GAME PROGRAM, GAME PROCESSING METHOD, AND INFORMATION PROCESSING DEVICE

The game program addresses the limitation of not being able to select the same type of object for both main and sub-objects by allowing users to assign and combine objects from two categories, enhancing gameplay experience through strategic object management.

JP7679167B2Active Publication Date: 2025-05-19COLOPL
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Patent Information

Application Number
JP2019105127
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2019-06-05
Publication Date
2025-05-19
Estimated Expiration
2039-06-05

AI Technical Summary

Technical Problem

Existing games do not allow users to select the same type of object as both the main and sub-objects, limiting the merits of possessing multiple objects of the same type.

Method used

A game program that allows users to assign objects from two categories to a character, with the ability to combine multiple objects of the same type to create a single object with improved parameters, and set these objects in specific frames to define the character's parameters.

Benefits of technology

This solution provides a new way for users to enjoy the game by allowing strategic object combinations and settings, enhancing gameplay experience and strategic depth.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game capable of providing a user with a new way of enjoying it.SOLUTION: A game program causes a processor to perform: a step which imparts an object selected from many kinds of objects belonging to a first category and many kinds of objects belonging to a second category to a user; a step which sets a set frame (first and second set frames) for an object of a first category of a designated character and a set frame (a third set frame) for an object of a second category; and a step for defining a parameter of the designated character on the basis of the set object parameter. The object of the first category defines a character that can be set, and two or more objects of the same kind can be set to the first and second set frames. Two or more objects of the same kind of the second category can be set to each third set frame of different designated characters. Two or more objects of the same kind can be synthesized into one object of the same kind.SELECTED DRAWING: Figure 6
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Description

Technical Field

[0001] The present invention relates to a game program, a game processing method, and an information processing apparatus.

Background Art

[0002] Conventionally, there has been known a game in which a user selects a main object and a sub-object from among a plurality of objects possessed by the user, and defines the parameters of a character based on the parameters of the selected main and sub-objects (for example, Patent Document 1, Non-Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Non-Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the games described in Patent Document 1 and Non-Patent Document 1, it is not possible to select the same type of object (for example, an object with the same object ID) as the main and sub-objects, and there are few merits in possessing the same type of object.

[0005] An aspect of the present disclosure aims to provide a game program, a game processing method, and an information processing apparatus that can provide a new way of enjoyment to a user.

Means for Solving the Problems

[0006] According to an embodiment shown in the present disclosure, A game program executed by a computer including a processor and a memory, The game program causes the processor to In response to a user's operation, assign to the user an object selected from an object group including a plurality of types of objects belonging to a first category and a plurality of types of objects belonging to a second category; Construct a deck including one or more designated characters designated by the user from among the characters available to the user; In response to the user's operation, set, in a setting frame for an object belonging to the first category of the designated character, the object belonging to the first category that has been assigned to the user; In response to the user's operation, set, in a setting frame for an object belonging to the second category of the designated character, the object belonging to the second category that has been assigned to the user; Define the parameters of the designated character based on the parameters of the object belonging to the set first category and the parameters of the object belonging to the set second category. For the objects belonging to the first category, the characters that can be set are predetermined, The setting frame for the objects belonging to the first category has at least a first setting frame and a second setting frame, When two or more objects of the same type belonging to the first category have been assigned to the user, the objects of the same type can be set in the first setting frame and the second setting frame, For the objects belonging to the second category, the characters that can be set are not predetermined, The setting frame for the objects belonging to the second category has at least a third setting frame, When two or more objects of the same kind belonging to the second category are given to the user, the objects of the same kind can be set in the third setting frames of different designated characters. Regarding the objects belonging to the first category, two or more objects of the same kind can be combined into one object of the same kind with improved parameters compared to the two or more objects of the same kind. Regarding the objects belonging to the second category, two or more objects of the same kind can be combined into one object of the same kind with improved parameters compared to the two or more objects of the same kind. A game program is provided.

Effect of the Invention

[0007] According to one embodiment shown in the present disclosure, a game program that can provide a new way of enjoying for users can be provided.

Brief Description of the Drawings

[0008]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

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Figure 10

Figure 11

Figure 12

Embodiments for Carrying Out the Invention

[0009] Hereinafter, embodiments of this technical idea will be described in detail with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions thereof will not be repeated. In one or more embodiments shown in the present disclosure, elements included in each embodiment can be combined with each other, and the resulting combinations are also part of the embodiments shown in the present disclosure.

[0010] (Configuration of Game Distribution System) In the present embodiment, the user operates an information processing device equipped with a touch screen, such as a smartphone, to play a game while transmitting and receiving game-related data between the game server and the smartphone. FIG. 1 is a diagram showing the configuration of a game distribution system 1 according to an embodiment. As shown in FIG. 1, the game distribution system 1 includes an information processing device used by the user and a server 20, and these devices are communicably connected to each other by a network 30.

[0011] In the example of FIG. 1, multiple mobile terminals such as user terminal 10A, user terminal 10B, and user terminal 10C (hereinafter, user terminals such as user terminal 10A, 10B, and 10C may be collectively referred to as "user terminal 10") are shown as the information processing devices used by the user. User terminal 10A and user terminal 10B are connected to network 30 by communicating with radio base station 31. User terminal 10C is connected to network 30 by communicating with wireless router 32 installed in a facility such as a house. User terminal 10 is a mobile terminal equipped with a touch screen, and is, for example, a smartphone, a tablet, a tablet computer, or the like.

[0012] User terminal 10 provides the user with an environment to play a game according to the game program by executing the game program. User terminal 10 installs the game program via, for example, a platform that distributes apps and the like. User terminal 10 enables the user to play the game by executing the game program installed in user terminal 10 or the game program pre-installed in advance. User terminal 10 communicates with server 20 by loading and executing the game program, and transmits and receives data related to the game between user terminal 10 and server 20 according to the progress of the game.

[0013] Server 20 transmits the data necessary for playing the game to user terminal 10 as appropriate to advance the game play on user terminal 10. Server 20 manages various data related to the game for each user who plays the game. Server 20 communicates with user terminal 10 and transmits images, sounds, text data, and other data to user terminal 10 according to the progress of each user's game.

[0014] The game distribution system 1 may be a system for executing games in any play form, not limited to a specific play form. For example, the game program supports single play by a single user and multiplayer by multiple users as modes for the user to play the game. For example, in the game distribution system 1, the server 20 identifies users participating in multiplayer and communicates with each user terminal 10 of each user, etc., to provide each user with an environment for playing the game in multiplayer. The game distribution system 1 can adopt play forms such as a battle game in which multiple users battle against each other and a cooperative play game in which multiple users cooperate to advance the game among multiplayer games.

[0015] As shown in FIG. 1, as a hardware configuration, the server 20 includes a communication IF (Interface) 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29, and these are connected to each other via a communication bus.

[0016] The communication IF 22 corresponds to various communication standards such as the LAN (Local Area Network) standard, for example, and functions as an interface for transmitting and receiving data to and from external communication devices such as the user terminal 10.

[0017] The input / output IF 23 functions as an interface for receiving input of information to the server 20 and outputting information to the outside of the server 20. The input / output IF 23 includes an input reception unit that receives connections of information input devices such as a mouse and a keyboard, and an output unit that receives connections of information output devices such as a display for displaying an image or the like.

[0018] The memory 25 is a storage device for storing data and the like used for processing. The memory 25 provides, for example, a work area for the processor 29 to temporarily use when the processor 29 performs processing. The memory 25 is configured to include storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory).

[0019] Storage 26 is a storage device for storing various programs and data for the processor 29 to read and execute. The information stored in storage 26 includes a game program, information related to the game program, information of the user who plays the game program, and other information. Storage 26 is configured to include a storage device such as an HDD (Hard Disk Drive) and a flash memory.

[0020] The processor 29 controls the operation of the server 20 by reading and executing programs and the like stored in the storage 26. The processor 29 is configured to include, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), and the like.

[0021] FIG. 2 is a block diagram showing the functional configuration of the user terminal 10. As shown in FIG. 2, the user terminal 10 includes an antenna 110, a wireless communication IF 120, a touch screen 130, an input / output IF 140, a storage unit 150, an audio processing unit 160, a microphone 170, a speaker 180, and a control unit 190.

[0022] The antenna 110 radiates the signal emitted by the user terminal 10 into space as radio waves. Also, the antenna 110 receives radio waves from space and supplies the received signal to the wireless communication IF 120.

[0023] The wireless communication IF 120 performs demodulation / modulation processing and the like for transmitting and receiving signals via the antenna 110 and the like so that the user terminal 10 communicates with other communication devices. The wireless communication IF 120 is a communication module for wireless communication including a tuner, a high-frequency circuit, and the like, performs demodulation / modulation and frequency conversion of the wireless signal transmitted and received by the user terminal 10, and supplies the received signal to the control unit 190.

[0024] The touch screen 130 receives input from the user and outputs information to the user on the display 132. The touch screen 130 includes a touch panel 131 for receiving the user's input operation and a display 132 for displaying a menu screen or the progress of a game on the screen. The touch panel 131 detects the approach of the user's finger or the like, for example, by using a capacitance type. The display 132 is realized by, for example, an LCD (Liquid Crystal Display), an organic EL (electroluminescence), or other display devices.

[0025] The input / output IF 140 functions as an interface for receiving input of information to the user terminal 10 and outputting information to the outside of the user terminal 10.

[0026] The storage unit 150 is composed of a flash memory, a RAM (Random Access Memory), etc., and stores programs used by the user terminal 10 and various data received by the user terminal 10 from the server 20.

[0027] The audio processing unit 160 performs modulation and demodulation of audio signals. The audio processing unit 160 modulates the signal given from the microphone 170 and gives the modulated signal to the control unit 190. Also, the audio processing unit 160 gives an audio signal to the speaker 180. The audio processing unit 160 is realized by, for example, a processor for audio processing. The microphone 170 functions as an audio input unit for receiving an input of an audio signal and outputting it to the control unit 190. The speaker 180 functions as an audio output unit for outputting an audio signal to the outside of the user terminal 10.

[0028] The control unit 190 controls the operation of the user terminal 10 by reading and executing the program stored in the storage unit 150. The control unit 190 is realized by, for example, an application processor.

[0029] The process by which the user terminal 10 executes the game program 151 will be described in more detail. The storage unit 150 stores the game program 151, the game information 152, and the user information 153. The user terminal 10 downloads the game program from the server 20, for example, and stores it in the storage unit 150. Also, the user terminal 10 communicates with the server 20 as the game progresses to transmit and receive various data such as the game information 152 and the user information 153 to and from the server 20.

[0030] The game program 151 is a program for advancing the game on the user terminal 10. The game information 152 includes various data referred to by the game program 151. The game information 152 includes, for example, information on objects to be placed in the virtual space in the game, information on objects owned by the user, information on effects associated with the objects (including information on skills set for game characters, etc.). The user information 153 includes information about the user who plays the game. The user information 153 includes, for example, information for identifying the user of the user terminal 10 who plays the game, information for identifying other users who play the game in cooperation during multiplayer play, etc.

[0031] By loading and executing the game program 151, the control unit 190 exhibits the functions of the input operation reception unit 191, the object granting unit 192, the deck configuration unit 193, the object setting unit 194, the parameter definition unit 195, the game progress unit 196, and the display control unit 197.

[0032] The input operation reception unit 191 receives the user's input operation based on the output of the touch screen 130. Specifically, the input operation reception unit 191 detects that the user's finger or the like has approached the touch panel 131 as coordinates in the coordinate system composed of the horizontal and vertical axes of the surface constituting the touch screen 130.

[0033] The input operation reception unit 191 discriminates the user's operation on the touch screen 130. The input operation reception unit 191 discriminates, for example, (1) "approach operation", (2) "release operation", (3) "tap operation", (4) "double-tap operation", (5) "long-press operation (long touch operation)", (6) "drag operation (swipe operation)", (7) "move operation", (8) "flick operation", etc. The user's operations discriminated by the input operation reception unit 191 are not limited to the above. For example, when the touch panel 131 has a mechanism capable of detecting the magnitude of the pressure applied by the user to the touch panel 131, the input operation reception unit 191 discriminates the magnitude of the pressure applied by the user.

[0034] (1) The "approach operation" is an operation in which the user brings a finger or the like close to the touch screen 130. The touch screen 130 detects that the user's finger or the like has approached (including that the user's finger or the like has touched the touch screen 130) by the touch panel 131, and outputs a signal corresponding to the detected coordinates of the touch screen 130 to the input operation reception unit 191. The control unit 190 determines that the state has become the "touch-on state" when detecting the approach of the user's finger or the like to the touch screen 130 from a state where the approach is not detected.

[0035] (2) The "release operation" is an operation for the user to stop the state of approaching the touch screen 130. The control unit 190 determines the user's operation as a "release operation" when, for example, the user performs an operation of lifting the finger from a state where the finger is in contact with the touch screen 130. The control unit 190 determines that the state has changed from the "touch-on state" to the "touch-off state" when the approach of the user's finger or the like to the touch screen 130 is no longer detected from a state where the approach is detected.

[0036] (3) A "tap operation" refers to an operation where, after a user performs an approach operation of bringing a finger or the like close to the touch screen 130, a release operation is performed at the position where the approach operation was made. The input operation reception unit 191 holds the detected coordinates as the "initial touch position" when it detects that a finger or the like of the user has approached based on the output of the touch screen 130 from a state where no approach operation is detected (a state where the user's finger or the like is away from the touch screen 130 and the touch panel 131 does not detect the approach of the user's finger or the like). The control unit 190 determines that the user's operation is a "tap operation" when the coordinates of the initial touch position and the coordinates of the release operation are substantially the same (when the coordinates of the release operation are detected within a certain range from the coordinates where the approach operation was detected).

[0037] (4) A "double - tap operation" refers to an operation where the user performs a tap operation twice within a certain period of time. The control unit 190 determines that the user's operation is a "double - tap operation" when, for example, within a certain period of time after determining that the user's operation is a tap operation, it determines that a tap operation has occurred again at the coordinates related to the tap operation.

[0038] (5) A "long - press operation" refers to an operation where the user continuously presses the touch screen 130. The control unit 190 determines that the user's operation is a "long - press operation" (the "long - press operation" may also be referred to as a "long - touch operation") when the time during which the approach operation continues at the coordinates where the approach operation was detected (or within a certain area including the said coordinates) exceeds a certain time after detecting the user's operation and determining the approach operation.

[0039] (6) A "drag operation" refers to an operation where the user slides a finger while maintaining an approach state of bringing a finger or the like close to the touch screen 130.

[0040] (7) A "move operation" refers to a series of operations where the user moves the position where a finger or the like is approaching the touch screen 130 while maintaining an approach operation and then performs a release operation on the touch screen 130.

[0041] (8) The "flick operation" refers to an operation performed by the user in a time shorter than a predetermined time for the move operation. The flick operation is an operation in which the user flicks the touch screen 130 with a finger.

[0042] The object granting unit 192 grants one or more objects to the user based on the result of the selection process executed in the server 20 in response to the user's input operation on the touch screen 130. The object granting unit 192, for example, causes the storage unit 150 to store information regarding one or more objects selected by the selection process, and makes the one or more objects available for use by the user in the game. The selection process will be described in detail in a later paragraph.

[0043] Here, the object granted by the object granting unit 192 is not limited as long as it can be used by the user during the game. Examples of such objects include game characters, weapons, armors, accessories, and items for adjusting parameters of game characters such as jobs. Note that a job is typically an occupation of a game character such as a warrior or a wizard. For example, by setting it for a game character, the parameters of the game character can be adjusted or the skills available to the game character can be defined.

[0044] The deck configuration unit 193 configures a deck including one or more game characters designated by the user's operation input from among the game characters available to the user (hereinafter sometimes referred to as the user's own characters). Here, the deck refers to, for example, something that defines one or more game characters participating in an event in the game (e.g., a battle event). The deck configuration unit 193, for example, causes the storage unit 150 to store information regarding the configured deck, and makes the event in the game proceedable based on the deck.

[0045] The object setting unit 194 sets an object selected from among the objects given to the user in a frame for object setting (hereinafter, also referred to as a setting frame) provided for the player's character selected by the user based on the input operation of the user. The setting frame may be one for one game character, or may be provided in multiple, or a number determined for each character. In addition, the setting frame may determine the type of object that can be set. As the setting frame, for example, a setting frame for weapons, a setting frame for armor, a setting frame for accessories, a setting frame for jobs, etc. may be provided.

[0046] The parameter definition unit 195 defines the parameters of the player's character based on the parameters of the object set in the setting frame by the object setting unit 194. For example, the parameter definition unit 195 stores the defined parameters of the player's character in the storage unit 150, and makes the event in the game progressable based on the parameters.

[0047] The game progression unit 196 performs various processes related to the progression of the game. For example, the game progression unit 196 interprets the user's instruction content based on the coordinates of the input position of the input operation accepted by the input operation acceptance unit 191 and the type of operation, and progresses the game based on the interpretation.

[0048] The game progression unit 196 can control processes such as the movement of the player's character, the progression of a battle event based on the user's instruction content, the parameters of the player's character, and the parameters of a game character (hereinafter also referred to as an enemy character) that is the player's character's opponent, the generation, control, and disappearance of various objects that appear in the game (for example, enemy characters, NPCs (Non-Playable Characters) such as villagers, buildings, etc.), and the generation, transformation, and movement of a GUI (Graphical User Interface) screen generated based on the user's instruction content.

[0049] Further, the game progress unit 196 can, for example, transmit the content of the user's instruction to the server 20, receive the calculation result executed based on the instruction content at the server 20, and advance the game based on the received calculation result.

[0050] The display control unit 197 determines the display content of the display 132 according to the input operation received by the input operation reception unit 191 or the control in the game progress unit 196, and outputs various types of information such as images and texts according to the determined display content to the display 132. The display control unit 197 causes, for example, an animation image showing the operation state of each game character, various menu screens, GUIs, etc. to be displayed on the display 132.

[0051] FIG. 3 is a block diagram showing the functional configuration of the server 20. With reference to FIG. 3, the detailed configuration of the server 20 will be described. The server 20 functions as a communication unit 220, a storage unit 250, and a control unit 290 by operating according to a program.

[0052] The communication unit 220 functions as an interface for the server 20 to communicate with an external communication device such as the user terminal 10 via the network 30.

[0053] The storage unit 250 stores various programs and data for the user to advance the game on the user terminal 10. In a certain aspect, the storage unit 250 stores a game program 251, game information 252, and user information 253.

[0054] The game program 251 is a program for the server 20 to communicate with the user terminal 10 and run a game on the user terminal 10. The game program 251 refers to game information 252, user information 253, and other various data for running the game, and advances the game according to the user's input operations. When the game program 251 is executed by the control unit 290, it causes the server 20 to perform processes such as transmitting and receiving data with the user terminal 10, advancing the game according to the operation content performed by the user of the user terminal 10, and updating the information of the user playing the game.

[0055] The game information 252 includes various data referred to by the game program 251. The game information 252 includes, for example, an object selection table 252A. The object selection table 252A is a table referred to during the selection process described later. In the object selection table 252A, for example, the probability of each object being selected (hereinafter also referred to as the selection probability) is stored in association with the IDs of various objects that are the selection targets in the selection process. Note that a plurality of object selection tables 252A may be prepared. Also, the object selection table 252A may be updated according to the degree to which the user advances the game.

[0056] The user information 253 is information about the user playing the game. The user information 253 includes a user management table 253A. The user management table 253A includes, for example, information for identifying each user, information indicating the degree to which the user has advanced the game, objects assigned to the user, and information on parameters set for the user (for example, stamina value).

[0057] By executing the game program 251 stored in the storage unit 250, the control unit 290 functions as a transmission / reception unit 291, a selection processing unit 292, a composition processing unit 293, a data management unit 294, a game progress processing unit 295, and a measurement unit 296.

[0058] The transmission / reception unit 291 receives various information from the user terminal 10 that executes the game program 151, and transmits various information to the user terminal 10. The user terminal 10 and the server 20 transmit and receive information such as a request to place an object associated with the user in the virtual space, a request to delete an object, a request to move an object, a request to update various parameters according to the rewards obtained by the user, images, voices, and other data for advancing the game, and notifications transmitted from the server 20 to the user terminal 10.

[0059] The selection processing unit 292 executes a process of selecting an object from among an object group including a plurality of types of objects in response to a request from the user terminal 10 based on the user's operation input. The selection process is executed with reference to the object selection table 252A. For example, one or more objects are randomly selected from among the objects included in the object selection table 252A based on the selection probability set for each object. When a plurality of object selection tables 252A are prepared, the selection processing unit 292 determines the table to be referred to in the selection process based on the content of the request from the user terminal 10, the progress of the user's game, and the like. The information on the object selected by the selection processing unit 292 is transmitted to the user terminal 10 by the transmission / reception unit 291.

[0060] Note that the selection process by the selection processing unit 292 may be executed in exchange for a predetermined consideration. Examples of the predetermined consideration include charging the user or in-game currency given to the user as a result of the game play.

[0061] The synthesis processing unit 293 synthesizes the objects assigned to the user in response to a request from the user terminal 10 based on the user's operation input. For example, the synthesis processing unit 293 synthesizes one object serving as the basis for synthesis and one or more objects serving as synthesis materials, improves the parameters of the one object serving as the basis for synthesis, or generates a new object based on the one object serving as the basis for synthesis, and eliminates the one or more objects serving as synthesis materials. The basis and materials for synthesis are determined based on the user's operation input.

[0062] The synthesis process may be made executable only when the basis and materials for synthesis satisfy a predetermined relationship. The predetermined relationship is not particularly limited and can be appropriately set according to the content of the game. The predetermined relationship can be, for example, that the basis and materials are of the same type (e.g., the object IDs are the same), or that the basis and materials are of the same category (e.g., between weapon objects, between armor objects, etc.).

[0063] The data management unit 294 performs processes such as updating various data stored in the storage unit 250 and adding / updating / deleting records in the database according to the processing results in the selection processing unit 292, the synthesis processing unit 293, the game progress processing unit 295, etc. For example, the data management unit 294 updates the user information 253 so that it includes information on the object selected by the selection processing unit 292. Also, for example, the data management unit 294 updates the user information 253 by changing the information on the object serving as the basis for synthesis in the synthesis processing unit 293 to the content after synthesis and deleting the object serving as the material.

[0064] The game progress processing unit 295 controls the overall operation of the server 20 and performs processes necessary for the progress of the game by calling various programs. For example, based on the information received from the user terminal 10, the game progress processing unit 295 updates data such as the game information 252 and the user information 253, and transmits various data to the user terminal 10 to advance the game.

[0065] The measurement unit 296 performs a process of measuring time. The measurement unit 296 measures, for example, the passage of time for each object arranged in the virtual space. Also, the measurement unit 296 measures the time during which the game is in progress. The server 20 receives, from the user terminal 10, information on various measurement results measured by executing the game program 151 on the user terminal 10, and synchronizes information on various times between the user terminal 10 and the server 20 by comparing the received information with the measurement results of the measurement unit 296.

[0066] (Game overview) The game based on the game distribution system 1 according to the present embodiment is, for example, an arbitrary game in which a plurality of game characters (own characters) operated by the user of the user terminal 10 appear. The game is, for example, a turn-based battle (hereinafter also referred to as a battle) in which the own character and other game characters (enemy characters) controlled by the game distribution system 1 attack alternately every turn.

[0067] Also, at least hit points (hereinafter sometimes referred to as HP) and skill points (hereinafter sometimes referred to as SP) are set as parameters for the own character. HP is the physical strength value of the own character and decreases when attacked by an enemy character. Also, when HP becomes zero, that own character becomes unable to act. SP decreases according to the consumption SP set for the skill used when the own character uses a skill. The own character cannot use a skill whose consumption SP is more than the current SP.

[0068] In this game, a stamina value (the second parameter) that can be used during the game is provided to the user. The stamina value in this game is not consumed as the character in the game takes actions (such as participating in quests), but is a parameter used to recover the current HP and SP (the first parameter) of one's own character. In this game, the means to recover HP and SP is limited to the use of the stamina value, etc., and for example, HP and SP do not recover according to the use of magic by one's own character or the passage of time. Note that the stamina value recovers according to the passage of time in the real world.

[0069] Note that the game based on the game distribution system 1 is not limited to the above turn-based battle game, and may be an action RPG (Role Playing Game), or may be a game of any genre such as a sports game.

[0070] (Operation example of this game program) Next, with reference to FIGS. 4 to 12, an operation example in this game program will be described. Note that the order of each process constituting the flowchart described below is arbitrary within the range where there is no contradiction or inconsistency in the process content.

[0071] FIG. 4 is a flowchart for explaining an operation example of the user terminal 10 and the server 20 in the game execution process by this game program. The processes shown in FIG. 4 are realized by the control unit 190 executing the game program 151 and the control unit 290 executing the game program 251, respectively.

[0072] On the premise that the game starts, a game screen is displayed on the touch screen 130. The user can control the control unit 190 and / or the control unit 290 to execute various game processes by making various operation inputs to the touch screen 130. The processes of the following steps S401 to S410 and step S430 are repeated until the game ends.

[0073] First, in step S401, the control unit 190 receives an operation input by the user. Next, in step S402, the control unit 190 determines what the instruction content of the operation input received in step S401 is.

[0074] (Operation example of this game program: Selection process) In step S402, when it is determined that the instruction content requests an object selection process, the control unit 190 transmits the request to the server 20. Then, in step S403, the control unit 290 refers to the object selection table 252A and executes an object selection process. Note that the selection process is also a process called a lottery process (so-called gacha).

[0075] Note that the request for the selection process may include, for example, the number of times information regarding the number of times of performing the selection process (for example, 1 time, 10 times, etc.). In step S403, the control unit 290 repeats the selection process according to the number of times information, for example. Also, the request for the selection process may include, for example, the selection table information regarding the object selection table to be referred to. The control unit 290 selects one object selection table according to the selection table information, for example, and refers to the selected object selection table to execute the selection process.

[0076] FIG. 5 is an example of the object selection table 252A in the present embodiment. In the object selection table 252A shown in FIG. 5, the corresponding character 502, job type 503, weapon type 504, rarity 505, and selection probability 506 are stored in association with the object ID 501 for identifying the object. Note that it is sufficient that at least the selection probability 506 is stored in the object selection table 252A in association with the object ID 501, and other items (for example, object parameters, etc.) may be stored.

[0077] The object stored in the Object ID 501 column belongs to either the job or weapon category. Hereinafter, those belonging to the job category may be referred to as job objects, and those belonging to the weapon category may be referred to as weapon objects.

[0078] The job object corresponds to the character shown in the Corresponding Character 502 column. For example, the job object with the object ID "1101" has the corresponding character "C1". This indicates that the said job object can only be set for the self-character C1. That is, in this game program, for job objects, the settable self-characters are predetermined. For example, job objects with object IDs "1101" to "1103" can only be set for the self-character C1, and job objects with object IDs "1201" to "1202" can only be set for the self-character C2.

[0079] The job type in the Job Type 503 column stores the type of the job of the job object. In the Job Type 503 column, for example, the job type "J1" represents a warrior, "J2" represents an archer, "J3" represents a mage, and "J4" represents a gunner. The job type may be a general one common to each character or something specific to each character. Also, depending on the type of the job, the type of weapon object that can be equipped may be determined. For example, since the job objects with object IDs "1103" and "1201" have the same job type "J3", the types of weapon objects that can be equipped based on these job objects may be made the same.

[0080] The weapon object does not have a preset character that can be set, but the weapon type shown in the weapon type 504 column is set. For example, the weapon objects with object IDs "5101" and "5102" both have the weapon type of "W1" (for example, a sword), and the weapon objects with object IDs "5201" and "5202" both have the weapon type of "W2" (for example, a magic wand). Note that the weapon type is not particularly limited, and examples include swords, spears, hammers, guns, bows, magic wands, and the like.

[0081] In the rarity 505 column, the rarity of each object is stored. The rarity is an index indicating the difficulty of obtaining an object in the game. In the example of Figure 5, the rarity increases in the order of N, R, and SR. In the selection probability 506 column, the selection probability of each object is stored. The selection probability may be set individually for each object, or may be set uniformly according to the rarity. Also, even for the same rarity, the selection probability may be set to be different between the job object and the weapon object.

[0082] In this embodiment, the job object and the weapon object are included in the same object selection table. Thereby, the number of tables can be reduced and the display screen for the selection process can be simplified compared to the case of providing a selection table that includes only job objects and a selection table that includes only weapon objects.

[0083] Returning to the explanation of the flowchart in Figure 4. The control unit 290 transmits the information of the one or more objects selected in step S403 to the user terminal 10. Next, the control unit 190 assigns the selected one or more objects to the user and makes them available for the user to use. Note that in this game, the user can own multiple objects of the same type (with the same object ID). Then, it returns to step S401.

[0084] (Operation example of this game program: synthesis process) Step S401 is executed. In step S402, when it is determined that the instruction content in step S401 requests the synthesis process of an object, the control unit 190 transmits the request to the server 20. The request includes information regarding the base object and the material object selected by the user.

[0085] Next, in step S405, the control unit 290 synthesizes the material object with the base object based on the received synthesis process request. In this embodiment, when synthesizing objects of the same type, the base object has its parameters improved or acquires new skills. For example, when synthesizing job objects with the object ID "1101" shown in FIG. 5, the base object has its parameters such as HP increased and acquires new skills. Also, in this case, the upper limit of the level of the base object may be increased.

[0086] The above synthesis process is the same even when synthesizing weapon objects of the same type. That is, in this embodiment, the use of the synthesis process is common for both job objects and weapon objects. This simplifies the enhancement of job objects and weapon objects, making it easier for users who have just started the game to get used to the game.

[0087] Next, in step S406, the control unit 290 updates the parameters of the object selected as the base based on the result of the synthesis process. At this time, the control unit 290 eliminates the object that became the material. Also, the control unit 290 transmits the information of the synthesized object to the user terminal 10. Then, the control unit 190 makes the synthesized object available for the user to use. After that, the process returns to step S401.

[0088] (Operation Example of this Game Program: Deck Configuration Process) Step S401 is executed. In step S402, if it is determined that the instruction content in step S401 requests deck configuration processing, in step 407, the control unit 190 accepts a designation of the user's own character from the user. In step S407, for example, a list of game characters available to the user is displayed on the touch screen 130, and based on the user's tap operation or the like, the designation of the user's own character is accepted.

[0089] In this embodiment, the number and types of game characters available to the user are determined by the progress of the user's game (for example, the progress of the game story). For example, when a new character becomes a companion in the story, the new character can be used as the user's own character. Regarding the above selection process, when a new character becomes a companion, the object selection table 252A may be updated so that the job object corresponding to the new character is included in the selection target.

[0090] Next, in step S408, the control unit 190 configures the deck so that the designated user's own character is included in the deck. The user's own character included in the deck becomes the game character participating in the battle. It is preferable that the number of user's own characters that can be included in the deck is plural.

[0091] (Operation example of this game program: Object setting process) Next, in step S409, when the control unit 190 accepts a request for setting an object for the user's own character, the control unit 190 executes the object setting process in step 410.

[0092] Here, various objects can be set (equipped) for the self-character. In this embodiment, for each self-character, there are provided a main job frame (first setting frame), a first sub-job frame and a second sub-job frame (second setting frame), a weapon frame (third setting frame), and an accessory frame as setting frames. By setting various objects in each setting frame of the self-character, based on the reference parameters of the self-character and the parameters, skills, etc. of the objects set in the setting frames, the parameters of the self-character are adjusted and the usable skills are determined. Note that hereinafter, the parameters of the self-character after such adjustment may also be referred to as "status".

[0093] FIG. 6 is a diagram showing an example of a game screen in this embodiment. Specifically, FIG. 6 is a status screen of the self-character that is displayed when a self-character included in the deck is selected by a user's touch operation or the like. In the example of FIG. 6, on the touch screen 130, a status display column 601 of the self-character, a job display button 602, an equipment display button 603, a detailed display column 604, a main job frame 605, a first sub-job frame 606, a second sub-job frame 607, a skill list button 608, a self-character image 609, and a setting button 610 are displayed.

[0094] The status display column 601 is a column for displaying the status of the self-character. In the example of FIG. 6, the status of the self-character named "Rai" is displayed. Note that the status is, as described above, a parameter determined based on the reference parameters of the self-character and the parameters of the objects set in each setting frame.

[0095] The job display button 602 and the equipment display button 603 are tabs for switching the information displayed in the detailed display column 604. For example, when the user taps the job display button 602, the information of the job object set for the self-character is displayed in the detailed display column 604. Similarly, when the user taps the equipment display button 603, the information of the weapon object set for the self-character and the objects belonging to the accessory category (hereinafter sometimes referred to as accessory objects) is displayed in the detailed display column 604.

[0096] Note that accessory objects cannot be obtained by the above selection process, and are objects that can be obtained only according to the progress of the game, such as obtaining from a treasure chest or as a reward for defeating an enemy character. In this way, by making it impossible to obtain objects of a specific category by the above selection process and making them obtainable only according to the progress of the game, it becomes possible to improve the enjoyment of advancing the game. Note that in this game, the maximum HP and maximum SP of the self-character do not change due to accessory objects.

[0097] In the example of FIG. 6, the information of the job object is displayed in the detailed display column 604. Here, for the job object, the settable self-characters are predetermined, and can be set only in each job frame of the settable self-characters. The "strongest sage" in the main job frame 605 and the "ordinary sage" in the first sub-job frame 606 and the second sub-job frame 607 are job objects that can be set only for "Rai".

[0098] In addition, the same type of object (with the same object ID) can be set in each job frame. In the example of FIG. 6, a job object called "ordinary expert" with the same object ID is set in the first sub-job frame 606 and the second sub-job frame 607. Also, if the user owns another "ordinary expert", it is also possible to set "ordinary expert" in the main job frame 605. Thus, when the user owns multiple job objects of the same type, the same type of job object can be set in each job frame of the corresponding self-character. This can provide users with a new way to have fun when they own multiple job objects of the same type.

[0099] In addition, strategies such as whether to strengthen the job object through the above synthesis process or to set the same type of job object in each job setting frame are generated, which can also improve the interestingness of the game. When the same type of job object is set in each job setting frame, benefits (such as status improvement) that are advantageous to the user may be given.

[0100] The main job frame 605, the first sub-job frame 606, and the second sub-job frame 607 have different degrees of influence on the status of the self-character. For example, a first magnification (e.g., 100%) is set in the main job frame 605, and a second magnification (e.g., 50%) lower than the first magnification is set in the first sub-job frame 606 and the second sub-job frame 607. Then, based on the parameters of the job object set in each setting frame and the magnification in that setting frame, the status of the self-character is determined.

[0101] In addition, the main job frame 605 can reflect the job bonus of the set job object to the self-character. Here, the job bonus is a privilege set for the job object. The job bonus may be strengthened to be advantageous to the user, for example, when the above synthesis process is performed.

[0102] In addition, the main job frame 605 can reflect both the action skills and auto skills of the set job object on the self-character. On the other hand, the first sub-job frame 606 can reflect only the action skills of the set job object on the self-character, and the second sub-job frame 607 can reflect only the auto skills of the set job object on the self-character. Note that the action skill is a skill whose effect occurs in response to the user's operation input. Also, the auto skill is a skill whose effect occurs without the user's operation.

[0103] Also, depending on the type of job object set in the main job frame 605, the type of weapon that can be set in the weapon frame is determined. For example, to the upper right of "The Strongest Sage" in the main job frame 605, a mark representing a sword and a mark representing magic are displayed. In this state, in the weapon frame of "Rai", a weapon object whose weapon type is a sword or a magic wand can be set. On the other hand, only a mark representing magic is displayed in "Ordinary Sage" of the first sub-job frame 606. Therefore, when "Ordinary Sage" is set in the main job frame 605, only a weapon object whose weapon type is a magic wand can be set in the weapon frame of "Rai". Note that in this case, even if "The Strongest Sage" is set in the first sub-job frame 606, a weapon object whose weapon type is a sword cannot be set in the weapon frame of "Rai".

[0104] As described above, in this game, the influence given to the self-character is made different for each job frame. Thereby, even when the same job object is owned repeatedly, various options can be given to the user, and the strategic nature of the game can be improved.

[0105] The skill list button 608 is a button for displaying a list of skills reflected in the user's character. The user character image 609 is an image showing the appearance of the user character. The user character image 609 may be changed according to, for example, the type of job object set in the main job frame 605.

[0106] The setting button 610 is a button for setting or resetting an object in each job frame, weapon frame, and accessory frame. The object setting request in step S409 described above is, for example, that the setting button 610 is tapped.

[0107] Hereinafter, with reference to FIG. 7, the object setting process in step S410 will be described in detail. FIG. 7 is a flowchart showing an example of the object setting process in step S410. The processes from step S411 to step S421 below are repeated until the end condition is satisfied. The end condition is, for example, that an operation for ending the object setting process is performed, or that it becomes Yes in step S421 described later.

[0108] First, when the object setting process is started, in step S411, the control unit 190 receives a selection of a setting frame based on the user's operation input. In step S411, any one of the main job frame, the first sub-job frame, the second sub-job frame, the weapon frame, and the accessory frame will be selected.

[0109] Next, in step S412, the control unit 190 receives a selection for setting an object based on the user's operation input. In step S412, the control unit 190 displays, on the touch screen 130, a list of objects corresponding to the setting frame selected in step S411 and owned by the user, and receives a tap operation or the like from the user.

[0110] FIG. 8 is a diagram showing an example of a game screen in the present embodiment. Specifically, FIG. 8 is an object selection screen displayed when the main job frame is selected in step S411. In the example of FIG. 8, an object information column 611, a character image 612, a list display column 613, objects 614 (614a to 614d), a synthesis button 615, a cancel button 616, and a change button 617 are displayed on the touch screen 130.

[0111] The job objects owned by the user are displayed in the list display column 613. In the example of FIG. 8, four objects 614a to 614d are displayed in the list display column 613. The "Expert of Flight" of object 614a has the display "Main", indicating that the "Expert of Flight" of object 614a is currently selected.

[0112] The object information column 611 and the character image 612 display information corresponding to the currently selected object, that is, the "Expert of Flight" of object 614a. For example, when the user selects the "Swordsman of Swift Turns" of object 614b in the list display column 613, the object information column 611 and the character image 612 display information corresponding to the "Swordsman of Swift Turns" of object 614b.

[0113] Note that in the auto-skill column in the object information column 611, the skill name is displayed with parentheses, such as "(Slash Attack Enhancement +1)". The skill name with parentheses indicates a skill that will be available in the future by performing the above synthesis process. That is, the "Expert of Flight" of object 614a currently does not have an auto-skill that can be activated.

[0114] The synthesis button 615 is a button for requesting the above-described synthesis process. When the synthesis button 615 is tapped or the like, the setting process of the object ends, and the process of step S405 starts. The cancel button 616 is a button for returning to step S411. When the cancel button 616 is tapped or the like, it returns to a state where selection of the setting frame can be accepted.

[0115] The change button 617 is a button for proceeding with the process of changing the object to be set in the main job frame to the currently selected object. When the change button 617 is tapped or the like, the process proceeds to step S413, and the control unit 190 displays the increase / decrease value of the parameters of the self-character on the touch screen 130.

[0116] FIG. 9 is a diagram showing an example of the game screen in the present embodiment. Specifically, FIG. 9 is the game screen displayed in step S413. In the example of FIG. 9, an increase / decrease value display column 621, a skill display column 622, a cancel button 623, and a change button 624 are displayed on the touch screen 130.

[0117] The increase / decrease value display column 621 shows the increase / decrease value of the parameters of the self-character by changing the object selected in step S412 for the main job frame. The increase / decrease value display column 621 displays, in order from the left, the parameter item such as HP, the parameter value of the object currently set in the main job frame, the parameter value of the object selected in step S412, and the increase / decrease value of the parameter. Thereby, it becomes easier for the user to determine whether to change the object to be set in the setting frame.

[0118] Note that for HP and SP, it shows the increase / decrease value of the maximum HP and maximum SP instead of the increase / decrease value of the current HP and SP values. That is, even if the main job frame is changed in the example of FIG. 9, the current HP and SP of the self-character do not increase.

[0119] In the skill display column 622, the skills possessed by the object selected in the main job frame in step S412 are displayed. In the example of FIG. 9, since the "Flash Flyer" selected at present has no activatable auto skill, no auto skill is displayed in the skill display column 622. Note that the skill display column 622 may also display the skills possessed by the object currently set in the main job frame. Thereby, it becomes easier for the user to further determine whether to change the object set in the setting frame or not.

[0120] The cancel button 623 is a button for returning to step S412. When the cancel button 623 is tapped or the like, it returns to a state where object selection can be accepted. The change button 624 is a button for proceeding with the process of changing the object set in the main job frame to the currently selected object. When the change button 624 is tapped or the like, it proceeds to step S414. That is, the control unit 190 receives a request to confirm the object setting. In the above description, each process from step S411 to step S414 has been described by taking the case of setting an object in the main job frame as an example, but the same content can be adopted for other setting frames within a range where no contradiction occurs.

[0121] Next, in step S415, the control unit 190 determines whether the selected setting frame is the main job frame. If the selected setting frame is not the main job frame (No in step S415), it proceeds to step S421 described later. On the other hand, if the selected setting frame is the main job frame (Yes in step S415), in step S416, the control unit 190 determines whether the current HP or SP of the self-character decreases by setting the object selected in step S412 in the main job frame.

[0122] When the current HP or SP of the self-character decreases (Yes in step S416), in step S417, the control unit 190 notifies the user that the weapon currently set in the weapon frame comes off and that the HP or SP of the self-character decreases from the current value. On the other hand, when both the current HP and SP of the self-character do not decrease (No in step S416), in step S418, the control unit 190 notifies the user only that the weapon currently set in the weapon frame comes off.

[0123] FIG. 10 is a diagram showing an example of a game screen in the present embodiment. (a) of FIG. 10 is an example of a dialog displayed on the touch screen 130 in step S418. (b) of FIG. 10 is an example of a dialog displayed on the touch screen 130 in step S417.

[0124] In FIG. 10(a), the dialog 630 indicates that the weapon object currently set in the weapon frame comes off and that the skill is changed. Further, in FIG. 10(b), the dialog 640 indicates a warning that the current HP value decreases, in addition to the fact that the weapon object currently set in the weapon frame comes off and that the skill is changed.

[0125] As already described, in this game, the means for recovering HP and SP are limited. Therefore, if the current HP or SP decreases due to the setting of the object, there is a risk of giving the user a significant disadvantage. By notifying the user that the HP decreases, it becomes possible to prevent the above situation.

[0126] Note that, as described above, in this game, compared with other setting frames such as the first sub-job frame, the influence of the main job frame on the status of the user's character is greater. Therefore, when changing the main job frame causes a decrease in HP or SP, it is highly likely to impose a significant disadvantage on the user. On the other hand, when changing other setting frames such as the first sub-job frame causes a decrease in HP or SP, the impact is considered not to be so great. If the user is notified that HP or SP has decreased even in such a case, the user may feel annoyed. Thus, in this embodiment, only when changing the main job frame causes a decrease in HP or SP, the user is warned accordingly.

[0127] Also, when changing the main job frame, since the types of weapons that can be set in the weapon frame change according to the type of the newly set job object, it is necessary to remove the weapon object set in the weapon frame once, and it is necessary to notify the user of this. In this game, since the user is notified that the HP and SP will decrease in the dialog that notifies that the weapon object set in the weapon frame will be removed, the number of times the dialog is displayed is not increased unnecessarily, reducing the risk of annoying the user.

[0128] Note that if emphasis is placed on preventing a decrease in HP and SP, when changing a setting frame other than the main job frame causes a decrease in HP or SP, the user may also be warned accordingly.

[0129] Next, an operation for finalizing the object settings is performed. In step S419, when the control unit 190 finalizes the object settings (Yes in step S419), the process proceeds to step S420. The case where Yes is determined in step S419 is, for example, when the OK button 632 or 642 in the dialog 630 or 640 is tapped or the like.

[0130] On the other hand, when an operation for canceling the setting of an object is performed and in step S419, if the control unit 190 cancels the setting of the object (No in step S419), the process returns to step S414. When it is No in step S419, for example, it is the case where the cancel button 631 or 641 in the dialog 630 or 640 is tapped or the like.

[0131] When it is Yes in step S419, in step S420, the control unit 190 automatically selects an object recommended to be set in the first sub-job frame, the second sub-job frame, and the weapon frame based on a predetermined condition. The predetermined condition is not particularly limited, but from the viewpoint of making it difficult to disadvantage the user, it is preferably a condition that is advantageous for HP and SP. Also, such automatic selection makes it possible to reduce the user's labor. Step S419 may be executed only when the user inputs an operation indicating a desire for automatic selection by the control unit 190. In this game, the maximum values of the HP and SP of the self-character do not change due to accessory objects.

[0132] Next, when an operation for defining the parameters of the self-character is performed on the touch screen 130 based on the various objects set in each setting frame (Yes in step S421), the process proceeds to step S422. In step S422, the control unit 190 transmits the information of the various objects set in each setting frame to the server 20. Then, the control unit 290 updates the user management table 253A based on the information of the various objects set in each received setting frame. The updated information is transmitted to the user terminal 10, and the control unit 190 defines (updates the status) the parameters of the self-character based on the updated information. That is, the status of the self-character is changed only when it is Yes in step S421. Therefore, although the decrease in HP and SP was warned to the user in step S417 above, the warning may be given in step S421 instead of step S417.

[0133] After step S422, the process returns to step S401. On the other hand, if an operation is performed to cancel the definition of the parameters of the self-character in step S421 (No in step S421), the process returns to step S411.

[0134] (Operation example of this game program: Game progress processing) When step S401 is executed and in step S402, it is determined that the instruction content in step S401 requests game progress processing, in step S430, the control unit 190 executes processing for advancing the game.

[0135] Hereinafter, with reference to FIG. 11, the game progress processing in step S430 will be described in detail. FIG. 11 is a flowchart showing an example of the game progress processing in step S430.

[0136] First, in step S431, the control unit 190 executes the search part of the game. In the search part, for example, the game space and the self-character are displayed on the touch screen 130, and the self-character is moved on the game space according to the user's operation input.

[0137] Next, in step S432, the control unit 190 executes a battle event using the self-character included in the deck. The battle event is executed, for example, when an enemy character is encountered in step S431.

[0138] In step S432, the control unit 190 advances the battle event based on the content of the operation input by the user, the parameters of the self-character, the parameters of the enemy character, etc. When the self-character is attacked by the enemy character during the battle event, the control unit 190 decreases the HP of the self-character, and when the self-character uses an action skill, the control unit 190 decreases the SP of the self-character.

[0139] After the battle event ends, in step S433, the control unit 190 resumes the search part. Next, if an enemy character is encountered in step S433, in step S434, the control unit 190 executes a new battle event by inheriting the HP and SP from the state after the battle event in step S432. In step S433, the same process as in step S432 is performed, and the HP and SP of the player's character after the battle are inherited thereafter.

[0140] As already mentioned, in this game, the HP and SP of the player's character are recovered by using the stamina value provided by the user. In step S435, when the control unit 190 accepts a request to recover the HP and SP, that is, a request to use the stamina value, the process proceeds to step S436.

[0141] Note that the recovery request in step S435 may be possible only when the player's character is located at a predetermined recovery location provided in the game space. This can provide a certain sense of tension when the player's character moves to a location away from the recovery location, thereby improving the interest of the game. In addition, for the game operator, there is an advantage in that the game difficulty can be easily adjusted by devising the number and arrangement of recovery locations.

[0142] In step S436, the control unit 190 transmits a request to use the stamina value to the server 20. Next, the control unit 290 updates the information in the user management table 253A so as to reduce the user's stamina value and recover the HP and SP of the player's character. Next, the control unit 290 transmits the updated information to the user terminal 10. Next, the control unit 190 updates the game information 152 and the user information 153 based on the updated information, decreases the user's stamina value, and recovers the HP and SP of the player's character.

[0143] Next, in step S437, the control unit 290 restores the stamina value consumed in step S436 according to the passage of time. In step S437, for example, when a certain period of time has elapsed since the stamina value was used, or when a predetermined time in the real world has elapsed with the stamina value decreased, the stamina value is restored. Therefore, even if the user has used up all the stamina value, by interrupting the game for a while, the user can restore the HP and SP.

[0144] Note that, in addition to the passage of time, the stamina value may also be restored by using in-game currency. Thereby, for example, the desire of a user who wants to continue the game even after the stamina value has run out can also be satisfied.

[0145] FIG. 12 is a diagram showing an example of a game screen in the present embodiment. FIG. 12(a) represents the game screen before step S435 is executed, and FIG. 12(b) represents the game screen after step S436 is executed.

[0146] In FIGS. 12(a) and (b), the current stamina value of the user is displayed in the stamina value display column 650. Also, in the simple status column 660, an image 661 of the user's own character included in the deck, the HP gauge 662 and the SP gauge 663 of the own character are displayed. The HP gauge 662 and the SP gauge 663 indicate the current HP and SP with respect to their respective maximum values, and the hatched portions are the current HP and SP.

[0147] In FIG. 12(a), stamina gauges 651a to 651b are displayed in the stamina value display column 650, indicating that the user's stamina value is "3". Also, in the HP gauge 662 and the SP gauge 663 in FIG. 12(a), the current HP and SP indicated by the hatching are decreased from the maximum HP and the maximum SP corresponding to the right end portions of the respective gauges.

[0148] Since (b) of FIG. 12 is after step S436 is executed, the stamina gauge 651a has been consumed, and the user's stamina value is "2". On the other hand, for the HP gauge 662 and the SP gauge 663, the hatched portions extend to the right ends of the respective gauges, and the current HP and SP have recovered to their respective maximum values.

[0149] By adopting the specification of the stamina value as described above, for example, even in a game without a clear play unit within the game such as a conventional quest, it is possible to prevent the user from proceeding with the game without limit, consuming game content early, and eventually getting bored with the game. On the other hand, even when the stamina value runs out, the stamina value automatically recovers over time, enabling the resumption of game play. Therefore, even if there is a restriction on game play due to the stamina value, it is considered to be easily acceptable to the user. In addition, a strategic element of playing the game while making good use of the stamina value can be added to the game, improving the interestingness of the game.

[0150] Note that HP and SP may also be recovered by leveling up the user's own character in addition to using the stamina value. For example, the user's own character obtains experience points when defeating an enemy character in a battle event, levels up when the experience points reach a threshold corresponding to each level, and the reference parameters and the like are improved. By recovering the HP and SP of the leveled-up user's own character during such a level-up, for example, in the early stage of the game where it is easy to level up, the user can proceed with the game one after another without using the stamina value, and can fully experience the fun of the game at the initial stage of the game start.

[0151] In the present embodiment, the above processes of steps S401 to S410 and step S430 are repeated until the end of the game. Note that as long as there is no hindrance to the operation of the game program, the process that the control unit 190 executed in the above description may be taken over by the control unit 290, or the process that the control unit 290 executed may be taken over by the control unit 190.

[0152] The above embodiments are merely examples for facilitating the understanding of the present invention and are not for limiting the interpretation of the present invention. It goes without saying that the present invention can be changed and improved without departing from its gist, and equivalents thereof are included in the present invention.

[0153] [Supplementary Notes] The content of the present disclosure is listed as follows.

[0154] (Item 1) A game program executed by a computer including a processor and a memory, wherein the game program causes the processor to grant to the user an object selected from an object group including a plurality of types of objects belonging to a first category and a plurality of types of objects belonging to a second category according to the user's operation; configure a deck including one or more designated characters specified by the user from among the characters available to the user; set, according to the user's operation, an object belonging to the first category, which has been granted to the user, in a setting frame for the object belonging to the first category of the designated character; set, according to the user's operation, an object belonging to the second category, which has been granted to the user, in a setting frame for the object belonging to the second category of the designated character; define parameters of the designated character based on parameters of the object belonging to the first category that has been set and parameters of the object belonging to the second category that has been set, and execute. For the object belonging to the first category, settable characters are predetermined. The setting frame for the object belonging to the first category has at least a first setting frame and a second setting frame. When two or more objects of the same kind belonging to the first category are assigned to the user, the objects of the same kind can be set in the first setting frame and the second setting frame. For the objects belonging to the second category, the settable characters are not predetermined. The setting frame for the objects belonging to the second category has at least a third setting frame. When two or more objects of the same kind belonging to the second category are assigned to the user, the objects of the same kind can be set in the third setting frames of different designated characters. Regarding the objects belonging to the first category, two or more objects of the same kind can be synthesized into one object of the same kind with improved parameters compared to the two or more objects of the same kind. Regarding the objects belonging to the second category, two or more objects of the same kind can be synthesized into one object of the same kind with improved parameters compared to the two or more objects of the same kind. Game program. Thereby, a new way of having fun can be provided to the user.

[0155] (Item 2) The types of objects that can be set in the third setting frame are determined based on the types of objects set in the first setting frame. The game program according to Item 1. Thereby, more strategicity can be added to the selection of the objects to be set in the first setting frame, and the interestingness of the game can be improved. Also, depending on the types of objects set in the first setting frame of each character, one object that can be set in the third setting frame can be reused among multiple characters. For example, even when changing the own character, the one object that has been strengthened by synthesis can be continuously used, and the satisfaction of the user can be improved. Also, the choice of which object should be strengthened by synthesis becomes important, and as a result, the interestingness of the game can be improved.

[0156] (Item 3) The defined step is defined such that when one object is set in the first setting frame and when the one object is set in the second setting frame, the parameters of the designated character are different. The game program according to item 1 or item 2. Thereby, further strategic elements can be added to the choice of whether to set one object in the first setting frame or the second setting frame, and the interestingness of the game can be improved.

[0157] (Item 4) The object belonging to the first category has a first skill and a second skill. The defined step further defines the designated character such that either the first skill and the second skill of the object set in the first setting frame or the first skill and the second skill of the object set in the second setting frame can be used. The game program according to any one of items 1 to 3. Thereby, further strategic elements can be added to the choice of whether to set one object in the first setting frame or the second setting frame, and the interestingness of the game can be improved.

[0158] (Item 5) The first skill is a skill whose effect occurs according to the operation of the user. The second skill is a skill whose effect occurs regardless of the operation of the user. The game program according to item 4. Thereby, further strategic elements can be added to the choice of whether to set one object in the first setting frame or the second setting frame, and the interestingness of the game can be improved.

[0159] (Item 6) The object belonging to the first category is a character object. The object belonging to the second category is an item object. The game program according to any one of items 1 to 5. As a result, each object can be presented to the user in a manner that is easy to distinguish. In addition, since objects of different categories such as characters and items can be provided by one type of selection process, simplification of the display screen for the selection process can be achieved.

[0160] (Item 7) The step of setting an object belonging to the first category includes changing and re-setting the object set in the setting frame for the object belonging to the first category to another object according to the operation of the user. The step of setting an object belonging to the second category includes changing and re-setting the object set in the setting frame for the object belonging to the second category to another object according to the operation of the user. The defining step includes defining, as a parameter of the designated character, a first parameter that decreases based on a virtual battle with an enemy character. The first parameter is recovered by decreasing a second parameter associated with the user, and the second parameter recovers according to the passage of time. The game program further causes the processor to After the step of setting an object belonging to the first category and / or the step of setting an object belonging to the second category, and before the defining step, when defining the parameters of the designated character based on each object set in each setting frame, the step of displaying the parameters of the designated character on the display screen; If the first parameter of the specified character becomes lower than the current value due to the resetting in the step of setting an object belonging to the first category and / or the step of setting an object belonging to the second category, before redefining the parameter of the specified character in the step of defining, a step of warning the user that the first parameter becomes lower than the current value is executed. The game program according to any one of Items 1 to 6. This can prevent the disadvantage of the decrease in the first parameter due to the setting of the object from occurring without the user's recognition.

[0161] (Item 8) The step of setting an object belonging to the first category includes automatically removing the object set in the third setting frame from the third setting frame when the resetting is performed to change the object set in the first setting frame to another object. The warning step is executed while notifying the user that the object set in the third setting frame is automatically removed. The game program according to Item 7. This can reduce the fear of annoying the user without unnecessarily increasing the number of notifications to the user.

[0162] (Item 9) The game program further causes the processor to when the resetting is performed to change the object set in the first setting frame to another object, execute a step of resetting the object set in the second setting frame and the object set in the third setting frame based on a predetermined condition. The predetermined condition is a condition under which the first parameter of the specified character becomes advantageous. The game program according to Item 7 or Item 8. This makes it difficult to disadvantage the user even when the setting of the first setting frame is changed, and it is also possible to reduce the user's effort.

[0163] (Item 10) A game processing method executed by a computer including a processor and a memory, The game processing method causes the processor to In response to a user operation, a step of giving the user an object selected from an object group including a plurality of types of objects belonging to a first category and a plurality of types of objects belonging to a second category; A step of constructing a deck including one or more designated characters designated by the user from among the characters available to the user; In response to a user operation, a step of setting an object belonging to the first category given to the user in a setting frame for an object belonging to the first category of the designated character; In response to a user operation, a step of setting an object belonging to the second category given to the user in a setting frame for an object belonging to the second category of the designated character; A step of defining parameters of the designated character based on parameters of the object belonging to the set first category and parameters of the object belonging to the set second category, including causing the step to be executed; For the object belonging to the first category, settable characters are predetermined, The setting frame for the object belonging to the first category has at least a first setting frame and a second setting frame, When two or more objects of the same type belonging to the first category are given to the user, the objects of the same type can be set in the first setting frame and the second setting frame, For the object belonging to the second category, settable characters are not predetermined, The setting frame for the object belonging to the second category has at least a third setting frame, When two or more objects of the same kind belonging to the second category are given to the user, the objects of the same kind can be set in the third setting frames of different designated characters, Regarding the objects belonging to the first category, two or more objects of the same kind can be combined into one object of the same kind with improved parameters compared to the two or more objects of the same kind, Regarding the objects belonging to the second category, two or more objects of the same kind can be combined into one object of the same kind with improved parameters compared to the two or more objects of the same kind, Game processing method. Thereby, a new way of having fun can be provided to the user.

[0164] (Item 11) An information processing apparatus including a processor and a memory, The processor, In response to a user's operation, an object selected from an object group including a plurality of types of objects belonging to the first category and a plurality of types of objects belonging to the second category is given to the user, A deck including one or more designated characters specified by the user is configured from among the characters available to the user, In response to the user's operation, the object belonging to the first category given to the user is set in the setting frame for the object belonging to the first category of the designated character, In response to the user's operation, the object belonging to the second category given to the user is set in the setting frame for the object belonging to the second category of the designated character, Based on the parameters of the set object belonging to the first category and the parameters of the set object belonging to the second category, the parameters of the designated character are defined, Objects belonging to the first category have predefined configurable characters. The setting frame for objects belonging to the first category has at least a first setting frame and a second setting frame. When two or more objects of the same type belonging to the first category are given to the user, the objects of the same type can be set in the first setting frame and the second setting frame. Objects belonging to the second category do not have predefined configurable characters. The setting frame for objects belonging to the second category has at least a third setting frame. When two or more objects of the same type belonging to the second category are given to the user, the objects of the same type can be set in the third setting frame for each different designated character. Regarding the objects belonging to the first category, two or more objects of the same type can be combined into one object of the same type with improved parameters compared to the two or more objects of the same type. Regarding the objects belonging to the second category, two or more objects of the same type can be combined into one object of the same type with improved parameters compared to the two or more objects of the same type. Information processing apparatus. Thereby, new ways of having fun can be provided to the user.

Explanation of symbols

[0165] 1: Game distribution system, 10: User terminal, 20: Server, 30: Network, 130: Touch screen, 150: (Memory unit of user terminal), 190: (Control unit of user terminal), 191: Input operation reception unit, 192: Object granting unit, 193: Deck configuration unit, 194: Object setting unit, 195: Parameter definition unit, 196: Game progress unit, 197: Display control unit, 250: (Memory unit of server), 252A: Object selection table, 290: (Control unit of server)

Claims

1. A program executed by a computer, The program causes the computer to A construction means for constructing a deck including one or more designated characters designated by the user from among characters available to the user in response to an operation by the user; a plurality of first setting frames for objects belonging to a first category that can be set for the designated character; There is at least one second setting frame for an object belonging to a second category that can be set for the designated character, a granting unit that grants a first benefit to the user when the same type of object is set in two or more of the first setting frames in response to an operation by the user; the first benefit is different from a second benefit obtained when a plurality of objects of the same type are enhanced by performing a synthesis process on the objects and the enhanced object is set for the designated character; an object belonging to the first category set in one of the plurality of first setting frames and an object belonging to the first category set in another of the plurality of first setting frames have different skills that affect the designated character among a plurality of types of skills; A type of the object belonging to the second category is determined according to a setting of the object belonging to the first category in a specific one of the plurality of first setting frames, The object belonging to the second category does not have a settable character defined, and is usable by the user even if the designated character is changed; The object belonging to the first category is a job that can be set for the designated character, and the object belonging to the second category is a weapon that can be set for the designated character. program.

2. The object belonging to the first category has a character that can be set in advance. The program according to claim 1.

3. The first benefit is a benefit that improves the status of the designated character. The program according to claim 1 or 2.

4. The object belonging to the first category is used to set a skill for the designated character. The program according to any one of claims 1 to 3.

5. the user performs an operation of setting an object belonging to the first category, thereby setting the same type of object to two or more of the first setting frames; The program according to claim 1.

Citation Information

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