GAME PROGRAM, GAME DEVICE, AND GAME PROCESSING METHOD

The system addresses the inconvenience of managing game media by allowing bulk registration and easy list creation for game media, ensuring efficient tracking and acquisition of desired items.

JP7653028B2Active Publication Date: 2025-03-28CAPCOM CO LTD
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Patent Information

Application Number
JP2022112987
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-14
Publication Date
2025-03-28
Estimated Expiration
2041-02-26

AI Technical Summary

Technical Problem

Players in games do not necessarily own the equipment they try on, making it inconvenient to manage and create a list of desired game media.

Method used

A computer-based system that allows users to display and register multiple game media items on a single screen, creating lists for desired items and favorites, and enabling bulk registration of items to a wish list.

Benefits of technology

Enables easy creation and management of lists for game media, allowing players to efficiently track and acquire desired items, while also ensuring user approval for overwrites in the wish list.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To easily create a list of game media. [Solution] The computer functions as a management unit that manages the association between a first game medium and a second game medium, a display control unit that displays an image of the first game medium and an image of the second game medium specified by the user on the same screen, a reception unit that receives from the user a request to register the second game medium in a list for registering the second game medium, and a registration unit that registers, in response to the registration request, a second game medium that is displayed on the screen but is not associated with another second game medium in the list. When there are multiple second game media to be registered in the list, the registration unit registers all of the second game media in the list at once.
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Description

[Technical field]

[0001] The present invention relates to a game program. , Ge Room equipment , Game processing method Regarding. [Background technology]

[0002] Some games executed using a computer allow a character to try on equipment or the like before actually wearing the equipment on the character (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-057869 A Summary of the Invention [Problem to be solved by the invention]

[0004] A player (player character) does not necessarily own the equipment that he or she tries on. Equipment that the player does not own may be produced or acquired by the player within the game. For this reason, it is convenient for the player if the player can manage a list of equipment (game media) that he or she would like to obtain in the future.

[0005] The objective of this embodiment is to make it easy to create a list of game media. [Means for solving the problem]

[0006] A first aspect of the present invention provides a computer comprising: No. 1. An image of the game media and a The second a display control unit that displays images of the two game media on the same screen; Register the second game medium. 1 for a reception unit that receives a registration request for the second game medium to the list from the user; In response to the registration request, Multiple The second game medium All together The above No. 1 Join the list and registering the plurality of second game media displayed on the screen in a second list for registering a set of the plurality of second game media. Registration Department year and make it work R G It is a group program.

[0007] In the first aspect, The first list may be a list for registering the second game medium that is desired to be associated with the first game medium, The second list may be a list for registering a set of favorites of the user.

[0008] In addition, in the above aspect, The first game medium is a character in a game. Well, The second game medium may be an item equipped to the character.

[0009] In addition, a second aspect is a game device comprising: a storage unit that stores the game program; A control unit for executing the game program And Preparation R G It is a gaming device.

[0010] A third aspect of the present invention includes a display step of displaying an image of the first game medium and an image of the second game medium designated by the user on a display; a registration step of, when a registration request for the second game media to a first list for registering the second game media is received from the user, registering the plurality of second game media displayed on the display in the first list collectively in response to the registration request, and also registering the plurality of second game media displayed on the display in a second list for registering a set of the plurality of second game media. A game processing method. Effect of the Invention

[0011] According to the present invention, a list of game media can be easily created. [Brief description of the drawings]

[0012] [Figure 1] 1 is a block diagram showing the configuration of a game device according to an embodiment of the present invention; [Diagram 2] 13 is an example of a wish list display. [Diagram 3] 13 is a display example of a fitting screen. [Figure 4]13 is a display example of an item registration screen. [Diagram 5] 13 is a display example of a registration confirmation screen. [Figure 6] 13 is a flowchart showing the process from trying on to wish list registration. [Figure 7] 13 is a display example of an overwrite confirmation screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] [Embodiment] Hereinafter, a game program and a game device according to an embodiment of this aspect will be described with reference to the drawings.

[0014] The game program described in this embodiment is executed on a game device such as a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), or Nintendo Switch (registered trademark).

[0015] Game Description The game program described in this embodiment is executed by a game device. In a game based on this game program, a user (player) causes a character (player character) to act in a virtual game space (hereinafter, virtual space) and causes the character to fight against an enemy character (e.g., a monster).

[0016] A user can play a game online with other users via a communication network. A user can also play a game individually without using a communication network.

[0017] The game progresses as the user clears tasks (quests). The user may use game media while attempting a quest. The game media is electronic data that represents elements related to the game.

[0018] The game media includes a character (an example of a first game media), weapons, armor, and tools that the character uses in the virtual space. The game media also includes materials for constructing the weapons, armor, and tools.

[0019] Hereinafter, game media other than characters (first game media) may be referred to as items (an example of second game media). In this game program, each item is associated with an ID number.

[0020] Each item is associated with an attribute value. In this game program, item management data is implemented so that the attribute value of an item can be obtained based on the ID number.

[0021] Examples of the attribute value of a weapon include attack power and critical hit rate when the weapon is equipped. The meaning of attack power, etc. can be defined in various ways. For example, attack power can be defined as a value indicating the ability to inflict damage on an opponent. Also, critical hit rate can be defined as the probability of inflicting large damage on an opponent.

[0022] The items are grouped based on attribute values, etc. The criteria for grouping may be determined arbitrarily by the game developer. For example, items may be grouped according to the level of users who are recommended to use the items.

[0023] The user can obtain items as the game progresses. In this game, "obtaining" an item means that the user is able to dispose of the item by using, selling, discarding, or the like (in other words, owning the item). "Discarding" means that an association (described below) is released. "Selling" means that an association is released and a benefit (such as in-game currency) associated with the release of the association is given to the user. Note that items may be sold outside the game in addition to being sold within the game.

[0024] In the following, when a user owns an item, it may be expressed as "being associated" between the character and the item. In this game program, when a user obtains an item, information about the association with the player character is set (recorded). An item may be associated with a non-player character.

[0025] The game program may be implemented so that the user directly owns the game medium without using a character. In this case, for example, information identifying the user (such as a user ID) may be associated with the ID number of the item.

[0026] In this game, users can obtain items by completing quests (tasks such as combat and gathering). In this game, users can also obtain items with in-game currency. The game may be configured to allow users to obtain items through a lottery. Also, the game may be configured to allow users to obtain items by paying in the real world.

[0027] In this game, users can combine (synthesize) items (materials, weapons, armor, etc.) to create new items (weapons, armor, etc.) or modify (strengthen) existing items (hereinafter, these actions will be referred to as "production, etc."). The combinations of items required for production, etc. (hereinafter, also referred to as "recipe") are predetermined. In this game, facilities (processing shops) for production, etc. are provided within the virtual space.

[0028] This game has a mode where you can try on items such as weapons, armor, and tools on your character. "Trying on" means checking how the item looks on the character. Items that can be tried on are items that the character owns and items that the character wants to obtain.

[0029] When trying on an item, this game program displays various information on a screen (display 61, described below) along with an image of the character wearing the item. This allows the user to check the character's appearance before actually equipping the item. The user can also check changes in various parameters, such as the character's strength and defensive power, before actually equipping the item.

[0030] A user can register in a list (hereinafter, referred to as a wish list) game contents that the user wishes to associate with a character. Note that the characters in this case include both player characters and non-player characters.

[0031] A wishlist is implemented as list-format data. In other words, a wishlist has multiple fields for registering information. Each field is assigned a number. Each field in the wishlist registers a pair of an item's ID number and the date and time of registration.

[0032] The maximum number of registrations (number of slots) for a wish list is determined. As an example, the maximum number of registrations is set to 6. Of course, the maximum number is not limited to 6.

[0033] <Configuration of the Game Device> 1 is a block diagram showing the configuration of a game device 5 according to this embodiment. The game device 5 executes a game based on a user's operation. The game device 5 has a display 61, a speaker 62, and a controller 63 either externally connected or built-in.

[0034] In the game device 5, the game progresses based on the installed game program and game data. Note that the game devices 5 can also communicate data with each other using a communication network (not shown) or a short-range wireless communication device (not shown).

[0035] The game device 5 has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.

[0036] The network interface 51 is communicatively connected to the communication network in order to transmit and receive various data to and from, for example, the game device 5 and an external server device (not shown).

[0037] The graphics processing unit 52 renders game images including the player character and various objects related to the virtual space in a moving image format according to game image information output from the control unit 56. The graphics processing unit 52 is connected to a display 61. The game images are displayed on the display 61 as a game screen.

[0038] The audio processing unit 53 reproduces and synthesizes digital game sounds according to instructions from the control unit 56. The audio processing unit 53 is connected to a speaker 62. The reproduced and synthesized game sounds are output from the speaker 62.

[0039] The operation unit 54 is connected to the controller 63, and transmits and receives data related to operation inputs to and from the controller 63. For example, the user inputs operation signals to the game device 5 by operating operators (not shown) such as buttons provided on the controller 63.

[0040] The storage unit 55 is composed of a HDD, a RAM, a ROM, etc. The storage unit 55 can store game programs and game data. The storage unit 55 also stores other account information received from other game devices 5, etc.

[0041] The control unit 56 is configured with a microcomputer including a CPU and a semiconductor memory. The control unit 56 controls the operation of the game device 5. For example, the control unit 56 executes a game program to operate the graphics processing unit 52, the audio processing unit 53, etc.

[0042] The audio processor 53 reproduces game sounds by executing predetermined software (for example, a game program or a program associated therewith).

[0043] <Functional configuration of the control section> The control unit 56 executes the game program, and thereby functions as a game progression unit 561, a reception unit 562, a management unit 563, a display control unit 564, and a registration unit 565.

[0044] The game progression unit 561 progresses the game in response to an operation signal input from the operation unit 54. At that time, the game progression unit 561 moves the player character in the virtual space in response to the operation signal. The game progression unit 561 also moves the non-player characters in the virtual space. The movements of the non-player characters are determined by, for example, AI (Artificial Intelligence).

[0045] The receiving unit 562 receives various commands related to the wish list from the user via the operation unit 54. For example, the receiving unit 562 receives a request from the user to register an item in the wish list.

[0046] The management unit 563 manages the association between characters and items. The characters here include both player characters and non-player characters. Non-player characters to which items (e.g., weapons, armor, etc.) are associated include, for example, characters that act as companions to player characters. The management unit 563 also manages information on the association between characters and users (information indicating which character the user is using).

[0047] Management unit 563 holds a list of pairs of item ID numbers and character identification information associated with the items. This list is implemented so that the items (ID numbers) owned by a character can be searched for using the character's identification information as a key.

[0048] The display control unit 564 controls the display of the wish list and the display of the character's trying on clothes. Specifically, the display control unit 564 generates image data required for display, or designates existing image data, and issues a predetermined instruction to the graphics processing unit 52.

[0049] - Wishlist display control - The user can display the wish list on the screen (display 61) by sending a predetermined command (list display command) to the reception unit 562 via the operation unit 54. The display control unit 564 controls the display of the wish list.

[0050] 2 is a display example (screen) of a wish list W. This screen (hereinafter, list confirmation screen SW) allows the user to confirm the contents of the wish list W. For example, the display control unit 564 causes the list confirmation screen SW to display a list of the names of currently registered items. In the example of FIG. 2, the names of the items are Dual Swords A, Torso Equipment A, and the like. The display control unit 564 may also cause the list confirmation screen SW to display the date and time when each item was registered in the wish list W.

[0051] In this game program, when the user clicks (selects) the name of an item on the list confirmation screen SW, information about the attribute values ​​of that item is displayed. Figure 2 shows a state in which the user has selected Dual Swords A (weapon). In the example of Figure 2, the attack power, critical rate, etc. of the selected weapon (item) are displayed as attribute values.

[0052] The list confirmation screen displays a list of items (materials) required for the production, etc. of an item (weapon) selected by the user as attribute values ​​of that item. The list of materials also displays the required number of each material and the number currently owned. In FIG. 2, for example, the required number of material b is 5, and the number owned is 2. This game program has a function of notifying the user when the materials (game media) for a weapon or other (item) registered on the wish list W are collected. In addition, this game program has a function of automatically deleting the registration of an item registered on the wish list from the wish list once the item has been produced, etc.

[0053] - Display control for fitting - The user can display an image of a character trying on an item (hereinafter, a fitting screen ST) by sending a predetermined command (hereinafter, a fitting screen display command) to the reception unit 562 via the operation unit 54. When the try-on screen display command is sent from the reception unit 562, the display control unit 564 instructs the graphics processing unit 52 to display the try-on screen ST.

[0054] In this game program, trying on items is achieved by displaying an image of a character and an image of an item (weapon, armor, etc.) specified by the user on the same screen (or more precisely, in the same area of ​​the screen).

[0055] Fig. 3 is a display example of a fitting screen ST. The fitting screen ST has an area CA for displaying a character. In the example of Fig. 3, the player character PC is displayed in the area CA. If the subject to be tried on with the item is a non-player character NPC, the non-player character NPC is displayed in the area CA.

[0056] The user can rotate the image of the character trying on the clothes 360 degrees by sending a predetermined command to the reception unit 562 via the operation unit 54. This allows the user to check the character's appearance from various angles.

[0057] The fitting screen ST also has an icon area IA in which a plurality of icons IC are displayed. The icon area IA is displayed in response to an instruction from the display control unit 564 to the graphics processing unit 52. Each icon IC represents an item (weapon, armor, etc.) that is a candidate for production, etc.

[0058] When the user clicks on an icon IC via the operation unit 54, the reception unit 562 determines that the user has selected the item OBJ corresponding to that icon IC as the item to be tried on by the user. That is, by selecting an icon IC, the user can indicate to the reception unit 562 the item OBJ that the user wants the character PC or NPC to try on. Note that the game program indicates to the user that the icon IC is in a selected state by adding a star next to the icon IC (see FIG. 3).

[0059] The reception unit 562 sends the ID number of the item OBJ selected by the user and a command to update the try-on screen ST to the display control unit 564. For example, assume that the user selects new armor as the item OBJ to be tried on. In response, the display control unit 564 displays in the area CA the character PC and NPC wearing the armor selected by the user.

[0060] The display control unit 564 displays an item OBJ worn by the character PC, NPC, such as armor, superimposed on the character PC, NPC (worn in FIG. 3). Depending on the item OBJ, the display control unit 564 may display the item at a position away from the character PC, NPC (out of contact). For example, the display control unit 564 displays an item to be placed near the head of the character PC, NPC as if it is floating above the character's head.

[0061] The fitting screen ST displays a list of the names of the items being tried on. When a displayed name is clicked, the display control unit 564 also displays the attribute values ​​of the item. This allows the user to check the change in the character's strength before and after putting on the item.

[0062] The display control unit 564 also displays a button B0 ("Add to List" button) on the fitting screen ST. The Add to List button B0 is a button for displaying an item registration screen SR (described later). When the Add to List button B0 is clicked, the reception unit 562 sends a display command for the item registration screen SR to the display control unit 564.

[0063] Then, the display control unit 564 transmits a predetermined command to the graphics processing unit 52 to display the item registration screen SR on the display 61. Note that, if all of the items OBJ being tried on have already been registered in the wish list W, the display control unit 564 displays the Register to List button B0 in a grayed-out state (unclickable state).

[0064] 4 is a display example of the item registration screen SR. The item registration screen SR is a user interface for registering an item to the wish list W. The user can input a command (registration request) to register the item OBJ to the wish list W to the reception unit 562 by operating button B1 ("Start registration" button) on the item registration screen SR. The reception unit 562 transfers the registration request to the registration unit 565.

[0065] The registration unit 565 has a function of registering the item OBJ being tried on in the wish list W. The registration unit 565 realizes registration by writing the ID number or the like of the item OBJ in the wish list W. The registration unit 565 activates this function when a registration request is transferred from the reception unit 562.

[0066] In this game program, the registration of an item OBJ to a wishlist W requires the following requirements:

[0067] (1) Item OBJ is displayed on the screen (area CA) (2) The item object is not associated with the character PC or NPC. (3) The item object must not overlap with any other item object already registered. It should be noted that the registration unit 565 does not consider the group to which the item OBJ belongs as a requirement for registration.

[0068] That is, the registration unit 565 allows the items OBJ requested to be registered (the items being displayed) to be from different groups when registering the items OBJ. Also, the registration unit 565 allows the items OBJ requested to be registered to be from different groups when registering the items OBJ. This allows the user to select equipment without being bound by groups.

[0069] If the item OBJ being tried on satisfies the registration requirements, the registration unit 565 causes a screen (registration confirmation screen SC1) for confirming the user's intention to register to be displayed on the screen via the display control unit 564 (see FIG. 5). If the user clicks a button B2 (a "Yes" button) to approve the registration, a registration request is transmitted to the reception unit 562. This causes the registration unit 565 to start a series of registration operations (described later).

[0070] When there are multiple items OBJ to be registered in the wish list W, the registration unit 565 registers the multiple registration targets in the wish list W all at once. "Registering all at once" means that the user interface is configured so that the user can register all the registration targets in the wish list W without sending a registration instruction for each of the registration target items. In this game program, the user interface is configured so that a single instruction from the user (click of a single button) starts the registration process for all the registration targets.

[0071] In this game program, items to be registered collectively may have the same attributes such as skills (same group), or may have different attributes (different groups). In other words, in this game program, items can be registered collectively regardless of their grouping.

[0072] In addition, "skills" include effects that are activated in the game space to help the user progress in the game (for example, to make it easier to clear tasks). These effects are applied to characters, ally characters, enemy characters, etc., when a character PC or NPC actually possesses (for example, equips) an item.

[0073] When registering, the registration unit 565 first writes information into an empty frame in the wish list W. However, when the user requests registration, the number of registrations may have reached the maximum number. In this case, if it is necessary to register a new item, the registration unit 565 overwrites the information corresponding to any of the registered items in the wish list W as many times as necessary.

[0074] When overwriting, the registration unit 565 overwrites items in the order of the items registered in the wish list W. However, the registration unit 565 performs the overwriting only when approval of the overwriting is obtained from the user.

[0075] When the registration unit 565 checks whether the user has approved the overwrite, it instructs the graphic processing unit 52 to display an overwrite confirmation screen SC2 (see FIG. 7). On the overwrite confirmation screen SC2, a message M asking whether the user wants to overwrite, a button B3 (a "Yes" button) for approving the overwrite, and a button B4 (a "No" button) for rejecting the overwrite are each displayed selectably.

[0076] In addition, by displaying the registration date and time of each item OBJ on the item registration screen SR, the user can use the registration date and time as a criterion for determining whether or not to overwrite. By using the registration date and time as a criterion for determining whether or not to overwrite, for example, the user can easily avoid unintentional overwriting.

[0077] <Example of operation> Suppose that during the game, the player character PC enters the processing shop through a user operation. Here, suppose that the user operates the controller 63 to send a try-on screen display command to the reception unit 562. The reception unit 562 transfers the try-on screen display command to the display control unit 564. Then, the try-on screen ST is displayed, and so on.

[0078] Fig. 6 is a flowchart showing the process from trying on to wish list registration. When the display control unit 564 receives a try-on screen display command, it displays the character PC and NPC in their current state (step S01, see Fig. 3). In Fig. 3, the player character PC is displayed. Furthermore, the display control unit 564 displays candidates for production, etc. (icon area IA) (step S01).

[0079] When the user clicks on an icon IC in the icon area IA, the reception unit 562 sends an update command for the fitting screen ST together with the ID number of the item OBJ corresponding to the icon IC to the display control unit 564 (step S02). As a result, the display control unit 564 displays the character in the area CA in a state where the item OBJ selected by the user is being tried on (step S02).

[0080] The reception unit 562 checks whether or not there is a registration request (step S03). If there is a registration request, the registration unit 565 checks with the user whether or not it is really OK to register (see FIG. 5). If the user approves the registration (Yes in step S03), the registration unit 565 checks whether or not there is an already registered item among the items being tried on (step S04).

[0081] If it is determined that all of the items being tried on are unregistered (No in step S04), the registration unit 565 compares the number of items being tried on (number of items being tried on) with the number of available slots in the wish list W (step S05). If the number of items being tried on is equal to or less than the number of available slots (Yes in step S05), the registration unit 565 registers all of the items being tried on in the wish list W at once (step S06).

[0082] If the number of items to be tried on is greater than the number of available slots (No in step S05), it is determined that if there are available slots, up to the maximum number of items being tried on will be registered (step S07). The display control unit 564 displays an overwrite confirmation screen SC2 (step S08). Fig. 7 shows an example of the overwrite confirmation screen SC2.

[0083] If the user does not approve the overwriting, the registration unit 565 cancels the registration process (No in step S09, step S10). After the cancellation, the registration unit 565 switches the item registration screen SR to, for example, a fitting screen ST via the display control unit 564.

[0084] If the user approves the overwriting, the registration unit 565 registers the items in the vacant slot and overwrites the used slot (Yes in step S09, step S11). That is, the tried-on items OBJ are collectively registered in the wish list W. After the registration and overwriting are completed, the registration unit 565 switches the item registration screen SR to, for example, a try-on screen ST via the display control unit 564.

[0085] The items being tried on may include items that have already been registered in the wish list W (see Yes in step S04). In this case, the registration unit 565 extracts items that have not been registered in the wish list W from the items being tried on (step S12). The registration unit 565 compares the number of extracted items (extracted number) with the number of available slots in the wish list W (step S13).

[0086] If the number of extractions is greater than the number of available slots in the wish list W (No in step S13), the registration unit 565 performs the process of step S07. On the other hand, if the number of extractions is equal to or less than the number of available slots in the wish list W, the registration unit 565 registers all of the extracted items in the wish list W (step S14). After the registration is completed, the registration unit 565 switches the item registration screen SR to, for example, a fitting screen ST via the display control unit 564.

[0087] To summarize the above, the present embodiment is a game program that causes a computer (control unit 56) to function as a management unit 563 that manages the association between a first game medium (character) and a second game medium (item), a display control unit 564 that displays an image of the first game medium and an image of the second game medium specified by the user on the same screen, a reception unit 562 that receives a registration request from the user for the second game medium to a list (wish list W) in which the second game medium is registered, and a registration unit 565 that registers the second game medium that is displayed on the screen and has no association in the list in response to the registration request, and the registration unit 565 is characterized in that when there are multiple second game media to be registered in the list, the registration unit 565 registers the multiple registration targets in the list collectively.

[0088] Effects of this embodiment As described above, according to this embodiment, the user can collectively register items that he or she wishes to obtain in the wish list W. That is, this embodiment makes it easy to create a list of game media.

[0089] Furthermore, the game program requests the user's approval when overwriting the wish list, so in this embodiment, the risk of inadvertently rewriting the wish list can be reduced.

[0090] [Other embodiments] In the above embodiment, an item may be applied instead of a character (first game medium). As a specific embodiment, for example, a game in which an ordinary weapon (first game medium) is equipped with various parts (second game medium) to modify it into a high-level weapon is assumed.

[0091] The wishlist W may be implemented so that a set of weapons, armor, etc. equipped by a character can be registered in one slot. In this case, the user may be allowed to set a generic name for the set of registered items.

[0092] When generating items, a complete set of weapons, armor, etc. may be produced all at once, or the set may be produced part by part. For user convenience, generated items may be automatically deleted from the wish list W.

[0093] The game program may be implemented with a list (hereinafter referred to as a set list) that registers a complete set of equipment for a character from head to toe (hereinafter referred to as a favorite set) in response to a user's instruction. The set list is a list separate from the wish list. The game program may be implemented so that when the user selects a favorite set from the set list, the character can be equipped with all the equipment included in the favorite set at once.

[0094] Registration of items in the set list may be linked to bulk registration in the wish list W. For example, the game program may be implemented so that when all equipment collectively registered in the wish list W is produced, the equipment is registered in the set list as a favorite set. This saves the user the trouble of having to register the entire set of equipment collectively registered in the wish list W in the set list again.

[0095] The registration unit 565 may be implemented to overwrite the frames in the order of the frames (in ascending order of frame numbers) when there are no free frames in the wish list W. Even in this case, it is preferable to provide a user interface that inquires the user whether or not to overwrite.

[0096] The game program may be implemented to display a predetermined message when all of the items being tried on are already registered in the wish list W. An example of the message may be something like "All items are already registered, so you cannot register them again."

[0097] For items that are already registered among the items desired to be registered in bulk, the registration date and time recorded in the wish list W may be updated in response to a registration request from the user. In this way, the user can use the registration date and time as a useful criterion for determining whether or not to overwrite. As a result, the user can easily avoid unintended overwriting.

[0098] The game program may be implemented so that the user can select the frame (item) of the wish list W to be overwritten.

[0099] The game program may be implemented so that the user can select whether to "display" or "not display" the overwrite confirmation screen SC2.

[0100] The grouping criteria are merely examples. As another example, weapons and armor that are likely to exhibit a particular ability (game skill) may be classified into the same group. Items may also be classified into groups based on design taste.

[0101] The game program can be implemented so that items (materials) required to create weapons and armor can be obtained from defeated enemies, as rewards when a quest is cleared, or by picking them up in the field. The game program can also determine in advance as game settings the items (materials) that are key (e.g., main items) for production, etc. In this case, the acquired items (materials) can be grouped according to the attributes of the key items among the acquired items (materials).

[0102] The game program may be implemented so that new recipes are made available to the user in response to the completion of a quest. In this case, it is conceivable that items are grouped each time a recipe is made available (i.e., each time a quest is completed).

[0103] In the bulk registration of items OBJ to a wishlist W, a requirement may be that the group to which the item (second game medium) requested to be registered belongs is the same as the group to which the already registered item (second game medium) belongs. This allows the user to collect items that are consistent with a predetermined standard.

[0104] The user may be allowed to set priorities for production, etc., for items collectively registered in the wish list W. Furthermore, the game program may be implemented so that acquired items (materials) are allocated to items to be produced (subtracted from the required number for the items to be produced) according to the priorities.

[0105] In production, the same item (material) may be needed for multiple items. For example, two pieces of material A are needed to make a helmet, and three pieces are needed to make the arms. In such a case, items (materials) are assigned according to priority, so that the items (materials) needed for production are gathered in order of priority, starting with the items with the highest priority.

[0106] If the game program is implemented to notify the user when all the items necessary for production, etc. are collected, the user will be notified that items are available for production, etc., starting with the highest priority item. This makes it possible for the game program to respond to a user's request such as "My headgear is weak at the moment, so I would like to make the headgear first if possible."

[0107] Games to which the above-described embodiment can be applied are not limited to action games, but can also be applied to various types of games, such as role-playing games, shooting games, simulation games, board games, puzzle games, and development games.

[0108] The game contents described in the embodiment are merely examples. The game contents also include cards, avatars, in-game points, tickets, and the like.

[0109] The game program may be implemented as a game program for a so-called online game. When the game program is for an online game, the processing performed by the control unit 56 may be performed by the server side instead, or may be shared between the server side and the client (game device 5).

[0110] Even when these other embodiments are adopted, the effects of the present aspect are exhibited. In addition, this embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other. [Explanation of symbols]

[0111] 5. Gaming Devices 55 Storage section 56 Control Unit (Computer) 562 Reception 563 Management Department 564 Display control unit 565 Registration Department NPC Non-player character (first game medium) OBJ Item (2nd game medium) PC Player Character (First Game Media) W Wish List

Claims

1. Computer, a display control unit that displays an image of the first game medium and an image of a second game medium designated by a user on the same screen; a reception unit that receives, from the user, a request to register the second game medium in a first list for registering the second game medium; functioning as a registration unit that, in response to the registration request, collectively registers the plurality of second game media displayed on the screen in the first list, and also registers the plurality of second game media displayed on the screen in a second list for registering a set of the plurality of second game media; The first list is a list for registering the second game medium that is desired to be associated with the first game medium. Game program.

2. A storage unit that stores the game program of claim 1; A control unit that executes the game program. Gaming device.

3. a display step of displaying on a display an image of the first game medium and an image of the second game medium designated by the user; a registration step of, when a registration request for the second game media to a first list for registering the second game media is received from the user, registering the plurality of second game media displayed on the display in the first list collectively in response to the registration request, and also registering the plurality of second game media displayed on the display in a second list for registering a set of the plurality of second game media; The first list is a list for registering the second game medium that is desired to be associated with the first game medium. Game processing method.

Citation Information

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