PROGRAM, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING APPARATUS
By introducing stage determination, character determination and training units into the information processing equipment, users can directly conduct character training after deciding on the game stage, solving the problem of cumbersome operations in the existing technology and improving the user experience.
Patent Information
- Application Number
- JP2024083069
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-05-22
- Publication Date
- 2025-04-16
- Estimated Expiration
- 2040-03-26
AI Technical Summary
After the user decides the game stage in the game, when he finds that the character is insufficient to train, he cannot directly transfer from the character screen to the training screen. He must cancel the game stage decision, return to the menu, conduct character training, and then decide on the game stage again, resulting in cumbersome operations.
An information processing device is designed, including a stage determination unit, a character determination unit and a training unit. After deciding on the game stage, the user can directly switch from the character screen to the training screen for character training, and directly return to the character screen after the training is completed.
Reducing the user's operational burden, users can directly train characters without canceling the game stage decision and quickly return to the character screen after the game stage decision.
Smart Images

Figure 0007663310000001 
Figure 0007663310000002 
Figure 0007663310000003
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device and a program. [Background technology]
[0002] There is known an information processing device that displays a deck screen for determining a deck (a team consisting of multiple characters) to be used by a user who will play the game in the determined game stage after determining one of a plurality of game stages (quests) on a stage screen (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6269881 Summary of the Invention [Problem to be solved by the invention]
[0004] Generally, after a game stage is determined, the user advances from the stage screen to the deck screen, and after the deck is determined, the user advances from the deck screen to the game play screen, allowing the user to enjoy playing the game at that game stage using the deck. On the other hand, if the user advances from the stage screen to the deck screen after determining the game stage in this way, even if the user notices that the character to be incorporated into the deck is not yet developed, the user cannot advance from the deck screen to the development screen. Therefore, the user must cancel the determination of the game stage, advance to the development screen from the selection menu to develop the character that is not yet developed, and then advance to the stage screen from the selection menu again to determine the same game stage. This is cumbersome for users who perform operations before starting game play. The present invention has been made in view of the above circumstances, and an object of the present invention is to reduce the operational burden on the user. [Means for solving the problem]
[0005] The main invention of the present invention to solve the above problems is: a stage determination unit that determines a game stage to be played by a user based on an operation of the user on a stage screen; a deck determination unit that determines a deck to be used by the user when playing a game in the game stage based on a user's operation on a deck screen to which the user has progressed from the stage screen after the game stage has been determined; a training section that trains a character that can be incorporated into the deck used by the user based on a user's operation on a training screen to which the user has proceeded from the deck screen before the deck is determined; a display control unit that, when proceeding from the stage screen to the deck screen and then proceeding from the deck screen to the training screen, performs control to return to the deck screen after training of a character; The information processing device is provided with: Other features of the present invention will become apparent from the following detailed description of the present invention and the accompanying drawings. [Brief description of the drawings]
[0006] [Figure 1] 1 is a configuration diagram showing an example of an information processing system 1. FIG. [Diagram 2] FIG. 2 is a hardware configuration diagram illustrating an example of a computer. [Diagram 3] FIG. 2 is a functional block diagram illustrating an example of a server device 20. [Figure 4] FIG. 2 is a diagram illustrating an example of character information. [Diagram 5] FIG. 13 is a diagram illustrating an example of quest information. [Figure 6] FIG. 4 is a diagram illustrating an example of user information. [Figure 7] FIG. 2 is a functional block diagram illustrating an example of a client terminal 10. [Figure 8]FIG. 5 is an image diagram showing an example of a menu screen 500. [Figure 9] FIG. 5 is an image diagram showing an example of a quest screen 510. [Figure 10] FIG. 13 is an image diagram showing an example of a deck screen 520. [Figure 11] FIG. 13 is an image diagram showing an example of a development screen 530. [Figure 12] FIG. 13 is an image diagram showing an example of a development screen 540. [Figure 13] FIG. 13 is an image diagram showing an example of a details screen 550. [Figure 14] FIG. 13 is an image diagram showing an example of a development screen 560. [Figure 15] FIG. 13 is an image diagram showing an example of a deck screen 570. [Figure 16] FIG. 13 is an image diagram showing an example of a development screen 580. [Figure 17] FIG. 13 is an image diagram showing an example of an exchange screen 590. [Figure 18] FIG. 13 is an image diagram showing another example of the deck screen 570. [Figure 19] FIG. 13 is an image diagram showing another example of the deck screen 570. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0007] At least the following points will become apparent from the description of this specification and the accompanying drawings. That is, a stage determination unit that determines a game stage to be played by a user based on the user's operation on a stage screen; a deck determination unit that determines a deck to be used by the user when playing a game in the game stage based on a user's operation on a deck screen to which the user has progressed from the stage screen after the game stage has been determined; a training section that trains a character that can be incorporated into the deck used by the user based on a user's operation on a training screen to which the user has proceeded from the deck screen before the deck is determined; a display control unit that, when proceeding from the stage screen to the deck screen and then proceeding from the deck screen to the training screen, performs control to return to the deck screen after training of a character; The information processing device is provided with: According to such an information processing device, when the user advances from the stage screen to the deck screen after the game stage is determined, the user can advance from the deck screen to the development screen. Therefore, when the user realizes that the character to be incorporated into the deck needs to be developed, the user does not need to cancel the game stage determination and advance to the development screen from the selection menu, and can develop the character without much effort. Furthermore, after the character is developed, the user can return to the deck screen, and after the character is developed, the user can quickly return to the deck screen after the game stage is determined. As a result, the user's operational burden can be reduced.
[0008] Moreover, in such an information processing device, The display control unit may allow a user to proceed to the development screen by selecting a character that can be developed on the deck screen, which displays characters that can be developed and characters that cannot be developed separately. According to such an information processing device, a user can easily recognize whether or not the character to be incorporated into the deck can be developed simply by looking at the deck screen after the game stage has been determined.
[0009] Moreover, in such an information processing device, The training unit trains characters in stages to be incorporated into the deck used by the user, The display control unit may be configured to display, on the deck screen, the highest level that a character can reach through training, in association with the character that can be trained. According to such an information processing device, a user can easily recognize to what stage a character to be incorporated into a deck can be raised through training, simply by looking at the deck screen after the game stage has been determined.
[0010] Moreover, in such an information processing device, the training unit trains a character that can be incorporated into the deck used by the user by varying a skill or ability parameter of the character; The display control unit may be configured to display the trainable characters on the deck screen in an order based on the skill or ability parameters after changes due to training. With such an information processing device, a user can easily see, by simply looking at the deck screen after the game stage has been determined, how the skill or ability parameters of the characters to be incorporated into the deck will change through training, and can also easily recognize the priority order for training.
[0011] Moreover, in such an information processing device, the training unit trains a character that can be incorporated into the deck used by the user by varying a skill or ability parameter of the character; When the display control unit determines that a character's skill has changed after training, causing the character to lose a skill suitable for the determined game stage, it may display a message to that effect on the deck screen. With such an information processing device, a user can immediately recognize, simply by looking at the deck screen after the game stage has been determined, that the character's skills have changed after training, causing the character to lose the skills appropriate for the game stage.
[0012] Moreover, in such an information processing device, the training unit trains a character that can be incorporated into the deck used by the user by varying a skill or ability parameter of the character; The display control unit may also restrict progression from the deck screen to the training screen if it determines that the character's skills have changed after training, causing the character to lose the skills appropriate for the determined game stage. With such an information processing device, the user can immediately recognize that by not being able to proceed from the deck screen to the training screen, the character's skills will change after training, resulting in the loss of skills appropriate for the game stage.
[0013] Next, the computer a stage determination means for determining a game stage to be played by a user based on an operation of the user on a stage screen; a deck determination means for determining a deck to be used by the user when playing a game in the game stage based on a user's operation on a deck screen to which the user has progressed from the stage screen after the game stage has been determined; a training means for training a character that can be incorporated into the deck used by the user based on a user's operation on a training screen advanced from a deck screen before the deck is determined; a display control means for performing control to return the screen to the deck screen after the character is developed when the screen is advanced from the stage screen to the deck screen and then advanced from the deck screen to the development screen; This is a program that enables the system to function as a According to such a program, it is possible to reduce the operational burden on the user.
[0014] === Implementation form === The following describes in detail an information processing device, a program, and an information processing system according to an embodiment of the present invention. The present invention can be widely applied to information processing devices, programs, and information processing systems that employ games that allow users to develop content (e.g., characters).
[0015] <<System configuration>> Fig. 1 is a configuration diagram showing an example of an information processing system 1 according to this embodiment. As shown in Fig. 1, in the information processing system 1 according to this embodiment, one or more client terminals 10 and a server device 20 are connected via a network N.
[0016] The client terminal 10 is a terminal device operated by a user, such as a smartphone, tablet, or PC, or a terminal device such as a home or commercial game dedicated device. The server device 20 manages and controls the game played by the user on the client terminal 10, and performs billing processing within the game, etc. The network N is the Internet, etc., and includes a mobile wireless base station, etc.
[0017] In addition to the client-server type information processing system 1 shown in Fig. 1, the present invention can also be applied to a single game device (information processing device) by providing a separate mechanism for performing billing processing within the game. The information processing system 1 in Fig. 1 is only one example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the server device 20 in Fig. 1 may be configured to be distributed across multiple computers.
[0018] <<Hardware configuration>> <Client terminal and server device> Fig. 2 is a hardware configuration diagram showing an example of a computer 50 according to the present embodiment. The client terminal 10 and the server device 20 according to the present embodiment are realized by, for example, a computer 50 having the hardware configuration shown in Fig. 2. The computer 50 is an example of an information processing device.
[0019] 2, the computer 50 includes a CPU 51, a RAM 52, a ROM 53, a communication interface 54, an input device 55, a display device 56, an external interface 57, and a HDD 58, all of which are connected to one another via a bus line B. Note that the server device 20 may be configured such that the input device 55 and the display device 56 are connected and used when necessary.
[0020] The CPU 51 is a calculation device that reads out programs and data from storage devices such as the ROM 53 and the HDD 58 onto the RAM 52, and executes various processes based on the read programs and data, thereby achieving overall control and functionality of the computer.
[0021] The RAM 52 is an example of a volatile semiconductor memory (storage device) for temporarily storing programs and data, and is also used as a work area when the CPU 51 executes various processes.
[0022] The ROM 53 is an example of a non-volatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off. The ROM 53 stores programs and data such as the BIOS, OS settings, and network settings that are executed when the computer 50 is started.
[0023] The communication interface is an interface for connecting the computer 50 to the network N. This allows the computer 50 to perform data communication via the communication interface .
[0024] The input device 55 is a device used by a user or an administrator to input various signals. The input device 55 in this embodiment is, for example, an operation device such as a touch panel, operation keys or buttons, a keyboard, or a mouse.
[0025] The display device 56 is a device for displaying various information on a screen to a user or an administrator. The display device 56 in this embodiment is, for example, a liquid crystal or organic EL display.
[0026] The external interface 57 is an interface for connecting to an external device so as to enable data communication. This allows the computer 50 to read and / or write data from and to a recording medium via the external interface 57. The external device is, for example, a recording medium such as a flexible disk, a CD, a DVD, an SD memory card, or a USB memory.
[0027] The HDD 58 is an example of a non-volatile storage device that stores programs and data, such as the OS, which is the basic software that controls the entire computer, and applications that provide various functions on the OS.
[0028] Instead of the HDD 58, a drive device that uses a flash memory as a storage medium (for example, a solid-state drive (SSD)) may be used.
[0029] The client terminal 10 and the server device 20 according to this embodiment can realize various processes, which will be described later, by executing a program on the computer 50 having the above-mentioned hardware configuration.
[0030] <<Software configuration>> <Server device> 3 is a functional block diagram showing an example of the server device 20 according to the present embodiment. The server device 20 according to the present embodiment is realized by, for example, the functional blocks shown in FIG.
[0031] The server device 20 according to the present embodiment realizes a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.
[0032] The server control unit 200 has a function of executing various processes in the server device 20. The server control unit 200 in this embodiment includes a request processing unit 201 and an information management unit 202.
[0033] The request processing unit 201 receives a request from the client terminal 10, performs processing corresponding to the received request, and transmits the processing result, etc. to the client terminal 10 as a response.
[0034] The information management unit 202 stores various information about users who have played the game as user information in the user information storage unit 223. Furthermore, the information management unit 202 refers to and updates the user information etc. in response to a request from the request processing unit 201.
[0035] The server storage unit 220 has a function of storing various information in the server device 20. The server storage unit 220 in this embodiment includes a character information storage unit 221, a quest information storage unit 222, and a user information storage unit 223.
[0036] The character information storage unit 221 is an example of a content information storage unit, and stores character information (content information) related to characters as an example of content. The character information stored in the character information storage unit 221 is composed of various data shown below.
[0037] FIG. 4 is a configuration diagram showing an example of character information. The character information shown in FIG. 4 has items such as a character ID, a name, a rarity, a capability parameter, a skill, an evolved character, and a lottery probability. The character ID is information for uniquely identifying various characters. The name is information indicating the character name. The rarity is information indicating the rarity (rareness value) of the character. Here, one of a plurality of rarity levels is initially set. In this embodiment, five levels of rarity from "1" to "5" can be set. Note that the rarity level is not limited to five levels, and may be four levels or less, or six levels or more. The capability parameter is information indicating the capability possessed by the character. Here, capability values such as attack, defense, and HP are initially set. The skill (also referred to as "ability") is information indicating the special capability possessed by the character. This special capability includes a special capability that can respond to a quest gimmick. In this embodiment, a character that has a special capability that can respond to a quest gimmick becomes a character suitable for the quest. The evolved character is information indicating a character that is even stronger after evolution than before evolution. In this embodiment, the evolved character can be set in stages. For example, in the case of "character C" in the figure, "character C1" is set as the character after the first stage of evolution. It is also possible to set two characters, "character C1" and "character C2", branched from the common "character C", as the evolved characters of the first stage. In contrast, in the case of "character E" in the figure, "character E1" is set as the character after the first stage of evolution, and "character E2" is set as the character after the second stage of evolution. Here, the evolved character of the second stage is set to have higher skills and ability values than the evolved character of the first stage. The stages of evolution are not limited to two stages, and may be three or more stages. The lottery probability is information indicating the probability that a character will win a lottery game.
[0038] The quest information storage unit 222 is an example of a game stage information storage unit, and stores quest information (game stage information) related to quests as an example of a game stage. The quest information stored in the quest information storage unit 222 is composed of various data shown below.
[0039] FIG. 5 is a configuration diagram showing an example of quest information. The quest information shown in FIG. 5 has items such as a quest ID, a name, a gimmick, necessary points, a difficulty level, an enemy character, and an obtainable character. The quest ID is information for uniquely identifying a quest that is a unit of play. The name is information indicating the name of the quest. The gimmick is information indicating a mechanism for hindering the user in the quest. In this embodiment, a mechanism for reducing the HP of a character that touches a wall or the like is included as a gimmick. The necessary points is information indicating the number of game points (stamina) required to play the quest. The difficulty level is information indicating the ease of clearing the quest. The enemy character is information indicating a character that will be an opponent that appears in the quest among multiple characters set in the character information stored in the character information storage unit 221. The obtainable character is information indicating one or more characters that the user can obtain in the quest among multiple characters set in the character information stored in the character information storage unit 221. Note that the obtainable character and the enemy character of the quest may be the same character.
[0040] The user information storage unit 223 stores user information related to the user. The user information stored in the user information storage unit 223 is composed of various data items shown below.
[0041] FIG. 6 is a configuration diagram showing an example of user information. The user information shown in FIG. 6 has items such as a user ID, a name, a possessed character, a deck, and possessed points. The user ID is information for uniquely identifying a user. The name is information indicating a user name. The possessed character is information indicating one or more characters possessed by the user at the present time among the multiple characters set in the character information stored in the character information storage unit 221. Here, as shown in parentheses in the figure, various ability parameters (level, attack power, defense power, HP, etc.) of the possessed character at the present time are also set. The deck is information indicating multiple characters constituting the deck of the user. In this embodiment, it is also possible to set two or more decks in advance. The possessed points are information indicating the number of game points possessed by the user at the present time. The user can play the quest by consuming his / her own game points as many as the points required for the quest. It should be noted that the quest may be played without consuming game points.
[0042] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.
[0043] <Client terminal> 7 is a functional block diagram showing an example of the client terminal 10 according to the present embodiment. The client terminal 10 according to the present embodiment is realized by, for example, the functional blocks shown in FIG.
[0044] The client terminal 10 according to this embodiment realizes a client control unit 100, a client storage unit 120, a client communication unit 140, an operation input receiving unit 150, and a screen display unit 160 by executing a program.
[0045] The client control unit 100 has a function of executing various processes in the client terminal 10. The client control unit 100 includes a game control unit 101, a server access unit 102, and a display control unit 103.
[0046] The game control unit 101 controls the progress of various games. The game control unit 101 according to the present embodiment controls the progress of a battle game, a lottery game, a combination game, and the like, which will be described later, based on game operations received from a user by the client terminal 10. The game control unit 101 includes a battle unit 101A, a character assignment unit 101B, a training unit 101C, a stage determination unit 101D, and a deck determination unit 101E.
[0047] The match unit 101A controls a match between characters who will be opponents against each other. The match unit 101A according to the present embodiment determines the outcome of the match between the characters who will be opponents against each other based on various parameters and the like possessed by each character included in the deck.
[0048] The character assigning unit 101B assigns to the user a character set in the character information stored in the character information storage unit 221. The character assigning unit 101B according to this embodiment assigns one or more characters to the user through a fighting game, a lottery game, or the like. That is, the user can acquire a character by playing a fighting game, a lottery game, or the like.
[0049] The training unit 101C trains characters owned by the user. The training performed by the training unit 101C includes increasing (strengthening) the parameters (ability parameters, etc.) of the characters, and changing (evolving) the characters into characters with higher parameters (ability parameters, etc.) or rarity (stronger characters) or characters with new skills. The training unit 101C includes an evolution unit that trains characters by evolving them, and a synthesis unit that trains characters by synthesizing them.
[0050] The evolution unit evolves the character owned by the user into a stronger character. The evolution unit according to this embodiment does not allow the user to possess (non-possess) the pre-evolved character owned by the user when the evolution condition is satisfied, but instead allows the user to possess the evolved character. The evolution condition according to this embodiment is, for example, that the evolution parameter set for the pre-evolved character reaches a maximum value. Note that the evolution condition is not limited to this, and may be, for example, that all characters to be pre-set synthesis materials are obtained in a battle game or a lottery game, and all of them are synthesized with the pre-evolved character (the character to be synthesized). In addition, the evolution unit according to this embodiment can evolve the character owned by the user in stages. For example, after the first stage of evolution is performed when the evolution condition is satisfied for the pre-evolved character owned by the user, the second stage of evolution is performed when the evolution condition is satisfied for the character evolved after the first stage.
[0051] The synthesis unit enhances one character by synthesizing the other character with one of the multiple characters owned by the user, at the expense of sacrificing (making the other character not owned). For example, the synthesis unit according to this embodiment increases the maximum value of the ability parameter set for the original character step by step each time the same character as the original character is synthesized as a synthesis material character. At this time, the synthesis material character becomes a character not owned by the user (i.e., is sacrificed).
[0052] The stage determination unit 101D determines the game stage that the user will play based on the user's operation on the stage screen (also referred to as the "stage selection screen"). The stage determination unit 101D according to this embodiment determines the quest that the user will play next by the user selecting one of the quests from multiple quests displayed on the quest screen (also referred to as the "quest selection screen"). It is also possible to automatically determine the quest without relying on the user's selection operation.
[0053] The deck determination unit 101E determines the deck that the user will use when playing the game in the game stage based on the user's operation on the deck screen (also called the "deck selection screen" or "deck composition screen") to which the user proceeds from the stage screen after the game stage has been determined. The deck determination unit 101E according to this embodiment determines the deck that the user will use when playing the game by creating a deck using multiple characters selected by the user on the deck screen. It is also possible to determine the deck automatically without relying on the user's selection operation.
[0054] When access to the server device 20 becomes necessary during various processes executed by the game control unit 101 or the display control unit 103, the server access unit 102 sends various processing requests to the server device 20 and receives processing results, etc. from the server device 20 as a response.
[0055] The display control unit 103 controls the screen display of the client terminal 10 according to the progress of various games, etc. The display control unit 103 according to the present embodiment controls the screen display of the client terminal 10 by generating data of various screens according to the progress of a competitive game or a lottery game controlled by the game control unit 101, for example.
[0056] The operation input receiving unit 150 receives operation input from a user who operates the client terminal 10. The client storage unit 120 stores installed applications (game apps, etc.) and various programs and data required in the client terminal 10 (for example, character information, quest information, user information, etc., similar to the server device 20). That is, the client storage unit 120 also functions as a character information storage unit, a quest information storage unit, and a user information storage unit. The client communication unit 140 communicates with the server device 20. The screen display unit 160 displays the screen of the client terminal 10 under the control of the display control unit 103.
[0057] As described above, in the information processing system 1 according to this embodiment, game control and display control are performed in the client terminal 10, but they may also be performed by the server device 20. Specifically, at least one of the game control unit and the display control unit may be configured not to be provided in the client control unit 100 of the client terminal 10, but to be provided in the server control unit 200 of the server device 20.
[0058] Also, the client control unit 100 of the client terminal 10 may be of a browser type, which receives page data written in HTML (Hyper Text Markup Language) or the like and scripts included in the page data from the server device 20 and performs processing related to the game. Also, the client control unit 100 of the client terminal 10 may be of an application type, which performs processing related to the game based on an installed application. Fig. 7 shows the application type as an example.
[0059] <<System Overview>> Here, an overview of the information processing system 1 in this embodiment will be described. The information processing system 1 in this embodiment includes at least a fighting game, a lottery game, and a combination game.
[0060] The battle game in this embodiment is a game in which an enemy character appears against a deck made up of a plurality of characters, and the enemy character that appears is pitted against each of the characters making up the deck.
[0061] In this battle game, multiple quests (game stages) are set for each predetermined period, with the objective of defeating enemy characters, etc. A user can create a deck (also called "organize") using characters and other items that he or she owns, and select one of the quests that can be played during the current period to battle against an enemy character. When a user clears the selected quest, he or she can acquire the character that is available for acquisition and that is associated with that quest.
[0062] In the battle game of this embodiment, a user who wants to acquire a desired character selects a quest in which the desired character can be acquired from a plurality of quests displayed in a list on a quest screen, and the quest that the user will challenge is determined. After the quest is determined, the screen moves from the quest screen to a deck screen, and the user can determine the deck to be used in the determined quest by incorporating the characters owned by the user, which are displayed in a list on the deck screen, into the deck. After the deck is determined, the screen moves from the deck screen to a game play screen, and the user can challenge the quest using the deck.
[0063] In this embodiment, when the user advances to the deck screen after the quest is determined and realizes that the possessed character that the user wishes to incorporate into the deck (possessed character to be incorporated into the deck) is not yet developed, the user can advance from the deck screen to the development screen. Therefore, there is no need to cancel the quest determination once and advance from the menu screen to the development screen, and the user can develop the character that is not yet developed without much effort. Furthermore, after developing the character, the user can return directly to the deck screen after the quest is determined without having to advance from the menu screen to the quest screen again. Therefore, the user can quickly return to the deck screen after the quest is determined, incorporate the developed character into the deck, determine his / her own deck, and advance to the game play screen, thereby reducing the user's operational burden.
[0064] <<System Operation>> Before describing the screen transitions in this embodiment, the screen transitions in a comparative example will be described with reference to FIGS.
[0065] <Comparative Example> The display control unit 103 of the client terminal 10 displays the menu screen 500 shown in FIG.
[0066] FIG. 8 is an image diagram showing an example of a menu screen 500. This menu screen 500 displays a list of selection items such as "Event Quest," "Character Development," and "Character Selling." For example, when "Event Quest" is selected by the user, the menu screen proceeds to a quest screen. On the quest screen, the user can select the quest to challenge. When "Character Development" is selected, the menu screen proceeds to a development screen. On the development screen, the user can develop the character he or she owns. When "Character Selling" is selected, the menu screen proceeds to a selling screen. On the selling screen, the user can sell (not own) the character he or she owns. Here, the explanation will be continued assuming that "Event Quest" has been selected by the user.
[0067] Next, when the user selects "EVENT QUEST" on the menu screen 500, the display control unit 103 of the client terminal 10 displays a quest screen 510 shown in FIG.
[0068] 9 is an image diagram showing an example of a quest screen 510. A list of multiple playable quests 511 is displayed on this quest screen 510. Acquirable characters 512 are displayed in association with each of the multiple quests 511. This allows the user to select a quest in which the user can acquire a desired character. Also displayed on the quest screen 510 are an operation button 513 for returning to the menu screen 500 and an operation button 514 for proceeding to the next screen.
[0069] Next, when the user selects any one of the quests 511 on the quest screen 510 and then selects the operation button 514, the display control unit 103 of the client terminal 10 displays the deck screen 520 shown in FIG.
[0070] 10 is an image diagram showing an example of deck screen 520. Deck screen 520 includes deck display area 521, possessed character display area 522, operation button 523 for returning to menu screen 500, and operation button 524 for starting a battle. Deck display area 521 displays a deck composed of possessed characters selected by the user from the plurality of possessed characters displayed in possessed character display area 522. By selecting operation button 524, the user can start a battle play in a quest selected on quest screen 510 using the deck displayed in deck display area 521.
[0071] Here, when a user who has viewed the deck screen 520 after the quest has been determined tries to select a character to be incorporated into the deck displayed in the deck display area 521 from among the multiple characters displayed in the character display area 522, the user may notice that the character is not yet fully developed. In this case, even if the user wishes to immediately develop the character, the user cannot proceed from the deck screen to the development screen. Therefore, the user must select the operation button 523 to cancel the selection of the quest once and return to the menu screen 500, and select "character development" to proceed to the development screen. In this way, even if the user has started the operation from the menu screen and determined the quest, returning to the menu screen again to perform the operation is a cumbersome operation for the user before starting play.
[0072] Then, when the user selects "Character Development" on the returned menu screen 500, the display control unit 103 of the client terminal 10 displays the development screen 530 shown in FIG.
[0073] 11 is an image diagram showing an example of the training screen 530. This training screen 530 includes a training character display area 531, a possessed character display area 532, an operation button 533 for returning to the menu screen 500, and an operation button 534 for starting training. In the training character display area 531, a possessed character to be used as a synthesis source (a possessed character to be trained) and a possessed character to be used as a synthesis material selected by the user from among the multiple possessed characters displayed in the possessed character display area 532 are displayed. By selecting the operation button 534, the user can start training the possessed character to be used as a synthesis source displayed in the training character display area 531.
[0074] Next, when the operation button 534 is selected on the training screen 530, and training of the possessed character that has not yet been trained is completed, the display control unit 103 of the client terminal 10 displays the training screen 540 shown in FIG.
[0075] 12 is an image diagram showing an example of the training screen 540. This training screen 540 includes a trained character display area 541 in which the trained character is displayed, and an operation button 542 for returning to the menu screen 500.
[0076] After that, when the user has completed training on this training screen 540, they must select the operation button 542 to return to the menu screen 500 again, and then select "Event Quest" to proceed to the quest screen 510 shown in Fig. 9 in order to select the canceled quest again. This operation of repeatedly selecting the same quest is cumbersome for the user before starting to play.
[0077] Then, when the user selects "Event Quest" on the returned menu screen 500, the display control unit 103 of the client terminal 10 displays the quest screen 510 shown in FIG.
[0078] Next, when the user selects the same quest 511 as the quest that was canceled on the quest screen 510 and then selects the operation button 514, the display control unit 103 of the client terminal 10 displays the deck screen 520 shown in Figure 10 again on the screen display unit 160.
[0079] Now that the user can finally return to deck screen 520 after the quest has been decided, he or she can select a character that has been completed with training on training screen 540 from among the multiple characters displayed in owned character display area 522, and incorporate it into the deck displayed in deck display area 521.
[0080] As described above, in the screen transition of the comparative example, even if a user who has seen the deck screen (deck screen 520) after the quest has been determined notices that the character he / she plans to include in the deck is not yet developed, he / she cannot proceed from the deck screen after the quest has been determined to the development screen (development screen 530). Therefore, the user must cancel the quest determination once, return to the selection menu (menu screen 500), proceed to the development screen from the selection menu and develop the character that is not yet developed. Furthermore, after completing development of the character that is not yet developed, the user must return to the selection menu again, proceed to the quest screen (quest screen 510) from the selection menu and decide on the same quest again. As a result, it was bothersome for the user who performs operations before starting play.
[0081] <Present embodiment> Next, the screen transition of this embodiment will be described with reference to Fig. 13 and Fig. 14. In the screen transition of this embodiment, as in the comparative example, a case will be described in which the user selects "Event Quest" on the menu screen 500 shown in Fig. 8 and proceeds to the quest screen 510 shown in Fig. 9.
[0082] First, when the user performs a selection operation of "event quest" on the menu screen 500 shown in FIG. 8, the display control unit 103 of the client terminal 10 displays a quest screen 510 shown in FIG.
[0083] Specifically, when such a selection operation is performed by the user, the display control unit 103 of the client terminal 10 requests the server access unit 102 to execute an access process. When the server access unit 102 of the client terminal 10 is requested to execute an access process by the display control unit 103, the server access unit 102 transmits a request for transmitting quest information to the server device 20.
[0084] When the request processing unit 201 of the server device 20 accepts the request, it requests the information management unit 202 to execute a data acquisition process. When the information management unit 202 of the server device 20 is requested to execute a data acquisition process by the request processing unit 201, it acquires the quest information stored in the quest information storage unit 222. The request processing unit 201 transmits the information acquired by the information management unit 202 to the client terminal 10. Thereafter, the display control unit 103 of the client terminal 10 receives the information transmitted from the server device 20 and stores it in the client storage unit 120, and performs control for generating a quest screen 510 displaying a list of multiple playable quests 511 based on the received information and displaying it on the screen display unit 160.
[0085] Next, when the user selects one of the quests 511 and then selects the operation button 514 while this quest screen 510 is being displayed on the screen display unit 160, the stage determination unit 101D of the client terminal 10 determines the selected quest 511 as the quest that the user is going to play. In other words, the stage determination unit 101D of the client terminal 10 sets the selected quest 511 as the quest that the user is going to play in the user information of the user stored in the client storage unit 120 as a quest that the user is going to play due to the user selecting one of the quests 511.
[0086] Next, when the quest to be played by the user is determined, the display control unit 103 of the client terminal 10 displays the deck screen 520 shown in FIG.
[0087] Specifically, when such a selection operation is performed by the user, the display control unit 103 of the client terminal 10 requests the server access unit 102 to execute an access process. When the server access unit 102 of the client terminal 10 is requested to execute an access process by the display control unit 103, the server access unit 102 transmits a request for transmitting user information to the server device 20.
[0088] When the request processing unit 201 of the server device 20 accepts the request, it requests the information management unit 202 to execute data acquisition processing. When the information management unit 202 of the server device 20 is requested to execute data acquisition processing by the request processing unit 201, it refers to the user information stored in the user information storage unit 223 and acquires user information including the user's possessed characters and deck. The request processing unit 201 transmits the information acquired by the information management unit 202 to the client terminal 10. Thereafter, the display control unit 103 of the client terminal 10 receives the information transmitted from the server device 20 and stores it in the client storage unit 120, and performs control to generate a deck screen 520 displaying the user's deck and possessed characters based on the received information and display it on the screen display unit 160.
[0089] Next, when the deck screen 520 is displayed on the screen display unit 160 and a user selects a possessed character displayed in the deck display area 521 or the possessed character display area 522, the display control unit 103 of the client terminal 10 displays a details screen 550 of the selected possessed character on the screen display unit 160.
[0090] This detail screen 550 is a screen transitioned to from the deck screen 520, but is a part of the deck screen 520. Note that the detail screen 550 can be integrated by being displayed on top of the deck screen 520 to be used as the entire deck screen.
[0091] 13 is an image diagram showing an example of a details screen 550. This details screen 550 includes a selected character display area 551, a character information display area 552, an operation button 553 for returning to the deck screen 520, and an operation button 554 for training a possessed character. A possessed character selected by the user from the possessed characters displayed in the deck display area 521 or possessed character display area 522 of the deck screen 520 is displayed in the selected character display area 551. Character information (current ability value, skill, etc.) regarding the possessed character displayed in the selected character display area 551 is displayed in the character information display area 552.
[0092] In this embodiment, if a user who views detail screen 550 (i.e., a user who views the deck screen after a quest has been determined) wishes to incorporate a possessed character displayed in selected character display area 551 into the deck, but realizes that the possessed character needs to be trained, the possessed character that needs training can be immediately trained by selecting operation button 554.
[0093] That is, when the user selects the operation button 554 on the details screen 550, the display control unit 103 of the client terminal 10 displays the development screen 530 shown in FIG.
[0094] In this way, since it is possible to proceed from the details screen 550 (i.e., the deck screen after the quest is decided) to the training screen 530, it is not necessary to cancel the selection of the quest once and return to the menu screen 500 as in the screen transition in the comparative example. Therefore, it is possible to free the user from the troublesome operation such as the screen transition in the comparative example.
[0095] Next, when the operation button 534 is selected on the training screen 530 to complete training of the owned character that has not yet been trained, the display control unit 103 of the client terminal 10 displays the training screen 560 shown in FIG.
[0096] 14 is an image diagram showing an example of the training screen 560. This training screen 560 includes a trained character display area 561 in which the trained character is displayed, and an operation button 562 for returning to the deck screen 520.
[0097] After that, the user who has completed training on this training screen 560 can immediately return to the deck screen 520 after the quest is decided by selecting the operation button 562, so there is no need to return to the menu screen 500 again as in the screen transition in the comparative example, and proceed to the quest screen 510 to select the canceled quest again. Therefore, it is possible to free the user from the troublesome operations such as the screen transition in the comparative example.
[0098] Next, when the user selects the operation button 562 on the development screen 560, the display control unit 103 of the client terminal 10 displays the deck screen 520 shown in FIG.
[0099] In this way, since the user can immediately return to deck screen 520 after the quest has been determined, the user can select a character that has been completed with training on training screen 560 from among the multiple characters displayed in owned character display area 522, and incorporate it into the deck displayed in deck display area 521.
[0100] Next, when this deck screen 520 is displayed on the screen display unit 160, all of the possessed characters that make up the deck are arranged in the deck display area 521, and when the operation button 524 is selected, the deck determination unit 101E of the client terminal 10 determines the deck arranged in the deck display area 521 as the deck to be used in the quest that the user is about to play. In other words, the deck determination unit 101E of the client terminal 10 sets the possessed characters that make up the deck selected by the user in the user information of the user stored in the client storage unit 120 as the deck to be used in the quest that the user is about to play.
[0101] As described above, in the screen transition of this embodiment, when a user who has seen the deck screen (detail screen 550) after the quest is determined notices that the character he / she plans to incorporate into the deck is not yet developed, he / she can proceed directly (without going through a selection menu) from the deck screen after the quest is determined to the development screen (development screen 530). Therefore, unlike the screen transition of the comparative example, it is not necessary to cancel the quest decision once, return to the selection menu (menu screen 500), and proceed to the development screen from the selection menu to develop the character he / she has not yet developed, which can free the user from bothersome operations. Furthermore, after completing development of the character he / she has not yet developed, he / she can return directly (without going through a selection menu) to the deck screen after the quest is determined. Therefore, unlike the screen transition of the comparative example, it is not necessary to return to the selection menu again, proceed to the quest screen (quest screen 510) from the selection menu to decide the same quest again, which can further reduce the user's operational burden.
[0102] <Variation 1> In the screen transition of this embodiment, as described above, the case where the player advances from the deck screen 520 to the development screen 530 via the details screen 550 has been described. In this case, the deck screen 520 and the details screen 550 are regarded as one deck screen after the quest is determined, and the player can advance directly from the deck screen to the development screen, but the details screen 550 can also be omitted.
[0103] For example, when any one of the quests 511 is selected on the quest screen 510 shown in FIG. 9 and the operation button 514 is selected, the display control unit 103 of the client terminal 10 can display the deck screen 570 shown in FIG. 15 on the screen display unit 160.
[0104] 15 is an image diagram showing an example of a deck screen 570. This deck screen 570 includes a deck display area 571, a possessed character display area 572, an operation button 573 for returning to the menu screen 500, an operation button 574 for training the possessed character, and an operation button 575 for starting a battle. This deck display area 571 displays a deck consisting of possessed characters selected by the user from the multiple possessed characters displayed in the possessed character display area 572.
[0105] In variant example 1, if a user looks at deck screen 570 after a quest has been determined and wishes to incorporate a possessed character displayed in possessed character display area 572 into the deck displayed in deck display area 571, but realizes that the possessed character needs further development, the user can select operation button 574 to immediately develop the possessed character that needs further development.
[0106] That is, when the user selects the operation button 574 on the deck screen 570 after the quest is determined, the display control unit 103 of the client terminal 10 displays the training screen 530 shown in FIG.
[0107] In this way, since it is possible to proceed from the deck screen 570 after the quest is determined to the training screen 530, there is no need to cancel the selection of the quest and return to the menu screen 500 as in the screen transition in the comparative example. Therefore, it is possible to free the user from the troublesome operation of the screen transition in the comparative example.
[0108] Next, when the operation button 534 is selected on the training screen 530 to complete training of the owned character that has not yet been trained, the display control unit 103 of the client terminal 10 displays the training screen 560 shown in FIG.
[0109] After that, the user who has completed training on this training screen 560 can immediately return to the deck screen 570 after the quest is decided by selecting the operation button 562, so there is no need to return to the menu screen 500 again as in the screen transition in the comparative example, and proceed to the quest screen 510 to select the canceled quest again. Therefore, it is possible to free the user from the troublesome operations such as the screen transition in the comparative example.
[0110] Next, when the user selects the operation button 562 on the development screen 560, the display control unit 103 of the client terminal 10 displays the deck screen 570 shown in FIG.
[0111] In this way, since it is possible to immediately return to deck screen 570 after the quest has been determined, the user can select a character that has been completed with training on training screen 560 from among the multiple characters displayed in owned character display area 572, and incorporate it into the deck displayed in deck display area 571.
[0112] <Variation 2> As in the screen transition of this embodiment, when proceeding from deck screen 520 after determining a quest to development screen 530 via detail screen 550, or when proceeding from deck screen 570 after determining a quest to development screen 530 as in variant example 1, it is also possible to proceed from development screen 530 to a screen that further supports development (for example, an exchange screen).
[0113] For example, when the operation button 554 is selected on the details screen 550 shown in FIG. 13, or when the operation button 574 is selected on the deck screen 570 shown in FIG. 15, the display control unit 103 of the client terminal 10 can also display the development screen 580 shown in FIG. 16 on the screen display unit 160.
[0114] 16 is an image diagram showing an example of a training screen 580. This training screen 580 includes a training character display area 581, a possessed character display area 582, an operation button 583 for returning to the menu screen 500, an operation button 584 for starting training, and an operation button 585 for exchanging characters.
[0115] In variant example 2, if a user looking at training screen 580 notices that using the owned characters displayed in owned character display area 582 as synthesis materials to train the owned character to be trained (the owned character to be trained) displayed in training character display area 581 as a synthesis source is not enough, then by selecting operation button 585 the user can immediately obtain characters that will serve as the synthesis materials to make up the shortfall.
[0116] That is, when the operation button 585 is selected by the user on the development screen 580, the display control unit 103 of the client terminal 10 displays the exchange screen 590 shown in FIG.
[0117] 17 is an image diagram showing an example of an exchange screen 590. This exchange screen 590 includes an exchange character display area 591 and an operation button 592 for returning to the training screen 580. This exchange character display area 591 displays exchange characters that can be used as synthesis materials, as well as the number of game points (game points that can be acquired by selling a possessed character, etc.) required to obtain the exchange character. A user can obtain an exchange character by exchanging it for the game points that he or she possesses.
[0118] In this way, since it is possible to proceed from the training screen 580 to the exchange screen 590, the training of the possessed character to be trained can be performed quickly, and it is not necessary to cancel the selection of the quest once, return to the menu screen 500, and then proceed to the exchange screen 590. Therefore, it is possible to free the user from troublesome operations.
[0119] Next, when the operation button 592 is selected after the exchange character is obtained on the exchange screen 590, the display control unit 103 of the client terminal 10 displays the breeding screen 580 shown in FIG.
[0120] In this way, the user can instantly return to the training screen 580, and therefore can select the character obtained on the exchange screen 590 as a synthesis material from among the multiple owned characters displayed in the owned character display area 582, and sufficiently strengthen the owned character to be used as the source of synthesis, displayed in the training character display area 581.
[0121] ===Other embodiments=== The above-described embodiments are provided to facilitate understanding of the present invention, and are not intended to limit the present invention. The present invention may be modified or improved without departing from the spirit of the present invention, and equivalents thereof are also included in the present invention. In particular, the following embodiments are also included in the present invention.
[0122] <Deck screen> In the above-described embodiment, it is also possible to distinguish between possessed characters that can be trained and possessed characters that cannot be trained (including possessed characters that have already been trained) on deck screen 520 shown in FIG. 10 and deck screen 570 shown in FIG.
[0123] For example, when any one of the quests 511 is selected on the quest screen 510 shown in FIG. 9 and the operation button 514 is selected, the display control unit 103 of the client terminal 10 can display the deck screen 570 shown in FIG. 18 on the screen display unit 160.
[0124] Fig. 18 is an image diagram showing another example of the deck screen 570. This deck screen 570 has the same configuration as the deck screen 570 shown in Fig. 15, but in the possessed character display area 572, possessed characters that can be trained and possessed characters that cannot be trained are displayed in a distinguished manner. Here, a mark 576 indicating that the possessed characters can be trained is displayed in association with the possessed characters that can be trained.
[0125] That is, when displaying the deck screen 570 shown in Fig. 18, the display control unit 103 of the client terminal 10 refers to the user information stored in the client storage unit 120, and extracts from the characters owned by the user those characters for which the evolution conditions are met but which have not yet evolved. Then, "evolveable" is displayed in association with the extracted characters owned, and nothing is displayed for the other characters owned. This allows the user who views the deck screen 570 to easily recognize whether or not the characters owned to be incorporated into the deck can be developed.
[0126] In addition, in the above-mentioned embodiment, on deck screen 520 shown in FIG. 10 and deck screen 570 shown in FIG. 15, not only are possessed characters that can be trained and possessed characters that cannot be trained displayed separately, but it is also possible to display the highest evolution stage that a character can reach through training (the upper limit is two stages).
[0127] For example, when any one of the quests 511 is selected on the quest screen 510 shown in FIG. 9 and the operation button 514 is selected, the display control unit 103 of the client terminal 10 can display the deck screen 570 shown in FIG. 19 on the screen display unit 160.
[0128] Fig. 19 is an image diagram showing another example of the deck screen 570. This deck screen 570 has the same configuration as the deck screen 570 shown in Fig. 15, but in the possessed character display area 572, not only are possessed characters that can be trained and possessed characters that cannot be trained displayed separately, but also a mark 577 is displayed indicating to what stage the possessed characters that can be trained can be trained.
[0129] That is, when displaying the deck screen 570 shown in FIG. 19, the display control unit 103 of the client terminal 10 refers to the user information stored in the client storage unit 120, and extracts from the user's characters those characters for which the first stage evolution condition is met but which have not yet evolved. In association with the extracted characters, a display of "Evolution 1 possible" is performed, indicating that one of two stages of evolution is possible. In addition, referring to the user information stored in the client storage unit 120, the user's characters are extracted from the user's characters after the first stage of evolution. Then, from the extracted characters after the first stage of evolution, a character is extracted from the user's characters before evolution, for which the second stage evolution condition is met but which has not yet evolved. In association with the extracted characters, a display of "Evolution 2 possible" is performed, indicating that two of two stages of evolution are possible. Also, by referring to the user information stored in the client storage unit 120, the system extracts from the user's owned characters those characters that meet not only the first stage evolution conditions but also the second stage evolution conditions (for example, not only do they have all the synthesis materials necessary for the first stage evolution, but they also have all the synthesis materials necessary for the second stage evolution) but have not yet evolved. In association with the extracted owned characters, a display of "2nd evolution possible" is displayed, indicating that evolution to two of the two stages is possible. This allows the user who views this deck screen 570 to easily recognize to what stage the owned characters to be incorporated into the deck can evolve through training.
[0130] It is also possible to display in advance the maximum value of the ability parameter that can be set for the possessed character after evolution through training, in association with the possessed character that can be trained (for example, displaying "maximum HP after evolution: 10,000"). Furthermore, in this case, it is also possible to display the possessed characters that can be trained in the possessed character display area 572 in an order based on the ability parameter after evolution through training. This allows the user viewing the deck screen 570 to preferentially select and train the possessed characters that have, for example, high HP after evolution through training, and after training, it becomes possible to incorporate the evolved possessed characters with high HP into the deck.
[0131] It is also possible to display in advance the maximum value of the ability parameter that can be set for the possessed character after strengthening through training, in association with the possessed character that can be trained (for example, displaying "maximum HP after strengthening: 5000"). Furthermore, in this case, it is also possible to display the possessed characters that can be trained in the possessed character display area 572 in an order based on the ability parameters after strengthening through training. This allows the user viewing the deck screen 570 to preferentially select and train the possessed characters with high HP after strengthening through training, for example, and after training, it becomes possible to incorporate the possessed characters with high HP into the deck.
[0132] It is also possible to display in advance the skills to be set for the evolved characters by training in association with the trainable possessed characters. Furthermore, in this case, it is also possible to display the trainable characters in the possessed character display area 572 by the type of skill to be set for the evolved characters by training. It is also possible to display only the trainable possessed characters in the possessed character display area 572, whose skills to be set for the evolved characters by training match the skills that can be used for the gimmick of the quest selected on the quest screen. In addition, when there are multiple types of skills that can be used for the gimmick of the quest selected on the quest screen, it is also possible to display the trainable characters by the type of skill. For example, it is also possible to display them in the order of the skills that are more effective for the gimmick of the quest selected on the quest screen. This allows the user who has viewed the deck screen 570 to preferentially select and train the possessed characters that will have skills suitable for the quest by training, and after training, it is possible to incorporate the evolved possessed characters having skills suitable for the quest into the deck.
[0133] In addition, in the above-mentioned embodiment, if it is determined on the deck screen after a quest has been decided that the skills possessed by a character will change due to training, causing the character to lose a skill that can be used to deal with a quest gimmick, it is also possible to notify the user of this in advance.
[0134] That is, when displaying a deck screen after the quest is determined (detail screen 550 shown in FIG. 13 or deck screen 570 shown in FIG. 15, FIG. 18, and FIG. 19) by referring to the character information, quest information, and user information stored in the client storage unit 120, the display control unit 103 of the client terminal 10 judges whether or not a skill that can handle the gimmick of the quest selected on the quest screen (i.e., a skill suitable for the quest) will be lost as a result of the trainable possessed character becoming an evolved character through training. If it is judged that a skill suitable for the quest will be lost, a notice to that effect is displayed in association with the trainable possessed character on the deck screen after the quest is determined (detail screen 550 shown in FIG. 13 or deck screen 570 shown in FIG. 15, FIG. 18, and FIG. 19) (for example, "Skill A suitable for the quest will be lost due to evolution" or the like).
[0135] In addition, if it is determined that the skills of the possessed character will change due to training, and the character will lose the skills that can handle the quest gimmick, it is also possible to restrict the user from proceeding from the deck screen after the quest is decided to the training screen. For example, it is also possible to prevent the user from selecting the operation button for training the possessed character on the details screen 550 shown in Fig. 13 or the deck screen 570 shown in Fig. 15, or to not display the operation button itself.
[0136] This reduces the risk of losing skills suitable for the quest selected on the quest screen by proceeding from the deck screen after deciding on a quest to the training screen and training a possessed character.
[0137] <Rental screen> In the above embodiment, an example was given of a case where the user can immediately proceed from the deck screen after the quest has been determined to the training screen, but similarly, it is also possible to immediately proceed from the deck screen after the quest has been determined to the rental screen. In this case, the rental screen to which the user proceeds from the deck screen after the quest has been determined displays a list of characters owned by other users. When the user selects one of the characters owned by other users on the rental screen, it is determined to be the rental character that the user has borrowed. In addition, after the rental character has been determined, it is also possible to immediately return from the rental screen to the deck screen after the quest has been determined. In this case, the user can immediately incorporate the rental character into his or her own deck on the deck screen after the quest has been determined to which the user has returned.
[0138] <Support page> In the above embodiment, it is also possible to proceed from the quest screen 510 to the deck screen 520 or the deck screen 570 via a support screen (helper selection screen) for the user to select a support character (for example, a helper) to appear in the fighting game. Note that the deck screen 520 or the deck screen 570 in this case is also a deck screen after the quest is determined (a deck screen advanced to from the quest screen).
[0139] <Contents> In the above embodiment, the content is a character set in the character information, but the content is not limited to this. For example, the content may be an item, a card, a figure, an avatar, an icon, or the like. [Explanation of symbols]
[0140] 1. Information Processing Systems 10 Client Terminal 20 Server equipment 50 Computer 51 CPU 52 RAM 53 ROM 54 Communication Interface 55 Input Devices 56 Display device 57 External Interface 58 HDD 100 Client control section 101 Game control unit 101A Battle Club 101B Character assignment section 101C Development Department 101D Stage Decision Section 101E Deck Decision Section 102 Server Access Section 103 Display control unit 120 Client Memory 140 Client Communication Section 150 Operation input reception unit 160 Screen display section 200 Server control unit 201 Request processing unit 202 Information Management Department 220 Server memory 221 Character information storage unit 222 Quest information storage unit 223 User information storage unit 240 Server Communication Department 500 Menu screen 510 Quest Screen 511 Quest 512 available characters 513 Operation button 514 Operation button 520 Deck Screen 521 Deck display area 522 Owned character display area 523 Operation button 524 Operation Button 530 Training Screen 531 Character Development Display Area 532 Owned character display area 533 Operation button 534 Operation Button 540 Training Screen 541 Character display area after training 542 Operation button 550 Details screen 551 Selected character display area 552 Character information display area 553 Operation button 554 Operation button 560 Training Screen 561 Character display area after training 562 Operation button 570 Deck Screen 571 Deck display area 572 Owned character display area 573 Operation button 574 Operation Button 575 Operation Button 576 marks 577 marks 580 Training Screen 581 Character display area 582 Owned character display area 583 Operation button 584 Operation Button 585 Operation Button 590 Exchange screen 591 Exchange character display area 592 Operation button B Bus Line N Network
Claims
1. A computer, a quest screen is displayed for allowing a user to determine, through an operation of the user, a quest to be played from among a plurality of quests, each having a set gimmick; a deck screen is displayed for allowing a user to determine, through an operation of the user, a deck incorporating a character to be used by the user when playing the determined quest; a training screen is displayed for training a character of the user that can be incorporated into the deck before the deck is determined through an operation of the user, and then the display returns from the training screen to the deck screen after the user's character has been trained; On the deck screen, the user's characters incorporated into the deck and the user's characters that can be incorporated into the deck are displayed, and in the display of the user's characters that can be incorporated into the deck, characters that can be developed and evolved into characters having an ability that can respond to the gimmick set in the determined quest are displayed by narrowing down the characters of the user. A program characterized by:
2. The display control means, when the user selects a character that can be developed in the display of the user's characters that can be incorporated into a deck, displays a detailed screen of the selected character that can be developed.
2. The program according to claim 1 .
3. On the detail screen, an image of the trainable character, detailed information including the ability values of the trainable character, an operation button for proceeding to the training screen for training the trainable character, and an operation button for returning to the deck screen are displayed.
3. The program according to claim 2 .
4. The display control means displays a screen to advance from the quest screen to a support screen for determining a helper character that will support the user when playing the determined quest, and then displays a screen to advance from the support screen to the deck screen. The program according to any one of claims 1 to 3.
5. The gimmick set in the quest includes a mechanism that reduces a parameter set for the user's character when the user's character touches a wall that obstructs the quest.
5. The program according to claim 1, wherein the program is a program for performing ....
6. On the quest screen, each of the plurality of quests is displayed as a selection candidate, and a character that the user can acquire is displayed corresponding to each of the quests. The program according to any one of claims 1 to 5.
7. In each of the plurality of quests, a character that the user can acquire is set, and an enemy character that the user will face is set, and among the plurality of quests, a quest is included in which a character that is the same as an acquireable character is set as an enemy character. The program according to any one of claims 1 to 6.
8. The plurality of quests, each having a gimmick set thereto, are set so that the user can play them at predetermined intervals. A program according to any one of claims 1 to 7.
9. The computer, a training means for changing the trainable character into an evolved character having a higher ability value or rarity than the evolved character when the trainable character satisfies an evolution condition; The program according to any one of claims 1 to 8, characterized in that it functions as
10. The computer, a training means for changing the trainable character into an evolved character having a newly set ability to handle a gimmick when the trainable character satisfies an evolution condition; The program according to any one of claims 1 to 8, characterized in that it functions as
11. The computer, a training means for changing the character that can be trained into a first stage evolved character having a higher ability value or rarity than the character before the first stage evolution when the character satisfies a first stage evolution condition, and for changing the character after the first stage evolution into a second stage evolved character having a higher ability value or rarity than the character before the second stage evolution when the character after the first stage evolution satisfies a second stage evolution condition; The program according to any one of claims 1 to 8, characterized in that it functions as
12. The computer, a training means for enhancing a parameter set for the trainable character by combining the trainable character with another character of the user; The program according to any one of claims 1 to 11, characterized in that it functions as
13. The computer, an assigning means for assigning to the user a character acquired by the user clearing the quest, and making the character the user's character; The program according to any one of claims 1 to 12, characterized in that it functions as
14. The granting means grants one or more characters selected in a lottery game to the user, and makes the characters the user's characters.
14. The program according to claim 13 .
15. In the display of the user's characters that can be incorporated into the deck on the deck screen, each of the user's characters that are selection candidates is displayed, and includes the character of the user that has been assigned by the assigning means.
15. The program according to claim 13 or 14.
16. A computer comprising: displaying a quest screen for allowing a user to determine, through an operation of the user, a quest to be played from among a plurality of quests, each having a set gimmick; displaying a deck screen for allowing a user to determine, through an operation of the user, a deck incorporating a character to be used by the user when playing the determined quest; displaying a development screen for developing a character of the user that can be incorporated into the deck before the deck is determined through the operation of the user, and then executing display control processing for displaying a return from the development screen to the deck screen after the user's character has been developed; On the deck screen, the user's characters incorporated into the deck and the user's characters that can be incorporated into the deck are displayed, and in the display of the user's characters that can be incorporated into the deck, characters that can be developed and evolved into characters having an ability that can respond to the gimmick set in the determined quest are displayed by narrowing down the characters of the user.
23. An information processing method comprising:
17. A display control unit that displays a quest screen for allowing a user to determine, through a user's operation, a quest to play from a plurality of quests each having a set gimmick, displays a deck screen for allowing the user to determine, through a user's operation, a deck incorporating a character to be used by the user when playing the determined quest, displays a training screen for training the user's character that can be incorporated into the deck before the deck is determined through the user's operation, and then displays a screen returning from the training screen to the deck screen after the user's character has been trained; On the deck screen, the user's characters incorporated into the deck and the user's characters that can be incorporated into the deck are displayed, and in the display of the user's characters that can be incorporated into the deck, characters that can be developed and evolved into characters having an ability that can respond to the gimmick set in the determined quest are displayed by narrowing down the characters of the user.
23. An information processing apparatus comprising:
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