Game program, game processing method, and information processing device

JP7629506B2Active Publication Date: 2025-02-14COLOPL
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Patent Information

Application Number
JP2023204803
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-04
Publication Date
2025-02-14
Estimated Expiration
2039-09-30

AI Technical Summary

Benefits of technology

【0007】 本開示に示す一実施形態によれば、複数のゲーム媒体を合成するための合成処理を実行する際のユーザビリティを向上可能なゲームプログラムを提供することができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game program capable of improving game property.SOLUTION: A game program which is executed by a computer comprising a processor and a memory causes the processor to execute the steps of: executing first selection processing for selecting at least one game medium from a group of game media in response to an operation of a user; displaying the game medium which is selected in the first selection processing, on a display screen; executing second selection processing for selecting a base game medium which becomes a base, from the game medium selected in the first selection processing in response to an operation of the user to the display screen; executing third selection processing for selecting a material game medium which can be combined with the base game medium, in response to an operation of the user from among registered game media which are registered beforehand by the user; creating a combined game medium by performing combination processing on the base game medium and the material game medium; and imparting the combined game medium to the user as an acquired game medium.SELECTED DRAWING: Figure 5
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Description

[Technical field]

[0001] The present invention relates to a game program, a game processing method, and an information processing device. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there is known a game program that, when a user acquires a plurality of characters, creates a single new character by combining a character that is an original with a character that is a material for combination. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2017-196392 A Summary of the Invention [Problem to be solved by the invention]

[0004] The game program disclosed in Patent Document 1 has room for improvement in terms of improving user operability (usability).

[0005] The present disclosure aims to provide a game program, a game processing method, and an information processing device that can improve usability when executing a synthesis process for synthesizing multiple game media. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, A game program executed by a computer having a processor and a memory, The game program causes the processor to executing a first selection process for selecting at least one game medium from a group of game media available for use in a game based on the game program in response to a user operation; displaying the at least one game medium selected in the first selection process on a display screen; executing a second selection process in response to a user's operation on the display screen, to select a base game medium from the at least one game medium selected in the first selection process; executing a third selection process for selecting, in response to an operation by the user, material game media that can be combined with the base game media from at least one registered game media that has been registered in advance by the user; a step of performing a synthesis process on the base game media selected in the second selection process and the material game media selected in the third selection process to create a synthesized game medium; providing the combined game medium to the user as an acquired game medium; A game program is provided that executes the above. Effect of the Invention

[0007] According to one embodiment of the present disclosure, a game program can be provided that can improve usability when executing a synthesis process for synthesizing multiple game media. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 illustrates an example of a configuration of a game distribution system according to an embodiment. [Diagram 2] FIG. 2 is a block diagram showing a functional configuration of a user terminal according to an embodiment. [Diagram 3] FIG. 2 is a block diagram showing a functional configuration of a server according to an embodiment. [Figure 4] 11 is a flowchart showing an example of a game execution process according to an embodiment. [Diagram 5] 11 is a flowchart illustrating an example of an object setting process and an object merging process according to an embodiment. [Figure 6]11 is an example of an object selection table according to an embodiment. [Figure 7] FIG. 13 is a diagram showing an example of a game screen according to an embodiment. [Figure 8] FIG. 13 is a diagram showing an example of a game screen according to an embodiment. [Figure 9] FIG. 13 is a diagram showing an example of a game screen according to an embodiment. [Figure 10] FIG. 13 is a diagram showing an example of a game screen according to an embodiment. [Figure 11] FIG. 13 is a diagram showing an example of a game screen according to an embodiment. [Figure 12] FIG. 13 is a diagram showing an example of a game screen according to an embodiment. [Figure 13] FIG. 13 is a diagram showing an example of a game screen according to an embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, the embodiment of this technical idea will be described in detail with reference to the drawings. In the following description, the same parts are given the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions thereof will not be repeated. In one or more embodiments shown in this disclosure, the elements included in each embodiment can be combined with each other, and the combined result also forms part of the embodiment shown in this disclosure.

[0010] (Game distribution system configuration) In this embodiment, a user operates an information processing device equipped with a touch screen, such as a smartphone, to progress through a game while transmitting and receiving data related to the game between the game server and the smartphone. Fig. 1 is a diagram showing the configuration of a game distribution system 1 according to an embodiment. As shown in Fig. 1, the game distribution system 1 includes an information processing device used by a user and a server 20, and these devices are connected to each other via a network 30 so as to be able to communicate with each other.

[0011] In the example of Fig. 1, a plurality of mobile terminals such as a user terminal 10A, a user terminal 10B, and a user terminal 10C (hereinafter, the user terminals such as the user terminals 10A, 10B, and 10C may be collectively referred to as "user terminal 10") are shown as information processing devices used by users. The user terminal 10A and the user terminal 10B connect to the network 30 by communicating with a wireless base station 31. The user terminal 10C connects to the network 30 by communicating with a wireless router 32 installed in a facility such as a house. The user terminal 10 is a mobile terminal equipped with a touch screen, such as a smartphone, a phablet, or a tablet.

[0012] The user terminal 10 executes a game program to provide the user with an environment for playing a game corresponding to the game program. The user terminal 10 installs the game program via a platform that distributes apps and the like. The user terminal 10 executes a game program installed in the user terminal 10 or a game program that is pre-installed in advance, thereby enabling the user to play a game. The user terminal 10 communicates with the server 20 by reading and executing the game program, and transmits and receives data related to the game between the user terminal 10 and the server 20 as the game progresses.

[0013] The server 20 transmits data necessary for playing the game to the user terminal 10 as appropriate, thereby progressing the game play on the user terminal 10. The server 20 manages various data related to the game for each user playing the game. The server 20 communicates with the user terminal 10, and transmits images, audio, text data, and other data to the user terminal 10 according to the progress of each user's game.

[0014] The game distribution system 1 is not limited to a specific play mode, and may be a system for executing games of any play mode. For example, the game program corresponds to a single play mode by a single user and a multiplay mode by multiple users as a mode in which the user plays the game. For example, in the game distribution system 1, the server 20 identifies users who will participate in the multiplay and communicates with each user terminal 10 of each user, thereby providing each user with an environment for playing the game in multiplay. The game distribution system 1 may adopt a play mode of a multiplay game, such as a battle game in which multiple users battle against each other, or a cooperative play game in which multiple users cooperate to progress in the game.

[0015] As shown in FIG. 1, the server 20 includes, as its hardware configuration, a communication IF (Interface) 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29, which are connected to each other via a communication bus.

[0016] The communication IF 22 is compatible with various communication standards such as LAN (Local Area Network) standards, and functions as an interface for transmitting and receiving data to and from an external communication device such as the user terminal 10.

[0017] The input / output IF 23 functions as an interface for accepting input of information to the server 20 and outputting information to the outside of the server 20. The input / output IF 23 includes an input accepting unit that accepts connection of an information input device such as a mouse or a keyboard, and an output unit that accepts connection of an information output device such as a display for displaying images, etc.

[0018] The memory 25 is a storage device for storing data and the like used in processing. For example, the memory 25 provides the processor 29 with a working area for temporary use when the processor 29 performs processing. The memory 25 includes a ROM (Read Only Memory), a RAM (Random Access Memory), and a The system is composed of storage devices such as a USB flash drive and a USB memory.

[0019] The storage 26 is a storage device for storing various programs and data to be read and executed by the processor 29. Information stored in the storage 26 includes game programs, information related to game programs, information on users who play game programs, and other information. The storage 26 is configured to include storage devices such as an HDD (Hard Disk Drive) and a flash memory.

[0020] The processor 29 controls the operation of the server 20 by reading and executing programs and the like stored in the storage 26. The processor 29 is, for example, a CPU (Central Processing Unit). It is composed of an MPU (Micro Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc.

[0021] Fig. 2 is a block diagram showing a functional configuration of the user terminal 10. As shown in Fig. 2, the user terminal 10 includes an antenna 110, a wireless communication IF 120, a touch screen 130, an input / output IF 140, a storage unit 150, a voice processing unit 160, a microphone 170, a speaker 180, and a control unit 190.

[0022] The antenna 110 radiates the signal emitted by the user terminal 10 into space as a radio wave. The antenna 110 also receives the radio wave from space and provides the received signal to the wireless communication IF 120.

[0023] The wireless communication IF 120 performs modulation and demodulation processing for transmitting and receiving signals via the antenna 110 etc. so that the user terminal 10 can communicate with other communication devices. The wireless communication IF 120 is a communication module for wireless communication including a tuner, a high-frequency circuit, etc., performs modulation and demodulation and frequency conversion of wireless signals transmitted and received by the user terminal 10, and provides the received signals to the control unit 190.

[0024] Touch screen 130 accepts input from the user and outputs information to the user on display 132. Touch screen 130 includes a touch panel 131 for accepting input operations from the user, and a display 132 for displaying a menu screen and the progress of the game on the screen. Touch panel 131 detects the approach of a user's finger, for example, by using a capacitance type touch panel. Display 132 is realized by, for example, an LCD (Liquid Crystal Display), an organic EL (electroluminescence), or other display device.

[0025] The input / output IF 140 functions as an interface for accepting input of information to the user terminal 10 and for outputting information to the outside of the user terminal 10.

[0026] The storage unit 150 is configured with a flash memory, a RAM (Random Access Memory), etc., and stores programs used by the user terminal 10, various data received by the user terminal 10 from the server 20, and the like.

[0027] The audio processing unit 160 modulates and demodulates an audio signal. The audio processing unit 160 modulates a signal provided from the microphone 170 and provides the modulated signal to the control unit 190. The audio processing unit 160 also provides the audio signal to the speaker 180. The audio processing unit 160 is realized, for example, by a processor for audio processing. The microphone 170 functions as an audio input unit for receiving an input of an audio signal and outputting it to the control unit 190. The speaker 180 functions as an audio output unit for outputting the audio signal to the outside of the user terminal 10.

[0028] The control unit 190 controls the operation of the user terminal 10 by reading and executing the programs stored in the storage unit 150. The control unit 190 is realized by, for example, an application processor.

[0029] The process of the user terminal 10 executing the game program 151 will be described in more detail. The storage unit 150 stores the game program 151, game information 152, and user information 153. The user terminal 10, for example, downloads the game program from the server 20 and stores it in the storage unit 150. In addition, the user terminal 10 communicates with the server 20 as the game progresses, thereby transmitting and receiving various data such as the game information 152 and the user information 153 to and from the server 20.

[0030] The game program 151 is a program for progressing the game in the user terminal 10. The game information 152 includes various data referenced by the game program 151. The game information 152 includes, for example, information on objects to be placed in a virtual space in the game, information on objects owned by the user, information on effects associated with the objects (including information on skills set for game characters, etc.). The user information 153 includes information on users who play the game. The user information 153 includes, for example, information identifying the user of the user terminal 10 who plays the game, information identifying other users who play the game in cooperation during multiplay, and the like.

[0031] The control unit 190 loads and executes the game program 151, thereby performing the functions of an input operation receiving unit 191, an object assignment unit 192, a deck construction unit 193, an object setting unit 194, a parameter definition unit 195, a game progression unit 196, and a display control unit 197.

[0032] The input operation receiving unit 191 receives an input operation from a user based on the output of the touch screen 130. Specifically, the input operation receiving unit 191 detects the approach of a user's finger or the like to the touch panel 131 as coordinates of a coordinate system consisting of the horizontal and vertical axes of the surface constituting the touch screen 130.

[0033] The input operation reception unit 191 determines a user's operation on the touch screen 130. The input operation reception unit 191 determines, for example, user operations such as (1) "approach operation", (2) "release operation", (3) "tap operation", (4) "double tap operation", (5) "long press operation (long touch operation)", (6) "drag operation (swipe operation)", (7) "move operation", and (8) "flick operation". The user operations determined by the input operation reception unit 191 are not limited to the above. For example, when the touch panel 131 has a mechanism capable of detecting the magnitude of pressure applied by the user to the touch panel 131, the input operation reception unit 191 determines the magnitude of the pressure applied by the user.

[0034] (1) An "approach operation" is an operation in which a user brings a finger or the like close to touch screen 130. Touch screen 130 detects the approach of a user's finger or the like (including the user's finger or the like touching touch screen 130) by touch panel 131, and outputs a signal according to the detected coordinates of touch screen 130 to input operation receiving unit 191. Control unit 190 determines that the state has changed from a state in which the approach of a user's finger or the like to touch screen 130 has not been detected to a state in which the approach has been detected, to a "touch-on state."

[0035] (2) A "release operation" is an operation in which the user stops the state in which he or she is operating the touch screen 130 by approaching it. For example, when the user releases his or her finger from the state in which the finger is in contact with the touch screen 130, the control unit 190 determines that the user's operation is a "release operation." When the control unit 190 goes from a state in which the control unit 190 detects the approach of the user's finger or the like to the touch screen 130 to a state in which the control unit 190 does not detect the approach, it determines that the state has changed from a "touch-on state" to a "touch-off state."

[0036] (3) A "tap operation" is when the user performs an approach operation of bringing a finger or the like close to the touch screen 130 and then performs a release operation at the position where the approach operation was performed. When the input operation reception unit 191 detects that the user's finger or the like has approached based on the output of the touch screen 130 from a state where an approach operation is not detected (a state where the user's finger or the like is away from the touch screen 130 and the touch panel 131 has not detected the approach of the user's finger or the like), the input operation reception unit 191 holds the detected coordinates as an "initial touch position". When the coordinates of the initial touch position and the coordinates of the release operation are almost the same (when the coordinates of the release operation are detected within a certain range from the coordinates where the approach operation was detected), the control unit 190 determines that the user's operation is a "tap operation".

[0037] (4) A "double tap operation" is an operation in which a user performs a tap operation twice within a certain period of time. For example, when the control unit 190 determines that a user operation is a tap operation and then determines that the user operation is a tap operation again at the coordinates of the tap operation within a certain period of time, the control unit 190 determines that the user operation is a "double tap operation."

[0038] (5) A "long press operation" is an operation in which the user continues to press the touch screen 130. After detecting a user's operation and determining that it is an approach operation, if the duration of the approach operation at the coordinates where the approach operation was detected (or within a certain area including the coordinates) exceeds a certain period of time, the control unit 190 determines that the user's operation is a "long press operation" (a "long press operation" may also be referred to as a "long touch operation").

[0039] (6) A "drag operation" is an operation in which the user brings a finger or the like close to the touch screen 130 and slides the finger while maintaining the close contact state.

[0040] (7) A "move operation" refers to a series of operations in which the user maintains an approach operation on the touch screen 130, moves the position where the finger or the like is approaching the touch screen 130, and then performs a release operation.

[0041] (8) “Flick operation” refers to an operation in which the user performs a move operation in a time shorter than a predetermined time. The flick operation is an operation in which the user flicks the touch screen 130 with a finger.

[0042] The object granting unit 192 grants one or more objects to the user based on the result of a selection process executed in the server 20 in response to an input operation of the user on the touch screen 130. For example, the object granting unit 192 stores information about the one or more objects selected by the selection process in the storage unit 150, and makes the one or more objects available to the user in the game. The selection process will be described in detail in a later paragraph.

[0043] Here, the object given by the object giving unit 192 is not limited as long as it can be used by the user in the game. Examples of such objects include game characters, weapons, protective gear, accessories, and items for adjusting parameters of game characters, such as jobs. Note that a job is typically a game character's occupation, such as warrior or wizard, and by setting a job for a game character, for example, the parameters of the game character are adjusted or the skills that the game character can use are defined.

[0044] The deck construction unit 193 constructs a deck including one or more game characters designated by the user's operation input from among game characters available to the user (hereinafter also referred to as the "own character"). Here, the deck refers to, for example, a definition of one or more game characters to be involved in an event (for example, a battle event) within the game. The deck construction unit 193, for example, stores information about the constructed deck in the storage unit 150, and makes it possible to progress through an event within the game based on the deck.

[0045] The object setting unit 194 sets an object selected from among the objects given to the user in an object setting frame (hereinafter, also referred to as a setting frame) provided for the player's character selected by the user based on an input operation by the user. One or more setting frames may be provided for one game character, or a number of setting frames may be provided for each character. In addition, the type of object that can be set may be determined in the setting frame. As the setting frame, for example, a setting frame for weapons, a setting frame for armor, a setting frame for accessories, a setting frame for jobs, etc. may be provided.

[0046] The parameter definition unit 195 defines the parameters of the player's character based on the parameters of the object set in the setting frame by the object setting unit 194. The parameter definition unit 195, for example, stores the defined parameters of the player's character in the storage unit 150, and makes it possible to progress events in the game based on the parameters.

[0047] The game progression unit 196 performs various processes related to the progression of the game. For example, the game progression unit 196 interprets the content of a user's instruction based on the coordinates of the input position of the input operation accepted by the input operation acceptance unit 191 and the type of operation, and progresses the game based on the interpretation.

[0048] The game progression unit 196 can control, for example, the movement of the player's character, the progress of a battle event based on the user's instructions and the parameters of the player's character and the parameters of a game character that is the player's character's opponent (hereinafter also referred to as an enemy character), the generation, control, and destruction of various objects that appear in the game (for example, enemy characters, NPCs (Non-Playable Characters) such as villagers, buildings, etc.), and the generation, transformation, and movement of a GUI (Graphical User Interface) screen that is generated based on the user's instructions.

[0049] In addition, the game progression unit 196 can, for example, transmit the user's instructions to the server 20, receive the results of calculations performed based on the instructions at the server 20, and progress the game based on the received calculation results.

[0050] The display control unit 197 determines the display contents of the display 132 according to the input operations accepted by the input operation accepting unit 191 and the control of the game progression unit 196, and outputs various information such as images and text according to the determined display contents to the display 132. The display control unit 197 causes the display 132 to display, for example, animation images showing the movements of each game character, various menu screens, GUIs, and the like.

[0051] Fig. 3 is a block diagram showing the functional configuration of the server 20. The detailed configuration of the server 20 will be described with reference to Fig. 3. The server 20 performs the functions of a communication unit 220, a storage unit 250, and a control unit 290 by operating according to a program.

[0052] The communication unit 220 functions as an interface for the server 20 to communicate with external communication devices such as the user terminal 10 via the network 30 .

[0053] The storage unit 250 stores various programs and data for allowing the user to progress through the game on the user terminal 10. In one aspect, the storage unit 250 stores a game program 251, game information 252, and user information 253.

[0054] The game program 251 is a program for the server 20 to communicate with the user terminal 10 and progress the game on the user terminal 10. The game program 251 refers to game information 252 and user information 253, which are various data for progressing the game, and progresses the game in response to input operations by the user. The game program 251, when executed by the control unit 290, causes the server 20 to perform processes such as transmitting and receiving data to and from the user terminal 10, progressing the game in response to operations performed by the user of the user terminal 10, and updating information on the user playing the game.

[0055] The game information 252 includes various data referenced by the game program 251. The game information 252 includes, for example, an object selection table 252A. The object selection table 252A is a table referenced during a selection process described below. The object selection table 252A stores, for example, the probability that various objects are selected (hereinafter, also referred to as selection probability) in association with the IDs of various objects to be selected in the selection process. Note that a plurality of object selection tables 252A may be prepared. Also, the object selection table 252A may be updated according to the degree to which the user has progressed in the game.

[0056] The user information 253 is information about users who play the game. The user information 253 includes a user management table 253A. The user management table 253A includes, for example, information for identifying each user, information indicating the degree to which the user has progressed in the game, objects given to the user, and information on parameters (for example, stamina value) set for the user.

[0057] The control unit 290 executes the game program 251 stored in the memory unit 250 to thereby perform the functions of a transmission / reception unit 291, a selection processing unit 292, a synthesis processing unit 293, a data management unit 294, a game progress processing unit 295, and a measurement unit 296.

[0058] The transmitting / receiving unit 291 receives various information from the user terminal 10 executing the game program 151, and transmits various information to the user terminal 10. The user terminal 10 and the server 20 transmit and receive information such as a request to place an object associated with the user in the virtual space, a request to delete an object, a request to move an object, a request to update various parameters according to the reward acquired by the user, images, audio and other data for progressing the game, and notifications transmitted from the server 20 to the user terminal 10.

[0059] The selection processing unit 292 executes a process of selecting an object from a group of objects including a plurality of types of objects in response to a request from the user terminal 10 based on a user's operation input. The selection process is executed by referring to the object selection table 252A, and for example, one or more objects are randomly selected from each object included in the object selection table 252A based on a selection probability set for each object. Note that, when a plurality of object selection tables 252A are prepared, the selection processing unit 292 determines a table to be referred to in the selection process based on the contents of the request from the user terminal 10, the progress of the user's game, and the like. Information on the object selected by the selection processing unit 292 is transmitted to the user terminal 10 by the transmission / reception unit 291.

[0060] The selection process by the selection processing unit 292 may be executed in exchange for a predetermined value, such as a user's bill or in-game currency granted to the user as a result of playing the game.

[0061] The synthesis processing unit 293 synthesizes objects given to the user in response to a request from the user terminal 10 based on the user's operation input. For example, the synthesis processing unit 293 synthesizes one object that is the base of synthesis with one or more objects that are materials for synthesis, improves the parameters of the one object that is the base of synthesis, or generates a new object based on the one object that is the base of synthesis, and eliminates one or more objects that are materials for synthesis. Details of the synthesis process will be described later.

[0062] The synthesis process may be executable only when the base and material of the synthesis satisfy a predetermined relationship. The predetermined relationship is not particularly limited and can be set appropriately according to the content of the game. The predetermined relationship can be, for example, that the base and the material are objects of the same type (e.g., the object ID is the same), or that the base and the material are in the same category (e.g., weapon objects, armor objects, etc.).

[0063] The data management unit 294 performs processes such as updating various data stored in the storage unit 250 and adding / updating / deleting records to a database in accordance with the processing results of the selection processing unit 292, the synthesis processing unit 293, the game progress processing unit 295, etc. The data management unit 294 updates the user information 253 so that it includes information on the object selected by the selection processing unit 292, for example. In addition, the data management unit 294 updates the user information 253 so that it changes information on the object that was the base of synthesis in the synthesis processing unit 293 to the content after synthesis, and deletes the object that was the material.

[0064] The game progress processing unit 295 controls the operation of the entire server 20 and performs processing required for the progress of the game by calling various programs, etc. The game progress processing unit 295 progresses the game by updating data such as the game information 252 and the user information 253 based on information received from the user terminal 10, for example, and transmitting various data to the user terminal 10.

[0065] The measurement unit 296 performs a process of measuring time. For example, the measurement unit 296 measures the passage of time for each object placed in the virtual space. The measurement unit 296 also measures the time during which the game is progressing. The server 20 receives information on various measurement results measured by executing the game program 151 in the user terminal 10 from the user terminal 10, and synchronizes various pieces of information related to time between the user terminal 10 and the server 20 by comparing the received information with the measurement results of the measurement unit 296.

[0066] (Game Overview) A game based on the game distribution system 1 according to this embodiment is, for example, any game in which multiple game characters (player characters) operated by the user of the user terminal 10 appear. The game is, for example, a game including a turn-based battle (hereinafter also referred to as a battle) in which the player character and another game character (enemy character) controlled by the game distribution system 1 attack alternately in each turn.

[0067] Furthermore, at least hit points (hereinafter sometimes referred to as HP) and skill points (hereinafter sometimes referred to as SP) are set as parameters for the player's character. HP is the player's physical strength, and decreases when attacked by an enemy character. Furthermore, if HP reaches zero, the player's character becomes unable to act. When the player's character uses a skill, SP decreases according to the SP consumption set for the skill used. The player's character cannot use a skill that consumes more SP than the current SP.

[0068] In addition, in this game, the user is provided with a stamina value (second parameter) that can be used during the game. The stamina value in this game is not consumed in conjunction with the character's actions in the game (e.g., participating in a quest), but is a parameter used to restore the player's character's current HP and SP (first parameter). In this game, the means for restoring HP and SP are limited to the use of stamina value, and HP and SP are not restored, for example, by the player's character's use of magic or as time passes. Note that stamina value is restored as time passes in the real world.

[0069] Note that the games based on the game distribution system 1 are not limited to the above-mentioned turn-based battle games, and may be action role-playing games (RPGs) or games of any genre, such as sports games.

[0070] (Example of how this game program works) Next, an example of the operation of this game program will be described with reference to Figures 4 to 12. Note that the order of each process constituting the flowchart described below is random as long as no contradiction or inconsistency occurs in the process content.

[0071] 4 is a flowchart illustrating an example of the operation of the user terminal 10 and the server 20 in a game execution process according to the present game program. The process shown in FIG. 4 is realized by the control unit 190 executing the game program 151, and the control unit 290 executing the game program 251, respectively.

[0072] As a premise, when a game is started, a game screen is displayed on the touch screen 130. The user can cause the control unit 190 and / or the control unit 290 to execute various game processes by inputting various operations to the touch screen 130. The following processes of steps S401 to S409 are repeated until the end of the game.

[0073] First, in step S401, the control unit 190 accepts an operation input by a user. Next, in step S402, the control unit 190 determines what kind of instruction content is represented by the operation input accepted in step S401.

[0074] (Example of the operation of this game program: object selection processing and object synthesis processing) If it is determined in step S402 that the instruction content is a request for object selection processing, the control unit 190 transmits the request to the server 20. Then, in step S403, the control unit 290 executes object selection processing and object combination processing.

[0075] The flow of the object selection process and object merging process in step S403 will be described in detail below with reference to Fig. 5. Fig. 5 is a flow chart showing an example of the object selection process and object merging process in step S403.

[0076] First, in step S411, the control unit 290 determines whether or not an instruction to execute an object selection process has been received, depending on the result of the operation input determination in step S402. The object selection process is a process also called a lottery process (so-called gacha).

[0077] If it is determined that an instruction to execute an object selection process has been received (Yes in step S411), in step S412, the control unit 290 refers to the object selection table 252A and executes the object selection process (lottery process).

[0078] The request for the object selection process may include, for example, count information regarding the number of times the selection process is performed (for example, once, ten times, etc.). In step S412, the control unit 290 repeats the selection process according to, for example, the count information. The request for the selection process may also include, for example, selection table information regarding the object selection table to be referenced. The control unit 290 selects one object selection table according to, for example, the selection table information, and executes the selection process by referring to the selected object selection table.

[0079] Fig. 6 is an example of the object selection table 252A in this embodiment. In the object selection table 252A shown in Fig. 6, a corresponding character 602, a job type 603, a weapon type 604, a rarity level 605, and a selection probability 606 are stored in association with an object ID 601 for identifying an object. Note that it is sufficient that at least the selection probability 606 is stored in association with the object ID 601 in the object selection table 252A, and items other than the above (for example, parameters of the object, etc.) may also be stored.

[0080] The objects stored in the object ID 601 column belong to either the job or weapon category. Hereinafter, objects belonging to the job category may be referred to as job objects, and objects belonging to the weapon category may be referred to as weapon objects.

[0081] A job object corresponds to a character shown in the corresponding character 602 column. For example, a job object with an object ID of "1101" corresponds to a character "C1". This indicates that the job object can only be set for the player's character C1. That is, in this game program, the player's characters that can be set for a job object are predetermined. For example, job objects with object IDs of "1101" to "1103" can only be set for the player's character C1, and job objects with object IDs of "1201" to "1202" can only be set for the player's character C2.

[0082] The job type 603 column stores the type of job of the job object. In the job type 603 column, for example, the job type "J1" represents a warrior, "J2" represents an archer, "J3" represents a wizard, and "J4" represents a gunman. The job type may be a general type common to each character, or may be unique to each character. In addition, the type of weapon object that can be equipped may be determined according to the type of job. For example, since the job objects with object IDs "1103" and "1201" have the same job type of "J3", the type of weapon object that can be equipped based on these job objects may be the same.

[0083] The weapon objects that can be set for the player's character are not predefined, but the weapon types shown in the weapon type column 604 are set. For example, the weapon objects with object IDs "5101" and "5102" both have a weapon type of "W1" (e.g., sword), and the weapon objects with object IDs "5201" and "5202" both have a weapon type of "W2" (e.g., magic wand). Note that weapon types are not particularly limited, and examples include swords, spears, hammers, guns, bows, and magic wands.

[0084] The rarity 605 column stores the rarity of each object. Rarity is an index showing the difficulty of obtaining an object in a game, and in the example of FIG. 5, the rarity increases in the order of N, R, and SR. The selection probability 606 column stores the selection probability of each object. The selection probability may be set individually for each object, or may be set uniformly according to the rarity. Furthermore, even if the rarity is the same, the selection probability may be set differently for job objects and weapon objects.

[0085] In this embodiment, job objects and weapon objects are included in the same object selection table, which makes it possible to reduce the number of tables and simplify the display screen for selection processing compared to the case where a selection table containing only job objects and a selection table containing only weapon objects are provided.

[0086] Returning to the description of the flowchart in Fig. 5, the control unit 290 transmits to the user terminal 10 information on one or more objects selected in the lottery process in step S413 (hereinafter, also referred to as selected objects).

[0087] Next, in step S414, the control unit 190 of the user terminal 10 displays the information on the selected object received from the server 20 on the touch screen 130 of the user terminal 10.

[0088] Fig. 7 is a diagram showing an example of a game screen in this embodiment. Specifically, Fig. 7 shows a screen on which information on an object selected by a lottery process is displayed as a lottery result. In the example of Fig. 7, an object display field 701, an object grant button 702, a re-lottery button 703, a synthesis button 704, and a sale button 705 are displayed on the touch screen 130.

[0089] In the object display field 701, one or more (here, 10) objects selected as a result of the lottery process are displayed. In the example of FIG. 7, three job objects, namely, job objects J1 to J3, and seven weapon objects, namely, weapon objects W1 to W7, are displayed in the object display field 701 in the order selected in the lottery process. For example, a predetermined pattern is displayed in the background of objects that can be combined among these objects. Specifically, diagonal lines are displayed in the background of the job object J1, weapon object W2, job object J3, and weapon object W7 in FIG. 7, to identifiably indicate that the objects J1, W2, J3, and W7 can be combined.

[0090] The object assignment button 702 is, for example, a button that displays "Close" and is a button for transitioning to step S404 in Fig. 4. When the object assignment button 702 is tapped or otherwise operated, all of the objects W1 to W6 and J1 to J4 displayed in the object display field 701 are assigned to the user as acquired objects.

[0091] The re-lottery button 703 is, for example, a button that displays "Once Again" and is a button for redoing the lottery (selection process). When the re-lottery button 703 is tapped or otherwise operated, the process returns to step S412, and the control unit 290 executes the selection process again.

[0092] The combine button 704 is a button for requesting a process of combining objects. When the combine button 704 is tapped, the control unit 190 starts the object combining process.

[0093] The sell button 705 is a button for selling an object. When an object is selected from among the objects displayed in the object display field 701 and then the sell button 705 is tapped or otherwise operated, the control unit 190 starts a selling process for the selected object. When the object is sold, for example, in-game currency is given to the user as compensation.

[0094] Returning to the description of the flowchart in FIG. 5, in step S415, the control unit 190 accepts an operation input by the user on the game screen shown in FIG. 7, and judges what kind of instruction the accepted operation input is. If it is judged in step S415 that an input operation on the object grant button 702 has been accepted, in step S416, the control unit 190 transmits an object grant request to the server 20. Then, the process proceeds to step S404 in FIG. 4, and the control unit 290 grants all objects J1 to J3 and W1 to W7 displayed in the object display field 701 to the user as acquired objects, and makes them available to the user. Note that in this game, the user can own multiple objects even if they are of the same type (the same object ID).

[0095] If it is determined in step S415 that an input operation to the re-lottery button 703 has been accepted, the control unit 190 returns the process to step S412. That is, the control unit 190 transmits a request for re-lottery to the server 20, and the control unit 290 restarts the lottery process.

[0096] If it is determined in step S415 that an input operation for one object among the multiple objects displayed on the touch screen 130 has been accepted, then in step S417 the control unit 190 displays a details screen for the one object for which the input operation has been accepted on the touch screen 130. In this example, in response to accepting a user's input operation for the job object J1 in the object display field 701 of FIG. 7, the details screen for the job object J1 is displayed on the touch screen 130.

[0097] Fig. 8 is a diagram showing an example of a game screen in this embodiment. Specifically, Fig. 8 shows a screen on which detailed information of one object is displayed in step S417. In the example of Fig. 8, object information columns 801A and 801B, a combine button 802, and a sell button 803 are displayed on the touch screen 130.

[0098] Detailed information on the object on which the user has performed an input operation is displayed in the object information columns 801A and 801B. In this example, in response to receiving an input for a job object J1 among the objects J1-J3 and W1-W7 displayed in the object display column 701 in Fig. 7, detailed information on the job object J1 is displayed in the object information columns 801A and 801B in Fig. 8.

[0099] The combine button 802 is a button for requesting a process of combining objects, similar to the combine button 704 in Fig. 7. When the combine button 802 is tapped or the like, the control unit 190 starts the object combining process.

[0100] The sell button 803 is a button for selling an object, similar to the sell button 705 in Fig. 7. When the sell button 803 is tapped or otherwise operated, the control unit 190 starts a process for selling the object displayed in the object information columns 801A and 801B.

[0101] Next, in step S418, the control unit 190 accepts an operation input by the user on the game screen of Fig. 8, and determines what kind of instruction the accepted operation input is. If it is determined in step S418 that an input operation on the combine button 802 has been accepted, in step S419, the control unit 190 transmits a request for a combine process to the server 20. Specifically, the control unit 190 transmits a request for a combine process of the job object J1 to the server 20. Then, the control unit 290 of the server 20 determines the job object J1 as an object that will be the base of the combine (hereinafter, may be referred to as a base object).

[0102] Next, in step S420, control unit 190 displays on touch screen 130 a screen for selecting objects that will be materials for synthesis (hereinafter, also referred to as material objects).

[0103] Fig. 9 is a diagram showing an example of a game screen in this embodiment. Specifically, Fig. 9 shows a screen for selecting a material object. In the example of Fig. 9, a material object display field 901, a cancel button 902, and a combine button 903 are displayed on the touch screen 130.

[0104] One or more (three in this example) material objects selectable as synthesis materials are displayed in the material object display field 901. In this example, of the objects that the user already owns, objects of the same type as the base object (e.g., objects with the same object ID) are displayed in the material object display field 901. Specifically, of the objects that the user already owns, objects J1', J1'' of the same type as the job object J1 are displayed in the material object display field 901.

[0105] In addition, when a plurality of objects of the same type are selected as a result of the lottery process in step 412, objects of the same type among the objects selected by the lottery process other than the base object may be displayed in the material object display field 901 in addition to the objects previously owned by the user. The material objects may be set appropriately according to the content of the game. For example, the base object and the material object are not limited to being objects of the same type, and objects of the same category as the base object (for example, weapon objects, armor objects, etc.) may be displayed as material objects in the material object display field 901.

[0106] The cancel button 902 is a button for returning to step S415. When the cancel button 902 is tapped or otherwise operated, the game screen of FIG.

[0107] The combine button 903 is a button for executing a process of combining a base object and a material object. When the combine button 903 is tapped or otherwise operated after a material object is selected, the combine process is executed.

[0108] Next, in step S421, the control unit 190 judges whether or not it has received a user's input operation to select one of the material objects displayed in the material object display field 901. If it is judged that an input operation to select one material object has been received (Yes in step S421), then in step S422, the control unit 190 judges whether or not it has received an input operation of the combine button 903. If it is judged that an input operation of the combine button 903 has been received (Yes in step S422), then in step S423, the control unit 190 transmits information on the selected material object to the server 20, and the control unit 290 executes a process of combining the base object and the material object based on the information on the selected object.

[0109] Specifically, for example, when it is determined that an input operation of the combine button 903 has been received after an input operation of the material object J1' has been received among the material objects J1', J1'' displayed in the material object display field 901, the control unit 290 combines the material object J1' with the base object J1 and causes the material object J1' to disappear.

[0110] In this embodiment, when objects of the same type are combined, the base object improves its parameters and acquires a new skill. For example, as shown in the game screen of FIG. 10, the base object J1 increases its parameters such as HP and acquires a new skill. Note that objects of the same type that can be selected as the base object or material object may each have different parameters (levels and skills). In this case, the upper level limit of the base object J1 may be increased. Instead of improving the parameters of the base object J1, a new object based on the base object J1 may be generated.

[0111] The above synthesis process is the same even when weapon objects of the same type are synthesized. That is, in this embodiment, the synthesis process is used in common for both job objects and weapon objects. This simplifies the strengthening process for job objects and weapon objects, making it easier for users who have just started playing the game to become familiar with the game.

[0112] Next, in step S424, the control unit 290 updates the information of the selected object based on the result of the synthesis process, and transmits the updated information to the user terminal 10. Thereafter, the process returns to step S414, and the control unit 190 displays a display screen including an updated object display field 701 on the touch screen 130 based on the update information received from the server 20.

[0113] Fig. 11 is a diagram showing an example of a game screen in this embodiment. Specifically, Fig. 11 shows a screen on which updated information on a lottery result is displayed. In the example of Fig. 11, the contents of the object display field 701 displayed on the touch screen 130 are updated. Specifically, a display 1101 indicating that the compositing process has been completed is added to the display frame of the base object J1 for which the compositing process has been performed.

[0114] Return to the description of step S418. If it is determined in step S418 that the instruction content is a request for selling the object, the control unit 190 transmits a request for selling to the server 20, and the control unit 290 executes the selling of the object. For example, in the game screen of FIG. 8, if it is determined that an input operation of the sell button 803 has been accepted, the control unit 190 transmits a request for selling to the server 20, the control unit 290 eliminates the job object J1, and grants the user in-game currency as compensation for the job object J1, and proceeds to step S424. In this case, in step S424, the control unit 290 updates information based on the result of the selling process, and transmits the updated information to the user terminal 10. Thereafter, the process returns to step S414, and the control unit 190 displays a display screen including the updated object display field 701 on the touch screen 130 based on the update information received from the server 20. For example, when a process to sell job object J1 is requested, as shown in FIG. 12, job object J1 is deleted from object display area 701 displayed on touch screen 130, and only the remaining objects J2, J3, and W1 to W7 are displayed.

[0115] (Example of the operation of this game program: deck configuration processing and object setting processing) 4, step S401 is executed, and if it is determined in step S402 that the instruction in step S401 is a request for deck construction processing, the control unit 190 accepts the designation of the player's character from the user in step 405. In step S405, for example, a list of game characters available to the user is displayed on the touch screen 130, and the designation of the player's character is accepted based on the user's tap operation or the like.

[0116] Next, in step S406, the control unit 190 configures a deck so that the designated player character is included in the deck. The player character included in the deck becomes a game character that participates in the battle. Note that it is preferable that the number of player characters that can be included in the deck is more than one.

[0117] Next, in step S407, when the control unit 190 accepts a request to set an object for the player's character, the control unit 190 executes object setting processing in step S408.

[0118] Various objects can be set (equipped) to the player's character. A plurality of object setting frames may be provided for each character. By setting various objects in each setting frame of the player's character, the parameters of the player's character are adjusted based on the reference parameters of the player's character and the parameters and skills of the objects set in the setting frames, and usable skills are determined.

[0119] (Example of operation of this game program: game progress processing) Step S401 is executed, and if it is determined in step S402 that the instruction content in step S401 is a request for processing to progress the game, then in step S409, the control unit 190 executes processing for progressing the game.

[0120] In this embodiment, the above-mentioned processes in steps S401 to S409 are repeated until the end of the game. Note that, as long as there is no problem with the operation of the game program, the control unit 290 may take charge of the processes that the control unit 190 performed in the above description, and the control unit 190 may take charge of the processes that the control unit 290 performed.

[0121] As described above, the control unit 290 is configured to display the object selected in the lottery process (an example of a first selection process) in the object display field 701 on the touch screen 130, execute a selection process (an example of a second selection process) for selecting a base object (an example of a synthesis source game medium) from the objects displayed in the object display field 701, execute a selection process (an example of a third selection process) for selecting a material object from objects (an example of a registered object) registered in advance by the user, synthesize the base object and the material object, increase the parameters of the base object, and grant the synthesized base object to the user as an acquired game medium. In this way, in this embodiment, before the object selected in the lottery process is granted to the user, a base object can be selected from the objects selected in the lottery process and synthesized with the material object. Therefore, usability can be improved when executing a synthesis process of multiple objects.

[0122] Furthermore, the control unit 290 updates the display of the object display field 701 so that the base object after the synthesis is included in the acquired object. By updating the object display field 701 after the object synthesis process, usability can be further improved.

[0123] In the above embodiment, the method of selecting an object selected in the lottery process as a base object and selecting an object previously owned by the user as a material object has been described, but the present invention is not limited to this example. For example, an object previously owned by the user may be selected as a base object, and an object selected in the lottery process may be selectable as a material object. Also, a base object and a material object may be selectable from among the objects selected in the lottery process. For example, when an input operation of the synthesis button 704 is received in a state in which an object displayed in the object display field 701 in the game screen shown in FIG. 7 is not selected, the control unit 190 displays the game screen shown in FIG. 13. In the example of FIG. 13, an object display field 1301, a cancel button 1302, and a synthesis button 1303 are displayed on the touch screen 130. In the object display field 1301, objects that can be synthesized among the objects selected in the lottery process and objects that can be synthesized among the objects previously owned by the user are displayed together. In the example of FIG. 13, for example, job objects J1, J1', J1'', job objects J3, J3', weapon objects W2, W2', and weapon objects W7, W7', W7'' are displayed in object display field 1301. The user can execute the synthesis process by selecting a base object and a material object from the objects displayed in object display field 1301. Since the user often wishes to determine as the base object the object with the highest level among objects of the same type that can be synthesized, the object selected by lottery process and objects already owned by the user are displayed together, making it easy to select the base object.

[0124] In the above embodiment, the base object and the material object are selected by accepting the input operation of the user, but the present invention is not limited to this example. For example, the control unit 290 may compare predetermined parameters of the objects selected in the lottery process and / or the objects previously owned by the user, and automatically select the object with the highest parameter as the base object. The predetermined parameters are, for example, level, skill, growth rate, etc. According to this configuration, the base object is automatically selected without the user's operation, so that the user's operation can be further simplified. Also, the user may be prompted to input in advance which of multiple parameters should be prioritized as a criterion for automatic selection.

[0125] The above-mentioned embodiment is merely an example for facilitating understanding of the present invention, and is not intended to limit the present invention. The present invention can be modified or improved without departing from the spirit of the present invention, and it goes without saying that the present invention includes equivalents thereof.

[0126] [Additional Notes] The contents of the present disclosure are listed as follows:

[0127] (Item 1) A game program executed by a computer having a processor and a memory, The game program causes the processor to executing a first selection process for selecting at least one game medium from a group of game media available for use in a game based on the game program in response to a user operation; displaying the at least one game medium selected in the first selection process on a display screen; executing a second selection process in response to a user's operation on the display screen, to select a base game medium from the at least one game medium selected in the first selection process; executing a third selection process for selecting, in response to an operation by the user, material game media that can be combined with the base game media from at least one registered game media that has been registered in advance by the user; a step of performing a synthesis process on the base game media selected in the second selection process and the material game media selected in the third selection process to create a synthesized game medium; granting the combined game medium to the user as an acquired game medium; A game program that executes the following: According to this configuration, before the game media selected as a result of the first selection process are provided to the user, a base game medium can be selected from the game media selected in the first selection process and a combination process can be executed, thereby improving usability when executing a combination process of multiple game media.

[0128] (Item 2) 2. A game program as described in item 1, wherein in the step of granting the combined game medium to the user, the display of the display screen is updated based on the generation of the combined game medium. According to this configuration, the display screen is updated as a result of the game content synthesis process, thereby further improving usability.

[0129] (Item 3) 3. The game program according to item 1 or 2, wherein the synthesized game medium is the base game medium with a predetermined parameter increased, or is new game medium different from the base game medium and the material game medium. The combined game media is preferably as described above.

[0130] (Item 4) 3. The game program according to item 1 or 2, wherein when multiple game media are selected in the step of executing the first selection process, one of the multiple game media can be used as a material game medium. According to this configuration, a plurality of game media selected as a result of a lottery can be combined with each other, thereby further improving usability.

[0131] (Item 5) When a plurality of the game media are selected in the step of executing the first selection process, 4. A game program according to any one of claims 1 to 3, wherein in the step of executing the second selection process, predetermined parameters provided by each game medium are compared and the game medium with the highest predetermined parameter is automatically selected as the base game medium without the user's operation. According to this configuration, the base game media is automatically selected, further simplifying the user's operation.

[0132] (Item 6) 5. A game program according to any one of claims 1 to 4, wherein at least a portion of the group of game media includes multiple game media of the same type, and each of the multiple game media of the same type has different parameters. When the same type of game media with different parameters can be given to a user, there is a user request to select the object selected by the first selection process as a base object. Therefore, by adopting a configuration such as item 1, usability can be improved.

[0133] (Item 7) A game processing method in which a computer having a processor and a memory executes a game program, comprising: The method further comprises the processor: executing a first selection process for selecting at least one game medium from a group of game media available for use in a game based on the game program in response to a user operation; displaying the at least one game medium selected in the first selection process on a display screen; executing a second selection process in response to a user's operation on the display screen, to select a base game medium from the at least one game medium selected in the first selection process; executing a third selection process for selecting, in response to an operation by the user, material game media that can be combined with the base game media from at least one registered game media that has been registered in advance by the user; a step of performing a synthesis process on the base game media selected in the second selection process and the material game media selected in the third selection process to create a synthesized game medium; providing the combined game medium to the user as an acquired game medium; A game processing method comprising: The game processing method according to this item has the same effects as the game program according to item 1.

[0134] (Item 8) An information processing device including a processor and a memory, The processor, execute a first selection process to select at least one game medium from a group of game media available for use in the game in response to a user operation; displaying the at least one game medium selected in the first selection process on a display screen; execute a second selection process in response to a user's operation on the display screen, to select a base game medium from the at least one game medium selected in the first selection process; execute a third selection process for selecting, in response to an operation by the user, material game media that can be combined with the base game media from at least one registered game media that has been registered in advance by the user; performing a synthesis process on the base game media selected in the second selection process and the material game media selected in the third selection process to create a synthesized game medium; An information processing device that grants the combined game medium to the user as an acquired game medium. The information processing device according to this item exerts the same effects as the game program according to item 1. [Explanation of symbols]

[0135] 1: game distribution system, 10: user terminal, 20: server, 30: network, 130: touch screen, 150: memory unit (of user terminal), 190: control unit (of user terminal), 191: input operation reception unit, 192: object assignment unit, 193: deck construction unit, 194: object setting unit, 195: parameter definition unit, 196: game progression unit, 197: display control unit, 250: memory unit (of server), 252A: object selection table, 290: control unit (of server)

Claims

[Claim 1] Computer, an execution means for executing a first selection process for selecting at least one game medium from a group of available game media; a display means for displaying the at least one game medium selected in the first selection process on a display screen that displays a list of the game media selected in the first selection process, without granting the at least one game medium to the user as an acquired game medium that can be used by the user; and make it work. on the display screen, the user can select whether to acquire one or more game media displayed on the display screen, or to combine the one or more game media with other game media; the execution means further executes a second selection process of selecting a base game medium from the at least one game medium selected in the first selection process in response to an operation by the user on the display screen; a third selection process for selecting, in response to an operation by the user, material game media that can be combined with the base game media from at least one registered game media that has been registered in advance by the user; Computer, a creation means for creating a composite game medium by performing a composite process on the base game medium selected in the second selection process and the material game medium selected in the third selection process; a granting means for granting the composite game medium to the user as the acquired game medium; and make it work even better. The display means displays the composite game medium on the display screen together with the game medium selected in the first selection process.

Citation Information

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