Information processing programs, information processing methods, information processing systems, game devices
Patent Information
- Application Number
- JP2025036344
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-07
- Publication Date
- 2026-09-17
- Estimated Expiration
- 2045-03-07
AI Technical Summary
【0016】 本発明によれば、プレイヤの利便性を向上させることができる。
Smart Images

Figure 2026148024000001_ABST
Abstract
Description
[[Technical Field]]
[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device. [[Background Art]]
[0002] Conventionally, as disclosed, for example, in Patent Document 1, a training game for training characters is known. When the training game is completed, a trained character associated with various parameters is generated. A player can cause a trained character trained by the player to participate in another game (hereinafter, referred to as a participation game). [[Prior Art Literature]] [[Patent Literature]]
[0003] [[Patent Document 1]] Japanese Patent No. 7035123 [[Summary of the Invention]] [[Problem to be Solved by the Invention]]
[0004] In the above game, it is general that a plurality of participation games having different rules, difficulty levels, and the like are provided. In this case, abilities and characteristics required for the trained character differ depending on the participation game. Therefore, when playing the training game, a player needs to take measures in accordance with the target participation game. However, understanding the necessary measures for each participation game is extremely complicated for the player, and thus improvement of convenience for the player is demanded.
[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can improve convenience for a player. [[Means for Solving the Problem]]
[0006] In order to solve the above problem, the information processing program: a process of progressing a training game including at least a process of updating a first parameter associated with a character to be trained based on an operation input from a player; a process of generating a training-completed character associated with a second parameter based on the first parameter of the character to be trained that has been updated in the training game; a process of executing any one of a plurality of participation games different from the training game using the second parameter associated with the generated training-completed character; causing a computer to execute the first parameter includes a plurality of first specific parameters, the second parameter includes a plurality of second specific parameters that are the same as the first specific parameters or correspond to any one of the first specific parameters, the plurality of participation games include the participation game to which one or more of the first specific parameters are associated as target parameters, the process of progressing the training game includes: a process of allowing a player to select any one of the plurality of first specific parameters; a process of updating the first specific parameter that is associated with the character to be trained and selected by the player; a process of performing identification display that enables identification of the first specific parameter associated as the target parameter with a predetermined participation game in the training game; .
[0007] the process of allowing a player to select any one of the first specific parameters includes: a process of displaying a selection screen including a plurality of selection units that correspond to each of the plurality of first specific parameters and receive a selection operation from the player, the process of updating the first specific parameter selected by the player includes: a process of updating the first specific parameter corresponding to the selection unit, the process of performing the identification display includes: The identification display may be shown on the selection screen or on a second selection screen accessible from the selection screen.
[0008] The second selection screen is, The selection unit may include the first specific parameter that is linked to the predetermined participating game as the target parameter.
[0009] The process for performing the aforementioned identification display is: In the selection screen, the selection unit corresponding to the first specific parameter linked to the predetermined game to participate in as the target parameter may be displayed in a way that allows it to be distinguished from other selection units.
[0010] Information processing programs are A process that allows the player to select one of the aforementioned multiple participating games, A process of storing the participating game selected by the player as the participating game to be identified, Have the computer perform this task. The aforementioned predetermined game of participation may be the game of participation targeted for identification.
[0011] Each of the aforementioned games has its own set of permission conditions. The process for performing the aforementioned identification display is: The identification mark may be applied to the aforementioned designated participating games that meet the aforementioned permission conditions.
[0012] Information processing programs are A process to determine the target parameter to be associated with the participating game based on the execution or result of the participating game. You may have a computer perform this task.
[0013] To solve the above problems, the information processing method is: An information processing method performed by one or more computers, The aforementioned computer, a process of progressing a training game including at least a process of updating a first parameter associated with a character to be trained based on an operation input from a player; a process of generating a training-completed character associated with a second parameter based on the first parameter of the character to be trained that has been updated in the training game; a process of executing any one of a plurality of participation games different from the training game using the second parameter associated with the generated training-completed character; the information processing system performs said processes, the first parameter includes a plurality of first specific parameters, the second parameter includes a plurality of second specific parameters that are the same as the first specific parameters or correspond to any of the first specific parameters, the plurality of participation games include the participation game in which one or more of the first specific parameters are associated as target parameters, the process of progressing the training game includes: a process of allowing a player to select any one of the plurality of first specific parameters; a process of updating the first specific parameter that is associated with the character to be trained and selected by the player; a process of performing identification display that enables identification of the first specific parameter associated as the target parameter for a predetermined participation game in the training game; the process of progressing the training game includes the above processes.
[0014] In order to solve the above problem, an information processing system: comprising one or more computers, the computer: a process of progressing a training game including at least a process of updating a first parameter associated with a character to be trained based on an operation input from a player; a process of generating a training-completed character associated with a second parameter based on said first parameter of said training-target character updated in said training game; a process of executing any one of the plurality of participation games different from said training game, using said second parameter associated with the generated said training-completed character; to perform the above processes, said first parameter includes a plurality of first specific parameters, said second parameter includes a plurality of second specific parameters that are the same as said first specific parameters or correspond to any of said first specific parameters, said plurality of participation games include said participation games in which one or more of said first specific parameters are associated as target parameters, said process of progressing the training game comprises: a process of allowing a player to select any one of said plurality of first specific parameters; a process of updating said first specific parameter associated with said training-target character and selected by the player; a process of displaying an identification that enables identification of said first specific parameter associated as said target parameter for a predetermined said participation game in said training game; the above processes are included.
[0015] In order to solve the above problem, a game device comprises: one or more computers, said computer performs: a process of progressing a training game including at least a process of updating a first parameter associated with a training-target character based on an operation input from a player; a process of generating a training-completed character associated with a second parameter based on said first parameter of said training-target character updated in said training game; a process of executing any one of a plurality of participation games different from the training game using the second parameter associated with the generated completed training character; the program causing a computer to perform: the first parameter includes a plurality of first specific parameters, the second parameter includes a plurality of second specific parameters that are the same as the first specific parameters or correspond to any one of the first specific parameters, the plurality of participation games include the participation game in which one or more first specific parameters are associated as target parameters, the process of progressing the training game includes: a process of allowing a player to select any one of the plurality of first specific parameters; a process of updating the first specific parameter that is associated with the character to be trained and selected by the player; a process of performing identification display that enables identification of the first specific parameter associated as the target parameter with a predetermined participation game in the training game; comprising the above processes. [Effects of the Invention]
[0016] According to the present invention, player convenience can be improved. [Brief Description of the Drawings]
[0017] [Figure 1] Figure 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Figure 2A is a diagram explaining a hardware configuration of a player terminal. Figure 2B is a diagram explaining a hardware configuration of a server. [Figure 3] Figure 3A is a diagram explaining an example of a home screen. Figure 3B is a diagram explaining an example of an option setting screen. Figure 3C is a diagram explaining an example of a profile setting screen. Figure 3D is a diagram explaining an example of a home setting screen. [Figure 4] FIG. 4A is a diagram for explaining an example of an enhancement screen. FIG. 4B is a diagram for explaining an example of a character training screen. [Figure 5] FIG. 5 is a diagram for explaining the general progression flow of the training game. [Figure 6] FIG. 6A is a diagram for explaining a main character selection screen. FIG. 6B is a first diagram for explaining a character detail screen. FIG. 6C is a second diagram for explaining a character detail screen. [Figure 7] FIG. 7A is a diagram for explaining an ability parameter (initial value) table. FIG. 7B is a diagram for explaining an aptitude parameter (initial value) table. FIG. 7C is a diagram for explaining a skill table. FIG. 7D is a diagram for explaining an exclusive event table. [Figure 8] FIG. 8A is a first diagram for explaining an inherited character selection screen. FIG. 8B is a first diagram for explaining a trained character list screen. FIG. 8C is a second diagram for explaining an inherited character selection screen. FIG. 8D is a third diagram for explaining an inherited character selection screen. [Figure 9] FIG. 9A is a first diagram for explaining a support card organization screen. FIG. 9B is a diagram for explaining a support card selection screen. FIG. 9C is a second diagram for explaining a support card organization screen. [Figure 10] FIG. 10A is a diagram for explaining a support card table. FIG. 10B is a diagram for explaining a support effect table. FIG. 10C is a diagram for explaining an owned skill table. FIG. 10D is a diagram for explaining a support event table. [Figure 11] FIG. 11 is a diagram for explaining a final confirmation screen. [Figure 12] FIG. 12 is a first diagram for explaining a character identification information table. [Figure 13] FIG. 13 is a second diagram for explaining a character identification information table. [Figure 14] FIG. 14 is a diagram for explaining selection items for each turn. [Figure 15]Figure 15A is the first diagram illustrating the game screen. Figure 15B is the second diagram illustrating the game screen. [Figure 16] Figure 16A is the first diagram illustrating the training screen. Figure 16B is the second diagram illustrating the training screen. Figure 16C is the diagram illustrating the training results notification screen. Figure 16D is the diagram illustrating the events screen. [Figure 17] Figure 17A is the first diagram illustrating the skills screen. Figure 17B is the second diagram illustrating the skills screen. [Figure 18] Figure 18A is the first diagram illustrating the race selection screen. Figure 18B is the diagram illustrating the race start screen. Figure 18C is the first diagram illustrating the race results screen. Figure 18D is the second diagram illustrating the race results screen. [Figure 19] Figure 19A is a diagram illustrating the training completion screen. Figure 19B is a second diagram illustrating the training completion screen. Figure 19C is a third diagram illustrating the training completion screen. [Figure 20] Figure 20 illustrates an example of an event to participate in. [Figure 21] Figure 21 is a diagram illustrating recommended information for participating in events. [Figure 22] Figure 22A is an illustration illustrating the event selection page in the guide settings screen. Figure 22B is an illustration illustrating the race type selection page in the guide settings screen. [Figure 23] Figure 23 is a diagram illustrating the recommended information list page in the guide settings screen. [Figure 24] Figure 24 illustrates the dialog box for confirming the use of the guide function. [Figure 25] Figure 25 is the third diagram illustrating the skills screen. [Figure 26] Figure 26 is a diagram illustrating the assist dialog. [Figure 27] Figure 27 is a diagram illustrating the second skill screen. [Figure 28]FIG. 28 is a diagram explaining the configuration of a memory in a player terminal and functions as a computer. [Figure 29] FIG. 29 is a diagram explaining the configuration of a memory in a server and functions as a computer. [Figure 30] FIG. 30 is a sequence diagram explaining processing of the player terminal and the server related to a breeding game. [Figure 31] FIG. 31 is a flowchart explaining information setting processing in the player terminal. [Figure 32] FIG. 32 is a flowchart explaining preparation stage processing in the player terminal. [Figure 33] FIG. 33 is a flowchart explaining breeding stage processing in the server. [Figure 34] FIG. 34 is a flowchart explaining turn start processing in the server. [Figure 35] FIG. 35 is a flowchart explaining breeding stage processing in the player terminal. [Figure 36] FIG. 36 is a flowchart explaining skill-related processing in the player terminal. [Figure 37] FIG. 37 is a flowchart explaining selection command reception processing in the server. [Figure 38] FIG. 38 is a flowchart explaining race result derivation processing in the server. [Figure 39] FIG. 39 is a flowchart explaining result information reception processing in the player terminal. [Figure 40] FIG. 40 is a flowchart explaining breeding game end processing in the server. MODE FOR CARRYING OUT THE INVENTION
[0018] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The numerical values and other figures shown in this embodiment are merely illustrative for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0019] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1 that functions as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0020] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can be played through the cooperation of the player terminal 1 and the server 1000.
[0021] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.
[0022] Server 1000 communicates with multiple player terminals 1. Server 1000 stores various types of information for each player playing the game. Server 1000 also primarily performs processes such as updating the stored information and downloading images and other information to player terminals 1, based on the operations input from player terminals 1.
[0023] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.
[0024] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0025] Furthermore, as shown in Figure 2B, the server 1000 is composed of a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0026] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, memory unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, memory unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.
[0027] The CPU 10 controls the game's progress by running the program stored in the storage device 12. The storage device 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. The storage device 12 is connected to the CPU 10 via the bus 14.
[0028] An input / output interface 16 is connected to bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0029] The memory unit 18 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the memory unit 18 are loaded into the memory device 12 (RAM) by the CPU 10.
[0030] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0031] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.
[0032] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24 and a touch panel superimposed on the display 26 as the input unit 22.
[0033] (Game content) Next, the game provided by the information processing system S and game device G of this embodiment will be described. Players can possess characters obtained through a lottery known as gacha, or characters distributed by the operator. Players can also possess support cards obtained through a lottery, or support cards distributed by the operator.
[0034] As will be explained in more detail later, the game according to this embodiment provides a character development game. In the character development game, the player can develop the character they possess. Furthermore, the character development game in this embodiment has the gameplay of developing the character by having them participate in races modeled after horse racing.
[0035] Figure 3A is a diagram illustrating an example of the home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 is provided with multiple control buttons that the player can operate (tap).
[0036] In this configuration, the menu bar 102 includes a home screen selection control section 102a, an enhanced screen selection control section 102b, a story screen selection control section 102c, a team arena screen selection control section 102d, and a gacha screen selection control section 102e. Furthermore, in the menu bar 102, the control section corresponding to the currently displayed screen is highlighted so that the screen currently displayed on the display 26 can be identified.
[0037] When the home screen selection operation unit 102a is tapped, the home screen 100 shown in Figure 3A is displayed on the display 26.
[0038] When the enhanced screen selection operation unit 102b is tapped, the enhanced screen 140 (Figure 4A), which will be described later, is displayed.
[0039] When the story screen selection control unit 102c is tapped, a story screen (not shown) is displayed. Here, story images are provided for each character appearing in the game. On the story screen, the player can select and view characters and story images.
[0040] When the Team Arena screen selection control unit 102d is tapped, a Team Arena screen (not shown) is displayed. On the Team Arena screen, players can play a team competition game in which their own assembled team competes against teams of other players selected by the computer. The team competition game has a gameplay element in which players compete for rankings against other players.
[0041] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can spend in-game currency to perform a gacha draw, in which they can randomly obtain characters and support cards.
[0042] Furthermore, on the home screen 100, a training game control panel 104 is provided above the menu bar 102. When the training game control panel 104 is tapped, the training game screen is displayed, and the training game, which will be described later, begins. The training game is broadly divided into a preparation phase and a training phase. First, in the preparation phase, the player selects one character from among the characters they own and sets it as the main character to be trained. Also in the preparation phase, the player sets the deck to be used when training the main character. The deck is composed of multiple inheritance characters and multiple support cards, which will be described in more detail later. Therefore, the training game uses the inheritance characters and support cards composed of the deck.
[0043] Once the main character and deck (inherited characters and support cards) are set up, the game transitions from the preparation phase to the training phase, and the game for training the main character begins. Players can possess the characters they have trained in the training game as their own trained characters. As described above, players can assemble their trained characters into a team and use them in team-based competitive games.
[0044] Thus, the main objectives of the game in this embodiment are to train characters through a training game and to improve the ranking in a team competition game using the trained characters.
[0045] Furthermore, this embodiment includes functions for sharing training characters or support cards among players, and functions for sharing information among multiple players. Players can set training characters and support cards that other players can use in the training game. Specifically, as shown in Figure 3A, a settings operation unit 106 is provided in the upper right corner of the home screen 100. When the settings operation unit 106 is tapped, the options settings screen 110 is displayed.
[0046] Figure 3B illustrates an example of the option settings screen 110. The option settings screen 110 is a screen where various types of information can be viewed and configured. The option settings screen 110 is provided with multiple operation buttons, and when an operation button is tapped, the corresponding information can be viewed and configured.
[0047] The options settings screen 110 includes a profile settings control panel 110a and a close control panel 110b. When the close control panel 110b is tapped, the options settings screen 110 is closed and the home screen 100 is displayed. When the profile settings control panel 110a is tapped, the profile settings screen 120 is displayed.
[0048] Figure 3C illustrates an example of the profile settings screen 120. On the profile settings screen 120, players can view and set their profile information. Profile information includes profile character, player name, player ID, affiliated club, representative character, and rental card.
[0049] The profile character functions as a character that is displayed when a player's information is viewed by other players. For example, the profile character is displayed when using the Circle function, which is a place for sharing information with other players. The profile settings screen 120 displays the currently set profile character image 122. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. On the profile character change screen, the player can change their profile character.
[0050] Furthermore, the profile settings screen 120 displays the player name set by the player, the player ID assigned to the player, and the name of the circle to which the player belongs. The profile settings screen 120 also includes a representative character setting operation section 126a and a rental card setting operation section 126b.
[0051] When the Representative Character Setting Operation Unit 126a is tapped, a Representative Character Setting screen (not shown) is displayed. On the Representative Character Setting screen, the player can set one of the characters they have trained as their representative character. The Representative Character Setting Operation Unit 126a displays an icon image indicating the currently set representative character. As will be explained in more detail later, the representative character can be included in the deck of other players' training games as an inherited character.
[0052] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards they own as a rental card. The rental card setting operation unit 126b displays an icon image indicating the currently set rental card. As mentioned above, support cards set as rental cards can be added to other players' decks and used in the training game played by those other players.
[0053] Although a detailed explanation will be omitted, when profile information is changed on the profile settings screen 120, the change information is sent to the server 1000. The server 1000 stores the profile information for each player.
[0054] Furthermore, as shown in Figure 3A, a settings icon 128 is displayed on the home screen 100. When the settings icon 128 is tapped, the home settings screen 130 is displayed.
[0055] Figure 3D illustrates an example of the home settings screen 130. On the home settings screen 130, the player can set the home screen setting characters 132 that are displayed on the home screen 100. The player can set up to four home screen setting characters 132 that are displayed on the home screen 100.
[0056] Although not shown in the diagram, when a left or right flick operation is input on the home screen 100, the screen displayed on the display 26, i.e., the display of the home screen 100, switches. The home screen 100 displays the four home screen setting characters 132 that are currently set. Each home screen setting character 132 is assigned the function of an operation unit displayed on the menu bar 102. Therefore, when a home screen setting character 132 displayed on the home screen 100 is tapped, the screen switches in the same way as when an operation unit on the menu bar 102 is tapped.
[0057] The home settings screen 130 clearly displays the character image and corresponding control section for each of the four currently set home screen characters 132. When a character image displayed on the home settings screen 130 is tapped, a character selection screen (not shown) is displayed. The player can select a home screen character 132 on the character selection screen. The player can also set the outfit for the home screen character 132 on the home settings screen 130.
[0058] Furthermore, as shown in Figure 3A, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, the circle screen is displayed. On the circle screen, players can exchange information with other players belonging to the same circle.
[0059] Furthermore, as shown in Figure 3A, an event icon 136 may be displayed on the home screen 100. In this embodiment, various participation events are held periodically or irregularly. In participation events, for example, a player can race a character they have raised in the training game against a character raised by another player or a so-called non-player character (hereinafter referred to as NPC). Multiple participation events are provided, and the content and difficulty of the race differ for each event. Each participation event has a set duration, and the event icon 136 is displayed during the duration of the event.
[0060] Please note that multiple events may be held simultaneously. Each event has its own event icon (136), and if multiple events are being held concurrently, the event icon (136) will switch at predetermined intervals. While a detailed explanation is omitted here, tapping an event icon (136) will display the event's dedicated event screen. Players can then participate in an event from this event screen.
[0061] Additionally, a guide icon 138 is displayed on the home screen 100. As will be explained in more detail later, tapping the guide icon 138 displays the guide settings screen 300. Players can enable the guide function on the guide settings screen 300. Players can set any race in currently running events or upcoming events in which their trained character can participate as a guide target on the guide settings screen 300. When any race is set as a guide target, the guide function is enabled. When the guide function is enabled, useful information about the race set as a guide target will be provided in the training game. Details of the guide function will be explained later.
[0062] Furthermore, when the training game control unit 104 is tapped on the home screen 100, the training game screen is displayed and the training game begins.
[0063] Figure 4A is a diagram illustrating an example of the enhancement screen 140. As described above, when the enhancement screen selection operation section 102b of the menu bar 102 is tapped, the enhancement screen 140 shown in Figure 4A is displayed. The enhancement screen 140 is provided with a character training screen selection operation section 140a, a support card screen selection operation section 140b, and a character training list screen selection operation section 140c.
[0064] Figure 4B is a diagram illustrating an example of the character training screen 142. When the character training screen selection operation unit 140a is tapped on the enhancement screen 140 shown in Figure 4A, the character training screen 142 shown in Figure 4B is displayed.
[0065] The character development screen 142 features an operation panel for displaying a screen for strengthening the characters the player owns. By operating this panel, the player can strengthen the characters they possess. By strengthening characters, the player can increase the level set for each character. Characters have various parameters, and these parameters increase as the level increases. By increasing a character's parameters, the player can develop characters with more powerful stats in the development game.
[0066] Furthermore, the character development screen 142 includes an operation section for displaying a list of characters owned by the player, as well as a list of items used to strengthen those characters.
[0067] When the support card screen selection operation unit 140b is tapped on the enhancement screen 140 shown in Figure 4A, a support card screen (not shown) is displayed. On the support card screen, the player can enhance the support cards they possess. By enhancing support cards, the player can increase the level set on the support card. Various parameters are set for support cards, and these parameters increase as the level increases. By increasing the parameters of support cards, the player can cultivate characters with stronger stats in the training game.
[0068] When the character training list screen selection operation unit 140c is tapped on the enhancement screen 140 shown in Figure 4A, the character training list screen (not shown) is displayed. On the character training list screen, the player can view a list of characters they have trained (hereinafter referred to as "trained characters") and check the status of each trained character. Next, the training game will be described in detail.
[0069] (Raising / training game) Figure 5 is a diagram illustrating the general flow of a training game. Training games can be broadly divided into setting games and training-focused games. As will be explained in more detail later, the training-focused game is a game in which the player selects one main character from among the characters they own and trains it as the target character.
[0070] Furthermore, the setting game is where the player registers their main character and deck (inherited characters and support cards), and corresponds to the preparation stage of the training game. Below, the processes performed in the setting game will be called the preparation stage processes, and the processes performed in the training main game will be called the training stage processes. To facilitate understanding, we will first explain the general flow of the preparation stage processes and training stage processes.
[0071] <Preparation Stage Processing> The preparation phase primarily involves registering the scenario, the main character, the deck (inherited characters and support cards), and specific characters. Support cards are intended to assist in the development of the main character. Each support card is always associated with one character, and the character associated with the support card registered during the preparation phase will assist in the development of the main character. Hereafter, the character associated with a support card will be referred to as a support character.
[0072] <Scenario Registration> On the home screen 100, when the player taps the training game control unit 104, a scenario selection screen (not shown) is displayed. In this embodiment, multiple scenarios for the training main game are provided. Each scenario of the training main game has a final goal and goals along the way, and the player must clear the set goals in order. Each goal and the time required to achieve it differs from scenario to scenario.
[0073] Furthermore, the gameplay differs for each scenario. These differences in gameplay result in variations in the abilities and characteristics of the ultimately generated character. Therefore, players need to select different scenarios depending on the type of character they want to develop. On the scenario selection screen, players can choose one of several scenarios. This section explains what happens when a specific scenario is selected. Once a scenario is selected on the scenario selection screen, it is registered.
[0074] <Registering the main character> Figure 6A is a diagram illustrating the main character selection screen 150. When a scenario is selected and registered on the scenario selection screen, the main character selection screen 150 is displayed. In the center of the main character selection screen 150, multiple character icons 151 are displayed, showing a list of characters owned by the player. At the top of the main character selection screen 150, a parameter display section 152 is displayed. At the bottom of the main character selection screen 150, a return operation section 153 labeled "Return" and a next operation section 154 labeled "NEXT" are displayed.
[0075] In this embodiment, initial values for ability parameters are set for each character, and the parameter display unit 152 displays the initial values of the ability parameters of the character corresponding to the character icon 151 selected by the player as numerical values. In this embodiment, a higher numerical value for the ability parameter indicates a higher ability.
[0076] Figure 7A is a diagram illustrating the ability parameter (initial value) table. In this embodiment, as shown in Figure 7A, the ability parameter (initial value) table stores the initial values of the ability parameters for each character. Based on the initial values of the ability parameters stored in the ability parameter (initial value) table, the parameter display unit 152 displays the initial values of the ability parameters.
[0077] In this embodiment, initial values for ability parameters are set for each of the multiple types of abilities for each character. Specifically, the ability parameters include a speed ability parameter labeled "Speed" in the parameter display unit 152, a stamina ability parameter labeled "Stamina" in the parameter display unit 152, a power ability parameter labeled "Power" in the parameter display unit 152, a tenacity ability parameter labeled "Spirit" in the parameter display unit 152, and a wisdom ability parameter labeled "Wisdom" in the parameter display unit 152.
[0078] The initial values of each character's ability parameters may be increased through player actions. For example, a character may have five levels, and the player may be able to increase the character's level by consuming in-game currency or designated items. In this case, the initial values of the ability parameters should increase as the character's level increases. The player can increase the values of the ability parameters in the main training game. In other words, the objective of the main training game is to train characters with higher valued ability parameters.
[0079] In this embodiment, aptitude parameters (initial values) are set for each character. Figure 7B is a diagram illustrating the aptitude parameter (initial value) table. In this embodiment, as shown in Figure 7B, the aptitude parameter (initial value) table stores the initial values of the aptitude parameters for each character. The initial values of the aptitude parameters are set to one of seven levels using the alphabet from A to G. Note that A indicates the highest aptitude and G indicates the lowest aptitude. The parameter display unit 152 may also display the initial values of the aptitude parameters based on the initial values of the aptitude parameters stored in the aptitude parameter (initial value) table.
[0080] In this embodiment, initial values for aptitude parameters are set for each of the multiple types of aptitudes for each character. Specifically, the aptitude parameters include aptitude parameters related to track aptitude for turf and dirt, aptitude parameters related to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters related to running style aptitude for front-runner, pace-setter, stalker, and closer.
[0081] Furthermore, the initial values of each character's aptitude parameters may be increased by spending in-game currency. Also, the values of the aptitude parameters may change during the main training game. In addition, during the main training game, the aptitude parameter may be set to S, which is higher than A.
[0082] Figure 6B is the first diagram illustrating the character details screen 160. Figure 6C is the second diagram illustrating the character details screen 160. When a character icon 151 on the main character selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. The character details screen 160 displays the detailed abilities of the character corresponding to the character icon 151 that was pressed and held on the main character selection screen 150.
[0083] The character details screen 160 displays the skill operation section 161 and the event operation section 162 in the center. As shown in Figure 6B, when the character details screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the execution of a personal race, which will be described later. The race development of each character becomes more advantageous when skills are activated.
[0084] Figure 7C is a diagram illustrating the skill table. As shown in Figure 7C, the skill table stores the skills of each character the player possesses. Based on the skills stored in the skill table, the skills are displayed on the character details screen 160, as shown in Figure 6B. Note that skills cannot be activated simply by possessing them; they can only be activated after being acquired. Below, skills that a character can activate will be referred to as acquired skills.
[0085] Each character is assigned one acquired skill, 161a, from the start of the main training game. In addition to the acquired skill 161a, each character is also assigned multiple possessed skills, 161b. Possessed skills 161b can be acquired after the start of the main training game by spending skill points, as described later. In other words, possessed skills 161b can be exchanged for acquired skills 161a by spending skill points.
[0086] In this embodiment, skills corresponding to "◎" in the skill table shown in Figure 7C are displayed as acquired skills 161a in the character details screen 160 of Figure 6B. Also, skills corresponding to "〇" in the skill table shown in Figure 7C are displayed as possessed skills 161b in the character details screen 160 of Figure 6B. In this embodiment, as shown in the character details screen 160 of Figure 6B, acquired skills 161a are highlighted to make it easier to distinguish between acquired skills 161a and possessed skills 161b.
[0087] In this embodiment, Figure 6B shows a case where one acquired skill 161a and seven possessed skills 161b are displayed as skills provided for each character, but it is not limited to this. For example, the number of acquired skills 161a and possessed skills 161b may differ for each character. Also, for example, the number of acquired skills 161a or possessed skills 161b for each character may increase due to the character's level increasing, the consumption of in-game currency or items, etc.
[0088] Furthermore, when the player taps the event operation section 162 on the character details screen 160, the content of the character details screen 160 changes, as shown in Figure 6C, and a dedicated event 162a for each character is displayed. In this case, as shown in Figure 6C, the event operation section 162 is highlighted. Dedicated events 162a occur when certain conditions are met in the main training game, and they display stories related to the characters appearing in the training game or change the values of ability parameters.
[0089] Figure 7D is a diagram illustrating the dedicated event table. As shown in Figure 7D, the dedicated event table stores dedicated events 162a for each character owned by the player. Based on the dedicated events 162a stored in the dedicated event table, the dedicated events 162a are displayed on the character details screen 160, as shown in Figure 6C. The dedicated events 162a may include hint events that allow the character to possess or acquire skills, ability events that increase or decrease the numerical values of the character's ability parameters, etc.
[0090] Furthermore, the special events 162a displayed on the character details screen 160 shown in Figure 6C may all be executed during the execution of the main training game, or at least some of them may be executed during the execution of the main training game, or none of them may be executed during the execution of the main training game if the predetermined conditions are not met. Also, for example, the number of special events 162a provided for each character may increase due to the increase in the character's level, the consumption of in-game currency or items, etc. Also, if the predetermined conditions are met, special events 162a that are not displayed as special events 162a may be executed during the main training game.
[0091] Furthermore, as shown in Figures 6B and 6C, a close operation button 163 labeled "close" is displayed at the bottom of the character details screen 160. When the close operation button 163 on the character details screen 160 is tapped, the display of the character details screen 160 ends, and the main character selection screen 150 is displayed on the display 26.
[0092] Furthermore, when the return operation button 153 is tapped on the main character selection screen 150 shown in Figure 6A, the home screen 100 shown in Figure 3A is displayed on the display 26. Also, when the next operation button 154 is tapped on the main character selection screen 150 shown in Figure 6A, the selected character is set as the main character, and the inherited character selection screen 170 is displayed on the display 26.
[0093] <Registering inherited characters> Figure 8A is the first diagram illustrating the inheritance character selection screen 170. Figure 8B is the first diagram illustrating the training character list screen 180. Figure 8C is the second diagram illustrating the inheritance character selection screen 170. Figure 8D is the third diagram illustrating the inheritance character selection screen 170. The inheritance character selection screen 170 is the screen on which the player registers inheritance characters. Inheritance characters are characters that inherit abilities, skills, etc., from the main character. The player can select two inheritance characters from their own training characters and representative characters of other players, such as follower or friend representative characters, which are extracted according to predetermined extraction conditions, and add them to their deck and register them. Note that only one representative character from another player can be added to the deck as an inheritance character in a single training game.
[0094] The inheritance character selection screen 170 is provided with a first inheritance character selection area 171a and a second inheritance character selection area 171b. When the screen transitions from the main character selection screen 150 to the inheritance character selection screen 170, as shown in Figure 8A, the first inheritance character selection area 171a and the second inheritance character selection area 171b are displayed as blank.
[0095] When the first inheritance character selection area 171a or the second inheritance character selection area 171b is tapped, the training character list screen 180, as shown in Figure 8B, is displayed. The training character list screen 180 has a My Character tab 181a and a Rental tab 181b. Below the My Character tab 181a and Rental tab 181b, there is a training character list display area. The training character list display area displays training character icons 182.
[0096] When the My Character tab 181a is selected, the training character icon 182 corresponding to the training character owned by the player is displayed, as shown in Figure 8B. Although not shown in the illustration, when the Rental tab 181b is selected, the training character icon 182 corresponding to the friend's representative character, i.e., the training character trained by the friend, is displayed. When the training character icon 182 is long-pressed, detailed information about the training character corresponding to the training character icon 182 is displayed.
[0097] Furthermore, when the training character icon 182 is tapped, the training character corresponding to the training character icon 182 is temporarily selected. Also, when the training character icon 182 is tapped, the inheritance character selection screen 170 is displayed, as shown in Figure 8C. At this time, for example, if the first inheritance character selection area 171a is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image of the training character that has been temporarily selected will be displayed in the first inheritance character selection area 171a. In addition, information related to the inheritance character used during training is linked to and stored for each training character. The first inheritance character selection area 171a displays information related to the inheritance character used when training the training character.
[0098] In this state, for example, if the second inheritance character selection area 171b is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image representing the training character that has been tentatively selected will be displayed in the second inheritance character selection area 171b, as shown in Figure 8D.
[0099] When two training characters are in a provisional selection state, the Next Operation Section 154 located on the Inheritance Character Selection Screen 170 is activated. When the activated Next Operation Section 154 is tapped, the provisionally selected training characters are added to the deck as inheritance characters and registered, and the Support Card Formation Screen 190, described later, is displayed.
[0100] Furthermore, on the inheritance character selection screen 170, the player must select two training characters as inheritance characters. If the two inheritance characters are not in a provisional selection state, the next operation unit 154 will be grayed out, as shown in Figures 8A and 8C, and the player's input will not be accepted. In addition, the inheritance character selection screen 170 is provided with a return operation unit 153, and when the return operation unit 153 is tapped, the main character selection screen 150 is displayed.
[0101] <Register your support card> Figure 9A is the first diagram illustrating the support card formation screen 190. When two inherited characters are registered on the inherited character selection screen 170, the support card formation screen 190 shown in Figure 9A is displayed. A support card display area 191 is provided in the center of the support card formation screen 190. The support card display area 191 contains multiple support card display frames 192. In addition, a return operation section 153 labeled "Return" and a start operation section 193 labeled "START" are displayed at the bottom of the support card formation screen 190.
[0102] The support card display area 191 displays multiple support card display frames 192 (six in this case). The number of support card display frames 192 displayed is the same as the number of support cards that the player can set. Initially, when the support card formation screen 190 is displayed, the support card display frames 192 are shown as blank.
[0103] In this embodiment, a player can set six types of support cards in their deck. Of the six types that a player can set, some (for example, five types) can be selected from the support cards the player owns. In addition, of the six types that a player can set, some (for example, one type) can be selected from support cards that other players, such as friends, have set as rental cards.
[0104] Figure 9B is a diagram illustrating the support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card formation screen 190 in Figure 9A, the support card selection screen 200 shown in Figure 9B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to the support cards the player possesses. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.
[0105] Although not shown in the diagram, when the support card display frame 192 in the lower right corner of the support card formation screen 190 is tapped, support cards set as rental cards by friends or players selected based on predetermined conditions such as a lottery are displayed on the support card selection screen 200. At this time, by tapping a support card displayed on the support card selection screen 200, the player can select one of their friends' support cards. In this way, players can use support cards owned by other players in the training game.
[0106] Figure 10A is a diagram illustrating the support card table. As shown in Figure 10A, the support card table stores the type of support character (i.e., character ID), rarity, level, and preferred training for each type of support card (i.e., support card ID) held by the player. Each support character corresponds one-to-one with each type of support card. In other words, each support card is always associated with a character ID of 1. To put it another way, each support card is always associated with a support character of 1.
[0107] In this embodiment, each support card is assigned a rarity level. There are three rarity levels: R (Rare), SR (Super Rare), and SSR (Super Special Rare). R is the lowest rarity, and SSR is the highest rarity. In this embodiment, support cards with higher rarity tend to have stronger support effects, as described later. Also, in this embodiment, support cards with higher rarity tend to have more skills and support events, as described later.
[0108] Support cards have 50 levels, from level 1 to level 50. Players can increase the level of a support card, and the level achieved by the player is stored for each support card. Support card levels can be increased using in-game currency or items. There is also a level cap for support cards, determined by their rarity.
[0109] For example, support cards with a rarity of R have a maximum level of 20, support cards with a rarity of SR have a maximum level of 25, and support cards with a rarity of SSR have a maximum level of 30.
[0110] Furthermore, the level cap can be increased in stages when certain conditions are met. For example, a support card with rarity R can have its level cap increased up to a maximum of level 40, a support card with rarity SR can have its level cap increased up to a maximum of level 45, and a support card with rarity SSR can have its level cap increased up to a maximum of level 50.
[0111] Figure 10B is a diagram illustrating the support effect table. As shown in Figure 10B, the support effect table stores the support effects for each type of support card held by the player.
[0112] Support effects increase various stats in the training-focused game. Support cards have multiple targets for their support effects. Examples of targets for support effects include physical strength, speed, stamina, power, tenacity, and intelligence.
[0113] Figure 10C is a diagram illustrating the possessed skills table. As shown in Figure 10C, the possessed skills table has skills set for each support card the player possesses. In this embodiment, the possessed skills are set for each support card so that the character set as the main character by the player possesses those skills. The possessed skills set for each support card can be acquired by the main character selected by the player when a hint event occurs during the main training game.
[0114] Figure 10D is a diagram illustrating the support event table. As shown in Figure 10D, the support event table stores the support events that may occur for each support card the player possesses. Support events are events that may occur during the execution of the main training game. When a support event occurs, the values of various stats in the main training game may increase or decrease.
[0115] For example, the support events that occur may be determined based on the number of turns, or they may be determined by a predetermined lottery. Furthermore, multiple support events may be selected in a single turn. In any case, the support events that occur should be determined according to a predetermined determination method set in advance.
[0116] Figure 9C is a second diagram illustrating the support card configuration screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable, as shown in Figure 9C. On the other hand, when not all six support cards are selected, the start operation unit 193 becomes inoperable, as shown in Figure 9A.
[0117] When the return operation unit 153 is operated on the support card formation screen 190, the inherited character selection screen 170 shown in Figure 8D is displayed on the display 26. Also, as shown in Figure 9C, when the start operation unit 193 is tapped on the support card formation screen 190, the selected support card is registered, and the final confirmation screen 195 (Figure 11), which will be described later, is displayed on the display 26.
[0118] Figure 11 is a diagram illustrating the final confirmation screen 195. On the final confirmation screen 195, the main character and deck (inherited character and support card) registered as described above are displayed. At the bottom of the final confirmation screen 195, a start operation section 195b labeled "START" and a cancel operation section 195c labeled "cancel" are displayed.
[0119] On the final confirmation screen 195, if the start operation button 195b is tapped, the game screen 210 (Figure 15A) is displayed on the display 26. Also, on the final confirmation screen 195, if the cancel operation button 195c is tapped, the support card formation screen 190 is displayed on the display 26.
[0120] <Registering a specific character> As described above, once the main character, inherited character, and support card are registered, a specific character is then registered. In this embodiment, four types of characters are pre-set as specific characters.
[0121] Figure 12 is the first diagram illustrating the character identification information table. Figure 13 is the second diagram illustrating the character identification information table. Figure 12 shows the case where "Character C" is registered as the main character, and "Character E", "Character I", "Character L", "Character M", "Character Q", and "Character T" are registered as support characters. Figure 13 shows the case where "Character F" is registered as the main character, and "Character E", "Character J", "Character L", "Character M", "Character Q", and "Character T" are registered as support characters.
[0122] In this embodiment, when registering a support card, restrictions are in place to prevent duplication between the character type set as the main character and the character type set as the support character.
[0123] In this embodiment, as shown in Figure 12, "Character F," "Character J," "Character N," and "Character R" are set as specific characters. When the player selects a main character from among the multiple characters, the selected character is registered as the main character in the character identification information table.
[0124] Additionally, when a support card is selected by the player, the character identification information table is updated, and the character corresponding to the selected support card is registered as a support character.
[0125] Furthermore, when information relating to the main character and support card is registered in the character identification information table, information relating to a specific character is registered. At this time, as shown in Figures 12 and 13, regardless of the type of main character and support character registered, "Character F," "Character J," "Character N," and "Character R" are registered as specific characters. Once a specific character is registered in this way, the preparation stage processing is completed.
[0126] <Growth Stage Processing> When the preparation stage processing is completed, the growth stage processing is started. In the growth stage processing, the main character can be raised. Hereinafter, the basic flow of the main growth game will be described.
[0127] FIG. 14 is a diagram explaining selection items for each turn. Here, the selection items for each turn are set for each type of the main character. However, common selection items may be set regardless of the type of the main character. As shown in FIG. 14, the growth game is composed of from the 1st turn to the 78th turn, and has a game property in which various parameters are updated according to a player's selection result in each turn. The number of turns and the selection items for each turn may be different for each scenario, or may be common to all scenarios.
[0128] FIG. 15A is a first diagram explaining a game screen 210. FIG. 15B is a second diagram explaining the game screen 210. When the processing shifts to the growth stage processing, the game screen 210 shown in FIGS. 15A and 15B is displayed on the display 26. At an upper portion of the game screen 210, a stamina display portion 211a and a condition display portion 211b are displayed. A parameter of "stamina" is set for the main character. The parameter of "stamina" is mainly used for calculating a failure rate which is a probability of failing in training described later. The stamina display portion 211a is displayed so that the remaining amount of "stamina" of the current main character can be visually recognized with respect to the upper limit value of "stamina".
[0129] Further, a parameter of "condition" is set for the main character. The condition display portion 211b is displayed so that the current "condition" of the main character can be visually recognized in a plurality of stages (five stages: extremely poor, poor, normal, good, extremely good). The higher the value of the "condition" parameter, the more advantageous the race development of the main character becomes, and the larger the increase value of the ability parameter by training becomes.
[0130] Additionally, a guide function notification icon 212 is displayed on the game screen 210. The guide function notification icon 212 indicates whether the guide function described above is enabled or disabled. For example, if the guide function is disabled, "OFF" will be displayed on the guide function notification icon 212, as shown in Figure 15A. On the other hand, if the guide function is enabled, "ON" will be displayed on the guide function notification icon 212, as shown in Figure 15B. Here, we will first explain the case where the guide function is disabled, and then explain the case where the guide function is enabled.
[0131] In addition, the game screen 210 displays an image of the main character, a status display section 213, and a skill point display section 214 in the center. The status display section 213 shows the current status of the main character as a numerical value and in multiple rank levels. Specifically, in this embodiment, the numerical values and ranks of each ability parameter, "Speed," "Stamina," "Power," "Spirit," and "Wisdom," are displayed. The skill point display section 214 shows the remaining amount of skill points that the main character possesses in the training game as a numerical value.
[0132] Additionally, the bottom of the game screen 210 displays the rest control section 215 labeled "Rest," the training control section 216 labeled "Training," the skill control section 217 labeled "Skill," the going out control section 218 labeled "Going Out," and the personal race control section 219 labeled "Race." The top of the game screen 210 also displays the current turn number.
[0133] Furthermore, the player can select one of the following options in each turn: "Rest" (rest control unit 215), "Training" (training control unit 216), "Going Out" (going out control unit 218), or "Race" (individual race control unit 219). As shown in Figure 14, the selectable options for each turn are pre-set.
[0134] Furthermore, in this embodiment, a target race is set for each main character in the training game. Specifically, in turns when a target race is set, the items in the rest operation unit 215, training operation unit 216, and outing operation unit 218 become unselectable, as shown in Figure 14 for turns 20, 30, 35, 57, 59, 74, 76, and 78. Therefore, in turns when such a target race is set, as shown in Figure 15B, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are displayed grayed out, and the player's input is not accepted. Consequently, in this turn, the player must select the personal race operation unit 219.
[0135] In this embodiment, as shown in Figure 14, the period from the 1st turn to the 24th turn is called the junior class, the period from the 25th turn to the 48th turn is called the classic class, the period from the 49th turn to the 72nd turn is called the senior class, and the period from the 73rd turn to the 78th turn is called the final.
[0136] Furthermore, the skill control unit 217 is set to be selectable at all times during every turn. As will be explained in more detail later, even if a skill is acquired, the turn does not end.
[0137] Figure 16A is the first diagram illustrating the training screen 220. Figure 16B is the second diagram illustrating the training screen 220. When the training operation unit 216 of the game screen 210 is operated, the training screen 220 is displayed on the display 26.
[0138] As shown in Figure 16A, training items are displayed at the bottom of the training screen 220. Here, the speed control unit 221 labeled "Speed," the stamina control unit 222 labeled "Stamina," the power control unit 223 labeled "Power," the tenacity control unit 224 labeled "Spirit," and the intelligence control unit 225 labeled "Wisdom" are displayed.
[0139] When the player taps any of the control units 221 to 225 once, the training item corresponding to the tapped control unit 221 to 225 is provisionally selected, and the control unit 221 to 225 corresponding to the provisionally selected training item is highlighted. Figure 16A shows the power control unit 223 in a provisionally selected state. Figure 16B shows the stamina control unit 222 in a provisionally selected state.
[0140] Additionally, each control panel 221-225 displays the training level for each training item. The training level is a parameter that increases based on factors such as the number of training sessions; the higher the training level, the greater the increase in ability parameters when training is performed. The training level is initially set to level 1 and can increase up to a maximum of level 5.
[0141] Additionally, the operation units 221-225, which are currently under provisional selection, display a failure rate indicator 226 labeled "Failure". The failure rate, displayed numerically in the failure rate indicator 226, is set to increase inversely proportional to the remaining health displayed in the health indicator 211a.
[0142] Furthermore, the status display unit 213 displays the value by which the ability parameter increases if the training corresponding to the tentatively selected operation unit 221-225 is executed and successful. For example, in the example shown in Figure 16A, the power operation unit 223 is tentatively selected, and "+8" is displayed for "Stamina" and "+10" for "Power" in the status display unit 213. In the example shown in Figure 16B, the stamina operation unit 222 is tentatively selected, and "+15" is displayed for "Stamina" and "+5" for "Spirit" in the status display unit 213.
[0143] Furthermore, if the training is successfully executed, an event notification display 227 is displayed on the operation units 221-225 corresponding to the training item in which a predetermined event occurs. The event notification display 227 can be displayed in different ways depending on the type of event.
[0144] Furthermore, as shown in Figure 16B, the upper right corner of the training screen 220 displays character placement icons 228 for each of the tentatively selected operation units 221 to 225, corresponding to the characters placed in the training. If the training is successful and a predetermined event occurs corresponding to the character displayed on the character placement icon 228, an event notification display 227 is displayed on the corresponding character placement icon 228. Hereafter, training in which characters are placed will be referred to as joint training.
[0145] Figure 16C illustrates the training result notification screen 220a. When any of the tentatively selected operation units 221 to 225 is tapped again, the training corresponding to the tapped operation unit 221 to 225 is executed. Once the training is executed, the training result notification screen 220a, which notifies the success or failure of the training, is displayed on the display 26. Here, the word "Success" is displayed, notifying the player that the training was successful.
[0146] Furthermore, at this time, the ability parameters in the status display unit 213 are updated based on the success of the training. In other words, the ability parameters of the main character corresponding to the training item selected by the player are updated.
[0147] Here, the values of the ability parameters that increase upon successful training, as displayed in the status display unit 213 in Figure 16A or Figure 16B, are added. In addition, the display in the stamina display unit 211a is updated according to the training item performed. If any of the speed, stamina, power, or tenacity training is successful, stamina decreases. On the other hand, if the intelligence training is successful, stamina recovers.
[0148] Furthermore, if training fails, a predetermined penalty will be imposed. Specifically, the penalties may include a decrease in physical strength, a decrease in ability parameters, a decrease in overall condition, etc. It should be noted that, for example, the penalty imposed when the failure rate is high may be more unfavorable than the penalty imposed when the failure rate is low (for example, a larger decrease in physical strength, a larger decrease in ability parameters, or a larger decrease in overall condition).
[0149] Furthermore, the nature of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may decrease, and if power training fails, the value of the power ability parameter may decrease. In addition, for some training items (for example, intelligence), no penalty may be imposed even if the training fails.
[0150] Figure 16D is a diagram illustrating the event screen 220b. After the training results notification screen 220a finishes displaying, the event screen 220b may be displayed on the display 26. Various events are executed on the event screen 220b. Note that multiple events may occur in a single turn.
[0151] For example, if a hint event occurs, the player will receive a hint about a skill. Once a hint is obtained, the player can spend skill points to acquire the skill. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has defined activation conditions and effects, and when the respective activation conditions are met, the predetermined effect is activated. Skills may be activated during the execution of individual races, which will be described later.
[0152] Events include events that grant skills, events that restore stamina, events that decrease stamina, events that increase ability parameters, events that decrease ability parameters, events that increase condition, events that decrease condition, etc. As will be explained in more detail later, events include predetermined events for each turn and events that occur when you win a predetermined lottery. Also, once all events have finished, the game screen 210 for the next turn will be displayed.
[0153] Figure 17A is the first diagram illustrating the skill screen 230. Figure 17B is the second diagram illustrating the skill screen 230. When the skill operation unit 217 of the game screen 210 is operated, the skill screen 230 shown in Figure 17A is displayed on the display 26.
[0154] The skill screen 230 displays multiple skill display fields 231. These fields show acquired skills, pre-set skills for the main character, and acquired skills through various events. Furthermore, if a hint event occurs for an acquired skill, the skill points required to acquire that skill are discounted. Here, for acquired skills for which a hint has been obtained, the required skill points are displayed at a discounted rate. At this time, a discount rate icon 232 indicating the discount rate is displayed alongside the skill display field 231.
[0155] Furthermore, the skills displayed in the skill display area 231 show the activation conditions and effects of each skill when activated. Above the skill display area 231, the skill point display area 214 is displayed. When a player acquires a skill by consuming skill points based on their actions, the acquired skill is marked with "GET" as shown in Figure 17B, indicating that the acquired skill has been obtained. At this time, the consumed skill points are deducted from the skill points displayed in the skill point display area 214.
[0156] Figure 18A is the first diagram illustrating the race selection screen 240. When the personal race control unit 219 of the game screen 210 is operated, the race selection screen 240 shown in Figure 18A is displayed. The races are gameplay in which the main character races against NPCs.
[0157] In the center of the race selection screen 240, a race selection control section 241 is displayed for selecting the race type in which the main character will participate. At the bottom of the race selection screen 240, a start control section 242 is displayed. Each race type has a defined race track and distance from the start to the finish line. Hereafter, the combination of the race track and the distance from the start to the finish line will be referred to as a course. The race selection control section 241 displays the race name and course details set for each race type. The player can then select the race type in which the main character will participate after reviewing the course details. Note that the races selectable via the race selection control section 241 on the race selection screen 240 are pre-set for each turn.
[0158] Each race event has pre-set entry conditions, and players can only enter their main character in race events for which they meet the entry conditions. As mentioned above, some race events have a specified number of fans as an entry condition. For race events where the specified number of fans is not met, the entry conditions are displayed on the race selection control unit 241, as shown in Figure 18A, and the player is notified that they cannot select that race event. In addition, in target turns where a target race has been set, only the target race is displayed as selectable on the race selection screen 240.
[0159] Figure 18B is a diagram illustrating the race start screen 250. When a race event is selected using the race selection control unit 241 and the start control unit 242 is operated, the race start screen 250 shown in Figure 18B is displayed. The strategy display unit 251 is displayed in the center of the race start screen 250. The strategy display unit 251 also highlights the currently selected strategy (closing, sprint, leading, breakaway). The strategy display unit 251 also displays the change control unit 252. When the change control unit 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the race strategy to any strategy by operating on the strategy change screen.
[0160] Furthermore, the results control unit 253 and the race control unit 254 are displayed at the bottom of the race start screen 250. When the race control unit 254 is operated, the race screen is displayed on the display 26. As will be explained in more detail later, the race screen displays a video of the race's progress (hereinafter also referred to as the race video). On the other hand, when the results control unit 253 is operated, the race results are reported without displaying the race video. Alternatively, a simulation may be performed by operating the start control unit 242 to derive the race results.
[0161] Figure 18C is the first diagram illustrating the race results screen 260. Figure 18D is the second diagram illustrating the race results screen 260. When the playback of the race video ends, and when the results operation unit 253 is operated, the race results screen 260 is displayed on the display 26. As shown in Figure 18C, the race results screen 260 displays the finishing order of the main character in that race. Also, as shown in Figure 18D, the race results screen 260 displays the current class of the main character.
[0162] In this embodiment, the main character is categorized into classes based on the number of fans acquired. Each class has a set range of fan counts. Here, the main character is classified into one of eight classes based on the number of fans. On the race results screen 260, the cumulative number of fans acquired in the current race is displayed, which is the sum of the number of fans acquired in previous races. The current class corresponding to the cumulative number of fans is also identified and displayed.
[0163] In the training game described above, the game ends when all turns are completed. Also, if a character fails to achieve their individual goals during the training game, the game ends at that point.
[0164] When the training game ends, the main character trained in the training game is remembered as the trained character. More precisely, information about the trained character trained in the training game (hereinafter referred to as "trained character information") is stored linked to the player ID. Note that the trained character information is stored on both player terminal 1 and server 1000. The trained character information stored linked to the player ID includes the main character's ability parameters, aptitude parameters, acquired skills, all race results, inheritance information, etc., at the time the training game is completed.
[0165] In this system, the ability parameters, aptitude parameters, and acquired skills associated with the character being trained are exactly the same as those of the main character at the completion of the training game. However, the parameters of the character being trained should be based on the parameters associated with the main character at the completion of the training game. Therefore, the parameters of the main character at the completion of the training game and the parameters of the character being trained do not necessarily have to match.
[0166] For example, the ability parameters of the character being trained may be determined by adding, subtracting, or multiplying a predetermined value to the ability parameters of the main character at the completion of the training game. Also, for example, the skills that the main character can acquire in the training game may be different from the skills used in races outside the training game, such as the races in the participation events mentioned above. For example, suppose the main character acquires skill A in the training game. In this case, skill AA may be associated with the character being trained as an acquired skill. In this case, skill AA may differ from skill A in at least one of its name, content, or parameters.
[0167] Furthermore, in the above case, if a predetermined condition is met during the training game, the player may be able to choose whether the skill associated with the training character is Skill A or Skill AA. Alternatively, for example, if the predetermined condition is not met during the training game, Skill A may be associated with the training character, and if the predetermined condition is met, Skill AA may be associated with the training character.
[0168] Also, here, information indicating that a skill has been acquired is associated with the main character and the trained character. In other words, a parameter indicating that each skill has already been acquired is associated with the main character. For example, when a skill is acquired during a training game, the parameter indicating the acquired skill is updated from an unacquired parameter value to an already acquired parameter value. Here, no parameters such as level are set for the acquired skills, but other parameters such as level may be set for the acquired skills, for example.
[0169] In any case, in the training game, it is only required that the first parameters (ability parameters, aptitude parameters, skills) associated with the main character are updated based on the player's operation input, and the trained character associated with the second parameters is generated based on the first parameters of the main character updated in the training game.
[0170] In addition, the first parameters include a plurality of first specific parameters (skills), and the second parameters only need to include a plurality of second specific parameters (skills) that are the same as any of the first specific parameters or correspond to any of the first specific parameters.
[0171] Further, in the training game, it is only required that any one of the plurality of first specific parameters can be selected by the player, the selected first specific parameter is associated with the character to be trained, and the first specific parameter selected by the player is updated.
[0172] Furthermore, once the training game is complete, a rating score for the trained character is calculated. This rating is calculated based on the character's ability parameters, aptitude parameters, acquired skills, and individual race results at the end of the training game. The method for calculating the rating, or in other words, the formula for calculating the rating, is predetermined, and the rating is calculated based on this formula. The method and formula for calculating the rating are not particularly limited. For example, the rating could be calculated based only on parameters that affect the race results when the trained character participates in team games or other races, such as ability parameters, aptitude parameters, and acquired skills at the end of the training game.
[0173] Furthermore, each character being trained is assigned a training rank based on their evaluation score. The training rank is an indicator of the character's strength, and each rank is associated with a range of evaluation scores. For example, a character with an evaluation score of 13,000 to 14,499 will be given an "A+" training rank, and a character with an evaluation score of 14,500 to 15,499 will be given an "S" training rank. By assigning training ranks based on evaluation scores in this way, it becomes easier to understand the approximate strength of each character being trained. Note that the character information includes both the evaluation score and the training rank.
[0174] Figure 19A is the first diagram illustrating the training completion screen 270. Figure 19B is the second diagram illustrating the training completion screen 270. Figure 19C is the third diagram illustrating the training completion screen 270. When the training game ends, the training completion screen 270 is displayed on the display 26 as shown in Figure 19A. First, the training rank of the trained character is displayed on the training completion screen 270, and then, as shown in Figure 19B, the evaluation score is displayed. After a predetermined time has elapsed since the evaluation score was displayed, the training completion screen 270 displays the training character's ability parameters, aptitude parameters, and acquired skills as shown in Figure 19C. At this time, the training completion screen 270 is provided with a close operation button 271. When the close operation button 271 is tapped, the training completion screen 270 is hidden, and the home screen 100 is displayed on the display 26.
[0175] As described above, in this embodiment, participation events are held periodically or irregularly. Participants can use characters trained in the aforementioned training game, and characters generated based on the completion of the training game. The following describes participation events that can be played outside of the training game.
[0176] Figure 20 illustrates an example of a participation event. Here, we assume that the event consists of three parts: Participation Event 1, Participation Event 2, Participation Event 3, and Participation Event 4. As shown in Figure 20, each participation event has a set duration. While an example duration of two weeks to one month is shown, any duration can be set. In the example shown in Figure 20, Participation Event 1, Participation Event 2, and Participation Event 3 can be held simultaneously at most.
[0177] Furthermore, each participating event has at least one race type set. For example, the first participating event has three races: Race 1, Race 2, and Race 3. Each of these three races is different. Specifically, Race 1 of the first participating event is held at Tokyo Racecourse, on a turf track, over a distance of 2400m; Race 2 is held at Kyoto Racecourse, on a turf track, over a distance of 1600m; and Race 3 is held at Hanshin Racecourse, on a dirt track, over a distance of 1200m. During the duration of the first participating event, players can enter their training characters in these three races.
[0178] Similarly, the second participation event also has three races set up. On the other hand, the third and fourth participation events have only one race set up, as shown in the diagram. Thus, each participation event has at least one race in which the character being trained can participate. In addition, the races set up in the participation events have race conditions such as the race track, track type, and distance.
[0179] Each participating event is assigned a unique event ID. Various pieces of information, such as the event duration shown in Figure 20, are linked to this event ID.
[0180] The primary objective of these participation events is for players to enter their trained characters and win first place. The existence of these events motivates players to create trained characters capable of winning first place in these events. However, as mentioned above, the race conditions set for each event vary. Because the race conditions differ, the abilities and characteristics required for a trained character to win first place will also differ from race to race in each event.
[0181] Therefore, in order to generate a training character capable of winning first place in a participating event's race, the player must consider the optimal training strategy for the race conditions of that event. However, considering the optimal training strategy for each race in a participating event is extremely cumbersome for the player. Therefore, in this embodiment, a guide function is provided to assist in generating a training character suitable for the target event's race. The guide function is described in detail below.
[0182] Figure 21 is a diagram illustrating the recommended information for participating events. Each participating event is associated with recommended information. Recommended information is set for each race in each participating event. Recommended information is information recommended for training the training character to participate in the races of each participating event. Here, recommended scenarios, recommended support cards, and recommended skills are provided as recommended information.
[0183] The recommended scenario is a scenario suitable for generating training characters to participate in the races of the event you are participating in. Here, each race in the event you are participating in is associated with a scenario-specific scenario ID. For example, Scenario A is associated with the first race of the first event you are participating in as the recommended scenario.
[0184] Therefore, to generate a training character suitable for the first race of the first event you participate in, it is advisable to select Scenario A and play the training game. In other words, playing the training game with Scenario A makes it easier to generate a training character suitable for the first race of the first event you participate in than playing the training game with any other scenario.
[0185] In this example, one scenario is associated with each race in each participating event as the recommended scenario. However, multiple scenarios may be associated with a single race as recommended scenarios. Furthermore, races without a recommended scenario may be included.
[0186] Recommended support cards are support cards suitable for generating training characters to participate in races in participating events. Here, each support card is associated with a unique support card ID for each race in the participating event. For example, for the second race of the second participating event, the recommended support cards are support card IDs "0013", "0015", and "0020". Therefore, to generate training characters suitable for the second race of the second participating event, it is advisable to play the training game using support cards with support card IDs "0013", "0015", and "0020".
[0187] In this example, multiple support cards are associated with each race in each participating event as recommended support cards. However, it is also possible for only one support card to be associated with a single race as a recommended support card. Furthermore, some races may not have any recommended support cards associated with them.
[0188] Recommended skills are skills that are desirable for the training character participating in the event races to have acquired. In other words, recommended skills are skills that provide a particularly advantageous effect to the training character participating in the event races. To put it another way, recommended skills are skills that the main character should acquire during the training game in order to create the training character that will participate in the event races. Here, each event race is associated with a unique skill ID.
[0189] In this embodiment, recommended skills are broadly categorized into first recommended skills and second recommended skills. First recommended skills provide a more advantageous benefit in races of participating events compared to second recommended skills. For example, in the first race of the third participating event, skill IDs "60," "61," and "62" are associated as first recommended skills, and skill IDs "65," "66," and "67" are associated as second recommended skills. Therefore, in order to create a training character suitable for the first race of the third participating event, it is desirable to have the main character acquire skills with skill IDs "60," "61," "62," "65," "66," and "67."
[0190] Here, recommended skills are broadly categorized into first and second recommended skills, but distinction or classification of recommended skills is not mandatory. Also, while multiple skills are associated as recommended skills for each race in each participating event, only one skill may be associated as a recommended skill for a single race. Furthermore, there may be races to which no recommended skills are associated.
[0191] The above recommended information is pre-set for each race in the participating event, based on the race track, track conditions, distance, etc. However, the above recommended information may also be automatically determined by AI or other means based on past game participation and race results. For example, it is conceivable to store information on the training character that came in first place in races in which each player's training character is eligible to participate. In this case, the training character information would include the scenario of the training game in which the training character was trained, the support cards used, and the skills acquired.
[0192] Furthermore, in races where the race conditions (race track, track type, distance, etc.) are identical to those of the participating event, recommended information may be determined based on the information of the training character that came in first place. For example, in races where the race conditions (race track, track type, distance, etc.) are identical to those of the participating event, the top five skills acquired by the training character that came in first place may be determined as recommended skills.
[0193] Furthermore, the above recommended information may be automatically determined by AI or other means based on past game participation and race performance. For example, it is conceivable that the skills acquired by the training character participating in a race could be accumulated for each player's training character in a predetermined race in which the character is eligible to participate. In this case, the top 5 skills acquired by the training character participating in a race with the same race conditions as the event race, such as the race track, turf, and distance, may be determined as the recommended skills.
[0194] Here, each participating event ID is linked to a race ID specific to the race type. Furthermore, each participating event ID and race ID is linked to recommended information as shown in Figure 21. However, the recommended information does not have to be directly linked to the participating event ID; it may be linked to predetermined information corresponding to the participating event ID. Examples of predetermined information corresponding to the participating event ID include information related to the announcement of the event, information regarding participation rights or conditions for participating in the event, and community information such as social media.
[0195] Figure 22A is a diagram illustrating the event selection page of the guide settings screen 300. Figure 22B is a diagram illustrating the race type selection page of the guide settings screen 300. Figure 23 is a diagram illustrating the recommended information list page of the guide settings screen 300. When the guide icon 138 is tapped on the home screen 100 shown in Figure 3A, the event selection page of the guide settings screen 300 shown in Figure 22A is displayed. The event selection operation unit 301 of the guide settings screen 300 displays the event selection operation unit 301. The event selection operation unit 301 corresponds to one event that can be set as a guide target. Here, it is shown that four events, from the first to the fourth event, can be set as guide targets.
[0196] Here, the events that can be designated as guided events are those currently underway and those scheduled to be held in the future. However, the events that can be designated as guided events may be limited to those currently underway. Alternatively, events that have been held in the past but are no longer being held may also be included as events that can be designated as guided events. Furthermore, regardless of the number of events currently underway, one or more events designated by the organizers may be set as events that can be designated as guided events.
[0197] On the event selection page of the guide settings screen 300, the player can select a participating event that can be set as a guide by tapping the event selection operation unit 301. For example, suppose the event selection operation unit 301 corresponding to the first participating event is tapped on the event selection page of the guide settings screen 300. In this case, as shown in Figure 22B, the race type selection page of the guide settings screen 300 is displayed. The race type selection page displays the race type selection operation unit 302. Here, three race type selection operation units 302 are displayed, corresponding to the first race, second race, and third race, which are set as the first participating event.
[0198] The player can select a race type that can be set as the guide target by tapping the race type selection operation unit 302. Once a race type is selected, the recommended information list page of the guide setting screen 300 will be displayed on the guide setting screen 300, as shown in Figure 23. However, if the event selection operation unit 301 corresponding to an event in which only one type of race is set is tapped on the event selection page of the guide setting screen 300, the recommended information list page shown in Figure 23 will be displayed without the race type selection page being displayed.
[0199] The recommended information list page on the guide settings screen 300 displays the race conditions display section 303, the strategy operation section 304, the recommended scenario display section 305, the recommended character display section 306, and the recommended skill display section 307.
[0200] The race conditions display area 303 displays the race conditions for the selected race type. The strategy operation unit 304 includes four operation sections labeled "Escape," "Leading," "Stalking," and "Closing." The four operation sections of the strategy operation unit 304 correspond to the four strategies: "Escape," "Leading," "Stalking," and "Closing."
[0201] The recommended scenario display area 305 displays the recommended scenario for the selected race type. The recommended character display area 306 displays icons of characters suitable for the strategy selected in the strategy operation unit 304. Therefore, when each operation unit of the strategy operation unit 304 is tapped, the icons displayed in the recommended character display area 306 change. The recommended skill display area 307 displays the recommended skills for the selected race type. In addition, the recommended support cards for the selected race type may be displayed on the guide settings screen 300.
[0202] Furthermore, a setting operation section 308 and a closing operation section 309 are provided at the bottom of the recommended information list page on the guide settings screen 300. When the setting operation section 308 is tapped, the race of the event selected by the player on the guide settings screen 300 is stored and saved as a guide target. When the closing operation section 309 is tapped, the recommended information list page is hidden, and the event selection page or race type selection page is displayed.
[0203] As described above, the player can set any one of the participating event races as the guide target on the guide settings screen 300. Setting a guide target enables the guide function. When the guide function is enabled, the guide settings screen 300 may accept an operation to disable the guide function.
[0204] Figure 24 illustrates the Guide Function Usage Confirmation dialog 310. For example, suppose the training game operation unit 104 is operated on the home screen 100 shown in Figure 3A. As described above, when the training game operation unit 104 is operated, the training game starts. When the training game starts, as described above, a scenario selection screen (not shown) is displayed in the setting game. At this time, if the guide function is disabled, the Guide Function Usage Confirmation dialog 310 is displayed superimposed on the scenario selection screen. In other words, the Guide Function Usage Confirmation dialog 310 is displayed only when the guide function is disabled. To put it another way, if the guide function is enabled, the Guide Function Usage Confirmation dialog 310 is not displayed.
[0205] The Guide Function Usage Confirmation Dialog 310 allows the user to select whether or not to use the guide function. The Guide Function Usage Confirmation Dialog 310 displays the message, "Do you want to use the guide function?". Below the message, the Guide Function Usage Confirmation Dialog 310 also has an "Use" operation section 310a and a "Disuse" operation section 310b. If there is a participant event that can be set as a guide target, tapping the "Use" operation section 310a will display the guide setting screen 300, and the guide target can be set as described above. At this time, on the recommended information list page of the guide setting screen 300 shown in Figure 23, tapping the setting operation section 308 will display the scenario selection screen with the guide function enabled.
[0206] Furthermore, if there are no participating events that can be set as guide targets, tapping the operation unit 310a will display an unillustrated dialog box informing the user that there are no participating events that can be set as guide targets. In this case, once the specified operation is entered, the dialog box will disappear, and the scenario selection screen will be displayed with the guide function disabled. Note that if the training game operation unit 104 is operated with the guide function enabled, the guide function usage confirmation dialog 310 will not be displayed, and the scenario selection screen will be displayed with the guide function enabled.
[0207] The guide function usage confirmation dialog 310 also includes a checkbox 310c. By tapping the checkbox 310c in the guide function usage confirmation dialog 310, the player can prevent the guide function usage confirmation dialog 310 from being displayed in the future.
[0208] Furthermore, as mentioned above, in the setting game, the player must sequentially set the scenario, main character, inherited character, and support card. If the guide function is enabled, for example, suppose the scenario selected by the player is not set as the recommended scenario for the race in the guided event. In this case, the player may be notified that the scenario selected does not match the recommended scenario. This notification of mismatch with the recommended information may also be given when the main character, inherited character, and support card are selected. Alternatively, just before switching from the setting game to the training main game, the player may be notified that the registered information does not match the recommended information.
[0209] Figure 25 is a third diagram illustrating the skill screen 230. When the guide function is enabled, the first identification icon 235a and the second identification icon 235b are displayed on the skill screen 230 that is shown during the training game. The first identification icon 235a indicates that the skill is associated with the race of the event that is set as a guide target as the first recommended skill. Similarly, the second identification icon 235b indicates that the skill is associated with the race of the event that is set as a guide target as the second recommended skill.
[0210] Here, the skill corresponding to the skill display field 231 displayed at the top of the skill screen 230 is linked as the first recommended skill for the race of the event set as the guide target. In addition, the skill corresponding to the skill display field 231 displayed in the third row from the top on the skill screen 230 is linked as the second recommended skill for the race of the event set as the guide target. In this way, when the guide function is enabled, the recommended skills linked to the race of the event set as the guide target can be identified on the skill screen 230.
[0211] Here, two identification icons, a first identification icon 235a and a second identification icon 235b, are provided, each with a different display mode. However, a common identification icon may be displayed for both the first and second recommended skills. Furthermore, identification icons are not mandatory. In other words, displaying identification for recommended skills is not mandatory on the skill screen 230.
[0212] Furthermore, the skill screen 230 includes an assist icon 236. When the assist icon 236 is operated, the assist dialog 320 is displayed.
[0213] Figure 26 is a diagram illustrating the assist dialog 320. Similar to the recommended information list page of the guide settings screen 300 described above, the assist dialog 320 displays the race conditions display field 303, the strategy operation section 304, the recommended scenario display field 305, the recommended character display field 306, and the recommended skill display field 307. The assist dialog 320 allows players to check recommended information linked to the races of the guided events even while playing the training game.
[0214] Furthermore, a release operation section 320a and a return operation section 320b are provided at the bottom of the assist dialog 320. When the return operation section 320b is tapped, the assist dialog 320 is hidden and the skill screen 230 is displayed. When the release operation section 320a is tapped, a confirmation dialog (not shown) is displayed. This confirmation dialog displays a message informing the player that the guide function will be deactivated, that is, that the guide function will be disabled. If a predetermined operation is performed while the confirmation dialog is displayed, the guide function will be disabled thereafter. In this way, the player can disable the guide function during the main training game.
[0215] For example, if the release operation unit 320a is tapped, the guide setting screen 300 shown in Figure 22A may be displayed. In this case, the display of the guide setting screen 300 prompts the user to change the guide target.
[0216] Furthermore, it is possible to enable the guide function, which is disabled during the main training game, here. For example, if the guide function is disabled and the assist icon 236 is tapped, the guide settings screen 300 will be displayed in the same way as above. At this time, if a race for a guided event is set on the guide settings screen 300, the guide function will be enabled. Therefore, players can change the guided event or race in the middle of the main training game. However, it may be impossible to switch the guide function on or off after the main training game has started.
[0217] Furthermore, in the assist dialog 320, the second skill screen display operation unit 322 is displayed in the recommended skill display area 307. The second skill screen display operation unit 322 is an operation unit that is not displayed on the recommended information list page of the guide setting screen 300. When the second skill screen display operation unit 322 is tapped in the assist dialog 320, the second skill screen 330 is displayed.
[0218] Figure 27 is a diagram illustrating the second skill screen 330. At the top of the second skill screen 330, the race conditions display area 303 and the skill point display area 214 are displayed. The second skill screen 330 also has a first identification display area 331 and a second identification display area 332. The first identification display area 331 displays the skill display area 231, similar to the skill screen 230. However, the skill display area 231 displayed in the first identification display area 331 is only associated with skills that are linked as the first recommended skills for the races in the guided participation event. In other words, the first identification display area 331 only displays the skill display area 231 for acquiring skills that are linked as the first recommended skills for the races in the guided participation event.
[0219] Furthermore, the skill display area 231 is also displayed in the second identification display area 332. However, the skill display area 231 displayed in the second identification display area 332 is only associated with skills that are linked as second recommended skills to the races of the guided participation event. In other words, the second identification display area 332 only displays the skill display area 231 for acquiring skills that are linked as second recommended skills to the races of the guided participation event.
[0220] In the second skill screen 330, the discount rate icon 232 is displayed, just as in the skill screen 230. Also, for skills where the currently possessed skill points are insufficient to acquire the required skill points, the skill display area 231 is grayed out. Here, in the skill screen 230, only the skill display area 231 corresponding to possessed skills and acquired skills is displayed, and the skill display area 231 corresponding to skills not possessed by the main character is not displayed. For example, a skill that is not possessed by either the main character or the support character becomes a possessed skill when a hint event occurs. For such skills, the skill display area 231 is not displayed on the skill screen 230 while it is not a possessed skill.
[0221] In contrast, the second skill screen 330 displays all skills linked as recommended skills for the race of the guided event, regardless of whether the player possesses those skills or not. Skills that are not possessed, i.e., skills that cannot be acquired at this stage regardless of skill points, are displayed in a different manner from other skill display fields 231, for example, as shown in the skill display field 231 at the bottom of Figure 27. This allows the player to understand that they must first trigger a hint event in order to acquire the recommended skills. If a skill display field 231 for a skill that cannot be acquired at this stage is selected, the character or support card to which that skill is linked as a possessed skill may be displayed.
[0222] At the bottom of the second skill screen 330, there are acquisition operation units 330a and back operation units 330b. When a skill display area 231 is tapped, the skill corresponding to the tapped skill display area 231 is temporarily selected. When any skill is temporarily selected, tapping the acquisition operation unit 330a will cause the main character to acquire the temporarily selected skill. When the back operation unit 330b is tapped, the second skill screen 330 will be hidden, and the skill screen 230 or the assist dialog 320 will be displayed.
[0223] As described above, the second skill screen 330 displays only the skills that are linked as recommended skills for the races in the guided event. In other words, on the second skill screen 330, the recommended skills are identified and displayed by the skill display area 231 in the first identification display area 331 and the second identification display area 332. Furthermore, on the second skill screen 330, the skills linked as recommended skills for the races in the guided event become available for acquisition. This improves convenience for the player.
[0224] For example, if recommended skills can be checked via the assist dialog 320, the second skill screen 330 is not required. Conversely, the skill screen 230 and the second skill screen 330 may be configured to be switchable, in which case the assist dialog 320 is not required.
[0225] Furthermore, the display content of the second skill screen 330 is merely an example. Here, only recommended skills are listed on the second skill screen 330, but for example, the recommended skills on the second skill screen 330 may be displayed in a sortable or filtered format. Similarly, on the skill screen 230, when a predetermined control unit is operated, the recommended skills may be displayed in a sorted or filtered format. In this case, the second skill screen 330 is not required.
[0226] Next, a functional configuration of the player terminal 1 and the server 1000 for executing the above breeding game will be described.
[0227] (Functional Configuration of Player Terminal 1) FIG. 28 is a diagram illustrating the configuration of the storage device 12 in the player terminal 1 and the function as a computer. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When the game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0228] The terminal-side game control program includes an information setting processing program 700, a breeding game execution program 701, and a participation event execution program 702. Note that the programs listed in FIG. 28 are an example, and many other programs are also provided in the terminal-side game control program.
[0229] In the data storage area 12b, a player information storage unit 750 and a game information storage unit 751 are provided as storage units for storing data. Note that many other storage units are also provided in the data storage area 12b. Here, information directly related to a game such as a breeding game (hereinafter referred to as game information) is stored in the game information storage unit 751. The game information storage unit 751 also temporarily stores various types of information during the progress of each game such as a breeding game.
[0230] Further, all information other than game information, such as information about the player or other players, setting information of the player terminal 1, is defined as player information. The player information is stored in the player information storage unit 750.
[0231] The CPU 10 runs each program stored in the program storage area 12a, and updates the data in each storage unit of the data storage area 12b. Then, the CPU 10 causes the player terminal 1 (computer) to function as a terminal-side game control unit 1A by running each program stored in the program storage area 12a. The terminal-side game control unit 1A includes an information setting processing unit 700a, a training game execution unit 701a, and a participation event execution unit 702a.
[0232] Specifically, the CPU 10 runs an information setting processing program 700, and causes the computer to function as the information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701 and a participation event execution program 702, and causes the computer to function as the training game execution unit 701a and the participation event execution unit 702a.
[0233] When various types of information are set on the player terminal 1, the information setting processing unit 700a stores information related to the setting as player information in a player information storage unit 750. Furthermore, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits the update information to the server 1000.
[0234] The training game execution unit 701a executes all processing on the player terminal 1 side related to the training game.
[0235] The participation event execution unit 702a executes all processing on the player terminal 1 side related to the participation event.
[0236] (Functional Configuration of Server 1000) FIG. 29 is a diagram illustrating the configuration of a storage device 1012 in the server 1000 and functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0237] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, a training game end processing program 1102, and a participation event execution program 1103. Note that the programs listed in FIG. 29 are merely an example, and many other programs are provided in the server-side game control program.
[0238] In the data storage area 1012b, a player information storage unit 1150 and a game information storage unit 1151 are provided as storage units for storing data. Note that many other storage units are also provided in the data storage area 1012b. Here, game information of all players is associated with player IDs and stored in the game information storage unit 1151. Further, player information of all players is associated with player IDs and stored in the player information storage unit 1150.
[0239] The CPU 1010 executes each program stored in the program storage area 1012a, and updates data in each storage unit of the data storage area 1012b. Then, the CPU 1010 causes the server 1000 (computer) to function as a server-side game control unit 1000A by executing each program stored in the program storage area 1012a. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, a training game end processing unit 1102a, and a participation event execution unit 1103a.
[0240] Specifically, the CPU 1010 executes the information setting processing program 1100 to cause the computer to function as the information setting processing unit 1100a. Similarly, the CPU 1010 executes the training game execution program 1101, the training game end processing program 1102, and the participation event execution program 1103 to cause the computer to function as the training game execution unit 1101a, the training game end processing unit 1102a, and the participation event execution unit 1103a, respectively.
[0241] When various types of information are set in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1.
[0242] The training game execution unit 1101a executes all processing on the server 1000 side related to the training game.
[0243] When the training game ends, the training game end processing unit 1102a derives evaluation points, training ranks, and the like for the trained character. The training game end processing unit 1102a also stores the trained character information in the game information storage unit 1151.
[0244] The participation event execution unit 1103a executes all processing on the server 1000 side related to the participation game.
[0245] It should be noted that both the information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they store player information, but the specific processing content and the scope of the stored player information are different from each other. Furthermore, both the training game execution unit 701a in the player terminal 1 and the training game execution unit 1101a in the server 1000 are common in that they execute processing related to the training game, but their roles, that is, the scope of responsibility, are different. Similarly, both the participation event execution unit 702a in the player terminal 1 and the participation event execution unit 1103a in the server 1000 are common in that they execute processing related to participation events, but their roles, that is, the scope of responsibility, are different.
[0246] The processing executed by each functional unit in the player terminal 1 and the server 1000 described above will be described below using flowcharts.
[0247] (Processing of Player Terminal 1 and Server 1000) FIG. 30 is a sequence diagram illustrating processing of the player terminal 1 and the server 1000 related to a breeding game. In the following description, processing performed by the player terminal 1 is denoted as Pn (n is an arbitrary integer). Further, processing performed by the server 1000 is denoted as Sn (n is an arbitrary integer).
[0248] When a player performs various setting change operations on the player terminal 1, an information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating a player information storage unit 750 based on the operation input from the player. In this information setting processing, update information is transmitted to the server 1000. In the server 1000, when the update information is received, an information setting processing unit 1100a updates the player information in a player information storage unit 1150 (S1).
[0249] Examples of the player information updated in P1 and S1 include profile information that can be set by the player. Further, for example, when an operation for adding another player as a friend or an operation for removing a friend is input as a setting change operation, friend information, which is information related to friends, is updated. Furthermore, the player information updated in P1 and S1 includes information related to enabling or disabling the guide function, and information related to the race of the participation event to be guided. Hereinafter, processing related to the guide function among the information setting processing will be described.
[0250] FIG. 31 is a flowchart illustrating information setting processing in the player terminal 1. For example, when a guide icon 138 on a home screen 100 or a use operation unit 310a of a guide function use confirmation dialog 310 is tapped, the information setting processing unit 700a extracts participation events that can be set as guide targets (P1-1). For example, as shown in FIG. 20, information related to participation events is stored in the player terminal 1. The information setting processing unit 700a extracts currently held participation events and participation events scheduled to be held thereafter based on the holding periods of the participation events stored in the player terminal 1.
[0251] The information setting processing unit 700a displays the guide setting screen 300 based on the extraction results from P1-1 (P1-2). Here, the participation event selection operation unit 301 corresponding to the participation events extracted in P1-1 is displayed on the guide setting screen 300. In other words, a process is performed here that allows the user to select a participation event that is currently being held or a participation event that is scheduled to be held in the future. Also, since participation events are extracted in P1-1 based on the event period, the event period can be said to be a permission condition for identifying and displaying recommended skills.
[0252] Then, if an operation input is made to an operation unit other than the setting operation unit 308 on the guide setting screen 300 (NO in P1-3), the information setting processing unit 700a updates the guide setting screen 300 according to the operation input. Also, if an operation input is made to the setting operation unit 308 (YES in P1-3), the information setting processing unit 700a stores information corresponding to the guided event and race (hereinafter referred to as guided information) (P1-4). At this point, the guided information is sent to the server 1000, where the information setting processing unit 1100a stores the guided information.
[0253] Returning to Figure 30, when the player terminal 1 receives an input to start the training game, the training game execution unit 701a executes the preparation stage process (P2). During this preparation stage process, communication takes place between the player terminal 1 and the server 1000. Based on the information received from the player terminal 1, the server 1000 has the training game execution unit 1101a execute the preparation stage process (S2).
[0254] Figure 32 is a flowchart illustrating the preparation stage processing (P2) in player terminal 1. When a training game start operation is input to the training game operation unit 104, the training game execution unit 701a of player terminal 1 transmits training game start information to server 1000 (P2-1). Upon receiving the training game start information, server 1000 causes player terminal 1 to receive the deck information and guide target information stored in player information storage unit 1150.
[0255] Upon receiving various types of information (P2-2), the breeding game execution unit 701a determines whether the received information includes guide target information (P2-3). When the received information includes guide target information (P2-3: YES), the breeding game execution unit 701a determines whether the currently selected participation event is still configurable as a guide target (P2-4). Here, for example, it is determined that the setting condition is satisfied when the participation event included in the guide target information has not ended. If the setting condition is not satisfied (P2-4: NO), or if the received information does not include any guide target information (P2-3: NO), the breeding game execution unit 701a executes dialog display processing for displaying a predetermined dialog (P2-5). The dialog displayed here includes a guide function use confirmation dialog 310.
[0256] Furthermore, when the selected participation event is still configurable as a guide target (P2-4: YES), or when a predetermined operation is performed on the dialog displayed in P2-5, the breeding game execution unit 701a executes scenario selection screen display processing (P2-6). Here, the breeding game execution unit 701a displays a scenario selection screen and provisionally registers a scenario based on an operation input from the player. The breeding game execution unit 701a of the player terminal 1 also executes main character selection screen display processing (P2-7). Here, the breeding game execution unit 701a displays a main character selection screen 150 and provisionally registers a main character based on an operation input from the player.
[0257] Furthermore, when a confirmation operation (an operation on the next operation unit 154) is input on the main character selection screen 150, the breeding game execution unit 701a provisionally registers the temporarily stored character as the main character. The breeding game execution unit 701a also acquires, from the server 1000, information related to representative characters extracted in accordance with predetermined extraction conditions, such as a friend's representative character, and displays an inheritance character selection screen 170.
[0258] Next, the training game execution unit 701a executes an inherited character selection screen display process (P2-8). Here, the training game execution unit 701a switches the display screen of the display 26 when a display switching operation is input. Further, when a selection operation (an operation on the trained character icon 182) is input on the trained character list screen 180, the training game execution unit 701a provisionally stores, as an inherited character, the character corresponding to the trained character icon 182 for which the selection operation has been input, and switches the display screen.
[0259] Further, when a confirmation operation (an operation on the next operation unit 154) is input on the inherited character selection screen 170, the training game execution unit 701a executes a support card selection screen display process (P2-9). In this support card selection screen display process, a support card selection screen 200 is displayed, and a support card is provisionally registered based on an operation input from a player.
[0260] When a support card is provisionally registered, the training game execution unit 701a executes a final confirmation screen display process (P2-10). Here, the training game execution unit 701a switches the display screen of the display 26 when a display switching operation for switching screen display is input. Further, when a selection operation (an operation on the select operation unit 206c) is input on the preset selection screen 205A, the training game execution unit 701a provisionally stores reserved selection information corresponding to the preset for which the selection operation has been input, and switches the display screen.
[0261] Further, when a confirmation operation (an operation on the start operation unit 205b) is input on the final confirmation screen 195, the training game execution unit 701a executes a preparation stage completion process (P2-11). Here, the training game execution unit 701a determines whether game points are equal to or greater than a predetermined value (for example, 30), and transmits confirmation information to the server 1000 if the game points are equal to or greater than the predetermined value.
[0262] The confirmation information includes information for identifying the provisionally registered main character, inherited character, and support card. Upon receiving the confirmation information, preparation step processing (S2) is executed in the server 1000. In the server 1000, determination of permission to execute the main training game using the provisionally registered main character, inherited character, and support card is performed.
[0263] After transmitting the confirmation information, upon receiving permission information from the server 1000, the training game execution unit 701a registers the provisionally registered scenario and the main character. The training game execution unit 701a also registers, into a deck, the training character provisionally stored as an inherited character and the provisionally stored support card.
[0264] Furthermore, the training game execution unit 701a registers the character ID of the character set for the specific character based on the specific character information. The training game execution unit 701a also sets initial character identification information. In addition, the training game execution unit 701a registers the provisionally stored preset reservation selection information. As a result, the preparation step completion processing ends, and as shown in FIG. 30, training step processing (P7) is started in the player terminal 1, and training step processing (S7) is executed in the server 1000.
[0265] Below, the training step processing (P7) executed in the player terminal 1 and the training step processing (S7) executed in the server 1000 will be described. However, for ease of understanding, the order of description is appropriately changed here in accordance with the order of processing in the player terminal 1 and processing in the server 1000.
[0266] Figure 33 is a flowchart illustrating the training stage processing in server 1000. The training game execution unit 1101a of server 1000 waits to receive a start command from player terminal 1 (S7-1). When it receives a start command (YES in S7-1), the training game execution unit 1101a executes the turn start processing (S10). The start command is sent from player terminal 1 to server 1000, for example, when the processing and animations related to the current turn are completed.
[0267] Figure 34 is a flowchart illustrating the turn start processing in server 1000. The training game execution unit 1101a of server 1000 updates the current turn number (S10-1). If the current turn is not a race-only turn (YES in S10-2), the training game execution unit 1101a executes a character placement determination process to determine the characters to be placed in each training session (S10-3). The training game execution unit 1101a also executes an event determination process to determine the events that occur in each turn (S10-4). The training game execution unit 1101a also executes a parameter determination process to determine the update values of each parameter that will be updated when training is executed (S10-5). The training game execution unit 1101a then saves the information determined in each of the above processes as game information that can be received by player terminal 1 (S10-6).
[0268] Returning to Figure 33, after the turn start processing (S10) is completed, if the training game execution unit 1101a receives a skill acquisition command from player terminal 1 indicating the acquisition of one of the possessed skills (YES in S7-2), the training game execution unit 1101a executes the skill information update process (S7-3). Here, the acquisition information is linked to the acquired skill. Also here, the training game execution unit 1101a subtracts the skill points required to acquire the skill from the currently possessed skill points. Also here, the updated skill information is received by player terminal 1.
[0269] Furthermore, server 1000 waits until it receives a selection command selected by the player from player terminal 1 (S7-4). A selection command is a command that identifies that an operation unit that ends a turn has been operated. In this case, the operation units that end a turn are the rest operation unit 215, the outing operation unit 218, the speed operation unit 221, the stamina operation unit 222, the power operation unit 223, the tenacity operation unit 224, the intelligence operation unit 225, the result operation unit 253, and the race operation unit 254. When any of these operation units are operated, a selection command that identifies the operated operation unit is sent from player terminal 1 to server 1000.
[0270] Figure 35 is a flowchart illustrating the training stage processing in player terminal 1. The training game execution unit 701a of player terminal 1 waits to receive game information from server 1000 (P7-1). When game information is received (YES in P7-1), the training game execution unit 701a executes command setting processing (P7-2). Here, based on the current turn number, the process of setting the selectable operation units, i.e., commands, for the player is performed.
[0271] Furthermore, the training game execution unit 701a performs display control processing to display an image on the display 26 based on the received game information (P7-3). Here, the training game execution unit 701a displays the game screen 210 and the training screen 220, etc., based on the received game information. Also, when the skill operation unit 217 is operated (YES in P7-4), the training game execution unit 701a performs skill-related processing (P10).
[0272] Figure 36 is a flowchart illustrating skill-related processing in player terminal 1. The training game execution unit 701a displays the skill screen 230. If guide target information is stored, the training game execution unit 701a adds the first identification icon 235a and the second identification icon 235b to the skill screen 230.
[0273] When an operation input is performed on the assist icon 236 in the skill screen 230 (YES at P10-2), the training game execution unit 701a displays the assist dialog 320 (P10-3). Further, when an operation input is performed on the second skill screen display operation unit 322 in the assist dialog 320 (YES at P10-4), the training game execution unit 701a displays the second skill screen 330 (P10-5).
[0274] Further, when a skill acquisition operation for acquiring a skill is input on the skill screen 230 or the second skill screen 330 (P10-6), the training game execution unit 701a associates acquisition information with the acquired skill (P10-7). Further, the training game execution unit 701a transmits a skill acquisition command indicating the acquired skill to the server 1000 (P10-8). Further, when another display switching operation is input (P10-9), the training game execution unit 701a updates the screen (P10-10).
[0275] Further, the training game execution unit 701a repeats the processing from P10-2 until a display end operation for ending the display of the skill screen 230 is input. Then, when the display end operation is input (YES at P10-11), the training game execution unit 701a hides the skill screen 230 (P10-12). Thus, the skill-related processing is ended.
[0276] Returning to FIG. 35, the training game execution unit 701a switches the display screen of the display 26 based on the operation input of the player until an operation input is performed on the operation unit for ending a turn (NO at P7-5). When an operation is input to the operation unit for ending a turn (YES at P7-5), the training game execution unit 701a transmits a selection command corresponding to the operation unit selected by the player to the server 1000 (P7-6). Thereafter, the player terminal 1 waits until result information is received from the server 1000 (NO at P7-7).
[0277] Returning to Figure 33, when a selection command is received from player terminal 1 (YES in S7-4), the training game execution unit 1101a executes the selection command reception process (S20).
[0278] Figure 37 is a flowchart illustrating the selection command reception process in server 1000. When a selection command indicating an operation input from the outing operation unit 218 is received (YES in S20-1), the training game execution unit 1101a performs the outing execution process (S20-2). Here, an outing event that increases the stamina and motivation parameters is determined.
[0279] When the rest operation unit 215 receives a selection command indicating an operation input (YES in S20-3), the training game execution unit 1101a performs the rest execution process (S20-4). Here, a rest event that increases the stamina parameter is determined.
[0280] When the system receives a selection command indicating an operation input for the result operation unit 253 or the race operation unit 254 to start a race (YES in S20-5), the training game execution unit 1101a performs the race result derivation process (S21).
[0281] Figure 38 is a flowchart illustrating the race result derivation process on server 1000. The training game execution unit 1101a determines which NPCs will participate in the race (S21-1). The training game execution unit 1101a also sets the parameters for all characters participating in the race (S21-2). Then, the training game execution unit 1101a performs calculation processing, i.e., simulation, based on the parameters set in S21-2 (S21-3).
[0282] Here, the training game execution unit 1101a repeatedly executes calculations in P21-3 until all characters reach the goal (NO in S21-4). When all characters reach the goal (YES in S21-4), the training game execution unit 1101a saves the simulation results (simulation result information) from S21-3 (S21-5). Here, the results of all calculations performed from the start to the end of the race are saved as simulation result information. At this time, the simulation result information is stored linked to a race ID indicating the race type. The simulation result information saved here is maintained until the training game ends. The simulation result information saved here includes character information, weather information, track information, and racetrack information for all characters that participated in the race.
[0283] Furthermore, the training game execution unit 1101a saves race result information derived from the simulation results and sets it so that the player terminal 1 can receive it (S21-6). The race result information is information that shows the finishing order of each character that participated in the race. Also, if it is selected to play the race video, that is, if the race operation unit 254 is operated (YES in S21-7), the training game execution unit 1101a sets the simulation result information saved in S21-5 and makes it available for reception on the player terminal 1 (S21-8).
[0284] Returning to Figure 37, once the race result derivation process (S21) is executed, the training game execution unit 1101a executes a reward granting process (S20-6) to grant a reward to the player. Here, the reward is determined based on the simulation results, i.e., the main character's finishing order and the race development, and the determined reward is granted to the player.
[0285] When the system receives a selection command indicating the execution of one of the training methods (YES in S20-7), the training game execution unit 1101a performs a success determination process (S20-8). Here, the success or failure of the training is determined based on a pre-calculated failure rate.
[0286] Then, the training game execution unit 1101a updates various parameters based on the results of processing S20-2, S20-4, S21, and S20-8 (S20-9). Here, the ability parameters, skill points, motivation, and stamina parameters associated with the main character are updated. If training is performed, the ability parameters, etc., are updated here as determined in S10-5 at the start of the turn. The training game execution unit 1101a also sets result information, including the results of each of the above processes and the updated information, and sends it to the player terminal 1 (S20-10).
[0287] Returning to Figure 35, when player terminal 1 receives result information from server 1000 (YES in P7-7), the training game execution unit 701a executes the result information reception process (P20).
[0288] Figure 39 is a flowchart illustrating the process of receiving result information in the player terminal 1. When race result information is received (YES in P20-1), the training game execution unit 701a performs the race execution process (P20-2). Here, the training game execution unit 701a displays the race result screen 260 based on the received race result information. If simulation result information is received, the training game execution unit 701a plays the race video.
[0289] Furthermore, if race result information has not been received, the training game execution unit 701a determines the execution pattern of the animation based on the received result information (P20-3). Then, the training game execution unit 701a executes the animation according to the execution pattern determined in P20-3 (P20-4).
[0290] Further, when an event occurs (YES at P20-5), the training game execution unit 701a executes an effect for the occurring event (P20-6). Then, if the current turn is not the final turn (NO at P20-7), the training game execution unit 701a transmits a start command to the server 1000 (P20-8). Accordingly, the current turn in the player terminal 1 is ended. Then, when the server 1000 receives the start command, thereafter processing related to the next turn is executed by the same processing as described above.
[0291] Further, when all turns have ended (YES at P20-7), the training game execution unit 701a transmits an all-turns end command to the server 1000 (P20-9).
[0292] Returning to FIG. 33, when all turns have ended (YES at S7-5) and the all-turns end command is received from the player terminal 1 (YES at S7-6), the training game execution unit 1101a sets effect information (S7-7).
[0293] Returning to FIG. 39, when the player terminal 1 receives the effect information (YES at P20-10), the training game execution unit 701a performs ending effect execution processing based on the received effect information (P20-11). Here, the training game execution unit 701a executes the ending effect based on the received effect information.
[0294] When the training stage processing (S7) is ended as described above, training game end processing (S8) is executed in the server 1000. Further, when the training stage processing (P7) is ended, training game end processing (P8) is executed in the player terminal 1. In the training game end processing (S8), processing in which the training game end processing unit 1102a stores trained character information in the game information storage unit 1151 is executed. Further, in the training game end processing (P8), the generated trained character is displayed.
[0295] Figure 40 is a flowchart illustrating the termination process of the training game on server 1000. The training game termination processing unit 1102a derives an evaluation score based on the termination information received from player terminal 1 (S8-1). The training game termination processing unit 1102a also derives a training rank based on the derived evaluation score (S8-2).
[0296] Furthermore, the training game termination processing unit 1102a determines the factors that the training character will acquire (S8-3). Also, the training game termination processing unit 1102a determines the class based on the number of fans acquired (S8-4). Furthermore, the training game termination processing unit 1102a determines the affection points based on predetermined parameters such as training rank or number of fans (S8-5). Although a detailed explanation is omitted here, the affection points are awarded not to the training character, but to the character from which the training character is based.
[0297] Furthermore, the training game termination processing unit 1102a determines the title (S8-6). Here, it checks the conditions achieved in the main training game and determines the title that the training character will acquire. The training game termination processing unit 1102a also determines the reward (S8-7). Then, the training game termination processing unit 1102a stores the training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, title, etc., in the game information storage unit 1151, linked to the player ID of the player (S8-8). Finally, the training game termination processing unit 1102a sets the training result information and has it received by the player terminal 1 (S8-9).
[0298] Returning to Figure 30, upon receiving the training result information, the training game execution unit 701a executes the training game termination process (P8). Here, the training game execution unit 701a stores the received training result information in the game information storage unit 751. The training game execution unit 701a also displays the training completion screen 330 (see Figures 19A, 19B, and 19C) on the display 26 based on the training result information. As a result, a training character is generated based on the completion of the training game.
[0299] Furthermore, when the event icon 136 is tapped on the home screen 100, that is, when the operation to start a participation event is input, the participation event execution unit 702a on the player terminal 1 executes the participation event start process (P100). Although a detailed explanation is omitted here, the participation event execution unit 702a allows the player to select the race of the participation event in which the training character will participate. The participation event execution unit 702a also allows the player to select the training character to participate in the race. Once the player has selected the race of the participation event and the training character to participate, the participation event execution unit 702a sends start information, including the information selected by the player, to the server 1000.
[0300] Upon receiving the start information, the server 1000's participation event execution unit 1103a performs the participation event execution process (S100). Here, the participation event execution unit 1103a derives the simulation results, similar to the race result derivation process in Figure 38, and has the player terminal 1 receive the result information. Upon receiving the result information, the participation event execution unit 702a performs a race result display process to display the race results based on the received result information (P101).
[0301] As described above, according to this embodiment, a training character is generated based on the completion of the training game. The generated training character becomes eligible to participate in events.
[0302] The processing described above in player terminal 1 and server 1000 is merely an example. Furthermore, each of the above-described processes may be executed only in player terminal 1 or only in server 1000. For example, in the above embodiment, the simulation for deriving the race results is executed in server 1000, and the process for generating the race video is executed in player terminal 1. However, the simulation for deriving the race results may be executed in player terminal 1. Alternatively, the generation of the race video may be executed in server 1000.
[0303] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these are also understood to fall within the technical scope.
[0304] In the above embodiment, when a training command is executed, the ability parameter associated with the executed command increases. However, when a training command is executed, a predetermined parameter associated with the main character may be updated, and the ability parameter may increase by consuming that predetermined parameter. For example, training points may be set as the predetermined parameter. When a training command is executed, the main character gains training points. The player may then arbitrarily increase the main character's ability parameter by consuming the training points.
[0305] In this case, there may be only one type of training point, or there may be multiple types. If there are multiple types of training points, the types of training points that can be obtained, or the percentage or probability of obtaining training points, may differ depending on the training command. Furthermore, the type of training points required to increase an ability parameter may differ depending on the ability parameter.
[0306] Furthermore, when a skill is acquired, training points may be consumed instead of or in addition to skill points. In this case, the type of training points consumed may differ depending on the skill.
[0307] Furthermore, in the above embodiment, the options available to the player are common regardless of the type of main character, inherited character, and support character, except for individual races. However, the options available to the player may change in some or all turns depending on the type of main character, inherited character, or support character set. Alternatively, the options available to the player may change in some or all turns depending on the combination of main character, inherited character, and support character set.
[0308] For example, depending on the type of main character, inherited character, or support character, additional subcommands may be available in the rest command (rest operation unit 215). Furthermore, depending on the type of main character, inherited character, or support character, additional or restricted personal races may be available.
[0309] Furthermore, in the above embodiment, an automatic training function may be provided. The automatic training function is a function in which the computer automatically selects and executes options in all turns or in some turns. When using the automatic training function, a training policy may be set. In this case, the player may be able to set the training policy arbitrarily. Alternatively, the computer may automatically select a training policy based on the set main character, inherited character, or support character.
[0310] For example, depending on the training strategy, the ability parameter that should be prioritized for improvement may differ from the five ability parameters. Alternatively, depending on the training strategy, the preferred distance aptitude or track aptitude may differ.
[0311] Furthermore, while the automatic training function is in use, all or some of the animations may be skipped. In addition, while the automatic training function is in use, the playback speed of all or some of the animations may be faster than when the automatic training function is not in use.
[0312] Furthermore, in the above embodiment, the main character is included in the deck as an inheritance character, separate from the support card. In other words, in the above embodiment, two different types of game media, the support card and the main character, are included in the deck. However, the support character and the main character may be included in the deck as the same type of game media. For example, a character linked to a support card may have predetermined stats, including factor information, associated with it, and this character linked to the support card may be set as an inheritance character. In this case, as the level of the support card increases, the stats of the inheritance character may also increase.
[0313] Furthermore, in the above embodiment, an inheritance event is guaranteed to occur during a predetermined factor activation turn, but the inheritance event may also occur if, for example, it is selected through a lottery. In this case, the probability of the inheritance event occurring may be determined based on the factor information possessed by the inheriting character or the compatibility between the main character and the inheriting character. Moreover, during the inheritance event, for example, stamina or condition may be restored.
[0314] Furthermore, in the above embodiment, the main character who competes in races against NPCs, etc., in the training game is trained. However, the genre of games that include training games is not limited to this. For example, players who participate in sports games such as baseball or soccer may be trained through the training game. In this case, a baseball or soccer match may be provided as a participation event, and the trained character may be able to participate in the participation event.
[0315] Furthermore, in the above embodiment, skills that provide an advantage in the race of the participating event are linked to the participating event as recommended skills. However, the recommended information linked to the participating event is not limited to skills. For example, in a training game, the main character may be able to acquire certain items. The items acquired by the main character are also linked to the training character as acquired items. The training character may then be able to use the acquired items to gain an advantage in the game of the participating event.
[0316] In any case, the present invention requires that the information processing program cause the computer to perform the following processes.
[0317] (Processes performed by a computer) A process for progressing the training game (P7, S7 in the embodiment) includes at least a process for updating a first parameter (in the embodiment, an ability parameter, aptitude parameter, skill) associated with the character being trained (in the embodiment, an example, the main character) based on the player's input. A process (S8 in the embodiment) that generates a completed training character (a training character in the embodiment) linked to a second parameter (for example, ability parameter, aptitude parameter, or skill in the embodiment) based on the first parameter of the training target character updated in the training game. A second parameter associated with the generated, fully trained character is used to execute one of several participation games (in this embodiment, a race in a participation event) that are different from the training game (in this embodiment, P100, S100 as an example).
[0318] The first parameter includes several first specific parameters (skills, for example, in the embodiment). Furthermore, the second parameter includes multiple second specific parameters (skills, for example, in the embodiment) that are the same as the first specific parameter or that correspond to any of the first specific parameters. Further, among the plurality of participating games, there are included participating games in which one or more first specific parameters are associated as target parameters (recommended skills, as an example in the embodiment).
[0319] The processing for progressing the training game may preferably include: a process of allowing a player to select any one first specific parameter from among the plurality of first specific parameters (in the embodiment, P10-1 and P10-5 are taken as an example); a process of updating the first specific parameter selected by the player that is associated with a character to be trained (in the embodiment, P10-7 is taken as an example); and a process of providing identification display that enables identification of the first specific parameter associated as a target parameter with a predetermined participating game in the training game (in the embodiment, display of a first identification icon 235a, display of a second identification icon 235b, display of an assist dialog 320, and display of a second skill screen 330 are taken as an example, and P10-1, P10-3, and P10-5 are taken as an example) (in the embodiment, P10-1, P10-3, P10-5 are taken as an example). It is preferable to include the above processes.
[0320] Further, the process of allowing the player to select the first specific parameter may include: a process of displaying a selection screen (in the embodiment, a skill screen 230 is taken as an example) that includes a plurality of selection units (in the embodiment, a skill display field 231 is taken as an example) respectively corresponding to each of the plurality of first specific parameters and receiving a selection operation from the player. Further, the process of updating the first specific parameter selected by the player may include: a process of updating the first specific parameter corresponding to the selection unit. Further, the process of providing the identification display may: provide the identification display on the selection screen or a second selection screen transitable from the selection screen (in the embodiment, a second skill screen 330 is taken as an example).
[0321] Further, the second selection screen may: include a selection unit corresponding to the first specific parameter associated as a target parameter with a predetermined participating game.
[0322] Furthermore, the process for performing identification display is: On the selection screen, the selection section corresponding to the first specific parameter linked as a target parameter to a predetermined game to participate in may be displayed in a way that allows it to be distinguished from other selection sections (for example, by displaying an identification icon in this embodiment).
[0323] Furthermore, information processing programs are A process that allows the player to select one of several participating games (P1-1 as an example in this embodiment), The process involves storing the game selected by the player as a game to be identified (in this embodiment, for example, a guide target) (P1-4 in this embodiment), You may have a computer perform this task. In this case, the designated participating game is the participating game being identified.
[0324] Furthermore, each of the multiple games in which participants will play may have its own permission conditions (for example, the duration of the event in this embodiment). And the process for performing identification display is, Identification markings may be displayed for designated participating games that meet the permission conditions.
[0325] Furthermore, information processing programs are A process that determines the target parameters to be associated with a participating game based on the execution or results of the participating game. You may have a computer perform this task.
[0326] Furthermore, the information processing programs for executing the processes in the above embodiments and various modifications may be stored in a computer-readable non-temporary storage medium and provided as such. Moreover, a game terminal device including this storage medium may be provided. In addition, the above embodiments and various modifications may also be information processing methods for realizing each function and the steps shown in the flowchart. [Explanation of Symbols]
[0327] 1 Player terminal 1000 Servers G Game Device S Information Processing System
Claims
[
1. ] a process of progressing a training game, comprising at least a process of updating a first parameter associated with a character to be trained based on an operation input from a player; a process of generating a training-completed character associated with a second parameter, based on the first parameter of the character to be trained that has been updated in the training game; a process of executing any one of a plurality of participation games different from the training game, using the second parameter associated with the generated training-completed character; causing a computer to execute the above processes, the first parameter includes a plurality of first specific parameters, the second parameter includes a plurality of second specific parameters that are the same as the first specific parameters or correspond to any of the first specific parameters, the plurality of participation games include the participation game in which one or more of the first specific parameters are associated as target parameters, the process of progressing the training game includes: a process of allowing a player to select any one of the plurality of first specific parameters; a process of updating the first specific parameter associated with the character to be trained and selected by the player; a process of providing an identification display that enables identification of the first specific parameter associated as the target parameter with a predetermined participation game in the training game; comprising the above processes, an information processing program. [
2. ] the process of allowing a player to select any one of the first specific parameters includes: a process of displaying a selection screen including a plurality of selection units that respectively correspond to the plurality of first specific parameters and accept a selection operation from a player, the process of updating the first specific parameter selected by the player includes: a process of updating the first specific parameter corresponding to the selected selection unit, the process of providing the identification display is: performing the identification display on the selection screen or a second selection screen that can be transitioned to from the selection screen, the information processing program according to Claim 1. [
3. ] the second selection screen is: including the selection unit corresponding to the first specific parameter associated as the target parameter with the predetermined participation game, the information processing program according to Claim 2. [
4. ] the process of providing the identification display is: On the selection screen, the selection unit corresponding to the first specific parameter linked as the target parameter to the predetermined participation game is displayed so as to be distinguishable from the other selection units, The information processing program according to claim 2.
5. a process of allowing a player to select any one of the plurality of participation games, a process of storing the participation game selected by the player as the participation game to be identified, causing a computer to execute the above steps, wherein the predetermined participation game is the participation game to be identified, The information processing program according to any one of claims 1 to 4.
6. a permission condition is set for each of the plurality of participation games, the process of performing identification display is: performing the identification display for the predetermined participation game that satisfies the permission condition, The information processing program according to any one of claims 1 to 4.
7. a process of determining the target parameter to be linked to the participation game based on the execution or result of the participation game, causing a computer to execute the above step, The information processing program according to any one of claims 1 to 4.
8. An information processing method executed by one or more computers, comprising: the computer: a process of progressing a training game, including at least a process of updating a first parameter linked to a character to be trained based on an operation input from a player; a process of generating a trained completion character to which a second parameter is linked, based on the first parameter of the character to be trained updated in the training game; a process of executing any one of the plurality of participation games different from the training game, using the second parameter linked to the generated trained completion character; execute the above steps, wherein the first parameter includes a plurality of first specific parameters, wherein the second parameter includes a plurality of second specific parameters that are the same as the first specific parameters or correspond to any of the first specific parameters, wherein the plurality of participation games include the participation game to which one or more of the first specific parameters are linked as target parameters, the process of progressing the training game includes: a process of allowing a player to select any one of the plurality of first specific parameters, a process of updating said first specific parameter associated with said character to be trained and selected by a player; a process of providing, in said training game, an identification display that enables identification of said first specific parameter associated as said target parameter to a predetermined said participating game; comprising, an information processing method.
9. comprising one or more computers, said computers: a process of progressing a training game including at least a process of updating a first parameter associated with a character to be trained based on an operation input from a player; a process of generating a training-completed character associated with a second parameter based on said first parameter of said character to be trained updated in said training game; a process of executing any one of said participating games among a plurality of participating games different from said training game by using said second parameter associated with the generated said training-completed character; is caused to perform, said first parameter includes a plurality of first specific parameters, said second parameter includes a plurality of second specific parameters that are the same as said first specific parameters or correspond to any of said first specific parameters, said plurality of participating games include said participating game in which one or more of said first specific parameters are associated as target parameters, said process of progressing the training game comprises: a process of enabling a player to select any one of said first specific parameters from among the plurality of said first specific parameters; a process of updating said first specific parameter associated with said character to be trained and selected by a player; a process of providing, in said training game, an identification display that enables identification of said first specific parameter associated as said target parameter to a predetermined said participating game; comprising, an information processing system.
10. comprising one or more computers, said computers: a process of progressing a training game including at least a process of updating a first parameter associated with a character to be trained based on an operation input from a player; a process of generating a training-completed character associated with a second parameter based on said first parameter of said character to be trained updated in said training game; a process of executing any one of a plurality of participation games different from the training game by using the second parameter linked to the generated training-completed character; comprising: wherein the first parameter includes a plurality of first specific parameters, the second parameter includes a plurality of second specific parameters that are the same as the first specific parameters or correspond to any of the first specific parameters, the plurality of participation games include the participation game to which one or more of the first specific parameters are linked as target parameters, the process of progressing the training game includes: a process of allowing a player to select any one of the plurality of first specific parameters, a process of updating the first specific parameter linked to the training target character and selected by the player, a process of performing identification display that enables identification of the first specific parameter linked as the target parameter to a predetermined participation game in the training game, and a game device.
Citation Information
Patent Citations
Program, method, system, and electronic device
JP7035123B2