Program, information processing device, information processing method, and information processing system
Patent Information
- Application Number
- JP2025062243
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-04
- Publication Date
- 2026-10-16
- Estimated Expiration
- 2045-04-04
Smart Images

Figure 2026168805000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, an information processing apparatus, an information processing method, and an information processing system.
Background Art
[0002] There exist games that provide a continuous battle function for continuously executing a plurality of battles. The continuous battle includes, for example, a plurality of characters included in a party (competing team) organized by a user sequentially participating in battles, and repeatedly performing battles against the same enemy, stage, or the like. Here, the stage indicates a specific separated location, phase, or the like in the progress of the game or battles. In games that provide such a continuous battle function, the results of continuous battles directly affect character development and the like, so the user needs to keep viewing the screen showing the progress of the battles during the continuous battle. However, since the duration of the continuous battle is long, keeping viewing the battle screen causes a problem that the user cannot perform other operations on the user terminal during the duration of the continuous battle and cannot make use of that time period. Accordingly, for example, a technique described in Patent Document 1 for displaying the main game screen and the continuous battle screen in parallel is disclosed. Further, for example, a technique described in Patent Document 2 for automatically advancing the game in the background is disclosed.
[0003] Patent Document 1 describes that a sub-process for continuous automatic battles is executed by activating the continuous automatic battle function on the main game screen, and a continuous automatic battle screen generated by the executed sub-process is provided in parallel with the main game screen provided by the main process. Patent Document 2 describes that the game automatically proceeds in the background.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
[0005] However, these technologies prevent the continuous battle screen from being displayed while the continuous battle function is running in the background, and they cannot display other in-game functions being operated by the user, or other applications on the user's device. Furthermore, these technologies cannot automatically level up the user's character using the experience points gained by the character participating in the battle, or automatically equip acquired equipment items according to the character's level, while the continuous battle function is running in the background. In other words, there is a problem in that the user cannot make use of the duration of the continuous battle while it is running, and there is a problem in that character development or equipment equipping cannot be performed automatically.
[0006] This invention was made to solve the above problems, and aims to enable users to utilize the duration of continuous battles in the game while continuous battles are in progress, and to enable the automatic execution of character development or equipment equipping while continuous battles are in progress. [Means for solving the problem]
[0007] A program according to one embodiment of the present invention causes a computer that provides a game having a continuous battle function that executes multiple battles in succession to execute, in response to a first user operation, the currently displayed screen to transition from the continuous battle screen that displays the progress of the continuous battle to another screen, the display screen to continue the continuous battle in the background when the display screen transitions from the continuous battle screen to another screen, the program to store the progress of the continuous battle that is continuing in the background, the display screen to transition from the other screen to the continuous battle screen in response to a second user operation, and the program to display the latest progress stored in the storage process on the transitioned continuous battle screen.
[0008] An information processing device according to one embodiment of the present invention is an information processing device that provides a game having a continuous battle function that executes multiple battles in succession, and comprises: a screen transition unit that, in response to a first operation by the user during the continuous battle, transitions the currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen, and in response to a second operation by the user, transitions the display screen from the other screen to the continuous battle screen; a battle continuation unit that continues the continuous battle in the background when the display screen transitions from the continuous battle screen to another screen; a storage unit that stores the progress of the continuous battle that continues in the background; and a progress synchronization unit that displays the latest progress stored in the storage unit on the transition destination continuous battle screen.
[0009] An information processing method according to one embodiment of the present invention is an information processing method in an information processing device that provides a game having a continuous battle function that executes multiple battles in succession, and includes the steps of: transitioning the currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen in response to a first operation by the user during the progress of the continuous battle; continuing the continuous battle in the background when the display screen has transitioned from the continuous battle screen to another screen; storing the progress of the continuous battle that is continuing in the background; transitioning the display screen from another screen to the continuous battle screen in response to a second operation by the user; and displaying the latest progress stored in the storage step on the destination continuous battle screen.
[0010] An information processing system according to one embodiment of the present invention comprises an information processing device that provides a game having a continuous battle function that executes multiple battles in succession, and a server that provides the information processing device with information data necessary for the game. The information processing device comprises a screen transition unit that, in response to a first user operation, transitions the currently displayed display screen from a continuous battle screen that displays the progress of the continuous battle to another screen, and in response to a second user operation, transitions the display screen from the other screen to the continuous battle screen, a battle continuation unit that continues the continuous battle in the background when the display screen transitions from the continuous battle screen to another screen, a storage unit that stores the progress of the continuous battle that continues in the background, and a progress synchronization unit that displays the latest progress stored in the storage unit on the transition destination continuous battle screen. [Effects of the Invention]
[0011] According to the present invention with the above configuration, users can make use of the duration of continuous battles in the game, and character development or equipment equipping can be automatically performed while continuous battles are in progress. Other issues, configurations, and effects not mentioned above will be clarified by the following description of the embodiments. [Brief explanation of the drawing]
[0012] [Figure 1]This is a block diagram showing an example configuration of a game system according to one embodiment of the present invention. [Figure 2] This is a block diagram showing an example of the functional configuration of a game system according to one embodiment of the present invention. [Figure 3] This is a block diagram showing an example of a server hardware configuration according to one embodiment of the present invention. [Figure 4] This is a block diagram showing an example of the hardware configuration of a user terminal according to one embodiment of the present invention. [Figure 5] This flowchart shows the procedure for example 1 of continuous battle processing in a game system according to one embodiment of the present invention. [Figure 6] This flowchart shows the procedure for background execution processing of continuous battles in a game system according to one embodiment of the present invention. [Figure 7] This flowchart shows the procedure for background execution processing of continuous battles in a game system according to one embodiment of the present invention. [Figure 8] This flowchart shows the procedure for a continuous battle processing example 2 in a game system according to one embodiment of the present invention. [Modes for carrying out the invention]
[0013] Hereinafter, embodiments for carrying out the present invention will be described with reference to the accompanying drawings. In this specification and drawings, components having substantially the same function or configuration are denoted by the same reference numerals, and redundant descriptions are omitted.
[0014] <Example of game system configuration> First, the configuration of a game system according to an embodiment of the present invention will be described. FIG. 1 is a block diagram showing a configuration example of the game system 1 according to the present embodiment. The game system 1 is an example of an information processing system, and as shown in FIG. 1, includes a server 10 and a plurality of user terminals 20. The server 10 is connected to the plurality of user terminals 20 via a network NW. The network NW is configured by a public line such as the Internet, and may include a LAN (Local Area Network), a WAN (Wide Area Network), and the like.
[0015] The server 10 is an example of an information processing apparatus, and provides information data required for a game executed on each user terminal 20 via the network NW, and receives and manages various types of data related to game execution, operation, management, and the like from each user terminal 20. For example, the server 10 manages user information and the like of the game, and provides (transmits) various types of information necessary for executing the game activated on the user terminal 20 to the user terminal 20 via the network NW. Note that the detailed functions of the server 10 will be described in detail later with reference to FIG. 2.
[0016] The user terminal 20 is an information processing apparatus owned by a user, such as a PC (Personal Computer), a tablet, or a smartphone, that allows the user to play a game. A game application is installed on the user terminal 20, and the game starts when the game application is activated. The user terminal 20 executes continuous battle processing to be described later, background execution processing of continuous battles to be described later, and the like. In addition, the user terminal 20 transmits information related to the game updated by various user operations in the game to the server 10 via the network NW. Note that the detailed functions of the user terminal 20 will be described in detail later with reference to FIG. 2.
[0017] <Example of Functional Configuration of Game System> Next, a functional configuration example of the game system 1 according to the present embodiment will be described. FIG. 2 is a block diagram showing a functional configuration example of the game system 1 according to the present embodiment. The network NW is omitted in FIG. 2. Further, in FIG. 2, only the respective functional components related to various functions of the present invention are shown, and illustration and description of other functional components of the game are omitted. In the following, respective functional configuration examples of the server 10 and the user terminal 20 constituting the game system 1 will be described.
[0018] [Functional Configuration Example of Server 10] As shown in FIG. 2, the server 10 includes a processing unit 11, a storage unit 12, and a communication unit 13. The processing unit 11 is connected to each of the storage unit 12 and the communication unit 13.
[0019] The processing unit 11 performs various processes for providing a game, and includes an information acquisition unit 111 and a game provision unit 112.
[0020] The information acquisition unit 111 acquires user's game information from the user terminal 20, for example, information that needs to be managed on the server side, such as characters owned by the user. Further, the information acquisition unit 111 outputs the acquired user's game information to the storage unit 12.
[0021] The game provision unit 112 provides, via the communication unit 13, the user terminal 20 with a virtual space where the user can play the game, various information data corresponding to various operations by the user on the game application, and the like.
[0022] The storage unit 12 stores input / output data of various processes for providing the game in the processing unit 11, the user's game information received from the user terminal 20, and the like.
[0023] The communication unit 13 establishes a connection between the server 10 and the user terminal 20 via the network NW, and performs transmission and reception of various data with the user terminal 20.
[0024] [Functional Configuration Example of User Terminal 20] As shown in Figure 2, the user terminal 20 comprises a processing unit 21, a storage unit 22, an operation display unit 23, and a communication unit 24. The processing unit 21 is connected to the storage unit 22, the operation display unit 23, and the communication unit 24, respectively.
[0025] The processing unit 21 includes an information acquisition unit 211, a game execution unit 212, a screen transition unit 213, a battle continuation unit 214, and a progress synchronization unit 215.
[0026] The information acquisition unit 211 acquires information from the operation display unit 23 regarding various operations performed by the user, such as logging into the game, opening the character list screen in the game, performing continuous battles in the game, switching between the game and other applications, and operations performed on other applications.
[0027] The game execution unit 212 executes the functions of the game application in accordance with the user operation information acquired by the information acquisition unit 211. The game execution unit 212 also stores various information data generated during the execution of the game application in the storage unit 22.
[0028] The screen transition unit 213 transitions the current display screen to a launched screen in response to user operations such as launching various game screens or launching other applications installed on the user terminal 20. For example, during a continuous battle, the screen transition unit 213 transitions the currently displayed screen from the continuous battle screen, which displays the progress of the continuous battle, to another screen in response to a first user operation. Here, the first operation includes at least one of launching other game functions or launching an application other than the game. The screen transition unit 213 also returns the display screen from the other screen to the continuous battle screen in response to a second user operation. Here, the second operation is the operation to open the continuous battle screen.
[0029] The combat continuation unit 214 continues the continuous battle in the background when the display screen is transitioned from the continuous battle screen to another screen by the screen transition unit 213.
[0030] The progress synchronization unit 215 displays the latest game progress stored in the memory unit 22 on the transitioned continuous battle screen when the display screen transitions from another screen to the continuous battle screen. The progress synchronization unit 215 synchronizes the continuous battle progress displayed on the continuous battle screen based on the continuous battle progress at the time the screen transition unit 213 transitions the display screen from another screen to the continuous battle screen.
[0031] Furthermore, the combat continuation unit 214 and the progress synchronization unit 215 described above may also be internal components of the game execution unit 212.
[0032] The memory unit 22 stores input / output data for various processes in the processing unit 21 for executing the game, such as user identification information, information on the user's owned characters, and configuration information for various game screens. The memory unit 22 also stores information on the progress of a continuous battle. In the following description, the information on the progress of a continuous battle may also be referred to as "continuous battle progress." The memory unit 22 may, for example, store the continuous battle progress at any time while a continuous battle is being executed, or it may store the continuous battle progress at predetermined time intervals. Also, if multiple characters take part in a continuous battle sequentially, the memory unit 22 may store the continuous battle progress when each character's battle has finished. Also, if battles are fought repeatedly against the same enemy or on the same stage, the memory unit 22 may store the continuous battle progress when each battle has finished. The memory unit 22 may also store the continuous battle progress at any appropriate time.
[0033] Here, information on the progress of consecutive battles includes, for example, information on the outcome of battles, experience points, coins, and equipment items acquired by the user's character, and information on the user's character's current level and equipped items. Information on the outcome of battles includes the damage dealt, damage received, and amount of HP recovered by each of the user's characters during the battle. In addition, in the case of consecutive battles between a party (opposing team) formed by the user, the information on the progress of consecutive battles includes information on the combination of characters participating in the battle, in addition to the various types of information mentioned above.
[0034] The operation display unit 23 comprises an operation unit and a display unit. The user performs various operations on the operation unit when playing a game. The display unit displays various game screens and screens of other applications. The operation unit and the display unit may be formed integrally as, for example, a touch panel, or they may be configured separately. The operation display unit 23 generates operation signals representing the user's operations input to the operation unit and supplies these operation signals to the processing unit 21. The operation display unit 23 also causes the display unit to display game screens, etc., based on the display signals supplied from the processing unit 21.
[0035] The communication unit 24 establishes a connection between the user terminal 20 and the server 10 via the network NW and performs the sending and receiving of various types of data with the server 10.
[0036] <Example hardware configuration of server 10 and user terminal 20> Next, the hardware configuration of the server 10 and the user terminal 20 will be described. Figure 3 is a block diagram showing an example of the hardware configuration of the server 10 according to this embodiment. As shown in Figure 4, the hardware configuration of the server 10 includes a CPU (Central Processing Unit) 10a, a ROM (Read Only Memory) 10b, a RAM (Random Access Memory) 10c, a non-volatile storage 10d, and a communication interface 10e. The CPU 10a, ROM 10b, RAM 10c, non-volatile storage 10d, and communication interface 10e are connected by a bus 10f so that they can send and receive information data from each other.
[0037] The CPU 10a reads the program code for the software that implements the various functions of the server 10 from the ROM 10b, loads it into the RAM 10c, and executes it. Alternatively, a GPU (Graphics Processing Unit) or similar device may be used instead of the CPU 10a, or the CPU 10a and GPU may be used in combination.
[0038] ROM10b is composed of a storage medium such as non-volatile memory and stores programs and data that the CPU10a executes and references.
[0039] RAM10c is composed of a storage medium such as volatile memory, and temporarily stores information (data) necessary for each process performed by CPU10a.
[0040] The non-volatile storage 10d is a computer-readable, non-transient recording medium that stores programs executed by the CPU 10a, and is composed of a storage device such as an HDD (Hard Disk Drive). The non-volatile storage 10d stores programs for the CPU 10a to execute various functions, OS (Operating System), controller programs, and data. Furthermore, the computer-readable, non-transient recording medium that stores programs executed by the CPU 10a is not limited to an HDD, but may be a recording medium such as an SSD (Solid State Drive), CD (Compact Disc)-ROM, or DVD (Digital Versatile Disc)-ROM.
[0041] The communication interface 10e can use, for example, a NIC (Network Interface Card), and various types of data can be sent and received between devices via LAN, WAN, dedicated lines, etc., connected to the terminals of the NIC.
[0042] Note that server 10 is not limited to the configuration shown in Figure 3, and may, for example, be configured on the cloud.
[0043] Next, the hardware configuration of the user terminal 20 will be described. Figure 4 is a block diagram showing an example of the hardware configuration of the user terminal 20 according to this embodiment. As can be seen by comparing Figure 4 and Figure 3, the user terminal 20, like the server 10, is equipped with a CPU 10a, ROM 10b, RAM 10c, non-volatile storage 10d, and a communication interface 10e. The user terminal 20 is further equipped with an operation display device 20g. The CPU 10a, ROM 10b, RAM 10c, non-volatile storage 10d, communication interface 10e, and operation display device 20g are connected by a bus 10f so that they can send and receive information data from each other. Here, redundant explanations of the CPU 10a, ROM 10b, RAM 10c, non-volatile storage 10d, and communication interface 10e will be omitted.
[0044] The operation display device 20g consists of a display device such as an LCD (Liquid Crystal Display) or an organic EL (Electro-luminescence) display, and an operation device consisting of a touch sensor or the like. The display device and the operation device are formed as an integrated unit, for example, as a touch panel. However, it is also possible to configure the operation device as a mouse or tablet, and to configure it separately from the display device.
[0045] <Procedure for Continuous Combat Processing Example 1> Next, we will describe Example 1 of continuous battle processing in game system 1. In Example 1 of continuous battle processing, firstly, during the progress of a continuous battle, the user terminal 20, in response to the user's first operation, transitions the currently displayed screen from the continuous battle screen, which displays the progress of the continuous battle, to another screen. Secondly, when the display screen of the user terminal 20 transitions from the continuous battle screen to another screen, it continues the continuous battle in the background. Thirdly, the user terminal 20 stores the progress of the continuous battle that is continuing in the background. Fourthly, in response to the user's second operation, the user terminal 20 transitions the display screen from the other screen back to the continuous battle screen. Fifthly, the latest progress stored in the storage process is displayed on the transitioned continuous battle screen.
[0046] The following describes the detailed procedure for continuous battle processing example 1 on the user terminal 20. Figure 5 is a flowchart of the procedure for continuous battle processing example 1 in the game system 1 according to this embodiment.
[0047] First, in step S1, the information acquisition unit 211 of the user terminal 20 detects the user's operation to start a continuous battle. Here, the user's operation to start a continuous battle is, for example, an operation in which the user selects the characters to participate in the continuous battle, sets the participation order of each character, etc., and presses the continuous battle start button, etc. The user's operation to start a continuous battle may also be, for example, an operation in which the user selects a battle stage, sets the number of battles to be performed consecutively on the selected stage, the characters to participate in the battle, etc., and presses the continuous battle start button, etc. Furthermore, if the game has an item such as a battle right ticket for starting a continuous battle, the information acquisition unit 211 will start the continuous battle when it detects the user's operation to use the item for starting a continuous battle. In this process, the information acquisition unit 211 also outputs various information related to the continuous battle set by the user, such as the information of the participating characters mentioned above, the participation order of each character, the battle stage, the number of battles to be performed consecutively, etc., to the game execution unit 212.
[0048] Next, in step S2, the game execution unit 212 starts a continuous battle based on various information about the continuous battle input from the information acquisition unit 211.
[0049] Next, in step S3, the information acquisition unit 211 determines whether or not it has detected an operation to activate another function of the game (the first operation). Here, the other function of the game may be any function other than the continuous battle function, such as a character training function. In this process, the information acquisition unit 211 may detect the first operation at any time, or it may detect the first operation at predetermined time intervals set in advance.
[0050] In step S3, if the information acquisition unit 211 determines that it has not detected the first operation (i.e., a NO determination in step S3), it repeatedly executes the process in step S3.
[0051] On the other hand, in step S3, if the information acquisition unit 211 determines that it has detected the first operation (i.e., if the determination in step S3 is YES), it proceeds to the process in step S4.
[0052] In step S4, the information acquisition unit 211 outputs the detected first operation information to the screen transition unit 213. The screen transition unit 213 then transitions the screen from the continuous battle screen to the screen of another function that was activated during the continuous battle, in accordance with the detected first operation.
[0053] Next, in step S5, the game execution unit 212 performs background execution processing for continuous battles. The background execution processing for continuous battles will be described in detail in Figures 6 and 7 below.
[0054] Next, in step S6, the game execution unit 212 determines whether the continuous battle has been canceled or terminated.
[0055] In step S6, if the game execution unit 212 determines that the continuous battle has been canceled or terminated (i.e., if the YES determination is made in step S6), it proceeds to step S7.
[0056] In step S7, the game execution unit 212 notifies the user of the cancellation or termination of the continuous battle. The game execution unit 212 controls the user terminal 20 to display a pop-up notification screen, for example. If the user terminal 20 has a push notification function and the push notification function is enabled, the game execution unit 212 may also notify the user of the cancellation or termination of the continuous battle via the push notification function. After the processing in step S7, the continuous battle process ends.
[0057] On the other hand, if the game execution unit 212 determines in step S6 that the continuous battle has not been canceled or ended (in the case of a NO determination in step S6), the process proceeds to step S8.
[0058] In step S8, the information acquisition unit 211 determines whether or not it has detected an operation to open the continuous battle screen (second operation).
[0059] In the process of step S8, if the information acquisition unit 211 determines that it has not detected the second operation (in the case of a NO determination in step S8), it returns to the process of step S5 and repeatedly executes the processes of steps S5 to S8.
[0060] On the other hand, if the information acquisition unit 211 determines that it has detected the second operation during the process in step S8 (i.e., if the result in step S8 is YES), the process proceeds to step S9.
[0061] In step S9, the screen transition unit 213 synchronizes the progress displayed on the continuous battle screen with the current progress of the continuous battle. After processing in step S9, the processing unit 21 returns to the processing in step S3 and repeatedly executes the processes in steps S3 to S9.
[0062] <Procedure for background execution of continuous battles> Next, the background execution process for continuous battles on the user terminal 20 will be described. In the background execution process for continuous battles, firstly, the game execution unit 212 automatically levels up the user's character using the experience points gained in the continuous battles. Secondly, the game execution unit 212 identifies and automatically equips the character with the equipment item that is equipable at the character's current level and that will give the character the highest chance of winning in battle after equipping it, from the equipment items acquired by the user's character in the continuous battles. Thirdly, in a continuous battle, if the currently running battle ends and there is another battle, the game execution unit 212 will cancel the continuous battle if it determines that the user's character participating in the next battle cannot win. Also, in a continuous battle, if the currently running battle ends and there is another battle, the game execution unit 212 will continue the continuous battle if it determines that the user's character participating in the next battle can win.
[0063] The following describes the detailed procedure for background execution of continuous battles. Figures 6 and 7 are flowcharts showing the procedure for background execution of continuous battles in the game system 1 according to this embodiment. The process described below is called and executed as a subroutine in step S5 shown in Figure 5 and Figure 7 described later.
[0064] In step S601, first, the game execution unit 212 continues to execute the battle that is currently running.
[0065] Next, in step S602, the game execution unit 212 determines whether the current battle has ended or not.
[0066] In step S602, if the game execution unit 212 determines that the current battle has not ended (a NO determination in step S602), it returns to the processing of step S601 and repeatedly executes the processing of steps S601 to S602.
[0067] On the other hand, in step S602, if the game execution unit 212 determines that the current battle has ended (i.e., if the YES determination is made in step S602), it proceeds to the processing in step S603.
[0068] In step S603, the game execution unit 212 determines whether the user's character participating in the current battle has gained experience points. If the game execution unit 212 determines that the user's character participating in the current battle has not gained experience points (a NO determination in step S603), the process proceeds to step S605, which will be described later.
[0069] On the other hand, in step S603, if the game execution unit 212 determines that the user's character participating in the current battle has gained experience points (in the case of a YES determination in step S603), the process proceeds to step S604.
[0070] In step S604, the game execution unit 212 automatically increases the character's level using the acquired experience points.
[0071] In step S605, that is, after processing in step S604, or if the NO determination in step S603 is made, the game execution unit 212 determines whether or not the user's character participating in the current battle has acquired an equipment item.
[0072] In step S605, if the game execution unit 212 determines that the user's character participating in the current battle has not acquired any equipment items (a NO determination in step S605), it proceeds to step S607.
[0073] On the other hand, in step S605, if the game execution unit 212 determines that a user's character participating in the current battle has acquired an equipment item (in the case of a YES determination in step S605), it identifies the optimal equipment item and automatically equips it to the character (step S606). In this process, the game execution unit 212 identifies from the acquired equipment items the equipment item that can be worn at the character's current level and that will give the character the highest chance of winning in battle after being equipped, and automatically equips it to the character.
[0074] In step S607, that is, after the processing in step S606, or in the case of a NO determination in step S605, the memory unit 22 stores the progress of the continuous battle.
[0075] Next, in step S608, the game execution unit 212 determines whether or not there is a next battle. In this process, if there are battles that have not been executed among the multiple battles included in the consecutive battle, or if the number of executed battles has not reached the number predetermined by the user, it is determined that there is a next battle, and step S608 is determined to be YES. On the other hand, if there are no battles that have not been executed among the multiple battles included in the consecutive battle, or if the number of executed battles has reached the number predetermined by the user, it is determined that there is no next battle, and step S608 is determined to be NO. Here, for example, if multiple characters included in a party formed by the user fight battles in sequence, the number of battles included in the consecutive battle is the same as the number of characters included in the party. Also, for example, if battles are fought multiple times against the same stage or enemy, the number of battles included in the consecutive battle is the number predetermined by the user.
[0076] In step S608, if the game execution unit 212 determines that there is no next battle (a NO determination in step S608), it proceeds to step S609, ends the continuous battle, and stores the results of the continuous battle in the memory unit 22. Here, the results of the continuous battle include information on the outcome of each battle included in the continuous battle, information on experience points, coins, and equipment items acquired by the user's character, and information on the user's character's current level and equipped items.
[0077] On the other hand, in step S608, if the game execution unit 212 determines that there is another battle (i.e., if the YES determination is made in step S608), it proceeds to the processing in step S610.
[0078] In step S610, the game execution unit 212 determines whether the next battle is winnable or not. The game execution unit 212 determines whether the next battle is winnable or not based on, for example, the result of the current battle. Specifically, if the result of the current battle is a defeat, the game execution unit 212 may determine that the next battle is not winnable, and if the result of the current battle is a victory, it may determine that the next battle is winnable. Alternatively, the game execution unit 212 may determine whether the next battle is winnable or not based on, for example, the current level and / or combat ability value of the user's character participating in the next battle. Specifically, for example, the game execution unit 212 may determine that the next battle is winnable if the current level of the user's character participating in the next battle is higher than the enemy's current level, or if the current combat ability value of the user's character participating in the next battle is higher than the enemy's current combat ability value. Alternatively, for example, the game execution unit 212 may determine that the next battle is winnable if the current level and combat ability value of the user's character participating in the next battle are higher than the enemy's current level and combat ability value, respectively.
[0079] In step S610, if the game execution unit 212 determines that the next battle can be won (i.e., if the determination in step S610 is YES), it proceeds to the processing in step S611.
[0080] In step S611, the game execution unit 212 continues the continuous battle and starts the next battle.
[0081] After processing in step S611, the game execution unit 212 returns to processing in step S601 and repeatedly executes the processes from step S601 to step S611.
[0082] On the other hand, in step S610, if the game execution unit 212 determines that the next battle is impossible to win (a NO determination in step S610), it proceeds to the process in step S612, cancels the continuous battle, and stores the current progress of the continuous battle in the memory unit 22.
[0083] After the processing in step S609 or step S612, the background execution process for continuous combat ends, and the game execution unit 212 proceeds to the processing in step S6 shown in Figure 5 or Figure 8 described later.
[0084] <Procedure for Continuous Combat Processing Example 2> Figure 5 describes the procedure for Continuous Battle Processing Example 1, where the user activates other in-game functions during continuous battle. Below, we will describe the procedure for Continuous Battle Processing Example 2, where the user activates other applications other than the game installed on the user terminal 20 during continuous battle. In Continuous Battle Processing Example 2, the user terminal 20 transitions from the continuous battle screen to the screen of the activated other application during the continuous battle, in response to the operation to activate another application other than the game (first operation).
[0085] Figure 8 is a flowchart showing the procedure for example 2 of continuous battle processing in the game system 1 according to this embodiment. As can be seen by comparing Figure 8 with Figure 5, the processing of each step in Figure 8, except for steps S3a and S4a, is the same as the processing of each step in Figure 5. In the following, redundant explanations will be omitted, and only the processing of steps S3a and S4a will be explained.
[0086] After processing in step S2, in step S3a, the information acquisition unit 211 determines whether or not it has detected an operation to launch another application (first operation).
[0087] In the process of step S3a, if the information acquisition unit 211 determines that it has not detected the first operation (in the case of a NO determination in step S3a), it repeatedly executes the process of step S3a.
[0088] On the other hand, in the process of step S3a, if the information acquisition unit 211 determines that it has detected the first operation (i.e., if the determination in step S3a is YES), it proceeds to the process of step S4a.
[0089] In step S4a, the information acquisition unit 211 outputs the detected user operation information for the other application to the screen transition unit 213. The screen transition unit 213 then transitions the user from the continuous battle screen to the screen of the other application launched during the continuous battle, in accordance with the detected first operation.
[0090] <Effects> As described above, the game system 1 according to this embodiment continues continuous combat in the background on the user terminal 20 in response to operations by the user to activate other in-game functions or other applications while continuous combat is in progress. In addition, the game system 1 continues continuous combat in the background on the user terminal 20 and transitions the display screen from the continuous combat screen to the screen of other in-game functions or other applications activated by the user. Through this operation, the user can operate other in-game functions or other applications outside of the game while continuous combat is in progress, and make use of the duration of continuous combat. Furthermore, when the game system 1 runs continuous combat in the background on the user terminal 20, it automatically levels up the user's character using the experience points gained in combat. In addition, the game system 1 identifies the optimal equipment item from the equipment items acquired by the user's character in combat and automatically equips it to the character on the user terminal 20. Through this operation, character development and equipment equipping can be automatically performed while continuous combat is in progress.
[0091] It should be noted that the present invention is not limited to the embodiments described above, and various other applications and modifications can be taken as long as they do not deviate from the gist of the present invention as described in the claims. For example, the embodiments described above are detailed and specific explanations of the game system configuration in order to clearly illustrate the present invention, and are not necessarily limited to those comprising all the configurations described. Furthermore, it is possible to replace some of the configurations of the embodiments described here with those of other embodiments, and it is also possible to add configurations from other embodiments to the configuration of one embodiment. In addition, it is possible to add, delete, or replace some of the configurations of the embodiments with those of other embodiments. Furthermore, the control lines and information lines shown are those deemed necessary for explanatory purposes, and not all control lines and information lines are necessarily shown in the actual product. In reality, it is safe to assume that almost all components are interconnected.
[0092] In the above embodiment, an example of processing was described in which the user terminal 20 continues a continuous battle running in the background if the next battle is winnable, and stops the continuous battle if the next battle is unwinnable (defeat). However, the present invention is not limited to this. For example, in a continuous battle running in the background, the user terminal 20 may automatically challenge the next stage battle if it wins the battle in the current stage, and if it loses the battle in the current stage, it may repeat the battle in the current stage until it wins. In other words, by repeating the battle in the current stage until it can win the battle in the current stage, the user's character level and experience points will increase, so the battle in the background can continue without restriction until, for example, a predetermined trigger occurs. A predetermined trigger is, for example, when the duration of the continuous battle reaches a predetermined time. When the duration of the continuous battle reaches a predetermined time, the user terminal 20 may stop or end the continuous battle. Here, the predetermined time is, for example, 24 hours. In other words, if the user terminal 20 determines that there is a next battle after the currently running battle has ended, and that the user's character participating in the next battle is unable to win, it may repeatedly run the currently running battle until a predetermined trigger occurs.
[0093] (Note) The features of the above-described embodiment are noted below. (Note 1) A computer that provides a game with a continuous battle function that allows for multiple battles to be performed in succession, During the continuous battle, in response to a first user operation, the currently displayed screen is transitioned from the continuous battle screen showing the progress of the continuous battle to another screen. When the aforementioned display screen transitions from the continuous battle screen to another screen, a process is performed to continue the continuous battle in the background. A process for storing the progress of the continuous battle that continues in the background, A process to transition the display screen from the other screen to the continuous battle screen in response to the user's second operation, The process of displaying the latest progress status stored in the storage process on the destination continuous battle screen is executed. program. This allows users to utilize the duration of consecutive battles in the game while they are in progress, and also enables the automatic development of characters or the equipping of gear during consecutive battles. (Note 2) The first operation includes an operation to activate other functions of the game, The process of transitioning to the other screen is performed in response to the first operation of activating another function of the game, and during the progress of the continuous battle, transitions from the continuous battle screen to the screen of the activated other function. The program described in Appendix 1. This allows users to utilize other game features while a series of battles are in progress. (Note 3) The process that continues in the background automatically increases the level of the user's character participating in the continuous battles, using the experience points gained in those battles. The program described in Appendix 1. This allows the user's character to automatically level up using the experience points gained during continuous battles that continue in the background. (Note 4) The process that continues in the background identifies the equipment item that the user's character participating in the continuous battle has acquired in the continuous battle, is wearable at the character's current level, and automatically equips the character with the equipment item that will give the character the highest win rate in battle after being equipped. The program described in Appendix 1. This allows the system to automatically identify the most suitable equipment items from those acquired by the user's character and equip them to the character during continuous battles that continue in the background. (Note 5) The process that continues in the background will, in the continuous battle, terminate the continuous battle if, after the currently running battle ends, there is another battle, and the user's character participating in the next battle is determined to be unable to win that battle. The program described in Appendix 1. This allows for avoiding potentially unsuccessful battles in continuous background combat, thus preventing a decrease in the user's character's experience points and / or rare item acquisition rate. (Note 6) The background process described above, in the continuous battle, if there is a next battle after the currently running battle has ended, and the user's character participating in the next battle is determined to be unable to win the next battle, will repeatedly run the currently running battle until a predetermined trigger occurs. The program described in Appendix 1. This allows users to level up their character and gain experience points by repeatedly fighting in the current stage until they win the battle in that stage, during continuous battles that continue in the background. (Note 7) The process to continue in the background will continue the continuous battle if, in the continuous battle, after the currently running battle has ended, there is another battle, and the user's character participating in the next battle is determined to be able to win the next battle. The program described in Appendix 1. This allows the user's character to remain in a winning state during continuous battles that continue in the background, preventing a decrease in the user's character's experience points and / or the acquisition rate of rare items. (Note 8) The game is provided with an item for initiating the continuous battle, and when the game detects that the user has used the item, it executes a process to initiate the continuous battle. The program described in Appendix 1. Therefore, the present invention can also be applied when it is necessary to use an item to initiate a continuous battle. (Note 9) If the aforementioned continuous combat is stopped or terminated, the system will execute a process to notify the system of the stoppage or termination of the continuous combat. The program described in Appendix 1. This allows the system to detect when a continuous battle is being stopped or ended, even if the user is operating or viewing screens for other in-game functions or other applications. (Note 10) The notification process described above, if the computer has a push notification function and the push notification function is enabled, will notify the computer of the cancellation or termination of the continuous battle via the push notification function. The program described in Appendix 9. This allows for notification of the cancellation or termination of a continuous battle without preventing the user from interacting with or viewing screens for other in-game functions or other applications. (Note 11) The first operation includes launching an application other than the game, The process of transitioning to the other screen is performed in response to the first operation of launching the other application, and during the progress of the continuous battle, transitions from the continuous battle screen to the screen of the launched other application. The program described in Appendix 1. This allows users to use other applications besides the game while a series of battles are in progress. (Note 12) An information processing device that provides a game having a continuous battle function that executes multiple battles in succession, During the continuous battle, a screen transition unit transitions the currently displayed screen from the continuous battle screen showing the progress of the continuous battle to another screen in response to a first user operation, and transitions the displayed screen from the other screen back to the continuous battle screen in response to a second user operation. When the display screen transitions from the continuous battle screen to another screen, a battle continuation unit continues the continuous battle in the background. A memory unit that stores the progress of the continuous battle that continues in the background, The transition destination continuous battle screen includes a progress synchronization unit that displays the latest progress status stored in the memory unit. Information processing device. (Note 13) An information processing method in an information processing device that provides a game having a continuous battle function that executes multiple battles in succession, During the continuous battle, in response to a first user operation, the currently displayed screen is transitioned from the continuous battle screen showing the progress of the continuous battle to another screen. If the display screen transitions from the continuous battle screen to another screen, the step of continuing the continuous battle in the background, A step of recording the progress of the continuous battle that continues in the background, The steps include: transitioning the display screen from the other screen to the continuous battle screen in response to the user's second operation; The step includes displaying the latest progress status stored in the storage step on the transition destination continuous battle screen. Information processing methods. (Note 14) An information processing device that provides a game having a continuous battle function that executes multiple battles in succession, The information processing device includes a server that provides the information data necessary for the game, The aforementioned information processing device is During the continuous battle, a screen transition unit transitions the currently displayed screen from the continuous battle screen showing the progress of the continuous battle to another screen in response to a first user operation, and transitions the displayed screen from the other screen back to the continuous battle screen in response to a second user operation. When the display screen transitions from the continuous battle screen to another screen, a battle continuation unit continues the continuous battle in the background. A memory unit that stores the progress of the continuous battle that continues in the background, The transition destination continuous battle screen includes a progress synchronization unit that displays the latest progress status stored in the memory unit. Information processing system. [Explanation of symbols]
[0094] 1: Game System 10: Server 20: User terminal 11,21: Processing Unit 12,22 :Storage part 13,24: Communications Department 23: Operation display section 111,211: Information acquisition department 112: Game Provision Department 212: Game Execution Unit 213: Screen transition section 214: Combat Continuation Unit 215: Progress synchronization part
Claims
1. A computer that provides a game with a continuous battle function that allows for multiple battles to be performed in succession, During the continuous battle, in response to a first user operation, the currently displayed screen is transitioned from the continuous battle screen showing the progress of the continuous battle to another screen. When the aforementioned display screen transitions from the continuous battle screen to another screen, a process is performed to continue the continuous battle in the background. A process for storing the progress of the continuous battle that continues in the background, The process of transitioning the display screen from the other screen to the continuous battle screen in response to the user's second operation, The process of displaying the latest progress status stored in the storage process on the destination continuous battle screen is executed. program.
2. The first operation includes an operation to activate other functions of the game, The process of transitioning to the other screen is performed in response to the first operation of activating another function of the game, and during the progress of the continuous battle, transitions from the continuous battle screen to the screen of the activated other function. The program according to claim 1.
3. The process that continues in the background automatically increases the level of the user's character participating in the continuous battles, using the experience points gained in those battles. The program according to claim 1.
4. The process that continues in the background identifies the equipment item that the user's character participating in the continuous battle has acquired in the continuous battle, is wearable at the character's current level, and automatically equips the character with the equipment item that will give the character the highest win rate in battle after being equipped. The program according to claim 1.
5. The process that continues in the background will, in the continuous battle, terminate the continuous battle if, after the currently running battle ends, there is another battle, and the user's character participating in the next battle is determined to be unable to win that battle. The program according to claim 1.
6. The background process described above, in the continuous battle, if there is a next battle after the currently running battle has ended, and the user's character participating in the next battle is determined to be unable to win the next battle, will repeatedly run the currently running battle until a predetermined trigger occurs. The program according to claim 1.
7. The process to continue in the background will continue the continuous battle if, in the continuous battle, after the currently running battle has ended, there is another battle, and the user's character participating in the next battle is determined to be able to win the next battle. The program according to claim 1.
8. The game is provided with an item for initiating the continuous battle, and when the game detects that the user has used the item, it executes a process to initiate the continuous battle. The program according to claim 1.
9. If the aforementioned continuous combat is stopped or terminated, the system will execute a process to notify the system of the stoppage or termination of the continuous combat. The program according to claim 1.
10. The notification process described above, if the computer has a push notification function and the push notification function is enabled, will notify the computer of the cancellation or termination of the continuous battle via the push notification function. The program according to claim 9.
11. The first operation includes launching an application other than the game, The process of transitioning to the other screen is performed in response to the first operation of launching the other application, and during the progress of the continuous battle, transitions from the continuous battle screen to the screen of the launched other application. The program according to claim 1.
12. An information processing device that provides a game having a continuous battle function that executes multiple battles in succession, During the continuous battle, a screen transition unit transitions the currently displayed screen from the continuous battle screen showing the progress of the continuous battle to another screen in response to a first user operation, and transitions the displayed screen from the other screen back to the continuous battle screen in response to a second user operation. When the display screen transitions from the continuous battle screen to another screen, a battle continuation unit continues the continuous battle in the background. A memory unit that stores the progress of the continuous battle that continues in the background, The transition destination continuous battle screen includes a progress synchronization unit that displays the latest progress status stored in the memory unit. Information processing device.
13. An information processing method in an information processing device that provides a game having a continuous battle function that executes multiple battles in succession, During the continuous battle, in response to a first user operation, the currently displayed screen is transitioned from the continuous battle screen showing the progress of the continuous battle to another screen. If the display screen transitions from the continuous battle screen to another screen, the step of continuing the continuous battle in the background, A step of recording the progress of the continuous battle that continues in the background, The steps include: transitioning the display screen from the other screen to the continuous battle screen in response to the user's second operation; The step includes displaying the latest progress status stored in the storage step on the transition destination continuous battle screen. Information processing methods.
14. An information processing device that provides a game having a continuous battle function that executes multiple battles in succession, The information processing device includes a server that provides the information data necessary for the game, The aforementioned information processing device is During the continuous battle, a screen transition unit transitions the currently displayed screen from the continuous battle screen showing the progress of the continuous battle to another screen in response to a first user operation, and transitions the displayed screen from the other screen back to the continuous battle screen in response to a second user operation. When the display screen transitions from the continuous battle screen to another screen, a battle continuation unit continues the continuous battle in the background. A memory unit that stores the progress of the continuous battle that continues in the background, The transition destination continuous battle screen includes a progress synchronization unit that displays the latest progress status stored in the memory unit. Information processing system.
Citation Information
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