unit 11d executes a game event in event mode M2. In event mode M2, a game event is executed. In one embodiment, the game event executed in event mode M2 is an event that creates a situation more advantageous to the user than the battle in normal mode M1. The game event may be an event in which one or more user characters among multiple front-line characters launch concentrated attacks on enemy character C31 without being attacked by enemy character C31. Such an event is sometimes called a "burst" or "burst attack" in the field of video games. The game event executed in event mode M2 may be a burst attack. The game event executed in event mode M2 may be an event in which a higher-level character among the front-line characters of the user party executes a game function corresponding to the normal game effect set for that higher-level character without being attacked by enemy characters. The game event executed in event mode M2 may be an event that generates a higher-level game effect set for a higher-level character. The game event executed in event mode M2 may be an event that combines two or more of the above-described events.
[0072] Among the multiple user characters included in a user party, lower-level characters may be prevented from participating in game events in Event Mode M2. In other words, Event Mode M2 may be designed so that lower-level characters cannot perform game functions.
[0073] In the example shown in Figure 6a, the activation condition is met because the entire circumference of the attribute value gauge 41 is covered by the first gauge element 41a and the second gauge element 41b, and since the first gauge element 41a extends longer than the second gauge element 41b, the first attribute value is greater than the second attribute value when the activation condition is met. The event execution unit 11d may execute different game events in event mode M2 depending on whether the first attribute value or the second attribute value is greater when the activation condition is met. For example, if the first attribute value is greater than the second attribute value when the activation condition is met, the first game event may be executed in event mode M2, and conversely, if the second attribute value is greater than the first attribute value, the second game event may be executed in event mode M2.
[0074] When the event execution unit 11d executes the first game event, it generates the higher-level game effect set for the higher-level character with the first attribute, while not generating the higher-level game effect set for the higher-level character with the second attribute. In other words, in the first game event executed in normal mode M1 when the actions of the first-attribute character are more active than the actions of the second-attribute character, only the first-attribute effect set for the first-attribute character is generated among the higher-level game effects.
[0075] On the other hand, when the event execution unit 11d executes the second game event, it generates the higher-level game effect set for the higher-level character with the second attribute, while not generating the higher-level game effect set for the higher-level character with the first attribute. In other words, in the second game event, which is executed when the actions of the second-attribute character are more active than the actions of the first-attribute character in normal mode M1, only the second-attribute effect set for the second-attribute character is generated among the higher-level game effects.
[0076] 5. Processing Flow Next, the processing flow in the versus game part will be explained with reference to Figures 7 to 12. Figure 7 is a flowchart illustrating the general flow of game progression in the versus game part. In the versus game part, first, in step S11, the user party to participate in the battle is determined. The user party includes multiple user characters. User characters included in the user party can participate in battle against enemy characters.
[0077] Once the user party that will engage in battle with the enemy characters is determined, in step S12, a battle process is performed to initiate combat with the enemy characters. This battle process may be initiated, for example, when an enemy character is encountered while moving around the game field.
[0078] Next, we will explain in more detail the flow of the battle processing in the battle game part, referring to Figures 8 to 10.
[0079] Figure 8 is a flowchart illustrating the processing flow of the battle process. First, the battle process starts in step S21. When the battle process starts, the display of the user device 10 shows the game screen for advancing the battle process. In the following explanation, it is assumed that the user's party includes six user characters: the first character C11, the second character C12, ..., the sixth character C16. Figure 9 shows an excerpt of the character management data 25b to illustrate the information set for each of the six user characters. Figure 10 also shows the game screen 50 that is displayed on the display of the user device 10 when the battle process starts. When the battle process starts, the mode of the battle game part is set to normal mode M1. Therefore, Figure 10 shows the game screen 50 in normal mode M1.
[0080] As shown in Figure 9, the first character C11, the third character C13, and the fifth character C15 have the first attribute set as their attribute information. Therefore, in the example shown in Figure 9, the first character C11, the third character C13, and the fifth character C15 are all first attribute characters. In addition, the second character C12, the fourth character C14, and the sixth character C16 have the second attribute set as their attribute information. Therefore, in the example shown in Figure 9, the second character C12, the fourth character C14, and the sixth character C16 are all second attribute characters.
[0081] Next, the levels of each user character will be explained. The first character C11, the second character C12, and the fifth character C15 are each assigned levels A2, A1, and A3, which correspond to higher levels. Therefore, the first character C11, the second character C12, and the fifth character C15 are all high-level user characters. Furthermore, the first character C11, the second character C12, and the fifth character C15 are each assigned game effects AE1, AE2, and AE3, which correspond to higher-level game effects. In addition to higher-level game effects, the first character C11, the second character C12, and the fifth character C15 are also assigned some of the normal game effects GE1 to GE9. As mentioned above, user characters may be classified as high-level or low-level characters based on factors other than level. In the character management data 25b, a flag indicating whether each character is classified as a high-level or low-level character may be stored in association with the character identification information of each character.
[0082] On the other hand, the third character C13, the fourth character C14, and the sixth character C16 are each assigned lower levels B1, B3, and B2, respectively. Therefore, the third character C13, the fourth character C14, and the sixth character C16 are all lower-level user characters. Furthermore, the third character C13, the fourth character C14, and the sixth character C16 are assigned some of the GE1-GE9, which correspond to normal game effects, as game effects, but no higher-level game effects are assigned to them.
[0083] When a battle begins between a user party, including the six user characters shown in Figure 9, and enemy character C31, the game screen 50 shown in Figure 10 is displayed on the user device 10's display. The game screen 50 is divided into a first area 50a and a second area 50b. The first area 50a displays user characters that attack enemy character C31 and are attacked by enemy character C31. In the example in Figure 10, the first area 50a includes the first character C11 to the fourth character C14. The enemy character C31 is also included in the first area 50a. The game screen 50 includes multiple user characters and one or more enemy characters. The game screen 50 is an image that constitutes the video displayed on the user device 10's display during the game's battle processing. The game screen 50 may include images to depict attacks by user characters and attacks by enemy characters during the battle processing.
[0084] The first area 50a includes, in addition to the image of each character, an attribute value gauge 41 and a status display icon 42. As previously described, the attribute value gauge 41 includes a first gauge element 41a representing the first attribute value and a second gauge element 41b representing the second attribute value. Therefore, in the game screen 50, both the first and second attribute values can be displayed with a single attribute value gauge 41. Thus, compared to displaying the first and second attribute values with separate gauges, the first and second attribute values can be displayed with fewer gauges, and display space on the game screen 50 can be saved.
[0085] The status display icon 42 is an icon used to display the status of the battle process. In the example shown in Figure 10, the status display icon 42 displays the word "Attack". This word "Attack" indicates that it is the user's turn to attack. The text contained in the status display icon 42 may be updated as needed according to the status of the battle process.
[0086] Area 2, 50b, displays icon images C11a to C16a corresponding to the first character C11 to the sixth character C16 included in the user's party. Area 1, 50a, displays four user characters from the first character C11 to the sixth character C16. Attacks and defenses in battle take place between the first character C11 to the fourth character C14, included in Area 1, 50a, and the enemy character C31. The characters included in Area 1, 50a, among the characters in the user's party may be called combat-participating characters. The characters participating in battle among the characters in the user's party may also be called front-line characters.
[0087] In response to user instructions, user characters included in the user party but not participating in combat (i.e., user characters displayed in the second area 50b but not included in the first area 50a) can be swapped with user characters included in the first area 50a. Characters included in the user party but not participating in combat may be called backline characters. In other words, in the competitive game part, frontline characters and backline characters may be swapped. Swapping frontline characters and backline characters may be performed automatically without user selection if certain conditions are met. The allocation of user characters included in the user party as frontline characters and backline characters may be performed before the start of the competitive game part. The allocation of frontline characters and backline characters may be performed immediately after the start of the competitive game part. Swapping frontline characters and backline characters may be set to be possible only before the start of the competitive game part, and not possible after the start of the competitive game part. Swapping frontline characters and backline characters may be possible at all times in the competitive game part.
[0088] In each of the first area 50a and the second area 50b, a life gauge indicating the life of each character may be displayed, associated with the object or icon image of each character. In the illustrated embodiment, each character in the party has a life P1 assigned to them. The enemy character C31 may also have a life assigned to it. When each character is attacked, their life P1 decreases. If the life P1 of all characters in the user's party reaches zero, the user may be judged to have lost in the versus game part. Conversely, if the user reduces the life of the enemy character C31 to zero before the life P1 of all characters in the user's party reaches zero, the user may be judged to have won in the versus game part.
[0089] In the game screen 50, the attribute value gauge 41 is set to its initial state. Specifically, the first attribute value and the second attribute value each have initial values set at the start of the battle. Therefore, the first gauge element 41a of the attribute value gauge 41 included in the game screen 50 extends clockwise from the 12 o'clock position by a length representing the initial value of the first attribute value. Similarly, the second gauge element 41b of the attribute value gauge 41 extends counterclockwise from the 12 o'clock position by a length representing the initial value of the second attribute value. The initial values of the first and second attribute values may be constant, or they may vary depending on the party. For example, the more first attribute characters included in the party, or the more first attribute characters positioned as front-line characters, the larger the initial value of the first attribute value may be. Similarly, the more second attribute characters included in the party, or the more second attribute characters positioned as front-line characters, the larger the initial value of the second attribute value may be.
[0090] When the battle process begins in step S21, the battle process proceeds to step S22. In step S22, the first character C11 to the fourth character C14 and the enemy character C31 perform various actions related to combat. The actions performed by the first character C11 to the fourth character C14 may include attack actions to attack the enemy character C31, healing actions to restore the life of allied characters, and various other actions.
[0091] In step S22, when the first character C11 performs an attack action to attack the enemy character C31, the damage dealt to the enemy character C31 is calculated based on the attack power of the first character C11 and the defense power of the enemy character C31. As a result, the life of the enemy character C31 decreases by an amount equivalent to the damage received from the attack by the first character C11. In addition, since the first character C11 has a first attribute set, in response to the attack action of the first character C11, not only is an attack performed on the enemy character C31, but the first attribute value is also updated. For example, the first attribute value increases by an amount calculated based on the attack action of the first character C11. When the first attribute value changes, this change is reflected in the attribute value gauge 41. When the first attribute value increases, the display of the attribute value gauge 41 is changed so that the length of the first gauge element 41a indicating the first attribute value increases, as already explained with reference to Figure 5b. If the first character C11 performs an action other than an attack action, the first attribute value is changed by an amount corresponding to the action performed. The amount of change in the first attribute value may be constant regardless of the type of action performed by the first character C11.
[0092] In step S22, when the third character C13 performs an action, since the first attribute is also set for the third character C13, the first attribute value is updated in the same way as the first attribute value update process performed when the first character C11 performs an action. The display of the attribute value gauge 41 is also changed to reflect this change in the first attribute value. If the third character C13 performs the same action as the first character C11, the amount of change in the first attribute value due to the third character C13's action may be equal to the amount of change in the first attribute value due to the first character C11's action, or the amount of change in the first attribute value due to the first character C11's action may be greater than the amount of change in the first attribute value due to the third character C13's action. The amount of change in the first attribute value due to the action of a higher-level character (for example, the first character C11) may be greater than the amount of change in the first attribute value due to the action of a lower-level character (for example, the third character C13).
[0093] In step S22, when the second character C12 performs an action, an update process is performed to update the second attribute value, since the second character C12 has a second attribute set. For example, the second attribute value increases by an amount calculated based on the action of the second character C12. When the second attribute value changes, this change is reflected in the attribute value gauge 41. If the second attribute value increases, the display of the attribute value gauge 41 is changed so that the length of the second gauge element 41b indicating the second attribute value increases, as already explained with reference to Figure 5c. The amount of change in the second attribute value may differ depending on the type of action performed by the second character C12, or it may be constant regardless of the type of action performed by the second character C12. When the fourth character C14 performs an action, an update process is performed to update the second attribute value, similar to the process when the second character C12 performs an action. The display of the attribute value gauge 41 is also changed to reflect this change in the second attribute value.
[0094] As described above, in battle processing, when a user character performs an action, the first attribute value or the second attribute value is updated according to the attribute information set for that user action. In one embodiment, the first attribute value or the second attribute value may be changed in response to the user character's action in battle processing only if a higher-level character is included in the user party. Conversely, if a higher-level character is not included in the user party (if the party consists only of lower-level characters), the first attribute value or The second attribute value does not need to be changed.
[0095] If the first or second attribute value is updated in step S22, the battle process proceeds to step S23. In step S23, based on the first and second attribute values updated in step S22, it is determined whether the activation condition, which is the condition for transitioning the game mode to event mode M2, is met. The activation condition is, for example, that the total attribute value, which represents the sum of the first and second attribute values, is equal to or greater than the threshold corresponding to one full rotation of the attribute value gauge 41. If the determination is made based on this activation condition, as shown in Figure 5b or Figure 5c, if the sum of the lengths of the first gauge element 41a and the second gauge element 41b in the attribute value gauge 41 is shorter than the length of the outer circumference of the attribute value gauge 41, then the total attribute value is less than or equal to the threshold, and therefore the activation condition is not met. If the activation condition is not met, the battle process returns to step S22. If the user character performs the following action in step S22, the first attribute value or the second attribute value will be updated again, and a determination will be made again as to whether the activation condition is met based on the updated first and second attribute values.
[0096] If it is determined in step S23 that the activation condition is met, the match process proceeds to step S24. In step S24, it is determined whether to execute the first game event or the second game event in event mode M2. Whether to execute the first game event or the second game event in event mode M2 is determined, for example, by which of the first attribute value and the second attribute value is larger at the time the activation condition is met. More specifically, at the time the activation condition is met, if the first attribute value is larger than the second attribute value as shown in Figure 6a, it may be decided to execute the first game event, and conversely, if the second attribute value is larger than the first attribute value as shown in Figure 6b, it may be decided to execute the second game event.
[0097] Next, the battle process proceeds to step S25. In step S25, a process is performed to switch the mode of the battle game part from normal mode M1 to event mode M2. In step S25, since the activation condition is met, the game screen 60 shown in Figure 11 is displayed on the user device 10's display instead of the game screen 50. In game screen 60, the display of the attribute value gauge 41 is changed compared to game screen 50. Since the activation condition is met, a mode transition icon that can accept user input to switch from normal mode M1 to event mode M2 is displayed on game screen 60. In the illustrated embodiment, the status display icon 42 on game screen 50 is changed to a mode transition icon 44 that can accept user input. The mode transition icon 44 is an example of an operator that can detect user input. The mode transition icon 44 may be an icon that has the same appearance as the status display icon 42. The mode transition icon 44 may be displayed in a way that distinguishes it from the status display icon 42 by visual effects (lighting up, blinking, etc.). The mode transition icon 44 may be displayed on the game screen 60 as an icon with a different appearance from the status display icon 42. For example, the attribute value gauge 41 may be changed to a mode transition icon.
[0098] The mode transition icon 44 may be displayed in a different way depending on whether the first attribute value or the second attribute value is larger. For example, the mode transition icon 44 displayed when the first attribute value is larger than the second attribute value may be displayed in a different color than the mode transition icon 44 displayed when the second attribute value is larger than the first attribute value.
[0099] In step S25, if, for example, an input is received to select the mode transition icon 44 by touching the touchscreen of the user device 10, the battle process proceeds to step S26. In step S26, the battle game part is executed in event mode M2. Figure 12 shows the game screen 70 displayed on the display of the user device 10 in event mode M12. Since the first attribute value and the second attribute value are reset when transitioning to event mode M12, the first gauge element 41a and the second gauge element 41b are not displayed in the attribute value gauge 41 on the game screen 70 (the length of the first gauge element 41a and the second gauge element 41b is zero). The display of the attribute value gauge 41 may be omitted on the game screen 70. On the game screen 70, the mode transition icon 44 from the game screen 60 is changed to the status display icon 46. The status display icon 46, like the status display icon 42, is an icon for displaying the status of the battle process. In game screen 70, the battle processing is being executed in event mode M2, so the status display icon 46 shows the word "Executing". This word "Executing" indicates that event mode M2 is currently running.
[0100] In response to the transition to event mode M2, the first and second attribute values accumulated in normal mode M1 may be reset. For example, in response to the transition from normal mode M1 to event mode M2, the first and second attribute values may each be reduced by a predetermined amount. In this case, if the first game event is executed in event mode M2, the first attribute value may be reduced by a predetermined amount, while the second attribute value may not be reduced. In other words, if the first game event is executed in event mode M2, only the first attribute value may be consumed. Conversely, if the second game event is executed in event mode M2, the second attribute value may be reduced by a predetermined amount, while the first attribute value may not be reduced. In another embodiment, in response to the transition from normal mode M1 to event mode M2, the first and second attribute values may each be reduced by an amount corresponding to the action executed in event mode M2. The amount of reduction of the first and second attribute values in event mode M2 may be determined according to the elapsed time or number of turns in event mode M2. In event mode M2, both the first and second attribute values may be set to zero.
[0101] As described above, the game events executed in Event Mode M2 may be events in which a higher-level character among the party's front-line characters executes a game function corresponding to the normal game effect set for that higher-level character. In Event Mode M2, enemy characters do not need to be assigned an attack turn. In other words, in Event Mode M2, higher-level characters may execute game functions without being attacked by enemy characters.
[0102] The execution of game functions by higher-level characters in event mode M2 will be further explained with reference to Figure 12. When normal game functions are executed by higher-level characters, as shown in Figure 12, only the first character C11 and the second character C12, which are higher-level characters among the four vanguard characters, are displayed in the first area 50a, and the third character C13 and the fourth character C14, which are lower-level characters, do not need to be displayed in the first area 50a. The game screen 70 may display function display icons 43a to 43e that indicate candidate game functions to be executed by the first character C11, in order to allow the player to select a game function to be executed by the first character C11. The function display icons 43a to 43e may be expanded on the game screen 70 by, for example, selecting the icon image C11a of the first character C11 displayed in the second area 50b. The function display icons 43a to 43e may be associated with game effects GE1 to GE5 (see Figure 9) associated with the first character C11. For example, function display icon 43a corresponds to game effect GE1. Function display icons 43a to 43e are displayed on the game screen 70 to accept user input. For example, when input to select function display icon 43a is received by touching the touchscreen of the user device 10, game effect GE1 corresponding to function display icon 43a is selected as the game effect to be generated by the first character C11. Similarly, for the second character C12, a function display icon is displayed on the game screen 70 to allow the user to select one of the game effects GE2, GE5, GE6, GE7, or GE8 associated with the second character C12, and the game effect to be executed by the second character C12 can be determined according to the selection operation on that function display icon. The status display icon 46 on the game screen 70 may also accept selection operations from the user. After the game effects to be generated by the first character C11 and the second character C12 are selected, the status display icon 46 can be selected, for example by touch operation, to cause the first character C11 and the second character C12 to execute the function corresponding to the selected game effect.As a result, the selected normal game effect is triggered by the execution of the game function by the higher-level characters (first character C11 and second character C12). While the game function is being executed by the higher-level characters, the display of the status display icon 46 may be changed. For example, the word "Activate" may be displayed inside the status display icon 46 instead of "Execute". The status display icon 46 displaying the word "Activate" indicates that the higher-level characters are executing a game function (i.e., activating the game effect corresponding to that game function).
[0103] In Event Mode M2, the following normal game effects can be applied to higher-level characters: a game effect that attacks enemy character C31 using a specific weapon, a game effect that attacks enemy character C31 using magic, a game effect that increases the defense of allied characters, and various other game effects.
[0104] In event mode M2, in addition to executing game functions corresponding to normal game effects, or instead of executing such game functions, higher-level game effects set for higher-level characters may be generated. In step S24, if it is decided to execute the first game event in event mode M2, the higher-level game effects set for higher-level characters with the first attribute may be generated, but the higher-level game effects set for higher-level characters with the second attribute may not be generated. In the example shown in Figure 12, the first character C11 and the second character C12, who are included in the vanguard characters, are higher-level characters, but only the first character C11 has the first attribute set. Therefore, if it is decided to execute the first game event in event mode M2, the process of generating the higher-level game effect AE1 set for the first character C11 will be performed, but the process of generating the higher-level game effect AE2 set for the second character C12 will not be performed. Conversely, in step S24, if it is decided to execute the second game event in event mode M2, the process of generating the higher game effect set for higher-level characters with the second attribute is performed, but the process of generating the higher game effect set for higher-level characters with the first attribute is not performed. In step S24, if it is not decided whether to execute the first game event or the second game event in event mode M2, or if it is decided to execute both the first game event and the second game event in event mode M2, both the higher game effect set for higher-level characters with the first attribute and the higher game effect set for higher-level characters with the second attribute may be generated.
[0105] In Event Mode M2, higher-level game effects may occur automatically (without user instruction). Higher-level game effects in Event Mode M2 may occur in parallel with the execution of normal game functions by the higher-level characters described above.
[0106] In Event Mode M2, the higher-level game effects generated by higher-level characters of the first attribute may enhance the effectiveness of the normal game effects generated by characters of the first attribute in Event Mode M2. However, the higher-level game effects generated by higher-level characters of the first attribute do not have to enhance the effectiveness of the normal game effects generated by characters of the second attribute in Event Mode M2. In Event Mode M2, the higher-level game effects generated by higher-level characters of the second attribute may enhance the effectiveness of the normal game effects generated by characters of the second attribute in Event Mode M2. However, the higher-level game effects generated by higher-level characters of the second attribute in Event Mode M2 do not have to enhance the effectiveness of the normal game effects generated by characters of the first attribute in Event Mode M2.
[0107] When all higher-level characters included in the vanguard character trigger game effects (normal game effects and higher-level game effects), the game event in event mode M2 ends, and in step S27, the process returns from event mode M2 to normal mode M1. Upon returning to normal mode M1, the battle with enemy character C31 resumes in the same manner as before the transition to event mode M2. When normal mode M1 resumes, the first attribute value and the second attribute value are set to their initial values. If the player transitions from normal mode M1 to event mode M2 and then returns to normal mode M1, the initial values of the first attribute value and the second attribute value may have changed from their initial values in normal mode M1 before the transition to event mode M2. For example, if the level, rank, or other parameters of the higher-level characters included in the user party improve during the process of transitioning from event mode M2 to normal mode M1, the initial values of the first attribute value and the second attribute value may be increased.
[0108] The above battle process continues until either the user's party or the enemy character achieves victory. For example, the user's party can win by reducing enemy character C31's life to zero.
[0109] 6. Effects Next, we will explain some of the effects and benefits realized by the above embodiment.
[0110] In the game provided by Game System 1, the first attribute value and second attribute value, corresponding to the separate attribute information set for each user character, are displayed by a single attribute value gauge 41. Since the first attribute value is not a parameter related to all characters in the user party, but rather a parameter associated with the attribute information set for the first attribute character, it is common practice in the gaming field to display the gauge showing the first attribute value near each first attribute character. The same applies to the second attribute value. In order to display the first attribute value and second attribute value near each first attribute character and each second attribute character, a gauge is required for each first attribute character and each second attribute character, resulting in multiple gauges being displayed on the game screen. In contrast, in Game System 1, the first attribute value updated by the action of the first attribute character is shown by the first gauge element 41a, which is a display element within the attribute value gauge 41, and the second attribute value updated by the action of the second attribute character is shown by the second gauge element 41b, which is a display element within the attribute value gauge 41. Thus, in game system 1, the first attribute value and the second attribute value can be displayed by a single attribute value gauge 41. Compared to the case where the first attribute value and the second attribute value are displayed by separate gauges, the clutter of display elements included in the game screen 50 can be reduced. This improves the visibility of the gauges showing the first attribute value and the second attribute value.
[0111] The first attribute value is a parameter that changes due to the actions of the first attribute character, while the second attribute value is a parameter that changes due to the actions of the second attribute character. Therefore, when the first attribute value changes due to the actions of the first attribute character, it is common practice in the field of games to display a gauge showing the first attribute value that has changed due to that action near the first attribute character in order to display the change in the first attribute value and the character that contributed to that change. The same applies to the second attribute value; it is common practice in the field of games to display a gauge showing the second attribute value near the second attribute character. However, in games where a party containing multiple user characters battles enemy characters, multiple characters are displayed on the game screen, making it difficult to secure sufficient display space around each character. In game system 1, instead of providing separate gauges for each character to represent the first or second attribute value, a single attribute value gauge 41 is used for the user party, and this attribute value gauge represents both the first and second attribute values. As a result, the connection between the attribute value gauge 41 and each character is weak. Therefore, there is less need to display the attribute value gauge 41 near each character, and as a result, it becomes easier to secure space for displaying other display elements near the characters.
[0112] 7. Notes The game system 1 shown in Figure 1 is an example of a system to which the present invention can be applied, and the game system to which the present invention can be applied is not limited to that shown in Figure 1. The game system 1 to which the present invention can be applied may not include some of the components shown in the figure. For example, the game system 1 may not include storage 30. The game system 1 may include components that are not shown. Although only one user device 10 is shown in Figure 1 for the sake of simplicity, the game system 1 may include any number of user devices 10, two or more. The game system 1 may include a cloud environment for distributing the processing that would otherwise be performed by the user devices 10 or the server 20.
[0113] In game system 1, there are no particular restrictions on the location of data storage. For example, various types of data that can be stored in storage 15 may be stored in a physically separate storage (e.g., storage 30) or a database server. In this specification, the data described as being stored in storage 15 may be stored in a single storage or distributed across multiple storages. Furthermore, in this specification and the claims, the term "storage" may refer to either a single storage or a collection of multiple storages, to the extent permitted by the context. The above description of data that can be stored in storage 15 also applies to data stored in storage 25 as far as possible.
[0114] The embodiments of the present invention are not limited to those described above, and various modifications are possible without departing from the spirit of the invention. For example, some or all of the functions performed by processor 11 and processor 21 may be implemented by processors not specified herein, without departing from the spirit of the invention. In Figure 1, processor 11 is shown as a single component, but processor 11 may be a collection of multiple physically separate processors. The same applies to processor 21. In this specification, programs or instructions contained in programs described as being performed by processor 11 and processor 21 may be executed by a single processor or may be executed in a distributed manner by multiple processors. Furthermore, programs or instructions contained in programs performed by processor 11 and processor 21 may be executed by one or more virtual processors.
[0115] Programs executed on processor 11 and / or processor 21 may be stored on various types of non-transitory computer-readable media other than those shown in the diagram. Non-transitory computer-readable media include various types of tangible storage media. Examples of non-transitory computer-readable media include magnetic recording media (e.g., flexible disks, magnetic tapes, hard disk drives), magneto-optical recording media (e.g., magneto-optical disks), Compact Disc Read Only Memory (CD-ROM), CD-R, CD-R / W, and semiconductor memory (e.g., mask ROM, programmable ROM (PROM), erasable PROM (EPROM), flash ROM, random access memory (RAM)).
[0116] Even if it is stated that the processes and procedures described herein are performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, multiple software programs, multiple components, and / or multiple modules. Similarly, even if it is stated that the data, tables, or databases described herein are stored in a single memory, such data, tables, or databases may be stored in multiple memories on a single device or distributed across multiple devices. Furthermore, the software and hardware elements described herein can also be implemented by integrating them into fewer components or by decomposing them into more components.
[0117] In the processing procedures described herein, particularly those described using flowcharts or sequence diagrams, it is possible to omit some of the steps constituting the processing procedure, add steps not explicitly stated as constituting the processing procedure, and / or change the order of such steps. Processing procedures with such omissions, additions, or changes in order are also included within the scope of the present invention, as long as they do not depart from the spirit of the invention. For example, in the flowchart shown in Figure 8, the processing of step S24 may be omitted. If step S24 is omitted, event mode M2 is started without determining whether to execute the first game event or the second game event in event mode M2.
[0118] The designations such as "First," "Second," and "Third" in this specification and the claims are used to identify components and do not necessarily limit their number, order, or content. Furthermore, the numbers used to identify components are used context by context, and a number used in one context does not necessarily indicate the same component in another context. Moreover, this does not prevent a component identified by one number from also performing the function of a component identified by another number. [Explanation of Symbols]
[0119] 1. Game System 10 User devices 11 processors 11a Game Management Section 11b Attribute value update section 11c Judgment section 11d Event Execution Department 15 Storage 15a Game applications 20 servers 41 Attribute Value Gauge 41a First gauge element 41b Second gauge element
Claims
1. A system comprising one or more processors, The one or more processors described above are: The first attribute value of the user party is changed according to the actions of the first attribute character, which has a first attribute set among the multiple characters included in the user's user party. The second attribute value of the user party is changed according to the actions of the second attribute character among the aforementioned multiple characters that has a second attribute set. The game screen is generated to include an attribute value gauge that includes a first gauge element representing the first attribute value and a second gauge element representing the second attribute value. system.
2. The one or more processors enable the execution of a game event when the activation conditions defined in relation to the first attribute value and the second attribute value are met. The system according to claim 1.
3. When the activation conditions are met, an operator for executing the game event is displayed on the game screen. In response to the operation on the operator, the game event is executed. The system according to claim 2.
4. The activation condition is defined for the total attribute value obtained by adding the first attribute value and the second attribute value. The system according to claim 2.
5. The activation condition is that the total attribute value is equal to or greater than the threshold. The system according to claim 4.
6. The level of the aforementioned first attribute character is above the standard level, In the aforementioned game event, the first attribute character generates the first game effect. The system according to claim 2.
7. The first game effect is set by the user after the activation conditions are met. The system according to claim 6.
8. The level of the second attribute character is equal to or greater than the reference level. In the aforementioned game event, the second attribute character generates a second game effect. The system according to claim 6.
9. The second game effect is set by the user after the activation condition is met. The system according to claim 8.
10. If the level of the second attribute character is lower than the reference level, the second attribute character will not participate in the game event. The system according to claim 6.
11. The aforementioned first attribute character is associated with the first attribute effect, In the first game event, the first attribute effect occurs. The system according to claim 1.
12. The aforementioned second attribute character is associated with a second attribute effect. In the second game event, the first attribute effect does not occur, but the second attribute effect does occur. The system according to claim 11.
13. One or more processors execute computer-readable instructions, A step of changing the first attribute value of the user party in accordance with the actions of a first attribute character among multiple characters included in the user's user party that has a first attribute set, The process involves changing the second attribute value of the user party in accordance with the actions of the second attribute character among the plurality of characters that has a second attribute set, A step of generating a game screen that includes an attribute value gauge comprising a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value, A game processing method that executes this.
14. One or more processors, A step of changing the first attribute value of the user party in accordance with the actions of a first attribute character among multiple characters included in the user's user party that has a first attribute set, The process involves changing the second attribute value of the user party in accordance with the actions of the second attribute character among the plurality of characters that has a second attribute set, A step of generating a game screen that includes an attribute value gauge comprising a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value, A game program that executes the game.