Game processing program, game processing method and information processing device

The game processing program simplifies the item selection process in games by allowing players to create and register modules that define item combinations, addressing the cumbersome nature of existing compounding recipe execution.

JP7679202B2Active Publication Date: 2025-05-19KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2021005986
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-01-18
Publication Date
2025-05-19
Estimated Expiration
2041-01-18

AI Technical Summary

Technical Problem

Players find it cumbersome to search for and execute compounding recipes in games, as they require selecting and combining multiple items according to specific procedures.

Method used

A game processing program that allows players to create and register modules defining multiple first items and their effects when combined, facilitating easier item selection for creating second items.

Benefits of technology

This solution simplifies the item selection process by allowing players to choose pre-defined item combinations, making it easier to create desired second items and enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game processing program, a game processing method, and an information processing device for facilitating an item selection operation of a player when creating a second item by using a first item.SOLUTION: A game processing program for causing a computer to execute game processing for creating a second item by using a first item according to set procedures includes: processing for creating a module that determines a plurality of the first items and an effect imparted to the second item when the plurality of the first items are used; and processing for registering the module according to a player's operation.SELECTED DRAWING: Figure 9
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Description

Technical Field

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

Background Art

[0002] Patent Document 1 proposes a compounding game in which a player compounds items possessed by the player according to a procedure set in a compounding recipe to generate a desired compounded item. In this game, the player creates a new item based on a compounding recipe determined by the provider side of the game.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, it may be cumbersome for a player to search for a compounding recipe and perform a compounding operation according to the procedure of the recipe in which the types, quantities, etc. of the items used as materials are shown.

[0005] Therefore, in one aspect, there is provided a game processing program, a game processing method, and an information processing apparatus that facilitate a player's item selection operation when creating a second item using a first item.

Means for Solving the Problems

[0006] According to one aspect of the present disclosure, there is provided a game processing program for causing a computer to execute a game process of creating a second item using a first item according to a set procedure, the game processing program including: a process of creating a module that defines a plurality of the first items and an effect imparted to the second item when the plurality of the first items are used; and a process of registering the module requested by a player among the created modules.

Advantages of the Invention

[0007] According to one aspect, it is possible to facilitate the player's item selection operation when creating a second item using a first item.

Brief Description of the Drawings

[0008]

Figure 1

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Embodiments for Carrying Out the Invention

[0009] Hereinafter, embodiments for carrying out the present disclosure will be described with reference to the drawings. In the present specification and the drawings, substantially the same configurations are denoted by the same reference numerals, and redundant descriptions are omitted.

[0010] [Game System] FIG. 1 is a diagram showing the configuration of the game system 1 in the embodiment. The game system 1 of the embodiment provides various services related to the game to players via a network N (for example, the Internet or the like). The game system 1 includes a server 10 and a terminal device 30. The server 10 is an example of an information processing device that provides various services related to the game to the terminal device 30. The server 10 may be a personal computer, a workstation, a cloud computer, or the like.

[0011] The terminal device 30 is an example of an information processing device used by a player when playing the game. The terminal device 30 may be a smartphone, a personal computer, a portable game device, a game controller, a tablet computer, a wearable computer, or a business-use game device.

[0012] The terminal device 30 makes a distribution request for various information related to the game (such as a game processing program and a game screen) to the server 10. When the server 10 receives a distribution request for various information from the terminal device 30, it distributes a Web page of the game processing program and the game screen to be played on the terminal device 30.

[0013] The terminal device 30 has a web browser function for allowing a player to view a web page that displays a game screen. Thereby, the terminal device 30 can display a web page such as a game screen distributed from the server 10.

[0014] The number of connected terminal devices 30 is not limited to three, and one or more terminal devices 30 can be connected to the server 10. A plurality of servers may cooperate to realize the functions of the server 10. The server 10 can provide all kinds of games such as a matching game, a sports game, a racing game, and a town-building game. The games provided by the server 10 include games in which a plurality of players participate jointly.

[0015] [Hardware Configuration of Server 10] Next, the hardware configuration of the server 10 will be described with reference to FIG. 2. FIG. 2 is a diagram showing the hardware configuration of the server 10 according to the embodiment. The server 10 has a CPU (Central Processing Unit) 126, a memory 127, and a communication device 128. The CPU 126 controls the server 10. The memory 127 is, for example, a storage medium in the server 10 that can be directly accessed by the CPU 126. The communication device 128 is a communication device such as a network card that controls communication.

[0016] The server 10 may be equipped with various microprocessors such as a GPU (Graphics Processing Unit) and a DSP (Digital Signal Processor), and various memories such as VRAM, RAM, and ROM.

[0017] The server 10 has a game management function that provides various game data necessary for playing using the terminal device 30 by arithmetic processing, and controls and manages the execution of game processing on the terminal device 30. The game processing is executed by the CPU 126 performing arithmetic processing based on a predetermined game processing program and data.

[0018] Note that the game system 1 is an example of a game environment, but not limited to this. For example, the terminal device 30 may execute a game independently without going through the server 10. In the following, an example where the terminal device 30 executes a game independently without going through the server 10 will be given for explanation. However, each function of the following terminal device 30 may be provided in the server 10, and each terminal device 30 may be connected to the server 10 to perform a communication game.

[0019] [Hardware Configuration of Terminal Device] Next, the hardware configuration of the terminal device 30 will be described with reference to FIG. 3. FIG. 3 is a diagram showing the hardware configuration of the terminal device 30 according to the embodiment. The terminal device 30 includes a CPU 121, a memory 122, a communication device 123, an input device 124, and a display device 125. The CPU 121 controls the terminal device 30. The memory 122 is, for example, a storage medium within the terminal device 30 that can be directly accessed by the CPU 121. The communication device 123 is a communication device such as a network circuit that controls communication. The input device 124 is an input device such as a camera or a touch panel. The display device 125 is an output device such as a display.

[0020] The terminal device 30 may execute a game provided by the server 10, or may play a game downloaded to the terminal device 30. In the following embodiments, an example of playing a game downloaded to the terminal device 30 will be given for explanation. That is, the server 10 may not be necessary.

[0021] [Functional Configuration of Terminal Device] Next, the functional configuration of the terminal device 30 will be described with reference to FIG. 4. FIG. 4 is a diagram showing an example of the functional configuration of the terminal device 30 according to the embodiment. The terminal device 30 includes a control unit 11, a storage unit 12, and a communication unit 13.

[0022] The control unit 11 transfers data between each unit and controls the entire terminal device 30. The control unit 11 is realized by the CPU 121 executing a program stored in a predetermined memory 122.

[0023] The storage unit 12 is connected to the control unit 11 via a bus, and processes of referring to, reading, and rewriting the stored data are performed according to commands from the control unit 11. The storage unit 12 is realized by, for example, a flash memory, a hard disk, or the like.

[0024] The communication unit 13 communicates with other electronic devices such as the server 10 via the network N. The communication unit 13 has a function as a receiving unit that receives various data transmitted from other electronic devices, and a function as a transmitting unit that transmits various data to other electronic devices according to commands from the control unit 11. The communication unit 13 is realized by, for example, a NIC (Network Interface Card). Although not shown, the terminal device 30 has an input unit for a player to perform various operations (such as game operations), and the input unit may be realized by operation buttons, a touch panel, or the like.

[0025] The control unit 11 includes a game execution processing unit 14, a reception unit 15, a selection unit 16, a creation unit 17, a compounding unit 18, a display unit 19, and a registration unit 20. The game execution processing unit 14 executes a compounding game that creates a second item using a first item according to a set procedure in accordance with the game processing program stored in the storage unit 12.

[0026] The reception unit 15 receives a player's game operation. For example, the reception unit 15 receives operations of operation keys and direction keys of a controller operated by the player, or operations of a touch panel on the terminal device 30.

[0027] The selection unit 16 executes various selections made in the game process. The creation unit 17 creates a module that defines a plurality of first items, an effect imparted to the compounded item by a combination of the plurality of first items, and an attribute of the module. Note that the attribute of the module is determined by a combination of the plurality of first items.

[0028] The blending unit 18 creates a second item based on a blending recipe. The blending recipe is a list that defines the types and quantities of the first items required to create the second item. The blending recipe may also define the necessary modules in addition to the first items required to create the second item. For example, as shown in an example in FIG. 10, the blending recipe may define both the first items and the modules, only the first items, or only the modules. During blending, based on the blending recipe, the second item is created using the first items required for blending. The first item is a "raw material item" used to obtain the second item as the blending result. The second item is a "post-blending item" obtained as a result of blending using the first items.

[0029] The display unit 19 is for displaying a game screen according to a command from the control unit 11, and is realized by, for example, a liquid crystal display (LCD: Liquid Crystal Display) or the like.

[0030] The registration unit 20 registers, in the storage unit 12, the modules created by the creation unit 17 according to the player's operation and instructed by the player to be registered. In the storage unit 12, in addition to the module 24, an item encyclopedia table 21, an item type table 22, and a possessed item table 23 are stored.

[0031] The item encyclopedia table 21 is an encyclopedia that stores various information about the first item, such as the type and efficacy of the first item. The item type table 22 stores items classified by category. The possessed item table 23 stores the first items possessed by the player.

[0032] [Game Processing] Next, the game processing according to the embodiment will be described with reference to FIGS. 5 and 6. FIG. 5 is a flowchart showing the game processing according to the embodiment. FIG. 6 is a diagram for explaining the game processing according to the embodiment.

[0033] For example, when the game process shown in FIG. 5 is called by a player before or during the blending game, this process is started.

[0034] When this process is started, the display unit 19 displays a menu screen (step S10). As a result, as shown in FIG. 6(a), a menu screen is displayed on the display of the terminal device 30. In FIG. 6(a), as an example of the menu screen, an item possession confirmation button 101, an item encyclopedia button 102, a blending button 103, and an end button 108 are displayed. FIG. 6(a) shows the case where the player presses (touches) the blending button 103 and blending is selected.

[0035] The selection unit 16 determines whether blending is selected in step S11. When the blending button 103 is pressed, the selection unit 16 determines that blending is selected, and the display unit 19 displays a blending menu (step S12). On the other hand, when the blending button 103 is not pressed within a predetermined time, in step S11, the selection unit 16 determines that blending is not selected, and this process ends. When various buttons are pressed, the reception unit 15 receives the button operation by the player and notifies at least one of the selection unit 16, the creation unit 17, the blending unit 18, the display unit 19, and the registration unit 20 that there has been a button operation.

[0036] FIG. 6(b) shows an example of the screen of the blending menu that has transitioned in response to the blending button 103 being pressed in FIG. 6(a). As an example of the blending menu, a module creation / confirmation button 104, an item blending button 105, and an end button 108 are displayed on the display.

[0037] In step S13, the selection unit 16 determines which button of the module creation / confirmation button 104 and the item preparation button 105 has been selected. When the module creation / confirmation button 104 shown in FIG. 6(b) is pressed and further the module creation button 106 shown in FIG. 6(c) is pressed, the selection unit 16 proceeds to step S14 in FIG. 5. When the module creation / confirmation button 104 shown in FIG. 6(b) is selected and further the module confirmation button 107 shown in FIG. 6(c) is selected, the selection unit 16 proceeds to step S15 in FIG. 5. When the item preparation button 105 shown in FIG. 6(b) is selected, the selection unit 16 proceeds to step S16 in FIG. 5.

[0038] When proceeding to step S14, the creation unit 17 executes a module creation process and ends this process. The module creation process will be described later with reference to the flowchart in FIG. 7. When proceeding to step S15, the display unit 19 displays a module confirmation screen on which the created module can be confirmed by the player and ends this process.

[0039] When proceeding to step S16, the preparation unit 18 performs a preparation process using the created module, creates an item after preparation, and ends this process. The preparation process will be described later with reference to the flowchart in FIG. 11.

[0040] [Module Creation Process] Next, the module creation process according to the embodiment will be described with reference to FIGS. 7 to 10. FIG. 7 is a flowchart showing the module creation process according to the embodiment. FIG. 8 is a diagram for explaining the module creation process according to the embodiment. FIG. 9 is a diagram showing a list of module types and item types according to the embodiment. FIG. 10 is a diagram showing an example of a preparation recipe according to the embodiment.

[0041] This process is called and started by step S14 in FIG. 5. When this process is started, the display unit 19 displays an item encyclopedia based on the item encyclopedia table 21 (step S20). As a result, as shown in FIG. 8(a), the display component 201 of the item encyclopedia is displayed. Further, the display unit 19 displays the number of selected items that are the items selected from the item encyclopedia, the display component 202 of the effects of the selected items, the decision button 205, and the return button 206.

[0042] The item encyclopedia is stored in the item encyclopedia table 21 of the storage unit 12. In the item encyclopedia table 21, whenever a new item is discovered during the compounding game, various information about the new item is recorded. The item encyclopedia is displayed with items classified by category. The player scrolls through the item encyclopedia to search for what items exist and whether there are any desired items. The player selects a material item (first item) to be used for creating a module from the items registered in the item encyclopedia shown in the display component 201 as needed.

[0043] The selection unit 16 determines whether a material item to be used for creating a module has been selected (step S21). For example, as shown in FIG. 8(a), when the player selects items A-1 and A-2 in the "plant" category, the selection unit 16 determines that a material item to be used for creating a module has been selected, and determines whether the selection of the item to be used for the module is complete (step S22). When the player presses the decision button 205, the selection unit 16 determines that the selection of the item to be used for the module is complete, and proceeds to step S23. While the selection of the item to be used for the module is not complete, that is, while the player has not pressed the decision button 205, the processes of step S21 and step S22 are repeated. In the display component 202 of the selected item, the number of items selected by the player, the attribute of the module (the category to which the module belongs), and the effects imparted to the item after compounding by the combination of the plurality of selected items are displayed. When the player presses the return button 206, the display unit 19 displays the previous screen.

[0044] As shown in FIG. 8(a), when the player selects item A-1 and item A-2 and presses the decision button 205, the selection unit 16 determines that the selection is completed in step S22. In this case, the creation unit 17 creates a module with the selected material items (step S23). The number of material items constituting the module is two or more.

[0045] The creation unit 17 creates a module that defines a plurality of selected material items, the effects imparted to the compounded item by the combination of these plurality of material items, and the attributes of the module. The effects imparted to the compounded item by the combination of the plurality of material items are included in the effects of the compounded item and are the effects that the compounded item has as a result of using the plurality of selected material items in the compounding. Thereby, a plurality of material items selected by the player and the effects imparted to the compounded item are pre-packaged, and a module that can constitute a part of the compounding recipe is created.

[0046] The display unit 19 displays a plurality of material items included in the created module and the effects imparted to the compounded item (step S24). In the example of FIG. 8(b), a display component 203 showing a plurality of material items included in the created module and a display component 204 showing the effects imparted to the compounded item and the attributes of the module when using these plurality of material items are displayed. The player can confirm from these displays whether a module having the desired effects has been created. When the player determines that a module having the desired effects has been created, the player presses the decision button 205.

[0047] The creation unit 17 determines whether it has decided to register the created module (step S25). When the decision button 205 is pressed on the module creation screen in Fig. 8(b), the creation unit 17 determines that it has decided to register the created module, and the registration unit 20 registers the created module in the storage unit 12 (step S26), and this process ends. As a result, as shown in Fig. 4, the module 24 is registered in the storage unit 12. The name of the module 24 to be registered in the storage unit 12 can be set by the player.

[0048] If the decision button 205 is not pressed within a predetermined time after the display regarding the module created in step S24 is made, the creation unit 17 determines that it has not been decided to register the created module, and this process ends.

[0049] In the normal compounding process, the player has to search through many item groups and extract the appropriate number of items specified in the compounding recipe that can obtain the desired effect. As a result, the extracted items are used as material items for compounding, and the compounded item is created.

[0050] In contrast, in this embodiment, part or all of the compounding recipe can be defined by a preset module. In the module, the effects imparted to the compounded item by combinations of a plurality of material items are predetermined. Therefore, the player can select items more easily by selecting combinations of a plurality of items defined in the module than by selecting material items one by one alone. Furthermore, the effects of the compounded items obtained by using the items in the module are also linked to the module and are clear. As a result, the player can instantly grasp the effects obtained by selecting a plurality of items defined by the module. Thereby, the selection operation of the items used in the compounding recipe can be made easier. In order to realize the ease of the item selection operation in the above compounding process, the player needs to create a module by the module creation process in Fig. 7 and register it in the storage unit 12 before performing the compounding process.

[0051] The modules registered in the memory unit 12 can be confirmed by the player through the list display of the module types on the left side of FIG. 9. Also, the items displayed in the list of module types allow the player to confirm the list of item types on the right side of FIG. 9. The items to be displayed in the list of item types are stored in the item type table 22. The list of item types classifies items by category and displays them. The item encyclopedia is an encyclopedia that records information each time a new item is discovered during the game. When a considerable number of new items are registered in the item encyclopedia table 21, the item type table 22 may be updated to incorporate the new item information.

[0052] The list of module types consists of modules created by the player of the terminal device 30. The list of item types consists of items obtained by the player through collection or synthesis during the game. However, it is not limited to this, and the list of module types may include modules created by players of other electronic devices connectable via the network N.

[0053] For example, for module 1 in FIG. 9, the category is "Stamina Recovery", the effect is "Small Stamina Recovery", and the multiple items to be used are "Item A-1" and "Item A-2". As a method of using the module by the player, for example, in recipe X for creating item x after synthesis, if the stamina recovery module is specified as part of the material items constituting recipe X, by selecting module 1 in FIG. 9 created in advance, it is sometimes collectively specified to use item A-1 and item A-2 as the material items to be synthesized for creating item x after synthesis. That is, since the module defines a part of the material items included in the synthesis recipe as a group, the module alone cannot create an item after synthesis.

[0054] Note that when creating a module, the player can freely select items according to their preferences. Also, when there is a mixing teacher in the game, the player can receive teachings from the mixing teacher about the combination of items and the effects obtained from the combination, and select a plurality of items to be modularized based on the teachings. The player may also study the combination of items and their effects using the item encyclopedia by themselves and select a plurality of items to be modularized.

[0055] [Mixing Process] In the mixing process described below, as shown by way of example in FIG. 10, the mixing process is executed based on a mixing recipe in which the items and modules required for mixing are defined. For example, as shown in FIG. 10(a), mixing may be performed using the required items directly defined by Mixing Recipe 1 and a plurality of items respectively defined for the two required modules set by Mixing Recipe 1. Also, as shown in FIG. 10(b), mixing may be performed using a plurality of items respectively defined for the two required modules set by Mixing Recipe 2. The mixing process according to the embodiment will be described with reference to FIGS. 11 to 14. FIG. 11 is a flowchart showing the mixing process according to the embodiment. FIG. 12 is a diagram for explaining the mixing process according to the embodiment. FIG. 13 is a diagram for explaining the mixing process according to the embodiment. FIG. 14 is a diagram showing an example of the selection of the items in possession according to the embodiment.

[0056] This process is called and started by step S16 of FIG. 5 when the item mixing button 105 is selected by the player on the mixing menu screen shown in FIG. 12(a).

[0057] When this process is started, the display unit 19 displays a list of mixing recipes (step S30). FIG. 12(b) shows an example of the display component 300 of the mixing recipe list. The player selects the item to be mixed from the displayed list of mixing recipes. The item to be mixed is the item to be obtained by mixing (the post-mixing item).

[0058] Next, the compounding unit 18 determines whether an item to be compounded has been selected (step S31). In the example of FIG. 12(b), a recovery medicine is selected as the item to be compounded. Therefore, the compounding unit 18 determines that an item to be compounded has been selected, displays the recipe (compounding recipe) of the item to be compounded, and indicates the modules necessary for compounding using the compounding recipe (step S32).

[0059] Next, the compounding unit 18 determines whether, among the necessary modules indicated in the compounding recipe of the item to be compounded, the modules that the player wants to use for compounding have been determined according to the player's request (operation) (step S33). In step S33, the player determines which of the necessary modules specified in the compounding recipe to use. FIG. 12(c) shows a display component 301 of a compounding recipe indicating a list of the necessary modules and necessary items for creating the selected post-compounding item, the recovery medicine.

[0060] In the example of FIG. 12(c), the player has determined the module in the physical strength recovery category among the necessary modules specified in the compounding recipe. When the module in the physical strength recovery category is determined, a display component 302 of the list of modules in the physical strength recovery category is displayed. The displayed list of modules is a list of the modules created and registered by the player. The compounding unit 18 determines whether a module to be used for compounding has been selected from the displayed list of modules (step S34). When the player selects any module on the screen, the compounding unit 18 determines that a module has been selected and determines whether all modules have been selected (step S35). When the player has selected all the modules, the player presses the next button 305 in FIG. 12(c). When the next button 305 is pressed, the compounding unit 18 determines that all modules have been selected, and the display unit 19 displays a list of the player's possessed items based on the possessed item table 23 (see FIG. 4) (step S36).

[0061] An example of the screen when it is determined that all modules have been selected is shown in Fig. 12(d). A display component 303 for the modules and items (to be selected later) defined in the formulation recipe, and a display component 304 showing a list of the effects expected to be obtained using the items defined for the modules are displayed. For example, in step S34, if, from the list of modules in the physical strength recovery category determined in step S33, the module in the physical strength recovery category of "Recovery 0001" among the registered modules is selected, it is displayed that "Recovery 0001" has been selected. Also, in Fig. 12(d), all the modules defined in the formulation recipe for the recovery medicine to be formulated are selected, but it is not limited to this. For example, even if not all the modules defined in the formulation recipe for the recovery medicine to be formulated are selected, the player can proceed to the next process (step S36) by pressing the next button 305. However, if not all the modules defined in the formulation recipe are selected, the effects obtained will be fewer than when all the modules are selected, and the effects expected to be displayed in the display component 304 will decrease. For example, in the example of Fig. 12(d), since the check boxes for both modules (Recovery 0001, Enhancement 0003) shown in the display component 303 are checked and both are selected, two effects are displayed in the display component 304. If the check box for the module of Recovery 0001 is not checked, the effect of "Small physical strength recovery" will not be displayed.

[0062] An example of the list of items in possession displayed in step S36 is shown in Fig. 14. The list of items in possession is a list of the items the player has, and the value of each item is displayed.

[0063] The player selects, as material items, the items in possession corresponding to the multiple items defined by the modules in the formulation recipe and the items directly defined by the formulation recipe, respectively, from the displayed list of items in possession (step S37). However, if there are no items directly defined by the formulation recipe, the items in possession corresponding to the multiple items defined by the modules are selected as material items.

[0064] Figure 13(a) shows an example of an item preparation screen. The player selects the items in their possession required for preparation from the display component 312 of the list of items in their possession. In the example of Figure 13(a), as shown in the display component 311 of the preparation recipe, among the items defined by the module in the preparation recipe, item A-1 has already been selected from the list of items in the player's possession. Also, item A-3, which is an item required directly by the preparation recipe, has already been selected from the list of items in the player's possession. And the player has selected item A-2 from the list of items in their possession among the items defined by the module in the preparation recipe. As a result, all the items specified by the preparation recipe, that is, the items defined by the module and the items directly defined by the preparation recipe, have been selected from the items in the player's possession. Then, the screen transitions to the screen of Figure 13(b). Note that at this time, although not visible in Figure 13(a) due to the positional relationship of the scroll bar shown in the display component 311 of Figure 13(a), item A-2 and B-1 are also items defined by the module and have already been selected by the player's operation.

[0065] On the screen of Figure 13(a), that is, the screen for selecting all the items specified by the preparation recipe from the list of items in the player's possession, the OK button 307 cannot be pressed until the selection of all the items is completed. In Figure 13(a), the OK button 307 is shown as unselectable, but at this point, the OK button 307 may also be hidden. When the selection of all the required items is completed, the screen transitions to the screen of Figure 13(b), and the OK button 307 is shown as selectable. That is, on the screen, the OK button 307 cannot be pressed until the selection of all the required items is completed.

[0066] In the example of FIG. 14, an operation is shown in which a player selects necessary items from the list of owned items according to the items directly specified in the formulation recipe and the multiple items respectively specified by two modules 1 and 2 set in the formulation recipe. As the item directly specified in the formulation recipe, item A-3 is selected from the list of owned items (1). Also, as the items specified by module 1 in the formulation recipe, item A-1 (2) and item A-2 (3) are selected from the list of owned items. As the items specified by module 2 in the formulation recipe, item A-2 (4) and item B-1 (5) are selected from the list of owned items.

[0067] The compounding unit 18 determines whether the selection of items has been determined (step S38). When the selection of all items is completed, as shown in FIG. 13(b), the determination button 307 is displayed in a selectable state. When the player presses the determination button 307, the compounding unit 18 determines that the selection of items has been determined, and according to the formulation recipe based on all the determined items, a compounded item having a desired effect is completed (step S39), and this process ends.

[0068] In FIG. 13(c), information on the completed compounded item is displayed. On the display component 312 of the compounded item, it is displayed that the completed compounded item is a recovery medicine and has the effects of small physical recovery and small attack strengthening. (Small) indicates the level of each effect. For example, the intensity of each effect can be indicated by levels such as large, medium, and small. As shown in FIG. 14, the items selected for compounding from the list of owned items disappear and are removed from the list of owned items.

[0069] According to the game processing, module creation processing, and compounding processing according to the embodiment described above, the modules created by the player are registered in advance, and part or all of the compounding recipe is defined by the modules. As a result, part of a plurality of items that were previously directly defined in the compounding recipe list can be modularized (standardized). Thereby, the player can instantly grasp a plurality of items defined by the module and the effects obtained by selecting those items. That is, by creating and registering the module in advance, the player's compounding know-how can be modularized, and thereby, the selection operation of the items used in the compounding recipe can be facilitated. As a result, the compounding game can be carried out more advantageously.

[0070] The game processing program, game processing method, and information processing apparatus according to the embodiment disclosed this time should be considered to be illustrative and not restrictive in all respects. The above embodiment can be modified and improved in various forms without departing from the scope and gist of the appended claims. The matters described in the above plurality of embodiments can also adopt other configurations and can be combined within a non - conflicting range.

[0071] For example, the game processing program of the present disclosure can also be applied to games other than the compounding game. As an example, it can be applied to a breeding game. For example, in a breeding game where characters are bred by synthesis, a module defining a plurality of characters is created in advance and registered in the storage unit 12.

[0072] In a character cultivation game, a plurality of characters defined in a cultivation recipe module are selected by the player from the list of possessed characters and used during the cultivation process. For example, when the player selects character A and character B defined in the module from the list of possessed characters, based on the cultivation recipe, character A and character B are used as material items for character transformation, and the character is cultivated. After cultivation, the character may be cultivated into character C, which is different from character A and character B, or into character A or character B with increased attack power. The present invention can be applied to all games that can be converted in module units by such modularization of items.

Explanation of Signs

[0073] 1 Game system 11 Control unit 12 Storage unit 13 Communication unit 14 Game execution processing unit 15 Reception unit 16 Selection unit 17 Creation unit 18 Blending unit 19 Display unit 20 Registration unit 30 Terminal device

Claims

1. A game processing program that causes a computer to execute a game process for creating a second item using a plurality of first items according to a set procedure, the game processing program comprising: A process of creating a module that defines a combination of some of the first items and an effect that is imparted to the second item when the combination of some of the first items is used; A process of registering a module requested by a player among the created modules so that the module can be selected by the player when creating the second item; a process of creating the second item having an effect defined in the module by using a combination of the part of the items defined in the selected module when a module to be used for creating the second item is selected from the registered modules; having The process of creating the second item includes: A game processing program that is executed using a recipe in which the use of the module is specified and in which the set procedure is indicated.

2. The method further includes a process of displaying a combination of the part of items defined in the module and an effect to be imparted to the second item before the process of registering the module. The game processing program according to claim 1 .

3. A game processing method in which a computer executes a game process for creating a second item using a plurality of first items in accordance with a set procedure, the method comprising: A process of creating a module that defines a combination of some of the first items and an effect that is imparted to the second item when the combination of some of the first items is used; A process of registering a module requested by a player among the created modules so that the module can be selected by the player when creating the second item; a process of creating the second item having an effect defined in the module by using a combination of the part of the items defined in the selected module when a module to be used for creating the second item is selected from the registered modules; having The process of creating the second item includes: A game processing method, which is carried out using a recipe in which the use of the module is specified, and in which the set procedure is indicated.

4. An information processing device that executes a game process for creating a second item using a plurality of first items in accordance with a set procedure, a creation unit that creates a module that defines a combination of some of the first items and an effect that is imparted to the second item when the combination of some of the first items is used; a registration unit that registers a module requested by a player among the created modules so that the module can be selected by the player when creating the second item; a synthesis unit that, when a module to be used for creating the second item is selected from the registered modules, creates the second item having an effect defined in the module by using a combination of the part of the items defined in the selected module; having The blending unit includes: An information processing device that creates the second item using a recipe in which the use of the module is specified and in which the set procedure is indicated.

Citation Information

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