PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING SYSTEM
By implementing object frames on the character list screen for level management in social games, the complexity of character level management is reduced, improving user experience and game balance.
Patent Information
- Application Number
- JP2024161447
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-09-18
- Publication Date
- 2025-05-16
- Estimated Expiration
- 2044-09-18
AI Technical Summary
Traditional social games require users to manually select characters to level down and then assign the acquired experience points to other characters, making the character level management process complicated for users.
The system introduces object frames on the character list screen where characters are arranged by level, allowing users to simply select characters to replace and update levels through a streamlined process, eliminating the need for manual experience point management.
This solution reduces the user's burden in managing character levels, simplifies the operation, and enhances the gaming experience by maintaining game balance and allowing for easy character development.
Smart Images

Figure 0007678461000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an information processing device, an information processing method, and an information processing system. [Background technology]
[0002] Social games have various functions for improving the user's (player's) gaming experience, such as functions for increasing the user's interest in the game and functions for reducing the effort required for the user to operate the game.
[0003] As a technique for increasing a user's interest in a game, for example, a technique for strengthening a fighting team consisting of a plurality of types of characters (see Patent Document 1) has been disclosed. On the other hand, as a function for reducing the effort required for a user to operate a game, there is a level link function for managing the levels of a plurality of characters owned by a user. The level link function extracts a predetermined number of characters from among the characters owned by the user in descending order of level, and matches the levels of some or all of the characters owned that have not been extracted with the level of the character with the lowest level among the extracted characters.
[0004] Patent document 1 describes how a player can assemble a team made up of multiple types of characters and compete against other teams; if the player wins the match, the player can strengthen the team by scouting characters from the opposing team and replacing them with characters from the player's own team. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2024-004150 A Summary of the Invention [Problem to be solved by the invention]
[0006] In conventional games, a user can improve a character's parameters (strength, etc.) by gradually increasing the character's level by acquiring experience points. Meanwhile, users prefer characters of high rarity (high upper level limit). Some conventional games have a function for managing a character's level by acquiring experience points for the character by lowering the character's level, and allocating the acquired experience points to a character that the user wants to develop, such as a character of high rarity.
[0007] When using such a function, the user must (1) first select the character whose level he or she wants to lower and acquire experience points, and (2) then select the character whose level he or she wants to increase and assign the acquired experience points to the selected character. Such operations are troublesome for the user, which is a problem. Patent Document 1 does not mention the above problem.
[0008] The present invention has been made to solve the above-mentioned problems, and an object of the present invention is to reduce the burden on users required for managing character levels. [Means for solving the problem]
[0009] A program executed by a computer for providing a game of the present invention includes a process for setting a predetermined number of object frames into which a predetermined number of game objects with the highest level are placed, a process for assigning a level to each of the predetermined number of object frames, and a process for changing the level of the game object to be placed in accordance with the level of the object frame when placing a game object in an object frame.The program includes a process for setting a predetermined number of object frames into which a predetermined number of game objects are placed in order of decreasing game object level, a process for assigning a level to each of the predetermined number of object frames, and a process for changing the level of the game object to be placed in accordance with the level of the object frame when placing a game object in an object frame. The above-described information processing device is one aspect of the present invention, and an information processing device, an information processing method, and an information processing system reflecting one aspect of the present invention are configured in the same manner as the above-described program. Effect of the Invention
[0010] According to the present invention having the above configuration, it is possible to reduce the burden on the user required for managing the character levels. Problems, configurations and effects other than those described above will become apparent from the following description of the embodiments. [Brief description of the drawings]
[0011] [Figure 1] A figure showing an example of a character list screen displayed on a user terminal in one embodiment of the present invention. [Diagram 2] 1 is a block diagram showing an example of the configuration of a game system according to an embodiment of the present invention. [Diagram 3] 1 is a block diagram showing an example of a functional configuration of a game system according to an embodiment of the present invention. [Figure 4] FIG. 2 is a block diagram illustrating an example of a hardware configuration of a server according to an embodiment of the present invention. [Diagram 5]FIG. 2 is a block diagram showing an example of a hardware configuration of a user terminal according to an embodiment of the present invention. [Figure 6] 11 is a flowchart showing the procedure of a game object management process in a game system according to one embodiment of the present invention. [Figure 7] 10 is a flowchart showing a procedure for setting an object frame in a user terminal according to an embodiment of the present invention. [Figure 8] 13 is a flowchart showing the steps of a game object change process for an object frame in a user terminal according to one embodiment of the present invention. [Figure 9] 13 is a flowchart showing the steps of a level-up process for a game object in a user terminal according to one embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] Hereinafter, an embodiment of the present invention will be described with reference to the accompanying drawings. In this specification and the drawings, components having substantially the same functions or configurations are designated by the same reference numerals, and redundant description will be omitted.
[0013] First, the level link function of a conventional social game will be described. In conventional social games, a level link screen for the level link function is provided in addition to a screen listing characters owned by the user. When a user acquires a character with a high level limit (high rarity), the user opens the level link screen, selects the character to be reset, resets the level, and acquires the experience points returned by the reset. The user then performs a character switching operation to reallocate the acquired experience points to a character to be developed, for example, a character of high rarity. However, such character switching operations are cumbersome, which reduces the user's gaming experience.
[0014] In contrast, the character list screen U1 according to one embodiment of the present invention, which will be described later, does not have a level link screen, and the character list screen U1 is always in a level link state. On the character list screen U1, for example, by performing a simple operation such as selecting a character to be reset and a character to be trained, and pressing a character editing button, the character to be trained can be leveled up and trained.
[0015] The following describes a character replacement operation on the character list screen U1 according to one embodiment of the present invention.
[0016] Fig. 1 is a diagram showing an example of a character list screen displayed on a user terminal according to this embodiment. Note that the character list screen U1 shown in Fig. 1 includes only a screen component related to character level management, and illustration and description of other screen components are omitted.
[0017] As shown in FIG. 1, the character list screen U1 is provided with a predetermined number (for example, five) of object frames (L11 to L15). The object frames are frames (for example, rectangular frames) that indicate the placement areas (display areas) of a predetermined number of characters with the highest level among the characters owned by the user on the character list screen U1. Information on the characters placed in the object frames is linked to the information on the object frames and stored in a storage unit 22 of the user terminal 20 described below. Here, the character information is identification information of the character. The information on the object frame is identification information of the object frame, or data information that specifies the position and range of the object frame on the character list screen U1. The shape of the object frame is not limited to a rectangle and may be any shape.
[0018] In each of the predetermined number of object frames, a predetermined number (e.g., five) of characters with the highest level among the characters owned by the user (hereinafter referred to as "owned characters") are arranged, for example, in descending order of level. Here, the characters arranged in the predetermined number of object frames are, for example, a group (party) of characters used by the user in battles, etc. The predetermined number is the number of characters included in a group (party) defined in advance by a game app on the user terminal.
[0019] The order of characters to be placed in the predetermined number of object frames is not limited to descending order of level, and may be any order. Also, the predetermined number of characters with the highest level are automatically placed in the object frames by the user terminal as the initial setting for the predetermined number of object frames. On the character list screen U1, the user can change (replace) the characters to be placed in the object frames with any other characters owned.
[0020] All owned characters other than the characters arranged in a predetermined number of object frames are displayed at the bottom of the object frames as shown in FIG. 1. In the following, in order to distinguish from the characters arranged in the object frames, the frames showing the arrangement area (display area) of each character displayed at the bottom of the object frames are referred to as "non-object frames". The number of non-object frames is the same as the number of all owned characters other than the characters arranged in the object frames. For example, ten non-object frames (L201 to L210) are displayed in FIG. 1. The information of the characters arranged in the non-object frames is linked to the information of the non-object frames and stored in the storage unit 22 of the user terminal 20 described later. The information of the non-object frames has the same data structure as the information of the object frames.
[0021] The character in the above description is an example of a game object according to the present invention. The level of a character is a potential level that corresponds to the extent to which the character has actually been raised. That is, each character (game object) has a potential level. Also, each character (game object) has a level upper limit value that depends on the rarity of the character (game object) that is set in advance. The rarity of a character indicates the rarity of the character, and includes, for example, N (normal), R (rare), SR (super rare), LR (legendary rare), and the like. The level upper limit value (e.g., Lv200) of a character with high rarity (e.g., LR) is set high. On the other hand, the level upper limit value (e.g., Lv100) of a character with low rarity (e.g., N) is set low.
[0022] At the top of the character list screen U1, a message is displayed to prompt the user to select the character to be replaced, for example, a message U11 saying "Choose the hero to be replaced." When the user selects the characters to be replaced (for example, the characters in the object frame L15 and the characters in the non-object frame L207) on the character list screen U1 and performs a replacement decision operation such as pressing the "Confirm" button U12 shown in FIG. 1, the user's character replacement operation is completed. In this embodiment, it is possible to replace characters having any level or any rarity. As described above, in the present invention, the levels are managed in unit of party frame (object frame), so that the complicated process of transferring experience points between characters as in the conventional technology is not required.
[0023] Furthermore, a level is assigned to each of the predetermined number of object frames by the object frame setting process shown in Fig. 7 described later. For example, when Fig. 1 shows the character list screen immediately after the object frame setting process, the level values (Lv130, Lv126, Lv124, Lv122, Lv120) shown in each of the multiple object frames (L11 to L15) indicate the level of each character as well as the level of each object frame. Note that the present invention assigns levels only to object frames.
[0024] Furthermore, each object frame is provided with a function for increasing its level. Specifically, the user can increase the level of the object frame by one level by pressing an arrow button (see arrow buttons B11 to B15) on the object frame shown in FIG. 1. For example, if the current level of the object frame L14 is 122 (Lv122) (i.e., the level of the character placed in the object frame is 122), the level of the object frame L14 can be increased by one level to level 123 by pressing the arrow button B14. After such an operation is performed, the level of the character placed in the object frame L14 is changed to the increased level (Lv123) of the object frame L14, i.e., changed from level 122 to level 123.
[0025] In addition, the object frame has a level upper limit set depending on the level upper limit value of the character (game object) placed in the object frame. For example, if the level upper limit value of the character placed in the object frame is "Lv200", the level upper limit of the object frame is set to "Lv200". Therefore, by using the function of increasing the level of the object frame, the level of the object frame can be increased to the level upper limit of the object frame. When the rarity of the character is changed, the level upper limit value of the character is changed according to the change in the rarity. Therefore, the level upper limit of the object frame is also changed according to the change in the level upper limit value of the character. With this configuration, when increasing (raising) the level of the character, the balance of the game can be maintained without exceeding the level upper limit value depending on the rarity of the character.
[0026] The levels of some or all of the characters (game objects) placed in multiple non-object frames are changed to the lowest level among the levels of a predetermined number of object frames. In the example shown in FIG. 1, the levels of all the characters placed in the non-object frames (L201 to L210) are changed to the lowest level (Lv120 in the example shown) among the levels of the object frames (L11 to L15), so that the level of each character placed in the non-object frames L201 to L210 is 120. This configuration maintains the balance of the game, reduces the effort required for the user to train the characters (game objects), and improves the user's gaming experience.
[0027] In the above description, a character in a game is described as an example of a game object, but the present invention is not limited to this. The game object according to this embodiment may be any game object that uses a level, such as equipment, a pet, or an item.
[0028] <Game system configuration example> Next, a configuration example of a game system according to this embodiment will be described. Fig. 2 is a block diagram showing a configuration example of a game system 1 according to this embodiment. The game system 1 is an example of an information processing system, and includes a server 10 and a plurality of user terminals 20 as shown in Fig. 1. The server 10 is connected to the plurality of user terminals 20 via a network NW. The network NW is formed of a public line such as the Internet, and may include a LAN (Local Area Network), a WAN (Wide Area Network), etc.
[0029] The server 10 is an information processing device that provides a social game that multiple users can play online in the same virtual space. In the following description, the social game is abbreviated to "game." The server 10 manages user information of the game, etc., and provides (transmits) various information required for executing the game started on the user terminal 20 to the user terminal 20 via the network NW. The detailed functions of the server 10 will be described in detail later with reference to FIG. 3.
[0030] The user terminal 20 is an information processing device such as a PC (Personal Computer), tablet, or smartphone that is held by a user and can play a game. A game app is installed in the user terminal 20, and a game starts when the game app is activated. The user terminal 20 executes a setting process for an object frame, a process for changing a game object in the object frame, and a process for leveling up a game object, which will be described later. The user terminal 20 also transmits information about the game (game update information) that has been updated by various editing operations by the user in the game to the server 10 via the network NW. The detailed functions of the user terminal 20 will be described in detail with reference to FIG. 3, which will be described later.
[0031] <Example of game system functional configuration> Next, an example of the functional configuration of the game system 1 according to this embodiment will be described. Fig. 3 is a block diagram showing an example of the functional configuration of the game system 1 according to this embodiment. The network NW is omitted in Fig. 3. Also, Fig. 3 shows only the functional components related to the various functions of the present invention, and illustration and description of other functional components of the game are omitted. Below, an example of the functional configuration of each of the server 10 and the user terminal 20 constituting the game system 1 will be described.
[0032] [Server 10 functional configuration example] 3, the server 10 includes a processing unit 11, a storage unit 12, and a communication unit 13. The processing unit 11 is connected to each of the storage unit 12 and the communication unit 13.
[0033] The processing unit 11 performs various processes for providing a game, and includes an information acquisition unit 111 and a game providing unit 112.
[0034] The information acquisition unit 111 acquires the game information of the user transmitted by the user terminal 20, for example, information that needs to be managed on the server side, such as the user's owned character. In addition, the information acquisition unit 111 outputs the acquired game information of the user to the storage unit 12.
[0035] The game providing unit 112 provides the user terminal 20 via the communication unit 13 with a virtual space in which the user can play the game, various data information corresponding to various operations on the user's game application, and the like.
[0036] The storage unit 12 stores input / output data for various processes for providing a game in the processing unit 11, user game information received from the user terminal 20, and the like.
[0037] The communication unit 13 establishes a connection between the server 10 and the user terminal 20 via the network NW, and transmits and receives various data to and from the user terminal 20.
[0038] [Example of functional configuration of user terminal 20] 3, the user terminal 20 includes a processing unit 21, a storage unit 22, an operation display unit 23, and a communication unit 24. The processing unit 21 is connected to each of the storage unit 22, the operation display unit 23, and the communication unit 24.
[0039] The processing unit 21 performs the functions of a game application, and includes an information acquisition unit 211 , a game execution unit 212 , a setting unit 213 , an allocation unit 214 , and a change unit 215 .
[0040] The information acquisition unit 211 acquires information on various operations by the user from the operation display unit 23, such as a login operation, an operation to open a character list screen, and a character replacement operation.
[0041] The game execution unit 212 executes the functions of the game application in response to the user's operation information acquired by the information acquisition unit 211. In addition, the game execution unit 212 outputs to the storage unit 22 data information generated during the execution of the functions of the game application.
[0042] The setting unit 213 extracts all owned characters linked to the user's identification information from the storage unit 12, and performs an object frame setting process shown in Fig. 7 described below. In the object frame setting process, the setting unit 213 sets a predetermined number of object frames in which a predetermined number of characters (game objects) are placed in descending order of character (game object) level. The setting unit 213 also sets multiple non-object frames in which all owned characters other than the characters placed in the predetermined number of object frames are placed.
[0043] The allocation unit 214 allocates a level to each of the predetermined number of object frames set by the setting unit 213. When allocating levels to an object frame, the allocation unit 214 allocates the level of the character (game object) placed in the object frame as the level of the object frame. When allocating levels to an object frame, the allocation unit 214 sets an upper level limit that depends on the upper level limit value of the character (game object) placed in the object frame. When the upper level limit value of the character (game object) is changed in response to a change in rarity, the allocation unit 214 changes the upper level limit of the object frame in response to the change in the upper level limit value of the character (game object).
[0044] When placing a character (game object) in an object frame, the change unit 215 changes the level of the character (game object) to be placed according to the level of the object frame. Specifically, when placing a character (game object) in an object frame, if the level of the object frame is higher than the level of the character (game object) to be placed, the change unit 215 changes the level of the character (game object) to be placed to the level of the object frame. Also, when placing a character (game object) in an object frame, if the level of the object frame is lower than the level of the character (game object) to be placed, the change unit 215 changes the level of the object frame to the level of the character (game object) to be placed.
[0045] Furthermore, the change unit 215 changes the levels of some or all of the characters (game objects) owned by the user of the game other than the predetermined number of game objects, i.e., the characters (game objects) arranged in a plurality of non-specific frames, to the lowest level among the levels of the predetermined number of object frames. For example, the change unit 215 may change the levels of game objects arranged in some non-object frames selected by the user or some non-object frames set in advance, to the lowest level among the predetermined number of object frames.
[0046] Furthermore, the change unit 215 has a function of increasing the level of an operated object frame in response to a user's operation to increase the level of the object frame on the character list screen U1 (see FIG. 1) (for example, an operation of pressing any one of the arrow buttons B11 to B15). When the change unit 215 increases the level of an object frame, the change unit 215 changes the level of the character (game object) placed in the object frame to the increased level of the object frame.
[0047] The setting unit 213, the allocation unit 214, and the change unit 215 described above may be configured as internal components of the game execution unit 212.
[0048] The storage unit 22 stores input / output data for various processes for executing the game in the processing unit 21, such as user identification information, information on characters owned by the user, configuration information for various game screens, and the like.
[0049] The operation display unit 23 includes an operation unit for performing various operations when the user plays a game, and a display unit for displaying various game screens. The operation unit and the display unit may be integrally formed as a touch panel, for example, or may be configured separately. The operation display unit 23 generates an operation signal representing the operation content input by the user to the operation unit, and supplies the operation signal to the processing unit 21. In addition, the operation display unit 23 displays a game screen, etc. on the display unit based on a display signal supplied from the processing unit 21.
[0050] The communication unit 24 establishes a connection between the user terminal 20 and the server 10 via the network NW, and transmits and receives various data to and from the server 10.
[0051] <Hardware Configuration Example of Server 10 and User Terminal 20> Next, the hardware configuration of the server 10 and the user terminal 20 will be described. Fig. 4 is a block diagram showing an example of the hardware configuration of the server 10 according to this embodiment. As shown in Fig. 4, the hardware configuration of the server 10 includes a CPU (Central Processing Unit) 10a, a ROM (Read Only Memory) 10b, a RAM (Random Access Memory) 10c, a non-volatile storage 10d, and a communication interface 10e. The CPU 10a, the ROM 10b, the RAM 10c, the non-volatile storage 10d, and the communication interface 10e are connected by a bus 10f so as to be able to transmit and receive information data to and from each other.
[0052] The CPU 10a reads out from the ROM 10b, loads into the RAM 10c, and executes program code of software that realizes various functions of the server 10. Note that a GPU (Graphics Processing Unit) or the like may be used instead of the CPU 10a, or the CPU 10a and the GPU may be used together.
[0053] The ROM 10b is configured with a storage medium such as a non-volatile memory, and stores programs and data executed and referenced by the CPU 10a.
[0054] The RAM 10c is configured with a storage medium such as a volatile memory, and temporarily stores information (data) necessary for each process performed by the CPU 10a.
[0055] The non-volatile storage 10d is configured as a computer-readable non-transient recording medium storing the program executed by the CPU 10a, and is configured as a storage device such as an HDD (Hard Disk Drive). The non-volatile storage 10d stores programs for the CPU 10a to execute each function, an OS (Operating System), a controller, and other programs, and data. In addition, the computer-readable non-transient recording medium storing the program executed by the CPU 10a is not limited to an HDD, and may be, for example, a recording medium such as an SSD (Solid State Drive), a CD (Compact Disc)-ROM, or a DVD (Digital Versatile Disc)-ROM.
[0056] The communication interface 10e may be, for example, a network interface card (NIC), and various data can be transmitted and received between devices via a LAN, a WAN, a dedicated line, or the like connected to a terminal of the NIC.
[0057] The server 10 is not limited to the configuration shown in FIG. 4, and may be configured on a cloud, for example.
[0058] Next, the hardware configuration of the user terminal 20 will be described. FIG. 5 is a block diagram showing an example of the hardware configuration of the user terminal 20 according to this embodiment. As can be seen by comparing FIG. 5 with FIG. 4, the user terminal 20 includes a CPU 10a, a ROM 10b, a RAM 10c, a non-volatile storage 10d, and a communication interface 10e, similar to the server 10. The user terminal 20 further includes an operation display device 20g. The CPU 10a, the ROM 10b, the RAM 10c, the non-volatile storage 10d, the communication interface 10e, and the operation display device 20g are connected by a bus 10f so as to be able to transmit and receive information data to and from each other. Here, the overlapping description of the CPU 10a, the ROM 10b, the RAM 10c, the non-volatile storage 10d, and the communication interface 10e will be omitted.
[0059] The operation display device 20g is composed of a display device such as an LCD (Liquid Crystal Display) or an organic EL (Electro-luminescence) display, and an operation device such as a touch sensor. The display device and the operation device are integrally formed as, for example, a touch panel. The operation device can also be composed of a mouse, a tablet, or the like, and configured separately from the display device.
[0060] <Character management process> Next, a procedure for character management processing in the game system 1 according to this embodiment will be described. Fig. 6 is a flowchart showing the procedure for character management processing in the game system 1 according to this embodiment. The processing described below starts when a user logs into a game on the user terminal 20.
[0061] First, the user terminal 20 transmits the identification information of the logged-in user to the server 10 (step S1).
[0062] Next, the server 10 uses the user's identification information to provide a game to the user terminal 20 (step S2).
[0063] Next, the user terminal 20 executes the game using the various information provided by the server 10 (step S3).
[0064] Next, the user terminal 20 acquires information on a list display operation of game objects performed by the user (for example, an operation to open the character list screen U1) (step S4).
[0065] Next, the user terminal 20 calls and executes a process for setting an object frame (step S5). The details of the process for setting an object frame will be described later with reference to FIG.
[0066] Next, the user terminal 20 acquires change information of the game object placed in the object frame (step S6). The change information of the game object includes information of the character that the user has newly placed in the object frame on the character list screen U1, and information of the non-object frame or object in which the character was originally placed.
[0067] Next, the user terminal 20 calls and executes a game object change process for the object frame (step S7). The game object change process for the object frame will be described in detail with reference to FIG.
[0068] Next, the user terminal 20 acquires level-up information of the object frame, that is, information on the user's level-up operation for the object frame on the character list screen U1 (see FIG. 1) (step S8).
[0069] Next, the user terminal 20 calls and executes a game object level-up process (see FIG. 9 described later) (step S9). The game object level-up process will be described in detail with reference to FIG.
[0070] Next, the user terminal 20 transmits the user's game update information, for example, information on the character placed in the object frame after the game object change process of the object frame, to the server 10 (step S10). After the process of step S10, the character management process in the game system 1 ends.
[0071] <Object frame setting process procedure> Next, a procedure for setting an object frame in the user terminal 20 will be described. Fig. 7 is a flowchart showing the procedure for setting an object frame in the server 10 according to this embodiment. The process described below is called and executed in step S5 shown in Fig. 6.
[0072] First, the setting unit 213 of the user terminal 20 sets a predetermined number of object frames (step S51).
[0073] Next, the setting unit 213 uses the user's identification information to extract the user's owned character from the storage unit 12 (see FIG. 3) (step S52).
[0074] Next, the setting unit 213 determines whether or not the number of extracted characters is equal to or less than a predetermined number (for example, five) (step S53).
[0075] In the processing of step S53, if the setting unit 213 determines that the number of extracted characters is equal to or less than a predetermined number (if the judgment is YES in S53), the extracted characters are arranged in the object frame, for example, in descending order of character level (step S54).
[0076] On the other hand, in the processing of step S53, if the setting unit 213 determines that the number of extracted characters exceeds the predetermined number (if NO is determined in S53), it places the predetermined number of characters with the highest levels in the object frame, for example, in descending order of character level (step S55).
[0077] Next, the allocation unit 214 assigns the level of the character placed in the object frame as the level of the object frame (step S56).
[0078] Next, the change unit 215 changes the levels of some or all of the owned characters other than the predetermined number of characters arranged in each of the predetermined number of object frames to the lowest level among the levels of the predetermined number of object frames (step S57). After the process of step S57, the object frame setting process ends.
[0079] <Procedure for changing game objects in object frames> Next, a procedure for changing a game object of an object frame in the user terminal 20 will be described. Fig. 8 is a flowchart showing the procedure for changing a game object of an object frame in the user terminal 20 according to this embodiment. The process described below is called and executed in step S7 shown in Fig. 6.
[0080] First, the information acquisition unit 211 (see FIG. 3) of the user terminal 20 acquires change information for the character to be placed in the object frame from the operation display unit 23 (step S71).
[0081] Next, the change unit 215 determines whether or not the level of the object frame to be changed is higher than the level of the character newly placed in that object frame (step S72).
[0082] In the processing of step S72, if the change unit 215 determines that the level of the object frame to be changed is lower than the level of the newly placed character (if the judgment in S72 is NO), it changes the level of the object frame to the level of the newly placed character (step S73).
[0083] On the other hand, in the processing of step S72, if the change unit 215 determines that the level of the object frame to be changed is higher than the level of the character newly placed in the object frame (if the judgment in S72 is YES), it changes the level of the newly placed character to the level of the object frame (step S74).
[0084] After the process of step S73 or step S74, the change unit 215 changes the levels of some or all of the owned characters other than the predetermined number of characters arranged in the object frame to the lowest level among the levels of the predetermined number of object frames (step S75). After the process of step S75, the level change process of the game object ends.
[0085] The character newly placed in the object frame may be a character that was placed in a non-object frame, or a character that was placed in another object frame.
[0086] <Procedure for leveling up game objects> Next, a procedure for leveling up a game object in the user terminal 20 will be described. Fig. 9 is a flowchart showing the procedure for leveling up a game object in the user terminal 20 according to this embodiment. The process described below is called and executed in step S9 shown in Fig. 6.
[0087] First, the information acquisition unit 211 (see FIG. 3) of the user terminal 20 acquires information on level-up of an object frame by a user from the operation display unit 23 (step S91).
[0088] Next, the change unit 215 increases the level of the object frame based on the level-up information of the object frame (step S92). For example, when the user presses the arrow button on any object frame on the character list screen U1 (see FIG. 1) once, the change unit 215 increases the current level of the object frame by one level based on the operation information of the user.
[0089] Next, the change unit 215 changes the level of the character placed in the object frame by The object frame is changed to the level after being raised (step S93). After the process of step S93, the level raising process of the game object is completed.
[0090] <Effects> As described above, in the game system 1 according to the present embodiment, a predetermined number of object frames are provided in the character list screen U1, and a level is assigned to each object frame. When a user wants to change a character to be placed in an object frame on the character list screen U1, the user simply selects the object frame and the character to be newly placed in the object frame and presses the confirm button to complete the character change (character replacement) of the specific frame. Meanwhile, in response to the above-mentioned operation of changing the character in the specific frame by the user, the user terminal 20 automatically changes the level of the game object newly placed in the object frame in accordance with the level of the object frame. In addition, the user terminal 20 has a function of increasing the level of the object frame, and increases the level of the object frame in response to the operation of increasing the level of the object frame by the user. Then, when the level of the object frame is increased, the user terminal 20 automatically changes the level of the game object placed in the object frame to the level after the object frame is increased. With this configuration, it is possible to maintain the balance of the game and improve the user's game experience. In addition, the present invention manages levels by party slot (object slot), eliminating the need for cumbersome processing such as transferring experience points between characters as in the prior art. Therefore, the server 10 of the present invention can reduce the burden on users in managing character levels.
[0091] In addition, in the game system 1 according to the embodiment, a processing example in which characters having any level or any rarity can be replaced has been described, but the present invention is not limited to this. For example, the change unit 215 may perform processing so that a game object using a level upper limit value lower than the level of the current object frame cannot be placed in the object frame.
[0092] In the above embodiment, a processing example was described in which the user can replace characters by simply changing the characters placed in the object frames on the character list screen U1, but the present invention is not limited to this. The present invention has various processes for the character management function described in the above embodiment, and may also include a process of selecting a character whose level is to be lowered, acquiring experience points, and reallocating the acquired experience points to a character that is to be developed.
[0093] In the above embodiment, the character list screen U1 displayed on the user terminal 20 is in a normal level link state, but the present invention is not limited to this. The present invention may be applied to games that do not have a level link function.
[0094] In the above embodiment, an example has been described in which the character (game object) management function, i.e., the functions of the setting unit 213, the allocation unit 214, and the change unit 215 shown in Fig. 3, are provided inside the user terminal 20, but the present invention is not limited to this. The character (game object) management function may be configured internally in the server 10. In this case, the server 10 provides the user terminal 20 with information including the results of the character (game object) management process, i.e., the level of each object frame after the process, the game objects placed in each object frame, and the levels of the game objects.
[0095] In the above embodiment, the character (game object) management function of the present invention is applied to a social game provided by a server, but the present invention is not limited to this. The character (game object) management function of the present invention may be applied to a game that can be played only on a user terminal without connecting to a network.
[0096] The present invention is not limited to the above-described embodiment, and it goes without saying that various other applications and modifications are possible without departing from the gist of the present invention as set forth in the claims. For example, the above-described embodiment describes the configuration of the game system in detail and specifically in order to explain the present invention in an easily understandable manner, and is not necessarily limited to having all of the configurations described. In addition, it is possible to replace part of the configuration of the embodiment described here with the configuration of another embodiment, and it is also possible to add the configuration of another embodiment to the configuration of one embodiment. In addition, it is also possible to add, delete, or replace part of the configuration of an embodiment with another configuration. In addition, the control lines and information lines shown are those that are considered necessary for the explanation, and not all control lines and information lines in the product are necessarily shown. In reality, it can be considered that almost all components are connected to each other.
[0097] (Additional Note) The following additional features relate to the above-described embodiment. (Appendix 1) The computer that provides the game a setting process for setting a predetermined number of object frames in which a predetermined number of game objects having the highest level are placed; an assignment process for assigning a level to each of the predetermined number of the object frames; When placing the game object in the object frame, a change process is executed to change the level of the game object to be placed in accordance with the level of the object frame. program. This reduces the burden on the user in managing the character levels. (Appendix 2) the change process is a process for placing the game object in the object frame, If the level of the object frame is higher than the level of the game object to be placed, the level of the game object to be placed is changed to the level of the object frame; If the level of the object frame is lower than the level of the game object to be placed, the level of the object frame is changed to the level of the game object to be placed. 2. The program described in Appendix 1. This allows you to keep your party slot (object slot) at the highest level possible at all times. (Appendix 3) The allocation process, when allocating a level to the object frame, allocates the level of the game object placed in the object frame as the level of the object frame. 2. The program described in Appendix 1. This reduces the effort required for users to manage game objects. (Appendix 4) The change process changes the levels of some or all of the game objects owned by the user of the game other than the predetermined number of the game objects to the lowest level among the levels of the predetermined number of the object frames. 2. The program described in Appendix 1. This reduces the effort required for users to develop game objects. (Appendix 5) The change process includes a process of increasing the level of the object frame. 2. The program described in Appendix 1. This reduces the effort required for users to develop game objects. (Appendix 6) When the level of the object frame is increased, the change process changes the level of the game object placed in the object frame to the level of the object frame after the object frame is increased. 6. The program described in Appendix 5. This reduces the effort required for users to develop game objects and also helps maintain balance in the game. (Appendix 7) The game object has a level upper limit value that depends on a preset rarity of the game object, The allocation process sets a level upper limit that depends on the level upper limit value of the game object placed in the object frame. 6. The program described in Appendix 5. This allows the game to be balanced when increasing the level of an object frame and increasing (developing) the level of the game object placed in that object frame without exceeding the upper level limit, which depends on the rarity of the game object. (Appendix 8) When the level upper limit value of the game object is changed in response to a change in the rarity, The allocation process changes the upper level limit of the object frame in response to a change in the upper level limit value of the game object. 7. The program described in Appendix 7. This allows the upper level limit of the object frame in which the game object is placed to be changed in accordance with a change in the rarity of the game object, thereby maintaining the balance of the game. (Appendix 9) The change process can raise the level of the object frame to the upper level limit. 7. The program described in Appendix 7. This makes it possible to maintain the balance of the game when increasing the level of a game object without exceeding the upper level limit, which depends on the rarity of the game object. (Appendix 10) The game objects include characters, equipment, pets, and items owned by users of the game. 2. The program described in Appendix 1. This makes it possible to simplify operations for switching characters, equipment, pets, items, and the like. (Appendix 11) An information processing device for providing a game, a setting unit that sets a predetermined number of object frames in which a predetermined number of game objects having the highest level are placed; an assignment unit that assigns a level to each of the predetermined number of the object frames; a change unit that changes the level of the game object to be placed in accordance with the level of the object frame when the game object is placed in the object frame. Information processing device. (Appendix 12) An information processing method in an information processing device for providing a game, comprising: a setting step of setting a predetermined number of object frames in which a predetermined number of game objects are arranged in descending order of the level of the game objects; an assignment step of assigning a level to each of the predetermined number of the object frames; and a changing step of changing the level of the game object to be placed in accordance with the level of the object frame when the game object is placed in the object frame. Information processing methods. (Appendix 13) An information processing system for providing a game, a setting unit that sets a predetermined number of object frames in which a predetermined number of game objects are arranged in descending order of level of the game objects; an assignment unit that assigns a level to each of the predetermined number of the object frames; a change unit that changes the level of the game object to be placed in accordance with the level of the object frame when the game object is placed in the object frame. Information processing system. [Explanation of symbols]
[0098] 1: Game System 10: Server 20: User terminal 11, 21: Processing section 12,22 :Storage part 13,24: Communications Department 23: Operation display section 111,211: Information acquisition department 112: Game Provider 212: Game execution unit 213: Setting section 214: Allocation section 215: Changes
Claims
1. The computer that provides the game a setting process for setting a predetermined number of object frames in which a predetermined number of game objects having the highest level are placed; an assignment process for assigning a level to each of the predetermined number of the object frames; when placing the game object in the object frame, executing a change process for changing the level of the game object to be placed in accordance with the level of the object frame; the change process is a process for placing the game object in the object frame, If the level of the object frame is higher than the level of the game object to be placed, the level of the game object to be placed is changed to the level of the object frame; If the level of the object frame is lower than the level of the game object to be placed, the level of the object frame is changed to the level of the game object to be placed. program.
2. The allocation process, when allocating a level to the object frame, allocates the level of the game object placed in the object frame as the level of the object frame. The program according to claim 1.
3. The change process changes the levels of some or all of the game objects owned by the user of the game other than the predetermined number of the game objects to the lowest level among the levels of the predetermined number of the object frames. The program according to claim 1.
4. The change process includes a process of increasing the level of the object frame. The program according to claim 1.
5. When the level of the object frame is increased, the change process changes the level of the game object placed in the object frame to the level of the object frame after the object frame is increased. The program according to claim 4.
6. The game object has a level upper limit value that depends on a preset rarity of the game object, The allocation process sets a level upper limit that depends on the level upper limit value of the game object placed in the object frame. The program according to claim 4.
7. When the level upper limit value of the game object is changed in response to a change in the rarity, The allocation process changes the upper level limit of the object frame in response to a change in the upper level limit value of the game object. The program according to claim 6.
8. The change process can raise the level of the object frame to the upper level limit. The program according to claim 6.
9. The game objects include characters, equipment, pets, and items owned by users of the game. The program according to claim 1.
10. An information processing device for providing a game, a setting unit that sets a predetermined number of object frames in which a predetermined number of game objects having the highest level are placed; an assignment unit that assigns a level to each of the predetermined number of the object frames; a change unit that changes a level of the game object to be placed in accordance with a level of the object frame when the game object is placed in the object frame, When the change unit places the game object in the object frame, when the level of the object frame is higher than the level of the game object to be placed, the change unit changes the level of the game object to be placed to the level of the object frame; When the level of the object frame is lower than the level of the game object to be placed, the change unit changes the level of the object frame to the level of the game object to be placed. Information processing device.
11. An information processing method in an information processing device for providing a game, comprising: a setting step of setting a predetermined number of object frames in which a predetermined number of game objects having the highest level of the game object are placed; an assignment step of assigning a level to each of the predetermined number of the object frames; a changing step of changing a level of the game object to be placed in accordance with a level of the object frame when the game object is placed in the object frame, The changing step is performed when the game object is placed in the object frame, If the level of the object frame is higher than the level of the game object to be placed, the level of the game object to be placed is changed to the level of the object frame; If the level of the object frame is lower than the level of the game object to be placed, the level of the object frame is changed to the level of the game object to be placed. Information processing methods.
12. An information processing system for providing a game, a setting unit that sets a predetermined number of object frames in which a predetermined number of game objects having the highest level are placed; an assignment unit that assigns a level to each of the predetermined number of the object frames; a change unit that changes a level of the game object to be placed in accordance with a level of the object frame when the game object is placed in the object frame, When the change unit places the game object in the object frame, when the level of the object frame is higher than the level of the game object to be placed, the change unit changes the level of the game object to be placed to the level of the object frame; When the level of the object frame is lower than the level of the game object to be placed, the change unit changes the level of the object frame to the level of the game object to be placed. Information processing system.
Citation Information
Patent Citations
Program, information processing system, and information processing method
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Program and information processing device
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