Computer systems and programs

JP2026147529APending Publication Date: 2026-09-17BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2025035465
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-06
Publication Date
2026-09-17

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Abstract

To provide new technology that enables non-uniform weathering treatments. [Solution] The server system 1100 controls the execution of a game that applies weathering effects to game objects during gameplay. The server system 1100 performs a lottery related to weathering effects at given timings during gameplay, and controls the execution of weathering effects on game objects based on the results of the lottery.
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Description

[[Technical Field]]

[0001] The present invention relates to a computer system or the like that controls execution of a game. [[Background Art]]

[0002] In conventional video games, such as shooting games and sports games, a method is known that enhances realism by applying a "dirt" effect to game objects such as aircraft and players in accordance with game play.

[0003] For example, Patent Document 1 describes a technique for expressing dirt by overlapping a plurality of dirt expression objects in a layer format and independently controlling the transparency of each object. Further, Patent Document 2 describes a technique for determining a change parameter as a scenario progresses and changing an effect applied to the surface of an object. [[Prior Art Documents]] [[Patent Documents]]

[0004] [[Patent Document 1]] Japanese Unexamined Patent Application Publication No. 2009-142685 [[Patent Document 2]] Japanese Unexamined Patent Application Publication No. 2015-51119 [[Summary of the Invention]] [[Problem to be Solved by the Invention]]

[0005] Conventional dirt expression applies a fixed dirt expression when a predetermined execution condition is satisfied. Therefore, as long as the execution condition is satisfied, the same dirt expression is applied to any game object. Accordingly, there has been a demand for a technique that realizes non-uniform, more diverse, and more realistic dirt expression.

[0006] These challenges are not limited to video games; they also apply to content that provides virtual experiences in virtual worlds constructed in virtual space (for example, virtual shopping, virtual activities, etc.). Furthermore, the term "dirt" is not limited to attached dirt such as soot and dust, but also includes other forms of cosmetic deterioration such as paint fading, peeling, rust, scratches, and water stains. Therefore, we will collectively refer to these forms of cosmetic deterioration as "weathering," and the process of applying weathering will be referred to as "weathering treatment."

[0007] The problem that this invention aims to solve is to provide a new technology that enables non-uniform weathering treatment. [Means for solving the problem]

[0008] The first invention for solving the above problems is a computer system for controlling the execution of a game in which a weathering process is applied to a game object (for example, the fighter jet 4 in Figure 2) during gameplay, comprising a lottery means (for example, the lottery unit 230 in Figure 15, the weathering control data 730 in Figure 21, and steps S34, S40, S52, and S56 in Figure 23) that performs a lottery related to the weathering process at each given timing during gameplay, The computer system includes weathering execution control means (for example, the weathering execution control unit 250 in Figure 15, the lottery result data 736 in Figure 21, and step S58 in Figure 23) that controls the execution of the weathering process on the game object based on the results of the lottery.

[0009] According to the first invention, the computer system can perform a lottery regarding weathering treatment at each given timing during gameplay and perform the weathering treatment based on the result of the lottery. This makes it possible to achieve non-uniform weathering treatment.

[0010] The second invention is a computer system further comprising spontaneous interval control means (for example, spontaneous interval control unit 218 in Figure 15, step S14 in Figure 22) for controlling the time interval of spontaneous timings that occur at a given time interval, wherein the lottery means performs a lottery related to the weathering process at the spontaneous timing.

[0011] According to the second invention, the computer system can variably control the time interval for weathering processing.

[0012] The third invention is a computer system in which the spontaneous interval control means controls the time interval of the spontaneous timing according to the state of the game.

[0013] According to the third invention, the computer system becomes capable of variably controlling the time interval according to the game situation.

[0014] The fourth invention is a computer system in which the spontaneous interval control means controls the time interval of the spontaneous timing according to the progress stage of the game.

[0015] According to the fourth invention, the computer system becomes capable of variably controlling the time interval according to the stage of the game's progress.

[0016] The fifth invention is a computer system in which the lottery means has an execution or rejection lottery means that performs an execution or rejection lottery to determine whether or not to perform the weathering process (for example, the execution or rejection lottery unit 231 in Figure 15, step S34 in Figure 23).

[0017] According to the fifth invention, the computer system can randomly decide whether or not to perform a weathering process. Since even the decision of whether or not to perform the process is made by lottery, the weathering applied to game objects will be more diverse and realistic as a result.

[0018] The sixth invention is that in the above-described computer system, the lottery means includes an execution / non-execution lottery means (for example, the execution / non-execution lottery unit 231 in Figure 15, step S34 in Figure 23) that performs an execution / non-execution lottery to determine whether or not to perform the weathering process, The execution / determination lottery means is a computer system that performs the execution / determination lottery with an increasing probability of execution as the game progresses towards its final stages.

[0019] The seventh invention is a computer system in which the lottery means is a type lottery means that performs a type lottery to determine the type of weathering treatment to be applied (for example, the first type lottery unit 235 in Figure 15, the second type lottery unit 236, and steps S34 and S52 in Figure 23).

[0020] According to the seventh invention, the computer system can randomly determine the type of weathering treatment to be applied. As a result, the weathering applied to game objects becomes more diverse.

[0021] The eighth invention is a computer system in which the lottery means comprises a type lottery means for performing a type lottery to determine the type to which the weathering treatment is to be applied, and the type lottery means changes the candidate types to which the weathering treatment is to be applied, which are candidates for the type lottery, based on the time interval of the spontaneous timing.

[0022] According to the eighth invention, the computer system can change the candidate types to which weathering treatment is applied, which are candidates for type selection, based on the time interval of spontaneous timing.

[0023] In a ninth aspect of the present invention, there is provided the computer system described above, wherein the lottery means comprises type lottery means for performing a type lottery that determines the type to which weathering processing is to be applied, and the type lottery means changes the probability of the type lottery based on the time interval of the spontaneous timing.

[0024] According to the ninth aspect of the present invention, the computer system can change the probability of the type lottery based on the time interval of the spontaneous timing.

[0025] In a tenth aspect of the present invention, there is provided the computer system described above, wherein the lottery means comprises type lottery means for performing a type lottery that determines the type to which weathering processing is to be applied, and the type lottery means changes the type candidates, which are candidates for the type to which weathering processing is to be applied in the type lottery, based on the progress stage of the game.

[0026] According to the tenth aspect of the present invention, the computer system can change the type candidates to which weathering processing is to be applied based on the progress stage of the game.

[0027] In an eleventh aspect of the present invention, there is provided the computer system described above, wherein the lottery means comprises type lottery means for performing a type lottery that determines the type to which weathering processing is to be applied, and the type lottery means changes the probability of the type lottery based on the progress stage of the game.

[0028] According to the eleventh aspect of the present invention, the computer system can change the probability of the type lottery based on the progress stage of the game.

[0029] In a twelfth aspect of the present invention, there is provided the computer system described above, wherein the lottery means comprises number-of-types lottery means for performing a number-of-types lottery that determines the number of types to which weathering processing is to be applied, and the number-of-types lottery means changes the probability of the number-of-types lottery based on the progress stage of the game.

[0030] According to the twelfth invention, the computer system can change the probability of the number of types drawn based on the stage of the game.

[0031] The thirteenth invention is a computer system in which the type number lottery means performs the type number lottery by increasing the probability of selecting multiple types as the game progresses towards its final stages.

[0032] According to the 13th invention, the computer system can perform a type selection lottery in which the probability of selecting multiple types increases as the game progresses towards its later stages.

[0033] The fourteenth invention is a computer system in which the lottery means is a degree lottery means that performs a degree lottery to determine the degree to which the weathering treatment is applied (for example, the degree lottery unit 234 in Figure 15, step S56 in Figure 23).

[0034] According to the 14th invention, a computer system can randomly determine the degree of weathering applied. As a result, the weathering applied to game objects becomes more diverse.

[0035] The fifteenth invention is a computer system in which the game object is an object of player operation, and further comprises a first probability setting means (for example, the first probability setting unit 241 in Figure 15, the player information subcondition 563c in Figure 6, and step S32 in Figure 23) that sets the probability of the lottery based on the player's player information (for example, the player information 601 in Figure 19).

[0036] According to the 15th invention, the computer system will be able to set lottery probabilities based on player information. It will also be possible to apply a variety of weathering effects to game objects.

[0037] The sixteenth invention is a computer system, in which, at a division in the progress of the game, a second probability setting means (for example, the sub-condition 563g of the weathering execution information for the target machine for drawing in the drawing, in Figure 6, the second probability setting unit 242 in Figure 15, and the weathering execution information 740 in Figure 21) sets the probability of drawing in the drawing after the division based on the execution information of the weathering process performed before the division.

[0038] According to the 16th invention, the computer system sets the probability of drawing lots for weathering processes to be performed in the future, depending on how weathering processes have been performed up to a certain point in the game's progression. In other words, how subsequent weathering processes are performed changes depending on the past weathering process execution status, making it possible to achieve a wider variety of weathering processes.

[0039] The seventeenth invention is a computer system in which, in the above-described computer system, the lottery means performs the lottery for each of the game objects that appear in the game (for example, loop A from step S20 to step S84 in Figure 22), and the weathering execution control means controls the execution of the weathering process on each of the game objects based on the result of the lottery for that game object (for example, step S22 in Figure 22).

[0040] According to the 17th invention, the computer system can implement a variety of weathering processes using a lottery system for each game object that appears in the game.

[0041] The 18th invention is a computer system further comprising a fifth probability setting means (for example, the fifth probability setting unit 245 in Figure 15, the activated event subcondition 563f in Figure 6) for setting the probability of drawing the lottery based on a given game event.

[0042] According to the 18th invention, the computer system becomes capable of setting the probability of a weathering process based on a given game event. In other words, it becomes possible to perform a wider variety of weathering processes.

[0043] The 19th invention is a computer system further comprising a sixth probability setting means (for example, the sixth probability setting unit 246 in Figure 15, the player information subcondition 563c in Figure 6) that sets the probability of drawing the lottery based on the progress of the game.

[0044] According to the 19th invention, a computer system can set the probability of a draw based on the progress of the game.

[0045] The 20th invention is a program for a computer system to control the execution of a game in which a weathering process is applied to game objects during gameplay, and the program causes the computer system to function as a lottery means for performing a lottery related to the weathering process at a given timing during gameplay, and a weathering execution control means for controlling the execution of the weathering process on the game objects based on the results of the lottery.

[0046] According to the 20th invention, a program that produces similar effects to those of the first invention can be realized. [Brief explanation of the drawing]

[0047] [Figure 1] A system configuration diagram showing an example of a content delivery system. [Figure 2] A diagram illustrating the general process of weathering. [Figure 3] A diagram illustrating the details of the weathering process. [Figure 4] A diagram illustrating the details of the weathering process. [Figure 5]This diagram shows an example of the data structure of weathering definition data prepared for each type of weathering, categorized as "overall dirt." [Figure 6] This diagram shows an example of the data structure for defining patterns for changing the probability of execution. [Figure 7] This figure shows an example of the data structure for defining patterns for changing the probability of selecting a body part. [Figure 8] A diagram showing an example of the data structure of the expression type definition data. [Figure 9] This figure shows an example of the data structure for defining patterns of probability changes in the selection process. [Figure 10] This diagram shows an example of the data structure of weathering definition data prepared for each type of weathering, specifically for "partial staining." [Figure 11] This diagram explains weathering techniques for "soot stains around the engine," which is one type of "partial staining." [Figure 12] This diagram shows an example of the data structure for weathering definition data for "partial stains" such as "soot stains around the engine." [Figure 13] A diagram showing an example of weathering definition data for "machine gun soot stains". [Figure 14] A diagram showing examples of programs and data stored by a server system. [Figure 15] A diagram showing an example of the functional configuration of the server processing unit. [Figure 16] This diagram shows an example of the data structure for game stage definition data. [Figure 17] A diagram showing an example of the data structure for the initial aircraft configuration data. [Figure 18] A diagram showing an example of the data structure of the restoration definition data. [Figure 19] A diagram showing an example of the data structure of user registration data. [Figure 20] A diagram showing an example of the data structure of play data. [Figure 21] This diagram shows an example of the data structure of game object information. [Figure 22] A flowchart illustrating the processing flow related to weathering, which is performed by the server system. [Figure 23]A flowchart illustrating the weathering control process. [Figure 24] Diagram to illustrate a modified example [Figure 25] A diagram illustrating a modified example. [Figure 26] A diagram illustrating a modified example. [Figure 27] A diagram illustrating a modified example. [Modes for carrying out the invention]

[0048] Examples of embodiments of the present invention will be described below, but it goes without saying that the embodiments to which the present invention can be applied are not limited to the following embodiments.

[0049] Figure 1 is a system configuration diagram showing an example of the configuration of a content provision system according to this embodiment. The content provision system 1000 is a computer system that provides virtual experience content to multiple registered users. The content provision system 1000 provides a virtual experience to the user. The virtual experience content may be, for example, a video game, or any virtual activity (e.g., virtual sports, virtual mountain climbing, virtual exploration, virtual animal observation, etc.) where weathering may occur depending on the action. The object to which weathering is applied may be the user's avatar or a character operated by the user. Hereafter, the content provision system 1000 will be described as providing a video game as virtual experience content.

[0050] The content provision system 1000 is a computer system that includes a server system 1100 and user terminals 1500 for each user, all connected via a network 9 for data communication.

[0051] Network 9 refers to a communication path capable of data transmission. In other words, Network 9 includes not only LANs (Local Area Networks) using dedicated lines (dedicated cables) or Ethernet (registered trademark) for direct connections, but also telephone networks, cable networks, and the Internet.

[0052] The server system 1100 has a control board 1150 mounted on the main unit 1101. The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153. Some or all of the functions mounted on the control board 1150 may be implemented using an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or a SoC (System on a Chip).

[0053] In Figure 1, the server system 1100 is depicted as a single server device, but it may also be implemented using multiple devices. For example, the server system 1100 may be configured with multiple servers, each responsible for a specific function, connected to each other via an internal bus or network 9 for data communication.

[0054] User terminal 1500 serves as a Man-Machine Interface (MMIF) for user 2 to play content as a player. For example, if the content to be played is a game, user terminal 1500 functions as a gameplay terminal or player terminal for user 2, who is the player. In actual operation, multiple user terminals 1500 will be simultaneously communicating with the server system 1100.

[0055] The user terminal 1500 is a computer system that can connect to the network 9, such as a personal computer, smartphone, wearable computer, portable game console, home game console, or tablet computer.

[0056] The user terminal 1500 is a computer comprising an operation input device, an image display device, a communication device, and a control board 1550 for performing calculations. Examples of the operation input device include a touch panel 1506, a keyboard, a game controller, and a mouse. Examples of the image display device include a touch panel 1506, a head-mounted display, and a glasses-type display.

[0057] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and DSP, various IC memories 1552 such as VRAM, RAM, and ROM, and a communication module 1553 that connects to the network 9. These elements mounted on the control board 1550 are electrically connected via bus circuits and the like, enabling data reading and writing, and signal transmission and reception. Part or all of the control board 1550 may be an ASIC, FPGA, or SoC.

[0058] The control board 1550 stores programs and various data necessary to realize the functions of the user terminal 1500 in the IC memory 1552. The user terminal 1500 realizes the functions of a play terminal for playing content by executing a predetermined application program.

[0059] Figure 2 is a diagram illustrating the overview of the weathering process. The video game provided by Content Provision System 1000 as virtual experience content is a shooting game in which the player virtually controls a game object (player character; player aircraft) of fighter jet 4. At the start of the game, fighter jet 4 has a clean appearance as initially set, but as time passes, it is weathered and gradually becomes dirtier.

[0060] In Figure 2, the player's aircraft, Fighter 4, is depicted as a single aircraft, but the configuration may also include one player controlling multiple aircraft (including cases where automatic control or automatic control assistance is provided). For example, the player's aircraft may consist of one manned aircraft and multiple unmanned aircraft.

[0061] Weathering is the expression of external deterioration such as dirt, fading, discoloration, paint peeling, rust, scratches, and water stains. The number of weathering types (12 in total) to be prepared can be set as appropriate depending on the game content, but it is preferable to have at least "3" or more. The 12 weathering types can be broadly divided into "overall dirt" applied to the entire aircraft and "partial dirt" applied to parts of the aircraft.

[0062] There are several types of "overall dirt." For example, "overall soot" represents soot covering almost the entire aircraft due to flying through exhaust fumes from other aircraft, factory smoke, or fire smoke, and "overall paint deterioration" represents the deterioration of the paint over time. Additionally, "overall scratches" covering almost the entire aircraft due to flying through dusty environments may also be provided. Several types of "partial stains" are also available. Examples of "partial stains" include "partial soot stains" which represent soot stains that tend to occur in specific areas, and "partial paint peeling."

[0063] For each weathering type 12, multiple expression types 14 are provided as materials to actually represent dirt. For example, even with the same weathering type 12, different expression types 14 will result in differences in details such as the color, texture, location, and intensity of the dirt. The number of expression types 14 can be set as appropriate depending on the game content, but it is preferable to provide "3" or more expression types 14 for each weathering type 12.

[0064] During gameplay, the server system 1100 randomly selects which weathering type 12 and which expression type 14 to use for each fighter jet 4 at each predetermined "weathering execution timing," and to what extent to apply the weathering. Then, it executes the weathering process to apply the weathering effect determined by the random selection.

[0065] The "weathering execution timing" can be set as appropriate depending on the game content, for example, (1) every given drawing frame, (2) each time an in-game event occurs, or (3) each time a section of game progression such as a game stage, mission, or quest ends. In this embodiment, by setting it to every given drawing frame, weathering effects can be applied immediately in accordance with the progress of the game.

[0066] Weathering is implemented using expression material data provided as expression type 14, which includes processing appropriate to the expression material data, such as changing the skin color of fighter jet 4, changing the texture, and changing the shading parameter values.

[0067] Weathering is applied superimposed on the original surface of Fighter 4. Therefore, Fighter 4 will basically become dirtier with each weathering application. However, the content of the weathering applied each time is determined by a random draw, as mentioned above, so it will not be a uniform dirt expression where any game object gets the same dirt when certain conditions are met, as in the past. In most cases, the weathering content will be different each time depending on the result of the draw, resulting in a wide variety of weathering effects.

[0068] Note that while Figure 2 shows an example where weathering effects are applied in a layered structure for each weathering effect, it is not always necessary to apply weathering in a layered structure. In the following explanation, we will assume that the weathering effects are applied by directly modifying and updating the skin data and texture data applied to Fighter 4. Furthermore, the act of applying weathering will be referred to as "performing weathering" as appropriate.

[0069] Figures 3 and 4 are diagrams illustrating the details of the weathering process. The weathering process involves each step being executed in the following order: "Execution or Execution Lottery," "Part Lottery," "Type of Expression Lottery," "Degree Lottery," "Weathering Execution," and "Execution Record."

[0070] The "execution lottery" is a lottery to decide whether or not to apply weathering, that is, whether or not to perform weathering. It can also be described as a lottery to decide whether or not to perform the weathering process itself.

[0071] Each weathering type has an initial execution / not execution probability Pw (Pw1, Pw2, ...) set as the probability that "execute" will be selected in a random draw. The server system 1100 changes the initial execution / not execution probability Pw by referring to predetermined reference parameter values ​​and determines the applicable execution / not execution probability Pw' to be used in the draw.

[0072] "Reference parameter values" are parameter values ​​that are involved in determining the content of weathering, and are set appropriately according to the game content and changed as the game progresses. In a shooting game themed on aerial combat with Fighter 4, the parameter values ​​referenced to determine whether or not Fighter 4 is in a situation where it would get dirty, and the parameter values ​​referenced to estimate the degree of dirtiness, should be used as "reference parameter values." Specifically, for example, the flight position of Fighter 4 to determine what kind of smoke it flew through, and the flight time while flying through the smoke to determine how dirty it will get. In addition, information on actions taken by the player that cause dirtiness (for example, firing machine guns), and information on weathering treatments performed in the past, etc., should also be used (details below).

[0073] The server system 1100 performs a lottery using the determined application execution probability Pw', and if the lottery result is "execute", it performs a "part lottery" for that type of weathering. Incidentally, the example in Figure 3 shows that the lottery result for "overall soot staining" was "execute".

[0074] The "part selection" is a lottery that determines which part of the fighter jet 4 will be treated with the weathering. The selection options are set appropriately depending on the type of weathering. For example, if the weathering type is "overall dirt," the selection option may be "all parts." If the weathering type is "partial dirt," the selection options may be multiple types of parts or designated parts that are particularly prone to the type of dirt represented by that weathering type.

[0075] Each part has an initial part selection probability Pp(Pp1, Pp2,…) set as the probability of being selected as a part to be weathered. The server system 1100 changes the initial part selection probability Pp(Pp1, Pp2,…) based on reference parameter values ​​to determine the applicable part selection probability Pp'(Pp'1, Pp'2,…). Then, using the applicable part selection probability Pp', a lottery is performed to determine whether or not to apply weathering to each part (details will be described later). The parts selected in the part lottery become "weathering targets". Incidentally, in the example in Figure 3, it is shown that "all parts" were selected as "weathering targets".

[0076] Moving on to Figure 4, the "expression type lottery" is a lottery that determines which of the multiple "expression types" available for the weathering type to be performed will be applied to the part to be weathered.

[0077] Each expression type has a predetermined expression type lottery probability Pt (Pt1, Pt2, ...) set as the probability of being selected as the expression type to be adopted. The server system 1100 applies the expression type lottery probability Pt to perform a lottery process and determines the expression type to be executed. Incidentally, the example in Figure 4 shows that "expression type α" was selected as the expression type to be executed.

[0078] Once the type of execution expression is determined, a "degree lottery" is performed to determine the extent to which that expression will be applied. The options for the degree lottery are the degree to which the expression type will be applied (in the example in Figure 4, 0%, 5%, 10%, ...), and an initial degree lottery probability Pd (Pd1, Pd2, ...) is set for each. Based on the reference parameter value, the server system 1100 changes the initial degree lottery probability Pd to determine the application degree lottery probability Pd', and then performs a lottery process using the application degree lottery probability Pd' to determine the execution degree.

[0079] Once the degree of execution is determined, the server system 1100 determines the content of the weathering process. In other words, the content of the weathering process is determined to be applied to the target area according to the type of weathering expression and the degree of execution.

[0080] The server system 1100 performs the "weathering" process based on the weathering details determined by lottery, and then records the "execution."

[0081] In the execution log, weathering execution information 740 is created for each weathering operation. Each weathering execution information 740 includes the target part ID, execution timing (e.g., date and time, number of frames, etc.), type of weathering performed, type of expression performed, and degree of performance, indicating when, where, and what kind of weathering was applied.

[0082] The various pieces of information contained in the generated weathering execution information 740 become reference parameter values ​​that are referenced in subsequent weathering processing stages. In other words, this embodiment incorporates a feedback mechanism in which the timing, location, and type of weathering applied influence the content of subsequent weathering. That is, in this embodiment, instead of uniformly applying the same weathering effect to any game object if certain conditions are met, as in the conventional method, a variety of weathering effects can be applied.

[0083] Next, we will explain "overall stains" and "partial stains" in detail. First, let me explain "overall dirt."

[0084] Figure 5 shows an example of the data structure of weathering definition data 550 (550a) prepared for each type of weathering, "overall dirt". Weathering definition data 550 is prepared for each type of weathering. Weathering definition data 550 stores various information that determines under what circumstances, with what probability, to which parts, with what type of expression, and to what degree the weathering of that type should be applied.

[0085] Specifically, one weathering definition data 550 includes a weathering type ID 552, initial execution probability data 554 indicating the initial execution probability Pw, and execution probability change pattern definition data 560. It also includes specified part setting data 570 and expression type definition data 580.

[0086] The execution / response lottery probability change pattern definition data 560 is provided in one or more types for each pattern of changing the initial execution / response lottery probability Pw to the execution / response lottery probability Pw', and shows how various reference parameter values ​​affect the execution / response lottery probability.

[0087] One execution / not execution lottery probability change pattern definition data 560 includes, as shown in Figure 6, a change implementation requirement 562 and change specification data 564 that specifies how to change the initial execution / not execution lottery probability Pw to obtain the applied execution / not execution lottery probability Pw' when the requirement is met.

[0088] The change implementation requirement 562 is described by combining one or more subconditions 563 with AND or OR. The content and number of subconditions 563 are set as appropriate according to the game content. A single subcondition 563 is a condition relating to the cause of the weathering being performed, and is described so that it can be determined whether or not the condition is met based on a reference parameter value that describes the state of the cause.

[0089] For example, subcondition 563 is described using subcondition 563a for flight position, subcondition 563b for flight time, subcondition 563c for player information, subcondition 563d for other aircraft weathering execution information, and subcondition 563e for other types of weathering execution information. It may also be described using subcondition 563f for active events, subcondition 563g for information on weathering execution of selected aircraft, subcondition 563h for permission / denial settings, subcondition 563j for weathering execution timing time interval, subcondition 563k for game progression stage, etc. Of course, other subconditions may also be used.

[0090] The flight position subcondition 563a is a condition that must be met regarding the location within the game space. The flight position subcondition 563a can be said to be one of the aircraft latest state subconditions that must be met regarding the latest aircraft state of the game object (fighter jet 4; player aircraft) that is controlled by the player.

[0091] Furthermore, depending on the game stage configuration and stage clear conditions, the flight position can also indicate how far fighter jet 4 has been able to advance, i.e., the game's progress. Therefore, sub-condition 563a of the flight position can be said to be one of the game progress sub-conditions that must be met regarding the game's progress.

[0092] Specifically, the flight position subcondition 563a may be described as "when fighter jet 4 is located within the environmental smoke setting range set in the game space (for example, the range of fires rising from the ground or factory smoke, etc.)." Alternatively, it may be described as "when fighter jet 4 is located within the effect smoke setting range that is variably set as a visual effect or event depending on the progress of the game (for example, smoke trailed by other aircraft under attack, sandstorms, volcanic eruptions, etc.)." If the weathering type is "dust," it may also be described as "when fighter jet 4 is flying at an altitude where dust would likely be swirling, or at a low altitude that would kick up dust." This subcondition is useful when you want to set it so that weathering is applied when a cause or element that causes weathering exists over a certain range and the aircraft flies over that range.

[0093] Flight time subcondition 563b is a condition that must be met regarding the cumulative time the player's aircraft is used, the cumulative flight time, the time spent flying through environmental smoke or special effects smoke, etc. Specifically, it can be described as a range of time durations or a threshold for time durations. This subcondition is useful, for example, when you want to set it so that weathering is applied in a way that dirt becomes more noticeable the more the aircraft is used.

[0094] Player Information Subcondition 563c is a condition that must be met regarding information about User 2, the player who operates Fighter 4. This information may include personal information as well as game progress information indicating the player's progress in the game. Therefore, Player Information Subcondition 563c can also be considered one of the Game Progress Subconditions that must be met regarding game progress.

[0095] Specifically, the player information subcondition 563c may be described as a range of player levels, a range of game progress for that player, a threshold for player history, etc. The range of game progress could be described as, for example, reaching a specific stage among the stages that mark milestones in game progression, completing each stage, or a numerical range indicating how many stages have been cleared. This subcondition is useful, for example, when you want to set the weathering effect to be applied only to advanced players, or when you want the weathering effect to be applied only after the game has progressed to a certain point.

[0096] Subcondition 563d for "Other Aircraft Weathering Execution Information" is a condition that must be met regarding weathering previously applied to other aircraft (other game objects) other than Fighter 4, which is the target of the weathering lottery. Specifically, it can be described as a range or threshold for the difference in the number of times weathering has been performed. This subcondition is useful when you don't want there to be much difference in the degree of weathering applied among game objects, or when you want to compensate for that difference.

[0097] Subcondition 563e for information on the execution of other types of weathering is a condition that must be satisfied regarding whether or not other types of weathering have already been performed (or are scheduled to be performed) at the same weathering execution timing. Specifically, it may be described as a list of weathering types that have already been performed or a list of weathering types that are scheduled to be performed. This subcondition is useful when it is more expressive to apply that type of weathering at the same weathering execution timing as other types.

[0098] The active event subcondition 563f is a condition that must be met for game events that are active at the time of weathering execution (including weathering events that trigger weathering). Specifically, it is described as a list of specific event IDs, a weathering event flag of "1" or "0", and a specific weathering event type. This subcondition is useful when the weathering type is meaningful when applied in conjunction with a specific game event, or when it enhances the visual effect.

[0099] Sub-condition 563g for weathering application information of the aircraft to be selected for the lottery is a condition that must be met regarding the weathering that has already been applied to the target fighter aircraft 4 (the aircraft to be selected for the lottery) for which a lottery will be held to determine whether or not weathering should be applied. If the degree of dirtiness is considered part of the latest aircraft condition of the game object, then sub-condition 563g for weathering application information of the aircraft to be selected for the lottery can also be said to be one of the sub-conditions for the latest aircraft condition.

[0100] The sub-condition 563g for the weathering application information of the target machine for the lottery is specifically described as a range of parameter values ​​(see Figure 4) that represent the weathering applied at previously played game progression points (e.g., stages, missions, chapters, etc.). This sub-condition is useful when you want to limit the bias in the types of weathering applied to a certain range, or when you want to avoid situations where no weathering has been applied at all by chance.

[0101] Sub-condition 563h for permission / denial is a condition that must be met when setting permission / denial regarding the application of weathering to the player's mecha. The weathering permission / denial setting is a mechanism to accommodate the fact that some users welcome weathering as a visual effect, while others dislike weathering itself. Before starting the game, the player (user 2) can arbitrarily set whether to allow or deny the application of weathering to their mecha. By setting this sub-condition to "deny" and setting the change specification data 564 to change the initial execution probability Pw to "0%", weathering will not be applied to the mecha of users (user 2) who dislike weathering itself.

[0102] The weathering execution timing time interval subcondition 563j specifies the conditions that must be met regarding the time interval between the previous weathering execution timing and the current weathering execution timing. For example, it can be described using a time interval range or a threshold. By setting this subcondition appropriately, it becomes possible to change the type of weathering selected depending on the weathering execution timing time interval.

[0103] Game progression stage subcondition 563k indicates the conditions that must be met to determine how far the game story has progressed at that point. The progression stage can be determined, for example, by the game stage currently being played out of all game stages with a set play order, or by which of the multiple game scenario branching points is closest at that time. It can also be determined by the elapsed time since the start of the game. Therefore, game progression stage subcondition 563k can be described as a range of game stage IDs, a list of story branching points, or a range or threshold for elapsed time.

[0104] Furthermore, if the aforementioned sub-condition is adopted, the change specification data 564 may be set to change so that the probability of applying or not applying the weathering process Pw' becomes higher as the game progresses towards the end (making it easier for the weathering process to be performed). In this case, as the game story progresses, weathering becomes easier to apply, making it possible to convey the appearance of a battle-hardened warrior through the amount of weathering.

[0105] Furthermore, by somewhat aligning the settings of the game progression stage subcondition 563k and the change specification data 564 for different weathering definition data 550 (550a) of different weathering types, it becomes possible to increase the probability that multiple weathering effects will be executed at the same weathering execution timing in the same game progression stage.

[0106] Returning to Figure 5, the specified part setting data 570 is prepared for each part that may be subject to weathering. One specified part setting data 570 includes a specified part ID 572, initial part selection probability data 574 indicating the initial part selection probability Pp, and part selection probability change pattern definition data 575.

[0107] The designated part ID 572 specifies which part of fighter jet 4 will be treated with this type of weathering. For example, one or more of the parts pre-configured on fighter jet 4 can be selected.

[0108] The part selection probability change pattern definition data 575 is prepared for each pattern in which the initial part selection probability Pp is changed to the applied part selection probability Pp'.

[0109] A single site lottery probability change pattern definition data 575 includes change implementation requirements 576 and change specification data 578, as shown in Figure 7, for example. The change implementation requirements 576 indicate what must be satisfied in order to select and apply the pattern definition data. The change specification data 578 is data that specifies how to change the initial site lottery probability Pp to obtain the applied site lottery probability Pp' when the requirements are met.

[0110] Change implementation requirement 576 is described by combining one or more subconditions 577 with AND or OR. The content and number of subconditions 577 are set as appropriate according to the game content. A single subcondition 577 is a condition relating to the cause of the weathering being performed, and is described so that it can be determined whether or not the condition is met based on a reference parameter value that describes the state of the cause.

[0111] The setting and modification of the application part selection probability Pp' is set for each part, so if we focus on the parts, sub-condition 577 indicates the conditions that must be met for various reference parameter values ​​that serve as reference information when weathering treatment is performed on each part.

[0112] For example, subcondition 577 may be described using subcondition 577a for flight position, subcondition 577b for flight time, subcondition 577c for player information, subcondition 577d for information on weathering performed on other aircraft, and subcondition 577e for information on the performance of other types of weathering.

[0113] Alternatively, subcondition 577 may be described using the active event subcondition 577f, the drawing target unit weathering execution information subcondition 577g, the permission / denial setting subcondition 577h, and the weathering execution timing time interval subcondition 577j.

[0114] Furthermore, subcondition 577 may be described using subcondition 577k of the game progression stage, subcondition 577m of the relative angle, etc. Of course, other subconditions may also be used.

[0115] Of the 577 subconditions, the subcondition with the same name as subcondition 563 in Figure 6 is omitted from the explanation as it is only a difference in symbol. However, the content set for each subcondition 577 may differ from the corresponding subcondition 563 in Figure 6.

[0116] The relative angle subcondition 577m is a condition that the representative normal direction of a part must satisfy in terms of its relative angle to the movement direction of the game object to which weathering is applied (the flight direction of fighter jet 4). Specifically, it is described as the range of the relative angle and the threshold of the relative angle. By appropriately setting this subcondition and the change specification data 578, it becomes possible to change the probability of applying weathering depending on which side of the part is facing relative to the flight direction, while ensuring diversity in the weathering applied.

[0117] Furthermore, in weathering definition data 550 (550a) assuming "overall dirt" where dirt is applied evenly to the entire aircraft, the part selection probability change pattern definition data 575 may be set to "Undecided" or "Not Set".

[0118] The assumption is that dirt will be evenly distributed across the entire aircraft, but if you still want to create variations in the degree of dirtiness in different parts, set the IDs for all parts in the designated part ID 572, and set the initial part selection probability data 574 to "100%". Then, set the part selection probability change pattern definition data 575.

[0119] Equipment sub-condition 573n indicates the conditions that must be met regarding the equipment settings of Fighter 4. Specifically, it is described as a combination of the type of weapon used and its mounting position regarding the timing of weathering.

[0120] This sub-condition can be described as a condition regarding where the armament that causes localized soiling is mounted. Therefore, by appropriately setting this sub-condition and change designation data 578, it becomes possible to make localized soiling more likely to occur in the surrounding areas, depending on where the armament that causes localized soiling is mounted.

[0121] Returning to Figure 5, the expression type definition data 580 is prepared separately for each of the 14 expression types (see Figure 2). It is preferable to prepare multiple (preferably three or more) expression type definition data 580 for one weathering definition data 550.

[0122] One expression type definition data 580 includes, for example, an expression type ID 581, expression material data 582, a synthesis specification 583, and expression type lottery probability data 584, as shown in Figure 8. It also includes initial degree lottery probability data 586 indicating the initial degree lottery probability Pd, and degree lottery probability change pattern definition data 590.

[0123] Expression material data 582 is material used to represent dirt, and includes grayscale images, color images, etc. Composition specification 583 is information that specifies how to use expression material data 582.

[0124] The degree lottery probability change pattern definition data 590 is prepared for each pattern of changing the initial degree lottery probability Pd to the applied degree lottery probability Pd'. As shown in Figure 9, one degree lottery probability change pattern definition data 590 includes a change implementation requirement 592 and change specification data 594 that specifies how to change the initial degree lottery probability Pd to obtain the applied degree lottery probability Pd' when the requirement is met.

[0125] The change implementation requirement 592 is described by combining one or more subconditions 593 with AND or OR. The content and number of subconditions 593 are set as appropriate according to the game content. A single subcondition 593 is a condition relating to the cause of the weathering being performed, and is described so that it can be determined whether or not the condition is met based on a reference parameter value that describes the state of the cause.

[0126] Since the setting and modification of the application degree lottery probability Pd' is set for each part, if we focus on the part, sub-condition 593 indicates the conditions that should be met for various reference parameter values ​​that serve as reference information when weathering treatment is performed on each part.

[0127] For example, subcondition 593 can be described using subcondition 593a for flight position, subcondition 593b for flight time, subcondition 593c for player information, subcondition 593d for other aircraft weathering execution information, and subcondition 593e for other types of weathering execution information. It may also be described using subcondition 593f for active events, subcondition 593g for weathering execution information of selected aircraft, subcondition 593h for permission / denial settings, subcondition 593j for weathering execution timing time interval, subcondition 593k for game progression stage, subcondition 593m for relative angle, etc. Of course, other subconditions may also be used.

[0128] Of the 593 subconditions, the subcondition with the same name as subcondition 563 in Figure 6 is simply a matter of different symbols and will not be explained. However, the content set may differ from that of subcondition 563 in Figure 6.

[0129] Next, we will explain "spot staining." Figure 10 shows an example of the data structure of weathering definition data 550 (550b) prepared for each type of weathering, "partial dirt on the wingtip." Specifically, it is weathering definition data that represents dirt on the wingtip facing the direction of flight.

[0130] The weathering definition data 550 (550b) for "partial dirt" basically has the same data structure as the weathering definition data 550 (550a; see Figure 5) for "overall dirt". The designated part ID 572 specifies one or more parts, such as the right main wing, left main wing, right tail wing, left tail wing, and vertical stabilizer. Then, the initial part selection probability data 574 corresponding to each part specified by designated part ID 572 is set.

[0131] The area designated as the "wingtip" on each wing is defined separately in the initial setup data for Fighter 4 (details below). In the example in Figure 10, the area indicated by the dashed line on the Fighter 4 image corresponds to the "wingtip". The range may differ depending on the type of Fighter 4. For example, in the case of an aircraft with canard wings, the "wingtip" may also be defined for the canard wings.

[0132] By appropriately defining the location (scope of the location) for each fighter jet, not just the wingtip stains, it becomes possible to similarly define characteristic stains that tend to occur on specific parts of the aircraft as "partial stains."

[0133] Figure 11 is a diagram illustrating weathering for "soot stains around the engine," which is one type of "partial staining." Figure 11 is a bottom view of the engine area of ​​a twin-engine fighter aircraft. "Soot stains around the engine" are caused by exhaust fumes accumulating from work hatches 22 and other openings located in various places on the engine cowling 20. The stains are denser near the exhaust outlets and gradually thin out as they extend towards the rear of the aircraft, appearing as if dragging along the ground.

[0134] The areas used for the "soot stains around the engine" weathering effect should be indicated by dashed lines within the enlarged view (thick border). Similarly, areas used for weathering effects such as "oil seepage stains" caused by oil leaking from the aircraft's hydraulic equipment and seeping through gaps in the exterior, and "partial scratches" caused by collisions with objects scattered when using certain weapons, should also be specified. The same applies to "machine gun soot stains," which are soot stains that adhere to the muzzle, surrounding area, and downstream area of ​​the muzzle when the machine gun is fired.

[0135] Figure 12 shows an example of the data structure for weathering definition data 550 (550c) for "partial stains" such as "soot stains around the engine," "oil seepage stains," and "partial scratches." Weathering definition data 550, such as "soot stains around the engine," "oil seepage stains," and "partial scratches," basically has the same data structure as the "overall dirt" weathering definition data 550 (550a; see Figure 5), but the designated part ID 572 specifies, for example, one or more parts to which you want to represent partial dirt. Then, initial part selection probability data 574 is set corresponding to each part specified by designated part ID 572.

[0136] Figure 13 shows an example of weathering definition data 550 (550d) for "machine gun soot stains". The weathering definition data 550 (550d) for "machine gun soot stains" basically has the same data structure as the weathering definition data 550 (550a; see Figure 5) for "overall dirt". However, "machine gun soot stains" are soot stains that adhere to the muzzle and surrounding area when the machine guns of fighter aircraft 4 are used, and do not occur if the machine guns are not used. Therefore, the initial execution probability data 554 is set to "0%".

[0137] The weathering definition data 550 (550d) for "machine gun soot stains" has a change pattern definition data 560 that includes the operation input subcondition 563p and the equipment subcondition 563r in the change implementation requirement 562. The operation input subcondition 563p is a condition that must be met for operation input by user 2, who is the player operating fighter 4. Specifically, the machine gun firing operation is specified.

[0138] Equipment subcondition 563r indicates the conditions that must be met in the equipment settings of fighter aircraft 4. Specifically, it is described as a combination of weapon type and mounting location. This subcondition can be said to be a condition regarding where weapons that cause localized fouling are mounted. Therefore, by appropriately setting this subcondition and change designation data 578, it becomes possible to make localized fouling more likely to occur in the surrounding areas depending on where weapons that cause localized fouling are mounted.

[0139] The modification specification data 564 for the weathering definition data 550 (550d) of "machine gun soot stains" is set so that the application execution lottery probability Pw' becomes 100%.

[0140] Designated area ID 572 specifies the machine gun muzzle, the area surrounding the muzzle, and the downstream area of ​​the muzzle. The initial part selection probability data 574 sets the probability higher for parts that are more prone to soot buildup, such that the machine gun muzzle has a "100%" probability, the area around the muzzle has a "80% to 60%" probability, and the downstream area of ​​the muzzle has a "50% to 10%" probability.

[0141] If you are preparing weathering effects such as "rocket gun soot stains" or "flamethrower soot stains," it is recommended to prepare weathering definition data 550, similar to that used for "machine gun soot stains." If fighter jet 4 has multiple mounting locations for rocket launchers and flamethrowers, then multiple initial execution probability data 554 should be prepared, specifying each mounting location in the equipment sub-condition 563r.

[0142] Regarding "partial staining," by appropriately setting the sub-condition 577 (see Figure 7) of the change implementation requirement 576 of the part lottery probability change pattern definition data 575 (see Figure 8), and the content of the change specification data 578, the following becomes possible, for example.

[0143] (1) By appropriately setting the sub-condition 577k of the game progression stage, weathering will be more likely to be applied to all or specific parts related to "partial dirt" depending on which stage of the game progression the timing of weathering execution corresponds to.

[0144] (2) By appropriately setting the weathering execution timing time interval subcondition 577j, weathering is made more likely to be applied to all or specific parts related to "partial dirt" depending on the timing interval.

[0145] (3) When the sub-condition 577g of weathering execution information for the model subject to the lottery is adopted, the content of the change specification data 578 is set to increase the lottery probability of areas surrounding areas where weathering has been performed in the past. In this case, it becomes possible to suppress the unnaturalness caused by the accumulation of accidental and excessively localized weathering.

[0146] (4) In the active event subcondition 577f, specify a specific event (for example, an event where the player's machine is surrounded on all sides and under attack), and set the contents of the change specification data 578 to change the application execution probability Pw' for all parts to "100%". In this case, when the specific event occurs, weathering will be applied to all parts with a "100%" probability.

[0147] Figure 14 shows an example of programs and data stored by the server system 1100. The server system 1100 stores the server program 501, the distribution client program 503, the game initial setup data 510, the user information 600, the play data 700, and the current date and time 900 in the IC memory 1152. Of course, other data may also be stored as appropriate.

[0148] The server system 1100 performs the server program 501 and calculates the results on the CPU 1151, thereby realizing the function of a server processing unit 200s, as shown in Figure 15.

[0149] The server processing unit 200s performs various controls related to content provision. Specifically, the server processing unit 200s includes a user information management unit 202, a game progress control unit 210, a lottery unit 230, a weathering execution control unit 250, a restoration control unit 270, and a timing unit 280.

[0150] The User Information Management Unit 202 executes the prescribed user registration procedure and controls the registration and management of user information 600 for each user 2.

[0151] The game progress control unit 210 performs various controls related to game progress. For example, the game progress control unit 210 includes a parameter value management unit 214, a weathering event occurrence control unit 216, and a spontaneous interval control unit 218.

[0152] The parameter value management unit 214 creates, modifies, and manages parameter values ​​that serve as reference information for weathering processing, for each part of the game object that is controlled by the player. The modified parameter values ​​are referenced as reference values ​​and reference information for deciding whether or not to apply weathering processing, and / or to what extent.

[0153] Specifically, the parameter value management unit 214 performs change control to increase or decrease parameter values ​​based on one or more of the following (1) to (8). (1) Information on game objects, (2) Player information, (3) Information on weathering processes previously performed on each game object, (4) Information on weathering processes previously performed on each part of each game object, (5) Weathering events, (6) Game progress, (7) Game progress stage, (8) Weathering execution timing interval.

[0154] As a control mechanism for increasing or decreasing parameter values, for example, when the game progresses to the later stages (for instance, when a predetermined number of game stages have been reached from the end of a set play order), the parameter values ​​may be specially increased or decreased compared to the settings before reaching the later stages, so that weathering is more likely to be performed.

[0155] Alternatively, when a specific event is triggered, the parameter values ​​of the type specified for that event may be increased or decreased by a uniform value, or by a uniform percentage, to facilitate the execution of weathering processing.

[0156] For example, if the time interval between the previous weathering application and the current weathering application satisfies certain special modification conditions, the interval may be specially increased or decreased to make it easier to apply weathering to all or specific parts related to "partial dirt."

[0157] More specifically, the parameter value management unit 214 manages the parameter values ​​of specific parts that the user did not permit the weathering process to meet predetermined low-value conditions.

[0158] The weathering event generation control unit 216 controls the occurrence of multiple types of weathering events, which serve as triggers for controlling the execution of weathering processing, based on the game's progress.

[0159] The spontaneous interval control unit 218 controls the time interval of spontaneous timings that occur at a given time interval. Specifically, the spontaneous interval control unit 218 controls the time interval of weathering execution timing as a type of spontaneous timing, and determines the weathering execution timing.

[0160] More specifically, the game progress is determined by a predetermined function that takes one or more parameter values ​​representing the game's progress as variables. Examples of parameter values ​​representing the game's progress used as variables in this function include the game stage ID being played, the game's progress stage (e.g., the current game stage out of all game stages; how far along is the player), and the player's performance up to that point. Alternatively, the status of the player's fighter jet 4 (flight position, flight speed vector, hit rate, etc.), the number of enemy NPCs such as enemy fighters within a predetermined range centered on the player's fighter jet 4, and so on, may also be used. Furthermore, the processing load of CPU 1151 may be used.

[0161] This function, for example, will relatively increase the interval when the player's aircraft, fighter jet 4, is flying straight or when there are no enemy NPCs such as enemy aircraft nearby (situations where combat does not occur). The function may also be designed so that the time interval becomes relatively longer as the processing load increases. Conversely, the function may also be designed to relatively shorten the interval when the player's aircraft is turning or when there are enemy NPCs such as enemy aircraft nearby (situations where combat occurs).

[0162] The lottery unit 230 performs a lottery related to weathering processing for each part of a game object at each given timing during gameplay. Specifically, the lottery unit 230 has an execution / non-execution lottery unit 231, a part lottery unit 232, an expression type lottery unit 233, a degree lottery unit 234, and a probability setting unit 240, and performs a lottery for each game object that appears in the game.

[0163] The execution / non-execution lottery unit 231 performs an execution / non-execution lottery to determine whether or not to perform the weathering process. The server system 1100 performs the execution / non-execution lottery for each type of weathering. Therefore, the execution / non-execution lottery unit 231 can be said to be a first type lottery unit 235 that performs a type lottery to determine the type of weathering.

[0164] The part selection unit 232 performs a part selection to determine which of the pre-set parts of the game object the weathering process will be applied to.

[0165] The expression type lottery unit 233 performs an expression type lottery to determine which expression type to use for the weathering process. The server system 1100 performs a lottery to select one of several expression types prepared for each weathering type. Therefore, the expression type lottery unit 233 can be said to be a second type lottery unit 236 that performs a type lottery to determine the detailed type of weathering.

[0166] The degree selection unit 234 performs a degree lottery to determine the degree to which weathering treatment will be applied. The server system 1100 performs a lottery to determine which of the multiple degree types prepared for each type of weathering will be adopted. Therefore, the degree selection unit 234 can be said to be a third type lottery unit 237 that performs a type lottery to determine the detailed type of weathering.

[0167] The probability setting unit 240 changes the lottery probability by applying the changes associated with the given change implementation requirements, which have been determined in accordance with the reference parameter values, if those requirements are met.

[0168] Specifically, the probability setting unit 240 includes a first probability setting unit 241, a second probability setting unit 242, a third probability setting unit 243, a fourth probability setting unit 244, a fifth probability setting unit 245, and a sixth probability setting unit 246.

[0169] The first probability setting unit 241 sets the probability of drawing lots for the game object that the player is controlling, based on the player's player information.

[0170] The second probability setting unit 242 sets the lottery probability based on the execution information of weathering processes performed in the past. For example, at a break in the game's progression, it sets the lottery probability from that point onward based on the execution information up to that point.

[0171] The third probability setting unit 243 sets the lottery probability based on the execution information of the weathering process performed for each game object.

[0172] The fourth probability setting unit 244 sets the probability of drawing lots based on the type of weathering event that occurred.

[0173] The fifth probability setting unit 245 sets the probability of drawing based on a given game event.

[0174] The sixth probability setting unit 246 sets the probability of drawing lots based on the progress of the game.

[0175] The weathering execution control unit 250 controls the execution of weathering processing on a game object based on the results of a lottery conducted by the lottery unit 230, in order to (1) determine the type of weathering processing, (2) determine the game object, and (3) determine the part of the game object.

[0176] Specifically, the weathering execution control unit 250 determines which parts to apply weathering treatment to using a lottery probability based on a given parameter value set in association with each part, and executes control to superimpose the weathering treatment on those parts.

[0177] As described above, in this embodiment, the decision of whether or not to perform the process is made by a lottery using a lottery probability (applicable part lottery probability Pp') based on a given parameter value set in association with each part. Therefore, when a weathering event occurs, the weathering execution control unit 250 controls the execution of the weathering process on that part using a lottery probability based on the parameter value for that part.

[0178] As a result, the type of weathering process executed may be one or multiple. If multiple types are executed, the weathering execution control unit 250 will, as a result, execute a variable combination of multiple types of weathering processes at a single weathering execution timing. Therefore, it can be said that the weathering execution control unit 250 also has a variable combination execution control unit 251.

[0179] The restoration control unit 270 controls the execution of a restoration process that brings a weathered game object closer to its state before the weathering process was performed. Specifically, the restoration control unit 270 variably controls the degree or duration of the restoration process, based on the weathering process that has been applied, to bring the object closer to its state before the process was performed.

[0180] The timing unit 280 uses the system clock to perform various timing operations, such as determining the current date and time and the time limit.

[0181] Returning to Figure 14, the distribution client program 503, when executed by the user terminal 1500, enables various control and human-machine interface functions for the user terminal 1500, which functions as a game client.

[0182] The game initial settings data 510 defines various initial settings for the video game content provided by the content provision system 1000. The game initial settings data 510 includes game stage definition data 511, effect smoke definition data 518, aircraft initial settings data 520, restoration definition data 540, and weathering definition data 550.

[0183] Game stage definition data 511 is prepared for each game stage that marks a division in the game's progression, and stores various initial settings related to that game stage. The name of the game stage may be "mission" or "quest," etc.

[0184] One game stage definition data 511 includes, for example, a stage ID 513, environmental smoke initial setting data 514, game event definition data 515, and weather setting data 517, as shown in Figure 16. Of course, other data may also be included as appropriate. For example, it may include condition definition data for determining the start and end of the stage, and initial setting data related to the types and abilities of enemy / friendly NPC units, etc.

[0185] The environmental smoke initial settings data 514 stores various initial settings related to smoke objects that can cause weathering, which are environmental objects placed as the background of the game space in the game stage. One environmental smoke initial settings data 514 includes various information such as the type of smoke (fire smoke, factory smoke, volcanic ash, sandstorm, etc.), the object model that represents the unit of smoke, the range in which the object model is placed, the placement period indicating the time of day when the object model is placed, texture, skin, etc.

[0186] Incidentally, the flight position subcondition 563a (see Figure 6) is a subcondition that, depending on the settings, can be used to require the aircraft to fly within the environmental smoke area arranged according to the environmental smoke initial setting data 514, and the flight time subcondition 563b is a condition concerning that flight time.

[0187] Game event definition data 515 is prepared for each in-game event that may occur in the game stage, and stores various initial settings related to the game event. Game events may include, for example, unlocking a hidden stage, the appearance of a hidden character, a sudden change in the game space, or the deployment of a smoke screen by an enemy NPC machine. Game events include weathering events, which are triggers for controlling the execution of weathering processing. Therefore, game event definition data 515 is also weathering event definition data 516.

[0188] One game event definition data 515 may include, for example, a game event ID, event trigger conditions, weathering event flags, weathering event type, event execution data, and so on.

[0189] The conditions for triggering an event are described as, as before, as conditions that the game's progress must meet (for example, the time elapsed since the start of play, the position reached by the player's fighter jet 4, the required play performance, the specified event or stage to be cleared, etc.).

[0190] The weathering event flag is set to "1 (flag set)" if the event triggers the execution control of some kind of weathering process. In other words, this flag indicates that the event is an event that can cause weathering.

[0191] The type of weathering event can be set as appropriate. For example, a weathering event could be an event where an enemy NPC aircraft that has reached a certain amount of damage deploys smoke (a type of visual effect smoke) to obstruct the enemy's vision. In this case, fighter jet 4, which enters the smoke, will be subjected to weathering originating from that smoke.

[0192] Weather setting data 517 specifies the weather changes for the stage.

[0193] Returning to Figure 14, the effect smoke definition data 518 is prepared for each type of object used to simulate damage and includes various initial settings related to that object. One effect smoke definition data 518 includes, for example, the object type, the type of weathering that occurs when the object is contacted or enters it, the placement position relative to the damage location, the object model, etc. Incidentally, the flight position subcondition 563a (see Figure 6) is a condition that allows the aircraft to fly within the effect smoke placed according to the effect smoke definition data 518, and the flight time subcondition 563b is a condition regarding the flight time.

[0194] Aircraft initial setup data 520 is prepared for each type of fighter aircraft 4 and stores various initial settings related to that aircraft. One aircraft initial setup data 520 includes, for example, the aircraft type 522, aircraft model data 524, initial aircraft skin data 526, initial aircraft texture data 528, and part definition data 530 for each part, as shown in Figure 17. Of course, other data may also be included as appropriate.

[0195] One part definition data 530 includes a part ID 532, a part category 533, a range specification data 534, and a representative normal vector 535.

[0196] Returning to Figure 14, the restoration definition data 540 is prepared for each restoration pattern that brings a weathered game object closer to its state before the weathering process was performed. One restoration definition data 540 includes, for example, the type of weathering to be restored 542, the restoration activation condition 544, the restoration content specification data 546, and the restoration effect data 548, as shown in Figure 18.

[0197] The weathering type 542 to be restored is set to one or more weathering types, indicating which type of weathering the restoration will reduce.

[0198] The restoration activation condition 544 is a condition that must be met in order to perform restoration, and is described by combining one or more subconditions 545 with AND or OR. Examples of subconditions 545 may include the flight weather subcondition 545a, the item subcondition 545b, the game event subcondition 545c, etc.

[0199] The flight weather subcondition 545a is a condition that must be met by the weather conditions under which the fighter aircraft 4 is flying, and which is expected to have an effect in washing away any accumulated soot (e.g., rain, dense fog, sleet, snow, etc.).

[0200] Item subcondition 545b is a condition that must be met regarding the use of items obtained by player user 2 both in-game and outside the game, and may specify, for example, a particular restoration item.

[0201] Game event subcondition 545c is a condition that must be met for a game event to be triggered, and specifies a particular game event that includes content such as cleaning or painting the aircraft within the event.

[0202] The restoration content specification data 546 is data that specifies how to restore the model, and is prepared according to the application requirements. The application requirements are described by combining one or more of the following using AND or OR: the number of types of weathering applied, the combination of types of weathering applied, the area ratio of the weathered areas (the ratio of the weathered area to the total surface area of ​​the aircraft).

[0203] Then, one restoration content specification data 546 stores the application requirements, the number of applied weatherings to be removed, and a restoration time setting function that specifies how long the restoration should take. The restoration time setting function is described using variables such as (1) the number of applied weatherings that remain unrestored and that correspond to the type of weathering to be restored 542, and (2) the area ratio of applied weatherings. Alternatively, a predetermined time length may be set instead of the restoration time setting function.

[0204] The restoration animation data 548 contains data such as the animations that will be displayed when the restoration is activated (for example, a video of the aircraft being washed, a video of it being repainted, etc.).

[0205] Returning to Figure 14, user information 600 is created for each user 2 who has completed the prescribed registration procedure, and stores various information associated with that user. Since user 2 is a player, user information 600 is also player information 601 related to the player.

[0206] One user information 600 stores, for example, a user account 602, player level 603, a list of owned items 604, a list of allied user accounts 605, a play log 606, owned aircraft save data 610, and so on, as shown in Figure 19.

[0207] A play log 606 is created for each gameplay session. Each play log 606 stores information such as the date and time of play, the stage ID played, the player's machine ID, play results, and the number of replays.

[0208] A saved data file for each owned aircraft, 610, is created for each aircraft that user 2 has acquired and can use as a player aircraft. Each owned aircraft save data file, 610, includes the player aircraft ID, 611, aircraft type, 612, play usage log, 613, applied skin data, 614, applied texture data, 615, and weathering execution save data, 620.

[0209] Play usage log 613 stores information representing usage history, such as cumulative usage count and cumulative usage time. It may be updated when the game is saved.

[0210] Applied skin data 614 and applied texture data 615 are data for the skin and texture applied to the aircraft at the time of the game save, and represent data with weathering applied.

[0211] Weathering execution save data 620 is created each time weathering is applied to the aircraft and indicates the details of the applied weathering. One weathering execution save data 620 includes the target part ID 621, execution timing 622, type of weathering executed 623, type of expression executed 624, and degree of execution 625.

[0212] Returning to Figure 14, play data 700 is created for each gameplay session, regardless of whether it is single-player or multiplayer, and stores various data describing the latest progress of that gameplay session. In other words, play data 700 is play progress data 701 that includes various reference parameter values.

[0213] One play data set 700 stores, for example, a player account 702, weathering permission / denial setting data 703, player-specific progress data 704, game space control data 706, event management data 710, and game object information 720, as shown in Figure 20. Of course, other data may also be stored as appropriate.

[0214] Weathering permission / denial setting data 703 is prepared for each player and stores information that the player has set before playing whether or not to allow weathering on their mecha. Each weathering permission / denial setting data 703 stores the player account and the permission / denial setting values ​​for each part.

[0215] Regarding the weathering permission / denial setting, the server system 1100 displays a predetermined permission / denial setting screen on each player's user terminal 1500 before the start of gameplay, allowing them to select whether to allow or deny weathering for each part of the player's machine. Then, based on the settings on the permission / denial setting screen, the server system 1100 sets the setting data.

[0216] Player-specific progress data 704 is prepared for each player and stores various data describing the progress of that player's gameplay. In other words, player-specific progress data 704 is also the latest player information 705.

[0217] Each player-specific progress data 704 stores information such as the player account, player aircraft ID, stage ID being played, start date and time of play in that stage, number of replays, and play results. By tracing the owned aircraft save data 610 (see Figure 19) from the player aircraft ID, the aircraft type 612 can be determined, and by further tracing and referring to the aircraft initial setting data 520 (see Figure 17), it becomes possible to refer to the player aircraft part definition data 530.

[0218] The game space control data 706 stores various data for controlling the game space constructed in a virtual three-dimensional space. The game space control data 706 includes, for example, environment control data 707 and is referenced when determining whether or not the flight position subcondition 563a (see Figure 6) is met.

[0219] Environmental control data 707 is prepared for each element used to construct the game space environment, such as background objects and weather phenomena like terrain, clouds, fog, smoke, and dust. Each element may be an object, or it may not have to be an object if its appearance is represented by a color change depending on the distance from the viewpoint camera, such as fog. A single environmental control data 707 stores information such as the environmental element ID, the type of environmental element (e.g., type of environmental smoke, cloud, fog, snow, dust, etc.), the setting range in the game space, and the start and end timings.

[0220] Event management data 710 is prepared for each triggered event and stores various data related to the execution control of that event. One event management data 710 includes, for example, the execution start date and time, the game event ID, and event control data. For example, if the event involves an enemy aircraft being hit and flying while emitting a special smoke that triggers weathering, the event control data would include data indicating the type of smoke used and the set range for where the special smoke is generated.

[0221] Game object information 720 is game object information created for each game object that is subject to weathering (fighter jet 4, friendly NPC aircraft, enemy NPC aircraft, etc.). Game object information 720 stores various information describing the common and individual latest status of the game object as a whole, that is, all its parts, as well as various data that control the game object. Therefore, game object information 720 is the aircraft control data for fighter jet 4, and also part-specific parameters (parameters that can be associated with each part; data), i.e., part parameter value data 721. Part parameter value data 721 corresponds to the reference parameter values ​​in Figure 3.

[0222] One game object information 720 includes, for example, a game object ID 722, a player account 723 indicating the operator, and aircraft state data 724 describing the aircraft's state other than its appearance, as shown in Figure 21. It also includes applied aircraft skin data 725, applied aircraft texture data 726, weathering control data 730 related to the weathering process applied to the aircraft, and weathering execution information 740. Of course, other data may also be included as appropriate.

[0223] The aircraft status data 724 includes the aircraft's position coordinates, attitude, flight speed vector, flight altitude, number of damage points per part, missing part flags per part, remaining weapons, flight time per smoke type, etc., and is updated sequentially as the game progresses.

[0224] Applicable aircraft skin data 725 and applicable aircraft texture data 726 are the latest skin and texture data applied to the aircraft. If the aircraft has weathering applied, these data will show the state after the weathering process has been applied on top.

[0225] The weathering control data 730 stores various control data related to the weathering process. For example, it includes application execution probability data 732 prepared for each weathering type ID 552 (see Figure 5), and application part lottery probability data 733 for each body part. It also includes application expression type lottery probability data 734 for each expression type, application degree lottery probability data 735 for each degree type, and lottery result data 736.

[0226] The application execution probability data 732 shows the application execution probability Pw'. The application part probability data 733 is one of the parameter values ​​(reference parameter values) that serve as reference information for weathering processing for each part of the game object. The application site selection probability data 733 shows the application site selection probability Pp'. The application expression type selection probability data 734 shows the application expression type selection probability Pt'. The application degree lottery probability data 735 shows the application degree lottery probability Pd'.

[0227] Weathering execution information 740 is prepared for each part and includes the weathering target part ID 741, execution date and time 742, type of weathering executed 743, type of execution expression 744, and degree of execution 745. Of course, other information may also be included as appropriate. Weathering execution information 740 is one of the parameter values ​​(reference parameter values) that serve as reference information for weathering processing for each part of a game object.

[0228] Figure 22 is a flowchart illustrating the processing flow related to weathering performed by the server system 1100.

[0229] The server system 1100 first performs an initialization process (step S10). The contents of the initialization process can be configured as appropriate. For example, it may load save data, select the game object to be controlled (the fighter jet 4 to be controlled; the player's aircraft), select the stage to play, change equipment, and prepare the game space. In preparing the game space, it refers to the game stage definition data 511 of the stage to be played and places environmental smoke objects, the player's aircraft (fighter jet 4), and enemy NPCs (for example, fighter jets, bombers, anti-aircraft weapons, etc.).

[0230] Next, the server system 1100 sets whether or not weathering is permitted for each part of the game object being manipulated, for each player (step S12). Specifically, the user terminal 1500 displays a predetermined permission / denial setting screen where the player can select whether to allow or deny each part of the player's machine, and the weathering permission / denial setting data 703 is set according to the result of the operation on that screen.

[0231] Next, the server system 1100 begins controlling the game's progress (step S14). From this point onward, the server system 1100 receives player operation information from the user terminal 1500 as part of the player information and controls each player's machine. It also begins automatic control of enemy NPCs and begins controlling the execution of game events (including weathering events) that meet the activation conditions. This results in changes to the game object information 720 (part parameter value data 721). It also controls the time interval for weathering execution and begins autonomous interval control to determine the timing of weathering execution. Of course, it also begins managing the play data 700.

[0232] The server system 1100 constantly monitors whether it is time to perform weathering after the start of game progress control. The timing for performing weathering is, for example, a predetermined period of rendering frames (for example, every 3 frames). The timing of triggering a weathering event, the timing of ending a weathering event, or the timing of ending a game stage may also be used as weathering timing as appropriate.

[0233] If it is time to perform weathering (YES in step S16), the server system 1100 executes Loop A for each game object to be weathered (steps S20 to S84).

[0234] In loop A, the server system 1100 performs weathering control on the game object to be processed (step S22).

[0235] Figure 23 is a flowchart illustrating the weathering control process. The server system 1100 executes Loop B for each weathering type ID 552 of the multiple weathering definition data 550 (see Figure 5) (steps S30 to S64).

[0236] In loop B, the server system 1100 first sets the probability data 732 (see Figure 21) for determining whether or not to apply the weathering type to be processed (step S32). Specifically, the system searches for a change pattern that satisfies the change implementation requirements 562 from among multiple execution / failure lottery probability change pattern definition data 560 (see Figure 6). Then, according to the change specification data 564 of the found change pattern, the initial execution / failure lottery probability Pw indicated by the initial execution / failure lottery probability data is changed to determine the applicable execution / failure lottery probability data 732.

[0237] Then, the server system 1100 performs a lottery using the application execution probability Pw' to determine whether or not to perform the weathering treatment (step S34). In addition, the application execution probability Pw' may be further modified so that the probability of execution increases as the stage of the game (for example, the game stage being played out of all game stages) approaches the end, or as the elapsed time since the start of the game increases, regardless of the flight position of the fighter jet 4, before the lottery is performed.

[0238] If the result of the execution lottery is "execute" (YES in step S36), the server system 1100 sets the application site lottery probability Pp' for each body part (step S38). Specifically, in the weathering definition data 550 for the type of weathering to be processed, the presence or absence of part selection probability change pattern definition data 575 is checked in the specified part-specific setting data 570 (see Figure 12). If such definition data exists, the initial part selection probability Pp for that part is changed according to the change specification data 578 of the change pattern that satisfies the change implementation requirement 576, and the applicable part selection probability Pp' for that part is set.

[0239] Then, the server system 1100 performs a lottery process for each part using the applicable part lottery probability Pp' to determine which part will be subjected to which weathering type and which part will be subjected to the weathering (step S40). In addition, in the part lottery process, if the part to be subjected to the weathering is a part adjacent to a confirmed part that has already been determined as a part to be subjected to the weathering, the applicable part lottery probability Pp' may be adjusted to make it easier to win before the lottery process is performed.

[0240] If at least one target site is selected by lottery (YES in step S42), the server system 1100 executes loop C for each target site (steps S50 to S62).

[0241] In loop C, the server system 1100 selects one execution expression type from among the expression types of the expression type definition data 580 (see Figure 8) of the weathering type to be processed in loop A, using the expression type lottery probability Pt (step S52).

[0242] Next, the server system 1100 sets the application degree lottery probability Pd' (see Figure 4) (step S54). Specifically, the initial degree lottery probability Pd for each degree shown in the initial degree lottery probability data 586 is changed according to the change specification data 594 of the degree lottery probability change pattern definition data 590 that satisfies the change implementation requirement 592, thereby setting the applicable degree lottery probability Pd'.

[0243] Then, the server system 1100 performs a lottery using the application degree lottery probability Pd' to determine the type of weathering to be applied to Loop B processing and the degree to which it will be applied to the execution target parts of Loop C processing (step S56).

[0244] Next, the server system 1100 performs a weathering process on the game object being processed in loop A (step S58). Specifically, for each type of weathering determined to be performed in Loop B, the weathering of the expression type selected in step S52 is applied to the target area of ​​the processing target in Loop C, to the extent selected in step S56.

[0245] Then, new weathering execution information 740 (see Figure 21) related to the weathering process is created and stored (step S60), and loop C is completed (step S62).

[0246] The server system 1100 completes loop B after executing loop C for all target parts (step S64). Then, after executing loop B for all weathering types, it terminates weathering control for the game object processed in loop A.

[0247] Returning to Figure 22, if the server system 1100 has restoration definition data 540 (see Figure 18) that satisfies the restoration activation condition 544 (YES in step S80), it executes the restoration process on the game object targeted for loop A processing (step S82). Then, it terminates loop A (step S84).

[0248] Furthermore, before executing step S82, a lottery process may be inserted to determine whether to perform the restoration process. In this lottery process, if the probability of performing the restoration process decreases as the game progresses towards the end, it is suitable for creating a battle-hardened appearance with weathering remaining by the end of the game.

[0249] The server system 1100 executes loop A at each weathering execution timing until the game ends (NO in step S86). In other words, it applies weathering to game objects as the game progresses.

[0250] When the game ends (YES in step S86), the server system 1100 saves the data (step S88) and terminates the series of processes.

[0251] As described above, according to this embodiment, it becomes possible to perform non-uniform weathering treatments and apply diverse weathering effects to the appearance of objects.

[0252] [Variation] Although examples of embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above forms, and components can be added, omitted, or modified as appropriate.

[0253] (Variation 1) For example, the content provision system 1000 may be implemented using a P2P (Peer to Peer) architecture with multiple user terminals 1500. In this case, programs and data corresponding to the functional division are stored in the user terminals 1500, and the functions corresponding to the server processing unit 200s in the above embodiment are distributed and implemented by the user terminals 1500, which act as P2P nodes. The same effects as in the above embodiment can be obtained with this configuration as well.

[0254] (Variation 2) Furthermore, in the above embodiment, the content provision system 1000 may be implemented not as a client-server type, but as a single computer system that was the user terminal 1500 in the above embodiment.

[0255] Specifically, the content provision system 1000 is implemented using a standalone user terminal 1500B, as shown in Figure 24. The user terminal 1500B stores all the data stored by the server system 1100 in the above embodiment. However, instead of the server program 501 and the distribution client program 503, a content provision program 505 is provided as an application program for the user terminal 1500.

[0256] In the above embodiment, the content provision program 505 implements all the functional parts of the server system 1100 as a terminal processing unit 200t on the user terminal 1500B. In this modified example, the content provision program is executed on the user terminal 1500B. Then, the processing flow described in the above embodiment (see Figures 22 and 23) can be interpreted by replacing the execution entity from the server system 1100 to the user terminal 1500B.

[0257] (Variation 3) In the above embodiment, the game object to be weathered is exemplified as a game object that is controlled by the player (fighter jet 4; see Figure 2), but it is not limited to this. The game object to be weathered may also be a background object.

[0258] For example, as shown in Figure 25, a fighter jet 4, which is the player's aircraft, is shown bombing an enemy airfield. An enemy aircraft 30 is on fire due to the bombing, and smoke 32 is rising from it. The smoke 32 is one of the smoke effects objects in the above embodiment, and the smoke 32 is hanging over the enemy base facility 34.

[0259] In this case, if the enemy base facility 34 (background object) is included as a target for weathering, it becomes possible to achieve a sooty appearance for the enemy base facility 34, such as one covered in fire smoke 32, through weathering. Specifically, the sub-condition 563 of the change implementation requirement 562 (see Figure 6) of the execution probability change pattern definition data 560 is described in the execution probability change pattern definition data 560 for the enemy base facility 34 (background object) as a sub-rule that is judged using the reference parameter value related to the enemy base facility 34. In the example in Figure 25, the flight position sub-condition 563a is described as a "relative position sub-condition" that must be satisfied regarding the relative positional relationship between the enemy base facility 34 and the fire smoke 32. The same applies to the degree lottery probability change pattern definition data 590 (see Figure 9).

[0260] (Variation 4) Furthermore, the game genre is not limited to the above-described embodiments. For example, Figure 26 shows an example of using a player character 40 as the game object to be weathered in a soccer game. The player character 40 is shown trapping a muddy ball 42 with his chest. The player character 40 has parts defined as a shirt 44, shorts 46, and the face, upper arms, lower arms, knees, shins, and shoes that are visible from the shirt 44. The shirt 44 and shorts 46 each have parts defined (the boundaries of the parts are illustrated with long dashed lines).

[0261] (Variation 5) In the above embodiment, the determination of whether to execute weathering, the determination of the type of weathering to be executed, the determination of which portion to apply weathering to, the determination of which expression to use, and the determination of the degree of application are performed by lottery, but the determination algorithm is not limited to lottery.

[0262] For example, in one or more of the execution availability lottery, portion lottery, expression type lottery, and degree lottery, the lottery probability may be reinterpreted as "priority". Then, a priority-based algorithm may be adopted that considers higher lottery probability as higher priority, and selects a predetermined number (or a randomly selected number) from the top in order of priority. In that case, in the weathering definition data 550 (see FIG. 5), priority is defined instead of lottery probability. Furthermore, it is preferable that "non-execution of weathering" is included in the weathering types.

[0263] The weathering control β shown in FIG. 27 shows an example in which the lottery probability is reinterpreted and substituted as "priority" for all of the execution availability lottery, portion lottery, expression type lottery, and degree lottery. That is, instead of step S32 in the above embodiment, the server system 1100 sets an application execution availability priority (step S32'). Then, instead of step S34 in the above embodiment, the server system 1100 determines one weathering type to be executed in order of priority (step S35).

[0264] Further, instead of step S38 in the above embodiment, the server system 1100 sets an application portion priority (step S38'). Then, instead of step S40 in the above embodiment, the server system 1100 determines an execution target portion based on the application portion priority (step S41).

[0265] Further, instead of step S52 in the above embodiment, the server system 1100 determines the expression type to be executed based on priority (step S53), and instead of step S54 in the above embodiment, sets an application degree priority (step S54'). Then, the server system 1100 determines the execution degree based on priority (step S57).

[0266] (Variation #6) Furthermore, in the above embodiment, in the expression type lottery, multiple expression types (expression material data 582; see Figure 8) were selected as candidates for selection by lottery, each with a lottery probability set and the lottery was conducted, but this is not limited to this. For example, even if there is only one expression type, different settings of the coordinate system of the UV mapping of skins and textures may be considered as candidates, and each with a lottery probability set and the lottery conducted. Alternatively, the setting value of the UV mapping coordinate system itself may be determined and set randomly.

[0267] (Variation 7) Furthermore, regarding the degree selection, while we used different degree values ​​as candidates to choose from through a lottery, it would also be acceptable to randomly determine the degree value itself. [Explanation of Symbols]

[0268] 4…Fighter jet (game object) 12… Weathering types 14…Types of expression 200s... Server Processing Unit 214...Parameter Value Management Unit 216...Weathering Event Occurrence Control Unit 230... Lottery Department 231...Execution Decision Lottery Department 232...Body part selection section 233... Expression Type Lottery Section 234... Lottery Department 235...Type 1 Lottery Section 240... Probability setting section 241...First probability setting unit 242...Second probability setting section 243...Third probability setting section 244...4th Probability Setting Section 245...5th Probability Setting Section 246...6th Probability Setting Section 250...Weathering Execution Control Unit 270…Restoration Control Unit 501…Server Program 510...Game initial setup data 511…Game stage definition data 514…Initial environmental smoke setting data 515…Game event definition data 516…Weathering event definition data 518…Effect smoke definition data 520…Initial aircraft setting data 530…Part definition data 540…Restoration definition data 550…Weathering definition data 554…Lottery probability data for whether to execute initially 560…Lottery probability change pattern definition data for execution permission / denial 570…Specified part-specific setting data 574…Initial part lottery probability data 580…Expression type definition data 584…Expression type lottery probability data 586…Initial degree lottery probability data 590…Degree lottery probability change pattern definition data 600…User information 601…Player information 610…Owned aircraft save data 620…Weathering execution save data 700…Play data 701…Play progress data 703…Weathering permission setting data 704…Player-specific progress data 705…Latest player information 706…Game space control data 710…Event management data 720…Game object information 730…Weathering control data 732…Lottery probability data for whether to apply execution 733…Applied part lottery probability data 734…Applied expression type lottery probability data 735…Applied degree lottery probability data 736…Lottery result data 740…Weathering execution information 1000... Content delivery system 1100... Server System 1500... User terminal Pd... Initial level lottery probability Pd'...Applicability to lottery probability Pp...Initial part lottery probability Pp'... Lottery probability of applicable body part Pt... Probability of drawing expression types Pt'...Applicable expression type lottery probability Pw... Initial execution probability Pw'... Applicable execution or not, lottery probability

Claims

1. A computer system that controls the execution of a game that applies weathering effects to game objects during gameplay, A lottery means that performs a lottery related to the weathering process at each given timing during gameplay, A weathering execution control means controls the execution of the weathering process on the game object based on the results of the lottery, A computer system equipped with the following features.

2. Spontaneous interval control means for controlling the time interval of spontaneous timings that occur at a given time interval, Furthermore, The lottery means executes the lottery related to the weathering process at the spontaneous timing. The computer system according to claim 1.

3. The spontaneous interval control means controls the time interval of the spontaneous timing according to the game situation. The computer system according to claim 2.

4. The spontaneous interval control means controls the time interval of the spontaneous timing according to the stage of the game's progression. The computer system according to claim 2.

5. The lottery means includes an execution / not execution lottery means that performs an execution / not execution lottery to determine whether or not to perform the weathering process. The computer system according to claim 1.

6. The lottery means includes an execution / not execution lottery means that performs an execution / not execution lottery to determine whether or not to perform the weathering process, The execution / determination lottery means performs the execution / determination lottery with an increasing probability of execution as the game progresses towards its final stage. The computer system according to claim 2.

7. The lottery means includes a type lottery means for performing a type lottery to determine the type to which the weathering treatment will be applied. The computer system according to claim 1.

8. The lottery means includes a type lottery means for performing a type lottery to determine the type to which the weathering treatment will be applied. The type selection means changes the candidate types to be subjected to the weathering treatment, which are candidates for the type selection, based on the time interval of the spontaneous timing. The computer system according to claim 2.

9. The lottery means includes a type lottery means for performing a type lottery to determine the type to which the weathering treatment will be applied. The type selection means changes the probability of the type selection based on the time interval of the spontaneous timing. The computer system according to claim 2.

10. The lottery means includes a type lottery means for performing a type lottery to determine the type to which the weathering treatment will be applied. The type selection means changes the candidate types to which the weathering treatment is applied, which are candidates for the type selection, based on the stage of the game's progress. The computer system according to claim 2.

11. The lottery means includes a type lottery means for performing a type lottery to determine the type to which the weathering treatment will be applied. The type selection means changes the probability of the type selection based on the stage of the game's progression. The computer system according to claim 2.

12. The lottery means includes a type number lottery means for performing a type number lottery to determine the number of types to which the weathering treatment will be applied. The aforementioned type number lottery means changes the probability of the type number lottery based on the stage of the game's progress. The computer system according to claim 2.

13. The aforementioned type number lottery means performs the type number lottery by increasing the probability of selecting multiple types as the game progresses towards its final stages. The computer system according to claim 12.

14. The lottery means includes a degree lottery means for performing a degree lottery to determine the degree to which the weathering treatment will be applied. The computer system according to claim 1.

15. The aforementioned game object is the object that the player can control, A first probability setting means that sets the probability of the lottery based on the player information of the aforementioned player, The computer system according to claim 1, further comprising:

16. A second probability setting means sets the probability of the draw for the draw after a certain point in the game's progression, based on the execution information of the weathering process performed before that point. The computer system according to claim 1, further comprising:

17. The lottery means performs the lottery for each of the game objects that appear in the game, The weathering execution control means controls the execution of the weathering process on each game object based on the result of the lottery related to that game object. The computer system according to claim 1.

18. A fifth probability setting means for setting the probability of the lottery based on a given game event, The computer system according to claim 1, further comprising:

19. A sixth probability setting means for setting the probability of the lottery based on the progress of the game, The computer system according to claim 1, further comprising:

20. A computer system program for controlling the execution of a game that applies weathering effects to game objects during gameplay, A lottery means that performs a lottery related to the weathering process at each given timing during gameplay. Weathering execution control means for controlling the execution of the weathering process on the game object based on the results of the lottery, A program for causing the aforementioned computer system to function.

Citation Information

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