Information processing program, information processing method, game device, and information processing system
Patent Information
- Application Number
- JP2023146805
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-09-11
- Publication Date
- 2025-03-07
- Estimated Expiration
- 2041-12-28
AI Technical Summary
【0013】 本発明によれば、プレイヤの利便性を向上することができる。
Smart Images

Figure 0007642031000001 
Figure 0007642031000002 
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Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing method, a game device, and an information processing system. [Background technology]
[0002] 2. Description of the Related Art Conventionally, a genre of games known as a "training game" is known. In a training game, a plurality of types of training events are provided, and a player can select one of the training events to train a character to be trained.
[0003] For example, Patent Document 1 discloses a game in which the parameters of a character to be trained change based on the characters organized in a deck by a player. The characters trained in the training game can be used in a battle game against other players or a computer. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6685049 Summary of the Invention [Problem to be solved by the invention]
[0005] In the field of training games, there is a demand for improved convenience for players.
[0006] An object of the present invention is to provide an information processing program, an information processing method, a game device, and an information processing system that can improve convenience for players. [Means for solving the problem]
[0007] In order to solve the above problems, for example, the configurations described in the claims are adopted. Effect of the Invention
[0013] According to the present invention, convenience for players can be improved. [Brief description of the drawings]
[0014] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an option setting screen, Fig. 3C is a diagram illustrating an example of a profile setting screen, and Fig. 3D is a diagram illustrating an example of a home setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Diagram 5] Fig. 5A is a diagram illustrating a main character selection screen, Fig. 5B is a first diagram illustrating a character detail screen, and Fig. 5C is a second diagram illustrating a character detail screen. [Figure 6] Fig. 6A is a diagram for explaining a capability parameter (initial value) table. Fig. 6B is a diagram for explaining an aptitude parameter (initial value) table. Fig. 6C is a diagram for explaining a skill table. Fig. 6D is a diagram for explaining a dedicated event table. [Figure 7] FIG. 7 is a first diagram illustrating an example of the cultivation information display screen. [Figure 8] Fig. 8A is a diagram illustrating an example of a special completion goal, and Fig. 8B is a diagram illustrating an example of a completion goal set for a character. [Figure 9] FIG. 9 is a second diagram illustrating an example of the development information display screen. [Figure 10]Fig. 10A is a first diagram illustrating an inheritance character selection screen. Fig. 10B is a first diagram illustrating a training character list screen. Fig. 10C is a second diagram illustrating an inheritance character selection screen. Fig. 10D is a third diagram illustrating an inheritance character selection screen. [Figure 11] FIG. 11 is a diagram for explaining the lineage of inheritance. [Figure 12] FIG. 12 is a diagram for explaining the factor information. [Figure 13] FIG. 13A is a diagram for explaining compatibility determination targets, and FIG. 13B is a diagram for explaining compatibility determination items. [Figure 14] Fig. 14A is a diagram for explaining sorting conditions, and Fig. 14B is a diagram for explaining narrowing down conditions. [Figure 15] FIG. 15 is a first diagram illustrating the character details dialog. [Figure 16] FIG. 16 is a second diagram illustrating the character details dialog. [Figure 17] FIG. 17 is a third diagram illustrating the character details dialog. [Figure 18] FIG. 18 is a diagram illustrating the skill display dialog. [Figure 19] Fig. 19A is a first diagram for explaining the support card organization screen, Fig. 19B is a diagram for explaining the support card selection screen, and Fig. 19C is a second diagram for explaining the support card organization screen. [Figure 20] Fig. 20A is a diagram for explaining a support card table, Fig. 20B is a diagram for explaining a support effect table, Fig. 20C is a diagram for explaining a possessed skill table, and Fig. 20D is a diagram for explaining a support event table. [Figure 21] Fig. 21A is a diagram illustrating a final confirmation screen, and Fig. 21B is a diagram illustrating a preset selection screen. [Figure 22] FIG. 22 is a first diagram illustrating the character identification information table. [Diagram 23]FIG. 23 is a second diagram illustrating the character identification information table. [Figure 24] FIG. 24 is a diagram illustrating the selection item table. [Diagram 25] Fig. 25A is a first diagram illustrating a game screen, and Fig. 25B is a second diagram illustrating the game screen. [Figure 26] Fig. 26A is a first diagram for explaining the training screen. Fig. 26B is a second diagram for explaining the training screen. Fig. 26C is a diagram for explaining the training result report screen. Fig. 26D is a diagram for explaining the event screen. [Figure 27] Fig. 27A is a first diagram for explaining an inherited event. Fig. 27B is a second diagram for explaining an inherited event. Fig. 27C is a third diagram for explaining an inherited event. Fig. 27D is a fourth diagram for explaining an inherited event. [Figure 28] Fig. 28A is a first diagram illustrating the skill screen, and Fig. 28B is a second diagram illustrating the skill screen. [Figure 29] Fig. 29A is a first diagram for explaining an individual race selection screen. Fig. 29B is a diagram for explaining an individual race start screen. Fig. 29C is a first diagram for explaining an individual race result screen. Fig. 29D is a second diagram for explaining an individual race result screen. [Diagram 30] Fig. 30A is a diagram for explaining a team race selection screen, Fig. 30B is a diagram for explaining a team race organization screen, Fig. 30C is a diagram for explaining a team race start screen, and Fig. 30D is a diagram for explaining a team race intermediate result screen. [Diagram 31] Fig. 31A is a first diagram for explaining a team race detailed result screen. Fig. 31B is a first diagram for explaining a team race overall result screen. Fig. 31C is a second diagram for explaining a team race detailed result screen. Fig. 31D is a second diagram for explaining a team race overall result screen. [Diagram 32] FIG. 32 is a diagram illustrating the general flow of the turn start processing. [Diagram 33]FIG. 33 is a diagram for explaining the arrangement presence / absence table. [Diagram 34] Fig. 34A is a diagram explaining a training level table. Fig. 34B is a diagram explaining a fixed increase value (speed) table. Fig. 34C is a diagram explaining a fixed increase value table (power). Fig. 34D is a diagram explaining a bonus addition rate table. [Diagram 35] FIG. 35 is a diagram for explaining event types and event classifications. [Diagram 36] FIG. 36 is a diagram for explaining the relationship between the event type and the number of turns. [Figure 37] Fig. 37A is a third diagram illustrating a game screen, and Fig. 37B is a third diagram illustrating a training screen. [Figure 38] Fig. 38A is a diagram for explaining a training event execution / non-execution determination table, Fig. 38B is a diagram for explaining a special icon determination table, and Fig. 38C is a diagram for explaining a bonus icon determination table. [Figure 39] Fig. 39A is a diagram for explaining a bonus fixed value (main character) table, and Fig. 39B is a diagram for explaining a bonus added value (main character) table. [Diagram 40] Fig. 40A is a diagram illustrating a fixed increase value (training target) table, and Fig. 40B is a diagram illustrating a bonus increase value (training target) table. [Diagram 41] Fig. 41A is a diagram illustrating the breeding completion screen, Fig. 41B is a second diagram illustrating the breeding completion screen, and Fig. 41C is a third diagram illustrating the breeding completion screen. [Diagram 42] FIG. 42 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Diagram 43] FIG. 43 is a diagram for explaining the memory configuration of the server and its function as a computer. [Diagram 44] FIG. 44 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Diagram 45]FIG. 45 is a first flowchart illustrating the preparation stage process in the player terminal. [Figure 46] FIG. 46 is a second flowchart illustrating the preparation stage process in the player terminal. [Figure 47] FIG. 47 is a second flowchart illustrating the preparation stage process in the player terminal. [Figure 48] FIG. 48 is a flowchart illustrating the preparation stage process in the server. [Figure 49] FIG. 49 is a flowchart illustrating the training stage processing in the player terminal. [Figure 50] FIG. 50 is a flowchart explaining the turn start processing in the player terminal. [Figure 51] FIG. 51 is a flowchart illustrating the arrangement process in the player terminal. [Figure 52] FIG. 52 is a flowchart illustrating the numerical value determination process in the player terminal. [Figure 53] FIG. 53 is a flowchart illustrating the event determination process in the player terminal. [Figure 54] FIG. 54 is a flowchart explaining the process during a turn in the player terminal. [Figure 55] FIG. 55 is a flowchart illustrating the training execution process in the player terminal. [Figure 56] FIG. 56 is a flowchart illustrating the inherited event execution process in the player terminal. [Figure 57] FIG. 57 is a flowchart illustrating the training game ending process in the server. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The numerical values and the like shown in the embodiment are merely examples for easy understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid duplicated explanations, and elements not directly related to the present invention are not shown.
[0016] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1 functioning as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0017] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.
[0018] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.
[0019] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various information to the player terminals 1, mainly based on operations input from the player terminals 1.
[0020] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0021] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0022] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0023] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.
[0024] The CPU 10 runs the programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0025] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0026] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0027] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0028] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.
[0029] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0030] (Game Contents) Next, a game provided by the information processing system S and the game device G of this embodiment will be described. A player can possess a character obtained by a lottery, known as gacha, or a character distributed by the management side. In addition, a player can possess a support card obtained by a lottery or a support card distributed by the management side.
[0031] As will be described in detail later, a game according to this embodiment provides a training game. In the training game, a player can train a character owned by the player. The training game according to this embodiment has game characteristics in which the character is trained by having the character participate in races that imitate horse racing.
[0032] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched in the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 is provided with a plurality of operation units that can be operated (tapped) by the player.
[0033] Here, a home screen selection operation section 102a, a strengthening screen selection operation section 102b, a story screen selection operation section 102c, a team arena screen selection operation section 102d, and a gacha screen selection operation section 102e are provided in the menu bar 102. In addition, in the menu bar 102, the operation section corresponding to the screen being displayed on the display 26 is highlighted so that the screen being displayed can be identified.
[0034] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG.
[0035] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the levels increase. By increasing the parameters of the characters and support cards, the player can develop characters with stronger status in the development game.
[0036] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. The player can select and view a character and a story image on the story screen.
[0037] When the team arena screen selection operation unit 102d is tapped, a team arena screen (not shown) is displayed. On the team arena screen, the player can play a team competition game in which the team he or she organized plays against the team of another player selected by the computer. The team competition game has a game feature of competing with other players for rankings.
[0038] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency to participate in a so-called gacha lottery in which characters and support cards can be acquired by lottery.
[0039] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and a training game, which will be described later, is started. The training game is broadly divided into a preparation stage and a training stage, and in the preparation stage, the player first selects one character from among the characters he or she owns and sets it as the main character, which is the character to be trained.
[0040] In addition, in the preparation stage, the player sets a deck to be used when training the main character. The deck is composed of a plurality of inherited characters, which will be described in detail later, and a plurality of support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.
[0041] When the setting of the main character and the deck (the successor character and the support card) is completed, the preparation stage is changed to the training stage, and the game for training the main character is started. The player can possess the character trained in the training game as a training character. As described above, the player can organize the training characters he possesses into a team and use them in the team competition game.
[0042] Thus, the main object of the game of this embodiment is to train a training character through the training game and to use the training character to improve the ranking in the team competitive game.
[0043] In addition, in this embodiment, a function for sharing a training character or a support card between players and a function for sharing information between multiple players are provided. A player can set a training character and a support card that other players can use in the training game. Specifically, as shown in FIG. 3A, a setting operation section 106 is provided in the upper right part of the home screen 100. When the setting operation section 106 is tapped, an option setting screen 110 is displayed.
[0044] 3B is a diagram illustrating an example of the option setting screen 110. The option setting screen 110 is a screen on which various information can be confirmed and set. The option setting screen 110 is provided with a plurality of operation units, and when an operation unit is tapped, it becomes possible to confirm and set the information corresponding to the operation unit.
[0045] The operation units of the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.
[0046] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can confirm and set his / her own profile information. The profile information includes a profile character, a player name, a player ID, a club to which the player belongs, a representative character, and rental cards.
[0047] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using a circle function that is a place for sharing information with other players. A profile character image 122 that is currently being set is displayed on the profile setting screen 120. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.
[0048] Also displayed on the profile setting screen 120 are a player name set by the player, a player ID given to the player, and the name of the club to which the player belongs. Also provided on the profile setting screen 120 are a representative character setting operation section 126a and a rental card setting operation section 126b.
[0049] When the representative character setting operation section 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters he / she has raised as the representative character. The representative character setting operation section 126a displays an icon image indicating the representative character currently being set. Note that, as will be described in detail later, the representative character can be organized into a deck as an inherited character in the training game played by another player.
[0050] When the rental card setting operation section 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards he or she owns as a rental card. An icon image showing the currently set rental card is displayed on the rental card setting operation section 126b. As described above, the support card set as a rental card can be organized into a deck by other players and is used in the training game played by other players.
[0051] Although a detailed description will be omitted, when the profile information settings are changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.
[0052] 3A, a settings icon 128 is displayed on the home screen 100. When the settings icon 128 is tapped, a home settings screen 130 is displayed.
[0053] 3D is a diagram illustrating an example of the home setting screen 130. On the home setting screen 130, the player can set a home screen setting character 132 to be displayed on the home screen 100. The player can set four home screen setting characters 132 to be displayed on the home screen 100.
[0054] Although not shown in the drawings, when a left / right flick operation is input on the home screen 100, the screen displayed on the display 26, i.e., the display of the home screen 100, is switched. Four home screen setting characters 132 currently set are displayed on the home screen 100. The home screen setting characters 132 are assigned the functions of the respective operation parts displayed on the menu bar 102. Therefore, when the home screen setting characters 132 displayed on the home screen 100 are tapped, the screen is switched in the same manner as when an operation part of the menu bar 102 is tapped.
[0055] On the home setting screen 130, character images corresponding to the four currently set home screen setting characters 132 and corresponding operation units are displayed in a distinguishable manner. When a character image displayed on the home setting screen 130 is tapped, a character selection screen (not shown) is displayed. The player can select a home screen setting character 132 on the character selection screen. Furthermore, the player can set an outfit for the home screen setting character 132 on the home setting screen 130.
[0056] 3A, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, a circle screen is displayed. On the circle screen, the player can exchange information with other players who belong to the same circle.
[0057] In addition, in this embodiment, various time-limited events are held irregularly. During the period in which a specific event, which is a time-limited event, is held, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, a specific event screen is displayed. On the specific event screen, the player can exchange, for example, specific event points provided only for the specific event for various rewards.
[0058] When the training game operation unit 104 is tapped on the home screen 100, a training game screen is displayed and the training game starts. The player can play the training game by consuming game points. A predetermined value (e.g., +1) of game points is given to the player every predetermined time (e.g., 10 minutes). An upper limit (e.g., 100) is set for the game points that the player can possess, and the player can possess game points within the range of the upper limit. A game point display bar 136 is provided at the top of the home screen 100, and the ratio of the currently possessed game points to the upper limit is visually displayed.
[0059] It should be noted that a predetermined value (e.g., -30) is subtracted from the game points when the training game is started. Therefore, if the player does not possess the required game points, the player cannot start the training game. However, the player can possess an item that restores game points, and can use the item to restore game points. This item can be given, for example, as a reward for the training game or team competition game, or can be acquired by consuming in-game currency. The training game will be described in detail below.
[0060] (Raising game) FIG. 4 is a diagram for explaining the general flow of the training game. The training game is roughly divided into a setting game and a training main game. As will be described in detail later, the training main game is a game in which the player trains one main character selected from the characters owned by the player as a character to be trained.
[0061] The setting game, in which the player registers the main character and the deck (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing carried out in the setting game will be referred to as the preparatory stage processing, and the processing carried out in the training main game will be referred to as the training stage processing. Hereinafter, in order to facilitate understanding, the general flow of the preparatory stage processing and the training stage processing will be described first.
[0062] <Preparation stage processing> The preparation stage processing mainly involves registering the main character, registering the deck (inherited characters and support cards), registering specific characters, and setting initial character identification information. Note that the support cards are intended to assist in the development of the main character. Each support card is always linked to one character, and the character linked to the support card registered in the preparation stage processing will assist in the development of the main character. In what follows, the character linked to the support card will be referred to as the support character.
[0063] <Registering the main character> When the player taps the training game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, a plurality of scenarios of the training main game are provided. In each scenario of the training main game, a final goal and goals during the game are set, and the player must clear the set goals one by one. Each goal and the period until the goal is achieved are different for each scenario. The player can select one of the plurality of scenarios on the scenario selection screen. Here, a case where a predetermined scenario is selected will be described.
[0064] 5A is a diagram illustrating a main character selection screen 150. A plurality of character icons 151 are displayed in the center of the main character selection screen 150, and a list of characters owned by the player is displayed. Furthermore, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed in the upper part of the main character selection screen 150. Furthermore, a return operation section 153 marked "Return" and a next operation section 154 marked "NEXT" are displayed in the lower part of the main character selection screen 150.
[0065] In this embodiment, an initial value of ability parameter is set for each character, and the initial value of ability parameter of the character corresponding to the character icon 151 selected by the player is displayed as a numerical value in the ability parameter display section 152a. In this embodiment, a larger numerical value of the ability parameter indicates higher ability.
[0066] Fig. 6A is a diagram illustrating the ability parameter (initial value) table. In this embodiment, as shown in Fig. 6A, the ability parameter (initial value) table stores the initial values of ability parameters for each character. Then, based on the initial values of ability parameters stored in the ability parameter (initial value) table, the initial values of ability parameters are displayed in the ability parameter display section 152a.
[0067] In this embodiment, an initial value of an ability parameter is set for each of a plurality of types of abilities for each character. Specifically, as the ability parameters, a speed ability parameter marked "Speed" in the ability parameter display section 152a, a stamina ability parameter marked "Stamina" in the ability parameter display section 152a, a power ability parameter marked "Power" in the ability parameter display section 152a, a tenacity ability parameter marked "Spirit" in the ability parameter display section 152a, and a wisdom ability parameter marked "Wisdom" in the ability parameter display section 152a are provided.
[0068] The initial value of the ability parameter for each character may be increased by the player's operation, etc. For example, five levels may be set for the characters, and the player may increase the character's level by consuming in-game currency or a predetermined item. In this case, the initial value of the ability parameter may increase as the character's level increases. The player may increase the value of the ability parameter in the training main game. In other words, the object of the training main game is to train a character with a higher numerical value of the ability parameter.
[0069] In addition, in this embodiment, aptitude parameters (initial values) are set for each character, and as shown in FIG. 5A, the aptitude parameter display section 152b displays, in alphabetical order, the initial values of the aptitude parameters of the character corresponding to the character icon 151 selected by the player.
[0070] FIG. 6B is a diagram illustrating the aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 6B, the aptitude parameter (initial value) table stores the initial values of aptitude parameters for each character. The initial values of aptitude parameters are set to one of seven alphabetical levels A to G. The initial values of aptitude parameters indicate that A is the most suitable and G is the least suitable. Based on the initial values of aptitude parameters stored in the aptitude parameter (initial value) table, the initial values of aptitude parameters are displayed in the aptitude parameter display section 152b.
[0071] In this embodiment, an initial value of the aptitude parameter is set for each of a plurality of types of aptitude for each character. Specifically, as the aptitude parameters, there are provided aptitude parameters relating to the course aptitude for each of turf and dirt, aptitude parameters relating to the distance aptitude for each of short distance, mile, middle distance, and long distance, and aptitude parameters relating to the running style aptitude for each of breakaway, leading, overtaking, and chasing.
[0072] In the training game, the player can enter the main character in various races. In this case, the higher the aptitude of the main character for the race content, the more advantageous the race will be.
[0073] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may be changed in the training main game. In the training main game, the aptitude parameter may be set to S, which is higher in aptitude than A.
[0074] Fig. 5B is a first diagram illustrating the character details screen 160. Fig. 5C is a second diagram illustrating the character details screen 160. When a character icon 151 on the main character selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. On the character details screen 160, details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the main character selection screen 150 are displayed.
[0075] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 5B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. A skill is an ability that may be activated when a predetermined condition is met during an individual race or team race, which will be described later. The activation of a skill gives each character an advantage in the race development.
[0076] FIG. 6C is a diagram illustrating a skill table. As shown in FIG. 6C, the skill table stores skills for each character possessed by the player. Based on the skills stored in the skill table, the skills are displayed on the character detail screen 160 as shown in FIG. 5B. Note that a skill cannot be activated simply by possessing it, and can only be activated by acquiring it. In the following, a skill that a character can activate is called an acquired skill.
[0077] A character is set with one acquired skill from the start of the main training game. A character is also set with multiple possessed skills in addition to the acquired skills. Possessed skills are skills that can be acquired by consuming skill points, which will be described later, after the start of the main training game. In other words, possessed skills can become acquired skills in exchange for skill points.
[0078] In this embodiment, the skills corresponding to "◎" in the skill table shown in Fig. 6C are displayed as acquired skills on the character details screen 160 of Fig. 5B. Also, the skills corresponding to "◯" in the skill table shown in Fig. 6C are displayed as possessed skills on the character details screen 160 of Fig. 5B. In this embodiment, as shown on the character details screen 160 of Fig. 5B, the acquired skills are highlighted so that acquired skills and possessed skills can be easily distinguished from each other.
[0079] In FIG. 5B, one acquired skill is displayed in the acquired skill display field 161a, and seven possessed skills are displayed in the possessed skill display field 161b as skills provided for each character, but this is not limited to the above. For example, the number of acquired skills and possessed skills may differ for each character. Also, for example, the number of acquired skills or possessed skills of each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.
[0080] Furthermore, when the player taps on the event operation section 162 of the character detail screen 160, the content of the character detail screen 160 changes as shown in Fig. 5C, and a dedicated event display section 162a showing a dedicated event provided for each character is displayed. In this case, the event operation section 162 is highlighted as shown in Fig. 5C. A dedicated event occurs when a predetermined condition is met in the training main game, and displays a story related to a character appearing in the training game or changes the value of an ability parameter.
[0081] 6D is a diagram illustrating a dedicated event table. As shown in FIG. 6D, the dedicated event table stores a dedicated event for each character possessed by the player. Based on the dedicated events stored in the dedicated event table, the dedicated events are displayed on the character detail screen 160 as shown in FIG. 5C. The dedicated events may include hint events that allow a character to possess or acquire a skill, ability events that increase or decrease the value of a character's ability parameter, and the like.
[0082] The dedicated events displayed on the character detail screen 160 shown in Fig. 5C may be executed in their entirety during the execution of the training main game, or at least some of them may be executed during the execution of the training main game, or none of them may be executed during the execution of the training main game if a predetermined condition is not met. Also, the number of dedicated events provided for each character may be increased, for example, by increasing the character's level, consuming in-game currency or items, etc. Also, a dedicated event that is not displayed as a dedicated event may be executed during the training main game if a predetermined condition is met.
[0083] 5B and 5C, a close operation section 163 marked with “close” is displayed at the bottom of the character detail screen 160. When the close operation section 163 of the character detail screen 160 is tapped, the display of the character detail screen 160 is terminated, and the main character selection screen 150 is displayed on the display 26.
[0084] Furthermore, when the return operation unit 153 is tapped on the main character selection screen 150 shown in Fig. 5A, the home screen 100 shown in Fig. 3A is displayed on the display 26. Furthermore, the main character selection screen 150 is provided with a training information display button 155. When the training information display button 155 is tapped, a training information display screen 165 shown in Fig. 7 is displayed. The player can check information related to the character selected on the main character selection screen 150 on the training information display screen 165.
[0085] FIG. 7 is a first diagram for explaining an example of the training information display screen 165. The training information display screen 165 is provided with a clear goal tab 165a, a historical evaluation point tab 165b, a scenario evaluation point tab 165c, and a close operation section 165d. Here, the purpose of the training game is to generate a stronger training character by training a character selected as a main character to be trained from among the characters possessed by the player. As will be described in detail later, the training main game is made up of a number of turns, and the player needs to train the main character and enter a race for each turn.
[0086] A plurality of clear goals are set for each character. When the clear goal tab 165a is tapped, a list of clear goals set for the selected character is displayed on the training information display screen 165. A race in which the main character can run is determined in advance for each turn. The clear goals include having the main character run a predetermined race in a predetermined turn and achieving a predetermined ranking.
[0087] In addition, when the main character to be trained runs in a race, the main character can gain fans. In each race, the number of base fans that can be gained is set according to the finishing position, and the higher the finishing position, the more fans the character can gain. In addition, a difficulty level is set for each race, and the more difficult the race, the more fans the character can gain.
[0088] Here, the number of fans that can be acquired by participating in a race is calculated by adding the number of bonuses acquired to the base number determined for each finishing position. Specifically, a correction value is determined based on the race result, and the base number is multiplied by the correction value to calculate the number of bonuses acquired. The sum of the bonus number and the base number is the number of fans acquired by the main character. For example, if the race result is first place, the larger the difference between the main character and the second place character, the larger the correction value. Also, if the race result is second to fifth place, the smaller the difference between the main character and the first place character, the larger the correction value.
[0089] During the race, the main character will also activate a skill with a certain probability. The more skills activated, the larger the correction value. In this way, conditions for adding fans are set for each race, and the number of fans gained will increase depending on various race results other than the finishing order and the progress of the race. However, the number of fans gained by the main character will be at least equal to or greater than the base number of fans corresponding to the finishing order.
[0090] Some races have a specified number of fans as a condition for entry. If the number of fans acquired by the main character is less than the specified number of fans as a condition for entry, the player cannot enter the main character in that race. The more difficult the race, the greater the number of fans required for entry. Therefore, if a race in which the number of fans is specified as a condition for entry is set as a target race to be cleared (hereinafter referred to as the target race), the main character must have acquired the specified number of fans for the target race by the turn in which the target race is held.
[0091] Furthermore, the clearing goal includes acquiring a predetermined number of fans or more by a predetermined turn. Furthermore, the clearing goal includes, for example, coming in first place a predetermined number of times or more in a difficult race (e.g., GI) within a range of a predetermined turn. In this way, a plurality of clearing goals are set for each character. By achieving the clearing goal, the player can continue the training main game until the final turn. On the other hand, if the clearing goal is not achieved, the training main game ends with that turn.
[0092] Therefore, if the main character does not acquire the number of fans required for the target race by the turn in which the target race is held, the main character cannot participate in the target race. In this case, the clear goal is not achieved, and the training game ends.
[0093] In the training main game, various parameters of the main character increase with each turn, so the more turns you play, the stronger the character you can create. Therefore, when playing the training main game, you need to increase the parameters of the main character so that you can clear all the clearing objectives.
[0094] Here, the completion goal set for each character is basically fixed, and the same completion goal is set as a task each time the training game is played. However, some characters have completion goals set that change according to the progress of the training main game, and some characters allow the player to select the completion goal.
[0095] 8A is a diagram illustrating an example of a special goal. For example, for a character of the character type "E", the goal for the 34th turn is set to obtain a predetermined ranking in the race selected by the player from Race A and Race B.
[0096] Additionally, for characters with a character type of "G," the default clear goal is set to achieve a certain ranking in Race C of the 33rd turn. However, if a certain parameter of the main character falls below or exceeds a threshold in a predetermined turn prior to the 33rd turn, the race that is the target of the clear goal is changed to Race D of the 34th turn.
[0097] Furthermore, for characters with a character type of "H", an event occurs in a predetermined turn before the 29th turn. In this event, the race to be cleared is determined randomly by drawing from among races E and F on the 29th turn, and race G on the 30th turn. Furthermore, for characters with a character type of "H", an event occurs in a predetermined turn before the 62nd turn. In this event, the race to be cleared is determined randomly by drawing from among races H on the 62nd turn, race J on the 63rd turn, and race K on the 64th turn.
[0098] As described above, a plurality of fixed or variable goals are set for each character. Depending on the goals set for each character, the degree of difficulty for clearing all the goals varies from character to character.
[0099] Until the variable clear goal is decided, a display indicating that the clear goal is undecided is displayed on the development information display screen 165. Then, when the clear goal is decided, the display on the development information display screen 165 is updated, and the decided clear goal is notified to the player.
[0100] 8B is a diagram for explaining an example of a goal to be cleared that is set for a character. In the training main game, a plurality of races are provided that the player can select. A difficulty level is set for each race, and the plurality of races include races of different difficulty levels. The target races are different for each character, and the number of high difficulty races set as the target races differs depending on the character.
[0101] For example, as shown in Fig. 8B, four high difficulty races such as GI are set as target races for character A. Similarly, three medium difficulty races such as GII, two low difficulty races such as GIII, and two other low difficulty races are set as target races for character A. Meanwhile, one high difficulty race such as GI, two medium difficulty races such as GII, three low difficulty races such as GIII, and three other low difficulty races are set as target races for character B.
[0102] Also, here, it is assumed that the clear goal is set to come in first place in all target races. In this case, it can be said that it is more difficult for character A to achieve all clear goals than character B. Note that the higher the difficulty of the race, the greater the number of fans that can be acquired. Therefore, character A will gain more fans by achieving the clear goals than character B.
[0103] On the other hand, the player can also make the main character run in races other than the target races set for the main character, as long as the race conditions are met. Character B has fewer target races than Character A. In the turn in which the target races are set, the player must make the main character run in the target races.
[0104] Therefore, character B has a wider range of options for the player in each turn than character A. However, if character B is the main character, in order to gain the same number of fans as if character A were the main character, the player must voluntarily enter the main character in races of high difficulty. In this way, by varying the difficulty of the target races and the number of target races for each character, different strategies are required of the player, which increases the interest of the game.
[0105] In this case, the number of target races for which a goal is to be cleared may differ depending on the character as shown in FIG. 8B, but the number of goals to be cleared is the same for all characters. Therefore, for example, a character with a small number of goals to be cleared, such as achieving a predetermined finishing position in a target race, is set with a large number of goals to be cleared, such as achieving a predetermined number of fans by a predetermined turn. However, the number of goals to be cleared may differ depending on the character.
[0106] 7, the clear goal set for the selected character can be confirmed. When the past evaluation point tab 165b is tapped on the training information display screen 165, the training information display screen 165 displays information on the top three characters with the highest evaluation points, which were generated based on the selected character.
[0107] FIG. 9 is a second diagram for explaining an example of the training information display screen 165. When the training game is completed, a training character is generated. When the training game is completed, an evaluation point is calculated for the training character, and a training rank is derived based on the evaluation point. The evaluation point is calculated based on a preset calculation formula, such as a point calculated based on various parameters of the main character at the time of completion of training, a point calculated based on acquired skills, etc. The training information display screen 165 displays information indicating the rank, evaluation point, name, and registration date of the top three training characters with the highest evaluation points among the training characters trained based on the selected character.
[0108] Although detailed explanation is omitted, the training game has multiple scenarios. The basic game specifications are common to each scenario, but some functions differ from one scenario to another. As shown in FIG. 9, the training information display screen 165 displays the scenarios selected when each training character was trained. Although not shown, when the scenario evaluation point tab 165c is tapped, the top three training characters with the highest evaluation points are displayed by scenario.
[0109] As described above, the player can select a main character while checking various information about each character on main character selection screen 150 shown in Fig. 5A. When next operation unit 154 is tapped on main character selection screen 150, the selected character is set as the main character, and inheritance character selection screen 170 is displayed on display 26.
[0110] <Registering a successor character> Fig. 10A is a first diagram illustrating an inheritance character selection screen 170. Fig. 10B is a first diagram illustrating a development character list screen 180. Fig. 10C is a second diagram illustrating an inheritance character selection screen 170. Fig. 10D is a third diagram illustrating an inheritance character selection screen 170. The inheritance character selection screen 170 is a screen for the player to register an inheritance character.
[0111] An inherited character is a character that inherits ability values, skills, etc. from the main character. A player can select two inherited characters from the training character he or she owns and representative characters of other players extracted according to certain extraction conditions, such as representative characters of friends such as followers, and organize and register them in a deck. Note that only one representative character of other players can be organized in a deck as an inherited character in one training game.
[0112] An ability parameter display section 152a, an aptitude parameter display section 152b, a first inheriting character selection area 171a, and a second inheriting character selection area 171b are provided on the inheriting character selection screen 170. When the screen transitions from the main character selection screen 150 to the inheriting character selection screen 170, as shown in Fig. 10A, the first inheriting character selection area 171a and the second inheriting character selection area 171b are displayed as blanks.
[0113] When the first inherited character selection area 171a or the second inherited character selection area 171b is tapped, a raised character list screen 180 shown in Fig. 10B is displayed. A My Character tab 181a and a Rental tab 181b are provided on the raised character list screen 180. In addition, below the My Character tab 181a and the Rental tab 181b, a raised character list display area is provided. A raised character icon 182 is displayed in the raised character list display area.
[0114] When the My Character tab 181a is selected, a raised character icon 182 corresponding to a raised character owned by the player is displayed, as shown in Fig. 10B. Although not shown, when the Rental tab 181b is selected, a raised character icon 182 corresponding to a friend's representative character, that is, a raised character raised by a friend, is displayed.
[0115] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is provisionally selected. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed as shown in Fig. 10C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, and training character icon 182 is tapped on training character list screen 180, an image showing the training character in the provisionally selected state is displayed in first inheritance character selection area 171a.
[0116] In this state, for example, when the second inheritance character selection area 171b is tapped to display the development character list screen 180, and when the development character icon 182 is tapped on the development character list screen 180, an image showing the development character that is in a provisionally selected state is displayed in the second inheritance character selection area 171b, as shown in FIG. 10D.
[0117] Further, information on the inherited character used when raising the development character is linked to the development character and stored. In the first inherited character selection area 171a, information on the inherited character used when raising the development character is displayed.
[0118] FIG. 11 is a diagram for explaining the inheritance system. In the training game, various benefits are provided, such as an increase in the values of the ability parameters and aptitude parameters of the main character, based on the factor information possessed by the inheritance character. Here, two inheritance characters are set for one main character, and these inheritance characters are training characters that have been generated previously. Therefore, when a training character to be set as an inheritance character is generated, two inheritance characters are set for that training character.
[0119] As shown in FIG. 11, the main character to be trained in the training main game that is about to start is defined as the current generation. The two training characters set as inherited characters for this main character are defined as the first inherited generation. Furthermore, the two training characters are set as inherited characters for the first inherited generation of training characters at the start of training. The two training characters that were set as inherited characters when the first inherited generation of training characters were generated are defined as the second inherited generation.
[0120] In this case, the characters that have a utility for the current main character are the first and second succession generation training characters, as shown in Figure 11. As described above, two succession characters (first succession generation) are set for one main character, so a total of six training characters bring utility to one main character.
[0121] For example, a first inheritance group is made up of one of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first inheritance character. Similarly, a second inheritance group is made up of the other of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first inheritance character.
[0122] 10D, the first inheritance character selection area 171a shows icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b shows icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the second inheritance group.
[0123] FIG. 12 is a diagram for explaining factor information. Although the details will be described later, when the training game is completed, the main character to be trained is registered as a training character, and at this time, the training character is linked to factor information and stored. Specifically, when training of the training character is completed, the factor that the training character will acquire is determined by lottery. Then, factor information indicating the factor that was won by lottery is linked to the training character. In other words, when the training game is completed, the training character can acquire the factor that was won by lottery.
[0124] However, the factors acquired by the training character do not affect the ability of the training character itself. For example, the training character can be made to run in a race in a team competition game. In this case, a simulation, i.e., a calculation process, is performed in the race to determine the finishing order and the race development based on the ability parameters, aptitude parameters, and acquired skills of all the training characters that will be running. Since the factors possessed by the training character are not used in the calculation process, even if the character has a large number of factors, the race will not be favorably advanced.
[0125] The factors possessed by a training character only affect the main character to be trained when that training character is set as an inherited character. Factors that a training character can acquire are classified into a number of types. In FIG. 12, the factor types are shown as basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor is set to one of a number of stages. Here, three factor levels are provided as factor stages: level 1, level 2, and level 3.
[0126] The factor level is determined by lottery. In this case, after the factors to be acquired by the training character are determined, the factor level for each of the acquired factors may be determined by lottery. Alternatively, a winning ratio may be set for each combination pattern of factors and factor levels, and one of the combination patterns may be determined based on the set winning ratio. In this case, the acquired factor and factor level are determined at the same time.
[0127] The factor level has the highest effect at level 3 and the lowest effect at level 1. In the lottery for determining the factor level, the probability of winning is set to be the lowest at level 3 and the highest at level 1. However, the probability of winning the acquired factor or the probability of winning the factor level may vary depending on the results of the training game. In this case, for example, the higher the ability parameters or evaluation points of a training character, the higher the factor level may be determined to be.
[0128] Basic ability factors increase the ability parameters of the main character. There are five basic ability factors: speed factor, stamina factor, power factor, tenacity factor, and intelligence factor. A character being trained will always acquire one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters of speed, stamina, power, tenacity, and intelligence, respectively. For example, if a first-generation or second-generation character being trained has a speed factor, the main character's speed ability parameter will increase.
[0129] At this time, the increase in the speed ability parameter varies depending on the factor level of the speed factor. For example, if the factor level of the speed factor is level 1, the main character's speed ability parameter will increase by "7", if it is level 2, the ability parameter will increase by "13", and if it is level 3, the ability parameter will increase by "21". Therefore, if all six characters being trained, two first-generation inheritors and four second-generation inheritors, have a speed factor of level 3, the main character's speed ability parameter will increase by a maximum of 126 (increase of 21 x 6 characters).
[0130] However, each factor has its own activation timing and activation conditions, so even if the inherited character has a factor, if the activation condition is not met at the activation timing, the factor will not be of any benefit to the main character.
[0131] As described above, the training main game is composed of a plurality of turns, among which certain turns are set as factor activation turns. For example, assume that the first, 30th, and 54th turns of the training main game are set as factor activation turns. In these factor activation turns, it is determined whether or not to activate each factor, and when it is determined that a factor is to be activated, the activation condition of the factor is established, and the utility corresponding to the factor is brought about.
[0132] Whether or not a basic ability factor is activated is determined by lottery. At this time, the probability of winning the lottery to determine whether or not a basic ability factor is activated, that is, the probability that a basic ability factor is activated (hereinafter referred to as activation probability), may be different in the three factor activation turns. Here, in the first turn, the activation probability of a basic ability factor is set to 100% regardless of the factor level. Also, in the 30th turn and the 54th turn, the activation probability of a basic ability factor differs depending on the factor level. As an example, in the 30th turn and the 54th turn, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.
[0133] In the inheritance character selection screen 170, the increase value of the ability parameter in the first turn is displayed. For example, in FIG. 10C, one inheritance character constituting the first inheritance group is provisionally selected. In this case, the type of ability parameter that will increase in the first turn by the one provisionally selected inheritance character and the increase value are displayed. Here, "+63" is displayed under the power ability parameter, indicating that the power ability parameter will increase by 63 points in the first turn. In addition, in the ability parameter display section 152a, a value to which the increase value of the increase in the first turn is added is displayed.
[0134] In addition, in Fig. 10D, two inheritance characters constituting the first inheritance group and the second inheritance group are provisionally selected. In this case, the types of ability parameters that will increase in the first turn by the two provisionally selected inheritance characters and the increase values are displayed. Here, "+21", "+63", and "+42" are displayed under the ability parameters of speed, power, and intelligence, respectively, indicating that in the first turn, the ability parameters of speed, power, and intelligence will increase by 21 points, 63 points, and 42 points, respectively.
[0135] In addition, the increase value of the ability parameter increased by the inheritance characters constituting the first inheritance group and the increase value of the ability parameter increased by the inheritance characters constituting the second inheritance group are displayed in a distinguishable manner on the inheritance character selection screen 170. For example, in Fig. 10D, the notation "+63" displayed under the ability parameter of power and the notations "+21" and "+42" displayed under the ability parameters of speed and intelligence are color-coded.
[0136] The suitability factors shown in FIG. 12 increase the suitability parameters of the main character. There are six suitability factors: turf factor, dirt factor, short distance factor, mile factor, medium distance factor, and long distance factor. A training character always acquires one of the six suitability factors. The six suitability factors correspond to turf suitability, dirt suitability, short distance suitability, mile suitability, medium distance suitability, and long distance suitability, respectively. For example, if the first or second generation of inherited training characters includes a training character having a turf factor, the suitability parameter of the main character's turf suitability will increase.
[0137] In addition, the timing and conditions for activating aptitude factors are also set, and it is decided whether or not each aptitude factor will be activated in the same factor activation turn as the basic ability factors. When it is decided that an aptitude factor will be activated, the corresponding aptitude parameter will increase by one level. As an example, in the first turn, the probability of activating an aptitude factor is set to 100%, regardless of the factor level.
[0138] For example, if the aptitude factors of the three characters in the first inheritance group are grass, short distance, and mile, respectively, and the aptitude factors of the three characters in the second inheritance group are grass, short distance, and middle distance, respectively, the main character's grass aptitude and short distance aptitude will each increase by two levels, and the mile aptitude and middle distance aptitude will each increase by one level.
[0139] Also, for example, suppose that the aptitude factors of the three training characters belonging to the first inheritance group are all grass factors, and the aptitude factors of the three training characters belonging to the second inheritance group are all short-distance factors. In this case, the grass aptitude and short-distance aptitude of the main character each increase by three stages. As yet another example, suppose that the aptitude factors of the three training characters belonging to the first inheritance group are all grass factors, and the aptitude factors of the three training characters belonging to the second inheritance group are grass factors, short-distance factors, and mile factors, respectively. In this case, the grass aptitude of the main character increases by four stages, and the short-distance aptitude and mile aptitude each increase by one stage.
[0140] However, in the first turn, there is a limit to the increase in the aptitude parameters. Specifically, in the first turn, the upper limit of all aptitude parameters is set to A. Therefore, if the initial value of the main character's aptitude for grass is A, even if the inherited character has a grass factor, the aptitude for grass will not increase in the first turn.
[0141] In contrast, in the 30th and 54th turns, a lottery is held for each aptitude factor based on the factor level to determine whether or not to activate it. As an example, in the 30th and 54th turns, the activation probability of a level 3 aptitude factor is set to 5%, the activation probability of a level 2 aptitude factor is set to 3%, and the activation probability of a level 1 aptitude factor is set to 1%. When the activation of an aptitude factor is determined by lottery in the 30th or 54th turn, the aptitude parameter corresponding to the aptitude factor increases. Note that in the 30th and 54th turns, the upper limit of each aptitude is raised from A to S. Therefore, in the 30th and 54th turns, the value of the aptitude parameter can be raised to S by activating an aptitude factor.
[0142] In addition, the aptitude parameter display section 152b of the inheritance character selection screen 170 displays the aptitude parameter value after it has increased in the first turn.
[0143] The race factor increases the ability parameters of the main character. A race factor is provided for each difficult race (hereinafter referred to as a factor target race) such as a GI among the races that can be entered in the training main game. At the completion of the training game, a lottery is held for each factor target race in which the main character comes in first to determine whether or not to acquire a race factor. If the lottery is won, the training character can acquire a race factor.
[0144] In addition, the race factors are also assigned a factor level, and the factor level is determined by lottery for each race factor that is determined to be acquired. In addition, here, there is no upper limit to the number of race factors that one training character can acquire, and the training character can acquire multiple race factors.
[0145] Each race factor is preset with a skill parameter that is increased by activation and the increase value. For example, race factors include a skill that increases the speed skill parameter and a skill that increases the power skill parameter. In this case, the increase value of the skill parameter increases as the factor level increases.
[0146] Additionally, race factors also have activation timing and activation conditions, and whether or not they will be activated is determined for each race factor on the factor activation turn. If it is determined that a race factor will be activated, the ability parameters corresponding to the race factor will increase. Note that race factors are only activated on the 30th and 54th turns. Additionally, the activation probability of a race factor on a factor activation turn varies depending on the factor level, with the higher the factor level, the higher the activation probability.
[0147] A character factor is a factor unique to a character, and only when a character that has been strengthened to a certain level is raised as a main character, the character factor set for that character is always given to the raised character at the end of the training game. Note that only one character factor is set for one character, so a maximum of one character factor can be acquired by one raised character. Also, if a raised character is generated based on a character that has not been strengthened to a certain level, it cannot acquire a character factor.
[0148] In addition, the character factor can be activated on a preset factor activation turn, and is activated by winning a lottery held on the factor activation turn. When a character factor is activated, a hint event set for each character factor occurs, and as described above, a skill hint can be obtained.
[0149] The skill factor is imparted based on the skills that the training character has acquired. Specifically, at the completion of the training game, a lottery is held to determine whether or not to acquire a skill factor for each acquired skill that the training character has acquired. If the lottery is won, the skill factor is imparted to the training character. In other words, the training character can acquire some or all of the skill factors that correspond to the acquired skills that it has acquired. When it is decided to acquire a skill factor, the factor level of that skill factor is determined by lottery.
[0150] Furthermore, skill factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on the factor activation turn. At this time, the higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event set for each skill factor occurs, and a hint for the skill can be obtained. This allows the main character to acquire skills similar to those already acquired by the inherited character, etc.
[0151] In this way, whether or not a skill factor is acquired is determined within the range of skills that the training character has already acquired. Therefore, the more skills a training character has, the higher the chance of acquiring a skill factor. However, because the acquisition of skill factors is determined by lottery, even if a character has many skills, it may not be able to acquire a skill factor.
[0152] Here, it is assumed that the training character acquires skill factors in addition to the skills already acquired, but without setting skill factors, the skills that the main character can acquire may be determined based on the acquired skills possessed by the training character as an inheritance character.
[0153] As described above, the ability parameters of the main character change significantly depending on the inherited character organized in the deck. In addition, even if the training character itself has high abilities, whether or not it acquires factors is determined by lottery, so a training character with high abilities is not necessarily suitable as an inherited character. On the other hand, even if the training character itself does not have high abilities, it may function effectively as an inherited character by acquiring many factors with high factor levels. In this way, by making it possible to organize the inherited character into the deck, it is possible to create an interest not only in simply cultivating a powerful training character, but also in cultivating a training character that is effective as an inherited character.
[0154] Furthermore, in this embodiment, compatibility is determined between the main character, the first succession generation development character, and the second succession generation development character. In the case of a combination of characters with good compatibility, the conditions for activating factors are advantageous.
[0155] Fig. 13A is a diagram explaining compatibility judgment targets, and Fig. 13B is a diagram explaining compatibility judgment items. As shown in Fig. 13A, in this embodiment, seven judgment targets are provided, No. 1 to No. 7. The first judgment target (No. 1) is the current main character and the first inheritance generation training character in the first inheritance group. The second judgment target (No. 2) is the current main character and the first inheritance generation training character in the second inheritance group.
[0156] The third determination target (No. 3) is the first inheritance generation training character in the first inheritance group, and the first inheritance generation training character in the second inheritance group. The fourth determination target (No. 4) is the current main character, the first inheritance generation training character in the first inheritance group, and one of the second inheritance generation training characters in the first inheritance group (training character A). The fifth determination target (No. 5) is the current main character, the first inheritance generation training character in the first inheritance group, and the other of the second inheritance generation training characters in the first inheritance group (training character B).
[0157] The sixth determination target (No. 6) is the current main character, the first-generation inheritance character in the second inheritance group, and one of the second-generation inheritance characters in the second inheritance group (raising character A). The seventh determination target (No. 7) is the current main character, the first-generation inheritance character in the second inheritance group, and one of the second-generation inheritance characters in the second inheritance group (raising character B).
[0158] For each of the above-mentioned objects to be determined, it is determined whether or not a condition is satisfied for each of a plurality of determination items. An example of the determination items is shown in FIG. 13B. In this embodiment, the world view of the game is set such that the characters that can be selected as the main characters are students, and each character trains at school.
[0159] As shown in Fig. 13B, each character is set in advance as a grade, a colleague, or a good friend. The judgment items include, for example, whether the two or three characters to be judged are in the same grade, a colleague, or a good friend. The judgment items also include whether the running style, distance aptitude, and field aptitude of the characters to be judged match.
[0160] Each judgment item is associated with an expected compatibility value, and the expected compatibility values of the judgment items that are established between the characters to be judged are accumulated. Here, the expected compatibility values differ depending on the judgment item, but the expected compatibility values may be common to all judgment items.
[0161] For example, when judging compatibility, first, it is judged whether all judgment items are satisfied between the current main character, which is the first judgment target, and the first inheritance generation training character of the first inheritance group. At this time, the compatibility expectation value linked to the judgment item that is satisfied is accumulated and counted. In this way, the compatibility expectation value is counted in order from the first judgment target to the seventh judgment target, and the activation probability of the factor is corrected based on the finally calculated compatibility expectation value. In other words, the higher the compatibility expectation value, the higher the activation probability of all factors, and the lower the compatibility expectation value, the lower the activation probability of all factors.
[0162] The activation probability may be calculated using the calculated compatibility expectation value as a correction value. Also, for example, a correction value for correcting the activation probability of a factor may be set for each compatibility level, and the compatibility level may be determined by the calculated compatibility expectation value.
[0163] In this way, the probability of a factor being activated varies depending on the compatibility between the main character and the inherited character, or between the inherited characters themselves, so the combination of two inherited characters has a significant impact on the development of the main character. In other words, the compatibility between characters is an important factor in choosing an inherited character.
[0164] As shown in Figures 10B, 10C, and 10D, when an inherited character is selected, a compatibility mark indicating good compatibility is displayed in the upper right corner of the inherited character selection screen 170 and the training character list screen 180. Here, the compatibility level of the selected character is indicated by three compatibility marks, ◎, ◯, and △. Note that, as shown in Figure 10A, when an inherited character is not selected, the compatibility mark is not displayed.
[0165] 10B, a display switch button 183 is provided on the development character list screen 180. When the display switch button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can rearrange or narrow down the development character icons 182 displayed on the development character list screen 180, i.e., the development characters that can be selected as inherited characters.
[0166] FIG. 14A is a diagram for explaining sorting conditions. FIG. 14B is a diagram for explaining narrowing-down conditions. A player can select and set the sorting conditions shown in FIG. 14A on a display condition setting screen. Here, as the sorting conditions, any of evaluation points, factors, number of skills, name, field suitability, registration date, running style suitability, compatibility level, distance suitability, and notes can be selected and set. When the sorting conditions are set, a training character list screen 180 is displayed. At this time, on the training character list screen 180, the display order of training character icons 182 is changed according to the sorting conditions.
[0167] In addition, the player can select and set the narrowing down conditions shown in Fig. 14B on the display condition setting screen. Here, the narrowing down conditions include basic ability factors, aptitude factors, and compatibility levels. When the basic ability factors or aptitude factors are set as the narrowing down conditions, only the characters that have the factors selected by the player are displayed on the character list screen 180.
[0168] At this time, the player can set the factor level, and for example, when narrowing down is performed by setting the factor level to level 3, only the development characters having a factor level of level 3 among the factors selected by the player are displayed on the development character list screen 180. The player can narrow down the development characters by selecting whether the development character itself has a factor or whether the inherited character of the development character has a factor.
[0169] In addition, the player can narrow down the search by compatibility level. Here, it is possible to narrow down the search to development characters with compatibility of ◎, development characters with compatibility of ◯, and further development characters with compatibility of △. In this way, sorting and narrowing down by various conditions is possible, improving the convenience for the player.
[0170] Furthermore, when a development character icon 182 is pressed and held on development character list screen 180 shown in FIG. 10B, detailed information about the development character corresponding to development character icon 182 is displayed.
[0171] Fig. 15 is a first diagram illustrating the character details dialog 185A. Fig. 16 is a second diagram illustrating the character details dialog 185A. Fig. 17 is a third diagram illustrating the character details dialog 185A. Detailed information on the character being raised is displayed in the character details dialog 185A. An ability parameter display field 186 showing the ability parameters of the character being raised is displayed at the top of the character details dialog 185A.
[0172] An icon showing the character on which the training character is based, and the training character's evaluation points and training rank are displayed in the upper left of the ability parameter display field 186. In addition, a nickname change button 186a and a memo input button 186b are provided in the upper right of the ability parameter display field 186. When the nickname change button 186a is tapped, a nickname list screen (not shown) is displayed. The nickname list screen displays a list of nicknames acquired by the training character. Note that in the training main game, many nicknames are provided, and acquisition conditions are set for all of the nicknames.
[0173] In the development main game, a nickname that satisfies the acquisition conditions is given to the development character. The player can select one of the nicknames acquired by the development character and set it for the development character. The player can change the nickname set for the development character on the nickname list screen. The currently set nickname (in this case, Legend) is displayed to the left of the nickname change button 186a.
[0174] Examples of conditions for acquiring a nickname include the main character gaining a predetermined number of fans, ability parameters or aptitude parameters being above a predetermined value, acquiring a predetermined skill, winning a predetermined number of races, or achieving a predetermined finishing position (e.g., first place) in a particular race.
[0175] Furthermore, when the memo input button 186b is tapped, a character input screen (not shown) is displayed. On the character input screen, for example, hiragana, katakana, numbers, roman letters, etc. can be input up to nine characters. Characters input on the character input screen are stored as memos, linked to the development character. When a memo is stored for the development character, the memo (here, abcdefg) is displayed to the left of the memo input button 186b.
[0176] The above-mentioned memo is included in the sorting conditions of the training character icons 182 on the training character list screen 180. Therefore, by linking a memo to a training character and registering it, the player can more easily search for a training character to be used as an inherited character.
[0177] In addition, an aptitude information display field 187 is displayed below the ability parameter display field 186. In the aptitude information display field 187, aptitude parameters relating to suitability for each of the turf and dirt courses, aptitude parameters relating to suitability for each of the short distance, mile, middle distance, and long distance courses, and aptitude parameters relating to the running style suitability for each of the breakaway, leading, overtaking, and chasing courses are displayed.
[0178] A various information display field 188 is displayed below the aptitude information display field 187. The various information display field 188 is provided with a skill display tab 188a, an inheritance information display tab 188b, a training information display tab 188c, and a close operation section 188d. When the skill display tab 188a is tapped, the acquired skills of the training character are displayed in the various information display field 188, as shown in FIG. 15. When the inheritance information display tab 188b is tapped, inheritance information of the training character is displayed, as shown in FIG. 16.
[0179] In addition, the various information display field 188 displays inheritance information based on the training character that can be set as the inheritance character and the inheritance character used to train the training character. The inheritance information includes information on the inheritance character used to train the training character, factor information possessed by the training character, and factor information possessed by the inheritance character. Here, the inheritance information is displayed in a list for each training character.
[0180] Specifically, the factor information associated with the training character and the factor information associated with the inherited character of the training character are displayed for each character. Therefore, by scrolling the various information display field 188 up and down, the player can check the factor information possessed by each of the three characters.
[0181] In the various information display field 188, basic ability factors, aptitude factors, and character factors are displayed in different colors. For example, basic ability factors are displayed in blue, aptitude factors are displayed in red, and character factors are displayed in green. In addition, in the various information display field 188, race factors and skill factors are displayed in white. Also, a star indicating the factor level is superimposed on each piece of factor information.
[0182] Furthermore, when the training information display tab 188c is tapped, training information of the training character is displayed as shown in Fig. 17. The training information includes the type of support card used when training the training character, the characters of the first and second generations of succession, the results of individual races in the training game, and further, the evaluation points.
[0183] In this way, the player can check various information related to the character being trained in the character details dialogue 185A. Therefore, the player can easily grasp the information associated with the inherited character to be organized in the deck, and the convenience of the player can be improved.
[0184] In addition, in the character details dialog 185A, when the close operation section 188d is tapped, the character details dialog 185A is closed, and the training character list screen 180 is displayed on the display 26. Also, as shown in Figs. 10A, 10B, 10C, and 10D, a skill display button 172 is provided in the upper right corner of the inheritance character selection screen 170 and the training character list screen 180. When the skill display button 172 is tapped, a list of skills that may be acquired by the training character provisionally selected as the inheritance character is displayed.
[0185] 18 is a diagram illustrating the skill display dialog 185B. The skill display dialog 185B displays an icon corresponding to each skill and a skill description display field 189 in which the content of the skill is described. The skills displayed in the skill description display field 189 are a list of all skills that the main character may acquire if the currently selected training character is used as the inherited character.
[0186] That is, the skill display dialogue 185B displays a list of information related to the character factors or skills associated with the skill factors of the training character. As shown in FIG. 10C, when the skill display button 172 is tapped with one training character selected as the inheritance character, the skills associated with the character factors and race factors of this one training character (inheritance character) are displayed in the skill display dialogue 185B.
[0187] On the other hand, as shown in FIG. 10D, when two development characters are selected as inheritance characters and the skill display button 172 is tapped, the skills linked to the character factors and race factors possessed by each of the two development characters (inheritance characters) are displayed in the skill display dialog 185B.
[0188] As described above, in this embodiment, in the character details dialog 185A, the inheritance information (factor information) is displayed in a list for each training character that can be set as an inheritance character. In addition, in the skill display dialog 185B, the information (skill) linked to the inheritance information (factor information) is displayed in a list. At this time, the character details dialog 185A and the skill display dialog 185B are displayed based on the training character that can be set as the inheritance character and the inheritance character used to generate the training character. The display of the character details dialog 185A and the skill display dialog 185B improves the convenience for the player.
[0189] In this example, the skill display dialog 185B displays skills that can be acquired by activating factors. However, the skill display dialog 185B may display factor information that provides hints about skills, rather than information about skills. In any case, the inheritance information (factor information) is classified into a plurality of types (factor types), and the skill display dialog 185B may display inheritance information (character factors and race factors) classified into a predetermined type, or information linked to the inheritance information (information about skills). In this way, it can be said that the skill display dialog 185B displays information about the extracted inheritance information after extracting a portion of the inheritance information.
[0190] Then, when the two development characters are in a provisionally selected state, the next operation unit 154 provided on the inheritance character selection screen 170 is activated. When the activated next operation unit 154 is tapped, the development characters in the provisionally selected state are provisionally registered in the deck as inheritance characters, and the support card organization screen 190 described later is displayed.
[0191] The player must select two development characters as inheritance characters on the inheritance character selection screen 170. If the two inheritance characters are not in a provisionally selected state, the next operation unit 154 is grayed out as shown in Figs. 10A and 10C, and the player's operation is not accepted. Also, the inheritance character selection screen 170 is provided with a return operation unit 153, and when the return operation unit 153 is tapped, the main character selection screen 150 is displayed.
[0192] <Support card registration> Fig. 19A is a first diagram illustrating a support card organization screen 190. When two inheritance characters are registered on the inheritance character selection screen 170, the support card organization screen 190 shown in Fig. 19A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation section 153 marked "Return" and a start operation section 193 marked "START" are displayed in the lower part of the support card organization screen 190.
[0193] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is first displayed, the support card display frames 192 are displayed as blank spaces.
[0194] In this embodiment, the player can set six types of support cards to the deck. Of the six types that the player can set, some (e.g., five types) can be selected from the support cards that the player owns. In addition, of the six types that the player can set, the other part (e.g., one type) can be selected from the support cards that other players, such as friends, have set as rental cards.
[0195] Fig. 19B is a diagram illustrating a support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card organization screen 190 of Fig. 19A, a support card selection screen 200 shown in Fig. 19B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to support cards possessed by the player. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.
[0196] Although not shown in the figures, when the support card display frame 192 displayed in the lower right of the support card organization screen 190 is tapped, the support cards set as rental cards by friends or players selected based on a predetermined condition such as a lottery are displayed on the support card selection screen 200. At this time, by tapping the support cards displayed on the support card selection screen 200, the player can select one of the friend's support cards. In this way, the player can use support cards owned by other players in the training game.
[0197] FIG. 20A is a diagram for explaining a support card table. As shown in FIG. 20A, the support card table stores the type of support character (i.e., character ID), rarity, level, and favorite training for each type of support card (i.e., support card ID) owned by the player. The support characters correspond one-to-one with the types of support cards. In other words, one support card ID is always associated with one support character.
[0198] In this embodiment, a rarity is set for each support card. There are three rarity levels: R (rare), SR (super rare), and SSR (super special rare). R is set as the lowest rarity, and SSR is set as the highest rarity. In this embodiment, the higher the rarity of the support card, the stronger the support effect, which will be described later. Also, in this embodiment, the higher the rarity of the support card, the greater the number of possessed skills and the number of support events, which will be described later.
[0199] There are 50 levels for the Support Card, from Level 1 to Level 50. The level of the Support Card can be increased by the player, and the level increased by the player is stored for each Support Card. The level of the Support Card can be increased by using in-game currency, items, etc. The level of the Support Card is capped depending on the rarity.
[0200] For example, support cards with an R rarity have a maximum level of 20, support cards with an SR rarity have a maximum level of 25, and support cards with an SSR rarity have a maximum level of 30.
[0201] The upper limit of the level can be increased stepwise when a certain condition is met. For example, the upper limit of a support card with a rarity of R can be increased to a maximum of level 40, the upper limit of a support card with a rarity of SR can be increased to a maximum of level 45, and the upper limit of a support card with a rarity of SSR can be increased to a maximum of level 50.
[0202] Fig. 20B is a diagram illustrating a support effect table. As shown in Fig. 20B, the support effect table stores support effects for each type of support card possessed by the player.
[0203] The support effect is to increase various stats in the main game. Support cards have multiple targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.
[0204] FIG. 20C is a diagram for explaining the possessed skill table. As shown in FIG. 20C, in the possessed skill table, a possessed skill is set for each support card possessed by the player. In this embodiment, a possessed skill is set for each support card so that the character set as the main character by the player possesses the possessed skill. The possessed skill set for each support card can be acquired by the main character selected by the player or another character promoted to a team member, which will be described later, when a hint event occurs during the training main game.
[0205] Fig. 20D is a diagram for explaining a support event table. As shown in Fig. 20D, the support event table stores support events that may occur for each support card owned by a player. A support event is an event that may occur during execution of the training main game. When a support event occurs, various status values in the training main game may increase or decrease.
[0206] For example, the support event to be generated may be determined according to the number of turns, or may be determined by a predetermined lottery. Also, multiple support events to be generated may be selected per turn. In any case, the support event to be generated may be determined according to a predetermined determination method that is set in advance.
[0207] Fig. 19C is a second diagram illustrating the support card organization screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable as shown in Fig. 19C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable as shown in Fig. 19A.
[0208] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 10D is displayed on the display 26. When the start operation unit 193 is tapped on the support card organization screen 190 as shown in Fig. 19C, the selected support card is provisionally registered, and the final confirmation screen 205 (Fig. 21A) is displayed.
[0209] Fig. 21A is a diagram explaining the final confirmation screen 205. Fig. 21B is a diagram explaining the preset selection screen 205A. The final confirmation screen 205 displays the main character selected by the player, the foster characters that make up the first inheritance group, the foster characters that make up the second inheritance group, and the support cards. The final confirmation screen 205 also displays a preset display section 205a. The preset display section 205a shows the number of the currently selected preset.
[0210] Here, the preset is reservation information for a race in which the main character will run in the training main game. The player can create a preset by selecting any race from all races. It is possible to save multiple presets, and on the final confirmation screen 205, one of the saved presets can be selected. Specifically, when the preset display section 205a is tapped, a preset selection screen 205A shown in FIG. 21B is displayed.
[0211] The preset selection screen 205A displays preset read buttons 206a corresponding to the saved presets. The player can set a preset by tapping any of the preset read buttons 206a and then tapping the select operation unit 206c. When the select operation unit 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. When the cancel operation unit 206b of the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.
[0212] When the cancel operation section 205c is tapped on the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation section 205b is tapped, the game screen 210 (FIG. 25A) is displayed on the display .
[0213] <Registering a specific character> As described above, after the main character, successor character, and support card are registered, the specific character is registered. In this embodiment, four types of characters are set as the specific character in advance.
[0214] Fig. 22 is a first diagram for explaining the character identification information table. Fig. 23 is a second diagram for explaining the character identification information table. Fig. 22 shows a case where "character C" is registered as the main character, and "character E", "character I", "character L", "character M", "character Q", and "character T" are registered as the support characters. Fig. 23 shows a case where "character F" is registered as the main character, and "character E", "character J", "character L", "character M", "character Q", and "character T" are registered as the support characters.
[0215] In this embodiment, when registering a support card, there is a restriction so that the character type set as the main character and the character type set as the support character do not overlap.
[0216] In this embodiment, "Character F", "Character J", "Character N", and "Character R" are set as the specific characters as shown in Fig. 22. Then, when the player selects a main character from among the multiple characters, the selected character is registered as the main character in the character identification information table.
[0217] Furthermore, when a support card is selected by the player's operation, the character identification information table is updated and the character corresponding to the selected support card is registered as a support character.
[0218] In addition, when information on the main character and the support card is registered in the character identification information table, information on the specific character is registered. At this time, as shown in Figures 22 and 23, "Character F", "Character J", "Character N", and "Character R" are registered as specific characters regardless of the type of the registered main character and support character.
[0219] <Setting initial character identification information> As described above, once the main character, successor character, support character, and specific character are registered, team members and sub-members are registered. As will be described in detail later, in the training game, it is necessary to play a battle game using characters registered as team members. In addition, when a character registered as a sub-member meets certain conditions, the character is registered as a team member.
[0220] In this embodiment, characters registered as main characters, support characters, and specific characters in the character identification information table are registered as team members. That is, in the case of Fig. 22, "character C", "character E", "character F", "character I", "character J", "character L", "character M", "character N", "character Q", "character R", and "character T" are registered as team members. Also, in the case of Fig. 23, "character E", "character F", "character J", "character L", "character M", "character N", "character Q", "character R", and "character T" are registered as team members.
[0221] In addition, in the character identification information table, among the characters or support cards (support characters) possessed by the player, characters that are not registered as team members are registered as sub-members. Note that, among the predetermined characters, all remaining characters that are not registered as team members, or some characters selected by lottery, may be registered as sub-members.
[0222] It should be noted that, here, the support characters and specific characters are registered as team members from the start of the development main game, but the support characters and specific characters may be registered as sub-members at the start of the development main game and then registered as team members at a predetermined time.
[0223] In this manner, when the information relating to the team members and sub-members (initial character identification information) is stored in the character identification information table, the preparation stage process ends.
[0224] <Growth stage treatment> When the preparation stage process is completed, the training stage process starts. In the training stage process, it becomes possible to train the main character and the characters registered as team members. In the following, in order to make it easier to understand, the basic flow of the training main game will first be described.
[0225] FIG. 24 is a diagram for explaining a selection item table. Here, a selection item table is provided for each type of main character. However, a common selection item table may be provided regardless of the type of main character. As shown in FIG. 24, the training game is composed of the 1st turn to the 60th turn, and has a game nature in which various parameters are updated according to the selection result of the player in each turn. Also, according to the selection item table, items that the player can select are preset for each turn.
[0226] FIG. 25A is a first diagram for explaining the game screen 210. FIG. 25B is a second diagram for explaining the game screen 210. When the process moves to the development stage, the game screen 210 shown in FIG. 25A and FIG. 25B is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the game screen 210. The main character is provided with a "stamina" parameter. The "stamina" parameter is mainly used to calculate a failure rate, which is the probability of failing in training, which will be described later. The stamina display section 211 is displayed so that the remaining amount of the "stamina" of the current main character can be visually grasped with respect to the upper limit value of "stamina".
[0227] The main character is also provided with a "condition" parameter. The condition display section 212 displays the main character's current "condition" in multiple stages (five stages: very poor, poor, normal, good, and excellent) so that the character can be visually grasped. The higher the "condition" parameter, the more advantageous the main character's race will be, and the greater the increase in ability parameters due to training.
[0228] As shown in Figs. 25A and 25B, an image of the main character, a status display section 213, and a skill point display section 214 are displayed in the center of the game screen 210. The status display section 213 displays the current status of the main character in the form of a numerical value and a rank (G + , F, F + , E, E + , D, D + , C, C + , B, B + , A, A + , S, SS, SS + The skill level is displayed in one of 16 stages (16 levels in total). Specifically, in this embodiment, the numerical values and ranks of each of the ability parameters "Speed", "Stamina", "Power", "Spirit" and "Wisdom" are displayed. In addition, the skill point display section 214 shows the remaining amount of skill points possessed by the main character in the training game as a numerical value.
[0229] 25A and 25B, a rest operation section 215 marked "Rest," a training operation section 216 marked "Training," a skill operation section 217 marked "Skill," an outing operation section 218 marked "Going Out," and an individual race operation section 219 marked "Race" are displayed at the bottom of the game screen 210. Also, the current number of turns is displayed at the top of the game screen 210.
[0230] In addition, the player can select any one of the following options at each turn: "Rest" (rest operation unit 215), "Training" (training operation unit 216), "Going Out" (going out operation unit 218), or "Race" (individual race operation unit 219). At this time, the options that can be selected at each turn are preset, as shown in FIG.
[0231] When the "Rest" item is selected, stamina is restored, and when the "Going Out" item is selected, condition improves. When the "Training" item is selected, training, which will be described later, can be performed, and when the "Race" item is selected, the main character can participate in an individual race. When the "Rest", "Training", "Going Out", or "Race" item is selected and the game result is derived, the current turn ends and the game moves to the next turn.
[0232] In this embodiment, turns are set in which the rest operation unit 215, training operation unit 216, and going out operation unit 218 cannot be selected, such as the 20th turn, 30th turn, 35th turn, 57th turn, and 59th turn shown in Fig. 24. In such turns, the rest operation unit 215, training operation unit 216, and going out operation unit 218 are displayed in gray, as shown in Fig. 25B, and the player's operation is not accepted. Therefore, in this turn, the player must select the individual race operation unit 219.
[0233] On the other hand, the skill operation unit 217 is set to be always selectable in all turns. Although the details will be described later, even if a skill is acquired, the turn does not end. In this embodiment, the team race is forcibly executed after the end of a predetermined turn.
[0234] Fig. 26A is a first diagram illustrating the training screen 220. Fig. 26B is a second diagram illustrating the training screen 220. When the training operation section 216 of the game screen 210 is operated, the training screen 220 is displayed on the display .
[0235] 26A, training items are displayed at the bottom of the training screen 220. Here, a speed operation section 221 marked "Speed" and a stamina operation section 222 marked "Stamina" and a power operation section 223 marked "Power" and a will operation section 224 marked "Spirit" and a wisdom operation section 225 marked "Wisdom" are displayed.
[0236] When the player taps once on any of the operation units 221-225, the training item corresponding to the tapped operation unit 221-225 is provisionally selected, and the operation unit 221-225 corresponding to the provisionally selected training item is highlighted. Fig. 26A shows a state in which the power operation unit 223 is provisionally selected. Fig. 26B shows a state in which the stamina operation unit 222 is provisionally selected.
[0237] In addition, the training level for each training item is also displayed on each operation unit 221 to 225. The training level is a parameter that increases based on the team ranking, and the higher the training level, the greater the increase in ability parameters when training is performed. The training level is initially set to level 1, and can increase up to a maximum of level 5.
[0238] Moreover, the operation units 221 to 225 during the provisional selection display a failure rate display unit 226 marked "Failure." The failure rate displayed as a numerical value in the failure rate display unit 226 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display unit 211.
[0239] Furthermore, in the status display section 213, training corresponding to the provisionally selected operation sections 221 to 225 is executed, and the value by which the ability parameter will increase if the training is successful is displayed. For example, in the example shown in FIG. 26A, the power operation section 223 is provisionally selected, and "+8" and "+10" are displayed in "Stamina" and "Power" in the status display section 213. In the example shown in FIG. 26B, the stamina operation section 222 is provisionally selected, and "+15" and "+5" are displayed in "Stamina" and "Spirit" in the status display section 213.
[0240] Furthermore, in the operation units 221-225 corresponding to the training items in which a predetermined event occurs when the training is executed and successful, an event notification display 227 is displayed. Note that the event notification display 227 can be displayed in different manners depending on the type of event.
[0241] 26B, in the upper right portion of training screen 220, arranged character icon 228 of the character arranged in the training is displayed for each of temporarily selected operation units 221-225. If the training is successful and a predetermined event occurs corresponding to the character displayed in arranged character icon 228, an event notification display 227 is displayed in the corresponding arranged character icon 228. Note that hereinafter, the training in which a character is arranged is referred to as joint training.
[0242] 26C is a diagram illustrating training result notification screen 220a. When any of temporarily selected operation units 221-225 is tapped again, the training corresponding to the tapped operation unit 221-225 is executed. When the training is executed, training result notification screen 220a, which notifies the success or failure of the training, is displayed on display 26. Here, the word "success" is displayed to notify the player of the success of the training.
[0243] At this time, based on the success of the training, the ability parameters are updated and displayed in the status display section 213. That is, the ability parameters (ability information) of the main character corresponding to the training item (training event) selected by the player are updated.
[0244] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 26A or 26B is successful is added. Also, the display in the stamina display section 211 is updated according to the training item that was performed. When training for speed, stamina, power, or tenacity is performed and the training is successful, stamina decreases. On the other hand, when training for wisdom is performed and the training is successful, stamina is restored.
[0245] Furthermore, if training is unsuccessful, a prescribed penalty is given. Specific examples of the penalty include a decrease in stamina, a decrease in the numerical value of an ability parameter, a decrease in condition, etc. For example, the penalty given when the failure rate is high can be more disadvantageous (for example, a larger decrease in the numerical value of stamina, a larger decrease in the numerical value of an ability parameter, or a larger decrease in condition) than the penalty given when the failure rate is low.
[0246] The content of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may be decreased, and if power training fails, the value of the power ability parameter may be decreased. Also, for some training items (e.g., intelligence), no penalty may be given even if training fails.
[0247] 26D is a diagram illustrating the event screen 220b. When the display of the training result report screen 220a ends, the event screen 220b may be displayed on the display 26. Various events are executed on the event screen 220b. Note that multiple events may occur during one turn.
[0248] For example, when a hint event occurs, a hint about a skill is obtained. When a hint about a skill is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has a predetermined activation condition and effect, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during individual races and team races, which will be described later.
[0249] The events include an event for acquiring a skill, an event for recovering stamina, an event for decreasing stamina, an event for increasing an ability parameter, an event for decreasing an ability parameter, an event for increasing a mood, an event for decreasing a mood, etc. As will be described in detail later, the events include events that are predetermined for each turn, and events that occur when a predetermined lottery is won. Furthermore, when all the events that have occurred have ended, the game screen 210 for the next turn is displayed.
[0250] FIG. 27A is a first diagram for explaining an inheritance event. FIG. 27B is a second diagram for explaining an inheritance event. FIG. 27C is a third diagram for explaining an inheritance event. FIG. 27D is a fourth diagram for explaining an inheritance event. In the above-mentioned factor activation turn, an inheritance event occurs with the start of the turn. Note that this inheritance event is a scenario-common event described later, and always occurs in the same turn regardless of the scenario selected by the player. In this embodiment, the 1st turn, the 30th turn, and the 54th turn are set as factor activation turns, but here, a case where an inheritance event occurs in the 30th turn will be described.
[0251] When the 30th turn starts, first, as shown in FIG. 27A, the main character and an operation part marked "Touch" are displayed on the event screen 220b. When the operation part displayed on the event screen 220b is tapped, an animated image including the main character and two inherited characters is displayed as shown in FIG. 27B. When the operation part is tapped, a lottery is performed to determine whether or not to activate all factors possessed by a total of six characters to be trained, including the first and second inherited generations.
[0252] Then, as shown in Fig. 27C, the factors that have been selected by lottery and have been determined to be activated are displayed, and then, as shown in Fig. 27D, the types of ability parameters or aptitude parameters that increase as a result of the activation of the factors and their increased values are displayed, and the parameters are updated. When the inheritance event ends, the game screen 210 shown in Fig. 25A is displayed, and the player can select one of the items. At this time, the status display section 213 is in a state in which the increased values of the ability parameters or aptitude parameters displayed in the inheritance event have been added.
[0253] Fig. 28A is a first diagram illustrating the skill screen 230. Fig. 28B is a second diagram illustrating the skill screen 230. When the skill operation unit 217 of the game screen 210 is operated, the skill screen 230 shown in Fig. 28A is displayed on the display 26.
[0254] A skill display field 231 is displayed on the skill screen 230. The skill display field 231 displays acquired skills, possessed skills preset for the main character, possessed skills acquired as a result of various events, etc. Furthermore, when a hint event occurs for a possessed skill, the skill points consumed to acquire this possessed skill are discounted. Here, the possessed skill for which a hint has been obtained is displayed with the skill points required to acquire it discounted. At this time, a discount rate display icon 232 indicating the discount rate is displayed together with the skill display field 231.
[0255] Furthermore, for each skill displayed on the skill screen 230, the activation conditions and the effect when the skill is activated are displayed.
[0256] Also displayed at the top of the skill screen 230 are a stamina display section 211, a condition display section 212, and a skill point display section 214. Also displayed at the top of the skill screen 230 is the current number of turns.
[0257] When the player consumes skill points to acquire a possessed skill based on their operation, as shown in FIG. 28B, the acquired skill is displayed as "GET" to notify the player that the possessed skill has been acquired, and the skill points consumed are subtracted from the skill points displayed in skill point display unit 214 and the display is updated.
[0258] Fig. 29A is the first diagram illustrating an individual race selection screen 240. When an individual race operation unit 219 on the game screen 210 is operated, the individual race selection screen 240 shown in Fig. 29A is displayed. The individual race has a game nature in which the main character races against so-called non-player characters (hereinafter referred to as NPCs).
[0259] A stamina display section 211 and a condition display section 212 are displayed at the top of the individual race selection screen 240. An individual race selection operation section 241 for selecting a race event in which the main character will compete is displayed at the center of the individual race selection screen 240. A start operation section 242 marked "Start" is displayed at the bottom of the individual race selection screen 240. The races that can be selected by the individual race selection operation section 241 of the individual race selection screen 240 are preset for each turn.
[0260] Furthermore, entry conditions are set in advance for each race, and the player can enter the main character only in races that satisfy the entry conditions. As described above, some races have a stipulated number of fans as an entry condition. For races in which the stipulated number of fans is not met, the entry conditions are displayed on the individual race selection operation unit 241 as shown in FIG. 29A, and a notice is given that the race cannot be selected. Furthermore, in a turn in which a target race to be cleared is set, only the target race is displayed as selectable on the individual race selection screen 240.
[0261] FIG. 29B is a diagram illustrating an individual race start screen 250. When the start operation unit 242 is operated with the race event of the individual race to be participated selected with the individual race selection operation unit 241, the individual race start screen 250 shown in FIG. 29B is displayed. A strategy display unit 251 is displayed in the center of the individual race start screen 250. In addition, the strategy display unit 251 highlights the currently selected strategy (chasing, overtaking, leading, or breaking away), and displays a change operation unit 252 marked "Change". When the change operation unit 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the individual race to any strategy by operating the strategy change screen.
[0262] Further, at the bottom of the individual race start screen 250, a result operation section 253 marked "Result" and a race operation section 254 marked "Race" are displayed.
[0263] When the race operation unit 254 is operated, a race screen (not shown) is displayed on the display 26. On the display 26, a video of the development of the race (hereinafter also referred to as race video) is displayed.
[0264] FIG. 29C is a first diagram for explaining the individual race result screen 260. FIG. 29D is a second diagram for explaining the individual race result screen 260. When the playback of the race video ends, and when the result operation unit 253 is operated, the individual race result screen 260 is displayed on the display 26. As shown in FIG. 29C, the individual race result screen 260 displays the finishing order of the main character in the individual race. Also, as shown in FIG. 29D, the individual race result screen 260 displays the current class of the main character.
[0265] In this embodiment, the main characters are classified according to the number of fans they have acquired. A range of the number of fans is set for each class, and here, the main characters are classified into one of eight classes according to the number of fans they have. The individual race result screen 260 displays the number of fans acquired in this individual race, and the cumulative number of fans obtained by adding the newly acquired number of fans to the number of fans previously acquired. In addition, the current class corresponding to the accumulated number of fans is displayed.
[0266] FIG. 30A is a diagram illustrating a team race selection screen 270. As described above, in this embodiment, when a predetermined turn ends, a team race is forcibly started. When a team race starts, a team race selection screen 270 shown in FIG. 30A is displayed. In the center of the team race selection screen 270, a competition team selection operation section 271 for selecting an opponent for the team race to be participated in is displayed. The opponent can be an NPC. Also, the opponent is not limited to an NPC, and may be another player's team. In this case, a communication competition with the other player's team is held.
[0267] Note that the characters to be entered in the team race need only be selectable from among the team members, and do not necessarily have to include the main character. Also, one team member may be allowed to enter multiple races in the team race.
[0268] FIG. 30B is a diagram for explaining the team formation screen 280. When the opponent team selection operation unit 271 is operated, the team formation screen 280 is displayed on the display 26. The team formation screen 280 displays a team formation operation unit 281. By operating the team formation operation unit 281, the player can form a character formation for the team race using the characters registered as team members. In this embodiment, five races, "short distance", "mile", "middle distance", "long distance", and "dirt", are executed in the team race. The game has a feature that the overall victory or defeat of the team race is determined based on the victory or defeat of each race.
[0269] Specifically, if the number of races won by the player's team out of the five races is greater than the number of races won by the opponent's team, the player will win the team race overall. On the other hand, if the number of races won by the player's team out of the five races is less than the number of races won by the opponent's team, the player will lose the team race overall. Also, if the number of races won by the player's team and the number of races won by the opponent's team are the same, the game ends in a draw.
[0270] The player can organize a maximum of three types of characters from among team members for each race. Also, the same type of character cannot be organized into multiple races. Also, at the bottom of the team organization screen 280, a start operation section 282 marked "Start" is displayed.
[0271] Fig. 30C is a diagram illustrating a team race start screen 290. When the start operation unit 282 on the team formation screen 280 is operated, the team race start screen 290 shown in Fig. 30C is displayed. In this embodiment, five races are executed in the team race, and the order in which they are executed may be a predetermined order or may be determined randomly.
[0272] As shown in Fig. 30C, the characters of the team organized by the player and the characters of the opponent's team related to the race to be executed are displayed in the center of the team race start screen 290. Here, a case is shown in which the player organizes two characters and the opponent organizes two characters for a "middle distance" race.
[0273] 30C, a result operation section 291 marked "Result" and a race operation section 292 marked "Race" are displayed at the bottom of the team race start screen 290. When the race operation section 292 is operated, a race video (not shown) is displayed.
[0274] FIG. 30D is a diagram illustrating a team race intermediate result screen 300. When the playback of the race video ends, and when the result operation unit 291 of the team race start screen 290 is operated, the team race intermediate result screen 300 is displayed on the display 26. The team race intermediate result screen 300 displays the results of the race (here, the "middle distance" race). The method of determining the results of each of the five races in the team race is not particularly limited. For example, the team to which the character that came first may belong may be declared the winner. Alternatively, points may be awarded for each finishing order, and the team with the most points may be declared the winner.
[0275] Then, when the display of the team race interim results screen 300 in FIG. 30D is finished, the team race start screen 290 for the next race (e.g., a "short distance" race) is displayed, and thereafter, in the same manner as above, the team race start screen 290 and the team race interim results screen 300 are displayed in sequence until all five types of races are completed.
[0276] FIG. 31A is a first diagram for explaining a team race detailed result screen 310. When the team race start screen 290 and the team race intermediate result screen 300 related to all five types of races are displayed as described above, the team race detailed result screen 310 is displayed on the display 26. A win / loss result display section 311 is displayed in the center of the team race detailed result screen 310. In the win / loss result display section 311, the win / loss result of each race is notified to the player. Here, as shown in FIG. 31A, a case is shown in which there are three wins and two losses in each race.
[0277] 31B is a first diagram illustrating the team race overall result screen 320. When the display of the win / loss result display section 311 ends, the team race overall result screen 320 is displayed on the display 26. The team race overall result screen 320 notifies the player of the overall win / loss results in the team race. As shown in FIG. 31A, if there are 3 wins and 2 losses in each race, the team race overall result screen 320 will notify the player that the team has won the team race.
[0278] Additionally, team rankings are displayed on the team race overall result screen 320. In this embodiment, the team rankings change based on the results of the team races. For example, if a team wins a team race, the team ranking increases.
[0279] Furthermore, on the team race overall result screen 320, which notifies the team that they have won the team race, a next operation section 321 marked "NEXT" is displayed. When the next operation section 321 on the team race overall result screen 320 is operated, the game screen 210 relating to the next turn is displayed.
[0280] Fig. 31C is a second diagram for explaining the team race detailed result screen 310. Here, as shown in Fig. 31C, a case is shown in which there are 2 wins and 3 losses in each race. Fig. 31D is a second diagram for explaining the team race overall result screen 320. As shown in Fig. 31C, when there are 2 wins and 3 losses in each race, the team race overall result screen 320 will notify that the team has lost the team race.
[0281] If the team loses the team race, the team ranking will drop. However, regardless of the outcome of the team race, the training main game continues, so the next turn begins when the next operation unit 321 is tapped.
[0282] As described above, in the training main game, team races are held at predetermined intervals. If a team race is won, a bonus such as an increase in the main character's ability parameters is awarded. Also, in the training main game, sub-members are promoted to team members in a predetermined turn. Here, a predetermined number of sub-members are promoted to team members in the turn following the execution of a team race. In this way, the game nature of the training game is to gradually increase the number of team members and win team competitions.
[0283] 32 is a diagram for explaining the general flow of the turn start processing. The training stage processing includes a turn start processing that is executed at the start of each turn of the training game. The details of the turn start processing will be described later, but here, the general flow of the turn start processing will be described.
[0284] The turn start process includes the "processing for determining whether or not to assign team members," "processing for determining training items to be assigned," "processing for determining ability parameter increase values," and "processing for determining events to appear," all of which are shown in Fig. 32. Note that various other processes are also executed in the turn start process, but here, the processes shown in Fig. 32 will be explained in order.
[0285] <Process to determine whether or not to assign team members> Fig. 33 is a diagram illustrating a placement table. As shown in Fig. 33, the placement table sets a selection ratio of placement ("place" or "do not place") for each character identification information of a character. In this embodiment, the placement of all team members is determined based on the placement table shown in Fig. 33 and by referring to the character identification information table shown in Fig. 22 or Fig. 23 described above.
[0286] Specifically, in this embodiment, as shown in Fig. 33, for team members who are registered as "support characters" and "specific characters" in their character identification information, "place" is selected with an 80% probability. Also, for team members who are registered as "specific characters" in their character identification information and are not registered as "support characters," "place" is selected with a 60% probability.
[0287] For team members who are registered as "support characters" in their character identification information and are not registered as "specific characters," there is a 40% chance that "place" will be selected. For team members who are not registered as either "support characters" or "specific characters" in their character identification information, there is a 10% chance that "place" will be selected.
[0288] In this way, team members who are registered as support characters are more likely to be placed in training than team members who are not registered as support characters, and team members who are registered as specific characters are more likely to be placed in training than team members who are not registered as specific characters.
[0289] <Process to determine which training items to place> Next, for each team member whose placement has been decided upon as described above, it is decided whether they will be placed into one of the training items: "Speed," "Stamina," "Power," "Spirit," or "Wisdom."
[0290] The method of determining the training items to be placed is not particularly limited, and may be, for example, a lottery drawing so that each training item has an equal probability of winning. Alternatively, the training items may be placed in training items that are preset for each character without a lottery drawing. Also, for example, a lottery drawing may be performed so that the training items are likely to be placed in the character's specialty training (see FIG. 20A). When a lottery drawing is performed, a lottery table in which the selection ratio in the lottery is determined may be stored in advance, or a lottery table may be created each time a lottery is drawn.
[0291] <Process to determine the increase in ability parameters> FIG. 34A is a diagram for explaining a training level table. As shown in FIG. 34A, the training level is set to increase as the team ranking increases. Specifically, when the team ranking is 100th or lower, each training level related to "Speed", "Stamina", "Power", "Spirit" and "Wisdom" is set to "Level 1", when the team ranking is 99th or higher and 60th or lower, each training level is set to "Level 2", when the team ranking is 59th or higher and 30th or lower, each training level is set to "Level 3", when the team ranking is 29th or higher and 10th or lower, each training level is set to "Level 4", and when the team ranking is 9th or higher, each training level is set to "Level 5".
[0292] In this embodiment, the training level is set to increase as the team ranking increases, but this is not limited to the above. For example, the training skills of team members may be counted for each training item, and the training level may increase according to the counted value (count value). Here, the training levels of all training items are common to the team ranking, but the training levels of different training items may be different for the same team ranking.
[0293] In this embodiment, when the training selected by the player is executed and successful, the value of a predetermined ability parameter increases due to the executed training item.
[0294] Specifically, in this embodiment, "Speed" training is performed, and if successful, the values of the ability parameters "Speed" and "Power" increase.
[0295] In addition, "Stamina" training is performed, and if successful, the values of the ability parameters "Stamina" and "Spirit" will increase.
[0296] In addition, "Power" training is performed, and if successful, the values of the ability parameters "Stamina" and "Power" increase.
[0297] In addition, when "Spirit" training is performed and is successful, the values of the ability parameters "Speed," "Power," and "Spirit" increase.
[0298] In addition, "Wisdom" training is performed, and if successful, the values of the ability parameters "Speed" and "Wisdom" are increased.
[0299] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by multiplying a fixed increase value, which is determined corresponding to the training item and training level performed, by a bonus addition rate, which will be described later, and adding the result to the fixed increase value.
[0300] Fig. 34B is a diagram explaining a fixed increase value (speed) table. Also, Fig. 34C is a diagram explaining a fixed increase value table (power). That is, Fig. 34B shows a fixed increase value when the training item is "Speed". Also, Fig. 34C shows a fixed increase value when the training item is "Power".
[0301] As shown in Figures 34B and 34C, the fixed increase value table stores fixed increase values determined according to the training item and training level performed. In this embodiment, as shown in Figures 34B and 34C, the higher the training level, the greater the increase in ability parameter.
[0302] Although not described here, there are also fixed increase value tables provided for when "Stamina," "Spirit," and "Wisdom" are selected as training items.
[0303] In addition to the above-mentioned fixed increase value, the bonus addition rate is determined based on the characters arranged for each training item and the character identification information table shown in FIG. 22 or FIG.
[0304] 34D is a diagram illustrating a bonus addition rate table. In this embodiment, a bonus addition rate is determined based on the character identification information of the character that has been determined to be placed in each training.
[0305] Specifically, as shown in FIG. 34D, the bonus addition rate table sets, for each character identification information of a character, the presence or absence of a bonus addition rate and a selection ratio of the addition rate (10% increase or 20% increase).
[0306] When "support character" and "specific character" are registered as the character identification information, there is a 50% probability that "none" will be selected, and a 50% probability that "20% up" will be selected.
[0307] Furthermore, if only "support character" is registered as character identification information, there is a 50% probability that "none" will be selected, and a 50% probability that "10% up" will be selected.
[0308] Furthermore, if only "specific character" is registered as character identification information, there is a 50% probability that "none" will be selected, and a 50% probability that "10% up" will be selected.
[0309] Furthermore, if neither a "support character" nor a "specific character" is registered as character identification information, there is an 80% probability that "none" will be selected, and a 20% probability that "10% up" will be selected.
[0310] The fixed increase value determined by the fixed increase value table is then multiplied by the bonus addition rate to derive the bonus addition value. The bonus addition value is added to the fixed increase value, and this value is determined as the increase in the ability parameter value when the training is successful. For training in which multiple characters are placed, the bonus addition value of each of the placed characters is added to the fixed increase value. In this way, the increase in the ability parameter of the main character when the training is successful is determined for all training types.
[0311] <Processing for determining occurrence events> FIG. 35 is a diagram for explaining event types and event classifications. During the training main game, a process is performed for each turn to determine whether or not an event will occur. Events are broadly divided into four types: scenario events, the above-mentioned dedicated events provided for each main character, support events, and team member events. Note that for each scenario, the scenario events, dedicated events, support events, and team member events that may occur during the training main game are predefined.
[0312] A scenario event is an event set for each scenario in the training main game. In this embodiment, multiple scenarios are provided, and the player can select a scenario. A scenario event appears for each scenario selected by the player. In other words, the scenario events that appear in the training main game are determined based on the scenario selected by the player.
[0313] Note that scenario events may include scenario-specific events and scenario-common events. A scenario-specific event is an event that is linked to only one scenario. For example, a scenario-specific event that is linked to a first scenario appears only when the first scenario is selected, and does not appear when another scenario is selected.
[0314] A scenario-common event is an event that appears in common across multiple scenarios, and therefore appears when the first scenario is selected and when the second scenario is selected.
[0315] Here, it is assumed that scenario events include scenario-specific events and scenario-common events, although only one of the scenario-specific events and the scenario-common events may be provided.
[0316] As described above, the dedicated events are events that are set in advance for each character. In the training main game, a dedicated event appears for the character that the player registered as the main character in the setting game, i.e., in the preparation stage processing.
[0317] As described above, the support event is an event that is set in advance for each support card. In the training main game, a support event that is linked to the support card that the player registered in the setting game appears. In addition to the support events that are linked to the registered support cards, for example, support events that are linked to team members may appear. However, the probability that a support event that is linked to a support card that the player registered in the setting game is determined is set to be higher than the probability that other support events are determined.
[0318] A team member event is an event that mainly occurs when a training in which team members are assigned, i.e., a joint training, is performed. In addition, a team member event may occur when a predetermined condition is satisfied, regardless of the training.
[0319] In this way, whether a scenario event will occur is determined based on the scenario. Also, whether a dedicated event, support event, or team member event will occur is determined based on the main character, support card, or team member, respectively. In other words, event types are classified according to the information that is referenced when determining whether an event will occur.
[0320] In contrast, in this embodiment, each event is classified into one of five event categories depending on the content brought about by the appearance of the event. Here, each event is classified into one of the event categories: hint event, ability event, aptitude event, story event, and training event.
[0321] As described above, a hint event is an event that allows a skill to be possessed or acquired. An ability event is an event that increases or decreases the ability parameters of the main character. An aptitude event is an event that increases or decreases the aptitude parameters of the main character. A story event is an event that displays a story related to characters that appear in the training game. Some story events change ability parameters and aptitude parameters in addition to displaying a story. A special training event is an event that increases the ability parameters of team members.
[0322] Here, the scenario events include hint events, ability events, aptitude events, and story events. The exclusive events and support events include hint events and ability events. And the team member events include story events and special training events. Note that the relationship between the event types and event classifications shown in FIG. 35 is merely an example. Therefore, for example, the exclusive events may include story events and special training events.
[0323] Fig. 36 is a diagram explaining the relationship between the event type and the number of turns. Fig. 36 shows an example in which a predetermined character is registered as a main character when a training main game is executed. The occurrence or non-occurrence of an event is determined based on an event determination table provided for each scenario.
[0324] Here, the event determination table includes an event occurrence determination table and an event content determination table. In the event occurrence determination table, information indicating whether or not an event is to be caused to occur and information indicating the probability of causing the event to occur are linked to each turn. Note that, here, it is assumed that information indicating whether or not an event is to be caused to occur and information indicating the probability of causing the event to occur are specified for each type of event for all turns.
[0325] In the event content determination table, events to be caused to occur or events that can occur are set in advance for each turn and for each type of event.
[0326] At the start of a turn, the event appearance determination table is referenced and first, for each type of event, it is determined whether or not to make the event appear. At this time, depending on the number of turns and the type of event, the "appearance" of the event may always be determined. Also, depending on the number of turns and the type of event, it may be specified that the event appears with a 50% probability, for example. In this case, a lottery is held to determine the "appearance" of the event with a 50% probability.
[0327] Then, for the type of event for which "appearance" has been determined, the event content determination table is referenced to determine the content of the event to be made to appear. For example, according to the event appearance determination table, it is set that a scenario event is always made to appear in the first turn. Also, an event ID is assigned to each event. And, in the event content determination table, a scenario event with event ID=0001 is linked to the first turn as an event that can appear. Therefore, when the training main game is played, a scenario event with event ID=0001 will always appear in the first turn.
[0328] Similarly, according to the event determination tables (event occurrence determination table and event content determination table), it is determined that scenario events with event IDs=0002, 0003, 0004, 0005, and 0006 will occur in the fourth, fifth, sixth, seventh, and tenth turns, respectively.
[0329] Here, the events are broadly classified into fixed events and random events. Fixed events are events that appear in a fixed turn, in other words, events that can appear in a specific turn and will not appear in any other turn. Here, the scenario events with event IDs 0001, 0002, 0003, 0004, 0005, and 0006 are all fixed events and are scenario-specific events.
[0330] In contrast, a random event is an event that appears when it is decided that the event will appear and is determined as an event to appear. In Figure 36, in the turn marked "lottery", whether or not to make an event appear is decided by lottery, and when "appearance" is decided, the event that was selected by lottery will appear from among the random events.
[0331] In the event content determination table, the event ID that is the subject of the lottery is set for the turn in which the event that is selected by lottery will appear. For example, suppose that random events with event IDs 0010, 0011, and 0012 are provided as scenario events. Also, suppose that the event content determination table associates the scenario event with event ID 0010 with the 12th turn.
[0332] In this case, at the start of the 12th turn, a lottery is held to see whether or not a scenario event will occur. If the lottery is won, the scenario event with event ID=0010 will occur, and if it is not won, the scenario event will not occur.
[0333] Also, for example, suppose that in the event content determination table, scenario events with event IDs 0010, 0011, and 0012 are linked to the 15th turn. If the lottery for whether or not to cause an event to appear is won, the scenario event to appear is determined by lottery from among the events with event IDs 0010, 0011, and 0012, and the scenario event that was won by the lottery appears.
[0334] In the above description, the fixed events and the random events are set exclusively. However, when the scenario events to be generated are determined by lottery, the fixed events may be set as the objects of the lottery in addition to or instead of the random events.
[0335] In this embodiment, the fourth to seventh turns are set as branching turns. A branching turn is a turn in which the content of an event changes when a certain condition is met. Here, the certain condition is that a certain number of specific characters are included in the team members, in other words, that a certain number of specific characters are included in the main characters or support characters.
[0336] Specifically, in the fourth turn, it is determined whether the team members include four specific characters as a predetermined number. If the team members include four specific characters, the scenario events are replaced with team member events. The team member events include specific character events provided for each specific character. Here, if the team members include a specific character, the scenario events are replaced with specific character events in the branching turn.
[0337] Similarly, in the fifth, sixth, and seventh turns, it is determined whether the team members include three, two, and one specific character, respectively, as a predetermined number. If the team members include the respective predetermined number of specific characters, the scenario event is replaced with a specific character event.
[0338] Specifically, the scenario events with event IDs 0002, 0003, 0004, and 0005 are story events. In these story events, a story is played in which team members think of a team name, but the event ends without any team name being proposed. Therefore, if a specific character is not included in the team members, no team name will be proposed for four consecutive turns.
[0339] On the other hand, if a specific character is included in a team member, the scenario events are replaced with specific character events for the number of specific characters. A specific character event is a story event. In a specific character event, a story is played in which a team name is suggested by a specific character. There are four specific characters, and a different team name is suggested for each specific character. Therefore, if a specific character is included in a team member, in the fourth to seventh turns, the same number of team names as the number of specific characters will be suggested.
[0340] Also, the scenario event with event ID=0006 that appears in the 10th turn is a story event. In this story event, a story is played in which the player is asked to select a team name. Here, a total of five team names are provided: four team names proposed by four specific characters, plus a preset default team name.
[0341] If the team members do not include a specific character and no team names are proposed in the fourth to seventh turns, the only team name the player can choose in the tenth turn is the default team name. In this case, the player must select the default team name. Also, for example, if two team names are proposed in the fourth to seventh turns, the player can select one of three team names: the two proposed team names and the default team name.
[0342] The team name selected by the player in the 10th turn is registered as the official team name, and will be used in various situations until the end of the training main game. Note that at a predetermined timing before the end of the training main game, a benefit corresponding to the registered team name may be given to the player. Benefits given to the player include, for example, the acquisition of a skill corresponding to the registered team name, an increase in ability parameters and aptitude parameters, and the acquisition of in-game currency.
[0343] In this way, the scenario events with event IDs 0002, 0003, 0004, 0005, and 0006, and the specific character events that are replaced in turns 4 to 7, are all scenario-specific events. Scenario IDs are linked to event IDs that can appear and are managed accordingly. Therefore, the scenario events and specific character events that appear in turns 4 to 7 and 10 are linked only to scenario ID 1.
[0344] According to the event determination table, special events with event IDs 1001 and 1002 will appear in the second and eighth turns, respectively. According to the event determination table, whether or not special events will appear in the third to seventh, ninth, eleventh, and twelfth turns, and which special events will appear, are determined by lottery.
[0345] Here, the special events are different for each character. Also, the relationship between the number of turns and the special events that appear is set for each character. Therefore, the turn in which the special events appear and the special events that appear in each turn will differ depending on the character registered as the main character.
[0346] In addition, in the event determination table, as shown in Fig. 36, it is set that whether or not a support event will appear in a given turn and the content of the support event to be appeared are determined by lottery. Note that, regarding the support event, the event ID that can be won by lottery may be different for each turn or may be the same for all turns.
[0347] In the lottery that determines whether or not a support event will occur, the probability of determining "occurrence" is not affected by the registered support card. In other words, the probability of determining that a support event will occur in each turn is the same regardless of which support card is registered. On the other hand, when the "occurrence" of a support event is determined, the content of the support event is determined, but at this time, the probability of determining the content of the support event varies depending on the registered support card.
[0348] Specifically, when the "appearance" of a support event is determined, the event ID of the support event that can appear in the turn is extracted based on the event content determination table. Then, a lottery table is generated based on the extracted event ID, and one event ID is determined based on the generated lottery table.
[0349] The extracted event IDs may include the event IDs of the support events linked to the registered support cards and the event IDs of the support events not linked to the registered support cards. In this case, in the lottery table, the winning probability of the event IDs of the support events linked to the registered support cards is set higher than the winning probability of the event IDs of the support events not linked to the registered support cards. As a result, the support events linked to the registered support cards have a higher probability of appearing than other support events.
[0350] In this way, in each turn, the probability of a support event occurring is not affected by the registered support card, but the content of the support event that occurs is affected by the registered support card.
[0351] However, the probability of a support event occurring or the content (type) of the support event that occurs may vary depending on the registered support card. In other words, the number or occurrence probability of events that occur during the training main game may differ depending on the registered support card.
[0352] In addition, in each turn, the occurrence of a team member event is determined by lottery. Team member events determined by lottery are limited to special training events. The special training events will be described in detail below.
[0353] Fig. 37A is a third diagram illustrating the game screen 210. Fig. 37A shows a case where a training event occurs in the turn. In this case, an event notification display 227 is displayed in the training operation section 216 of the game screen 210 as shown in Fig. 37A.
[0354] 37B is a third diagram illustrating training screen 220. When training operation unit 216 of game screen 210 is operated, training screen 220 is displayed on display 26. When a training event occurs corresponding to a character displayed in placed character icon 228 of training screen 220, event notification display 227 is displayed on placed character icon 228 of the corresponding character.
[0355] Also, as shown in FIG. 37B, a bond gauge 228a and a special icon 228b are displayed for each arranged character icon 228 of a character arranged in training. The bond gauge 228a indicates a parameter (hereinafter referred to as the bond parameter) that increases according to the number of times joint training with the corresponding team member character is performed. This bond parameter is initially set to 0 and can increase up to a maximum of 100. The bond gauge 228a visually indicates the value of the bond parameter.
[0356] In addition, the special icon 228b indicates the number of times that a special training event related to the character of the corresponding team member has been performed. As will be described in detail later, the special icon 228b is displayed in a display mode according to the number of times that a special training event has been performed for the character of the arranged character icon 228 on which the special icon 228b is displayed.
[0357] Fig. 38A is a diagram explaining a training event execution / non-execution decision table. When it is decided that a team member is to be assigned to each training item, whether or not a training event is to be executed is decided by lottery for each team member assigned to each training item based on the training event execution / non-execution decision table shown in Fig. 38A. Hereinafter, a team member for which it is decided that a training event is to be executed is also called a training target team member.
[0358] Specifically, as shown in FIG. 38A, the probability of selecting whether or not to execute a special training event is set based on the value of the bond parameter of the team member who is the target of special training. Here, the selection probability is set so that the larger the value of the bond parameter, the more likely it is that the special training event will be selected. Note that the number of special training events that can appear is the same as the number of team members who win the lottery. However, there may be a limit on the number of team members who are the target of special training that can appear at the same time for one training item.
[0359] FIG. 38B is a diagram for explaining the special icon determination table. The special training event includes an execution pattern of "success" and an execution pattern of "great success". When the fifth special training event is executed for each training target team member, the special training event is always executed in the execution pattern of "great success". On the other hand, when a special training event other than the fifth is executed for each training target team member, the special training event is always executed in the execution pattern of "success". In other words, for one training target team member, the special training event can be executed in the execution pattern of "great success" only once. The event notification display 227 may be displayed in a different manner depending on the content of the special training event to be executed (the execution pattern of "success" or the execution pattern of "great success") and the number of team members for whom the execution of the special training event is determined.
[0360] As shown in FIG. 38B, when the number of times that the training event for each training target team member has been executed is 0 to 4 times, i.e., when the training event has not yet been executed in the execution pattern of “great success”, the special icon 228b is displayed in a larger size the more times the training event has been executed.
[0361] In addition, whether the training event will have a "great success" or "success" execution pattern may be determined by lottery. In this case, the lottery probability may be set so that the more times the training event is carried out for the team member who is the training target, the more likely the "great success" execution pattern will be selected. In this case, the larger the special icon 228b is, the more likely the "great success" execution pattern will be selected, so the special icon 228b indicates the likelihood of the "great success" execution pattern being selected.
[0362] In addition, after the training event is executed in the execution pattern of "great success", that is, when the number of times the training event is executed for the team member to be trained is 5 or more, the special icon 228b is displayed in a larger size than when the number of times the training event is executed for the team member to be trained is 0 to 4. In addition, as shown in FIG. 38B, a suggestion display a is displayed, which suggests that the training event has been executed in the execution pattern of "great success".
[0363] Furthermore, when a training event occurs and the training event has an execution pattern of "success", the ability parameters of the training target team member and the main character increase within a predetermined range. Furthermore, when the training event has an execution pattern of "great success", the ability parameters of the training target team member and the main character increase more than the above-mentioned predetermined range.
[0364] Furthermore, as shown in FIG. 37B, when the execution of a training event is decided, a bonus icon 228c indicating the value by which the ability parameter of the main character will increase as a result of the training event is displayed in the status display section 213 of the training screen 220.
[0365] 38C is a diagram illustrating a bonus icon determination table. The bonus icon 228c is displayed in a different size depending on the value by which the ability parameter of the main character increases due to the training event. Here, the bonus icon 228c is displayed in a larger size when the value by which the ability parameter of the main character increases due to the training event is 20 to 39 than when the value is 0 to 19. Also, the bonus icon 228c is displayed in a larger size when the value by which the ability parameter of the main character increases due to the training event is 40 or more than when the value is 20 to 39.
[0366] Fig. 39A is a diagram explaining the bonus fixed value (main character) table. When the above-mentioned training event is executed, the value (bonus fixed value) by which the ability parameter of the main character is increased by the training event is determined according to the number of team members who have decided to execute the training event. Here, as shown in Fig. 39A, the value (bonus fixed value) by which the ability parameter of the main character is increased by the training event is set to be larger as the number of team members who have decided to execute the training event increases.
[0367] FIG. 39B is a diagram for explaining the bonus addition value (main character) table. When a training event is executed in the execution pattern of "great success", in addition to the bonus fixed value described above, the value (bonus addition value) by which the main character's ability parameter increases due to the training event of the execution pattern of "great success" is determined. Here, as shown in FIG. 39B, the value (bonus addition value) by which the main character's ability parameter increases is set according to the favorite training of the team member in which the training event is executed in the execution pattern of "great success". In other words, the value by which the main character's ability parameter increases due to the training event is the sum of the bonus fixed value and the bonus addition value described above.
[0368] FIG. 40A is a diagram illustrating a fixed increase value (training target) table. When the above-mentioned training event is executed, the value (fixed increase value) by which the ability parameter of the training target team member is increased by the training event is determined. Here, as shown in FIG. 40A, a range of values (fixed increase value) by which the ability parameter of the training target team member is increased is set according to the type of training executed. Here, a value (fixed increase value) within the range set in FIG. 40A is determined by lottery.
[0369] FIG. 40B is a diagram illustrating the bonus increase value (training target) table. When a training event is executed with the execution pattern of "great success", in addition to the fixed increase value described above, a value (bonus increase value) by which the ability parameters of the training target team member are increased by the training event is determined. Here, as shown in FIG. 40B, the value (bonus increase value) by which the ability parameters of the training target team member are increased is set according to the special training of the training target team member for whom a training event is executed with the execution pattern of "great success".
[0370] In addition, when a training event is executed in the "great success" execution pattern, an increase event may be executed in which the ability parameters of the team members being trained and the ability parameters of the main character are increased according to the number (number of times) of training events in the "great success" execution pattern executed simultaneously. For example, the greater the number (number of times) of training events in the "great success" execution pattern executed simultaneously, the greater the value by which the ability parameters of the team members being trained and the ability parameters of the main character are increased.
[0371] As described above, when a training event occurs, the ability parameters of the main character and the training target team member increase. If the main character or the training target team member is a specific character, a predetermined addition rate may be added to the fixed increase value or the bonus increase value. In other words, if the main character or the training target team member is a specific character, the ability parameters increase more greatly than if the main character or the training target team member is not a specific character.
[0372] As described above, in the training main game, the player can increase the number of team members as the turns progress. Also, the player can increase the ability parameters of the main character and team members as the turns progress. The ability parameters increase as a result of successful training or the occurrence of various events. As described above, in training, if a specific character is placed in a training item, a bonus addition value is added.
[0373] In addition, although detailed explanation is omitted, if the main character or support character is a specific character, a predetermined bonus value is added when a power event occurs. Therefore, by registering a specific character as the main character or support character, the player can advance the training main game advantageously.
[0374] Furthermore, if a team member includes a specific character, a specific character event will occur in the branching turn. Therefore, by registering a specific character as a main character or support character, the player can broaden the options available during the game, thereby making the game more interesting.
[0375] In the above-mentioned training main game, the training game ends when all turns are completed. Also, if the goal set for each character is not achieved during the training main game, the training game ends at that point.
[0376] Here, when the training game ends, the main character trained in the training game is stored as a training character. More precisely, information on the training character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, and the like.
[0377] Furthermore, when the training game ends, the evaluation points of the trained character are calculated. Here, the evaluation points are calculated based on the ability parameters, aptitude parameters, acquired skills, individual race results, team race results, and the like at the time of the end of the training game. Note that a calculation method of the evaluation points, in other words, a calculation formula for calculating the evaluation points is prepared in advance, and the evaluation points are calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula of the evaluation points are not particularly limited. For example, the evaluation points may be calculated based only on parameters that affect the race results when the trained character participates in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, and the like at the time of the end of the training game.
[0378] Further, a breeding rank is set for each breeding character based on the evaluation points. The breeding rank is an index showing the strength of the breeding character, and a range of evaluation points is associated with each breeding rank. For example, a breeding rank of "A+" is assigned to a breeding character with an evaluation point of 13000 to 14499, and a breeding rank of "S" is assigned to a breeding character with an evaluation point of 14500 to 15499. In this way, by assigning a breeding rank based on the evaluation points, the approximate strength of the breeding character becomes easy to understand. The breeding character information also includes the evaluation points and the breeding rank.
[0379] Fig. 41A is a first diagram illustrating the training completion screen 330. Fig. 41B is a second diagram illustrating the training completion screen 330. Fig. 41C is a third diagram illustrating the training completion screen 330. When the training game ends, as shown in Fig. 41A, the training completion screen 330 is displayed on the display 26. On the training completion screen 330, first, the training rank of the trained character is displayed, and then, as shown in Fig. 41B, an evaluation point is displayed.
[0380] 41C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on the training completion screen 330. At this time, a close operation unit 331 is provided on the training completion screen 330. When the close operation unit 331 is tapped, the training completion screen 330 is hidden, and the home screen 100 is displayed on the display 26.
[0381] When the training game ends, a lottery is held to determine the factors that the main character will acquire, and the factor information is linked to the training character and stored. Although not shown in the drawings, the player can display the factor information acquired by the training character on the training completion screen 330.
[0382] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.
[0383] (Functional configuration of player terminal 1) 42 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0384] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, and a training completion processing program 702. Note that the programs listed in Fig. 42 are just examples, and the terminal-side game control program includes many other programs.
[0385] The data storage area 12b is provided with a player information storage unit 750 and a game information storage unit 751 as storage units for storing data. In addition, the data storage area 12b is provided with many other storage units. Here, information directly related to the game, such as the training game (hereinafter referred to as game information) is stored in the game information storage unit 751. In addition, various information during the progress of each game, such as the training game, is also temporarily stored in the game information storage unit 751. Therefore, all information related to the training character trained in the training game is stored in the game information storage unit 751. In addition, all information other than the game information, such as information about the player or other players, setting information of the player terminal 1, etc., is considered to be player information. The player information is stored in the player information storage unit 750.
[0386] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an information setting processing unit 700a, a training game executing unit 701a, and a training completion processing unit 702a.
[0387] Specifically, the CPU 10 runs an information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701 and a training completion processing program 702, causing the computer to function as a training game execution unit 701a and a training completion processing unit 702a, respectively.
[0388] When various information is set in the player terminal 1, the information setting processing unit 700a stores information related to the setting as player information in the player information storage unit 750. In addition, when the information setting processing unit 700a updates the information in the player information storage unit 750, it transmits the updated information to the server 1000.
[0389] The training game executing unit 701a executes all processing related to the training game. Specifically, the training game executing unit 701a executes a preparation stage process and a training stage process.
[0390] The training completion processing unit 702a stores training character information including the training character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, etc., upon completion of the training game.
[0391] (Functional configuration of server 1000) 43 is a diagram for explaining the configuration of the memory 1012 in the server 1000 and its functions as a computer. The memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0392] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, and a training game end processing program 1102. Note that the programs listed in Fig. 43 are just examples, and the server-side game control program includes many other programs.
[0393] The data storage area 1012b is provided with a player information storage unit 1150 and a game information storage unit 1151 as storage units for storing data. Note that the data storage area 1012b is also provided with many other storage units. Here, the game information of all players is linked to a player ID and stored in the game information storage unit 1151. Also, the player information of all players is linked to a player ID and stored in the player information storage unit 1150.
[0394] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, and a training game end processing unit 1102a.
[0395] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101 and a training game end processing program 1102, causing the computer to function as a training game execution unit 1101a and a training game end processing unit 1102a, respectively.
[0396] When various pieces of information are set in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1. In addition, the information setting processing unit 1100a measures time and updates the game points of each player.
[0397] The training game execution unit 1101a executes all processing related to the training game.
[0398] When the training game ends, the training game end processing unit 1102a derives evaluation points, training ranks, and the like for the trained characters. The training game end processing unit 1102a also determines factors that the trained characters will acquire by lottery. Then, the training character information including the trained character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, and the type of character used for training is stored in the game information storage unit 1151 in association with the player ID.
[0399] The information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but the specific processing contents and the range of player information they store are different. Also, the training game executing unit 701a in the player terminal 1 and the training game executing unit 1101a in the server 1000 are common in that they both execute processing related to the training game, but their roles, i.e., the scope of their responsibilities, are different.
[0400] The processes performed by the functional units in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.
[0401] (Processing of Player Terminal 1 and Server 1000) <Processing related to the training game> 44 is a sequence diagram for explaining the processing of the player terminal 1 and the server 1000 related to the training game. In the following explanation, the processing in the player terminal 1 is indicated as Pn (n is an arbitrary integer), and the processing in the server 1000 is indicated as Sn (n is an arbitrary integer).
[0402] When a player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the operation input of the player. In this information setting processing, update information is transmitted to the server 1000. In the server 1000, upon receiving the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).
[0403] In addition, the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. In addition, for example, when an operation to add another player as a friend or an operation to remove a friend is input as a setting change operation, friend information, which is information about friends, is updated. In addition, in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage game points consumed to execute the training game. When the game points are below the upper limit value, the information setting processing unit 700a and 1100a measure time and grant a predetermined amount of game points to the player at predetermined time intervals.
[0404] When a training game start operation is input in the player terminal 1 to start the training game, the training game executing unit 701a executes a preparation stage process (P6). During this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.
[0405] Fig. 45 is a first flowchart explaining the preparatory stage processing (P6) in the player terminal 1. Fig. 46 is a second flowchart explaining the preparatory stage processing (P6) in the player terminal 1. Fig. 47 is a third flowchart explaining the preparatory stage processing (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 determines whether the main character selection screen 150 is being displayed on the display 26 (P6-1).
[0406] When the main character selection screen 150 is being displayed (YES in P6-1) and a display switching operation for switching the screen display is input (YES in P6-2), the training game executing unit 701a switches the display screen of the display 26 (P6-13).
[0407] In addition, when a selection operation (tap on character icon 151) is input on the main character selection screen 150 (YES in P6-3), the training game execution unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation input was performed (P6-4) and switches the display screen (P6-13).
[0408] Furthermore, when a confirmation operation (tap on the next operation unit 154) is input on the main character selection screen 150 (YES in P6-5), the training game executing unit 701a provisionally registers the character provisionally stored in the above P6-4 as the main character (P6-6). Furthermore, the training game executing unit 701a acquires information on the representative character extracted according to a predetermined extraction condition, such as the representative character of a friend, from the server 1000 (P6-7), and switches the display screen (P6-13).
[0409] In addition, when the inheritance character selection screen 170 or the training character list screen 180 is being displayed (YES in P6-8) and a display switching operation to switch the screen display is input (YES in P6-9), the training game executing unit 701a switches the display screen of the display 26 (P6-13).
[0410] Here, display switching operations on the inheritance character selection screen 170 or the development character list screen 180 include tapping the skill display button 172 shown in FIG. 10B, pressing and holding the development character icon 182, and tapping the nickname change button 186a, memo input button 186b, skill display tab 188a, inheritance information display tab 188b, development information display tab 188c, and close operation section 188d in the character details dialog 185A shown in FIG. 15.
[0411] For example, when the skill display button 172 is tapped on the training character list screen 180, the training game executing unit 701a displays the skill display dialogue 185B on P6-13. When the training character icon 182 is pressed and held on the training character list screen 180, the training game executing unit 701a displays the character details dialogue 185A on P6-13. When the nickname change button 186a, memo input button 186b, skill display tab 188a, inheritance information display tab 188b, training information display tab 188c, or close operation unit 188d is tapped on the character details dialogue 185A, the screen corresponding to each operation unit is switched.
[0412] In addition, when a selection operation (tap on the training character icon 182) is input on the training character list screen 180 (YES in P6-10), the training game execution unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input was performed as an inherited character (P6-11) and switches the display screen (P6-13).
[0413] Furthermore, when a determination operation (tap on the next operation unit 154) is input on the inheritance character selection screen 170 (YES in P6-12), the training game executing unit 701a displays the support card organization screen 190 on the display 26 (P6-13).
[0414] Furthermore, when the support card selection screen 200 is being displayed (YES at P6-14 in FIG. 46) and a selection operation (tap on the card icon 201 of the support card) is input on the support card selection screen 200 (YES at P6-15), the development game execution unit 701a temporarily stores the support card corresponding to the card icon 201 for which the selection operation was performed (P6-16) and switches the display screen (P6-17).
[0415] Also, when the support card formation screen 190 is being displayed (YES in P6-18) and a display switching operation to switch the screen display is input (YES in P6-19), the training game executing unit 701a switches the display screen of the display 26 (P6-20).
[0416] Also, when the preset selection screen 205A is being displayed (YES at P6-21 in FIG. 47) and a display switching operation to switch the screen display is input (YES at P6-22), the training game executing unit 701a switches the display screen of the display 26 (P6-25).
[0417] In addition, when a selection operation (tap on the select operation unit 206c) is input on the preset selection screen 205A (YES in P6-23), the training game execution unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input was performed (P6-24) and switches the display screen (P6-25).
[0418] Furthermore, if the final confirmation screen 205 is being displayed (NO in P6-21) and a display switching operation to switch the screen display is input (YES in P6-26), the training game executing unit 701a switches the display screen of the display 26 (P6-27).
[0419] Furthermore, when a confirmation operation (tap on the start operation unit 205b) is input on the final confirmation screen 205 (YES in P6-28), the training game executing unit 701a judges whether the game points are equal to or greater than a predetermined value (e.g., 30) (P6-29). If the game points are equal to or greater than the predetermined value (YES in P6-29), the training game executing unit 701a transmits confirmation information to the server 1000 (P6-30).
[0420] The confirmation information includes information for identifying the provisionally registered main character, successor character, and support card. When the confirmation information is received, the server 1000 performs a preparation stage process (S6) to determine whether or not to permit execution of the training main game using the provisionally registered main character, successor character, and support card.
[0421] In the player terminal 1, when permission information is received (YES in P6-31) after transmitting confirmation information (P6-30), the training game executing unit 701a registers the main character provisionally registered in the above P6-6 (P6-32). In addition, the training game executing unit 701a registers the training character provisionally stored as the inherited character in the above P6-11 and the support card provisionally stored in the above P6-16 in the deck.
[0422] The training game executing unit 701a also registers the character ID of the character set as the specific character based on the specific character information (P6-33). The training game executing unit 701a also sets initial character identification information (P6-34). The training game executing unit 701a also registers the reservation selection information of the preset temporarily stored in the above P6-24 (P6-35). The training game executing unit 701a also displays the game screen 210 on the display 26 (P6-36).
[0423] 48 is a flowchart explaining the preparation stage process (S6) in the server 1000. When the training game executing unit 1101a receives the confirmation information, it checks the characters owned by the player stored in the player information storage unit 1150 (S6-1). If the main character selected by the player is included in the characters owned, the training game executing unit 1101a determines that there is no abnormality (S6-2).
[0424] If there is no abnormality in the main character selected by the player (YES in S6-2), the training game executing unit 1101a checks whether there is an abnormality in the support card selected by the player (S6-3). Note that in S6-3, if a support card that the player does not own is selected, if the rental card selected by the player is not linked to the player's player ID, if the support character overlaps with the main character, etc., it is determined that there is an abnormality.
[0425] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game executing unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, if the training character selected by the player as the inherited character is linked to the player ID of the player, that is, if the training character that the player himself has trained is selected as the inherited character, the training game executing unit 1101a determines that there is no abnormality in the inherited character (YES in S6-6).
[0426] If it is determined that there is no abnormality in the inherited character, the training game executing unit 1101a determines whether the training characters selected by the player as the inherited character include a representative character of another player (S6-7). If a representative character of another player is included (YES in S6-7), the training game executing unit 1101a determines whether the number of times of use on the day is less than three times (S6-8).
[0427] If the number of uses on that day is less than three (YES in S6-8), the training game executing unit 1101a judges whether the player has 2000 or more of the predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is judged whether the formation condition is satisfied. If the player has 2000 or more of the in-game currency (YES in S6-9), the training game executing unit 1101a adds "1" to the number of uses on that day (S6-10). In addition, the training game executing unit 1101a subtracts 2000 from the number of the predetermined in-game currency stored in the player information storage unit 1150 (S6-11).
[0428] Furthermore, the training game executing unit 1101a subtracts a predetermined value (e.g., 30) from the player's game points (S6-12). Then, if there are no abnormalities in the main character, inherited character, and support card, and the organizational conditions for using the representative character of another player are met, the training game executing unit 1101a sets permission information (S6-13) and causes the player terminal 1 to receive it. On the other hand, if there is an abnormality in any of the main character, inherited character, and support card, or if the organizational conditions for using the representative character of another player are not met, the training game executing unit 1101a sets non-permission information (S6-14) and causes the player terminal 1 to receive it.
[0429] Returning to FIG. 44, when the preparation stage process (P6) is completed, the training game executing unit 701a executes the training stage process (P7). During this training stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage process (S7) based on information received from the player terminal 1. In reality, the player terminal 1 and the server 1000 share roles, and the training main game progresses in the training stage process (P7) in the player terminal 1 and the training stage process (S7) in the server 1000. However, for ease of understanding, the following description is given assuming that all processing is performed in the training stage process (P7) in the player terminal 1. However, some or all of the processing in the training stage process (P7) described below may be performed in the training stage process (S7) in the server 1000.
[0430] 49 is a flowchart explaining the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes turn start processing (P10) if it is the start of a turn (YES in P7-1), and executes during-turn processing (P20) if it is not the start of a turn.
[0431] 50 is a flowchart explaining the turn start processing in the player terminal 1. The training game executing unit 701a updates the current number of turns stored in the game information storage unit 751 (P10-1). In addition, the training game executing unit 701a refers to the selection item table (FIG. 24) stored in the data storage area 12b, and determines whether the current turn is a turn in which only an individual race can be selected (an individual race limited turn) (P10-2).
[0432] If it is an individual race limited turn (YES in P10-2), in other words, if a race that can be run in that turn is set as the target race, the training game execution unit 701a sets the target race as a selectable item that the player can select (P10-3) and moves the process to P13. As a result, in that turn, the player can only operate the individual race operation unit 219 and the skill operation unit 217, and operation of the other operation units is restricted.
[0433] If it is not an individual race limited turn (NO in P10-2), the training game executing unit 701a sets all items as selectable items that the player can select (P10-4). Then, the training game executing unit 701a executes a placement process (P11), a numerical value determination process (P12), and an event determination process (P13) in that order.
[0434] It is assumed here that the placement process (P11), numerical value determination process (P12), and event determination process (P13) are executed only on the player terminal 1. However, part or all of the placement process (P11), numerical value determination process (P12), and event determination process (P13) may be executed on the server 1000. Also, part of the processing described below in the placement process (P11), numerical value determination process (P12), and event determination process (P13) may be executed on the server 1000. When the above processing is executed on the server 1000, the player terminal 1 performs the processing based on information received from the server 1000.
[0435] Fig. 51 is a flowchart for explaining the arrangement process in the player terminal 1. The training game executing unit 701a refers to the character identification information table (Figs. 22 and 23) and extracts all characters registered as team members (P11-1). Then, the training game executing unit 701a selects, from among the team members extracted in P11-1, a character for which the processes of P11-3 to P11-7 described below have not been executed, as a target character for executing the process (P11-2).
[0436] The training game executing unit 701a also refers to the character identification information table to confirm the character identification information of the target character selected in P11-2 above (P11-3). The training game executing unit 701a also sets a placement presence / absence table (FIG. 33) based on the character identification information confirmed in P11-3 above (P11-4). The training game executing unit 701a also determines by lottery whether to "place" or "not place" based on the placement presence / absence table set in P11-4 above (P11-5).
[0437] If "place" is determined (YES in P11-6), the training game executing unit 701a determines and stores the training item in which to place the target character (P11-7). If the process has not been completed for all team members extracted in P11-1 above (NO in P11-8), the training game executing unit 701a repeats the process from P11-2 until the process has been completed for all team members. On the other hand, when the process has been completed for all team members (YES in P11-8), the training game executing unit 701a ends the placement process and executes the numerical value determination process (P12).
[0438] 52 is a flowchart for explaining the numerical value determination process in the player terminal 1. The training game executing unit 701a sets a processing target item for which the processes of P12-2 to P12-9 described below have not been executed from each training item of "Speed," "Stamina," "Power," "Spirit," and "Wisdom" (P12-1).
[0439] The training game executing unit 701a also determines and stores (P12-2) the failure rate when training is performed for the processing item set in P12-1 based on the current physical strength of the main character. The training game executing unit 701a also determines and stores (P12-3) the decrease value of physical strength when training is performed for the processing item set in P12-1.
[0440] Furthermore, the training game executing unit 701a checks the current team ranking (P12-4), and determines the training level based on the team ranking with reference to the training level table (FIG. 34A) (P12-5).
[0441] The training game executing unit 701a also refers to the fixed increase value table (FIGS. 34B and 34C) corresponding to the processing target item set in P12-1, and determines and sets the fixed increase value based on the training level determined in P12-5 (P12-6). The training game executing unit 701a also checks the information (placement information) of the character whose placement was determined in P11 for the training of the processing target item (P12-7).
[0442] Then, the training game executing unit 701a calculates the bonus addition rate by referring to the bonus addition rate table (FIG. 34D) based on the arrangement information confirmed in P12-7 (P12-8). Also, the training game executing unit 701a updates the increase value for the training of the processing target item based on the bonus addition rate calculated in P12-8 (P12-9).
[0443] Furthermore, if the processes of P12-2 to P12-9 have not been completed for all training items (NO in P12-10), the training game executing unit 701a repeats the process from P12-1. On the other hand, if the processes have been completed for all training items (YES in P12-10), the training game executing unit 701a ends the numerical value determination process and executes the event determination process (P13).
[0444] 53 is a flowchart explaining the event determination process in the player terminal 1. The training game executing unit 701a loads the current turn number (P13-1). The training game executing unit 701a also refers to the event occurrence determination table stored in the data storage area 12b and determines whether or not to cause a scenario event to occur (P13-2). Then, if it is determined that a scenario event should occur, that is, if it is a scenario event occurrence turn (YES in P13-2), the content of the scenario event (event ID) is determined and stored based on the event content determination table (P13-3).
[0445] Specifically, the training game executing unit 701a generates a lottery table based on the event ID of a scenario event that can appear based on the event content determination table.The training game executing unit 701a then uses the generated lottery table to determine the content of the scenario event, i.e., the event ID, by lottery.If the determined scenario event is an event that changes a parameter, such as a skill event, the change value is determined.
[0446] The training game executing unit 701a also refers to the event occurrence determination table to determine whether or not to cause a special event to occur (P13-4). If it is determined that a special event should occur, that is, if it is a special event occurrence turn (YES in P13-4), the training game executing unit 701a determines and stores the content (event ID) of the special event based on the event content determination table (P13-5).
[0447] Specifically, the training game executing unit 701a generates a lottery table based on the event content determination table and the event ID of a possible dedicated event.The training game executing unit 701a then uses the generated lottery table to determine the content of the dedicated event, i.e., the event ID, by lottery.If the determined dedicated event is an event that changes a parameter, such as a skill event, the change value is determined.
[0448] Furthermore, when the main character is a specific character, the training game executing unit 701a executes a parameter change process (P13-6) that changes the change value of a parameter that changes due to a special event. For example, in the parameter change process, a predetermined fixed value is added to or subtracted from the change value determined in P13-5, or a predetermined multiplier is multiplied. Here, the change value is changed to be advantageous to the player. As a result, when the main character is a specific character, the parameter is changed more advantageously due to the special event.
[0449] The training game executing unit 701a also refers to the event appearance determination table to determine whether or not to make a support event appear (P13-7). If it is determined that a support event should appear, that is, if it is a support event appearance turn (YES in P13-7), the training game executing unit 701a determines and stores the content (event ID) of the support event based on the event content determination table (P13-8).
[0450] Specifically, the training game executing unit 701a generates a lottery table based on the event content determination table and the event IDs of possible support events. At this time, the winning probability of the support event linked to the registered support card is set higher than the winning probability of other support events. Then, the training game executing unit 701a uses the generated lottery table to determine the content of the support event, i.e., the event ID, by lottery. If the determined support event is an event that changes a parameter, such as an ability event, the change value is determined.
[0451] Furthermore, when the main character or the support character linked to the support event is a specific character, the training game executing unit 701a executes a parameter changing process (P13-9) for changing the change value of a parameter that changes depending on the support event.
[0452] The training game executing unit 701a also refers to the event occurrence determination table to determine whether or not to cause a team member event to occur (P13-10). If it is determined that a team member event should occur, that is, if it is a team member event occurrence turn (YES in P13-10), the training game executing unit 701a determines whether the current turn is a branching turn (P13-11).
[0453] If it is not a branching turn (NO in P13-11), the training game executing unit 701a determines and stores the training event corresponding to the current turn number as the event to be generated based on the event content determination table (P13-12). Here, various increase values related to the training event are determined.
[0454] Furthermore, when the main character or the character to be trained is a specific character, the training game executing unit 701a executes a parameter change process (P13-13) for changing the change value of a parameter that changes due to a training event.
[0455] Furthermore, if the current turn is a branching turn (YES in P13-11), the training game executing unit 701a determines whether a predetermined condition is met (P13-14). Here, as described above, it is determined whether the number of specific characters included in the team members is a predetermined number defined for each number of turns. Then, if the predetermined condition is met (YES in P13-14), the training game executing unit 701a replaces the scenario event stored in P13-3 with a specific character event (P13-15). Here, the specific character event to be replaced may be determined by lottery, or a specific character event previously set for each turn may be determined.
[0456] In addition, the training game executing unit 701a performs a hint event determination process for each character arranged in the training (P13-16). Here, whether or not to cause a hint event to appear is determined by lottery for each character arranged in the training. In addition, if a hint event is to appear, which hint event is to appear is determined.
[0457] Returning to Fig. 50, the training game executing unit 701a updates the screen displayed on the display 26 (P10-5). Also, if a story event is to occur at the start of a turn, the story event is generated from among the events determined in P13 (P10-6).
[0458] Returning to FIG. 49, if it is not the start of the turn (NO in P7-1), the training game executing unit 701a executes a during-turn process (P20).
[0459] 54 is a flowchart explaining the process during a turn in the player terminal 1. The training game executing unit 701a determines whether the result operating unit 253 or the race operating unit 254 of the individual race start screen 250 has been operated to start an individual race (P20-1). If an individual race has started (YES in P20-1), the training game executing unit 701a derives the results of the individual race, updates parameters related to the race results, and stores them in the game information storage unit 751 (P20-2).
[0460] Specifically, for example, a calculation formula in which the ability parameters and acquired skills of each of the NPC and the main character are weighted is set in advance, and the ranking in the individual race is determined by the calculation result. The above calculation formula may be set to be different for each race. Also, for example, multiple patterns of ability parameters of the NPC may be provided for each race, and which ability parameter is used may be determined by lottery. That is, even if the ability parameters, acquired skills, and races in which the main character participates are completely the same, the race results are not necessarily the same. Also, there may be multiple patterns of calculation formulas such as weighting for each race, and the results may differ depending on the selected calculation formula.
[0461] Here, it is assumed that the individual race results are derived in the player terminal 1. However, the individual race results may be derived in the server 1000. In this case, the player terminal 1 transmits to the server 1000 information requesting derivation of the individual race results and information necessary to derive the individual race results. The player terminal 1 may then receive the individual race results derived by the server 1000.
[0462] Furthermore, the training game executing unit 701a executes a race result display process that displays the individual race result screen 260 or the race video on the display 26 based on the individual race results derived in P20-2 (P20-3).
[0463] Furthermore, the training game executing unit 701a calculates the number of fans to be newly acquired based on the race results, and adds this to the number of fans that has been acquired so far (P20-4).
[0464] The training game executing unit 701a also determines whether the result operation unit 291 or the race operation unit 292 of the team race start screen 290 has been operated to start the team race (P20-5). If the team race has started, the process proceeds to P20-6, and if the team race has not started, the process proceeds to P20-11.
[0465] The training game execution unit 701a derives the team race result and stores it in the game information storage unit 751 (P20-6). Specifically, for example, a calculation formula in which the ability parameters and acquired skills of the NPC, main character, and other team members are weighted is set in advance, and the ranking in the team race is determined by the calculation result. The above calculation formula may be set to be different for each race. Also, for example, multiple patterns of ability parameters of the NPC may be provided for each race, and which ability parameter is used may be determined by lottery. That is, even if the ability parameters and acquired skills of the main character and other team members are completely the same as the race to be run, the race result may not necessarily be the same. Also, there may be multiple patterns of calculation formulas such as weighting for each race, and the result may differ depending on the selected calculation formula.
[0466] It is assumed here that the team race results are derived in the player terminal 1. However, the team race results may be derived in the server 1000. In this case, information requesting derivation of the team race results and information necessary to derive the team race results are transmitted from the player terminal 1 to the server 1000. The player terminal 1 may then receive the team race results derived by the server 1000.
[0467] The training game execution unit 701a executes a race result display process (P20-7) that displays the team race interim result screen 300, the team race detailed result screen 310, and the team race overall result screen 320 on the display 26 based on the team race results derived in the above P20-6.
[0468] The training game execution unit 701a also executes a character identification information update process (P20-8). Here, a predetermined number of characters are extracted from the characters currently registered as sub-members according to a predetermined condition. Then, the character identification information of the extracted characters is updated to team members. That is, in this embodiment, the number of team members increases every time a team race ends.
[0469] Furthermore, the training game executing unit 701a executes a parameter update process (P20-9) for updating information relating to the team rankings based on the team race results derived in the above P20-6.
[0470] If any training item is selected (YES in P20-11), the training game executing unit 701a executes the training execution process (P21). If no training item is selected (NO in P20-11), it is determined whether it is time to execute an inherited event (P20-13). If it is time to execute an inherited event (YES in P20-13), the training game executing unit 701a executes the inherited event execution process (P22). If it is not time to execute an inherited event (NO in P20-13), the training game executing unit 701a executes other processes, such as consuming skill points to acquire a skill (P20-14).
[0471] 55 is a flowchart explaining the training execution process in the player terminal 1. The training game executing unit 701a updates the physical strength of the main character for the selected training item based on the reduction value of the physical strength determined in the above P12-3 (P21-1).
[0472] In addition, the training game executing unit 701a executes a success determination process for determining whether the training is successful or not for the selected training item based on the failure rate determined in the above P12-2 (P21-2). If the training is unsuccessful (NO in P21-3), the training game executing unit 701a subtracts ability parameters such as a decline in condition based on the failure of the training (P21-4).
[0473] On the other hand, if the training is successful (YES in P21-3), the training game executing unit 701a adds the increase value derived in the above P12-9 to the ability parameter of the main character (P21-5). In addition, the training game executing unit 701a adds the increase value to the bond parameter value determined in P13-12 and P13-13 (P21-6). In addition, the training game executing unit 701a checks the hint event information stored in the hint event determination process (P21-7).
[0474] If hint event information is stored for the selected training item (YES in P21-8), the training game executing unit 701a causes a hint event to appear based on the hint event information for the selected training item (P21-9). If multiple hint event information is stored for the selected training item, one of the hint events appears. In addition, the training game executing unit 701a updates the skill information for the main character stored in the game information storage unit 751 based on the hint event information that was caused to appear in P21-9 (P21-10).
[0475] In addition, if intensive training event information is stored for the selected training item (YES in P21-11), the training game executing unit 701a sets the team members who will be the targets of the intensive training event based on the intensive training event information related to the selected training item (P21-12).
[0476] The training game executing unit 701a also adds "1" to the training event count for the team member set in P21-12 above (P21-13). The training game executing unit 701a also updates the ability parameters of the training target (P21-14). When the processes from P21-13 to P21-14 are completed for all team members who are targets of the training event (YES in P21-15), the training game executing unit 701a adds a bonus addition value to the ability parameters of the main character based on the selected training item and the training event information (P21-16).
[0477] FIG. 56 is a flowchart explaining the inheritance event execution process in the player terminal 1. The training game execution unit 701a judges whether the execution condition of the inheritance event is met (P22-1). The execution condition of the inheritance event differs depending on the factor activation turn. For example, the execution condition of the first turn is the start of the training main game, and the execution condition of the 30th turn and the 54th turn is that the operation unit (see FIG. 27A) displayed on the event screen 220b is operated.
[0478] When the execution condition of the inheritance event is met (YES in P22-1), the training game executing unit 701a reads out factor information linked to the first and second inheritance generation training characters (P22-2). The training game executing unit 701a also sets (numbers) a number indicating a processing order for determining whether or not to activate each of the read out factor information (P22-3). Then, based on the number set for each factor information in P22-3, the training game executing unit 701a sets one factor as the processing target (P22-4) and sets its activation probability (P22-5).
[0479] The activation probability is set based on the factor level, factor information, and compatibility level. The training game executing unit 701a then determines by lottery whether or not to activate the factor to be processed based on the activation probability set in P22-5 (P22-6). If it is determined that the factor to be processed is to be activated (YES in P22-7), it determines whether the factor type is a basic ability factor or a race factor (P22-8). If the factor type is a basic ability factor or a race factor (YES in P22-8), it determines the increase value of the target ability parameter based on the factor type and factor level (P22-9). In addition, the training game executing unit 701a stores inheritance information including the ability parameter, the increase value of the aptitude parameter, and skill hints to be acquired (P22-10).
[0480] If the processing from P22-4 to P22-10 has not been completed for all processing objects (NO in P22-11), the training game executing unit 701a sets a new processing object (P22-4) and repeats the same processing as above. When the processing is completed for all processing objects (YES in P22-11), the training game executing unit 701a displays the event screen 220b related to the inherited event (P22-12). Then, the training game executing unit 701a updates various parameters based on the inheritance information stored in P22-10 (P22-13).
[0481] For ease of understanding, it is assumed here that the training game executing unit 701a in the player terminal 1 executes a process for determining whether or not a factor is activated. However, whether or not a factor is activated may be determined by the training game executing unit 1101a in the server 1000. In this case, the player terminal 1 receives information determined by the server 1000, and the training game executing unit 701a performs a process for displaying the event screen 220b based on the received information.
[0482] Returning to FIG. 44, when the above-mentioned training stage process ends, the training game executing unit 701a executes a training game ending process (P8) in the player terminal 1. In the training game ending process, the training game executing unit 701a stores information about the training character trained in the training game in the game information storage unit 751. In addition, the training game executing unit 701a transmits ending information to the server 1000. This ending information includes information about the training character, etc. In the server 1000, when the ending information is received, the training game ending processing unit 1102a executes a training game ending process (S8).
[0483] 57 is a flowchart explaining the training game end processing in the server 1000. The training game end processing unit 1102a derives an evaluation point based on the end information received from the player terminal 1 (S8-1). In addition, the training game end processing unit 1102a derives a training rank based on the derived evaluation point (S8-2).
[0484] The raising game end processing unit 1102a also determines factors that the raised character will acquire (S8-3). The raising game end processing unit 1102a also determines a class based on the number of fans acquired (S8-4). The raising game end processing unit 1102a also determines intimacy points based on predetermined parameters such as the raising rank or the number of fans (S8-5). Although a detailed explanation will be omitted, the intimacy points are points that are given not to the raised character but to the character that is the basis for the raised character.
[0485] A plurality of the above-mentioned story screens are provided for each character, and some of the story screens have release conditions set for them. Some of the story screens have an intimacy point set as the release condition, and when the intimacy point reaches a threshold value or more, the player can view the story screen.
[0486] The training game end processing unit 1102a also determines a nickname (S8-6). Here, the conditions achieved in the training main game are confirmed, and the nickname that the training character will acquire is determined. The training game end processing unit 1102a also determines the amount of the first in-game currency to be granted based on the number of fans acquired (S8-7), and determines the amount of the second in-game currency to be granted based on other information (S8-8). For example, the second in-game currency can be used to increase the level of a support card, and the amount to be granted is determined based on the support card used in the current training game.
[0487] Then, the training game end processing unit 1102a links the training character information, including the evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, nickname, etc., to the player ID of the player, and stores it in the game information storage unit 1151 (S8-9). The training game end processing unit 1102a also sets training result information and causes the player terminal 1 to receive it (S8-10).
[0488] Returning to Fig. 44, upon receiving the training result information, the training completion processing unit 702a executes training game end processing (P9). Here, the training completion processing unit 702a stores the received training result information in the game information storage unit 751. In addition, the training completion processing unit 702a displays the training completion screen 330 (see Figs. 41A, 41B, and 41C) on the display 26 based on the training result information.
[0489] The above-mentioned training game is realized by the above-mentioned processing. Furthermore, training character information relating to a training character trained (created) by the training game is stored in association with a player ID. Note that the above-mentioned processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-mentioned processing may be executed only by the player terminal 1 or only by the server 1000.
[0490] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope.
[0491] The game characteristics and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. In any case, the information processing program may be one that causes a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to execute the following processing.
[0492] (Processing performed by a computer) In a training game, processing that enables a player to select game media (in an embodiment, an inherited character, etc.) to be used for training a character to be trained (P6-8 to P6-12 in an embodiment). A process (P6-13 in this embodiment) for displaying information linked to the game medium (character details dialog 185A, skill display dialog 185B in this embodiment). A process for setting the game content (in this embodiment, an inherited character, etc.) selected by the player (P6-32 in this embodiment). A process for executing a training game (in an embodiment, a training main game) (in an embodiment, a training stage process), which is a process for training a character to be trained and includes at least a process (in an embodiment, P21-5, P22-13) for updating parameters (in an embodiment, ability parameters, aptitude parameters, acquired skills, etc.) linked to the character to be trained based on the game medium selected by the player. A process (S8-9 in this embodiment) of generating and storing a completed training game medium (in this embodiment, a trained character) in which parameters including specific parameters (in this embodiment, factor information or acquired skills) are linked to the character to be trained based on the completion of the training game.
[0493] The game media used to train the character to be trained includes game media for which training has been completed. The process of setting the game medium also includes a process of setting the development-completed game medium selected by the player as the game medium (in this embodiment, the inherited character). In addition, the process of executing the training game includes a process of updating parameters linked to the character to be trained based on specific parameters linked to the training-completed game medium set as the game medium (P22-13 in the embodiment). In addition, the process of displaying information linked to the game medium includes a process (P6-13 in this embodiment) of displaying a list (character details dialog 185A, skill display dialog 185B) of specific parameters of the completed game medium (in this embodiment, factor information or acquired skills) or information linked to specific parameters (skills that may be acquired based on factors).
[0494] In the above embodiment, the case where the character detail dialog 185A and the skill display dialog 185B are displayed has been described. However, only one of the character detail dialog 185A and the skill display dialog 185B may be displayed.
[0495] Also, in the above embodiment, a specific parameter or information linked to a specific parameter is displayed based on the training-completed game medium (in the embodiment, the inherited character, i.e., the training character of the first inherited generation) that can be set as the inherited game medium and the inherited game medium (the training character of the second inherited generation) used to generate the training-completed game medium. However, for example, in the character details dialog 185A or the skill display dialog 185B, only the factor information of the training character of the first inherited generation or the skills that can be acquired by the factors may be displayed. Alternatively, in the character details dialog 185A or the skill display dialog 185B, only the factor information of the training character of the second inherited generation or the skills that can be acquired by the factors may be displayed.
[0496] Also, in the above embodiment, a specific parameter (in the embodiment, factor information or acquired skill) is classified into a plurality of types (in the embodiment, factor type), and information linked to the specific parameter classified into a predetermined type (in the embodiment, character factor, skill that may be acquired by skill factor) is displayed. However, for example, in the character details dialog 185A, only the character factor and skill factor may be displayed as inheritance information, or only the basic ability factor may be displayed. In either case, only the specific parameter classified into a predetermined type (in the embodiment, factor information) may be displayed.
[0497] In the above embodiment, a plurality of factor types are provided, but the factor may be, for example, only a basic ability factor, and it is not necessary to provide a plurality of types.
[0498] In addition, in the above embodiment, an event (in the embodiment, an inheritance event) that updates parameters linked to a character to be trained based on a specific parameter is generated at a predetermined timing (in the embodiment, a factor activation turn) during the training game. However, the inheritance event in the above embodiment is not essential. For example, in the above embodiment, ability parameters and the like may be updated based on factors before the start of the training main game or at the completion of the training game.
[0499] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a non-transitory computer-readable storage medium and provided as the storage medium. Furthermore, a game terminal device including this storage medium may be provided. The above-described embodiment and various modified examples may also be information processing methods for realizing the functions and steps shown in the flowcharts. The above-mentioned embodiment discloses at least the following configurations. (1) In order to solve the above problem, an information processing program includes: A process of setting a game medium associated with an event that can occur during a training game in a first deck based on a first operation of a player, and setting the game medium in a second deck different from the first deck based on a second operation of the player; a process of displaying a confirmation screen capable of simultaneously identifying the game media set in the first deck and the second deck before the start of the training game; A process for allowing a player to select a plurality of selection items during the training game; updating parameters associated with the character to be trained based on the selection item selected by a player; A process of generating a first event based on the game content set in the first deck in the training game; A process of generating a second event based on the game content set in the second deck in the training game; The computer is made to carry out the above steps. (2) The confirmation screen includes the following: icons representing the game media set in the first deck and the game media set in the second deck are displayed; The icon is: Information suggesting the capabilities of the game medium may be added. (3) displaying an information screen before the confirmation screen is displayed based on a player's operation; Then, the computer executes the above steps. The information screen may include: Information indicating utilities that may occur during the training game based on the game medium may be displayed. (4) In order to solve the above problem, an information processing method is an information processing method executed by a computer, The computer, A process of setting a game medium associated with an event that can occur during a training game in a first deck based on a first operation of a player, and setting the game medium in a second deck different from the first deck based on a second operation of the player; a process of displaying a confirmation screen capable of simultaneously identifying the game media set in the first deck and the second deck before the start of the training game; A process for allowing a player to select a plurality of selection items during the training game; updating parameters associated with the character to be trained based on the selection item selected by a player; A process of generating a first event based on the game content set in the first deck in the training game; A process of generating a second event based on the game content set in the second deck in the training game; Carry out the following. (5) In order to solve the above problem, a game device includes: One or more computers; The computer includes: A process of setting a game medium associated with an event that can occur during a training game in a first deck based on a first operation of a player, and setting the game medium in a second deck different from the first deck based on a second operation of the player; a process of displaying a confirmation screen capable of simultaneously identifying the game media set in the first deck and the second deck before the start of the training game; A process for allowing a player to select a plurality of selection items during the training game; updating parameters associated with the character to be trained based on the selection item selected by a player; A process of generating a first event based on the game content set in the first deck in the training game; A process of generating a second event based on the game content set in the second deck in the training game; Carry out the following. (6) In order to solve the above problem, an information processing system includes: One or more computers; The computer includes: A process of setting a game medium associated with an event that can occur during a training game in a first deck based on a first operation of a player, and setting the game medium in a second deck different from the first deck based on a second operation of the player; a process of displaying a confirmation screen capable of simultaneously identifying the game media set in the first deck and the second deck before the start of the training game; A process for allowing a player to select a plurality of selection items during the training game; updating parameters associated with the character to be trained based on the selection item selected by a player; A process of generating a first event based on the game content set in the first deck in the training game; A process of generating a second event based on the game content set in the second deck in the training game; Carry out the following. [Explanation of symbols]
[0500] 1 Player terminal 1000 servers G Game Device S Information Processing System
Claims
1. A program for causing an information processing device to execute a process for a training game in which a training target character is trained and the trained target character is organized into a team so that the trained character can be used in a team game, a first parameter update process for changing various parameters of the character to be raised by causing a first event set for the support character to occur in the raising game as a result of the support character being set in the first deck; a support character display process that displays the support character in association with one of a plurality of selection items for determining an action of the character to be raised in the raising game; a second parameter update process for changing various parameters of the characters to be trained by causing a second event, different from the first event, to occur in the training game based on the inherited characters, by setting a plurality of inherited characters in a second deck different from the first deck in which the support characters are set; causing an information processing device to execute the above; The support character is a character acquired by lottery or distributed by the management side, The inherited character is a character that is generated by the player himself or another player before the character to be trained and is selected from among characters that have been trained in the training game. program.
2. The inherited character is linked to factor information indicating a factor that was selected by lottery upon completion of the training game, the second parameter update process changes various parameters of the character to be trained based on factor information of the inherited character; The program according to claim 1.
3. A processing method for a training game in which a training target character is trained and the trained target character is organized into a team for use in a team game, comprising: a first parameter update process for changing various parameters of the character to be raised by causing a first event set for the support character to occur in the raising game as a result of the support character being set in the first deck; a support character display process that displays the support character in association with one of a plurality of selection items for determining an action of the character to be raised in the raising game; a second parameter update process for changing various parameters of the characters to be trained by causing a second event, different from the first event, to occur in the training game based on the inherited characters, by setting a plurality of inherited characters in a second deck different from the first deck in which the support characters are set; by an information processing device, The support character is a character acquired by lottery or distributed by the management side, The inherited character is a character that is generated by the player himself or another player before the character to be trained and is selected from among characters that have been trained in the training game. How to handle training games.
4. The inherited character is linked to factor information indicating a factor that was selected by lottery upon completion of the training game, the second parameter update process changes various parameters of the character to be trained based on factor information of the inherited character; The method of claim 3.
5. A training game system for training a character to be trained and for allowing the character to be used in a team game by forming the character into a team after training has been completed, comprising: a first parameter update means for changing various parameters of the character to be raised by causing a first event set for the support character to occur in the raising game when the support character is set in the first deck; a support character display means for displaying the support character in association with any one of a plurality of selection items for determining an action of the character to be raised in the raising game; a second parameter update means for changing various parameters of the characters to be trained by causing a second event, different from the first event, to occur in the training game based on the inherited characters, by setting a plurality of inherited characters in a second deck different from the first deck in which the support characters are set; having The support character is a character acquired by lottery or distributed by the management side, The inherited character is a character that is generated by the player himself or another player before the character to be trained and is selected from among characters that have been trained in the training game. Development game system.
6. The inherited character is linked to factor information indicating a factor that was selected by lottery upon completion of the training game, The second parameter update means changes various parameters of the character to be trained based on factor information of the inherited character. The breeding game system according to claim 5.
Citation Information
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