PROGRAM, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
The program and information processing system address the challenge of limited information access in games by enabling players to change specific information linked to their trained game media, reducing the need for repeated gameplay and maintaining player motivation.
Patent Information
- Application Number
- JP2023025597
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-02-21
- Publication Date
- 2025-04-30
- Estimated Expiration
- 2043-02-21
AI Technical Summary
In games that provide a training function for nurturing game media, players face limited opportunities for obtaining specific information once training is completed, leading to the need for repeated gameplay, which can cause motivation to dwindle, especially for players with insufficient time.
A program and information processing system that allows players to change specific information linked to a trained game medium based on training results, using a computer to determine the information, update parameters, and allow players to acquire and consume rights to change this information.
This solution reduces the burden on players by allowing them to change specific information linked to their game media without the need for repeated gameplay, thereby maintaining motivation and reducing time constraints.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an information processing system, and an information processing method for a game in which specific information is associated with game media. [Background technology]
[0002] Conventionally, games that provide a training function for training game media such as characters are known (see Patent Document 1). For example, in Patent Document 1, specific information is given to a character that has been trained according to the results of training the character, which is the game media to be trained, and the information can be used to train the next character. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7035123 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the game that provides the above-mentioned training function, since the opportunity to acquire specific information by completing training is limited, the player needs to repeatedly play the game using the training function until he / she acquires the specific information he / she desires. Therefore, for a player who does not have enough time to play the game, the need to repeatedly play the game can be a factor that causes him / her to lose motivation to continue playing the game.
[0005] The present invention has been made in consideration of the above circumstances, and an object of the present invention is to provide a program, an information processing system, and an information processing method that reduce the burden on a player of repeatedly playing a game. [Means for solving the problem]
[0006] (1) The present invention relates to a program for a game in which specific information linked to a developed game medium affects the capabilities of the game medium to be developed, the program causing a computer to function as a specific information determination unit that determines the specific information to be linked to the game medium based on the development results of the game medium, a parameter update unit that updates specific parameters when a game using the developed game medium is played, a change right acquisition control unit that makes it possible to acquire the right to change the specific information when the specific parameter satisfies a predetermined condition, and a specific information change unit that consumes the right to change the specific information to make it possible to change the specific information linked to the developed game medium.
[0007] (2) In the program of the present invention, the specific information change unit may make it possible to select, as the target for change, only the specific information belonging to a predetermined classification in an input interface for selecting the target for change of the specific information.
[0008] (3) In the program of the present invention, the specific information change unit may make the specific information that does not satisfy a change permission condition, even if the specific information belongs to the predetermined classification, unselectable in the input interface.
[0009] (4) The present invention relates to an information processing system for a game in which specific information linked to a developed game medium affects the capabilities of the game medium to be developed, the information processing system including: a specific information determination unit that determines the specific information to be linked to the game medium based on the development results of the game medium; a parameter update unit that updates specific parameters when a game using the developed game medium is played; a change right acquisition control unit that makes it possible to acquire the right to change the specific information when the specific parameter satisfies a predetermined condition; and a specific information change unit that makes it possible to change the specific information linked to the developed game medium by consuming the right to change the specific information.
[0010] (5) The present invention relates to an information processing method for a game in which specific information linked to a developed game medium affects the capabilities of the game medium to be developed, the information processing method comprising: a specific information determination step for determining the specific information to be linked to the game medium based on the development results of the game medium; a parameter update step for updating specific parameters when a game using the developed game medium is played; a change right acquisition control step for making it possible to acquire the right to change the specific information when the specific parameter satisfies a predetermined condition; and a specific information change step for consuming the right to change the specific information to make it possible to change the specific information linked to the developed game medium.
[0011] In the above-described program, information processing system, and information processing method of the present invention, the specific information linked to the results of the development of the game medium can be changed on the condition that a change right is consumed, thereby reducing the burden on the player of repeatedly developing the game medium until the player obtains the specific information he or she desires. [Brief description of the drawings]
[0012] [Figure 1] FIG. 1 is a diagram showing an overall configuration of an information processing system. [Diagram 2] FIG. 2 is a functional block diagram of a server among the functions realized in the information processing system. [Diagram 3] FIG. 2 is a functional block diagram of a player terminal, among functions realized in the information processing system. [Figure 4] 13 is a flowchart showing an example of processing related to a character development function. [Diagram 5] FIG. 13 is a diagram showing an example of a character selection screen displayed on a player terminal. [Figure 6] FIG. 13 is a diagram showing an example of an inheritance character selection screen displayed on a player terminal. [Figure 7] FIG. 13 is a diagram showing an example of an inherited character list screen displayed on a player terminal. [Figure 8] FIG. 13 is a diagram showing an example of an inheritance character selection screen displayed on a player terminal. [Figure 9] FIG. 13 is a diagram showing an example of an inheritance character selection screen displayed on a player terminal. [Figure 10] FIG. 13 is a diagram showing an example of a support formation screen displayed on a player terminal. [Figure 11] FIG. 13 is a diagram showing an example of a final confirmation screen displayed on the player terminal. [Figure 12] FIG. 13 is a diagram showing an example of a training home screen displayed on a player terminal. [Figure 13] 13 is a flowchart illustrating an example of a process related to determining factor information. [Figure 14] FIG. 13 is a diagram showing an example of a final confirmation dialog displayed on the player terminal. [Figure 15] FIG. 13 is a diagram showing an example of an acquired factor notification screen displayed on a player terminal. [Figure 16] FIG. 13 is a diagram showing an example of a factor determination confirmation dialog displayed on a player terminal. [Figure 17] FIG. 13 is a diagram showing an example of a factor reacquisition confirmation dialogue displayed on a player terminal. [Figure 18] FIG. 13 is a diagram showing an example of an acquisition factor selection screen displayed on a player terminal. [Figure 19] FIG. 13 is a diagram showing an example of an acquisition factor selection screen displayed on a player terminal. [Figure 20] FIG. 13 is a diagram showing an example of a factor list dialog displayed on a player terminal. [Figure 21] FIG. 13 is a diagram showing an example of a factor determination confirmation dialog displayed on a player terminal. [Figure 22] FIG. 13 is a diagram showing an example of a parameter update effect executed on a player terminal. [Figure 23] FIG. 13 is a diagram showing an example of a parameter update effect executed on a player terminal. [Figure 24] FIG. 13 is a diagram showing an example of a parameter update effect executed on a player terminal. [Diagram 25]13 is a flowchart illustrating an example of a process related to a factor changing function for changing factor information. [Figure 26] FIG. 13 is a diagram showing an example of a home screen displayed on the player terminal. [Figure 27] FIG. 13 is a diagram showing an example of a reward acquisition effect executed on a player terminal. [Figure 28] FIG. 13 is a diagram showing an example of a reward acquisition effect executed on a player terminal. [Figure 29] FIG. 13 is a diagram showing an example of a reward acquisition effect executed on a player terminal. [Diagram 30] FIG. 13 is a diagram showing an example of a reward list dialogue displayed on a player terminal. [Diagram 31] FIG. 13 is a diagram showing an example of an event top screen displayed on a player terminal. [Diagram 32] FIG. 13 is a diagram showing an example of a function guidance dialogue displayed on a player terminal. [Diagram 33] FIG. 13 is a diagram showing an example of a character selection screen displayed on a player terminal. [Diagram 34] FIG. 13 is a diagram showing an example of a character selection screen displayed on a player terminal. [Diagram 35] FIG. 13 is a diagram showing an example of a selected character confirmation dialogue displayed on a player terminal. [Diagram 36] FIG. 13 is a diagram showing an example of a strengthening target selection screen displayed on a player terminal. [Figure 37] FIG. 13 is a diagram showing an example of a strengthening stage selection screen displayed on a player terminal. [Figure 38] FIG. 13 is a diagram showing an example of a reinforcement content confirmation dialogue displayed on a player terminal. [Figure 39] FIG. 13 is a diagram showing an example of a completion notification effect executed on a player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] Hereinafter, an embodiment of the present invention will be described. Note that the embodiment described below does not unduly limit the contents of the invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.
[0014] 1. Information Processing System Configuration Fig. 1 is a diagram showing the overall configuration of an information processing system 10 of this embodiment. As shown in Fig. 1, in the information processing system 10, a server 20 and a plurality of player terminals 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, and a so-called client-server communication system is constructed. Each of the plurality of player terminals 40 communicates with the server 20 via the network 30 to transmit and receive various information. Each of the plurality of player terminals 40 also communicates with the other player terminals 40 via the network 30 and the server 20 to transmit and receive various information.
[0015] The server 20 includes a control unit 21 consisting of a processor such as a CPU, a storage unit 22 consisting of a main storage device such as a ROM or RAM and an auxiliary storage device such as a HDD or SSD, and a communication unit 23 consisting of a communication module and a communication interface. In the server 20, the control unit 21 executes various processes in accordance with the programs stored in the storage unit 22. The server 20 also receives information from the player terminal 40 via the communication unit 23, and transmits information relating to the results of the processes executed by the control unit 21 to the player terminal 40.
[0016] The player terminal 40 is a smartphone, a tablet, a personal computer, a portable game machine, a stationary game machine installed in a store or at home, etc. The player terminal 40 includes a control unit 41 consisting of a processor such as a CPU, a storage unit 42 consisting of a main storage device such as a ROM or RAM, and an auxiliary storage device such as a flash memory, a HDD, or a SDD, an operation / input unit 43 consisting of a touch panel, a keyboard, a microphone, etc., a display unit 44 consisting of a liquid crystal display, an organic EL display, etc., and a communication unit 45 consisting of a communication module and a communication interface. The player terminal 40 also executes various processes according to the programs stored in the storage unit 42. The player terminal 40 also receives information from the server 20 through the communication unit 45 and transmits information to the server 20 or to other player terminals 40.
[0017] The information processing system 10 of this embodiment has a function of providing a game in which a character based on a racehorse is raised and the raised character is entered in a race and competes with other characters through the player terminal 40. In particular, the information processing system 10 of this embodiment has a raising function for raising a character, a competition function for racing the raised character against other characters, a factor change function for changing factor information (an example of specific information) linked to a raised character, and the like. In the following, a case will be described in which the raising function, the competition function, and the factor change function are mainly realized by the player terminal 40. However, the functions described above may be mainly realized by the server 20, or may be shared between the server 20 and the player terminal 40.
[0018] FIG. 2 is a functional block diagram showing the main functions of the server 20.
[0019] The server 20 in the information processing system 10 has the function of managing players, characters, etc. using various identification information, the function of performing calculations necessary for the progress of the game in response to requests from the player terminal 20, and the function of transmitting the calculation results to the player terminal 40, and these functions are realized by the server data storage unit 50 and the game calculation unit 60 working together.
[0020] The server data storage unit 50 includes a player management database 51, and is mainly realized by the storage unit 22. In this embodiment, a character list, an item list, a development target list, and the like are stored in the player management database 51 in association with a player ID assigned to each player.
[0021] The character list includes, for example, an individual character ID assigned to each trained character, a character type ID indicating the character's type, the character's status (rarity, evaluation points, course suitability, distance suitability, running style suitability, running style, speed, stamina, power, tenacity, intelligence, possessed skills, acquired titles, factor information), lock status (locked, unlocked), and the character's training history (training conditions (such as information on the selection of inherited characters and support item configuration information), and the performance of races run during training).
[0022] In this embodiment, a "character that has been trained" means a character that has been trained using a training function, which is one of the game functions realized by the information processing system 10 of this embodiment, and whose training has ended and whose status has been determined.
[0023] In this embodiment, there are a "character individual ID" and a "character type ID", and the difference between them is as follows.
[0024] First, the "character individual ID" is an ID that is assigned when character training is completed in the training function and the trained character is registered in the character list, and is used to identify each trained character linked to the player ID.
[0025] In addition, in this embodiment, the training function is designed so that the player can select the character to be trained from multiple types of characters, and the "character type ID" is an ID given to identify the type of character to be trained.
[0026] The "locked state" indicates whether or not the transfer of a trained character (deletion from the character list) is prohibited; if unlocked, the character can be transferred, and if locked, the character cannot be transferred. Examples of situations in which a character is locked include when the player selects a character individually from a list of trained characters, or when a trained character is registered to run in a race.
[0027] The training target list stores data in which information on either released or not released is associated with a character type ID. In this embodiment, characters associated with information on released in the training target list are characters that the player can select as a training target in the training function. Also, in this embodiment, it is possible to release new characters by using release items or a character acquisition lottery, and the number of characters that can be selected as a training target varies depending on the player. Hereinafter, characters that can be selected as a training target in the training function may be referred to as released characters.
[0028] The item list includes data on the items, enhancement points, trainer points (TP), and in-game currency owned by the player. In this embodiment, for example, the owned items and the amount of items owned, the amount of enhancement points owned, the amount of trainer points (TP), the amount of in-game currency owned, and the like are stored in the player management database 51 as an item list.
[0029] The items in this embodiment are used, for example, to support character training or to change the race conditions, and can be acquired according to the results of a race or by consuming in-game currency. In particular, in this embodiment, a factor change item is provided as an item that can change the factor information linked to a trained character. The factor change item can be obtained in association with a factor strengthening event that allows the factor change function to be used for a limited time. More specifically, event parameters can be accumulated by using the training function and the battle function during the factor strengthening event. If the event parameters satisfy the reward acquisition conditions, a reward determined by lottery can be acquired. The factor change item is the subject of a lottery for rewards, and can be acquired by winning the factor change item in the lottery. The factor change item can be used through the factor change function during the factor strengthening event.
[0030] Further, the strengthening points are used, for example, to strengthen support items which are items that support the development of a character, and the more the support items are strengthened, the more advantageous the development environment becomes for the character.
[0031] Trainer points (TP) are points used to train characters using the training function, and character training can be started by consuming trainer points (TP) equivalent to the consumption amount required for one training session when starting character training. In this embodiment, trainer points (TP) must also be consumed when reacquiring factor information linked to a character after character training is completed.
[0032] The data stored in the player management database 51 includes a friend list. In this embodiment, by registering other players as friends, the player can rent and use characters and support items from the other players registered as friends in the training function. To register a friend, the player ID of the other player is input on the friend registration screen displayed on the display unit 44 of the player terminal 40. If a player corresponding to the player ID exists and the player can be registered as a friend, the player ID of the other player to be registered is added to the friend list by tapping a registration button provided on the friend registration screen. There is an upper limit (for example, 50) on the number of friend registrations (number of registered friends) for each player, and there is also an upper limit (for example, 100) on the number of friends registered for each player (number of registered friends). For this reason, if the number of registered friends of the other player to be registered as a friend has not reached the upper limit, and the player's own number of registered friends has not reached the upper limit, it is possible to register a new friend.
[0033] The server data storage 50 also includes a factor information database 52, which stores information such as factor names, factor levels, and factor types, linked to factor IDs. In this embodiment, when the factor names are the same but the factor levels are different, different factor IDs are assigned. The factor information is information that is linked to a trained character when the character is trained using the training function. In this embodiment, when training a character using the training function, a factor inheritance event occurs as a game event for status reinforcement that affects the abilities of the character to be trained, such as increasing the skill acquisition level or increasing performance parameters, based on the factor information linked to the trained character selected as the inheritance character.
[0034] There are four types of factor information: blue factors, red factors, inherent factors, and white factors. Each factor information has three levels, and the higher the factor level, the more advantageous the effect on status reinforcement. Factor types are further classified into blue factors, red factors, inherent factors, and white factors. Blue factors are factor information named after performance parameters, and affect performance parameters. The higher the factor level, the higher the increase in performance parameters. Red factors are factor information named after course suitability, distance suitability, or leg type suitability, and affect course suitability, distance suitability, or leg type suitability. The higher the factor level, the easier it is to increase suitability in factor inheritance events. Inheritance factors are factor information named after inherent skills, and allow the inherited character to acquire inherent skills. The higher the factor level, the easier it is to raise the acquisition level of inherent skills. The acquisition level of a skill affects the amount of skill points consumed when acquiring a skill, and the higher the acquisition level, the fewer skill points consumed. White factors are factor information that do not belong to any of blue factors, red factors, and inherent factors, and include skill factors, race factors, and scenario factors. Skill factors are factor information named after the name of a skill, which makes it easier to increase the acquisition level of normal skills (skills other than inherent skills), and exist for each type of skill. Race factors are factor information named after the name of a race, which makes it easier to increase at least one of the performance parameters and the acquisition level of normal skills, and the effect differs depending on the type of race. Scenario factors are factor information named after the name of a training scenario, which is factor information related to the training scenario in which the character was trained. When a scenario factor is inherited in a factor inheritance event, multiple performance parameters can be greatly increased, and the increased performance parameters differ depending on the type of scenario factor. In addition, in the factor types described above, factor information is classified into six types: blue factors, red factors, inherent factors, skill factors, race factors, and scenario factors.
[0035] The server data storage 50 also includes an event management database 53, which stores various data managed for each player regarding factor strengthening events, and the data to be managed includes at least a period setting table, event parameters, a reward setting table, and reward acquisition data.
[0036] The period setting table is a data table regarding the period during which a factor strengthening event is held, and defines at least the event start date and time and the event end date and time.
[0037] The event parameters (one example of specific parameters) are parameters that are referenced when determining whether or not to hold a reward determination lottery to determine a reward in association with a factor strengthening event. In this embodiment, the event parameters are updated when a character is trained by the training function. Also, in this embodiment, the event parameters are updated when a trained character is entered in a race in the battle function. Also, in this embodiment, a non-restoration extraction type lottery (so-called box lottery) with a limited number of rewards provided is executed as the reward determination lottery. When an input for transitioning to the factor change function is accepted, if the event parameters satisfy the execution conditions (reward acquisition conditions) of the reward determination lottery, the reward determination lottery is executed, and the reward provided to the player is determined based on the result of the reward determination lottery. The reward determination lottery may be a restoration extraction type lottery (so-called complete probability lottery) with no limit on the number of rewards provided.
[0038] The reward setting table is the source data for setting the lottery target of the reward determination lottery. In this embodiment, a reward ID is assigned to each reward that can be provided in the reward determination lottery, and the reward content is set in the reward setting table in association with the reward ID.
[0039] The reward acquisition data is data that manages the reward acquisition status in a factor enhancement event. In this embodiment, rewards provided through a reward determination lottery are managed for each player by linking them to a reward ID that identifies each reward, and reward acquisition data indicating the reward IDs that each player has already acquired is stored in the event management database 53.
[0040] The game calculation unit 60 performs a process of performing a calculation required for the progress of the game in response to a request from the player terminal 20, transmitting the calculation result to the player terminal 40, and transmitting data required for the progress of the game to the player terminal 40 in response to a request from the player terminal 20, and is mainly realized by the control unit 41 and the communication unit 45. For example, when a request for a training instruction is received from the player terminal 20 in the training function, the game calculation unit 60 calculates whether the training is successful or unsuccessful, and transmits the calculation result to the player terminal 40. Also, for example, when a request for participation in a race is received in the training function, the game calculation unit 60 performs a running simulation of a race by multiple characters including a character to be trained and a non-player character (NPC), and transmits the result of the running simulation to the player terminal 40. Also, for example, when a request for participation in a race is received in the battle function, the game calculation unit 60 performs a running simulation of a race by multiple characters including a trained character organized by the player and a trained character organized by the opponent, and transmits the result of the running simulation to the player terminal 40.
[0041] The game calculation unit 60 also includes a factor information determination unit 61. When a character is developed in the development function, the factor information determination unit 61 determines, by lottery, factor information to be linked to the developed character based on the development result.
[0042] The factor information is selected by lottery with reference to the character's performance parameters at the end of training, various aptitudes, possessed skills, race participation history during training, and training scenario. For example, blue factors are determined with reference to performance parameters. For example, red factors are determined with reference to various aptitudes. For example, inherent factors are determined with reference to the character's rarity. For example, skill factors are determined with reference to possessed skills. For example, race factors are determined with reference to race participation history during training. For example, scenario factors are determined with reference to the training scenario.
[0043] As described above, in this embodiment, the factor information determination unit 61 refers to the status of the character to be trained in the training function at the time training is completed, and determines the factor information to be linked to the character for which training has been completed.
[0044] The factor information determination unit 61 executes a first process for determining the acquisition target and a second process for determining the factor level as a lottery for determining factor information for a character whose training has been completed. In the first process for the blue factor, one of speed, stamina, power, tenacity, and intelligence is selected as the acquisition target. In the first process for the red factor, an aptitude of A rank or higher is extracted for the character whose training has been completed, and one of the extracted aptitudes is selected as the acquisition target. In the first process for the inherent factor, based on the rarity of the character whose training has been completed, if the rarity is a predetermined level or higher, the inherent skill is determined as the acquisition target. In the first process for the white factor, the success or failure of each of the candidates for the white factor based on the possessed skill, the race participation history, and the selected scenario is determined, and the successful white factor is determined as the acquisition target. Then, the factor information determination unit 61 determines the factor level to one of levels 1 to 3 by the second process for each of the factor information determined as the acquisition target in the first process. In this embodiment, the factor levels are treated as level 3 being the highest and level 1 being the lowest, with the order being level 1<level 2<level 3.
[0045] In addition, the factor information determination unit 61 re-selects factor information to be linked to the trained character in response to a request from the player terminal 40. In this embodiment, the factor information is determined by lottery when the training of the character is completed in the training function, but the player can request to re-acquire the factor information at his / her discretion. In particular, in this embodiment, when an input is made to request re-acquisition of factor information in the player terminal 40, the factor information determination unit 61 re-selects factor information to be linked to the character under the same lottery conditions as the factor information notified to the player in the player terminal 40, based on the request to re-acquire factor information from the player terminal 40.
[0046] The game calculation unit 60 also includes a factor information application unit 62. In the character training function, the factor information application unit 62 determines, by lottery, factor information that affects the status of the character to be trained, based on the factor information linked to the inherited character, during the process of training the character.
[0047] Specifically, the factor information application unit 62 executes a factor inheritance lottery based on the factor information of the inherited character in a factor inheritance event that occurs in the process of developing a character in the development function. In this embodiment, two inherited characters are selected when developing a character, and in the factor inheritance event, the factor information application unit 62 determines whether or not each factor information linked to the inherited character is activated by a factor inheritance lottery, and the status of the character to be developed is reinforced based on the activated factor information. In this embodiment, when it is determined that the factor information is activated, an effect according to the type of the activated factor information is imparted to the character to be developed, and the effect is, for example, an increase in performance parameters, an increase in aptitude rank, or the acquisition of a skill.
[0048] As described above, in this embodiment, when the factor information application unit 62 trains a character using the training function, it can affect the status of the character to be trained according to the factor information linked to characters trained in the past.
[0049] The game calculation unit 60 also includes a reward determination unit 63. When the reward determination unit 63 receives a reward determination request transmitted from the player terminal 40, the reward determination unit 63 performs a process of performing a reward determination lottery to determine a reward to be provided. In this embodiment, the reward determination request is transmitted from the player terminal 40 to the server 20 when the event parameter is shifted to the factor change function in a situation where the reward acquisition condition is satisfied. Furthermore, when it is determined to perform a reward determination lottery based on the reception of the reward determination request, the reward determination unit 63 sets a reward ID to be the lottery object from the difference data between the reward setting table and the reward acquisition data, extracts one reward ID to be provided from the lottery object, and reflects the extracted reward ID in the reward acquisition data. Furthermore, in this embodiment, the reward determined in the reward determination lottery is provided by being added to the item list of the player who has acquired the reward in the player management database 51.
[0050] FIG. 3 is a functional block diagram showing the main functions of the player terminal 40. As shown in FIG.
[0051] As shown in FIG. 3, the player terminal 40 in the information processing system 10 of this embodiment realizes a training function, a battle function, a factor changing function, and the like, in cooperation with a terminal data storage unit 70 and a game execution unit 80.
[0052] The terminal data storage unit 70 stores data for the game execution unit 80 to perform various processes, and is realized mainly by the storage unit 42.
[0053] The terminal data storage unit 70 includes a player data storage unit 71, which stores data related to a character list, a development target list, an item list, and a friend list corresponding to a player ID. In this embodiment, when an application is started or ended, or in other necessary situations, a synchronization process is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20 regarding data linked to the player ID (such as the character list, the development target list, the item list, and the friend list), and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, when it becomes necessary to change the character list, the development target list, the item list, or the friend list in association with the execution of various game processes, the stored contents of the player data storage unit 71 are updated and the updated stored contents are backed up in the player management database 51 of the server 20, and the stored contents of both are synchronized. Data linked to a player ID, such as a character list, a training target list, an item list, and a friend list, may be downloaded from the player management database 51 to the player data storage unit 71 as needed, such as when an application is started.
[0054] The terminal data storage unit 70 also includes a training progress data storage unit 72, which stores data (training progress data) necessary for the progress of the training function of characters selectable as training targets in the training function (characters with character type IDs associated with released information in the training target list). In this embodiment, training goals, game events, and the like are prepared for each character in relation to the training function, and training progress data including at least the setting contents of the training goals and the setting contents of the game events is stored in the training progress data storage unit 72 in association with the character type ID.
[0055] The terminal data storage unit 70 also includes a race control data storage unit 73, which stores data for controlling the movements of characters and the performance of skill activation when watching a race in which a character participates in the training function or battle function, as well as text data and audio data for the live race commentary.
[0056] The terminal data storage unit 70 also includes an event data storage unit 74, which stores various data for controlling the factor change function. In this embodiment, the event data storage unit 74 stores data related to the period of a factor strengthening event during which the factor change function is made available, management data for event parameters (an example of a specific parameter) linked to a player ID, data for setting the amount of increase in the event parameter, data for generating images related to display screens and dialogues, data for managing the status of reward acquisition, and the like.
[0057] The game execution unit 80 performs processes such as starting a game when a game start condition is satisfied, executing a selected game mode from a plurality of game modes, progressing the game, generating an event when an event generation condition is satisfied, calculating a game result, ending the game when a game end condition is satisfied, requesting calculations from the server 20, obtaining calculation results and necessary data from the server 20, and transmitting calculation results and data of the player terminal 40 to the server 20, and is realized mainly by the control unit 41 and the communication unit 45. In this embodiment, the game execution unit 80 includes a training function providing unit 81, a battle function providing unit 82, and a factor change function providing unit 83.
[0058] The training function providing unit 81 performs processing for providing a training function for training a character. In this embodiment, it accepts input related to character training and performs operations such as displaying the results of calculations performed in response to the input.
[0059] In this embodiment, when training a character in the training function, it is required to select an action that is subject to turn consumption for each turn. Actions that are subject to turn consumption include training, participating in a race, going out, and going to the infirmary. The training function providing unit 81 accepts the selection of an action that is subject to turn consumption via a training home screen displayed on the display unit 44, and requests the server 20 to calculate the result of the selected action. The server 20 that receives the request calculates the result of the selected action and transmits the calculation result to the player terminal 40, and the training function providing unit 81 causes the display unit 44 to display a display screen corresponding to the calculation result received from the server 20.
[0060] In this embodiment, a training goal is set according to the type of character to be trained, and there may be a required action that is forced to be selected in a specific turn in the training goal. For example, the training goal may be to enter a specific race, or to achieve a specific finishing position in a specific race. In this case, in a turn in which a specific race associated with the training goal is set, participating in the race is a required action, and actions that consume turns other than participating in the race cannot be selected. In this way, the training function providing unit 81 performs control to restrict the selection of actions other than the required action in a turn in which the selection of a required action is accepted.
[0061] In addition, the training function providing unit 81 obtains factor information to be linked to the character whose training has been completed from the server 20 and notifies the player, and after receiving the player's approval, performs processing to register the character to which the factor information is linked in the character list of the player management database 51 and the character list of the player data storage unit 71.
[0062] Specifically, the training function providing unit 81 performs a process of acquiring factor information to be linked to a character whose training has been completed from the server 20 and notifying the player of the factor information. For example, the training function providing unit 81 transmits a factor acquisition request to the server 20 based on the completion of character training in the training function, and acquires factor information to be linked to the character from the server 20. The training function providing unit 81 then notifies the player of the factor information acquired from the server 20 via the display unit 44.
[0063] Furthermore, after the factor information has been notified to the player, the training function providing unit 81 accepts an input requesting reacquisition of the factor information, and performs processing to enable modification of the factor information linked to the character whose training has been completed.
[0064] Specifically, after the factor information is notified, the training function providing unit 81 accepts an input to confirm the factor information and an input to reacquire the factor information, and transmits a factor reacquisition request to the server 20 based on the acceptance of the input to reacquire the factor information, and acquires the factor information determined by re-lottery from the server 20. When the factor information is reacquired, the training function providing unit 81 displays the previously acquired factor information and the later acquired factor information for the character whose training has been completed so as to be comparable, and allows the player to select which factor information to associate with the character. Then, the training function providing unit 81 accepts a selection of which of the previously acquired factor information and the later acquired factor information to associate with the character, and confirms the factor information corresponding to the selection result as the factor information to be associated with the character.
[0065] Furthermore, based on the fact that the factor information to be linked to the player has been determined, the training function providing unit 81 registers the trained character in the character list of the player data storage unit 71, and transmits a character registration request to the server 20. Upon receiving the character registration request, the server 20 registers the trained character corresponding to the character registration request in the character list of the player management database 51.
[0066] The battle function providing unit 82 performs processing to provide a battle function that allows a player's trained character to compete in a race against other players' trained characters or non-player characters (NPCs).
[0067] In this embodiment, there are three types of races that a player can use as a battle function: team arena, daily race, and daily legend race.
[0068] The team arena is a battle function in which players select three characters from their own training pool for each of the five distance categories (sprint, mile, middle, long, and dirt) to form five teams, and compete against teams formed by other players in five races related to each distance category. The team with the character that comes first in each distance category wins, and a player who wins three of the five races will defeat their opponent. In the team arena, arena points are awarded in each race according to the character's behavior and finishing order, and the player's ranking is determined by the total arena points in the five races, and rewards are awarded according to the ranking.
[0069] Daily races are available in mile or medium distance categories with different rewards and difficulty levels, and are a competition function in which the player selects one of the characters they have trained and races against non-player characters (NPCs). In daily races, players can earn rewards based on the finishing position of their trained characters in the race.
[0070] The Daily Legend Race is a battle function that allows players to acquire character pieces as rewards depending on the results of the race. Character pieces are items that allow players to release unreleased characters for training or increase the rarity of released characters by consuming a certain number of character pieces. In the Daily Legend Race, race conditions are set for each character, and the player selects the character for which he or she wishes to acquire character pieces, selects one of the characters that the player has trained, and enters the selected trained character in the race. In the Daily Legend Race, if the trained character that the player has entered wins first place in the race, the player can acquire character pieces for the character that corresponds to the race that the player entered.
[0071] When the player decides to participate in each of the competition functions of the team stadium, the daily race, and the daily legend race, the competition function providing unit 82 transmits a competition result request to the server 20. In the server 20 that receives the competition result request from the player terminal 40, a running simulation of the race is executed, and the competition function providing unit 82 acquires the results of the running simulation from the server 20. In the player terminal 40 that receives the results of the running simulation from the server 20, the competition function providing unit 82 generates a race image based on the results of the running simulation based on various data stored in the race control data storage unit 73, and displays the generated race image on the display unit 44, allowing the player to watch the race.
[0072] The factor change function providing unit 83 enables the use of a factor change function that enables the player to change factor information associated with a trained character owned by the player during the factor strengthening event period. The factor change function providing unit 83 includes a parameter change unit 84, a reward acquisition control unit 85, and a factor information change unit 86.
[0073] The parameter update unit 84 performs a process of updating the event parameters when a game function using a trained character is used. Specifically, when a character is trained using a trained character as an inherited character by the training function, the event parameters are updated when a race in which the trained character participates is held by the battle function. When the training function is used, the event parameters are updated when the character training ends, and when the battle function is used, the event parameters are updated when the race results are displayed.
[0074] The reward acquisition control unit 85 performs a process to enable acquisition of a factor change item that is a right to change factor information when the event parameters satisfy the reward acquisition condition. In this embodiment, when an input for transitioning to the factor change function is received during the period when a factor strengthening event is held, the reward acquisition control unit 85 judges whether or not the reward acquisition condition is satisfied based on the event parameters. If it is judged that the event parameters satisfy the reward acquisition condition, the reward acquisition control unit 85 transmits a reward determination request to the server 20, and the server 20 that receives the reward determination request performs a reward determination lottery to determine the reward to be provided. The reward acquisition control unit 85 acquires a reward ID that specifies a reward based on the result of the reward determination lottery from the server 20, and adds an item corresponding to the reward ID to the item list of the player data storage unit 71. In this embodiment, if a factor change item is drawn by the reward determination lottery, the factor change item is acquired. In addition, control regarding reward acquisition (determining reward acquisition conditions, sending a reward determination request, obtaining the results of the reward determination lottery, executing performance related to reward acquisition, etc.) may be performed not only when an input to transition to the factor change function is received, but also when event parameters are updated while other game functions such as the training function or battle function are being used.
[0075] The factor information change unit 86 performs a process that allows the factor information linked to a trained character to be changed by consuming a factor change item. In this embodiment, the factor level of one of the blue factor, red factor, and inherent factor of the trained character selected by the player can be increased by one step for each consumption of one factor change item. In this embodiment, the increase in factor level is realized by changing the factor ID. For example, when increasing the factor level of the factor name of the blue factor "speed" from level 1 to level 2, the factor level of "speed" can be increased by one step by changing the factor ID of the level 1 of "speed" to the factor ID of the level 2 of "speed".
[0076] In this embodiment, the factor information associated with the trained character can be classified into four types: blue factor, red factor, inherent factor, and white factor, of which the factor levels of the blue factor, red factor, and inherent factor can be increased by the factor change function, but the factor level of the white factor cannot be increased by the factor change function. In this way, the factor information change unit 86 performs control to allow changes to the factor information of the blue factor, red factor, and inherent factor among the factor information associated with the trained character, but not to allow changes to the factor information of the white factor.
[0077] In this embodiment, the factor information of the character that has been raised and selected by the player and has the maximum factor level cannot be increased by the factor change function even if the factor information is classified as a blue factor, a red factor, or an inherent factor. In this way, the factor information change unit 86 performs control not to allow change to factor information that satisfies a predetermined condition (e.g., the factor level is the maximum) even if the factor information is classified as a blue factor, a red factor, or an inherent factor. In other words, the factor information change unit 86 performs control not to allow change to factor information that does not satisfy the change permission condition of the factor level not being the maximum, even if the factor information belongs to a predetermined classification.
[0078] 2. Control method of this embodiment In the following, the control method of this embodiment will be described taking as an example a case where the game program of this embodiment is applied to a game application of a player terminal 40 provided as a smartphone.
[0079] The game program of this embodiment is configured to provide multiple types of game functions, and in the training function, which is the main game function, a character to be trained is selected from multiple types of characters, and the status changes as the game progresses, and when a predetermined end condition is met, the status of the character is confirmed and the training ends. The trained character is linked to factor information according to the training result, and when the trained character is used as an inherited character when training a new character, the status of the newly trained character can be reinforced based on the factor information linked to the inherited character. In this embodiment, the trained character has a predetermined possessed frame (the number that can be registered in the character list), and when the upper limit of the possessed frame (for example, 240 characters) is reached, it becomes impossible to train a new character using the training function. For this reason, it is necessary to delete the trained character from the character list to secure the possessed frame. This embodiment proposes a new factor change function that makes it possible to change the factor information linked to the trained character trained by the training function, and as a prerequisite, an overview of the training function related to the acquisition and utilization of factor information will be described.
[0080] In the training function, the player can select one character to train from among multiple types of characters at their own discretion. Each of the multiple types of characters that can be selected for training has its own initial status set. In addition, each character to be trained has a unique skill (unique skill) that corresponds to the type of character from the beginning of training, and the conditions for activating the unique skill and the effect when it is activated are different. In addition, the growth correction rates for parameters such as speed, stamina, power, tenacity, and intelligence are set according to the character for each type of character, and parameters that are easy to increase are set for each type of character.
[0081] Once the character training target is selected and character training begins, the character can be trained by issuing training instructions for each of a maximum of 75 turns. Specifically, when training instructions are issued that are associated with performance parameters such as speed, stamina, power, tenacity, and intelligence, the performance parameters change and skill points are acquired according to the training results. One turn can also be consumed by issuing an instruction to enter a race, and performance parameters change and skill points are acquired according to the race results. In addition, if the conditions for an event are met during training, an event will occur, and the number of skills that can be acquired will increase, or performance parameters will change. The aforementioned skill points are points used to allow the character to acquire skills, and skills can be acquired by consuming the skill points possessed from a list of available skills.
[0082] In addition, in character training, multiple training goals are set for each character depending on the type of character to be trained. Training goals include participating in a target race, finishing within a specified position in the target race, and acquiring a specified number of fans by a specified turn. In this embodiment, when a character being trained is entered in a race, the character can acquire a number of fans according to the character's finishing position, and the entry conditions are set according to the number of fans depending on the race.
[0083] In this embodiment, multiple training goals are set for each character in the first 72 turns, and the final race is from the 73rd to the 75th turns. The final race takes place over three turns, including a qualifying race, a semi-final race, and a final race, and training instructions can be given before each race.
[0084] In this embodiment, when a character is trained with a training goal of finishing within a specified position in a target race, a continue function is provided as a rescue function for when the player fails to finish within the specified position. This continue function provides an opportunity to retry the target race, and the player can retry the target race by consuming a pre-allocated number of continues. In this embodiment, the number of continues is three times for the training of one character.
[0085] In the training game function, when any one of a plurality of predetermined types of end conditions is met, the state transitions to a training end confirmation state.
[0086] First, when the final race is reached, that is, when the 75th turn is reached, training ends with the end of the final race. If the player finishes second or lower in the final race, they can try again if they have any continues remaining, but if they finish second or lower in the final race after using up all their continues, training ends at that point. It is up to the player to decide whether or not to use the continue function, and if they choose not to use the continue function, training ends at that point.
[0087] Furthermore, training will end if the training goal set for each character is not achieved within the first 72 turns.
[0088] For example, if the training goal is to acquire a certain number of fans, training ends if the set number of fans is not reached in the turn set in the training goal. In this case, the continue function cannot be used, so training ends if the number of fans has not reached the set number at the time of the turn to be judged.
[0089] For example, if the training goal is to enter a target race, the training goal will be achieved as long as the horse can enter the target race, regardless of the horse's finishing position in that race. However, each race requires the horse to have a certain number of fans, which is a condition for entry in that race. If the horse does not have the required number of fans in the target race's turn, the horse will not be able to enter the target race, and training will end.
[0090] For example, if the training goal is to finish within a certain place in the target race, if the conditions for the target race are not met, training ends at that point, and if the horse does not finish within the certain place even if it participates in the target race and there are no more continues remaining, training ends. As mentioned above, the use of the continue function is at the discretion of the player, and if the player chooses not to use the continue function even if there are remaining continues, the training goal is not achieved and training ends.
[0091] Also, if you have progressed to the 73rd turn or later, you can advance to the next turn by coming in first in the qualifying race for the final race and the semi-final race, but if you come in second or lower and have no more continues, your training will end. In this case, if the player chooses not to use the continue function, training will end at that point.
[0092] In this embodiment, when the condition for ending the training is satisfied, the state transitions to a training end confirmation state. This training end confirmation state provides a final opportunity to acquire skills before the status is confirmed, and the player can acquire skills by consuming the skill points currently possessed. In addition, in the training end confirmation state, an input interface for inputting a confirmation of the end of training is prepared, and when the player inputs a confirmation of the end of training, the factor information is determined. In this embodiment, when the determined factor information is notified, the player can request reacquisition of factor information at his / her discretion, and can select whether the previously acquired factor information or the reacquired factor information is to be linked to the character currently being trained. When the factor information to be linked to the character whose training has been completed is determined, the status of the character to be trained is determined, and information about the character is registered as a trained character in the character list of the player data storage unit 71 and the character list of the player management database 51.
[0093] When the character's status is confirmed after the completion of training, a reward is provided according to the training result. In this embodiment, the reward provided includes in-game currency and strengthening points according to the total number of fans acquired by the end of training.
[0094] The game progress of the character training function will be described in more detail below with reference to FIG.
[0095] First, before starting character training, a selection of a training scenario is accepted (step S100). In this embodiment, multiple types of training scenarios are prepared, and the mechanism for increasing performance parameters and the mechanism for acquiring skills differ depending on the selected training scenario. The training scenario to be selected can be switched by swiping input, and when an input to determine the training scenario (for example, a tap input on the decision button) is made, the selection of the character to be trained in the selected training scenario is accepted (step S101).
[0096] In this embodiment, as shown in FIG. 5, a character icon 301 for identifying a character can be tapped on the character selection screen to select a character to be trained. Information on characters selectable as a character to be trained (characters that can be trained) is managed in a training target list in the player data storage unit 71, and the character type ID of the character that can be trained is acquired from the training target list to display the character selection screen. On the character selection screen, the initial status information of the selected character can be confirmed. In this embodiment, the initial status information of performance parameters (speed, stamina, power, tenacity, intelligence), course suitability (turf, dirt), distance suitability (short distance, mile, middle distance, long distance), and running style suitability (breakaway, leading, overtaking, chasing) can be confirmed on the character selection screen.
[0097] When the character icon 301 of the character to be trained is selected on the training character selection screen shown in FIG. 5 and a tap input is made to the progress button 302, the display screen transitions to an inheritance character selection screen as shown in FIG. 6, and the selection of the inheritance character is accepted (step S102).
[0098] In this embodiment, the player can select two previously trained characters as inherited characters when training a new character, and the status of the character to be trained can be reinforced based on the factor information (information acquired by the inherited characters during their training) linked to the two selected inherited characters.
[0099] In this embodiment, the status reinforcement of the character to be trained based on the factor information is performed at the start of training and in a factor inheritance event that occurs at a specified turn after the start of training. When a factor inheritance event occurs during character training in the training function, an event result request is transmitted from the player terminal 40 to the server 20, and the server 20 that receives the event result request executes a factor inheritance lottery based on the factor information linked to the two inherited characters and transmits the lottery result to the player terminal 40. The player terminal 40 that receives the lottery result reinforces the status of the character to be trained, such as increasing performance parameters and increasing the acquired level of skills, based on the lottery result, and also executes a display process that notifies the player of the result of the status reinforcement by the factor inheritance event.
[0100] When selecting an inheritance character, a list of selectable inheritance characters is displayed by tapping on inheritance slot 303 or inheritance slot 304, which are provided for two characters. When a tap input is made on inheritance slot 303 (or inheritance slot 304) on the inheritance character selection screen shown in FIG. 6, the character list in player data storage unit 71 is referenced, and a list of characters that have been trained (inheritance character list) is referenced, and an inheritance character list screen is generated and displayed as shown in FIG. 7. On the inheritance character list screen, a character can be selected by tapping on character icon 306, and when a tap input is made on progress button 309 while any of the inheritance characters is selected, the screen returns to the inheritance character selection screen as shown in FIG. 8.
[0101] In addition, the selection of the inherited character can be made by renting not only the character trained by the player himself but also the character trained by another character registered as a friend of the player. In this embodiment, a character trained by another character can be rented up to three times per day. The inherited character list screen shown in FIG. 7 has a trained character tab 307 and a rental tab 308, and when a tap input is made on the rental tab 308, a rental character acquisition request is transmitted to the server 20. The server 20 that receives the rental character acquisition request refers to the friend registration information (profile information of other players registered as friends) linked to the player ID of the sender of the rental character acquisition request, and transmits to the player terminal 40 a list of rental characters (rental character list) set in the profile information of other players registered as friends. Then, the player terminal 40 generates and displays an inherited character list screen based on the received rental character list.
[0102] Furthermore, in order to start character development, it is necessary to select two inheritance characters; as shown in FIG. 8, if only one inheritance character is selected, the progress button 305 is grayed out, and it is not possible to proceed with preparations to start developing the character.
[0103] When two inheritance characters are selected on the inheritance character selection screen as shown in FIG. 9, and a tap input is made on the progress button 305, the display screen transitions to a support formation screen as shown in FIG. 10, and the selection of a support item is accepted (step S103).
[0104] In this embodiment, there is a support item modeled after a card as an item for supporting the growth of a character. By using the support item, it is possible to obtain an effect of increasing performance parameters and to increase the types of skills that can be acquired. When growing a character, it is necessary to compile six support items. Among the six support items, five are selected from the support items owned by the player himself / herself, and the remaining one is a rental specification that rents the support item owned by another player as a friend slot.
[0105] Support items are classified into six categories according to their performance: speed, stamina, power, determination, wisdom, and friend. For speed, stamina, power, determination, and wisdom, as the name implies, they exert an effect of increasing parameters during training corresponding to the performance parameters of the character. For friend, it exerts an effect such as recovering physical strength and motivation. The category of the support item can be identified by the category icon, and the player selects the six support items to be used in this growth relying on the category icon. In addition, there are three levels of rarity for the support item: Rare (R), Super Rare (SR), and Special Super Rare (SSR). In this embodiment, the rarity increases in the order of R < SR < SSR, and basically, the higher the rarity, the higher the support effect.
[0106] As shown in FIG. 10, the support organization screen has five player support slots 310-314 and one friend support slot 315. When a tap input is made on any of the player support slots 310-314, the item list in the player data storage unit 71 is referenced to acquire a list of support items (player support list). Then, based on the acquired player support list, a screen is generated to display a list of support items possessed by the player, and the selection of the support item is accepted. When a tap input is made on the friend support slot 315, a friend support acquisition request is transmitted to the server 20. The server 20, which has received the friend support acquisition request, references the friend registration information associated with the player ID of the sender of the friend support acquisition request, and transmits to the player terminal 40 a list of support items (friend support list) that other players who are registered as friends have set in their profile information. Based on the received friend support list, the player terminal 40 generates a screen to display a list of support items that can be set in the friend support slot 315, and accepts the selection of the support item.
[0107] As shown in Fig. 10, when six support items are organized on the support organization screen, tap input is performed on the training start button 316, as shown in Fig. 11, the display screen transitions to a final confirmation screen, and the input to confirm the start of training by the player is accepted (step S104). On the final confirmation screen, the organization contents of the character to be trained, the inherited character, and the support items selected by the player are displayed.
[0108] Then, when a tap input is made on the training start button 317 on the final confirmation screen, a training progress process for training the character is performed (step S105). In this embodiment, when a tap input is made on the training start button 317 on the final confirmation screen in the preparation stage for starting training, the character to be trained is set as a default character. This setting of the default character is for making the default character the initially selected character on the training target selection screen when training is performed next time, and is highly convenient for players who repeatedly train the same character. Also, in this embodiment, in order to train a character in the training function, it is necessary to consume trainer points (TP) possessed by the player. Trainer points are recovered by a certain amount over time, and can also be recovered by a recovery item.
[0109] FIG. 12 shows an example of a breeding home screen, which is one type of display screen during character breeding.
[0110] In the character training function of this embodiment, the screen basically transitions from the training home screen to a screen for instructing various actions such as training. The training home screen displays an animation of the character to be trained, and also includes a status display field 401 that displays the current character status (speed, stamina, power, tenacity, intelligence, skill points).
[0111] Also displayed on the training home screen are a stamina gauge 402 and a motivation icon 403. The stamina gauge 402 is a gauge showing stamina, which is a parameter that affects the failure rate of training, and fluctuates depending on training during training, participation in races, game events occurring during training, etc., and when stamina is low, training becomes more likely to fail and motivation decreases. The motivation icon 403 shows motivation, which is a parameter showing the condition of the character being trained, and in this embodiment, there are five settings: very bad, bad, normal, good, and excellent. This motivation parameter affects the training effect and performance parameters at the time of race entry, and in the case of very bad or poor condition, the training effect and performance parameters at the time of race entry are downwardly corrected compared to the normal case, and in the case of good or excellent condition, the training effect and performance parameters at the time of race entry are upwardly corrected compared to the normal case.
[0112] The training home screen also includes a rest button 404, a training button 405, a skill button 406, a health room button 407, a go out button 408, and a race button 409 as buttons for selecting various actions such as training. In this embodiment, in principle, an instruction for one type of action can be given per turn (specifically, one of rest, training, health room, go out, and race), and when the action corresponding to the instruction given in the current turn is processed, the current turn is consumed and the game progresses to the next turn. Note that in this embodiment, as an exception, the acquisition of a skill does not involve the consumption of a turn. In this embodiment, five types of actions, rest, training, health room, go out, and race, are set as actions that consume one turn in the training function as described above, and these may be called turn-consuming actions as necessary.
[0113] Rest button 404 is a button for issuing a rest instruction to recover stamina, and when rest button 404 is tapped, a rest confirmation dialog box is displayed to confirm the instruction to rest. Next, when the decision button in the rest confirmation dialog box is tapped, a rest result request is sent to server 20, and server 20, which has received the rest result request, performs calculations regarding the amount of recovered stamina and whether or not a game event has occurred, and sends a rest result response including the calculation results to player terminal 40. Player terminal 40, which has received the rest result response, displays an animation that recovers stamina gauge 402 based on the calculation results included in the rest result response, and executes processing related to the game event if a game event has occurred.
[0114] The training button 405 is a button for issuing training instructions for varying the performance parameters of the character, and when the training button 405 is tapped, the display screen transitions to a training screen (not shown). On the training screen, training instructions can be issued for each performance parameter of speed, stamina, power, tenacity, and intelligence. In this embodiment, when speed training is performed, speed and power increase, when stamina training is performed, stamina and tenacity increase, when power training is performed, power and stamina increase, when tenacity training is performed, tenacity, power, and speed increase, and when intelligence training is performed, intelligence and speed increase. Skill points can be acquired by performing any type of training.
[0115] In this embodiment, the support items organized before the start of training are randomly associated with training items each turn through a lottery drawn by the server 20, and for training items to which a support item is associated, the effect of the support item will result in a higher increase in performance parameters and a higher amount of skill points obtained when training is performed.
[0116] When training is performed, stamina is consumed. Stamina can be seen on the stamina gauge 402 on the training home screen. Stamina is a parameter that affects the failure rate in training, and as stamina decreases, the failure rate is likely to increase. In this embodiment, when a training instruction is given, the server 20 performs a lottery based on the failure rate to determine whether the training has failed or not, and if the training is not a failure (if the training is successful), the performance parameter corresponding to the training instruction increases, and if the training is a failure, the performance parameter does not increase and stamina is consumed.
[0117] When an action instruction for any training item is input through the training screen, a training result request is sent to server 20, and server 20, which has received the training result request, performs calculations regarding the training results and whether or not a game event has occurred, and sends a training result response including the calculation results to player terminal 40. Player terminal 40, which has received the training result response, performs display processing regarding the training result (display regarding the success / failure of training and display that varies performance parameters) based on the calculation results included in the training result response, and executes processing related to the game event if a game event has occurred.
[0118] The skill button 406 is a button for causing the character to acquire a skill, and when a tap input is made on the skill button 406, a skill acquisition screen showing a list of skills that the character can acquire at that time is displayed. When a skill is selected on the skill acquisition screen and the acquire button is tapped, a skill acquisition request is sent to the server 20, and the server 20 that receives the skill acquisition request registers the skill specified in the skill acquisition request as an acquired skill in the status information of the character being trained, and sends a skill acquisition completion response to the player terminal 40. The player terminal 40 that receives the skill acquisition completion response displays that the skill acquisition has been completed, and executes a process of displaying the acquired skill on the skill acquisition screen as an acquired skill.
[0119] The infirmary button 407 is a button used to eliminate a bad status given to a character being developed, and input is accepted only when a bad status is given by a game event during development. In this embodiment, a bad status such as lack of sleep may be given by the occurrence of a game event, and when a bad status is given, game events that are disadvantageous to development such as a decrease in physical strength or a decrease in motivation are more likely to occur. If a bad status is not given to a character being developed, the infirmary button 407 is displayed in a grayed-out state, and if a bad status is given to a character being developed, the infirmary button 407 is displayed normally and accepts tap input. When an instruction to eliminate a bad status is given using the infirmary button 407, a request for the infirmary result is sent to the server 20, and the server 20 that receives the request for the infirmary result performs a lottery to determine whether the bad status has been eliminated or not, and transmits a response for the infirmary result including the determination to the player terminal 40. When the bad status is resolved, the player terminal 40 that has received the nurse's office result response notifies the player that the bad status has been resolved, and performs processing to erase the bad status from the character's status display.
[0120] The go out button 408 is a button used to increase the motivation of a character being trained, and when the go out button 408 is tapped, a go out confirmation dialog box is displayed to confirm that the character is to go out. Next, when the decision button in the go out confirmation dialog box is tapped, a go out result request is sent to the server 20, and the server 20 that has received the go out result request conducts a lottery for a motivation increase event and transmits a go out result response including information on the motivation increase event determined by the lottery to the player terminal 40. The player terminal 40 that has received the go out result response executes processing related to the motivation increase event based on the information included in the go out result response.
[0121] The race button 409 is a button used to enter a character being trained in a race, and when a tap is made on the race button 409, the display screen transitions to a race list screen (not shown) that shows a list of races being held in the current turn.
[0122] On the race list screen, you can select the race in which you want your character to run. The race screen also displays race condition information for the selected race, such as the season (spring, summer, fall, winter), weather (sunny, cloudy, rainy, snowy), course condition (good, slightly heavy, heavy, poor), number of characters running, and the turn the race is being held. Each race has entry conditions based on the number of fans the character has, and the character cannot run in races in which the character does not meet the entry conditions.
[0123] In this embodiment, a target race may be set as a training goal, and in a turn in which a target race is set, the only turn consumption action is to participate in the race. When a target race is set as a training goal, the race list screen is controlled so that only the target race can be selected.
[0124] When an input is made on the race list screen to decide to enter a race, a request to enter is sent to the server 20. The server 20 that receives the request to enter runs a running simulation for the race to be entered, with the character being trained and an NPC (non-player character), and sends a race result response including the results of the running simulation to the player terminal 40. The player terminal 40 that receives the race result response executes a display process that allows the player to watch the race based on the results of the running simulation.
[0125] In this embodiment, when a character being developed is entered into a race, the performance parameters are adjusted according to the level of motivation on the turn the character is instructed to enter the race; if motivation is at its lowest or lowest, the performance parameters are adjusted downward compared to when motivation is normal, and if motivation is high or at its best, the performance parameters are adjusted upward compared to when motivation is normal.
[0126] In a turn in which a development goal is set in character development, a determination is made as to whether or not the development goal has been achieved, and if the development goal has been achieved, a notification is given that the development goal has been achieved.
[0127] In this embodiment, each training goal is set for the period up to the 72nd turn, and the number of training goals and the contents of the training goals are set individually according to the type of character. When all the training goals for the character being trained are achieved, the character can advance to the final race from the 73rd turn onwards.
[0128] For example, when the last training goal set for a character being trained is achieved, a notification is sent that all training goals have been achieved. If all training goals are achieved in training a character, from turn 73 onwards, the character will first race in a qualifying race, and if it comes first in the qualifying race, it will race in a semi-final race, and if it comes first in the semi-final race, it will race in the final race, and if it comes first in the final race, it will win the final race and training will end. Training instructions can also be given before the start of each turn of the qualifying race, semi-final race, and final race. The final race from turn 73 onwards is an extra turn in which no training goal is set, and if the character comes in any other than first place in the qualifying race or semi-final race, it can try again by using the continue function, but if there are no more continues remaining, training will end. As mentioned above, the use of the continue function is left to the player's choice, so if the player chooses not to use the continue function even if it is available, the character will lose the final race and training will end.
[0129] In addition, if the character being trained fails to achieve the training goal set for the character, training ends at that point. In particular, in this embodiment, if the training goal is to achieve a result within a specified finishing position in the target race, it is possible to try again by using the continue function even if the character is unable to achieve a result within the specified finishing position in the target race, but if the training goal is to gain a specified number of fans by a specified turn or to enter the target race, the continue function cannot be used if the training goal cannot be achieved, and training ends at the point where the judgment turn for the training goal is reached.
[0130] When the training end condition is met in the training progress processing (Y in step S106), a termination confirmation process is performed (step S107). In the termination confirmation process, a termination confirmation screen is displayed on which the status of the character being trained can be confirmed. The termination confirmation screen is provided with a skill acquisition button and a training end button, and when a tap is made on the skill acquisition button, a list of skills that can be acquired is displayed and skills can be acquired within the range of the skill points owned, and when a tap is made on the training end button, training end processing is performed (step S108).
[0131] First, in the training end process, the status of the trained character is determined and the trained character is registered. The status of the trained character is determined by calculating an evaluation point and determining factor information. The registration of the trained character is completed by linking the status to the character individual ID and saving it in the character list of the player data storage unit 71. The evaluation point is calculated based on the character's performance parameters and acquired skills, and the factor information is determined by lottery.
[0132] The factor information is determined by referring to the character's training contents (race participation history, etc.) and the status at the end of training (performance parameters, acquired skills, etc.). Among the factor information, blue and red factors can always be acquired, and the inherent factor can be acquired when the talent blooming level (level 1 to level 5) indicating the rarity of the character to be trained is at a predetermined level or higher (level 3 or higher). Among the factor information, the skill factor is determined by referring to the acquired skills, the race factor is determined by referring to the races that have been run and won during training, and the scenario factor is determined by referring to the training scenario selected prior to the start of training. In addition, when determining the factor information to be linked to the character, the factor level of the factor information determined as the acquisition target is determined by lottery. In this embodiment, three levels from level 1 to level 3 are prepared as the factor levels, and one of level 1 to level 3 is determined by lottery.
[0133] In addition, in the training end process, a reward is provided for the training results. In this embodiment, the reward is provided by adding the item to the item list in the player data storage unit 71, and the reward is determined as in-game currency and support points according to the number of fans acquired during training. The more fans the player has, the more in-game currency and support points the player can obtain.
[0134] In addition, in the training end process, a training end request is sent to the server 20, and the server 20, upon receiving the training end request, registers the trained character in a character list in the player management database 51, and adds a reward for the training results to an item list in the player management database 51.
[0135] In this embodiment, the factor information is linked to the character that has been trained in the training function according to the result of training the character. The factor information linked to the trained character is used to reinforce the status of the character to be trained as factor information linked to the inherited character when training a new character. Therefore, if the player is unable to obtain the factor information that he or she desires as a result of training a character in the training function, the character must be trained again.
[0136] Therefore, in this embodiment, a method is adopted in which the player can request to reacquire the factor information at his / her discretion after the factor information determined according to the character training result is notified to the player. The flow of the process related to the determination of the factor information will be described below with reference to the flowchart shown in FIG.
[0137] First, based on the fact that character development has ended (Y in step S201), factor information is acquired (step S202). In this embodiment, at the end of character development, a final confirmation dialog shown in FIG. 14 is displayed, and a final confirmation is made to the player. When the final confirmation dialog is displayed and a tap input is made to the end button 501, the performance parameters, various aptitudes, possessed skills, etc., regarding the status of the character to be developed are finalized, and a factor acquisition request is transmitted from the player terminal 40 to the server 20. The server 20 that has received the factor acquisition request performs a lottery for factor information based on the factor acquisition request, and transmits the lottery result to the player terminal 40.
[0138] In the factor information lottery, a first process for determining the object to be acquired and a second process for determining the factor level are executed for each of the blue factors, red factors, inherent factors, and white factors in a format appropriate for the factor type, and the factor information is determined.
[0139] First, for the blue factor, a lottery is performed in the first process to select one of five performance parameters, namely speed, stamina, power, tenacity, and intelligence. In this embodiment, the probability of selection of each performance parameter is equal, 1 / 5. When one performance parameter to be acquired is determined, the factor level is determined to be one of levels 1 to 3 in the second process. The factor level for the blue factor is determined by lottery with reference to the value of the performance parameter at the end of the character's training, and the higher the value of the performance parameter to be acquired in the first process, the more likely it is that a high factor level will be selected in the second process. In addition, for the factor level for the blue factor to be selected as level 3, the value of the performance parameter must exceed a predetermined level (for example, 600 or more).
[0140] Next, for the red factors, in the first process, aptitudes with an aptitude rank of A or higher at the end of the character's training are extracted, and one of the extracted aptitudes is selected as an acquisition target by lottery. For example, in the suitability situation of character N as shown in FIG. 5, three types of aptitudes with an aptitude rank of A or higher are extracted: course aptitude "turf", distance aptitude "long distance", and running style aptitude "sprinter", and one of them is selected by lottery with an equal selection rate (1 / 3). In this embodiment, the aptitude rank of the character to be trained may be increased by the factor inheritance event due to the influence of the red factor information of the inherited character. Therefore, if the aptitudes with an aptitude rank of A or higher for the character to be trained increase due to the factor inheritance event, the aptitudes to be selected by lottery in the first process will also increase.
[0141] In the first process for red factors, information on red factors linked to two inherited characters selected prior to the start of training of the character to be trained may be referenced, and the selection rate may be increased according to the type of red factor linked to each inherited character. For example, if the red factors linked to the two inherited characters relate to course suitability and distance suitability, a correction may be made to increase the selection rate for course suitability and distance suitability above the selection rate for running style suitability. Also, if both red factors linked to the two inherited characters relate to distance suitability, a correction may be made to increase the selection rate for distance suitability above the selection rate for course suitability and running style suitability.
[0142] Then, when one type of aptitude to be acquired is determined by the first process, the factor level is determined to be one of levels 1 to 3 in the second process. The factor level for the red factor is drawn by lottery with reference to the aptitude rank at the end of the character's training, and the higher the aptitude rank of the aptitude to be acquired in the first process, the more likely it is that a high factor level will be selected in the second process. In this embodiment, eight aptitude ranks, S, A, B, C, D, E, F, and G, are prepared for each aptitude, and the aptitude rank must be A or higher (A or S) to be extracted as a candidate for the red factor to be acquired, and when the aptitude rank of the aptitude selected as the red factor to be acquired is S, a higher factor level is more likely to be selected than when the aptitude rank is A.
[0143] Next, in the first process, the unique factor is judged according to the rarity of the character. In this embodiment, there is information called a talent blooming level as the rarity of the character to be trained, and the talent blooming level is set in the range of level 1 to level 5. The talent blooming level is treated as having the lowest rarity at level 1 and the highest rarity at level 5. The character has a unique skill called a unique skill acquired as an initial status, and there is a mechanism in which the skill level of the unique skill increases by satisfying a predetermined condition in the process of training the character in the training function. The level of the unique skill affects the effect of the skill, and the higher the level of the unique skill, the higher the effect when the skill is activated. In the first process regarding the unique factor, if the talent blooming level of the character to be trained is level 3 or higher (level 3 to level 5), it is judged that the unique factor can be acquired. In other words, if the talent blooming level of the character to be trained is level 2 or lower (level 1 or level 2), it is judged that the unique factor cannot be acquired in the first process regarding the unique factor. Note that in the first process regarding the unique factor, it may be judged whether the unique factor can be acquired by referring to the unique skill rather than the talent blooming level. In this embodiment, even for characters of the same type, the unique skills differ depending on whether the talent development level is level 2 or below or level 3 or above, and the character's talent development level can be effectively determined by referring to the unique skills.
[0144] If it is determined in the first process that the inherent factor can be acquired, the factor level is determined to be one of levels 1 to 3 in the second process. The factor level for the inherent factor is selected by lottery with reference to the skill level of the inherent skill of the character to be trained, and the higher the skill level, the more likely it is that a higher factor level will be selected in the second process. The factor level of the inherent factor may be selected by lottery with reference to the talent blooming level of the character to be trained, and the higher the talent blooming level, the more likely it is that a higher factor level will be selected in the second process.
[0145] Next, for the white factor, in the first process, a lottery is performed to determine the acquisition target by referring to the character's possessed skills and training history. In this embodiment, there are skill factors, race factors, and scenario factors as white factors, and candidates for acquisition targets are set for each factor. First, for the skill factor, factor information corresponding to the normal skills (skills other than unique skills) acquired by the character at the time of the end of training is set as the acquisition target candidate. For the race factor, factor information corresponding to a race that was run during the character's training, the race grade is set to G1, and the race result was first place is set as the acquisition target candidate. For the scenario factor, factor information corresponding to the training scenario selected by the player prior to the start of character training is set as the acquisition target candidate. Then, the winning or losing of each of the acquisition target candidates set for the skill factor, race factor, and scenario factor is determined by lottery, and the winning candidate is determined as the acquisition target for the white factor. Note that in this embodiment, the higher the training rank of the trained character, the more favorable the winning probability of the lottery to determine the winning or losing of each of the acquisition target candidates. A character's training rank is a ranking of evaluation points calculated based on the status of a character after training has been completed, according to a rank determination standard; the higher the evaluation points, the higher the training rank. In other words, if character training is completed at a high training rank, there is a tendency for more white factors to be acquired. In addition, in this embodiment, if a white factor linked to an inherited character is included among the white factors that are candidates for acquisition, the probability of winning the lottery to determine whether or not the white factor has been acquired is favored. In other words, the system is designed so that it is easy for white factors to acquire the same factor information as the inherited character.
[0146] Then, when the white factors to be acquired are determined by the first process, the factor level of each of the white factors to be acquired is determined in the second process as one of levels 1 to 3. The factor level of the white factors is also selected by lottery with reference to the development rank, and the higher the development rank, the more likely it is that a high factor level will be selected in the second process.
[0147] As for the skill factors among the white factors, the higher the rarity of the skills possessed by the character, the more favorable the winning probability of the lottery that determines the success or failure in the first process, and the more likely it is that a high factor level will be selected in the second process. For example, there are lower-level skills (e.g., mid-distance straight line ○) and higher-level skills (e.g., mid-distance straight line ◎) that a single character cannot possess at the same time, and a character that possesses a higher-level skill at the end of training is given preferential treatment in terms of obtaining factor information for the white factor (e.g., mid-distance straight line ○) corresponding to that skill, compared to a character that possesses a lower-level skill at the end of training.
[0148] In this embodiment, when determining which white factors can be acquired, candidates for the white factors are extracted from the character's possessed skills, race participation history, and training scenario, and a decision is made as to whether each of the candidate candidates is successful or not. However, with regard to the lottery to determine which white factors can be acquired, a lottery may first be held to determine the number of white factors to be acquired with a probability according to the character's training rank, and then the candidate white factors can be selected from among the candidates for the white factors, with the number determined by the lottery as the upper limit.
[0149] Then, when the player terminal 40 obtains the lottery results for the factor information for the character to be trained from the server 20, it displays the acquired factor notification screen shown in Figure 15 and notifies the player of the factor information obtained from the server 20 as the factor information acquired in this training (step S203).
[0150] The acquired factor notification screen displays a list of factor information acquired from the server 20, and also has a factor confirmation button 511 and a factor reacquisition button 512. When the factor confirmation button 511 is tapped while the acquired factor notification screen is displayed, a factor confirmation confirmation dialog shown in FIG. 16 is displayed. When the confirmation button 521 provided in the factor confirmation confirmation dialog is tapped (Y in step S204), the factor information linked to the character raised this time is confirmed, and the character is registered as a raised character in the character list of the player management database 51 and the character list of the player data storage unit 71 (step S205). When the cancel button 522 is tapped while the factor confirmation confirmation dialog is displayed, the factor confirmation dialog is closed and the screen returns to the acquired factor notification screen.
[0151] Furthermore, when a tap input is made on the factor reacquisition button 512 while the acquired factor notification screen is displayed, a factor reacquisition confirmation dialog shown in Fig. 17 is displayed. Then, when a tap input is made on the reacquisition confirmation button 531 provided on the factor reacquisition confirmation dialog (Y in step S206), a factor reacquisition request is transmitted from the player terminal 40 to the server 20 requesting reacquisition of the factor information, and the factor information is reacquired (step S207). To reacquire factor information, consumption of trainer points (TP) required for training a character is required, and if the player has insufficient trainer points (TP), the player can reacquire the factor information by replenishing trainer points using a recovery item or the like. In addition, since the trainer points (TP) are designed to recover a certain amount over time, when the player does not have enough trainer points (TP) to reacquire factor information and the acquired factor notification screen is displayed, the player may be able to reacquire factor information with the amount of trainer points (TP) recovered over time by resuming the training function after switching to another screen, such as when the player resumes the training function after calling another function of the application, or when the player resumes the training function after terminating the application by task killing and then starting the application. In this embodiment, the factor information can be reacquired by consuming trainer points (TP) equivalent to the consumption amount required to start training the character. The server 20 that receives the factor reacquisition request re-executes the lottery for factor information based on the factor reacquisition request and transmits the lottery result to the player terminal 40. In particular, in this embodiment, the lottery for factor information based on the factor reacquisition request executes the first process and the second process for each of the blue factor, red factor, inherent factor, and white factor under the same conditions as the lottery for factor information based on the previous factor acquisition request to determine the factor to be acquired and its factor level. The factor re-acquisition confirmation dialog also has a cancel button 532, and when the cancel button 532 is tapped, the screen returns to the acquired factor notification screen.
[0152] Then, when the player terminal 40 acquires the lottery result of the factor information for the character to be developed from the server 20, it displays the acquisition factor selection screen shown in Figures 18 and 19, and notifies the player of the factor information acquired from the server 20 based on the factor re-acquisition request in a form that can be compared with the previously acquired factor information (step S208). Note that the factor information acquired from the server 20 based on the factor re-acquisition request may be only the factor information determined based on the factor re-acquisition request, or may be both the original factor information determined based on the factor re-acquisition request and the new factor information determined based on the factor re-acquisition request.
[0153] On the acquired factor selection screen, previously acquired factor information is displayed as "original factors" as shown in Fig. 19, and later acquired factor information is displayed as "reacquired factors" as shown in Fig. 18. By swiping left or right on the acquired factor selection screen, the display can be switched between "original factors" and "reacquired factors."
[0154] Furthermore, when a tap input is made on the factor list button 541 provided on the acquisition factor selection screen, as shown in FIG. 20, a factor list dialog is displayed, in which factor information of the character to be trained (e.g., character N) and two inherited characters (e.g., character D and character B) is displayed in a tree format, and the factor information can be preliminarily checked assuming that the character is registered in the character list as a trained character. The factor information of the character to be trained displayed in the factor list dialog is the factor information displayed on the acquisition factor selection screen. In other words, when the factor list dialog is displayed in a situation where the "original factor" is displayed on the acquisition factor selection screen, the factor information of the character to be trained is the "original factor," and when the factor list dialog is displayed in a situation where the "reacquired factor" is displayed on the acquisition factor selection screen, the factor information of the character to be trained is the "reacquired factor."
[0155] In addition, the acquired factor selection screen is provided with a factor confirmation button 542, and when a tap input is made on the factor confirmation button 542, a factor confirmation confirmation dialog is displayed as the factor information displayed on the acquired factor selection screen is selected. For example, as shown in FIG. 18, when a tap input is made on the factor confirmation button 542 in a situation where the "re-acquired factor" is selected, a factor confirmation confirmation dialog is displayed displaying the factor information corresponding to the "re-acquired factor" as shown in FIG. 21. Then, when a tap input is made on the confirmation button 551 provided on the factor confirmation confirmation dialog (Y in step S209), the factor information to be linked to the character raised this time is confirmed, and is registered as a raised character in the character list of the player management database 51 and the character list of the player data storage unit 71 (step S205). Note that when a tap input is made on the cancel button 552 in a situation where the factor confirmation confirmation dialog is displayed, the factor confirmation confirmation dialog is closed and the screen returns to the acquired factor selection screen.
[0156] In this embodiment, the factor information associated with the character is re-drawn under the same conditions as the factor information already notified to the player, so that the player is likely to be motivated to decide to re-acquire the factor information. In this embodiment, the lottery for determining the factor information is performed repeatedly for one character. However, when re-acquiring the factor information, a duplicate that traces the training history of the trained character (original character) may be internally created, factor information may be determined for the duplicate, and the player may select whether to register the original character or the duplicate. The conditions of the lottery for re-acquiring the factor information (second lottery) may not necessarily be the same as those of the first lottery, and the lottery for re-acquiring the factor information may be more advantageous or disadvantageous than the first lottery. When a lottery for re-acquiring the factor information is performed, the lottery for determining the factor information may be performed by referring to the status of the character that has been internally corrected. For example, in a lottery to determine who can acquire white factors, even if a character's actual training rank is A, in the lottery for re-acquisition, the training rank is internally treated as S, and the lottery to determine who can acquire white factors can be held under more favorable conditions than the original training rank.
[0157] In this embodiment, when factor information is reacquired, the previously acquired factor information and the subsequently acquired factor information are displayed in a comparative manner on the acquired factor selection screen, and the player can select which factor information to link to the character. That is, the player can compare the factor information related to the "original factor" and the factor information related to the "reacquired factor" to determine the factor information to be linked to the character at his / her discretion, which improves the convenience of the player. Note that in this embodiment, the player can select the factor information to be linked to the character by comparing and considering the "reacquired factor" while keeping the "original factor", but when a request is made to reacquire factor information, the factor information corresponding to the "original factor" may be discarded, and the factor information corresponding to the "reacquired factor" may be linked to the character and registered.
[0158] In the present embodiment, the display of factor information related to the "original factor" and the display of factor information related to the "reacquired factor" are switched by swiping on the acquired factor selection screen. However, the factor information related to the "original factor" and the factor information related to the "reacquired factor" may be displayed on the same screen, allowing comparison and confirmation of the two without switching the display target. In addition, on the acquired factor selection screen, a difference display may be performed on either the display of factor information related to the "original factor" or the display of factor information related to the "reacquired factor" with respect to the other.
[0159] In this embodiment, the factor information can be reacquired only once, but it may be possible to do so multiple times by consuming trainer points (TP) as a compensation. If the factor information can be reacquired repeatedly, the amount of trainer points (TP) consumed for reacquiring the factor information may be increased each time.
[0160] In addition, the cost of reacquiring factor information may be divided into stages, and preferential treatment may be given when reacquiring factor information depending on the stage of the cost consumed at the player's discretion. For example, the more trainer points (TP) consumed when reacquiring factor information, the more likely it is that the more white factors can be acquired.
[0161] In this embodiment, a predetermined amount of trainer points (TP) must be consumed for one character training in the training function, and this consumption amount may vary for a limited period of time due to events, campaigns, etc. In contrast, the trainer points (TP) required to reacquire factor information may be consumed in a predetermined amount required for one normal training. That is, in this embodiment, factor information can be reacquired by consuming a certain amount of trainer points (TP) without linking with the amount of trainer points (TP) consumed when starting training, but the amount of trainer points (TP) consumed required to reacquire factor information may vary in linkage with the amount of trainer points (TP) consumed when starting training. In this embodiment, a fee was required to reacquire factor information, but factor information may be reacquired without requiring a fee.
[0162] In the present embodiment, the case where the lottery for reacquiring factor information is performed based on the player's input has been described, but when character training is completed, two lotteries (a first lottery and a second lottery) may be performed under the same conditions in advance, and only the result of the first lottery may be presented, and the result of the second lottery may be presented based on the player's input. When two lotteries are performed first, it is possible to determine which lottery result is presented according to a predetermined priority order. For example, it is possible to determine which lottery result is presented first based on any criterion, such as the number of acquired factor information or the factor level of specific factor information.
[0163] When reacquiring factor information, the original factor information may be allowed to be locked, and the locked factor information may be carried over to the reacquired factor information. When the original factor information is allowed to be locked, only one of the blue factor, red factor, and intrinsic factor may be allowed to be locked, or all of the blue factor, red factor, and intrinsic factor may be allowed to be locked, and only the white factor may be re-determined. Also, the number of white factors may be limited and allowed to be locked.
[0164] In this way, in the training function of this embodiment, when one character is trained, the factor information to be linked to the character whose training has been completed can be selected twice. However, if the "original factor" and "reacquired factor" that are the selection candidates are not the factor information desired by the player, it is necessary to train the character again using the training function.
[0165] Therefore, in this embodiment, a factor change function is newly provided that makes it possible to change the factor information linked to a trained character in exchange for consuming a factor change item.
[0166] First, a method of obtaining a factor change item will be described. In this embodiment, the event parameter is updated so as to increase cumulatively each time the training function or the battle function is used, and the right to participate in a reward determination lottery in which a reward can be obtained is granted each time the event parameter reaches a predetermined value. The rewards that can be obtained through the reward determination lottery include multiple types of items including a factor change item, and a factor change item can be obtained by winning a factor change item in the reward determination lottery.
[0167] 22 to 24 are diagrams showing an example of a parameter update effect for notifying the update contents of the event parameters.
[0168] For example, when a character is trained in the training function, the event parameters are updated in the training end process, and the parameter update performance is executed after the display of the character training results is completed. Also, for example, when a trained character is entered in a race in the battle function, the event parameters are updated at the stage when the race results are obtained from the server 20, and the parameter update performance is executed after the display of the race results is completed.
[0169] In the parameter update presentation, the player is notified of the accumulation level of the event parameters by a parameter gauge 601 and a flask icon 602. The parameter gauge 601 has the role of notifying the player of the accumulation level of the event parameters until the reward acquisition condition is met, and in response to the update level of the event parameters obtained by using the training function or the battle function, for example, an animation is displayed showing the gauge amount of the parameter gauge 601 increasing as shown in Figures 22 and 23.
[0170] The flask icon 602 has the role of notifying the number of acquired rewards, and the display mode changes so that it counts up each time the event parameter reaches a predetermined amount. For example, as shown in Figures 22 to 24, when an update of the event parameter causes the gauge amount of the parameter gauge 601 to increase beyond a predetermined amount, the display mode of the flask icon 602 changes and a number indicating the number of acquired rewards is displayed.
[0171] In this embodiment, the reward acquisition condition is met every time the event parameter reaches the judgment value "10". That is, in this embodiment, the judgment value is set as a reference value for judging whether the gauge amount of the parameter gauge 601 increases beyond the above-mentioned predetermined amount. The display contents of the parameter gauge 601 and the flask icon 602 are obtained by dividing the event parameter by the judgment value. More specifically, the event parameter is divided by the judgment value to obtain a quotient and a remainder, and the quotient is applied to the display of the flask icon 602 as the reward acquisition number, and the remainder is applied to the display of the parameter gauge 601 as the gauge amount. Note that a numerical value related to the judgment value may be displayed on the screen displaying the parameter gauge 601. Also, when the reward acquisition number is 1 or more on the screen displaying the flask icon 602, a guide may be displayed to the effect that a reward can be acquired.
[0172] Regarding the management of the event parameters and the number of rewards acquired, the event parameters may be measured by a counter that changes so as to cycle between 0 and 10, and the value of the counter that counts the number of rewards acquired may be incremented each time the value of the counter that measures the event parameters reaches "10". In this case, the value of the counter that measures the number of rewards acquired is reset when the reward determination lottery is executed. If the number of rewards acquired is managed separately from the event parameters, the number of rewards acquired is updated if the event parameters measure the maximum value "10" and satisfy the reward acquisition condition each time the content that updates the event parameters, such as the training function or battle function, is completed.
[0173] Next, a specific example of how the event parameters are updated will be described below.
[0174] For example, the event parameter is increased by a fixed amount (for example, 1) for each use without distinguishing between the training function and the battle function. In this case, there is no need to consider the amount of update of the event parameter depending on whether the player uses the training function or the battle function.
[0175] For example, when the training function is used, the amount of increase in the event parameter per use is larger than when the battle function is used. That is, the amount of increase in the event parameter may be different between when the training function is used and when the battle function is used. Specifically, an update mode can be adopted in which the event parameter increases by "3" per use when the training function is used, and the event parameter increases by "1" per use when the battle function is used. In this embodiment, when comparing the use of the training function and the use of the battle function, there is a difference in the time required for the use, and the time required to complete the training of one character in the training function tends to be longer than the time required to obtain the battle result in the battle function. Therefore, the use of the training function can be promoted by increasing the amount of increase in the event parameter when the training function, which requires a longer time for the player to use the game function, is used than when the battle function is used.
[0176] For example, when using the training function, the amount of increase in the event parameter differs depending on the training result of the character. Specifically, an update mode can be adopted in which, if the sum of the three factor levels (number of stars) of the blue factor, red factor, and inherent factor among the factor information linked to the trained character is 3 or less, the event parameter increases by "1", if the sum of the aforementioned factor levels is 4 to 6, the event parameter increases by "2", and if the sum of the aforementioned factor levels is 7 or more, the event parameter increases by "3". Also, the sum of the three factor levels (number of stars) of the blue factor, red factor, and inherent factor among the factor information linked to the trained character may be the amount of increase in the event parameter. In the training function of this embodiment, the better the training result, the easier it is to obtain factor information with a high factor level, so if the amount of increase in the event parameter differs depending on the training result of the character, the player's desire to train an excellent character in the training function can be aroused. Also, for example, when using the training function, the amount of increase in the event parameter varies depending on the progress of the training scenario at the time when the character training is completed, and the higher the progress of the training scenario at the time when the character training is completed (including the number of training goals achieved and the achievement rate, the number of turns consumed, the results of the race in the extra turn, etc.), the easier it is for the event parameter to increase. Also, for example, when using the training function, the amount of increase in the event parameter may be set according to the training scenario selected prior to starting character training.
[0177] For example, when using the battle function, the amount of increase in the event parameter varies depending on the battle result. Specifically, an update mode can be adopted in which the event parameter increases by "2" when a victory is judged in the battle function, and increases by "1" when a result other than victory (loss or draw) is judged. Note that a "win" in the battle function means that the player's character takes first place in the daily race and daily legend race, and that in the team arena, the player wins three or more races out of five and defeats the opponent's team.
[0178] Next, the flow of processing related to the factor changing function will be described with reference to the flowchart shown in FIG.
[0179] First, in this embodiment, an input (event transition input) for transitioning to the factor change function is accepted on the home screen (step S301). As shown in Fig. 26, an event icon 611 is provided on the home screen, and when a tap input (event transition input) is performed on the event icon 611 (Y in step S301), the event parameters stored in the event data storage unit 74 are referenced to determine whether or not the reward acquisition condition is met (step S302).
[0180] In this embodiment, the event parameter is divided by the judgment value, and whether or not the reward acquisition condition is met is determined based on the quotient, and if the quotient of dividing the event parameter by the judgment value is not 0 (or is 1 or greater), it is determined that the reward acquisition condition is met. For example, if the event parameter is 32 and the judgment value is 10, the quotient of dividing the event parameter by the judgment value is 3, and therefore it is determined that the reward acquisition condition is met.
[0181] If it is determined that the reward acquisition conditions are met (Y in step S302), the reward acquisition process is executed (step S303); if it is determined that the reward acquisition conditions are not met (N in step S302), the reward acquisition process is skipped and the process proceeds to the start acceptance process (step S304).
[0182] In the reward acquisition process, a reward determination request including information on the quotient and remainder obtained by the above-mentioned division is sent to the server 20. Upon receiving the reward determination request, the server 20 determines the reward to be provided by performing a number of reward determination lotteries equivalent to the number of reward acquisitions, using the above-mentioned quotient as the number of reward acquisitions. The server 20 also overwrites and updates the event parameters of the player to whom the reward is to be provided, stored in the event management database 53, with the above-mentioned remainder. For example, if the above-mentioned event parameter is 32 and the judgment value is 10, the event parameter is overwritten from 32 to 2 based on the fact that the quotient is 3 and the remainder is 2.
[0183] Then, when the required number of reward determination lottery draws have been completed, the server 20 adds the reward to be provided to the item list of the player to whom the reward is to be provided in the player management database 51, and transmits a reward determination response including information on the reward to be provided and the updated event parameters to the player terminal 40. The player terminal 40 that receives the reward determination response adds the reward determined to be provided to the item list in the player data storage unit 71, and updates the event parameters stored in the event data storage unit 74 based on the event parameter information included in the reward determination response. In this way, in this embodiment, by performing division on the event parameters, the quotient can be used to determine the number of rewards acquired, and the remainder can be used to manage the consumption of the event parameters for the acquisition of rewards.
[0184] In this embodiment, when the reward acquisition process is performed, a reward acquisition effect is executed to notify the player of the reward determined to be provided at the player terminal 40. Figures 27 to 29 are diagrams showing examples of the execution of the reward acquisition effect.
[0185] In the reward acquisition performance, a flask icon 621 (see FIG. 27) showing the number of acquired rewards is displayed and changed to an explosion effect 622 (see FIG. 28), and finally an animation process is performed in which the reward content is notified by a reward icon 623 (see FIG. 29). A reward confirmation button 624 is provided on the display screen during the reward acquisition performance, and when a tap input is made on the reward confirmation button 624, a reward list dialog is displayed as shown in FIG. 30. In the reward list dialog, a list of rewards that can be acquired for the current factor strengthening event is displayed. In addition, a return button 626 is provided on the reward list dialog, and when a tap input is made on the return button 626, the display screen for the reward acquisition performance is returned to.
[0186] Further, a progress button 625 is provided on the display screen during execution of the reward acquisition performance, and when the progress button 625 is tapped, the reward acquisition performance ends and the process proceeds to the start acceptance process (step S304).
[0187] In the start acceptance process, various inputs related to the factor change function are accepted through the event top screen. Fig. 31 is a diagram showing a display example of the event top screen in a situation where there is a reward that has not been acquired.
[0188] As shown in FIG. 31, the event top screen has a parameter gauge 631, a function start button 632, and a function transition button 633 provided.
[0189] The parameter gauge 631 allows the current accumulation status of event parameters to be visually confirmed. When a reward confirmation button 634 provided near the parameter gauge 631 is tapped, a reward list dialogue shown in FIG. 30 is displayed.
[0190] The function start button 632 accepts input to start using the factor change function, and is enabled when the factor change item is in possession. Therefore, when transitioning to the event top screen in a situation where the factor change item is not in possession, the function start button 632 is disabled and grayed out. The function start button 632 also displays the number of times the factor change function can be used, allowing the remaining number of uses to be known prior to starting to use the factor change function.
[0191] The function transition button 633 is used to quickly transition to the training function or the battle function in order to accumulate event parameters. When a tap input is made on the function transition button 633, a function guidance dialogue is displayed as shown in FIG. 32. The function guidance dialogue is provided with a training transition button 638 for transitioning to the training function and battle transition buttons 639a to 639c for transitioning to the battle function as buttons for transitioning to game functions that can accumulate event parameters. In this embodiment, in principle, inputs for using the training function or the battle function are accepted by the training transition button 612 or the battle transition button 613 provided on the home screen shown in FIG. 26. For example, when a tap input is made on the training transition button 612 in a situation where the home screen is displayed, the use of the training function can be started, and when a tap input is made on the battle transition button 613, the use of the battle function can be started. In this embodiment, it is necessary to use the training function or the battle function in order to accumulate event parameters, but the transition to the training function or the battle function can be induced from the event top screen without returning to the home screen, improving the convenience of the player. In addition, in a situation where all rewards that can be obtained in a factor strengthening event have been obtained, the function transition button 633 is disabled and displayed as grayed out.
[0192] When a tap input is performed on the function start button 632 while the function start button 632 is enabled on the event top screen, the display screen transitions to a character selection screen and a character selection process is executed to accept character selection (step S305).
[0193] 33 and 34 are diagrams showing a display example of the character selection screen. In the character selection screen, a list of characters that have been trained and owned by the player is displayed by the character icon 642, and any character that has been trained can be selected by tapping the character icon 642. A selection mark 650 is added to the character icon 642 of the selected trained character, and an image of the selected trained character is displayed in the character display area 641. A factor-related information display area 643 is provided to the right of the character display area 641, and factor information and inherited characters related to the selected trained character are displayed in the factor-related information display area 643. The displayed content of the factor information in the factor-related information display area 643 can be changed using a factor tab 644 and an inheritance tab 645. In the display example shown in FIG. 33, the factor tab 644 is selected, and the factor-related information display area 643 displays factor information associated with the selected trained character at the end of training. When the factor tab 644 is selected, the red factors, blue factors, and inherent factors are displayed normally, and the white factors are displayed grayed out to make it possible to distinguish the selection candidates. Note that even the blue factors, red factors, and inherent factors may be displayed grayed out when the factor levels are at their maximum. When a tap input is performed on the inheritance tab 645, the display content of the factor-related information display area 643 changes to a relationship diagram between the selected trained character and the inherited character, as shown in FIG.
[0194] Also, the sorting target can be changed by tapping on a sorting target change button 647 provided on the character selection screen. Also, the sorting order can be switched between ascending order and descending order by tapping on a sorting order change button 648 provided on the character selection screen. In this embodiment, in addition to "factor", "name", "registration date", etc. can be selected as the sorting target. By making it possible to change the sorting target and sorting order in this way, the player can compare and consider the trained characters he owns from various perspectives and select the trained character whose factor information he wants to change.
[0195] In order to improve the visibility and operability of the selection of trained characters, a narrowing down function may be provided on the character selection screen. For example, aptitude, factors, and the like may be specified in more detail, and only trained characters that meet the conditions may be displayed.
[0196] In addition, a restriction may be placed on the selection of a trained character on the character selection screen. For example, a trained character owned by a player that has the maximum factor levels for all of the blue factor, red factor, and inherent factor may be grayed out and made unselectable on the character selection screen, or the trained character may be hidden on the character selection screen. In addition, candidates for trained characters whose factor information can be changed using the factor change function may be limited to some characters, and candidates for trained characters whose factor information can be changed in a factor strengthening event held in a different period may be changed. In addition, in consideration of a case where a trained character is rented from another player who is registered as a friend and used as an inherited character as in this embodiment, a restriction may be placed so that the factor information of a trained character that a player has allowed another player to rent as an inherited character cannot be changed.
[0197] When the character selection screen is displayed, tapping the advance button 646 displays a selected character confirmation dialogue, as shown in Fig. 35. When the character selection screen is displayed, tapping the return button 649 displays a return to the event top screen.
[0198] In the selected character confirmation dialog, factor information associated with the selected trained character and factor information of the inherited character are displayed in a list. The selected character confirmation dialog is provided with an OK button 661 and a Cancel button 662, and when the OK button 611 is tapped, the selection of the trained character is confirmed, and the display screen transitions to a training target selection screen, where a training target selection process is executed to accept the selection of factor information of the training target (step S306). In addition, when the selected character confirmation dialog is displayed, tapping the Cancel button 662 returns to the character selection screen.
[0199] 36 is a diagram showing a display example of the strengthening target selection screen. On the strengthening target selection screen, an image of the trained character selected in the character selection process is displayed in a character display area 671, and factor information and inherited characters related to the trained character selected in the character selection process are displayed in a factor related information display area 672. The display contents of the factor related information display area 672 can be switched using a factor tab 673 and an inheritance tab 674.
[0200] The strengthening target selection screen also has a first selection button 675, a second selection button 676, and a third selection button 677, which correspond to the blue factor, red factor, and inherent factor of the selected trained character. The first selection button 675 is a button for selecting a blue factor, and displays the type of performance parameters (speed, stamina, power, tenacity, and intelligence), the effect in the inherited event, and the factor level (number of stars). The second selection button 676 is a button for selecting a red factor, and displays the type of aptitude (turf, dirt, short distance, mile, medium distance, long distance, breakaway, leading, overtaking, and chasing), the effect in the inherited event, and the factor level (number of stars). The third selection button 677 is a button for selecting an inherent factor, and displays the name of the inherent skill, the effect in the inherited event, and the factor level (number of stars). On the strengthening target selection screen, a selection mark 678 is given to the selection button corresponding to the selected factor information. The first selection button 675, the second selection button 676, and the third selection button 677 are normally displayed on the condition that the factor level of the corresponding factor information is not the maximum, and the selection button corresponding to the factor information with the maximum factor level is displayed in gray.
[0201] When the advance button 679 is tapped in a state where the reinforcement target selection screen is displayed, reinforcement stage selection processing is executed to confirm the factor information to be reinforced, transition the display screen to a reinforcement stage selection screen, and accept the selection of the reinforcement stage of the factor information to be reinforced (step S307). When the return button 680 is tapped in a state where the reinforcement target selection screen is displayed, the screen returns to the reinforcement target selection screen. The advance button 679 is enabled on the condition that the selection button normally displayed is in a selected state. For example, when there is factor information with the maximum factor level for at least one of the blue factor, red factor, and inherent factor, and the grayed-out selection button is in a selected state, the advance button 679 is also grayed out, and even if the advance button 679 is tapped, the screen does not transition to the reinforcement stage selection screen. In this way, in this embodiment, when the factor level is the maximum even if it is classified as a blue factor, red factor, or inherent factor, control is performed to inhibit transition to the reinforcement stage selection screen when the factor information with the maximum factor level is selected in the reinforcement target selection screen, thereby restricting the selection of factor information.
[0202] 37 is a diagram showing a display example of the strengthening stage selection screen. In the strengthening stage selection screen, as in the strengthening target selection screen, an image of the trained character selected in the character selection process is displayed in the character display area 671, and factor information and inherited characters related to the trained character selected in the character selection process are displayed in the factor related information display area 672. The display contents of the factor related information display area 672 can be switched using a factor tab 673 and an inheritance tab 674.
[0203] Furthermore, on the reinforcement stage selection screen, the factor information selected in the reinforcement target selection process is displayed in a reinforcement target display area 681, and the change content of the factor level of the reinforcement target factor information is specified using an increase button 682 and a decrease button 683. The increase button 682 and the decrease button 683 are enabled when the factor level change is permitted, and are disabled and grayed out when the change is not permitted because the factor level lower limit or the factor level upper limit (level 3 = 3 stars) has been reached. Note that in this embodiment, the factor level of the reinforcement target factor information has a lower limit of change of the original factor level + 1 step. In other words, the factor change function cannot change the factor level below the original factor level.
[0204] In addition, in the reinforcement stage selection screen, the factor level before reinforcement (original factor level) is displayed in the number of stars in the pre-reinforcement level display area 684, and the factor level after reinforcement is displayed in the number of stars in the post-reinforcement level display area 685. In this embodiment, it is possible to change the factor level by multiple stages within the range of the number of factor change items possessed. Specifically, when the factor level of the factor information to be reinforced is level 1 (1 star), if two or more factor change items are possessed, one factor change item can be consumed to raise the factor level by one stage to level 2 (2 stars), or two factor change items can be consumed to raise the factor level by two stages to level 3 (3 stars). In addition, in the factor reinforcement event of this embodiment, a limit is set on the number of times that the factor change function can be used, and it is set to five times during the event period. The number of times that the factor change function is used is counted as one time for each consumption of one factor change item. In other words, when the factor level of the factor information to be reinforced is raised by two stages, the factor change function is used twice.
[0205] When the progress button 687 is tapped while the strengthening stage selection screen is displayed, a strengthening content confirmation dialogue is displayed and a final confirmation process is executed for final confirmation of the change of the factor information (step S308). When the return button 688 is tapped while the strengthening stage selection screen is displayed, the screen returns to the strengthening target selection screen.
[0206] FIG. 38 is a diagram showing a display example of the reinforcement content confirmation dialog. In the reinforcement content confirmation dialog, the player can confirm the already-raised character whose factor information is to be changed, the factor levels before and after the reinforcement of the factor information to be reinforced, and the consumption of the factor change item. In the final confirmation process, a check box 694 is provided to carefully confirm the player's intention, and a check mark is entered by tapping the check box 694, and the OK button 691 is enabled. In a situation where the check box 694 is not checked, the OK button 691 is disabled and grayed out. When the OK button 691 is tapped while the reinforcement content confirmation dialog is displayed, a factor information change process is executed (step S309). When the cancel button 692 is tapped while the reinforcement content confirmation dialog is displayed, the player returns to the reinforcement stage selection screen.
[0207] In the factor information change process, the factor information of the trained character registered in the character list of the player data storage unit 71 is changed according to the change contents confirmed in the reinforcement content confirmation dialogue. Specifically, the factor ID of the factor information to be reinforced is rewritten. In this embodiment, even if the factor information has the same name, a unique factor ID is assigned to each factor level. For example, for the blue factor of speed, different factor IDs are assigned to the factor levels 1, 2, and 3. Therefore, the factor level can be changed by changing the factor ID. In the factor information change process, the player terminal 40 makes a factor information change request to the server 20, and the server 20 that receives the factor information change request identifies the factor IDs before and after the change, changes the factor information of the corresponding trained character, and updates the character list of the player management database 51. When the server 20 completes the change of the factor information, a change completion response is transmitted to the player terminal 40. In the player terminal 40 that receives the change completion response, for example, as shown in FIG. 39, a completion notification performance that notifies the completion of the change of the factor information is executed, and a series of processes related to the use of the factor change function is completed.
[0208] In the information processing system 10 of the present embodiment described above, the factor information linked to the character training results can be changed on the condition that a factor change item is consumed, thereby reducing the burden on the player of repeatedly training a character until the player obtains the factor information he or she desires.
[0209] In particular, in this embodiment, the factor information associated with the character is determined by referring to the status of the character at the end of the character's training in the training function. That is, in this embodiment, the player cannot know the factor information associated with the character until the character's training is completed in the training function. Therefore, if the time required to train one character increases due to an increase in the content in the training function, it may take a huge amount of time for the player to obtain the factor information he or she desires. However, in this embodiment, even if the content of the factor information associated with the character at the end of the character's training is not what the player desires, it is possible to change the factor information associated with the trained character later, so that it is expected that the time until the player obtains a trained character associated with the factor information he or she desires can be shortened.
[0210] In addition, in this embodiment, when a character is developed using the development function, a factor inheritance event occurs that affects the status of the character to be developed, depending on the factor information associated with the previously developed character. That is, in this embodiment, a developed character associated with excellent factor information can be selected as the inheritance character, making it easier to develop a strong character. In addition, in this embodiment, since a limit is set on the number of developed characters owned by each player, there is also a desire on the part of the player to possess a developed character associated with as excellent factor information as possible. For this reason, if it is possible to change the factor information associated with a previously developed character as in this embodiment, it is possible to reduce the workload of the player in carefully selecting whether or not to possess a developed character based on the factor information associated with the character at the end of development.
[0211] In this embodiment, the factor information associated with a trained character includes a blue factor, a red factor, an inherent factor, and a white factor. In the factor change function, the blue factor, the red factor, and the inherent factor can be changed, but the white factor cannot be changed. In other words, the factor change function is not applied to all factor information, but is applied only to some factor information. Therefore, in this embodiment, even if the desired factor level is not obtained at the end of the character training, the blue factor, the red factor, or the inherent factor can be changed later using the factor change function. Therefore, a play environment can be provided in which the player can accept the training result even if the player does not obtain the desired result for the factor information associated with the character as a result of training the character.
[0212] In this embodiment, the method of increasing a factor level has been described by taking an example in which the factor ID is changed. However, the type of factor and the factor level may be managed as separate information, and the factor level may be increased by changing only the factor level information.
[0213] In this embodiment, the case where the factor information can be changed by consuming a factor change item has been described as an example, but instead of having the right to change the factor information possessed as an item, if the right to change the factor information is acquired in a reward determination lottery, the player may be allowed to change the factor information when notified of the acquisition. Also, instead of randomly acquiring the right to change the factor information in a reward determination lottery, the right to change the factor information may be acquired in exchange for deleting the white factor of the trained character whose factor information is to be changed.
[0214] In this embodiment, an example has been described in which event parameters are accumulated by using the training function and battle function, but it is also possible to make it possible to accumulate event parameters in exchange for deleting a trained character from the character list.
[0215] In addition, in a case where a factor level can be improved by consuming a factor change item as a mode of changing factor information, there may be no opportunity to reacquire factor information for a character whose development has been completed. In a case where a factor level is improved by consuming a factor change item as a mode of changing factor information, the factor information whose factor level is improved by consuming a factor change item may be randomly determined.
[0216] Also, the change of factor information includes the player selecting and discarding factor information. The player may be allowed to edit the factor information linked to the trained character by consuming a factor change item, and the character may be re-registered in the character list with the factor information linked to the character based on the editing result. For example, by deleting one arbitrary white factor from the factor information linked to the trained character by consuming one factor change item, editing may be possible in which the factor level of one of the remaining factor information is improved. In this case, the deletion of one factor information may raise the other factor information by one level regardless of the factor level of the deleted factor information. Also, the level increase amount corresponding to the factor level of the deleted factor information (for example, 3 levels when deleting factor information with a factor level of level 3) may be allocated to other factor information.
[0217] In addition, the factor information that can be changed using the factor change function includes not only a part of the factor information linked to the trained character but all of it. In this embodiment, among the blue factor, red factor, inherent factor, and white factor, the blue factor, red factor, and inherent factor can be changed, but the white factor cannot be changed. However, the white factor may also be changed using the factor change function.
[0218] Regarding the factor strengthening event, a factor strengthening period during which the factor change function can be used and a reward acquisition period during which rewards such as factor change items can be acquired may be provided. The factor strengthening period may start after the reward acquisition period has elapsed, or the reward acquisition period and the factor strengthening period may overlap in part, with the reward acquisition period ending first and the factor strengthening period continuing after the reward acquisition period ends. It should be noted that the factor change items may be possessed and used only during the factor strengthening event, and may be deleted from each player's item list after the event period ends.
[0219] An event boost function may be provided that provides advantageous effects in the progress of a factor strengthening event when a character is trained using the training function during the factor strengthening event period. This event boost function provides advantageous effects such as increasing the amount of increase in event parameters and the amount of rewards acquired by consuming more trainer points (TP) required for character training than the normal amount. The use of the event boost function can be decided at the player's discretion, and the training function can be used with the event boost function enabled by checking a checkbox confirming the use of the event boost function when using the training function. In addition, when the event boost function is used, a guide display may be displayed in the parameter update presentation or reward acquisition presentation to inform the player that the effect of the event boost function is being applied.
[0220] The effect of the event boost function may be changed depending on whether other events are being held during the factor strengthening event. For example, when no other events are being held during the factor strengthening event, the event boost function will double the amount of trainer points (TP) consumed during character training, and double the amount of increase in event parameters obtained upon completion of training. On the other hand, when other events are being held during the factor strengthening event, the event boost function will double the amount of trainer points (TP) consumed during the character's activities, and double the amount of rewards obtained in each event, including the factor strengthening event.
[0221] In addition, for the event boost function, a Trainer Point (TP) consumption multiplier and effect multiplier may be set for each event. For example, if an event with a Trainer Point (TP) consumption multiplier of 3x and a reward acquisition multiplier of 3x for items and other rewards is held at the same time as an event with a Trainer Point (TP) consumption multiplier of 2x and a reward acquisition multiplier of 3x for items and other rewards, the multiplier of the highest event will be applied to the Trainer Point (TP) consumption multiplier using the event boost function, and the multiplier set for each event will be applied to the reward acquisition multiplier.
[0222] In this embodiment, a case has been described in which the factor information of a character that the player has trained himself / herself can be changed, but changing the factor information of an inherited character at the time of training is not permitted, but it may also be possible to make it possible to change the factor information of an inherited character as well.
[0223] For a trained character whose factor information has been changed, the server 20 manages the factor information linked at the end of training and the change history of the factor information using the factor change function. When it becomes necessary to display or apply factor information related to the trained character on the player terminal 40, the server 20 receives the factor information linked at the end of training and the change history of the factor information from the server 20, and can display or apply the factor information related to the trained character by reflecting the change history of the factor information on the factor information linked at the end of training. For example, when a trained character whose factor information has been changed is set as an inherited character and the character is trained using the training function, in a scene where the factor information of the inherited character is applied by an inheritance event or the like, the factor information of the inherited character can be applied based on the factor information linked at the end of training and the change history of the factor information. When applying factor information related to the inheritance source of the inherited character (a trained character that is the grandparent generation from the character to be trained), the change history of the factor information is not applied, and the factor information linked at the end of training of the trained character of the inheritance source can be applied to the character to be trained. In this way, it is possible to eliminate the inconvenience that overwriting the factor information linked to a trained character registered in the character list affects other trained characters trained using that trained character as an inherited character. When displaying the factor information of a trained character whose factor information has been changed on the player terminal 40, the display mode of the stars indicating the factor level may be changed so that the difference between the factor information linked at the time of training completion and the factor information after the change can be recognized, or the stars indicating the factor level may be displayed in a display mode (a display mode showing only the factor level after the change) in which the difference cannot be recognized.
[0224] In the present embodiment, the game in which two characters among characters already trained can be set as inherited characters when characters are trained has been described as an example, but the number of selected inherited characters may be at least one, and three or more inherited characters may be set. The information processing system 10 may also be configured to provide each function in other games. For example, in sports games such as baseball games and soccer games, the information processing system 10 may be applied to games in which characters participating in a competition can be trained, and the trained characters can be used to play against each other, or the trained characters can be used to reinforce the status of a newly trained character. The information processing system 10 may also be applied to games of other genres, such as idol training games, love simulation games, card battle games, fighting games, action games, battle royal games, and role-playing games, in which characters can be trained, and the trained characters can be used to play against each other, or the trained characters can be used to reinforce the status of a newly trained character. [Explanation of symbols]
[0225] 10 Information processing systems, 20 server, 40 player terminal, 21, 41 control unit, 22, 42 storage unit, 23, 45 communication unit, 43 operation input unit, 44 display unit, 50 server data storage unit, 51 player management database, 52 Factor information database, 53 Event management database, 60 game calculation unit, 61 factor information determination unit, 62 factor information application unit, 63 Remuneration Determination Division; 70 terminal data storage unit, 71 player data storage unit, 72 training progress data storage unit, 73 race control data storage unit, 74 event data storage unit, 80 game execution unit, 81 training function providing unit, 82 match function providing unit, 83 factor change function providing unit, 84 parameter update unit, 85 reward acquisition control unit, 86 Factor information change section
Claims
1. a specific information application unit that performs processing to affect the capabilities of a game medium to be trained based on specific information associated with the trained game medium; a specific information determination unit that determines the specific information to be linked to the developed game medium based on a development result of the developed game medium; a parameter update unit that updates a specific parameter when a game using the developed game medium is played; a modification right acquisition control unit for acquiring a modification right for the specific information when the specific parameter satisfies a predetermined condition; a specific information change unit that consumes a right to change the specific information to change the specific information associated with the developed game medium; The programs that make a computer function.
2. In claim 1, The specific information change unit, A program that allows only the specific information belonging to a predetermined classification to be selected as the target for change in an input interface for selecting the target for change of the specific information.
3. In claim 2, The specific information change unit, A program for making the specific information that does not satisfy a change permission condition, even if the specific information belongs to the predetermined classification, unselectable in the input interface.
4. a specific information application unit that performs processing to affect the capabilities of a game medium to be trained based on specific information associated with the trained game medium; a specific information determination unit that determines the specific information to be linked to the developed game medium based on a development result of the developed game medium; a parameter update unit that updates a specific parameter when a game using the developed game medium is played; a modification right acquisition control unit for acquiring a modification right for the specific information when the specific parameter satisfies a predetermined condition; a specific information change unit that consumes a right to change the specific information to make it possible to change the specific information associated with the developed game medium; An information processing system comprising:
5. A specific information application step of performing processing for influencing the capabilities of the game medium to be trained based on specific information associated with the trained game medium; a specific information determination step of determining the specific information to be linked to the game medium based on a development result of the developed game medium; A parameter update step of updating a specific parameter when a game using the developed game medium is played; a modification right acquisition control step for acquiring a modification right for the specific information when the specific parameter satisfies a predetermined condition; a specific information changing step of making it possible to change the specific information linked to the developed game medium by consuming a right to change the specific information; An information processing method for causing a computer to execute the above.
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