Program, game processing method, and game processing device.
The game system addresses the predictability of conventional battle games by incorporating a training game with dynamic scenarios and parameter enhancements, enhancing strategic depth and player engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- RUDEL INC
- Filing Date
- 2026-03-26
- Publication Date
- 2026-06-04
AI Technical Summary
Conventional battle games lack strategic depth due to predictable game results determined by character parameters, leading to a lack of engagement and strategic complexity.
A game system that incorporates a training game with a distribution process for a first parameter related to battles, involving multiple units, allowing for strategic decision-making through training scenarios with branching paths and random events, including battles and parameter enhancements.
Enhances the strategic nature of the game by introducing unpredictable outcomes and dynamic character development, improving player engagement and strategic depth.
Smart Images

Figure 2026092048000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a program, a game processing method, and a game processing apparatus.
Background Art
[0002] Conventionally, in a battle game, it is known to determine a game result based on a physical strength parameter associated with a friendly character and a physical strength parameter associated with an enemy character.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the above-described conventional technology, since the game result is determined by the parameter associated with the character, it is easy for the user to predict the game result and the strategic nature is lacking.
[0005] An object of the present disclosure is to improve the strategic nature of the game.
Means for Solving the Problems
[0006] One aspect of the present disclosure is a program for causing a computer to execute a game having a battle part using a plurality of units, the program causing the plurality of units to execute a distribution process of distributing a first parameter related to the battle part.
Effects of the Invention
[0007] According to the present disclosure, the strategic nature of the game can be improved.
Brief Description of the Drawings
[0008] [Figure 1] It is a configuration diagram of an example of the game system according to this embodiment. [Figure 2] It is a hardware configuration diagram of an example of the game server according to this embodiment. [Figure 3] It is a hardware configuration diagram of an example of the user terminal according to this embodiment. [Figure 4] It is a diagram showing an example of the home screen of the breeding game according to this embodiment. [Figure 5] It is a diagram showing an example of the selection screen of the breeding target character of the breeding game according to this embodiment. [Figure 6] It is a diagram showing an example of the formation screen at the start of breeding of the breeding game according to this embodiment. [Figure 7] It is a diagram for explaining an example of the progress of a training scenario composed of a plurality of turns. [Figure 8] It is a functional block diagram of an example of the user terminal according to this embodiment. [Figure 9] It is a first flowchart showing an example of the processing procedure of the game system according to this embodiment. [Figure 10] It is a flowchart showing an example of the processing procedure when the breeding target character advances one square and executes the training menu according to the user's selection, which is shown in S5 of FIG. 9 in the game system according to this embodiment. [Figure 11] It is a diagram showing an example of the enlarged screen displayed by the square progress execution unit according to this embodiment. [Figure 12] It is a diagram showing an example of the enlarged screen displayed by the square progress execution unit according to this embodiment. [Figure 13] It is a diagram exemplifying the types of squares displayed on the enlarged screen according to this embodiment. [Figure 14] It is a diagram exemplifying a list of icons showing the effects associated with each of the plurality of squares according to this embodiment. [Figure 15]In the game system according to this embodiment, an example of a screen displayed when the character to be trained advances to a dedicated training card appearance square is shown. [Figure 16] In the game system according to this embodiment, an example of a screen displayed when an event is associated with the square that has been advanced is shown. [Figure 17] In the game system according to this embodiment, an example of a screen displayed when advancing to a rare training square is shown. [Figure 18] In the game system according to this embodiment, an example of a screen on which the lottery result when advancing to an EX bonus square is displayed is shown. [Figure 19] In the game system according to this embodiment, an example of a screen on which the lottery result when advancing to a specific status bonus square (all) is displayed is shown. [Figure 20] In the game system according to this embodiment, it is a figure exemplifying a training screen in which the character to be trained executes a training menu. [Figure 21] It is a figure for explaining the action pattern during the battle of each unit. [Figure 22] It is a figure for explaining the ratio of the military strength of each unit according to the operation of the army. [Figure 23] It is a second flowchart showing an example of the processing procedure of the game system 1 according to this embodiment. [Figure 24] It is a figure showing an example of an exercise list screen showing a list of exercise types. [Figure 25] It is a figure showing an example of a difficulty list screen showing a list of exercise difficulties. [Figure 26] It is a figure showing an example of a list screen showing a list of opponents in the battle. [Figure 27] It is a first figure showing an example of a battle preparation screen. [Figure 28] It is a first figure showing an example of an operation selection / editing screen. [Figure 29] It is a second figure showing an example of an operation selection / editing screen. [Figure 30]The third diagram shows an example of the strategy selection and editing screen. [Figure 31] This figure shows an example of a screen for confirming a change in strategy. [Figure 32] The second figure shows an example of a battle preparation screen. [Figure 33] This is a diagram showing an example of a military organization screen. [Figure 34] This figure shows an example of a battle results screen. [Figure 35] This is a diagram showing an example of the Legion menu screen. [Figure 36] This figure shows an example of the screen for trained warlords. [Figure 37] The fourth figure shows an example of the operation selection and editing screen. [Modes for carrying out the invention]
[0009] The following describes the forms for implementing this disclosure with reference to the drawings.
[0010] [Game System] Figure 1 is a configuration diagram of an example of a game system 1 according to this embodiment. The game system 1 shown in Figure 1 includes a game server 10 and one or more user terminals 12. The game server 10 and the user terminals 12 are connected to each other via a network 18 so that they can communicate with each other.
[0011] Network 18 is, for example, the internet. However, network 18 is not limited to the internet; it can be any network that can connect the game server 10 and one or more user terminals 12 in a communicative manner. Network 18 may also be, for example, a dedicated line, a public line, or a LAN (Local Area Network). Network 18 may be a combination of the internet, a dedicated line, a public line, or a LAN.
[0012] The game server 10 is implemented, for example, by a personal computer, workstation, or cloud computing. The game server 10 provides the user terminal 12 with the functions necessary for the game by sending and receiving data with the user terminal 12.
[0013] The user terminal 12 can be implemented as, for example, a personal computer, a game console, a smartphone, a mobile phone, a tablet device, or a commercial game machine. The user terminal 12 receives input from the user playing the game and allows the user to play the game.
[0014] Note that the game server 10 is an example of a game processing unit. Similarly, the user terminal 12 is also an example of a game processing unit. The game processing unit may also consist of a game server 10 and a user terminal 12 that are capable of communication.
[0015] [Hardware configuration] Figure 2 is a hardware configuration diagram of an example of a game server 10 according to this embodiment. The game server 10 shown in Figure 2 has a CPU (Central Processing Unit) 20, ROM (Read Only Memory) 21, RAM (Random Access Memory) 22, auxiliary storage device 23, and communication control unit 24. The CPU 20, ROM 21, RAM 22, auxiliary storage device 23, and communication control unit 24 are connected via a bus line 25.
[0016] The CPU 20 executes programs such as game programs and controls the entire game server 10. The ROM 21 stores programs necessary for controlling the game server 10, such as the BIOS (Basic Input Output System). The auxiliary storage device 23 is a storage device that stores programs such as game programs and various data used by those programs. The auxiliary storage device 23 is, for example, an HDD (Hard Disk Drive) or an SSD (Solid State Drive). The RAM 22 is the main memory used by the CPU 20 for its operations.
[0017] The communication control unit 24 controls communication with the user terminal 12 via the network 18. The communication control unit 24 is a communication device such as a network card that controls communication.
[0018] Figure 3 is a hardware configuration diagram of an example of a user terminal 12 according to this embodiment. The user terminal 12 shown in Figure 3 has a CPU 30, ROM 31, RAM 32, image processing unit 33, display unit 34, audio processing unit 35, audio input unit 36, audio output unit 37, auxiliary storage device 38, communication control unit 39, operation input unit 40, and recording medium drive 41. The CPU 30, ROM 31, RAM 32, image processing unit 33, display unit 34, audio processing unit 35, audio input unit 36, audio output unit 37, auxiliary storage device 38, communication control unit 39, operation input unit 40, and recording medium drive 41 are connected via a bus line 42.
[0019] The CPU 30 executes programs such as game programs and controls the entire user terminal 12. The ROM 31 stores programs necessary for controlling the user terminal 12, such as the BIOS. The auxiliary storage device 38 is a storage device that stores programs such as game programs and various data used by those programs. The RAM 32 is the main memory used by the CPU 30 for its operations.
[0020] The image processing unit 33 controls the display unit 34 according to instructions from the CPU 30 and displays an image on the screen of the display unit 34. The display unit 34 is a display device such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 34 may be built into the user terminal 12 or may be externally connected to the user terminal 12.
[0021] The audio processing unit 35 converts the analog audio signal input from the audio input unit 36 into a digital audio signal. The audio processing unit 35 also generates an analog audio signal according to the instructions of the CPU 30 and outputs it to the audio output unit 37. The audio input unit 36 is an input device, such as a microphone, that is built into or externally attached to the user terminal 12. The audio output unit 37 is an output device, such as a speaker, that is built into or externally attached to the user terminal 12. The communication control unit 39 controls communication with the game server 10 via the network 18.
[0022] The operation input unit 40 receives user operation input and outputs a signal corresponding to the operation input to the CPU 30 via the bus line 42. The operation input unit 40 is, for example, a touch panel, touchpad, controller, mouse, or keyboard. The voice input unit 36 may also receive voice operation input using known voice recognition technology.
[0023] The recording medium drive 41 is a device that reads data from a recording medium 43, such as a CD (Compact Disk), DVD (Digital Versatile Disc), BD (Blu-ray Disk), HDD, or SSD. For example, the recording medium 43 reads programs such as game programs to be installed on the user terminal 12.
[0024] [Game Overview] In this embodiment, as an example of a game in which a character is trained, an example of a training game in which a warrior character who engages in combat is trained will be described. The character to be trained is not limited to warrior characters. The character to be trained is not limited to characters used in combat, but may be, for example, a character from a sports game such as soccer, baseball, or tennis. The character to be trained may be a character from a game of various genres, such as a role-playing game, a simulation game, or an adventure game. The character to be trained may be a group of characters from multiple games (for example, a unit). Furthermore, the character to be trained is not limited to a character, but may be any object that can be trained within the game.
[0025] In this embodiment of the training game, a warrior character (hereinafter referred to as the training target character), which is an example of a training target, is trained and battled within the game to develop the warrior. The training target character is an example of the first object.
[0026] Furthermore, in this embodiment, as an example of a game in which trained characters are used for battles, an example of a battle game in which an army consisting of multiple units, including trained characters, is pitted against another army is described. In this battle game, multiple units are an example of multiple units, and an army is an example of a group consisting of multiple units. Therefore, the battle game described below can be applied to games in which a group consisting of multiple units, including trained characters, battles against another group.
[0027] The game server 10 in this embodiment may provide a game that includes both a training game and a competitive game. In other words, the game server 10 in this embodiment may provide a game that includes a training part corresponding to a training game and a competitive part corresponding to a competitive game. The competitive part involves the use of multiple units, and the user and the opponent are divided into separate groups to compete against each other.
[0028] First, let me explain the training game (training part).
[0029] [About the training game (training part)] The character being trained has multiple parameters, such as physical strength, stamina, intelligence, courage, leadership, and charm. These multiple parameters are examples of indicators of the character's strength and may also be called stats. The multiple parameters of the character being trained increase by performing training menus on the character, for example, in training scenarios where the character is being trained. A training menu is an example of a training menu.
[0030] The training menu includes, for example, types such as martial arts skills, martial arts training, military strategy, troop training, and meditation. The parameters that increase by executing the training menu vary depending on the type of the training menu.
[0031] The cultivation game according to this embodiment arranges a plurality of squares (an example of panels) from the start to the end of the game and advances the character to be cultivated. In the cultivation game according to this embodiment, the character to be cultivated is advanced one square at a time with respect to the plurality of arranged squares. And in the cultivation game, every time the character is advanced one square, the character to be cultivated is made to perform training or battle. In the cultivation game according to this embodiment, when the character to be cultivated is advanced to the end (goal) of a plurality of squares like a board game, the cultivation of the character to be cultivated is completed.
[0032] For example, the user selects the training menu or rest at each of the plurality of arranged squares and makes the character to be cultivated execute the training indicated by the training menu. The user advances the character to be cultivated along the plurality of arranged squares while selecting the training menu to be executed by the character to be cultivated at each of the plurality of squares so that the parameters of the character to be cultivated approach the ideal parameters.
[0033] In the cultivation game according to this embodiment, the screen displayed according to the user's operation is switched. FIG. 4 is a diagram showing an example of the home screen of the cultivation game according to this embodiment.
[0034] On the home screen 1000 shown in FIG. 4, a training selection button 1001 and an exercise selection button 1002 are shown as buttons for starting the game. Furthermore, on the home screen 1000, a first screen switching button 1011, a second screen switching button 1012, a third screen switching button 1013, a fourth screen switching button 1014, and a fifth screen switching button 1015 are shown as buttons for switching the screen.
[0035] In the example shown in Figure 4, the third screen switching button 1013 is selected, and the home screen 1000 corresponding to the third screen switching button 1013 is displayed.
[0036] The first screen switching button 1011, the second screen switching button 1012, the fourth screen switching button 1014, and the fifth screen switching button 1015 are buttons for switching from the home screen 1000 to other screens. The screen to which the user moves when the first screen switching button 1011, the second screen switching button 1012, the fourth screen switching button 1014, or the fifth screen switching button 1015 is pressed can be any screen. Examples of destination screens include screens for adding warlords, various items, and scene cards, screens for checking the warlords (characters) and scene cards owned by the user, and screens for forming the army used in the battle part described later. In this way, by pressing the first screen switching button 1011, the second screen switching button 1012, the third screen switching button 1013, the fourth screen switching button 1014, or the fifth screen switching button 1015, the user can check various information.
[0037] This embodiment describes the case when the training selection button 1001 is pressed. In the training game according to this embodiment, when the training selection button 1001 is pressed, the training scenario is started. Furthermore, in the training game according to this embodiment, when the training selection button 1001 is pressed, multiple training scenarios may be displayed for selection, and when the user selects one of the multiple training scenarios, the selected training scenario may be started. In the training game according to this embodiment, after a training scenario is selected, the screen transitions to the character selection screen.
[0038] In the breeding game according to this embodiment, the user can select a breeding target character from the characters they own. FIG. 5 is a diagram showing an example of a selection screen for a breeding target character in the breeding game according to this embodiment. Note that "owning" only needs to mean that the character is associated with the user's ID. Characters such as military generals and scene cards can be obtained through game rewards or so-called gachas.
[0039] On the selection screen 1050 shown in FIG. 5, the selection of a breeding target character is accepted from the display area 1054 of the list of owned characters. On the selection screen 1050, it is assumed that the column 1054A is selected.
[0040] When the column 1054A is selected, an enlarged image 1051 of the selected character, the status 1052 of the selected character, and the name, level, etc. 1053 related to the selected character are displayed. The user checks these contents and determines whether to breed.
[0041] Also, in order to support the search for breeding target characters, an item 1055 for narrowing down characters by a filter is also displayed.
[0042] On the selection screen 1050, a back button 1057 and a next button 1056 are displayed. In the breeding game according to this embodiment, when the back button 1057 is pressed, control is performed to return to the previously displayed screen (for example, the home screen 1000).
[0043] In the breeding game according to this embodiment, when the next button 1056 is pressed, the currently selected character is determined as the breeding target character, and control is performed to move to the next screen (the formation screen 1100 shown in FIG. 6).
[0044] In the selection screen 1050, buttons for switching screens are shown as the first screen switching button 1011, the second screen switching button 1012, the third screen switching button 1013, the fourth screen switching button 1014, and the fifth screen switching button 1015. The screen switching buttons 1011 to 1015 are the same as in Figure 4, so their explanation is omitted. In the screens shown below, the screen switching buttons 1011 to 1015 are the same, so their explanation is omitted.
[0045] In the training game according to this embodiment, the effect of training a target character through the training menu changes depending on the initial team composition selected by the user. Figure 6 shows an example of the initial team composition screen in the training game according to this embodiment.
[0046] The formation screen 1100 shown in Figure 6 is an example of a screen for forming a formation for training a character selected by the user. The formation screen 1100 shown in Figure 6 includes a formation name display field 1101, a support general selection field 1102, and a scene card selection field 1103.
[0047] The formation name display field 1101 is a field for displaying the name of the combination of support generals and scene cards selected on the formation screen 1100. The name displayed in the formation name display field 1101 is editable by the user.
[0048] The support general selection field 1102 displays the support generals selected by the user in order to change the effect of training the target character through the training menu. The user can select support generals to be used for training from generals they own or generals belonging to other users. For example, the user can select four support generals from multiple generals they own and one support general from another user. In this embodiment, "other users" may mean any user other than the user themselves, and may include, for example, users who are not registered as friends.
[0049] The Scene Card Selection field 1103 displays the Scene Card selected by the user to change the effect of training the target character through the training menu. For example, the user can select and set up to three Scene Cards that they own. It may also be possible to select Scene Cards to use for training from Scene Cards owned by other users, regardless of whether they are registered as friends or not.
[0050] Additionally, users can automatically select support generals displayed in the support general selection field 1102 and scene cards displayed in the scene card selection field 1103 by pressing the "Auto Formation" button 1110 on the formation screen 1100.
[0051] The support officers displayed in the support officer selection field 1102 and the scene cards displayed in the scene card selection field 1103 are examples of second objects. Support officers and scene cards affect the parameter changes of the character being trained through the training menu. The formation shown in Figure 6 at the start of training may also be called a unit or army. In the formation screen 1100 shown in Figure 6, five support officers can be selected, and four support officers are selected. Also, in the formation screen 1100 shown in Figure 6, three scene cards can be selected, and one scene card is selected. Note that the number of support officers and scene cards shown in the formation screen 1100 shown in Figure 6 is just an example and does not limit the number of support officers and scene cards.
[0052] Each support general and scene card is associated with a training menu card. The training menu cards associated with support generals and scene cards are special training menu cards that allow players to perform predetermined training menus that are more effective for character development than regular training menus. These special training menu cards are displayed (or superimposed) on regular martial arts cards (an example of a regular training menu card) in the training screen described later (see Figure 20), and are displayed as martial arts cards with a different color, such as gold. The same applies to training menu cards other than martial arts cards.
[0053] By forming the initial team composition shown in Figure 6, the special training menu cards associated with support generals and scene cards will be displayed randomly as one of the training menu cards that the user can select. A random selection means that multiple options have set probabilities, and one option is selected from among them based on probability. For example, in the training game, if a special training menu card is selected through the random selection in each turn, it will be displayed as a training menu card and become available for execution. Conversely, if it is not selected through the random selection, the special training menu card will not be displayed and cannot be executed in that turn.
[0054] Figure 7 is an example diagram illustrating the progression of a training scenario consisting of multiple turns. Figure 7 shows an example where the training scenario totals 30 turns from start to finish, with the training game progressing from 30 turns remaining to 1 turn remaining. In the training scenario, multiple squares are arranged in a straight line like a board game, and as shown in Figure 7, the character being trained moves one square each turn, performing either training or battle at each square. When the character being trained moves one square, it is also possible to rest to restore the character's stamina instead of training. Note that if the number of turns is extended, the number of turns may exceed 30, and in this case, the number of squares will also increase accordingly. Turn extensions can occur due to the effects of squares, events, or special training menus.
[0055] In this embodiment, an example is described in which multiple squares are arranged in a straight line, like a board game, from the start to the end of the training scenario. However, this embodiment does not limit the panels arranged from the start to the end of the training scenario to (rectangular) squares; for example, panels of any shape such as circular, triangular, or polygonal shapes may be used. Furthermore, this embodiment is not limited to the method of arranging multiple squares in a straight line; any shape is acceptable as long as the squares are continuous from the start to the end of the training scenario.
[0056] As shown in Figure 7, multiple squares are arranged from the start to the end of the training scenario, and some squares are designated for battles. A battle takes place when the character being trained moves to one of these squares. A battle event is an example of an event in which the character being trained is used. The timing of a battle event (hereinafter referred to as "battle") may be a predetermined turn or a randomly determined turn.
[0057] Furthermore, the timing of battles may be a combination of predetermined turns and randomly determined turns. In the example shown in Figure 7, battles occur as events on the squares with 27, 24, and 1 turn remaining.
[0058] In this embodiment, battles that occur between the start and end of the training scenario may be processed in the same way as the processing in the battle part described later.
[0059] As shown in Figure 7, a branching point occurs along a linear arrangement of multiple squares from the start to the end of the training scenario. During turns in which a branching point occurs, the user selects one of the multiple squares. Each of the selectable squares has a different effect. The user refers to the effect displayed on each of the multiple squares and selects the square they determine to be appropriate for training the character being trained.
[0060] The branching of the squares may occur in a preset turn or in a randomly determined turn. In the present embodiment, the character merges back into the same square in the next turn after the branching of the square occurs. Note that the present embodiment is not limited to the method of merging back into the same square in the next turn after the branching of the square occurs, and may merge after a plurality of turns have elapsed, or may not merge until the end (goal).
[0061] In the example shown in FIG. 7, the branching of the squares occurs at the remaining 28 turns and the remaining 25 turns. For example, at the 28th remaining turn, the square progression 701 to the first square and the square progression 702 to the second square are presented to the user. The user compares the effects of the first square and the second square and selects the square progression 702 to the second square. The game system 1 advances the character to be trained to the second square according to the user's selection. The effects associated with the squares will be described later.
[0062] For example, at the 25th remaining turn, the square progression 711 to the first square and the square progression 712 to the second square are presented to the user. The user compares the effects of the first square and the second square and selects the square progression 711 to the first square. The game system 1 advances the character to be trained to the first square according to the user's selection.
[0063] [Functional Configuration and Processing] A user terminal 12 as an example of a game processing device that realizes the training game according to the present embodiment has, for example, a functional configuration shown in FIG. 8. FIG. 8 is a functional block diagram of an example of the user terminal 12 according to the present embodiment.
[0064] The user terminal 12 according to the present embodiment includes an input management unit 50, an output management unit 52, a communication management unit 54, an owned object management unit 56, and a control unit 80.
[0065] Furthermore, the user terminal 12 of this embodiment has, as functional units for realizing the training part, a first object setting unit 60, a second object setting unit 62, a square generation unit 63, a square progress execution unit 64, a square reward state generation unit 66, a training menu execution unit 68, a reward granting unit 70, a first increase unit 74, and a second increase unit 76.
[0066] Furthermore, the user terminal 12 has a battle menu execution unit 90, a troop organization unit 91, and a troop allocation unit 92 as functional units for realizing the battle part. Details of the battle menu execution unit 90, the troop organization unit 91, and the troop allocation unit 92 will be described later.
[0067] The input management unit 50, output management unit 52, communication management unit 54, owned object management unit 56, first object setting unit 60, second object setting unit 62, square progression execution unit 64, square bonus state generation unit 66, training menu execution unit 68, bonus granting unit 70, first increase unit 74, and second increase unit 76 are realized when the CPU 30 of the user terminal 12 executes a program such as the game program according to this embodiment.
[0068] The input management unit 50 notifies the control unit 80 of user inputs to the operation input unit 40. The output management unit 52 outputs the results of processing the user inputs from the display unit 34 and the audio output unit 37. The communication management unit 54 communicates with the game server 10 via the communication control unit 39.
[0069] The owned object management unit 56 stores and manages information about characters, support generals, and scene cards owned by the user in the game, for example, in RAM 32 or auxiliary storage device 38. Characters are an example of first-order objects that can be selected as targets for development. Support generals and scene cards are examples of second-order objects that affect the parameter changes resulting from the development of the target character.
[0070] The first object setting unit 60 accepts from the user the setting of the character to be trained from the characters the user owns in the game. The second object setting unit 62 accepts from the user the setting of the support generals and scene cards from the characters the user owns in the game. The second object setting unit 62 may also accept from the user the setting of support generals and scene cards owned by other users (for example, friends) in the game.
[0071] The square generation unit 63 generates multiple squares from the start to the end (goal) of the training scenario. These multiple squares from the start to the end may all be generated at the start of the training scenario, or they may be generated as turns progress. The square generation unit 63 also generates branching of squares from the multiple squares from the start to the end of the training scenario at a predetermined number of turns or randomly. Furthermore, if the turns are extended, the square generation unit 63 generates squares according to the number of extended turns.
[0072] Furthermore, the square generation unit 63 associates each of the multiple effects related to the training of the character to be trained with each square it generates. The number of effects that are associated may be determined according to the training event, or it may be random. Each of the multiple effects will be described later.
[0073] The square movement execution unit 64 includes a square selection reception unit 64a and executes a process to move the character being trained one square at a time in each of multiple turns. In the training game according to this embodiment, the character being trained moves one square per turn. However, this embodiment is not limited to the example of moving the character being trained one square per turn; for example, the character may move multiple squares in one turn by rolling dice, etc.
[0074] The square selection receiving unit 64a accepts the selection of one of the multiple squares that are branching in the current turn, via the operation input unit 40, if a branch exists in the squares. The operation input unit 40 is, for example, a touch panel and accepts taps on the squares displayed on the display unit 34. In this embodiment, the case of selecting a square to proceed to from two squares as a branch is described, but the branch is not limited to two squares; it may be a branch involving three or more squares.
[0075] If the squares are branched, the square progression execution unit 64 executes a process to advance the character to be trained to the square selected by the user by the square selection reception unit 64a from among the multiple branching squares.
[0076] The square bonus state generation unit 66 generates an effect associated with the square each time the character being trained moves one square. The effects to be generated will be described later. The generated effects may also be applied to the training menus that can be selected in that square.
[0077] The training menu execution unit 68 includes a menu selection reception unit 68a and executes the processing of the training menu described below in each of multiple turns.
[0078] The training menu execution unit 68 displays multiple training menu cards on the display unit 34 for selection. The menu selection reception unit 68a receives a selection of one of the multiple training menu cards via the operation input unit 40. The training menu execution unit 68 then executes the training menu processing corresponding to the selected training menu card.
[0079] The reward granting unit 70, when a training menu card selected has a square effect attached to it, performs a process to allow the training target character to acquire a reward corresponding to the attached square effect by lottery or other means.
[0080] The first increasing unit 74 increases the parameter bonus value obtained by the character being trained when the training menu is processed, according to the square effect attached to the training menu and the result of the rate of increase lottery that takes place each time the training menu is selected.
[0081] The second increasing unit 76 increases the status of the character being trained by adding the parameter values obtained when the character participates in battles. In this embodiment, the second increasing unit 76 may perform a lottery to determine the rate of increase before increasing the status, and adjust the added value according to the lottery result.
[0082] The control unit 80 controls the input management unit 50, output management unit 52, communication management unit 54, owned object management unit 56, first object setting unit 60, second object setting unit 62, mass generation unit 63, mass progress execution unit 64, mass reward state generation unit 66, training menu execution unit 68, reward granting unit 70, first increase unit 74, and second increase unit 76 to execute various processes based on user operation input to the operation input unit 40.
[0083] Note that the functional configuration of the user terminal 12 shown in Figure 8 is just one example, and the game server 10 may have some of the functional configurations. In this embodiment, the game system 1 may have, for example, the game server 10 having the owned object management unit 56, the first object setting unit 60, the second object setting unit 62, the square generation unit 63, the square progress execution unit 64, the square bonus state generation unit 66, the training menu execution unit 68, the bonus granting unit 70, the first increase unit 74, and the second increase unit 76 of the functional configuration shown in Figure 8, and the user terminal 12 may utilize the results of processing by the game server 10.
[0084] Figure 9 is a first flowchart showing an example of the processing procedure of the game system 1 according to this embodiment. Figure 9 shows the processing procedure in the training part of the game system 1.
[0085] In this embodiment, the control unit 80 accepts the selection of a training scenario for the training game via the operation input unit 40 of the user terminal 12 (S1).
[0086] Next, the first object setting unit 60 receives a selection (setting) of a character to be trained from among the characters owned by the user in the training game via the operation input unit 40 of the user terminal 12 (S2).
[0087] The second object setting unit 62 accepts the selection of support generals from characters owned by the user or other users, and the selection of scene cards owned by the user or other users, via the operation input unit 40 (S3). The second object setting unit 62 accepts the selection (setting) of support generals and scene cards from, for example, the formation screen 1100 shown in Figure 6.
[0088] The square generation unit 63 places (generates) multiple squares from the start to the end of the selected training scenario, and determines an effect (square effect) related to the training of the target character for each placed square (S4). Note that the generated multiple squares may include squares that do not have an associated effect. Figure 9 shows an example of generating multiple squares from the start to the end at the start of training, but a procedure of generating squares each time the squares progress may be used.
[0089] The square progression execution unit 64 executes the process of moving the character being trained one square, and the training menu execution unit 68 executes the training menu and events selected by the user (S5). The events that occur here include events associated with squares, such as (guerrilla) events caused by effects associated with squares, or battles associated with squares. In addition, the events that occur here may also include events unrelated to squares, such as events linked to the scenario, or events linked to support generals or scene cards participating in the training menu executed in that turn. There may also be turns in which no events occur.
[0090] The square progression execution unit 64 determines whether the processing of all squares has been completed by the progress of the character being trained (S6). If it is determined that the processing of all squares has not been completed (S6:NO), the process of S5 is executed again.
[0091] On the other hand, if the square progression execution unit 64 determines that the processing of all squares has been completed due to the progress of the character being trained (S6:YES), it terminates the training scenario of the training game according to this embodiment.
[0092] As shown in Figure 9, in the training game according to this embodiment, for each of the multiple turns, the process of advancing to a square and the process of executing a training menu are executed. The training menu execution unit 68 then reflects the square effect associated with the destination square in the training menu for each of the multiple turns. The training menu that is reflected will be described later.
[0093] Figure 10 is a flowchart showing an example of the processing procedure in the game system 1 according to this embodiment, as shown in S5 of Figure 9, when the character to be trained moves one square and a training menu is executed according to the user's selection. Note that if the character to be trained moves one square and an event associated with the square moved to is executed, the same processing procedure is performed and the explanation is omitted.
[0094] The square progression execution unit 64 displays an enlarged screen (S11) for the character being trained to advance to a square. The enlarged screen displayed differs depending on whether the destination square (hereinafter also referred to as the progression square) is branched or not. The square progression execution unit 64 determines whether the progression square is branched or not (S12-1). If it is determined that it is branched (S12-1: YES), the square selection reception unit 64a accepts the selection of one of the multiple progression squares (S12-2).
[0095] When a selection is received, the square progression execution unit 64 displays a movement indicator to move the character to be trained one square to the selected square (S13).
[0096] On the other hand, if the square progression execution unit 64 determines that there is no branching (S12-1: NO), it displays a movement indicator to move the character to be trained one square forward in the progression square (S13). Next, the enlarged screen will be explained in detail.
[0097] Figure 11 shows an example of an enlarged screen 1150 displayed by the square progression execution unit 64 according to this embodiment. In the enlarged screen 1150 shown in Figure 11, an image 1156 representing the character to be trained progresses over squares 1152 to 1155. Square 1152 is a square that has already been progressed (passed), square 1153 is the square where the character to be trained is currently located, square 1154 is the square the character to be trained will progress to in the current turn, and square 1155 is the square the character to be trained will progress to in the next turn. The number of squares displayed in the enlarged screen shown in Figure 11 is shown as an example, and the number of squares displayed may vary depending on the embodiment.
[0098] As shown in Figure 11, an icon 1154a representing the square effect associated with square 1154 is displayed above square 1154. Similarly, an icon 1155a representing the event (battle) associated with square 1155 is displayed above square 1155.
[0099] Furthermore, column 1151 displays a specific description of the square effect associated with square 1154, which is being advanced to in the current turn. Therefore, the user can understand what effects the character being trained will gain when they advance to a square.
[0100] In the enlarged screen 1150 shown in Figure 11, when the square selection receiving unit 64a receives a tap (press) of square 1154 via the operation input unit 40, the square progression execution unit 64 executes the process of moving the character to be trained to square 1154. Specifically, the square progression execution unit 64 may display an animation such that the image 1156 representing the character to be trained moves to square 1154.
[0101] Figure 12 shows an example of an enlarged screen 1200 displayed by the mass progression execution unit 64 according to this embodiment. The enlarged screen 1200 shown in Figure 12 differs from the enlarged screen 1150 shown in Figure 11 in that a branching of the mass occurs.
[0102] In the enlarged screen 1200 shown in Figure 12, an image 1207 representing the character to be trained moves across squares 1201 to 1206. Squares 1201 and 1202 are squares that have already been moved (passed), and square 1203 is the square where the character to be trained is currently located. Squares 1204 and 1205 are squares where the character to be trained branches off in the current turn.
[0103] The character being trained can only progress through either square 1204 or square 1205.
[0104] On one of the branching squares 1204, an icon 1204a representing the effect associated with square 1204 is displayed, and on the other branching square 1205, an icon 1205a representing the effect associated with square 1205 is displayed.
[0105] The square selection receiving unit 64a receives the selection of either square 1204 or square 1205 via the operation input unit 40, and then, upon receiving a tap (confirmation operation) for the selected square, determines which square to proceed to.
[0106] Furthermore, when either square 1204 or square 1205 is selected, column 1208 displays a specific description of the effect associated with the selected square (either square 1204 or square 1205). In the example shown in Figure 12, a specific description of the effect of square 1205 is displayed. Therefore, the user can refer to the effects displayed in the two selectable squares and choose the square with the appropriate effect for the character currently being trained. As will be discussed later, the user can roughly understand the effects of squares 1204 and 1205 simply by looking at icons 1204a and 1205b.
[0107] When the square to move to is determined, the square movement execution unit 64 executes a process to move the character to be trained to the determined square. Specifically, the square movement execution unit 64 may display an animation in which the image 1207 representing the character to be trained moves to the determined square (square 1204 or square 1205).
[0108] Square 1206 is the square to which the character being trained will advance in the next turn. In other words, in the process of advancing between two branching squares, the square advancement execution unit 64 in this embodiment controls the advancement so that after advancing to one square selected by the user, the two branching squares merge into the same square in the next turn.
[0109] Furthermore, an icon 1206a, which indicates the effect associated with square 1206, is displayed above square 1206. This allows the user to choose either square 1204 or square 1205 while considering the effect that can be obtained in the next turn. In addition, although the illustrations in Figures 11 and 12 are partially simplified, it is preferable that the degree (color) and type (shape) of the icon indicating the effect that will occur in each square that will be played in the future are also displayed at the top of the screen.
[0110] Next, we will explain the types of squares displayed on the enlarged screen. Figure 13 is an example of the types of squares displayed on the enlarged screen according to this embodiment. As shown in Figure 13, there are two types of squares: normal squares and extension squares. Normal squares include black squares that the character being trained has already moved to, and white squares that the character being trained is currently located on or will move to. Furthermore, there are light blue extension squares that are displayed when the character being trained gains an effect such as turn extension. The example shown in Figure 13 is an example of the square colors, and the square colors can be arbitrarily determined. Also, the types of squares shown in Figure 13 are just examples, and there may be other types of squares besides those shown in Figure 13.
[0111] In this embodiment, each of the multiple squares (an example of a panel) is associated with one of several effects related to the training of the character being trained. Each effect associated with a square has a type of effect and a degree of effect. Next, the icons indicating the type and degree of effect will be explained.
[0112] Figure 14 is an example of a list of icons that indicate the effects associated with each of the multiple cells according to this embodiment.
[0113] In the icons representing effects shown in Figure 14, the shape of the icon (an example of a type display method) indicates the type of effect, and the color of the icon (an example of a degree display method) corresponds to the degree of the effect.
[0114] In the example shown in Figure 14, multiple different types of effects are each assigned a different icon shape (an example of a type display pattern).
[0115] Icons representing the types of effects include, for example, a "?" square, an EX bonus square, a specific status bonus square (stamina), a specific status bonus square (courage), a specific status bonus square (strategy), a specific status bonus square (leadership), a specific status bonus square (charisma), a specific status bonus square (physical strength), a rare training square, a dedicated training card appearance square, a battle square, and a morale consumption reduction square, but are not limited to these. For example, although not shown in Figure 14, there may be squares that increase the probability of effects associated with support generals and scene cards occurring, which significantly increase the stats obtained through the training menu.
[0116] In the example shown in Figure 14, the icon color is set as a way to indicate the degree of effect. Specifically, the icon color is set to blue (an example of the first color) for the least degree of effect, red (an example of the second color) for degrees greater than blue, and gold for degrees greater than red.
[0117] Furthermore, in this embodiment, with the exception of battle squares, the appearance probability differs depending on the color of the icon. For example, the appearance probability is highest for blue, second highest for red, and lowest for gold. In other words, in this embodiment, icons with a small degree of effect have a high appearance probability, and the appearance probability decreases as the degree of effect increases.
[0118] As shown in Figure 14, the degree of the effect is represented by blue, red, and gold, regardless of the type of effect. In other words, the icon color (an example of a degree indication method) is set commonly for multiple different types of effects. In this embodiment, an example using icon color as a degree indication method is described, but the degree indication method is not limited to icon color; other display methods such as the blinking interval of the icon or the effect that occurs on the icon may also be used. Next, the types of icons will be described in detail.
[0119] The "?" squares are squares where guerrilla events linked to training scenarios, etc., occur. In this embodiment, the guerrilla events that occur, and the amount of status or skills obtained from those guerrilla events, may differ depending on the color of the icon.
[0120] EX Bonus squares are squares that grant an extra bonus to the training menu. Extra bonuses can be granted to all training menus selectable by the user on the training screen described later, or to specific training menus. When an extra bonus is granted, the multiplier for the amount of status gained from performing the training menu on that square increases. In this embodiment, the multiplier for the amount of status gained differs depending on the color of the EX Bonus square icon. For example, a blue EX Bonus square may increase the multiplier for the amount of status gained by 50% (one stage), while a red EX Bonus square may increase the multiplier for the amount of status gained by 100% (two stages). A detailed explanation of extra bonuses will be given later. Note that this manner in which the status gained increases (or the degree of the effect increases) according to the color of the square icon is common to other types of squares as well.
[0121] The specific status bonus squares (Stamina), specific status bonus squares (Courage), specific status bonus squares (Intelligence), specific status bonus squares (Leadership), specific status bonus squares (Charisma), and specific status bonus squares (Physical Strength) are squares that, when the training menu is executed, generate a bonus (e.g., an addition to the base value) for the specific status indicated in parentheses. In this embodiment, the value of the bonus (e.g., an addition to the base value) is varied depending on the color of the icon.
[0122] Although not shown in Figure 14, there are also specific status bonus squares (all). These specific status bonus squares (all) grant a bonus to all stats when a training menu is executed. Even in the specific status bonus squares (all), the bonus amount (for example, the addition to the base value) differs depending on the color of the icon.
[0123] Rare training spaces are spaces that increase the probability of rare training menus, such as special training menu cards associated with support generals and scene cards. In this embodiment, the degree to which the probability of training menu cards appear is increased varies depending on the color of the icon of the rare training space.
[0124] A square where a special training card appears is a square where a special training card for that square will appear. Special training cards allow you to perform a designated training menu that has a higher training effect than the regular training menu. When a special training card for a square appears, one of the five training menus that the user can select will be switched to the training menu indicated by the special training card on the training screen described later.
[0125] In this embodiment, the training menu card that appears varies depending on the color of the square on which the training card appears. For example, when moving to a square on which a training card appears, a training menu card that matches the color of that square may appear, or a lottery may be held according to the color of the square on which the training card appears, and a training menu card that matches the result of the lottery may appear.
[0126] For example, there may be three types of colors for the Mass-exclusive training menu cards: blue, red, and gold, or (if a lottery is held) there may be more than three types. If there are three types, the effects of the Mass-exclusive training menu cards will be, for example, blue < red < gold. The Mass-exclusive training menu cards will cause the degree of increase in the training character's stats to differ depending on the color of the card. Furthermore, the skills that can be acquired may differ depending on the color of the Mass-exclusive training menu card. If the Mass-exclusive training menu card is a color with a high effect (for example, gold), it may have a more useful skill compared to a color with a low effect (for example, blue).
[0127] Furthermore, if a training menu card for a specific square is of a color with a high effect (for example, gold), it may have effects such as extending turns. When the training screen described later accepts the selection of a training menu card for a specific square that has the effect of extending turns, the aforementioned extension square will appear. The location where the extension square appears can be any location; for example, it may appear in front of a battle square that is in the path of the character being trained.
[0128] Furthermore, for each square-specific training menu card, an event corresponding to the color of that square-specific training menu card may occur. For example, if the square-specific training menu card is gold, a special event corresponding to the character being trained may occur, and if the square-specific training menu card is blue, a general event applicable to any character being trained may occur.
[0129] Battle squares are squares where battles linked to the training scenario take place. In this embodiment, battle squares are placed in predetermined positions among multiple squares from the start to the end of the training scenario. The color of the battle squares is also predetermined for each position. For example, early battle squares may be blue, mid-game battle squares may be red, and late-game battle squares may be gold. In this embodiment, the color of the square itself is also different depending on the color of the icon of the battle square. For example, if a blue icon is displayed, the color of the square itself will be blue; if a red icon is displayed, the color of the square itself will be red; and if a gold icon is displayed, the color of the square itself will be gold. Note that this embodiment is not limited to the example where battle squares are placed in predetermined positions, but may be placed randomly.
[0130] Furthermore, in this embodiment, the battles linked to the training scenarios may be the same as the battles that take place in the versus part described later.
[0131] Morale Consumption Reduction Squares are squares that reduce the amount of morale consumed when performing training menus. In this embodiment, the character being trained has a morale setting. Morale is a parameter that is consumed each time a training menu is performed or a battle is fought. In this embodiment, the rate of morale consumption reduction varies depending on the color of the icon of the Morale Consumption Reduction Square. Morale is recovered if the character rests instead of performing a training menu each turn.
[0132] Then, the cell progression execution unit 64 displays cells containing icons according to the shape (an example of degree display mode) and color (type display mode) described above in the enlarged screen display processing. This embodiment describes an example in which the shape and color of the icons displayed in the cells represent the type and degree of the effect. However, this embodiment is not limited to the example in which the shape and color of the icons displayed in the cells represent the type and degree of the effect. For example, a method may be used in which only the color is displayed in the cells, and only the degree of the effect associated with the cell is represented.
[0133] In this embodiment, an example was described in which different colors were used to indicate the degree of effect. However, this embodiment is not limited to the method of indicating the degree of effect with color. As a variation, different characters may be used to indicate the degree of effect. In other words, color display or character display may be set to indicate the degree of effect.
[0134] As a variation, if the characters are different, for example, no character may be set for the least effective degree, "Super" may be set for degrees greater than the "No Character" degree, and "Intense" may be set for degrees greater than "Super". In this way, the degree of effect may be set in the order of "No Character" < "Super" < "Intense".
[0135] In this embodiment, when the character being trained moves to a square, they acquire an effect associated with that square. Furthermore, when the character being trained moves to a square, a screen corresponding to the acquired effect may be displayed.
[0136] For example, the multiple panels arranged as a training scenario include spaces on which space-specific training cards are placed, in other words, spaces that enable the execution of predetermined training menus. When the character being trained moves to such a space, a screen corresponding to the effect associated with that space is displayed, showing that the space-specific training card linked to the training scenario of the training game has been acquired. Note that this embodiment does not limit the training cards that can be acquired when moving to a space to space-specific training cards linked to the training scenario; predetermined training cards unrelated to the training scenario may also be acquired. It is preferable that the acquired training cards have stronger effects than normal training cards.
[0137] Figure 15 shows an example of a screen displayed when a character being trained moves to a square where a special training card appears. The special training card appearance screen 1250 shown in Figure 15 is an example of a screen where the character being trained has acquired the special training card associated with the square they moved to.
[0138] The special training card appearance screen 1250 shown in Figure 15 is a screen that appears when the character being trained progresses in the enlarged screen shown in Figure 13 or Figure 14, and displays the acquired special training card 1252 along with the text 1251 that says "Special training card for this square has been acquired." The acquired special training card 1252 is displayed in a color (for example, blue, red, or gold) corresponding to the degree of the acquired effect. Furthermore, the acquired special training card 1252 may have an effect corresponding to the degree of the effect. The user can infer the degree of the effect of the special training card 1252 by referring to its color or effect.
[0139] Returning to Figure 10, after the character being trained moves to a square, the square bonus state generation unit 66 determines the content of the square effect corresponding to the square the character moved to (S14). For example, if the square the character moved to is an EX bonus square, the square bonus state generation unit 66 determines by lottery, from one or more stages, the multiplier of the status amount to be increased, depending on the color. For example, if the square is blue, either a 1-stage increase (e.g., +50%) or a 2-stage increase (e.g., +100%) is determined by lottery; if the square is red, either a 2-stage increase (e.g., +100%) or a 3-stage increase (e.g., +120%) is determined by lottery; and if the square is gold, either a 3-stage increase (e.g., +120%) or a 4-stage increase (e.g., +150%) is determined by lottery. This embodiment is shown as an example of a lottery for the status amount multiplier and is not limited to the lottery described above. For example, any one of three or more stages may be determined by lottery. The specific relationship between the stages and the increasing multiplier will be described later. Furthermore, this embodiment is not limited to a method of randomly selecting the degree of effect (stage) according to the color, and the color and the degree of effect (stage) may be uniquely associated. For example, if the square is blue, it may be determined to be stage 1 (e.g., +50%). In this embodiment, an example of the process of determining the content of the square effect in S14 has been described. However, this embodiment is not limited to a method of determining the content of the square effect, and for example, the content of the square effect may be predetermined. Also, if no effect is associated with the square that has been advanced to, or if an event that does not produce an effect is associated with the square, the determination of the degree of effect (square effect) by the square benefit state generation unit 66 is omitted.
[0140] The square progression execution unit 64 then displays the content of the square effect determined in S14 (S15). In addition, if an event is associated with the square that has been advanced to, the square progression execution unit 64 displays that the event has occurred.
[0141] Figure 16 shows an example of a screen that appears when an event is associated with the square that has been advanced. The event occurrence screen 1300 shown in Figure 16 is superimposed on the training screen 1301, which will be described later, and the text "Guerrilla event occurred!" is displayed in area 1302. As shown in Figure 16, the training screen 1301 is shown with reduced brightness.
[0142] After the event occurrence screen 1300 is displayed, the event associated with that square proceeds. In this event, for example, a conversation may occur between the character being trained and other characters. Furthermore, the character being trained may acquire status values or skills corresponding to the event.
[0143] In addition, another event associated with the square the player has advanced to is a battle. If the square the player has advanced to is associated with a battle, the event screen shown in Figure 16 may display "Battle Start!" instead of "Guerrilla Event Occurred!".
[0144] Furthermore, there are various forms of the determination results of the square effect displayed on the display unit. Figure 17 shows an example of a screen displayed when progressing to a rare training square. The rare training square progression screen 1350 shown in Figure 17 is superimposed on the training screen 1351 described later, and an area 1352 indicating that progress has been made to a rare progression square is displayed. Area 1352 displays the icon shown on the square progressed to, and the text "Rare training menu appearance rate increased". When progressing to a rare training square, a process is performed to increase the probability of special training menu cards (rare training menus) associated with support generals and scene cards appearing. Note that, as shown in Figure 17, the training screen 1351 is displayed with reduced brightness.
[0145] Furthermore, special training menu cards (rare training menus) associated with support generals and scene cards may be drawn each time a space is moved, regardless of whether or not the space is one that increases the probability of a rare training menu appearing. The special training menu cards (rare training menus) that are won can be used to train the character being trained this turn.
[0146] Figure 18 shows an example screen displaying the results of a lottery when advancing to an EX bonus square. The extra bonus occurrence screen 1400 shown in Figure 18 is superimposed on the training screen 1401 described later, and displays an area 1402 showing special effects that occur during training. Area 1402 displays the icon shown on the square advanced to, the string "Extra Bonus during all training" and the extra bonus multiplier "+N stages up". "Extra Bonus during all training" shown in Figure 18 indicates that a bonus will be applied to all training cards shown on the training screen 1401. The extra bonus multiplier "+N stages up" is determined by the square bonus state generation unit 66. "N" is a natural number of 1 or more and is determined by lottery. Specifically, it is displayed as "+2 stages up". Note that this embodiment is not limited to representing the extra bonus in stages, and it may also be displayed as a percentage such as "+100%".
[0147] In this embodiment, in addition to the "Extra Bonus during all training sessions," an "Extra Bonus during (training session name)" may also occur. In the case of the "Extra Bonus during (training session name)," the character being trained can acquire the extra bonus only if the training menu selected by the user on the training screen described later matches the name of the training session for the "Extra Bonus during (training session name)."
[0148] An extra bonus is a bonus that increases the multiplier of the status amount obtained by performing a training menu by one or more levels. Normally, when performing a training menu, one multiplier is determined from a predetermined set of multipliers such as 50%, 100%, 120%, 150%, 200%, ..., 500%. In this embodiment, each of the predetermined multipliers is defined as a level. When an extra bonus occurs, the multiplier determined by performing the training menu is increased by one or more levels. For example, if 100% is determined in the lottery when performing a training menu, and the extra bonus increases it by one level, it will be determined to be 120%, and if the extra bonus increases it by two levels, it will be determined to be 150%. The actual amount of status obtained is then determined by multiplying the determined multiplier by the base value. The upper limit of the multiplier may be 500%. The base value will be described later. Furthermore, this embodiment illustrates one form of an extra bonus, and is not limited to the method described above, as long as it involves increasing the multiplier from a normal bonus, or increasing the status after a normal bonus.
[0149] Figure 19 shows an example screen displaying the results of a lottery when a player lands on a specific status bonus square (all). The all-status bonus screen 1450 shown in Figure 19 is superimposed on the training screen 1451 described later, and displays area 1452 which shows special effects that occur during training. Area 1452 displays the icon shown on the square the player lands on, the text "All Basic Ability Bonus", and the bonus multiplier "+NNN%" for the basic abilities. The "All Basic Ability Bonus" shown in Figure 19 indicates the bonus that is added to all basic values (for example, the basic values of stamina, courage, strategy, leadership, charm, and physical strength) when a training card is executed on the training screen 1401. The amount of the bonus added is determined by the color of the icon.
[0150] Furthermore, when you move to a specific status bonus square (Stamina), specific status bonus square (Courage), specific status bonus square (Intelligence), specific status bonus square (Leadership), specific status bonus square (Charm), or specific status bonus square (Physical Strength), a "Specific Basic Ability Bonus (Stamina, Courage, Intelligence, Leadership, Charm, or Physical Strength (hereinafter referred to as Status Name))" will be generated. The Status Name corresponds to the type of effect of the square you moved to. In the case of a "Specific Basic Ability Bonus (Status Name)," when you execute a training card on the training screen 1401, the bonus will be added to the base value indicated by the Status Name. The amount of the bonus added will be determined by a lottery conducted by the square bonus state generation unit 66 according to the color of the icon.
[0151] Furthermore, if you move to a morale reduction square, a "morale reduction (small, medium, or large)" will occur. The (small, medium, or large) corresponds to the color of the icon. For example, a blue icon indicates "small," a red icon indicates "medium," and a gold icon indicates "large." When a "morale reduction (small, medium, or large)" occurs, the amount of morale consumed when executing a training card on the training screen 1401 will be reduced.
[0152] Returning to Figure 10, the training menu execution unit 68 displays the training screen and also displays a list of training menu cards (e.g., martial arts) that can be selected on the training screen (S16).
[0153] Thus, in this embodiment, the square progression execution unit 64 determines the content of the effect of the square to which the player progresses during the progression process. The training menu execution unit 68 then reflects the effect (including the content of the effect) associated with the square to which the player progresses during the progression process (an example of a panel) on the training screen for executing the training menu. Specifically, the effect of the square progressed to can be reflected in the training menu for that turn.
[0154] Then, the menu selection reception unit 68a accepts the selection of a training menu card from the list of training menus via the operation input unit 40 (S17).
[0155] The bonus granting unit 70 and the first increase unit 74 update the status of the character being trained to match the training menu indicated on the training menu card that was selected (S18). In this way, the training menu execution unit 68 and the bonus granting unit 70 according to this embodiment execute a training menu to train the character being trained after the progress of the squares. When a training menu is executed, the first increase unit 74 increases the status of the character being trained according to the effects (including square effects) attached to the training menu and the result of the lottery for the rate of increase that is performed each time a training menu is selected. As a result, the training menu execution process is executed as a training game according to this embodiment.
[0156] Figure 20 is an example of a training screen where a character being trained performs a training menu. The training screen 1500 shown in Figure 20 displays the progress of the squares 1501, the square effect display area 1502, the parameters 1504 of the character being trained 1503 selected by the user, the training menu display area 1505 for the user to select a training menu, and a rest button 1506.
[0157] In the progress screen for square 1501, a "▽" is indicated on squares where the character to be trained exists. Furthermore, the progress screen for square 1501 displays two squares to be advanced and six squares to be advanced. Each square also displays an icon indicating its effect. This allows the user to understand what effects they can gain from the squares they will advance to.
[0158] The square effect display area 1502 displays, for example, the effects acquired by the character being trained as they progress through the squares. In the example shown in Figure 20, the square effect display area 1502 displays "Square-Specific Training Card Acquired," indicating that a square-specific training menu card has been acquired. Note that the displayed effects are not limited to "Square-Specific Training Card Acquired," but vary depending on the type of square. For example, "Extra Bonus Increased by N Stages During All Training," "Extra Bonus Increased by N Stages During (Training Name)," "Basic Ability Bonus (Status Name) + NNN%," or "Morale Consumption Reduction (Small, Medium, or Large)" may be displayed. Note that "Increased by N Stages" or "+NNN%" displays the result of a lottery determined by the square benefit state generation unit 66. Furthermore, the color of the text displayed in the square effect display area 1502 may vary depending on the degree of the square's effect.
[0159] The training menu display section 1505 includes the regular training menu cards 1505-1, 1505-2, 1505-3, and 1505-4, which, when selected, execute the regular training menu, as well as the training menu card 1505-5, which is exclusive to the training menu.
[0160] The Mass-exclusive training menu card 1505-5 is a training menu card that allows you to perform a predetermined training menu that has a higher training effect than the regular training menu, and is displayed (in place of the regular training menu). A specific example of the Mass-exclusive training menu card 1505-5 is as described above, so the explanation will be omitted.
[0161] Furthermore, when executing the training menus corresponding to Training Menu Cards 1505-1, 1505-2, 1505-3, and 1505-4, and the Square-Specific Training Menu Card 1505-5, support (e.g., bonuses) may be obtained from support generals or scene cards. Training menu cards that provide support from support generals or scene cards (for example, Training Menu Cards 1505-1 to 1505-4, or Square-Specific Training Menu Card 1505-5) have icons indicating the support generals or scene cards. In the example shown in Figure 20, Training Menu Cards 1505-2 and 1505-3 have icons indicating support generals or scene cards. Although not shown in Figure 20, the "□" indicated by symbols 1511-1 to 1511-4 displays illustrations of support generals or scene cards so that the user can understand which support generals or scene cards are participating in the training menu.
[0162] Furthermore, if the menu selection reception unit 68a receives a selection of a training menu card on which an icon indicating an auxiliary general or scene card is placed (for example, training menu cards 1505-2, 1505-3), the training menu execution unit 68 may execute an event related to the auxiliary general or scene card on which the icon is placed.
[0163] The top edge of the Mass-exclusive training menu card 1505-5 is marked with "Mass Effect." This indicates that Mass-exclusive training menu card 1505-5 is a training menu card that has been switched due to the Mass Effect.
[0164] By selecting and executing the Mass-exclusive training menu card 1505-5 from the Mass effect display area 1502, the user can perform a predetermined training menu that has a higher training effect (larger parameter increase) than the regular training menu. It is preferable that the Mass-exclusive training menu card 1505-5 be displayed with a special color or name so that it is clear that it is different from the regular training menu cards 1505-1 to 1505-4, etc.
[0165] As shown in Figure 20, by selecting one of the training cards in the training menu display area 1505, the user can see the base values of the stats that will increase when that training card is executed. For example, when the training menu card 1505-5, which is exclusive to the squares, is selected, the user can see that the base values will increase Strength by "236", Stamina by "50", and Charm by "50". The numbers shown in Figure 20 are the base values of the stats that will increase. In other words, the actual stats that increase will vary depending on the result of a lottery conducted when executing the training menu, based on the base values. For example, if the lottery result is 200%, the stats will increase by twice the base value (200%). The range of percentages (upper and lower limits) and the probability of winning determined by the lottery will also change depending on the morale of the character being trained.
[0166] When the rest button 1506 is pressed, it will restore the morale of the character being trained without executing any training menus during this turn.
[0167] In this embodiment, the training menu execution unit 68 displays to the user multiple training menu cards (an example of a training menu) for selection as part of the training menu execution process. When the menu selection reception unit 68a receives a selection of one training menu card from the multiple training menu cards, the training menu execution unit 68 executes the training menu corresponding to the selected training menu card. If a mass effect is associated with the selected training menu card, the training menu execution unit 68 reflects the mass effect in the training menu.
[0168] As described above, in the training menu execution process related to the training menu execution unit 68, when a square is acquired, or in other words, when a square that allows the execution of a square-specific training menu card is moved to a square, the square-specific training menu card is displayed on one of the multiple training menu cards.
[0169] The game system 1, game server 10, and user terminal 12 according to this embodiment have the above-described configuration, allowing the user to easily recognize the effects of the training in the training game that occur depending on the square as they progress through the squares. Multiple types of squares are assigned a common color to indicate the degree of the square's effect. In other words, by simply looking at the colors blue, red, and gold, the user can immediately grasp the degree of the square's effect. Such a setting is also useful when new types of squares are introduced as the game specifications are added. Therefore, the user can enjoy the training game by anticipating the effects of training the character they are training, thereby increasing the user's motivation to play the game.
[0170] Furthermore, in the game system 1, game server 10, and user terminal 12 according to this embodiment, the effect is determined for each square the player moves across, and the determined effect is reflected in the training menu execution process. This provides the user with the enjoyment of moving across the squares, or in other words, the enjoyment of progressing through the training game.
[0171] In this embodiment, the path forward branches, allowing the user to choose their destination. By entrusting the user with the selection of effects in this way, the effects of character development are diversified. This diversification of effects allows users to experience the enjoyment of character development and increases their motivation to play the game.
[0172] [About the versus game (versus part)] Next, we will explain the versus game (versus part). First, let's return to Figure 8 and explain the functional components that make the versus game possible.
[0173] The user terminal 12 includes an input management unit 50, an output management unit 52, a communication management unit 54, an owned object management unit 56, and a control unit 80, as well as a battle menu execution unit 90, a military organization unit 91, and a troop allocation unit 92 as functional units for realizing the battle part.
[0174] The battle menu execution unit 90 executes the battle processing in the battle menu described later. The battle processing may include a judgment process to determine the winner or loser of the battle. Details of the judgment process will be described later.
[0175] The military organization unit 91 performs processing related to the organization of armies to be engaged in battle. Processing related to military organization includes management processing for managing the army's operations and processing for receiving operation selections from the user. Management processing for managing the army's operations is, in other words, management processing for managing policies concerning multiple units belonging to a group, and processing for receiving operation selections from the user is, in other words, processing for receiving policies from the user.
[0176] The following describes the military forces in the battle of this embodiment.
[0177] The army of this embodiment includes multiple units. Each of the multiple units includes at least one trained character. A trained character may be a fully trained character or a character that is currently being trained.
[0178] Furthermore, if the number of trained characters is insufficient to form a unit, it may be impossible to form an army, or units that do not contain trained characters may exist. In that case, units that do not contain trained characters may include general characters provided by game server 10.
[0179] In the following explanation, characters that have been trained will be referred to as "trained characters," and characters that are currently being trained will be referred to as "characters being trained." Furthermore, in the following explanation, trained characters included in a squad will be described as "trained characters." Note that a trained character is an example of a game object that has been trained through the training phase, a squad is an example of a unit, and an army is an example of a group.
[0180] Therefore, each of the multiple units belongs to a group, and each unit contains at least one game object that has been nurtured through the training part.
[0181] Furthermore, in the army of this embodiment, each of the multiple units is assigned a role. In the example described in this embodiment, the unit roles include Commander-in-Chief, Reserve Force, and Vanguard, but the unit roles should not be limited to these. A unit with the role of "Commander-in-Chief" is a unit associated with the character who will be the commander-in-chief of the army. A unit with the role of "Vanguard" is the unit that leads the army. The vanguard may include the Center Army, the Left Wing Army, and the Right Wing Army. A unit with the role of "Reserve Force" is a unit that assists the vanguard. Although an example has been described in which the unit roles include Commander-in-Chief, Reserve Force, and Vanguard, other roles may also be included.
[0182] Each unit's action pattern during battle is determined by its role. Details of each unit's action pattern during battle will be described later.
[0183] In this embodiment, the military organization unit 91 sets the trained characters to be included in the unit according to the user's operation. The military organization unit 91 also sets the military's operations according to the user's operation.
[0184] Now, let's discuss military operations.
[0185] In this embodiment, the military operation is an example of a strategy for a group including multiple units. The group strategy includes the proportions for the allocation of the first parameter and the deployment information of the multiple units in the battle phase.
[0186] Specifically, a military operation includes the proportion (ratio) of force allocation to each unit and the deployment of multiple units within the military, and represents a pattern that associates these. In this embodiment, multiple operations are prepared in advance, and when an operation is set for the military, the deployment of units and the proportion of force allocation to each unit are determined according to the set operation.
[0187] Next, the troop strength of this embodiment will be described. Troop strength is an example of a first parameter related to the battle part and is allocated to multiple units. Furthermore, the first parameter is a parameter that indicates the unit's health in the battle part and is a different parameter from the parameters of the game object (trained character) that is updated through the training part.
[0188] In this embodiment, the user selects one exercise from several exercises and engages in a battle in the battle part on the battlefield map set for the selected exercise. Each battlefield map is associated with the total number of troops allocated to the units belonging to the army. Troop strength is one example of an indicator of the army's strength. Furthermore, in this embodiment, the troops are allocated to each unit in proportion to the operation set for the army. Therefore, the troops allocated to each unit serve as one example of an indicator of the strength of each unit included in the army. In other words, troops are a parameter set for each unit of the army according to the army's operation.
[0189] Thus, the troop strength in this embodiment is an independent parameter that is not associated with multiple parameters assigned to each trained character. In other words, the troop strength in this embodiment is a parameter set for each unit according to the operation selected by the user, regardless of the indicator of the strength of the trained characters included in the unit.
[0190] The force allocation unit 92 manages the allocation of forces. More specifically, when the army organization unit 91 selects trained characters and operations for each unit, the force allocation unit 92 allocates the forces given to the army to each unit in proportion to the operations, and sets the forces for each unit. In other words, the force allocation unit 92 performs an allocation process to distribute the first parameter to multiple units belonging to the same group, and a management process to manage the allocation ratio, which is the ratio related to the allocation of the first parameter.
[0191] In this embodiment, once the trained characters for the units, the army's strategy, and the allocation of troops for each unit are set, the preparation for the battle is complete, and the battle menu execution unit 90 can execute the battle process.
[0192] In the battle part as well, the control unit 80 controls the input management unit 50, output management unit 52, communication management unit 54, owned object management unit 56, battle menu execution unit 90, army organization unit 91, and troop allocation unit 92 to perform various processes based on the user's operation input to the operation input unit 40.
[0193] Here, with reference to Figures 21 and 22, the action patterns of each unit in this embodiment during combat and the military operations will be further explained.
[0194] Figure 21 is a diagram illustrating the action patterns of each unit during a battle. The information 201 shown in Figure 21 indicates the action patterns for each role of the unit. Information 201 includes the items "ID", "Role", "Action Content", "Action Condition", and "Priority", along with the values for each item. Information 201 may be stored on the user terminal 12 as part of the game program, for example.
[0195] The value of the "ID" field is identification information used to identify behavioral patterns that associate roles, actions, conditions, and priorities. The value of the "Role" field indicates the role associated with the unit. The value of the "Action" field indicates the action of the unit associated with the role. The value of the "Conditions" field indicates the conditions necessary to perform the action indicated by the action. The value of the "Priority" field indicates the priority of the action.
[0196] In this embodiment, the action pattern identified by ID "1" is the highest priority action pattern among the action patterns of a unit whose role is "Commander-in-Chief". The action content of the action pattern identified by ID "1" is "wait in place", and there are no action conditions for performing this action. The action pattern identified by ID "2" is the second highest priority action pattern among the action patterns of a unit whose role is "Commander-in-Chief". The action content of the action pattern identified by ID "2" is "advance towards the enemy commander-in-chief", and the action condition for performing this action is "the enemy army consists only of the commander-in-chief". The action pattern identified by ID "3" is the third highest priority action pattern among the action patterns of a unit whose role is "Commander-in-Chief". The action content of the action pattern identified by ID "3" is "reinforce to the friendly unit in the most unfavorable battle", and the action condition for performing this action is "one of our units has been defeated".
[0197] In other words, a unit whose role is "Commander-in-Chief" normally stays put, but if the enemy army becomes the Commander-in-Chief, it will advance towards the enemy Commander-in-Chief, and if one of your own units is defeated, it will reinforce the friendly unit that is fighting at the worst possible disadvantage.
[0198] In this game, "your army" refers to the army controlled by the user playing the game, while "enemy army" refers to the army of the opponent. Furthermore, "allies' units" refer to the units included in your army, while "enemy units" refer to the units included in the enemy army.
[0199] The action pattern identified by ID "4" is the highest priority action pattern among the action patterns of units whose role is "Reserve". The action content of the action pattern identified by ID "4" is "Wait in place", and there are no conditions for performing this action. The action pattern identified by ID "5" is the second highest priority action pattern among the action patterns of units whose role is "Reserve". The action content of the action pattern identified by ID "5" is "Reinforce the allied unit in the most disadvantageous battle with less than 50% of its strength", and the condition for performing this action is "One of the allied units has less than 50% of its strength".
[0200] Furthermore, the actions and conditions for the action pattern identified by ID "5" are not limited to those described above. A unit with the role "Reserve Unit" may, for example, reinforce an allied unit whose strength falls below 50% first. Also, if the strength of multiple allied units falls below 50%, a unit with the role "Reserve Unit" may reinforce the unit with the fewest troops. In other words, a unit with the role "Reserve Unit" only needs to reinforce an allied unit that is fighting at a disadvantage, and a unit with the role "Reserve Unit" may be divided into multiple units in order to provide reinforcements.
[0201] The action pattern identified by ID "6" is the third highest priority action pattern among the action patterns of units whose role is "Reserve Unit". The action performed in the action pattern identified by ID "6" is "to advance towards an enemy unit whose target is our own commander-in-chief", and the condition for performing this action is "when our own commander-in-chief becomes the target of the enemy's march".
[0202] In other words, a unit whose role is "Reserve Unit" normally remains on standby, but if any of the friendly units' strength falls below 50%, it will reinforce the friendly unit that is at the most disadvantage in battle with strength below 50%, and if the friendly commander becomes the enemy's target, it will advance towards the enemy unit that is targeting the friendly commander.
[0203] The action pattern identified by ID "7" is the highest priority action pattern among the action patterns of a unit whose role is "Vanguard". The action performed in the action pattern identified by ID "7" is "advance to the nearest enemy unit on the same lane", and there are no conditions for performing this action. The nearest enemy unit on the same lane is the enemy unit positioned closest to the vanguard unit among the enemy units positioned in front of it.
[0204] The action pattern identified by ID "8" is the second highest priority action pattern among the action patterns of units whose role is "Vanguard". The action performed in the action pattern identified by ID "8" is "advance towards the enemy commander", and the condition for performing this action is "when there are no enemies in the same lane".
[0205] In other words, a unit whose role is "vanguard" normally advances towards the enemy units positioned in front of it, and only when the enemy units positioned in front are gone does it advance towards the enemy commander-in-chief.
[0206] In this embodiment, a predetermined proportion of troops is allocated to multiple units, each with a predetermined action pattern during combat according to its role, in accordance with the army's operations.
[0207] Figure 22 is a diagram illustrating the proportion of troops per unit according to military operations. The information 202 shown in Figure 22 indicates patterns of troop proportions per unit according to military operations. Information 202 may be stored on the user terminal 12, for example, as part of a game program.
[0208] Information 202 shows the roles, unit names, and deployments of each unit within the military. Information 202 also shows the correspondence between operation names and the proportion of forces allocated to each unit.
[0209] In this embodiment, the army includes five units: "Commander-in-Chief," "Unit 1," "Unit 2," "Unit 3," and "Unit 4." Of these, the unit named "Commander-in-Chief" has the role of "Commander-in-Chief" and is positioned at the main camp. The unit named "Unit 1" has the role of "Vanguard" and is positioned in the center of the area where the vanguard is positioned. The unit named "Unit 2" also has the role of "Vanguard" and is positioned to the left of Unit 1 when the enemy army is viewed from the area where the vanguard is positioned. The unit named "Unit 3" also has the role of "Vanguard" and is positioned to the right of Unit 1 when the enemy army is viewed from the area where the vanguard is positioned. The unit named "Unit 4" has the role of "Reserve Unit" and is positioned between the vanguard and the main camp.
[0210] Furthermore, in this embodiment, four operations are provided, each specified by a different operation name: "Each Enemy Defeat," "Center Breakthrough," "Left Flanking Breakthrough," and "Right Flanking Breakthrough." In the following description, these operations will be referred to as "Each Enemy Defeat," "Center Breakthrough," "Left Flanking Breakthrough," and "Right Flanking Breakthrough."
[0211] In "Each Unit's Defeat," each of the five units is allocated 20% of the forces, ensuring that the forces are distributed evenly among them. In other words, in "Each Unit's Defeat," forces are distributed equally across all roles, and each unit aims to defeat enemy units individually.
[0212] In "Central Breakthrough," 20% of the forces are allocated to the unit named "Commander-in-Chief," 40% to the unit named "Unit 1," 15% each to the units named "Unit 2" and "Unit 3," and 10% to the unit named "Unit 4." In other words, "Central Breakthrough" is a strategy in which the largest force is allocated to Unit 1, which is positioned in the center of the vanguard, and Unit 1 is tasked with destroying the central unit of the opposing enemy vanguard and then charging into the enemy's main camp.
[0213] In the "Left Wing Breakthrough" strategy, 20% of the forces are allocated to the unit named "Commander-in-Chief," 15% each to the units named "Unit 1" and "Unit 3," 40% to the unit named "Unit 2," and 10% to the unit named "Unit 4." In other words, the "Left Wing Breakthrough" strategy allocates the most forces to Unit 2, which is positioned on the left flank of the vanguard, and involves Unit 2 defeating the enemy's vanguard on the right flank before charging into the enemy's main camp.
[0214] In the "Right Wing Breakthrough" strategy, 20% of the forces are allocated to the unit named "Commander-in-Chief," 15% each to the units named "Unit 1" and "Unit 2," 40% to the unit named "Unit 3," and 10% to the unit named "Unit 4." In other words, the "Right Wing Breakthrough" strategy allocates the most forces to Unit 3, which is positioned on the right wing of the vanguard, and involves Unit 3 defeating the enemy's vanguard on the left wing before charging into the enemy's main camp.
[0215] In this embodiment, the allocation of troops, which serves as an indicator of the unit's strength, is determined according to the operation set by the user for the army, regardless of the parameters of the trained characters associated with each unit.
[0216] In this embodiment, the proportion of troops allocated to each unit may be set by the user. In other words, the allocation ratio of the first parameter distributed to multiple units may be set by the user. In that case, the user terminal 12 may display an allocation setting screen that prompts the user to input the proportion of troops to be allocated to each unit according to the operation.
[0217] The following describes the processing procedure of Game System 1 in the battle part, with reference to Figure 23.
[0218] Figure 23 is a second flowchart showing an example of the processing procedure of the game system 1 according to this embodiment. Figure 23 shows the processing procedure in the battle part of the game system 1. In this embodiment, the battle part may start when the exercise selection button 1002 is pressed on the home screen 1000 shown in Figure 4.
[0219] In this embodiment, the control unit 80 receives a selection of the exercise selection button 1002 from the user terminal 12 via the operation input unit 40 on the home screen 1000 shown in Figure 4 (step S2301). Subsequently, the control unit 80 displays an exercise list screen on the display unit 34 showing a list of game exercise types, and receives a selection of the exercise type via the operation input unit 40 (step S2302).
[0220] Next, the control unit 80 displays a difficulty list screen on the display unit 34 of the user terminal 12, showing a list of multiple difficulty levels included in the selected type of exercise, and accepts the selection of a difficulty level via the operation input unit 40 (step S2303). Subsequently, the control unit 80 displays an opponent list screen on the display unit 34, showing a list of opponents associated with the selected difficulty level, and accepts the selection of an opponent via the operation input unit 40 (step S2304).
[0221] Next, the control unit 80 displays the battle preparation screen on the display unit 34 (step S2305). The battle preparation screen is used to check and change the trained characters associated with the units included in the army that will fight the selected opponent, as well as the strategy. Details of the battle preparation screen will be described later.
[0222] Next, the control unit 80 receives user input via the operation input unit 40 on the battle preparation screen (step S2306).
[0223] In step S2306, if the received operation is "Deploy," the control unit 80 proceeds to step S2315, which will be described later. "Deploy" is an example of an operation that instructs the start of combat (battle) with the opponent.
[0224] If the operation received in step S2306 is "train formation change", the control unit 80 proceeds to step S2312, which will be described later.
[0225] In step S2306, if the received operation is "Operation Change," the control unit 80 displays the operation selection / edit screen on the display unit 34 (step S2307). "Operation Change" is an operation to change the operation. Details of the operation selection / edit screen will be described later.
[0226] Next, the control unit 80 receives an operation to change the operation on the operation selection / editing screen via the operation input unit 40, and the force allocation unit 92 allocates forces to each unit according to the changed operation (step S2308).
[0227] More specifically, when a modified operation is selected on the operation selection / editing screen, the force allocation unit 92 refers to information 202 to obtain the proportion of force allocation for each unit associated with the modified operation. Then, in the battle part, the force allocation unit 92 allocates the total number of forces set according to the battlefield map to be fought, according to the proportion of force allocation for each unit, and sets these as parameters for each unit.
[0228] Next, the control unit 80 receives the operation after the operation has been changed via the operation input unit 40 (step S2309). If the operation received in step S2309 is "cancel", the control unit 80 returns to step S2307.
[0229] In step S2308, if the received operation is "Confirm," the control unit 80 displays the operation change confirmation screen on the display unit 34 (step S2310). Details of the operation change confirmation screen will be described later. Subsequently, the control unit 80 accepts an operation via the operation input unit 40 on the operation change confirmation screen (step S2311).
[0230] If the operation received in step S2311 is "cancel", the control unit 80 returns to step S2307. If the operation received in step S2311 is "confirm", the control unit 80 returns to step S2305.
[0231] In step S2306, if the received operation is "formation change," the control unit 80 displays the army formation screen on the display unit 34 (step S2312). "Formation change" refers to making changes related to the formation of the army, and the army formation screen is a screen for setting the trained characters that are associated with the units included in the army. Details of the army formation screen will be described later.
[0232] Next, the control unit 80 receives an operation to organize troops on the troop organization screen via the operation input unit 40, and the troop organization unit 91 organizes troops according to the operation (step S2313).
[0233] Next, the control unit 80 receives user input via the operation input unit 40 (step S2314). If the received operation in step S2314 is "Change Operation", the control unit 80 returns to step S2307 and displays the operation selection / editing screen on the display unit 34. If the received operation in step S2314 is "Confirm", the control unit 80 returns to step S2305 and displays the battle preparation screen on the display unit 34.
[0234] In step S2306, if the received operation is "Deploy", the control unit 80 executes the battle process using the battle menu execution unit 90 (step S2315).
[0235] Next, in the determination process included in the battle processing, if the battle status satisfies the termination conditions described later, the battle menu execution unit 90 terminates the battle and the control unit 80 displays the battle result on the display unit 34 (step S2316).
[0236] The determination process of this embodiment will now be described. The battle menu execution unit 90 of this embodiment determines the outcome of the battle part based on the troop strength of the player's army and the enemy army. In other words, the battle menu execution unit 90 determines the outcome of the battle part based on the first parameters of multiple units and the opponent's units.
[0237] Specifically, the battle menu execution unit 90 terminates the battle if the troop strength of the unit whose role is "Commander-in-Chief" falls below a predetermined value. The army including this unit is then declared defeated. The predetermined value here may be zero. Furthermore, if the troop strength of any unit other than the unit whose role is "Commander-in-Chief" falls below a predetermined value, the battle menu execution unit 90 does not declare the army including this unit defeated and continues the battle.
[0238] Here, if the unit whose role is "Commander-in-Chief" is designated as the first unit, which is one predetermined unit among multiple units, the battle menu execution unit 90 determines that the group to which the first unit belongs has lost in the battle part if the first parameter of the first unit belonging to the group falls below a predetermined value. Also, if the first parameter of a unit belonging to the same group as the first unit but different from the first unit falls below a predetermined value, the battle menu execution unit 90 continues the battle part.
[0239] Furthermore, the battle menu execution unit 90 compares the total troop strength of each unit of the allied army with the total troop strength of each unit of the enemy army after a predetermined number of turns have elapsed during the battle, and declares the army with the lower total troop strength to be defeated.
[0240] In other words, if a predetermined number of turns have elapsed in a match, the battle menu execution unit 90 determines the winner based on the total amount of the first parameter allocated to each of the multiple units belonging to each group at the time the predetermined number of turns have elapsed.
[0241] In other words, the conditions for ending a battle in this embodiment are that the troop strength of the unit whose role is "Commander-in-Chief" falls below a predetermined value (first termination condition), or that a predetermined number of turns have elapsed (second termination condition). Furthermore, in this embodiment, if the battle ends by fulfilling the first termination condition, the army including the Commander-in-Chief whose troop strength has fallen below the predetermined value is defeated, and if the battle ends by fulfilling the second termination condition, the army with the fewest remaining troops is defeated.
[0242] The above describes the processing procedure for the battle part. Note that the processing procedure shown in Figure 23 is just one example and is not limited to this. The processing procedure for the battle part may be rearranged depending on the user's actions.
[0243] Furthermore, in this embodiment, when the exercise selection button 1002 is pressed on the home screen 1000 shown in Figure 4, the processing of the battle part shown in Figure 23 is started, but this is not limited to this.
[0244] In this embodiment, the control unit 80 may execute the processes from step S2305 onwards in Figure 23 when a square for conducting a battle is selected from among the multiple squares arranged from the start to the end of the training scenario shown in Figure 7.
[0245] Next, an example of the display on the user terminal 12 will be described with reference to Figures 24 to 36. Figure 24 is a diagram showing an example of an exercise list screen that displays a list of exercise types. The exercise list screen 2000 shown in Figure 24 is an example of a screen that is displayed on the user terminal 12 in step S2302 of Figure 23.
[0246] The exercise list screen 2200 includes operation buttons 221, 222, and 223 that indicate the type of exercise, and a back button 224 for switching the exercise list screen 2200 back to the screen that was displayed on the user terminal 12 immediately before the exercise list screen 2200 was displayed.
[0247] When any of the operation buttons 221, 222, or 223 is selected, the control unit 80 transitions the display on the display unit 34 from the exercise screen list 2200 to a difficulty list screen showing a list of difficulty levels for the selected type of exercise. In this embodiment, the explanation will be based on the assumption that operation button 221 is selected on the exercise list screen 2200.
[0248] Figure 25 shows an example of a difficulty level list screen that displays a list of exercise difficulty levels. The difficulty level list screen 2300 shown in Figure 25 is an example of a screen that is displayed on the user terminal 12 in step S2303 of Figure 23.
[0249] The difficulty level list screen 2300 includes operation buttons 231, 232, 233, and 234 that indicate the type of exercise, and a back button 235 for switching the difficulty level list screen 2300 back to the screen that was displayed on the user terminal 12 immediately before the difficulty level list screen 2300 was displayed.
[0250] On the difficulty list screen 2300, operation button 231 is used to select a low-difficulty match within the selected type of exercise, operation button 232 is used to select a medium-difficulty match within the selected exercises, operation button 233 is used to select a high-difficulty match within the selected type of exercise, and operation button 237 is used to select an extremely high-difficulty match within the selected exercises.
[0251] When any of the operation buttons 231, 232, 233, or 234 is selected, the control unit 80 transitions the display on the display unit 34 from the difficulty list screen 2300 to the opponent list screen associated with the selected difficulty level. In this embodiment, the explanation will be given assuming that operation button 231 is selected on the difficulty list screen 2300.
[0252] Figure 26 is a diagram showing an example of a list screen displaying a list of opponents. The opponent list screen 2400 shown in Figure 26 is an example of a screen displayed on the user terminal 12 in step S2304 of Figure 23.
[0253] The opponent list screen 2400 includes operation buttons 241, 242, and 243 for selecting an army to be the opponent, a back button 244 for switching the opponent list screen 2400 back to the screen that was displayed on the user terminal 12 immediately before the opponent list screen 2400 was displayed, and a scroll bar 245 for scrolling through the list of opponents.
[0254] On the opponent list screen 2400, in response to scrolling the scroll bar 245, the army of the opponent other than the army associated with the operation buttons 241, 242, and 243 may be displayed on the display unit 34.
[0255] When any of the operation buttons 241, 242, or 243 is selected, the control unit 80 transitions the display on the display unit 34 from the opponent list screen 2400 to the battle preparation screen with the selected opponent. In this embodiment, the explanation will be given assuming that operation button 241 is selected on the opponent list screen 2400.
[0256] The battle preparation screen displays the operation set for the user's army, the deployment of multiple units according to the operation, and the troop strength of each unit according to the operation.
[0257] Figure 27 is the first diagram showing an example of a battle preparation screen. The battle preparation screen 2500 shown in Figure 27 is an example of a screen displayed on the user terminal 12 in step S2305 of Figure 23.
[0258] The battle preparation screen 2500 of this embodiment includes display areas 251, 252, 253, 254 and operation buttons 255, 256.
[0259] The display area 251 shows the name of the player's army and the overall army strength, which is an indicator of the strength of the army indicated by the army name. In this embodiment, the player's army refers to the army controlled by the user playing the game.
[0260] In addition, in this embodiment, the overall military strength is an indicator showing the strength of the military, and is represented by the total amount of the overall strength of a plurality of troops included in the military. In this embodiment, the overall strength of a troop is an example of the second parameter, and the overall military strength is an example of the third parameter.
[0261] The overall strength of a troop is the total amount of the parameters of the trained characters associated with each of the troops. Although there are multiple parameters of the trained characters, the overall strength of a troop may be, for example, the total amount of all the multiple parameters possessed by the trained characters, or may be the total amount of specific predetermined parameters among the multiple parameters possessed by the trained characters.
[0262] In the display area 252, the name of the enemy military and the overall military strength of the enemy military are displayed.
[0263] In the example of FIG. 27, the name of the friendly military is "First Army", the overall military strength is "26,363", the name of the enemy military is "Beginner", and the overall military strength is "7,495".
[0264] The display area 253 displays the deployment of each friendly troop and each enemy troop in the battle location.
[0265] More specifically, the display area 253 includes display areas 260 and 270. The display area 260 may indicate the friendly position, and the deployment of the friendly troops is displayed. The display area 270 may indicate the enemy position, and the deployment of the enemy troops is displayed.
[0266] In this embodiment, icon images 261, 262, 263, 264, and 265 indicating each of the five troops of the friendly side shown in the display area 260 are arranged. That is, in the example of FIG. 27, five troops of the friendly side are deployed.
[0267] Each of the icon images 261, 262, 263, 264, and 265 includes a face image of the trained character associated with the troop indicated by each icon image and a character string indicating the deployment of the troop indicated by each icon image.
[0268] In the example of FIG. 27, the icon image 261 is arranged at the position farthest from the enemy camp and includes the character string "main camp" indicating the troop arrangement. Thus, it can be seen that the role of the troops indicated by the icon image 261 is "generalissimo" (see FIG. 22).
[0269] The icon image 262 is arranged at the position closest to the enemy camp and includes the character string "center" indicating the troop arrangement. Thus, it can be seen that the role of the troops indicated by the icon image 262 is "vanguard team". The icon image 263 is arranged at the position closest to the enemy camp and includes the character string "left wing" indicating the troop arrangement. Thus, it can be seen that the role of the troops indicated by the icon image 263 is "vanguard team". The icon image 264 is arranged at the position closest to the enemy camp and includes the character string "right wing" indicating the troop arrangement. Thus, it can be seen that the role of the troops indicated by the icon image 264 is "vanguard team".
[0270] The icon image 265 is arranged between the icon image 261 and the icon image 262 and includes the character string "reserve force" indicating the troop arrangement. Thus, it can be seen that the role of the troops indicated by the icon image 265 is "reserve force".
[0271] Also, for each of the icon images 261, 262, 263, 264, 265, images 261a, 262a, 263a, 264a, 265a indicating the military strength allocated to the troops indicated by each icon image are associated and displayed. The military strength of each troop indicated by the images 261a, 262a, 263a, 264a, 265a is the military strength of the First Army displayed in the display area 211 described later, which is the military strength allocated to each troop at a ratio corresponding to the operation set for the First Army.
[0272] Furthermore, the display area 270 contains icon images 271, 272, 273, 274, and 275, each representing one of the five enemy units. Each of the icon images 271, 272, 273, 274, and 275 includes a face image of a warlord character associated with the unit represented by the icon image, and a string of characters indicating the arrangement of the unit represented by the icon image.
[0273] Similar to icon images 261, 262, 263, 264, and 265, icon images 271, 272, 273, 273, and 274 show that the unit represented by icon image 271 has the role of "Commander-in-Chief," the units represented by icon images 272, 273, and 274 have the role of "Vanguard," and the unit represented by icon image 275 has the role of "Reserve."
[0274] Additionally, icon images 271, 272, 273, 274, and 275 are associated with images 271a, 272a, 273a, 274a, and 275a, which show the forces allocated to the units indicated by each icon image. The forces of each unit shown in images 271a, 272a, 273a, 274a, and 275a are the forces of the enemy army, as displayed in the display area 212 described later, allocated to each unit in proportion to the operations set for the enemy army.
[0275] Display area 254 displays information about the operations set for the army whose army name is displayed in display area 251, as well as information about the total strength of both the friendly and enemy armies. Specifically, display area 254 includes display areas 211, 212, 213, 214, and operation buttons 215 and 216.
[0276] Display area 211 shows the total number of troops associated with each battlefield map, specifically the total number of troops assigned to the army whose army name is displayed in display area 251. In other words, display area 211 shows the strength of your own army.
[0277] Display area 212 shows the total number of troops associated with each battlefield map, specifically the total number of troops assigned to the army whose army name is displayed in display area 252. In other words, display area 212 displays the enemy army's strength.
[0278] Display area 213 shows tabs for selecting the army to be formed. In the example in Figure 27, there are five tabs for selecting an army in display area 213, and the tab "Army 1," which corresponds to the 1st Army, is selected.
[0279] Display area 214 displays the name of the operation set for the army whose tab is selected in display area 213. In the example in Figure 27, since the 1st Army is selected in the tab displayed in display area 213, the name of the operation displayed in display area 214 is the name of the operation set for the 1st Army.
[0280] Operation button 215 is the operation button for organizing troops. In other words, operation button 215 is the operation button for displaying the troop organization screen.
[0281] Operation button 216 is used to change the strategy. In other words, operation button 216 is used to display the strategy selection / editing screen.
[0282] Operation button 255 is used to initiate combat (battle) with the opponent. In other words, operation button 255 is the button used to send out the first army.
[0283] Operation button 256 is a back button used to switch the display on the display unit 34 from the battle preparation screen 2500 to the screen that was displayed immediately before the battle preparation screen 2500 was displayed.
[0284] In the example of FIG. 27, "individual destruction" is selected as the operation of the first army of one's own army. "Individual destruction" is an operation in which troops are evenly distributed among each unit (see FIG. 22). Therefore, the strength of the first army "100,000" displayed in the display area 211 is evenly distributed among five units.
[0285] Therefore, the strength of each unit shown in the images 261a, 262a, 263a, 264a, and 265a is all "20,000".
[0286] Also, on the battle preparation screen 2500, the user can infer the operation set for the enemy army from the strength of each unit of the enemy army.
[0287] In the example of FIG. 27, the strength is evenly distributed among each unit of the enemy army. Therefore, the user can infer that the operation set for the enemy army on the battle preparation screen 2500 is also "individual destruction".
[0288] In this embodiment, in this way, on the battle preparation screen 2500, the total strength of the enemy army, the characters set for each unit of the enemy army, and the operation set for the enemy army can be confirmed. Therefore, according to this embodiment, the user can change the operation and formation of one's own army in consideration of the formation and operation of the enemy army, and can improve the strategic nature of the game. Note that when the opponent is another user rather than a computer, the operation and strength distribution of the opponent may not be displayed until the battle starts.
[0289] Also, in this embodiment, the victory or defeat of the battle is determined by the strength, which is an unrelated parameter, of the trained characters set for each unit of one's own army and the characters set for each unit of the enemy army. Thereby, strategic nature can be given to the mode of the battle between one's own army and the enemy army.
[0290] Therefore, in this embodiment, even when the user grasps the formation and operation of the enemy army, it is difficult to infer the victory or defeat, and the game nature can be improved.
[0291] Furthermore, in this embodiment, the troop strength set for both the player's army and the enemy army is the same value. In other words, the first parameter is set to the same value for both the user and the opponent in the battle part.
[0292] In this embodiment, by setting the same number of troops for both sides, it becomes difficult to predict the outcome of the battle, even if the overall military strength of both sides is not evenly matched. Therefore, in this embodiment, the user will consider the composition and strategy of their own army in order to achieve victory, which enhances the sense of accomplishment when victory is achieved.
[0293] Furthermore, the troop strengths set for the player's army and the enemy army do not necessarily have to be equal. Also, the battle menu execution unit 90 of this embodiment may be capable of executing a first exercise in which the total number of the player's army's troops is equal to the total number of the enemy army's troops, and a second and third exercise in which the total number of the player's army's troops is different from the total number of the enemy army's troops.
[0294] For example, in the first exercise, the total number of friendly forces and the total number of enemy forces may both be 100,000. Also, in the second exercise, the total number of friendly forces may be 60,000 and the total number of enemy forces may be 80,000. Also, in the third exercise, the total number of friendly forces may be 40,000 and the total number of enemy forces may be 80,000. In this case, the second exercise is more difficult than the first exercise, and the third exercise is more difficult than the second exercise.
[0295] In other words, in the battle portion of the first exercise, the forces assigned to the friendly and enemy armies are equal, while in the battle portion of the second exercise, which is more difficult than the first exercise, the forces assigned to the enemy army may be greater than the forces assigned to the friendly army.
[0296] Furthermore, the strength of your army and the enemy army may be set such that the difference in troop strength between your army and the enemy army in the battle part of the third exercise, which is more difficult than the second exercise, is greater than the difference in troop strength between your army and the enemy army in the battle part of the second exercise.Note that this explanation describes the case where the troop strength of your army and the enemy army are set differently when the difficulty of the exercises are different, but it is not limited to this, and the troop strength of your army and the enemy army may be set according to the progress of the scenario in the training part or the overall strength of the army.In addition, the troop strength of your army and the enemy army may be set automatically according to the strength of your army, for example.In addition, the troop strength of your army and the enemy army may be set by the user.
[0297] Next, the operation selection / editing screen will be explained with reference to Figure 28. Figure 28 is the first diagram showing an example of the operation selection / editing screen. The operation selection / editing screen 2800 shown in Figure 28 is an example of the screen displayed on the user terminal 12 in step S2307 of Figure 23.
[0298] The strategy selection / editing screen 2800 of this embodiment includes display areas 281 and 282, and operation buttons 283 and 284.
[0299] Display area 281 includes display areas 281a and 281b, and displays information showing the details of the operation currently set for your army.
[0300] Display area 281a includes icon images 261, 262, 263, 264, and 265 representing each unit included in the 1st Army. In addition, within display area 281a, each of the icon images 261, 262, 263, 264, and 265 is associated with images 261b, 262b, 263b, 264b, and 265b, which represent the overall strength of each unit and serve as an indicator of the unit's strength, and images 261c, 262c, 263c, 264c, and 265c, which contain text indicating the troop distribution ratio of each unit.
[0301] In the example in Figure 28, since each unit is associated with one trained character, the overall strength of each unit is determined by the parameters of the trained character associated with that unit. Note that if the character associated with a unit is a character currently being trained, the overall strength is updated through the parameter updates of that character during the training phase.
[0302] Furthermore, display area 281a includes display areas 290, 291, and 292. Display area 290 displays the name of the operation currently set for your army.
[0303] Display area 291 displays a troop deployment diagram that schematically shows the arrangement of units. The troop deployment diagram is an example of deployment information showing the placement of each unit within one's own territory.
[0304] In this embodiment, the troop deployment diagram divides the player's own position into nine sections, each consisting of three vertical columns and three horizontal rows. The deployment of each unit is schematically represented by placing an image corresponding to each unit within the section located in a position corresponding to the operation. The images corresponding to each unit may, but are not limited to, images showing strings of text indicating the deployment of each unit.
[0305] In the troop deployment diagram of this embodiment, of the three vertical columns, the rightmost column is the closest to the enemy lines, and the leftmost column is the furthest from the enemy lines. Therefore, the vanguard is positioned in the rightmost column of the three vertical columns in the troop deployment diagram, the main camp is positioned in the leftmost column, and the reserve troops are positioned in the center column. Furthermore, the vanguard is positioned in the upper, middle, and lower rows of the three horizontal rows, while the main camp and reserve troops are positioned in one of the upper, middle, or lower rows. In the example in Figure 28, the main camp and reserve troops are positioned in the middle row of the three horizontal rows.
[0306] Display area 292 displays information indicating the unit's mission according to its deployment location. The unit's mission displayed in display area 292 may be changed in the operation editing screen, which is accessed by operating the operation button 293 described later.
[0307] Display area 281b displays text data that outlines the operation whose name is displayed in display area 290. Display area 281 also includes operation buttons 293. Operation buttons 293 are used to display a screen that allows users to change the missions of each unit, as displayed in display area 292.
[0308] Display area 282 shows operation buttons 286, 287, 288, and 289 for selecting a strategy. Operation button 286 is for selecting "Each enemy is defeated individually," operation button 287 is for selecting "Central breakthrough," operation button 288 is for selecting "Left flank breakthrough," and operation button 289 is for selecting "Right flank breakthrough."
[0309] For operation buttons 286-289 used to select a strategy, a setting icon image will be displayed on the corresponding operation button to indicate that the currently set strategy is selected.
[0310] Operation button 283 is used to cancel the settings made on the strategy selection / editing screen 2800. Operation button 284 is used to confirm the settings made on the strategy selection / editing screen 2800. When operation button 284 is pressed, the strategy selection / editing screen 2800 transitions to the battle preparation screen 2500.
[0311] In the example shown in Figure 28, the operation name "Each Enemy" is displayed in the display area 290, and the icon image 286a that is set to "Each Enemy" is superimposed on the corresponding operation button 286.
[0312] Therefore, it can be seen that the strategy set for the 1st Army is to defeat each enemy unit individually. In this case, the troop allocation ratios for each unit shown in images 261c, 262c, 263c, 264c, and 265c displayed in display area 281a are 20% each.
[0313] In this embodiment, by displaying the overall strength of each unit, which serves as an indicator of the strength of each unit, in correspondence with the troop allocation ratio of each unit, it is possible to encourage the user to consider the balance between the strength of each unit and the troop allocation ratio.
[0314] Furthermore, the troop deployment diagram displayed in display area 291 shows the deployment in a manner corresponding to the individual defeat of the enemy. Specifically, among the vanguard units, the reserve unit, Unit 4, is positioned behind Unit 1, which is positioned in the center, and the main camp is positioned behind Unit 4.
[0315] Thus, in this embodiment, the troop deployment diagram schematically shows the deployment of each unit according to the operation, allowing the user to intuitively understand the deployment of each unit according to the operation.
[0316] Furthermore, in display area 292, the missions of each unit are as follows: the commander-in-chief's mission is "Wait for the opportune moment," the central (1st unit), left wing (2nd unit), and right wing (3rd unit) missions are "Respond as circumstances change," and the reserve unit's mission is "Support our allies."
[0317] Thus, in the operation selection / editing screen 2800 of this embodiment, information showing the details of the operation selected in the display area 282 is displayed in the display area 281a.
[0318] Next, referring to Figures 29 and 30, we will explain how a strategy can be changed on the strategy selection / editing screen.
[0319] Figure 29 is a second diagram showing an example of the operation selection / editing screen. In the operation selection / editing screen 2800A shown in Figure 29, the operation button 287 is pressed in the display area 282, and the central breakthrough is selected.
[0320] In this case, the display area 281c included in the display area 281 displays information showing the details of the central breakthrough.
[0321] Specifically, display area 290 displays the operation name "Central Breakthrough," and display area 291 displays a troop deployment diagram showing the placement of each unit corresponding to the Central Breakthrough. Display area 292 displays the missions of each unit corresponding to the Central Breakthrough. In Figure 29, the mission of the central unit (Unit 1) in display area 292 is "Breakthrough at a single point."
[0322] Furthermore, the troop allocation ratios for each unit shown in images 261c, 262c, 263c, 264c, and 265c displayed in display area 281c are 20%, 40%, 15%, 15%, and 10%.
[0323] Therefore, it can be seen that the central breakthrough is a strategy that allocates the largest number of troops to the 1st unit and positions the reserves in the rear, concentrating the majority of forces in the center of the 1st army.
[0324] In this embodiment, when the operation button 284 is pressed on the operation selection / editing screen 2800A, the operation selection / editing screen 2800A transitions to the operation change confirmation screen 3100, which will be described later.
[0325] Figure 30 is a third diagram showing an example of the operation selection / editing screen. In the operation selection / editing screen 2800B shown in Figure 30, the operation button 288 is pressed in the display area 282, and the left flank breakthrough is selected.
[0326] In this case, the display area 281d, which is included in the display area 281, displays information showing the details of the left flank breakthrough.
[0327] Specifically, display area 290 displays the operation name "Left Wing Breakthrough," and display area 291 displays a troop deployment diagram showing the placement of each unit corresponding to the Left Wing Breakthrough. In Figure 30, in the troop deployment diagram displayed in display area 291, the reserve unit is positioned behind the right wing (third unit).
[0328] Furthermore, in Figure 30, the display area 292 shows the missions of each unit corresponding to the left flank breakthrough. In Figure 30, the mission of the left flank (Unit 2) in the display area 292 is "Break through at one point."
[0329] Furthermore, the troop allocation ratios for each unit shown in images 261c, 262c, 263c, 264c, and 265c displayed in display area 281c are 20%, 15%, 40%, 15%, and 10%.
[0330] Therefore, in the left-flank breakthrough, the largest number of troops are allocated to the 2nd unit, and the reserve unit provides support to the 3rd unit, which has a smaller overall unit strength and a smaller proportion of troops allocated to it.
[0331] In this embodiment, in the display area 282 of the operation selection / editing screen 2800A, operation button 288 is pressed to select left flank breakthrough, and then operation button 284 is pressed.
[0332] Next, the operation change confirmation screen will be explained with reference to Figure 31. Figure 31 is a diagram showing an example of the operation change confirmation screen. The operation change confirmation screen 3100 shown in Figure 31 is an example of the screen displayed in step S2110 of Figure 23.
[0333] The operation change confirmation screen 3100 shown in Figure 31 is displayed when the operation of the 1st Army is changed from defeating each enemy unit individually to breaking through the left flank.
[0334] The operation change confirmation screen 3100 includes display areas 301 and 302, and operation buttons 303 and 304. Display area 301 displays information showing the details of the operation before the change. Display area 302 displays information showing the details of the operation after the change.
[0335] The operation before the change refers to the operation set for the army when, for example, the battle preparation screen 2500 is displayed, while the operation after the change refers to the other operation selected on the operation selection / editing screen 2800.
[0336] In the example shown in Figure 31, display area 301 displays the information shown in display area 281b of the operation selection / editing screen 2800 shown in Figure 28, as information showing the details of the operation before the change. Display area 302 displays the information shown in display area 281d of the operation selection / editing screen 2800B shown in Figure 30, as information showing the details of the operation after the change.
[0337] In this embodiment, by displaying detailed information about the operation before and after the change on the same screen, the user can recognize the differences in the troop distribution ratio for each unit and the differences in the deployment of each unit that change in accordance with the change in the operation.
[0338] Operation button 303 is used to cancel a change in the operation. When operation button 303 is pressed on the operation change confirmation screen 3100, the operation selection / edit screen 2800 is displayed on the display unit 34.
[0339] Operation button 304 is an operation button used to decide on a change in strategy. When operation button 304 is pressed on the strategy change confirmation screen 3100, the display unit 34 displays the battle preparation screen 2500, which shows that the 1st Army's strategy is set to a left flank breakthrough.
[0340] Figure 32 is a second diagram showing an example of a battle preparation screen. The battle preparation screen 2500A shown in Figure 32 is the screen that is displayed when the operation button 304 is pressed on the operation change confirmation screen 3100 shown in Figure 31.
[0341] In the battle preparation screen 2500A, the icon images 261, 262, 263, 264, and 265 representing each unit are arranged in the display area 260 to match the deployment corresponding to the modified operation. Also, in the battle preparation screen 2500A, the troop strength of each unit shown in images 261a, 262a, 263a, 264a, and 265a will be the troop strength allocated in proportion to the modified operation. Furthermore, in the battle preparation screen 2500A, the name of the operation displayed in the display area 214 will be the name of the modified operation.
[0342] Specifically, in the combat preparation screen 2500A shown in Figure 32, the arrangement of icon images 261, 262, 263, 264, and 265 in the display area 260 is the same as the troop deployment diagram corresponding to the left flank breakthrough shown in the display area 302 of Figure 31.
[0343] Furthermore, in the battle preparation screen 2500A, the troop strength of each unit shown in images 261a, 262a, 263a, 264a, and 265a is the value obtained by allocating the troop strength of the 1st Army displayed in display area 211 in proportion to the left flank breakthrough. Specifically, the troop strength of each unit shown in images 261a, 262a, 263a, 264a, and 265a is "20,000", "15,000", "40,000", "15,000", and "10,000".
[0344] Additionally, the name of the operation, "Left Wing Breakthrough," is displayed in display area 214 of the battle preparation screen 2500A.
[0345] The above is an example of the display on user terminal 12 when changing the operations set for the military.
[0346] Next, the troop formation screen will be explained with reference to Figure 33. Figure 33 is a diagram showing an example of the troop formation screen. The troop formation screen 3300 shown in Figure 33 is an example of the screen displayed on the user terminal 12 in step S2312 of Figure 23.
[0347] The troop formation screen 3300 shown in Figure 33 is the screen that appears when the operation button 215 is pressed in the battle preparation screen 2500A shown in Figure 32. In other words, the troop formation screen 3300 is the troop formation screen used when forming the 1st Army when the operation for the 1st Army is set to a left flank breakthrough.
[0348] The army formation screen 3300 includes display areas 331, 281e, 332, 333, 334, operation buttons 261e, 262e, 263e, 264e, 265e, and operation buttons 335, 336, 337.
[0349] Display area 331 displays the overall strength of the army being formed. Display area 281e displays some of the information showing the details of the operations set for the army. Specifically, display area 281e includes display areas 291, 292, 338 and operation buttons 339. Display area 281e also includes icon images 261, 262, 263, 264, and 265 of the trained characters currently set for each unit of the army being formed, and images 261b, 262b, 263b, 264b, and 265b showing the current overall strength of each unit.
[0350] In display area 281e, display area 338 displays the name of the operation set for the army to be formed. Operation button 339 is used to change the operation of the army to be formed. When operation button 339 is pressed, the army formation screen 3300 transitions to the operation selection / editing screen 2800.
[0351] The display area 332 includes a display field where icon images of trained characters to be added to each unit are displayed. In this embodiment, if the strength level of the army to be formed reaches a predetermined level or higher, it may be permitted to add further trained characters to each unit.
[0352] Display area 333 displays images 261d, 262d, 263d, 264d, and 265d, which show the overall strength of each unit after formation. The overall strength of each unit after formation is the sum of the parameters showing the strength of the trained characters whose icon images are displayed in display area 281e and the parameters showing the strength of the trained characters (additional trained characters) displayed in the display area 332.
[0353] Display area 334 shows images 261c, 262c, 263c, 264c, and 265c, which indicate the proportion of troop allocation to each unit according to the operation set for the army being formed.
[0354] Operation buttons 261e, 262e, 263e, 264e, and 265e are used to display detailed information about each unit of the army being formed. The detailed information about a unit may include parameters related to the trained characters associated with that unit.
[0355] Operation button 335 is used to unassociate all trained characters whose icon images are displayed in the display area 281e with their respective units. In other words, operation button 335 is used to set each unit to a state where no trained characters are assigned to it.
[0356] Operation button 336 is used to have the game program assign trained characters to each unit. In other words, operation button 336 is used to have the game program automatically set the trained characters for each unit. Operation button 337 is used to indicate that the army formation is complete.
[0357] In the military formation screen 3300 shown in Figure 33, the military unit to be formed is the 1st Army, and the operation set for the 1st Army is a left-flank breakthrough.
[0358] Therefore, the name of the operation, "Left Flanking Breakthrough," is displayed in display area 338, and a troop deployment diagram showing the placement of each unit associated with the Left Flanking Breakthrough is displayed in display area 291.
[0359] Furthermore, in the example shown in Figure 33, the display area for the icon image of the trained character shown in display area 332 is blank. Therefore, in display area 333, the total unit strength of each unit shown in images 261d, 262d, 263d, 264d, and 265d is the same value as the current total unit strength of each unit shown in images 261b, 262b, 263b, 264b, and 265b in display area 281e.
[0360] Furthermore, in display area 333, the proportions of troop allocation to each unit shown in images 261c, 262c, 263c, 264c, and 265c correspond to the proportions for the left flank breakthrough, and are 20%, 15%, 40%, 15%, and 10%.
[0361] Thus, the army formation screen 3300 displays the total strength of each unit with trained characters assigned to it, the total army strength which is the sum of the total strengths of each unit, the role and name of each unit, the proportion of troops allocated to each unit, and a unit deployment diagram showing the placement of each unit in your own territory.
[0362] In other words, the control unit 80 performs display processing to display a military formation screen 3300 which includes at least one of the following: a second parameter indicating the strength of each of the multiple units, a third parameter obtained by summing the second parameters, the respective roles of the multiple units in the battle part, the ratio of the distribution of the first parameter, and the placement information of the multiple units in the battle part.
[0363] In this embodiment, by displaying this information on a single screen, the user can be provided with the information they should refer to when forming an army simply by displaying the army formation screen 3300.
[0364] Next, with reference to Figure 34, we will describe the battle results screen that shows the battle results after the battle processing has taken place. Figure 34 is a diagram showing an example of a battle results screen. The battle results screen 3400 shown in Figure 34 is an example of the screen displayed on the user terminal 12 in step S2316 of Figure 23.
[0365] The battle results screen 3400 includes display areas 340, 341, and 342. Display area 340 displays the battle (clash) results. Display area 341 displays the achieved termination conditions, and display area 342 displays the remaining forces of both armies at the end of the battle. Display area 342 also includes display areas 342a and 342b. Display area 342a displays the total forces of each unit of your army at the end of the battle. Display area 342b displays the total forces of each unit of the enemy army at the end of the battle.
[0366] In Figure 34, "Victory" is displayed in display area 340. Also in Figure 34, "Number of specified turns elapsed" is displayed in display area 341, indicating that the battle has ended because the second termination condition has been met.
[0367] Furthermore, in Figure 34, "52,654" is displayed in display area 342a, and "34,918" is displayed in display area 342b. In this embodiment, by displaying the troop strength at the end of the battle in this way, the user can understand how many troops each side and the enemy side had remaining when the battle ended.
[0368] In the explanation above, army formation was described as being included in the processing procedures of the battle phase, but army formation can be performed at any time independently of the battle phase.
[0369] Specifically, when the fourth screen switching button 1014 is pressed on the home screen 1000 shown in Figure 4, the control unit 80 may display the corps menu screen 3500, which will be described later. The corps menu screen 3500 is one of the screens used to display the army formation screen 3300. The following describes the screen transitions on the user terminal 12 from the home screen 1000 to the display of the army formation screen 3300.
[0370] Figure 35 shows an example of a corps menu screen. The corps menu screen 3500 shown in Figure 35 includes operation buttons for displaying various information related to the army. Specifically, the corps menu screen 3500 includes operation buttons 351, 352, 353, 354, etc.
[0371] Operation button 351 is used to transition the army menu screen 3500 to a screen that displays the trained generals screen 3600 or the army formation screen 3300, as shown in Figure 36 later. Operation buttons 352, 353, and 354 are used to display screens for strengthening the character being trained, as well as screens for associating characters trained by other users with troops, and screens for displaying a list of characters that appear in the game, respectively.
[0372] In this embodiment, when the operation button 351 is pressed on the army menu screen 3500, the screen transitions to the trained generals screen, which will be described later.
[0373] Figure 36 shows an example of the trained generals screen. The trained generals screen 3600 shown in Figure 36 includes operation buttons 361 and 362. Operation button 361 is used to display the army formation screen 3300, which is used to form an army using trained characters. Operation button 362 is used to display a list of trained characters.
[0374] In this embodiment, when the operation button 361 is pressed, the control unit 80 displays the military formation screen 3300 on the user terminal 12.
[0375] Thus, in this embodiment, the formation of one's own army can be carried out independently of the battle part.
[0376] The operation selection / editing screen 2800 of this embodiment is not limited to the examples shown in Figures 28 to 30. The operation selection / editing screen 2800 may be displayed in a manner such as that shown in Figure 37.
[0377] Figure 37 is the fourth figure, showing an example of the operation selection and editing screen. The operation selection and editing screen 2800C shown in Figure 37 includes display areas 281A and 282, and operation buttons 283 and 284.
[0378] Display area 281A displays information showing the details of the operation currently set for your army, in a manner different from the operation selection / editing screen 2800 shown in Figure 28.
[0379] More specifically, display area 281A includes icon images 261A, 262A, 263A, 264A, and 265A representing the units included in the 1st Army.
[0380] Icon images 261A, 262A, 263A, 264A, and 265A each contain a face image of a trained character associated with each unit, a string indicating the troop distribution ratio of each unit, a string indicating the deployment of each unit within the player's own territory, and a string indicating the mission of each unit according to the operation set for the 1st Army.
[0381] In addition, in display area 281A, the icon images 261A, 262A, 263A, 264A, and 265A representing units are displayed in positions indicating the deployment of each unit within one's own territory.
[0382] Therefore, in the operation selection / editing screen 2800C shown in Figure 37, the display area 281A includes the face image of the trained character associated with each unit, a string indicating the deployment of the unit shown by each icon image, a string indicating the troop distribution ratio of each unit, and a string indicating the mission of each unit according to the battle. In this way, in the operation selection / editing screen 2800C of this embodiment, information showing the details of the operation selected in the display area 282 is displayed in the display area 281A.
[0383] The game system 1, game server 10, and user terminal 12 according to this embodiment should be considered illustrative and not restrictive. The above embodiments can be modified and improved in various ways without departing from the scope and spirit of the attached claims. Furthermore, the matters described in the above embodiments can be configured in other ways and combined in a non-contradictory manner. [Explanation of symbols]
[0384] 1. Game System 10 game servers 12 User terminals 18 Network 60 1 Object Setting Section 62 Second Object Setting Section 64 Execution Unit 64a Selection Reception Section 66 Squares Bonus State Activation Section 68 Training Program Implementation Department 68a Menu Selection Reception Section 70. Special Offer Section 74 First Increase Section 76 Second Increase Section 90 Battle Menu Execution Unit 91 Army Organization Department 92. Force Allocation Department
Claims
1. On the computer, A program that runs a game that has a battle part using multiple units, A program that performs an allocation process to distribute a first parameter related to the battle part to the plurality of units.
2. The program according to claim 1, wherein each of the plurality of units includes at least one game object that has been cultivated through the cultivation part.
3. The aforementioned battle part is a battle part in which the user and the opponent are divided into separate groups and compete against each other. The distribution process is a program according to claim 1, which distributes the first parameter to the plurality of units belonging to the same group.
4. The program according to claim 2, wherein the first parameter is a parameter different from the parameter of the game object that is updated through the training part.
5. The program according to claim 1, wherein the first parameter is a parameter indicating the unit's health in the battle part.
6. The program according to claim 1, wherein the first parameter is a parameter that is set to the same value for the user and the opponent in the battle part.
7. A program that causes the computer to further execute a management process for managing the distribution ratio, which is the ratio relating to the distribution of the first parameter, The program according to claim 1, wherein the allocation process is a process of allocating the first parameter to each of the plurality of units based on the allocation ratio.
8. The program according to claim 7, wherein the aforementioned distribution ratio is set by the user.
9. To the aforementioned computer, A program that further executes a determination process to determine the winner or loser in the battle part based on the first parameters of each of the plurality of units and the opponent's units, If the first parameter of a first unit, which is one of the multiple units belonging to the group, falls below a predetermined value, the determination process determines that the group to which the first unit belongs will lose in the battle part. The program according to claim 3, which continues the battle part even if the first parameter of a unit belonging to the same group as the first unit but different from the first unit becomes less than or equal to the predetermined value.
10. The program according to claim 9, wherein the battle part determines the winner or loser based on the total amount of the first parameter distributed to each of the plurality of units belonging to each of the groups at the time a predetermined number of turns have elapsed.
11. A program that causes the computer to further execute a management process for managing policies relating to the plurality of units belonging to the group, and a process for receiving the policies from the user, The program according to claim 3, wherein the policy includes a ratio relating to the distribution of the first parameter and information on the placement of the plurality of units in the battle part.
12. To the aforementioned computer, The program according to claim 2, further comprising: a display process that displays at least one of the following: a second parameter indicating the strength of each of the multiple units based on the parameters of the game object updated through the training part; a third parameter obtained by summing the second parameters; the respective roles of the multiple units in the battle part; the ratio relating to the distribution of the first parameter; and placement information of the multiple units in the battle part.
13. Computers A game method for running a game that has a battle part using multiple units, A game method for distributing a first parameter related to the battle part to the aforementioned multiple units.
14. A game processing device that runs a game having a battle part using multiple units, A game processing device having a force allocation unit that causes the device to perform an allocation process for allocating a first parameter related to the battle part to the plurality of units.