Information Processing Program, Information Processing Method, and Information Processing System
The information processing program enhances the appeal of breeding games by allowing players to strategically update game parameters and execute advantageous events, addressing the limitations of conventional breeding games.
Patent Information
- Application Number
- JP2021106484
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-06-28
- Publication Date
- 2025-05-30
- Estimated Expiration
- 2041-06-28
AI Technical Summary
Conventional breeding games offer limited strategic options for players, leading to a decline in game appeal due to the predetermined nature of character abilities and breeding methods.
An information processing program that allows players to select from a variety of items and place auxiliary game media, enabling updates to game parameters and execution of advantageous events, thereby enhancing gameplay and strategic depth.
The solution improves the appeal of the game by providing players with more strategic options and increasing the engagement and excitement of the gameplay experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] Conventionally, as shown in, for example, Patent Document 1, a genre of games called training games is known. In the training game, a plurality of types of training events are provided, and a player can select one of the training events to train a character to be trained. A plurality of parameters indicating abilities are set for the character to be trained. Also, each training event is associated with a parameter to be improved. Therefore, a player can selectively improve a desired ability of the character to be trained. By increasing the parameters of the character to be trained, the player can proceed advantageously in a battle game or the like.
[0003] Also, for example, Patent Document 2 discloses a game in which a player can scout players and organize a team. In this game, a competitive game can be played using the team organized by the player. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2019-154564 A [Patent Document 2] Patent No. 6732178 Summary of the Invention [Problem to be solved by the invention]
[0005] In a breeding game, the way a player breeds is largely determined by the type of character they choose. Also, when playing a battle game using the bred character, it is largely determined what kind of abilities the character should have. Therefore, in conventional breeding games, the strategies required of players are scarce, and there is a risk that the appeal of the game will decline.
[0006] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can improve the appeal of a game.
Means for Solving the Problems
[0007] To solve the above problems, the information processing program causes a computer to 、 The process of placing an auxiliary game medium different from the game medium to be cultivated in any one of a plurality of selectable items for the player, The process of displaying a selection screen capable of identifying the plurality of selectable items and the auxiliary game medium placed in the selectable items, The process of enabling the input of a selection operation of the player for selecting any one of the plurality of selectable items displayed on the selection screen, The process of executing an update process for updating the parameters associated with the game medium to be cultivated when the selection operation is input, The process of executing an advantageous event according to advantageous conditions favorable to the player when the selectable item in which the auxiliary game medium satisfying a predetermined condition is placed is selected, The process of displaying a specific image capable of identifying the number of times the advantageous event has been executed in association with the auxiliary game medium placed in the selectable item on the selection screen, execute.
[0008] The process of executing the advantageous event is Increasing the update amount of the parameter in the update process It may be.
[0009] The process of executing the advantageous event is When executing the advantageous event a predetermined number of times, executing the advantageous event according to special advantageous conditions more favorable to the player than the advantageous conditions, The process of displaying the specific image is After the number of times the advantageous event has been executed reaches the predetermined number, displaying the specific image in a predetermined display mode It may be.
[0011] To solve the above problems, the information processing method is 、 Performed by one or more computers An information processing method 、 The computer The process of placing an auxiliary game medium different from the game medium to be cultivated in any one of a plurality of selectable items for the player, The process of displaying a selection screen capable of identifying the plurality of selectable items and the auxiliary game medium placed in the selectable items, The process of enabling the input of a selection operation of the player for selecting any one of the plurality of selectable items displayed on the selection screen, The process of executing an update process for updating the parameters associated with the game medium to be cultivated when the selection operation is input, The process of executing an advantageous event according to advantageous conditions favorable to the player when the selectable item in which the auxiliary game medium satisfying a predetermined condition is placed is selected, The process of displaying a specific image capable of identifying the number of times the advantageous event has been executed in association with the auxiliary game medium placed in the selectable item on the selection screen, To perform 。
[0012] To solve the above problems, an information processing system 、 One or more is an information processing system including a computer 、 wherein the computer 、 The process of arranging an auxiliary game medium different from the game medium to be cultivated in any one of a plurality of selectable items that can be selected by a player, The process of displaying a selection screen capable of identifying the plurality of selection items and the auxiliary game medium arranged in the selection items, The process of enabling the input of a selection operation of a player who selects any one of the plurality of selection items displayed on the selection screen, The process of executing an update process for updating parameters associated with the game medium to be cultivated when the selection operation is input, The process of executing an advantageous event according to advantageous conditions favorable to the player when the selection item in which the auxiliary game medium satisfying a predetermined condition is arranged is selected, The process of displaying a specific image capable of identifying the number of times the advantageous event has been executed in association with the auxiliary game medium arranged in the selection item on the selection screen, performs.
Advantages of the Invention
[0013] According to the present invention, the interest of the game can be improved.
Brief Description of the Drawings
[0014]
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Mode for Carrying Out the Invention
[0015] Hereinafter, with reference to the accompanying drawings, one aspect of an embodiment of the present invention will be described in detail. Numerical values and the like shown in such an embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to omit redundant description, and elements not directly related to the present invention are not shown.
[0016] (Overall Configuration of Information Processing System S) FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1 that functions as a client, that is, a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0017] In the information processing system S of the present embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can proceed through the cooperation of the player terminal 1 and the server 1000.
[0018] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include a smartphone, a mobile phone, a tablet device, a personal computer, a game device, and the like. In the present embodiment, the case where a smartphone is used as the player terminal 1 will be described.
[0019] Server 1000 is communicatively connected to a plurality of player terminals 1. Server 1000 accumulates various information for each player who plays the game. Also, Server 1000 mainly performs processes such as updating the accumulated information and causing player terminal 1 to download images and various information based on operations input from player terminal 1.
[0020] Communication base station Na is connected to communication network N and wirelessly transmits and receives information with player terminal 1. Communication network N is composed of a mobile phone network, the Internet, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between player terminal 1 and server 1000.
[0021] (Hardware configurations of player terminal 1 and server 1000) FIG. 2A is a diagram for explaining the hardware configuration of player terminal 1. Also, FIG. 2B is a diagram for explaining the hardware configuration of server 1000. As shown in FIG. 2A, player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0022] Also, as shown in FIG. 2B, server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0023] Note that the configurations and functions of CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of server 1000 are substantially the same as those of CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of player terminal 1, respectively. Therefore, hereinafter, the hardware configuration of player terminal 1 will be described, and the description of server 1000 will be omitted.
[0024] The CPU 10 operates the program stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the program and various data necessary for controlling the progress of the game. The memory 12 is connected to the CPU 10 via the bus 14.
[0025] An input / output interface 16 is connected to the bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0026] The storage unit 18 is composed of a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0027] The communication unit 20 is wirelessly communicatively connected to the communication base station Na and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0028] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, etc. where the player's operation is input (accepted). Also, the input unit 22 may be a dedicated controller provided in the player terminal 1 or connected (externally attached) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. That is, the input unit 22 widely includes devices that can input the player's intention in an identifiable manner.
[0029] The output unit 24 is configured to include a display device and a speaker. Note that the output unit 24 may be a device connected (externally) to the player terminal 1. In the present embodiment, the player terminal 1 includes a display 26 as the output unit 24, and includes a touch panel provided so as to overlap the display 26 as the input unit 22.
[0030] (Game content) Next, the game provided by the information processing system S and the game device G of the present embodiment will be described. The player can own characters obtained by a lottery called a so-called gacha or characters distributed from the operation side. Also, the player can possess support cards (support characters) obtained by a lottery called a so-called gacha or support cards (support characters) distributed from the operation side. Although details will be described later, in the present embodiment, in a training game consisting of 60 turns, it has a gameplay of training the characters possessed by the player. Further, the training game in the present embodiment is one in which racehorses are personified as characters, and has a gameplay of training the characters and aiming for first place in a race imitating horse racing.
[0031] FIG. 3 is a diagram for explaining a rough flow of the training game. The training game is roughly classified into a preparation stage process and a training stage process. Details of the preparation stage process will be described in detail in FIG. 29 described later. Also, details of the training stage process will be described in detail in FIGS. 30, 31, 32, 33, 34, 35, 36, and 37 described later. Here, for ease of understanding, the rough flows in the preparation stage process and the training stage process will be described first.
[0032] <Preparation stage process> In the preparation stage process, mainly, registration of the main character, registration of support cards (support characters), registration of specific characters, and setting of initial character identification information are performed.
[0033] <Registration of the main character> FIG. 4A is a diagram for explaining the home screen 27. In the present embodiment, when a game application is launched on the player terminal 1, the home screen 27 is displayed on the display 26. At the lower part of the home screen 27, a menu bar 28 and a scenario operation unit 29 marked with "scenario" are displayed.
[0034] The menu bar 28 is provided with a plurality of operation units that can be operated (tapped) by the player. The menu bar 28 is provided with a home screen selection operation unit 28a marked with "home", a race screen selection operation unit 28b marked with "race", and a gacha screen selection operation unit 28c marked with "gacha". In the menu bar 28, the operation unit corresponding to each screen is highlighted so that the screen currently being displayed on the display 26 can be identified.
[0035] On the home screen 27, when the gacha screen selection operation unit 28c is tapped by the player, a gacha screen (not shown) is displayed on the display 26. Although detailed description is omitted, in the gacha screen, a so-called gacha lottery can be performed to obtain characters and support cards (support characters) by lottery. The player can perform a gacha lottery by consuming in-game currency.
[0036] Also, on the home screen 27, when the scenario operation unit 29 is tapped by the player, the main character selection screen 30 shown in FIG. 4B is displayed on the display 26.
[0037] FIG. 4B is a diagram for explaining the main character selection screen 30. A plurality of character icons 31 are displayed in the central part of the main character selection screen 30, and a list of the characters possessed by the player is displayed. Also, a parameter display unit 32 is displayed at the upper part of the main character selection screen 30. Also, at the lower part of the main character selection screen 30, a return operation unit 33 marked with "Return" and a next operation unit 34 marked with "NEXT" are displayed.
[0038] In this embodiment, initial values of ability parameters are set for each character, and the initial values of the ability parameters of the character corresponding to the character icon 31 selected by the player are numerically displayed on the parameter display unit 32. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.
[0039] FIG. 5A is a diagram for explaining an ability parameter (initial value) table. In this embodiment, as shown in FIG. 5A, the initial values of the ability parameters for each character are stored in the ability parameter (initial value) table. Then, based on the initial values of the ability parameters stored in the ability parameter (initial value) table, the initial values of the ability parameters on the parameter display unit 32 are displayed.
[0040] In this embodiment, initial values of ability parameters are set for each of a plurality of types of abilities for each character. Specifically, as ability parameters, there are provided a speed ability parameter marked as "Speed" on the parameter display unit 32, a stamina ability parameter marked as "Stamina" on the parameter display unit 32, a power ability parameter marked as "Power" on the parameter display unit 32, a determination ability parameter marked as "Spirit" on the parameter display unit 32, and a wisdom ability parameter marked as "Wisdom" on the parameter display unit 32.
[0041] Note that the initial values of the ability parameters for each character may be increased by consuming in-game currency. Also, the values of the ability parameters change when predetermined conditions after the start of the cultivation game are satisfied. Therefore, the player aims to increase the numerical values of the ability parameters of the character in the cultivation game.
[0042] In this embodiment, an appropriate parameter (initial value) is set for each character. FIG. 5B is a diagram for explaining the appropriate parameter (initial value) table. In this embodiment, as shown in FIG. 5B, the initial values of the appropriate parameters for each character are stored in the appropriate parameter (initial value) table. The initial value of the appropriate parameter is set to any one of seven levels using the alphabets from A to G. Note that the appropriate parameter indicates that A has the highest appropriateness and G has the lowest appropriateness. Based on the initial value of the appropriate parameter stored in the appropriate parameter (initial value) table, the initial value of the appropriate parameter may be displayed on the parameter display unit 32.
[0043] In this embodiment, the initial values of the appropriate parameters are set for each of a plurality of types of appropriateness for each character. Specifically, as the appropriate parameters, appropriate parameters related to the field appropriateness of grass and dirt respectively, appropriate parameters related to the distance appropriateness of short distance, mile, middle distance, and long distance respectively, and appropriate parameters related to the leg quality appropriateness of escape, lead, cut, and pursuit respectively are provided.
[0044] Note that the initial value of the appropriate parameter for each character may be increased by consuming in-game currency. Also, the value of the appropriate parameter may change when a predetermined condition is satisfied after the start of the breeding game. Note that when a predetermined condition is satisfied after the start of the breeding game, the appropriate parameter may be set to S which has a higher appropriateness than A.
[0045] FIG. 4C is a first diagram for explaining the character detail screen 40. Also, FIG. 4D is a second diagram for explaining the character detail screen 40. When the character icon 31 on the main character selection screen 30 is long-pressed, the character detail screen 40 is displayed on the display 26. On the character detail screen 40, the details of the abilities of the character corresponding to the character icon 31 long-pressed on the main character selection screen 30 are displayed.
[0046] In the center of the character details screen 40, a skill operation section 41 and an event operation section 42 are displayed. As shown in FIG. 4C, when the main character selection screen 30 is first displayed, the skill operation section 41 is highlighted, and the skills provided for each character are displayed. A skill is an ability that may be activated when a predetermined condition is satisfied during the execution of the individual race and the team race described later. For each character, the race progress becomes advantageous when the skill is activated.
[0047] FIG. 5C is a diagram for explaining the skill table. As shown in FIG. 5C, the skill table stores the skills for each character held by the player. Then, based on the skills stored in the skill table, as shown in FIG. 4C, the skills are displayed on the character details screen 40. Note that a skill does not activate just by being held, and can only be activated after being acquired. Hereinafter, a skill in a state where a character can activate it is called an acquired skill.
[0048] One acquired skill 41a is set for a character from the start of the training game. In addition to the acquired skill 41a, a plurality of possessed skills 41b are set for the character. The possessed skill 41b is a skill that can be acquired by consuming skill points, which will be described later, after the start of the training game. That is, the possessed skill 41b can become the acquired skill 41a in exchange for skill points.
[0049] In the present embodiment, the skill corresponding to "◎" in the skill table shown in FIG. 5C is displayed as the acquired skill 41a on the character details screen 40 in FIG. 4C. Also, the skill corresponding to "〇" in the skill table shown in FIG. 5C is displayed as the possessed skill 41b on the character details screen 40 in FIG. 4C. In the present embodiment, as shown in the character details screen 40 in FIG. 4C, the acquired skill 41a is highlighted so that the acquired skill 41a and the possessed skill 41b can be easily distinguished.
[0050] In addition, in this embodiment, in FIG. 4C, a case is shown where one acquired skill 41a and seven possessed skills 41b are displayed as skills provided for each character, but the present invention is not limited to this. For example, the number of acquired skills 41a and possessed skills 41b may be different for each character. Further, for example, by consuming in-game currency, the number of acquired skills 41a and possessed skills 41b for each character may increase.
[0051] Also, when the player taps the event operation unit 42 on the character details screen 40, as shown in FIG. 4D, the content of the character details screen 40 switches, and a dedicated event 42a provided for each character is displayed. In this case, as shown in FIG. 4D, the event operation unit 42 is highlighted. The dedicated event 42a occurs when a predetermined condition is satisfied in the breeding game, and displays a story related to the character appearing in the breeding game or changes the values of various statuses in the breeding game.
[0052] FIG. 5D is a diagram for explaining the dedicated event table. As shown in FIG. 5D, the dedicated event table stores a dedicated event 42a for each character possessed by the player. Then, based on the dedicated event 42a stored in the dedicated event table, as shown in FIG. 4D, the dedicated event 42a is displayed on the character details screen 40. Note that the dedicated event 42a may include a hint event that enables the possession or acquisition of a skill, an ability event that increases or decreases the numerical value of the character's ability parameter, an aptitude event that changes the character's aptitude parameter, a story event that displays a story related to the character, and the like.
[0053] In addition, the dedicated event 42a displayed on the character details screen 40 shown in FIG. 4D may be executed in its entirety during the execution of the breeding game, or at least a part of it may be executed during the execution of the breeding game, or if a predetermined condition is not satisfied, none of it may be executed during the execution of the breeding game. Further, for example, by consuming in-game currency, the number of dedicated events 42a provided for each character may be increased. Also, when a predetermined condition is satisfied, a dedicated event 42a that is not displayed as the dedicated event 42a may be executed during the breeding game.
[0054] Also, as shown in FIGS. 4C and 4D, at the lower part of the character details screen 40, a close operation section 43 marked with "close" is displayed. When the close operation section 43 of the character details screen 40 is tapped, the display of the character details screen 40 ends, and the main character selection screen 30 is displayed on the display 26.
[0055] Also, when the return operation section 33 is tapped on the main character selection screen 30 shown in FIG. 4B, the home screen 27 shown in FIG. 4A is displayed on the display 26.
[0056] Also, when the next operation section 34 is tapped on the main character selection screen 30 shown in FIG. 4B, the selected character is set as the main character, and the support card setting screen 50 (FIG. 6A) is displayed on the display 26.
[0057] <Registration of Support Card (Support Character)> FIG. 6A is a first diagram for explaining the support card setting screen 50. A support card display area 51 is provided in the central part of the support card setting screen 50. The support card display area 51 includes a plurality of support card setting operation sections 52. Also, at the lower part of the support card setting screen 50, a return operation section 53 marked with "Return" and a start operation section 54 marked with "START" are displayed.
[0058] In the support card display area 51, a plurality (here, six) of support card setting operation parts 52 are displayed. The support card setting operation parts 52 are displayed in the same number as the support cards (support characters) that can be set by the player. At the beginning of the display of the support card setting screen 50, the support card setting operation parts 52 are displayed as blanks.
[0059] In this embodiment, six types of support cards (support characters) can be set from among the support cards (support characters) held by the player. Among the six types that can be set, a part (for example, five types) can be selected from among the support cards (support characters) held by the player, and the remaining (for example, one type) can be selected from among the support cards (support characters) not held by the player.
[0060] FIG. 6B is a diagram for explaining the support card selection screen 60. When the support card setting operation part 52 of the support card setting screen 50 in FIG. 6A is operated, the support card selection screen 60 shown in FIG. 6B is displayed on the display 26. On the support card selection screen 60, icons 61 corresponding to the support cards (support characters) held by the player are displayed in a list.
[0061] By tapping the icon 61 displayed on the support card selection screen 60, the player can select a support card (support character).
[0062] FIG. 7A is a diagram for explaining the support card table. As shown in FIG. 7A, in the support card table, for each type of support card held by the player, the type of support character, rarity, level, and favorite training are stored. The support characters correspond one-to-one with the types of support cards. That is, one character is always associated with the support card as a support character.
[0063] In this embodiment, a rarity is set for each support card. The rarity has three levels: R (rare), SR (super rare), and SSR (super special rare). Note that R has the lowest rarity and SSR has the highest rarity. In this embodiment, the higher the rarity of the support card (support character), the higher the support effect, which will be described later. Also, in this embodiment, the higher the rarity of the support card (support character), the larger the number of possession skills and support events, which will be described later.
[0064] The levels of the support cards (support characters) are provided in 50 levels from level 1 to level 50. The levels of the support cards (support characters) can be raised by the player, and the levels raised by the player are stored for each support card. Note that the support cards can have their levels raised by executing a breeding game or by using in-game currency. Note that the upper limit of the levels of the support cards (support characters) is provided according to the rarity.
[0065] For example, the upper limit of the level of a support card (support character) with rarity R is set at level 20, the upper limit of the level of a support card (support character) with rarity SR is set at level 25, and the upper limit of the level of a support card (support character) with rarity SSR is set at level 30.
[0066] Note that the upper limit of the level can be increased step by step when a predetermined condition is satisfied. For example, the upper limit of the level of a support card (support character) with rarity R can be increased up to level 40 at most, the upper limit of the level of a support card (support character) with rarity SR can be increased up to level 45 at most, and the upper limit of the level of a support card (support character) with rarity SSR can be increased up to level 50 at most.
[0067] Figure 7B is a diagram for explaining the support effect table. As shown in Figure 7B, in the support effect table, the support effects are stored for each type of support card (support character) held by the player.
[0068] The support effects are those that increase various statuses in the breeding game. Multiple targets of the support effect are provided on the support card. Examples of the targets of the support effect include physical strength, speed, stamina, power, determination, wisdom, etc.
[0069] Figure 7C is a diagram for explaining the possessed skill table. As shown in Figure 7C, possessed skills are set for each support card (support character) held by the player.
[0070] In this embodiment, possessed skills are set for each support card (support character) such that the character set as the main character by the player has the possessed skills. The possessed skills set for each support card (support character) can be acquired by the main character selected by the player or other characters promoted to team members described later when a hint event occurs during the breeding game.
[0071] Figure 7D is a diagram for explaining the support event table. As shown in Figure 7D, possible support events are stored for each support card (support character) held by the player. A support event is an event that may occur during the execution of the breeding game. When a support event occurs, the values of various statuses in the breeding game may increase or decrease.
[0072] For example, a support event to be executed may be determined according to the number of turns, or a support event to be executed may be determined by a predetermined lottery. Also, multiple support events may be selected in one turn. In any case, the support event to be executed may be determined according to a predetermined determination method set in advance.
[0073] FIG. 6C is a second diagram for explaining the support card setting screen 50. In the present embodiment, when all six support cards are selected, as shown in FIG. 6C, the start operation unit 54 becomes operable. On the other hand, when not all six support cards are selected, as shown in FIG. 6A, the start operation unit 54 is inoperable.
[0074] When the return operation unit 53 of the support card setting screen 50 is operated, the main character selection screen 30 shown in FIG. 4B is displayed on the display 26.
[0075] Also, as shown in FIG. 6C, when the start operation unit 54 is tapped on the support card setting screen 50, the selected support card (support character) is registered, and the game screen 70 (FIG. 11A) is displayed on the display 26.
[0076] <Registration of Specific Character> As described above, when the main character and the support card (support character) are registered, next, a specific character is registered. In the present embodiment, four types of characters are set in advance as candidates for the specific character.
[0077] FIG. 8 is a first diagram for explaining a character identification information table. FIG. 9 is a second diagram for explaining the character identification information table. FIG. 8 shows a case where "Character C" is registered as the main character, and "Character E", "Character I", "Character L", "Character M", "Character Q", and "Character T" are registered as support cards (support characters). Further, FIG. 9 shows a case where "Character F" is registered as the main character, and "Character E", "Character J", "Character L", "Character M", "Character Q", and "Character T" are registered as support cards (support characters).
[0078] Note that in this embodiment, it is restricted so that there is no overlap between the character type set for the main character and the character type set for the support card (support character).
[0079] In this embodiment, as shown in FIG. 8, "Character F", "Character J", "Character N", and "Character R" are set as candidates for specific characters. Then, when the player selects a main character from among a plurality of characters, the selected character is registered as the main character in the character identification information table.
[0080] Also, when a support card (support character) is selected by the operation of the player, the character identification information table is updated, and the character corresponding to the selected support card (support character) is registered as the support character.
[0081] Then, when information related to the main character and support cards (support characters) is registered in the character identification information table, information related to specific characters is registered. At this time, as shown in FIG. 8, if the registered main character does not overlap with the candidates for the specific characters set in advance as described above, the candidates for the specific characters set in advance are directly registered as specific characters. That is, in the case of FIG. 8, "Character F", "Character J", "Character N", and "Character R" are registered as specific characters.
[0082] In addition, as shown in FIG. 9, when the registered main character overlaps with the candidates for the specific characters set in advance as described above, among the candidates for the specific characters set in advance, the characters that do not overlap with the registered main character are registered as specific characters. In the case of FIG. 9, "Character J", "Character N", and "Character R" are registered as specific characters.
[0083] On the other hand, as shown in FIG. 9, when the registered support card (support character) overlaps with the candidates for the specific characters set in advance as described above, the character will be registered as both a support card (support character) and a specific character.
[0084] <Setting of Initial Character Identification Information> As described above, when the main character, support cards (support characters), and specific characters are registered, registration of team members, sub-members, and random members is performed. Although details will be described later, in the breeding game, it is necessary to play a battle game using the characters registered as team members. When the characters registered as sub-members meet certain conditions, the characters are registered as team members. Also, during the breeding game, characters registered as random members appear. When the characters registered as random members meet certain conditions, they are promoted to sub-members.
[0085] In this embodiment, at the start of the breeding game, in the character identification information table, the character registered as the main character is registered as a team member. That is, in the case of FIG. 8, "Character C" will be registered as a team member. Also, in the case of FIG. 9, "Character F" will be registered as a team member.
[0086] Also, in the character identification information table, the characters registered as support cards (support characters) or specific characters are registered as sub-members. That is, in the case of FIG. 8, "Character E", "Character F", "Character I", "Character J", "Character L", "Character M", "Character N", "Character Q", "Character R", "Character T" will be registered as sub-members. Also, in the case of FIG. 9, "Character E", "Character J", "Character L", "Character M", "Character N", "Character Q", "Character R", "Character T" will be registered as sub-members.
[0087] Also, among the characters or support cards (support characters) held by the player in the character identification information table, the characters not registered as team members or sub-members are registered as random members. Note that all of the remaining characters among the predetermined characters that are not registered as team members and sub-members, or a part of the characters selected by lottery, may be registered as random members.
[0088] In this way, in the character identification information table, information (initial character identification information) related to team members, sub-members, and random members is stored.
[0089] <Breeding stage processing> When the preparation stage process ends, the training stage process will start. In the training stage process, it becomes possible to train the main character and the characters registered as team members. FIG. 10 is a diagram for explaining the selection item table. Note that a selection item table may be provided according to the type of the main character, or a common selection item table may be provided regardless of the type of the main character.
[0090] As shown in FIG. 10, the training game is composed of the 1st turn to the 60th turn, and has a game property in which various parameters are updated according to the player's selection result in each turn.
[0091] FIG. 11A is a first diagram for explaining the game screen 70. FIG. 11B is a second diagram for explaining the game screen 70. When shifting to the training stage process, the game screen 70 shown in FIGS. 11A and 11B is displayed on the display 26. At the upper part of the game screen 70, a physical strength display part 71 and a condition display part 72 are displayed. The main character is provided with a parameter of "physical strength". The parameter of "physical strength" is mainly used for calculating the failure rate which is the probability of failing in the training described later. The physical strength display part 71 is displayed so that the remaining amount of the "physical strength" of the current main character can be visually grasped with respect to the upper limit value of the "physical strength".
[0092] In addition, the main character is provided with a parameter of "condition". The condition display part 72 is displayed so that the "condition" of the current main character can be visually grasped in a plurality of stages (five stages: extremely poor condition, poor condition, normal condition, good condition, extremely good condition). The higher the parameter of "condition", the more advantageous the race development of the main character becomes, and the larger the increase value of the ability parameter by training becomes.
[0093] Also, as shown in FIGS. 11A and 11B, at the central part of the game screen 70, there are an image of the main character, the status of the current main character in numerical values and a rank in a plurality of stages (G + , F, F + , E, E + , D, D+ and C, C + and B, B + and A, A + and S, SS, SS + The status display section 73 shown in (16 levels of), and the skill point display section 74 that numerically shows the remaining amount of skill points held by the main character in the breeding game are displayed. Specifically, in this embodiment, the numerical values and ranks of each ability parameter of "Speed" (speed), "Stamina" (stamina), "Power" (power), "Spirit" (determination), and "Wisdom" (wisdom) are displayed.
[0094] Also, as shown in FIGS. 11A and 11B, at the lower part of the game screen 70, a rest operation section 75 marked with "Rest", a training operation section 76 marked with "Training", a skill operation section 77 marked with "Skill", a going out operation section 78 marked with "Going Out", an individual race operation section 79a marked with "Race", and a team race operation section 79b marked with "Team Race" are displayed.
[0095] Note that, as shown in FIG. 11A, the individual race operation section 79a and, as shown in FIG. 11B, the team race operation section 79b have a common display area on the game screen 70. Also, the current turn number is displayed at the upper part of the game screen 70.
[0096] Also, the player selects one of the items of "Rest" (rest operation section 75), "Training" (training operation section 76), "Going Out" (going out operation section 78), "Race" (individual race operation section 79a), and "Team Race" (team race operation section 79b) in each turn. At this time, as shown in FIG. 10, the selectable items are preset in each turn.
[0097] In this embodiment, when the item of "Team Race" (team race operation unit 79b) is selectable, such as in the 20th turn, 30th turn, 35th turn, 57th turn, 59th turn, and 60th turn shown in FIG. 10, the items of "Rest" (rest operation unit 75), "Training" (training operation unit 76), "Going Out" (going out operation unit 78), and "Race" (individual race operation unit 79a) are set to be unselectable. Also, when the items of "Rest" (rest operation unit 75), "Training" (training operation unit 76), "Going Out" (going out operation unit 78), and "Race" (individual race operation unit 79a) are selectable, the item of "Team Race" (team race operation unit 79b) is set to be unselectable.
[0098] On the other hand, the skill operation unit 77 is set to be always selectable in all turns. Although it will be described in detail later, even if skill acquisition is performed, the turn does not end.
[0099] FIG. 12A is a first diagram for explaining the training screen 80. FIG. 12B is a second diagram for explaining the training screen 80. When the training operation unit 76 of the game screen 70 is operated, the training screen 80 is displayed on the display 26.
[0100] As shown in FIG. 12A, training items are displayed at the lower part of the training screen 80. Here, a speed operation unit 81 marked with "Speed", a stamina operation unit 82 marked with "Stamina", a power operation unit 83 marked with "Power", a determination operation unit 84 marked with "Spirit", and a wisdom operation unit 85 marked with "Wisdom" are displayed.
[0101] When the player taps any one of the operation units 81 to 85 once, the training item corresponding to the tapped operation unit 81 to 85 is temporarily selected, and the operation units 81 to 85 corresponding to the temporarily selected training item are highlighted. In Fig. 12A, the power operation unit 83 is shown in a temporarily selected state. Also, in Fig. 12B, the stamina operation unit 82 is shown in a temporarily selected state.
[0102] In addition, for each of the operation units 81 to 85, the training level for each training item is also displayed. The training level is a parameter that increases as the team ranking goes up, as will be described in detail later. The higher the training level, the larger the numerical value by which the ability parameter increases when training is executed. The training level is initially set to level 1 and can increase up to level 5 at most.
[0103] Also, on the operation units 81 to 85 during temporary selection, a failure rate display section 86 marked with "Failure" is displayed. The failure rate displayed numerically in the failure rate display section 86 is set to increase in inverse proportion to the remaining amount of physical strength displayed in the physical strength display section 71.
[0104] Also, in the status display section 73, when the training corresponding to the operation units 81 to 85 during temporary selection is executed and succeeds, the value by which the ability parameter increases is displayed. For example, in the case of Fig. 12A, the power operation unit 83 is temporarily selected, and in the "Stamina" of the status display section 73, "+8" and in "Power", "+10" are displayed. Also, in the case of Fig. 12B, the stamina operation unit 82 is temporarily selected, and in the "Stamina" of the status display section 73, "+15" and in "Spirit", "+5" are displayed.
[0105] Also, on the operation units 81 to 85 corresponding to the training items for which an event (hint event, support event, or guidance event) described later occurs when training is executed, an event notification display 87 is displayed. Note that the event notification display 87 can have different display modes according to the type of the event.
[0106] Also, in the upper right part of the training screen 80, for each item of the operation parts 81 to 85 being temporarily selected, an icon 88 of a character arranged in the training (joint training) is displayed. That is, any one or more of a plurality of sub-characters different from the main character are associated with any one of a plurality of types of training items (cultivation items).
[0107] Also, when a predetermined event (for example, a hint event, a support event, or a guidance event described later) occurs corresponding to the character displayed on the icon 88 when the training is executed, an event notification display 87 is displayed on the corresponding icon 88.
[0108] FIG. 12C is a diagram for explaining a training result notification screen 80a. When any one of the operation parts 81 to 85 being temporarily selected is tapped again, the training corresponding to the tapped operation part 81 to 85 is executed. In this way, a plurality of types of training items (cultivation items) corresponding to any one or more of a plurality of ability parameters (ability information) indicating the abilities of the main character can be selected.
[0109] Then, when the training is executed, a training result notification screen 80a for notifying the success or failure of the training is displayed on the display 26. Here, the character "Success" is displayed, and the player is notified of the success of the training.
[0110] Also, at this time, based on the success of the training, the ability parameters of the status display part 73 are updated and displayed. That is, the ability parameters (ability information) of the main character corresponding to the training item (cultivation item) selected by the player are updated.
[0111] Here, when the training status displayed in FIG. 12A or FIG. 12B is successful, the value of the ability parameter that increases is added. Also, the display of the physical strength display unit 71 is updated according to the training item executed. When training for any of speed, stamina, power, or determination is performed and is successful, the physical strength decreases. On the other hand, when training for wisdom is performed and is successful, the physical strength recovers.
[0112] Also, when the training fails, a predetermined penalty is imposed. Specifically, the content of the penalty includes a decrease in physical strength, a decrease in the numerical value of the ability parameter, a decrease in condition, etc. Note that, for example, the penalty imposed when the failure rate is high is heavier (the numerical value of the decrease in physical strength is larger, the numerical value of the decrease in the ability parameter is larger, the stage of the decrease in condition is larger) than the penalty imposed when the failure rate is low. Also, the content of the penalty may be determined according to the training item. For example, when speed training is executed and fails, the value of the speed ability parameter may decrease, and when power training is executed and fails, the value of the power ability parameter may decrease. Also, for some training items (for example, wisdom), it can be set that no penalty is imposed even if the training fails.
[0113] FIG. 12D is a diagram for explaining the event screen 80b. When the display of the training result notification screen 80a ends, the event screen 80b may be displayed on the display 26. Various events are executed on the event screen 80b. For example, a hint event, a support event, or a guidance event described later may occur. Note that there may be a case where a plurality of events occur.
[0114] For example, when a hint event occurs, a hint for a skill can be obtained. When a hint for a skill is obtained, the player can consume skill points to acquire the skill. A plurality of types of skills are provided, and a predetermined ability may be activated for each skill. For each skill, activation conditions and effects are defined, and when each activation condition is satisfied, a predetermined effect is activated. The skill may be activated during the execution of an individual race and a team race described later.
[0115] Events include events for acquiring skills, events for recovering physical strength, events for decreasing physical strength, events for increasing ability parameters, events for decreasing ability parameters, events for increasing form, events for decreasing form, and the like. Here, there are events that are predetermined for each turn and events that occur when winning by a predetermined lottery.
[0116] Also, when all the generated events end, the game screen 70 related to the next turn is displayed.
[0117] FIG. 13A is a first diagram for explaining the skill screen 90. FIG. 13B is a second diagram for explaining the skill screen 90. When the skill operation unit 77 on the game screen 70 is operated, the skill screen 90 shown in FIG. 13A is displayed on the display 26.
[0118] On the skill screen 90, acquired skills, possessed skills preset for the main character, possessed skills obtained by the occurrence of various events, and the like are displayed. Also, when a hint event occurs for a possessed skill, the skill points consumed to acquire this possessed skill are discounted. Here, for the possessed skills for which a hint has been obtained, the skill points required for acquisition are discounted and displayed. At this time, the discount rate will also be displayed.
[0119] In addition, for the skills displayed on the skill screen 90, the activation conditions and the effects when activated for each skill are displayed.
[0120] Also, at the upper part of the skill screen 90, a physical strength display section 71, a condition display section 72, and a skill point display section 74 are displayed. Also, the current turn number is displayed at the upper part of the skill screen 90.
[0121] When a player consumes skill points based on their operation to acquire a possessed skill, as shown in FIG. 13B, "GET" is displayed on the acquired skill, notifying that the possessed skill has been acquired, and the consumed skill points are subtracted from the skill points displayed in the skill point display section 74 and the display is updated.
[0122] FIG. 14A is a diagram for explaining the individual race selection screen 100. When the individual race operation section 79a on the game screen 70 is operated, the individual race selection screen 100 shown in FIG. 14A is displayed. The individual race has a gameplay in which the main character races against a so-called non-player character (hereinafter referred to as an NPC).
[0123] At the upper part of the individual race selection screen 100, a physical strength display section 71 and a condition display section 72 are displayed. Also, at the central part of the individual race selection screen 100, an individual race selection operation section 101 for selecting the type of individual race to participate in is displayed. Also, at the lower part of the individual race selection screen 100, a start operation section 102 marked with "Start" is displayed. Note that the races that can be selected by the individual race selection operation section 101 on the individual race selection screen 100 are preset for each turn. Also, conditions for participating in each race are preset, and when the conditions are met, it may be possible to participate in the race.
[0124] FIG. 14B is a diagram for explaining the individual race start screen 110. When the start operation unit 102 is operated in a state where the type of the individual race to participate in is selected by the individual race selection operation unit 101, the individual race start screen 110 shown in FIG. 14B is displayed. In the central part of the individual race start screen 110, a strategy display unit 111 is displayed. Also, in the strategy display unit 111, the currently selected strategy (chase, overtake, lead, escape) is highlighted, and a change operation unit 112 marked with "Change" is displayed. When the change operation unit 112 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the individual race to any strategy by operating on the strategy change screen.
[0125] Also, at the lower part of the individual race start screen 110, a result operation unit 113 marked with "Result" and a race operation unit 114 marked with "Race" are displayed.
[0126] When the race operation unit 114 is operated, a race screen (not shown) is displayed on the display 26. On the display 26, a video of the progress of the race (hereinafter also referred to as a race video) is displayed.
[0127] FIG. 14C is a diagram for explaining the individual race result screen 120. When the playback of the above-mentioned race video ends and when the result operation unit 113 is operated, the individual race result screen 120 is displayed on the display 26. On the individual race result screen 120, the finishing order in the individual race is displayed.
[0128] FIG. 15A is a diagram for explaining the team race selection screen 130. When the team race operation unit 79b on the game screen 70 is operated, the team race selection screen 130 shown in FIG. 15A is displayed. In the central part of the team race selection screen 130, a competing team selection operation unit 131 for selecting the opponent of the team race to participate in is displayed. Note that the opponent can be an NPC. Also, the opponent is not limited to an NPC and may be the team of another player. In this case, a communication battle is conducted with the team of another player.
[0129] Note that the characters to participate in the team race only need to be selectable from team members and do not necessarily include the main character. Also, one team member may be able to participate in multiple races in the team race.
[0130] FIG. 15B is a diagram for explaining the team formation screen 140. When the battle team selection operation unit 131 is operated, the team formation screen 140 is displayed on the display 26. A team formation operation unit 141 is displayed on the team formation screen 140. By operating the team formation operation unit 141, the player can use the characters registered as team members to form the characters in the team race. In this embodiment, in the team race, five races of "short distance", "mile", "middle distance", "long distance", and "dirt" are executed. And it has a game property in which the overall victory or defeat in the team race is determined based on the victory or defeat of each race.
[0131] Specifically, among the five races, when the number of races in which the player's team wins is more than the number of races in which the opponent team wins, the player wins comprehensively in the team race. On the other hand, among the five races, when the number of races in which the player's team wins is less than or equal to the number of races in which the opponent team wins, the player loses comprehensively in the team race. Note that the player can form a maximum of three types of characters from among the team members for each race. Also, it is not possible to form multiple races with the same type of character. In addition, at the bottom of the team formation screen 140, a start operation unit 142 marked with "Start" is displayed.
[0132] Figure 15C is a diagram for explaining the team race start screen 150. When the start operation unit 142 on the team formation screen 140 is operated, the team race start screen 150 shown in Figure 15C is displayed. In this embodiment, five races are executed in the team race, and the order of execution may be a predetermined order or may be determined randomly.
[0133] As shown in Figure 15C, in the central part of the team race start screen 150, the characters of the team formed by the players related to the race to be executed and the characters of the opponent team are displayed. Here, a case is shown where the player has formed two characters for the "mid-distance" race and two opponent characters are formed.
[0134] Also, as shown in Figure 15C, at the lower part of the team race start screen 150, a result operation unit 151 marked with "Result" and a race operation unit 152 marked with "Race" are displayed. When the race operation unit 152 is operated, a race video (not shown) is displayed.
[0135] Figure 15D is a diagram for explaining the team race intermediate result screen 160. When the playback of the above race video ends and when the result operation unit 151 on the team race start screen 150 is operated, the team race intermediate result screen 160 is displayed on the display 26. On the team race intermediate result screen 160, the win or loss in the race (here, the "mid-distance" race) is displayed. Note that the method for determining the win or loss of each of the five races in the team race is not particularly limited. For example, the team to which the character that won the first place belongs may win. Alternatively, points may be awarded for each finishing position, and the team with the highest number of acquired points may win.
[0136] When the display of the in - race result screen 160 in FIG. 15D ends, the team race start screen 150 for the next race (for example, a "short - distance" race) is displayed. Thereafter, in the same manner as above, the displays of the team race start screen 150 and the in - race result screen 160 are sequentially performed until all five types of races are completed.
[0137] FIG. 16A is a first diagram for explaining the team race detailed result screen 170. When the displays of the team race start screen 150 and the in - race result screen 160 for all five types of races are performed as described above, the team race detailed result screen 170 is displayed on the display 26. In the central part of the team race detailed result screen 170, a win - loss result display section 171 is displayed. In the win - loss result display section 171, the win - loss results in each race are notified to the player. Here, as shown in FIG. 16A, the case where the victory in each race is 3 and the defeat is 2 is shown.
[0138] FIG. 16B is a first diagram for explaining the team race overall result screen 180. When the display of the win - loss result display section 171 ends, the team race overall result screen 180 is displayed on the display 26. In the team race overall result screen 180, the overall win - loss result in the team race is notified to the player. As shown in FIG. 16A, when the victory in each race is 3 and the defeat is 2, in the team race overall result screen 180, it is notified that the team has won the team race.
[0139] Also, in the team race overall result screen 180, the team ranking is displayed. In this embodiment, the team ranking varies based on the win - loss result of the team race. For example, when the team wins the team race, the team ranking rises.
[0140] Also, on the team race comprehensive result screen 180 where it is notified that the team race has been won, a next operation unit 181 marked with "NEXT" is displayed. When the next operation unit 181 on the team race comprehensive result screen 180 is operated, the game screen 70 related to the next turn is displayed.
[0141] FIG. 16C is a second diagram for explaining the team race detailed result screen 170. Here, as shown in FIG. 16C, the case where there are 2 wins and 3 losses in each race is shown. FIG. 16D is a second diagram for explaining the team race comprehensive result screen 180. As shown in FIG. 16C, when there are 2 wins and 3 losses in each race, on the team race comprehensive result screen 180, it will be notified that the team race has been lost.
[0142] Also, on the team race comprehensive result screen 180 where it is notified that the team race has been lost, a continue operation unit 182 marked with "Continue" and a finish operation unit 183 marked with "Finish" are displayed.
[0143] When the continue operation unit 182 is operated, the result of the team race is discarded and five team races are started again from the beginning. Note that the number of continuations may also be executable within the range of a predetermined maximum number of continuations.
[0144] Also, when the finish operation unit 183 is operated, the game is over and the cultivation game ends. However, it is also possible to display only the next operation unit 181 without displaying the continue operation unit 182 and the finish operation unit 183 on the team race comprehensive result screen 180 where it is notified that the team race has been lost. That is, even if the team race is lost, the cultivation game may continue without ending the game. As described above, in this embodiment, a battle game (individual race or team race) using either one or both of the main character and the sub-characters registered as team members is executed.
[0145] FIG. 17 is a diagram for explaining the relationship among team members, sub-members, and random members. Hereinafter, the characters registered as team members, the characters registered as sub-members, and the characters registered as random members may be simply referred to as team members, sub-members, and random members, respectively. In this embodiment, a random member may be promoted to a sub-member according to the progress of the cultivation game. Specifically, as shown in FIG. 17, when the joint training with a random member is successful once, the random member is promoted to a sub-member.
[0146] Here, the joint training is training in which the player selects and executes the training items where the characters are arranged. Therefore, when the training item where the random member is arranged is selected and the training is successful, the random member will be promoted to a sub-member.
[0147] Note that it is not limited to this. When the joint training with a random member is successful, a predetermined lottery may be executed, and if the random member wins the lottery, the random member may be promoted to a sub-member. Alternatively, when the joint training with a random member is executed a predetermined number of times set in advance, regardless of the success or failure of the training, the random member may be promoted to a sub-member.
[0148] In addition, the sub - member may be downgraded to a random member. Specifically, as shown in FIG. 17, when the joint training with the sub - member has not been successful for 20 turns, the sub - member is downgraded to a random member. In addition, when the joint training with the sub - member has not been successful for 20 turns, the character registered for the sub - member may simply be deleted from the sub - member. In this case, the sub - member will no longer appear in the training game hereafter. Also, for example, when the joint training with the sub - member has not been executed for a preset number of turns, the sub - member may be deleted or downgraded to a random member.
[0149] In addition, in this embodiment, the sub - member may be registered as a team member. Specifically, the sub - member is provided with a registration parameter as a parameter. The registration parameter is updated when a preset registration condition is satisfied. Then, as shown in FIG. 17, when the value of the registration parameter of the sub - member becomes equal to or greater than a preset threshold value (100), the sub - member is registered as a team member.
[0150] Once a character is registered as a team member, it will not be changed to a sub - member or a random member. However, when the character registered as a team member satisfies a preset predetermined condition, it may be changed to a sub - member or a random member.
[0151] FIG. 18 is a diagram for explaining the registration parameter table. In this embodiment, a registration parameter is given to the character registered as a sub - member. The registration parameter is a parameter used to determine whether the sub - member is promoted to a team member.
[0152] Specifically, when a specific character is registered as a sub-member, as shown in FIG. 18, "40" is registered as the initial value of the registration parameter. And thereafter, every time successful co-training with the specific character is achieved, an ascending value randomly determined from "10" to "20" is added to the registration parameter.
[0153] Also, when a support character associated with a support card is registered as a sub-member, as shown in FIG. 18, "0" is registered as the initial value of the registration parameter. And thereafter, every time successful co-training with the support character is achieved, an ascending value randomly determined from "10" to "20" is added to the registration parameter. Here, if the support card (support character) and the specific character overlap, it is treated as the specific character. However, if the specific character and the support character overlap, either one or both of the initial value and the ascending value may be set to an even higher value.
[0154] Also, when a character other than the specific character and the support character is registered as a sub-member, as shown in FIG. 18, "0" is registered as the initial value of the registration parameter. And thereafter, every time successful co-training with the other character is achieved, an ascending value randomly determined from "5" to "10" is added to the registration parameter. That is, the registration parameter of the sub-character associated with the training item (cultivation item) selected by the player is updated. Here, the ascending value of the registration parameter in the case of successful co-training is determined by lottery. However, the ascending value may be a fixed value. Also, the ascending value may be different for each character type.
[0155] That is, the registration parameter of the sub-character associated with the cultivation item selected by the player is updated based on predetermined registration conditions.
[0156] As shown in FIG. 18, since the initial value of the registration parameter of the specific character is higher than that of the support character and other characters, the registration parameter of the specific character and the support character is more likely to reach the threshold value (100) than that of the support character and other characters. In addition, since the increase value of the registration parameter of the support character is higher than that of other characters, the registration parameter of the support character is more likely to reach the threshold value (100) than that of other characters. Thus, in this embodiment, the specific character and the support character are more likely to be promoted to team members than other characters.
[0157] Note that in this embodiment, only the case where the registration parameter increases is shown, but the registration parameter may be updated based on a predetermined registration condition and may include the case where it decreases. For example, when training fails, the registration parameter may be set to decrease.
[0158] FIG. 19 is a diagram for explaining the general flow of the process at the start of a turn. The growth stage process includes the process at the start of each turn of the growth game, which is the process at the start of a turn. The details of the process at the start of a turn will be described in detail in FIGS. 31, 32, 33, and 34 described later. Here, the general flow of the process at the start of a turn will be described.
[0159] In the process at the start of a turn, roughly, as shown in FIG. 19, "the process of determining the number of random members to be arranged", "the process of determining the appropriate type of the random members to be arranged", "the process of determining the random members to be arranged", "the process of determining whether to arrange team members", "the process of determining whether to arrange sub-members", "the process of determining the training items to be arranged", "the process of determining the increase value of the ability parameter", and "the process of determining the occurrence event" are executed.
[0160] <Process of determining the number of random members to be arranged> Figure 20A is a diagram for explaining a random member arrangement number table. In the present embodiment, the total number of characters arranged in each training (joint training) is limited to a maximum of 20 in total.
[0161] As shown in Figure 20A, based on the total number of characters registered for team members and the number of characters registered for sub-members, the number of characters to be arranged in each training is determined from among the characters registered for random members.
[0162] In the present embodiment, as shown in Figure 20A, when the total number of team members and sub-members is 20 or more, the number of random member arrangements is determined to be 0. Also, when the total number of team members and sub-members is 19, the number of random member arrangements is determined to be 0 or 1 with a predetermined probability. Further, when the total number of team members and sub-members is 18 or less, the number of random member arrangements is determined to be 0, 1, or 2 with a predetermined probability. Note that when the number of random member arrangements is determined to be 0, random members are not arranged in any training items.
[0163] <Process for determining the appropriate type of random members to be arranged> Figure 20B is a diagram for explaining an appropriateness number table. As shown in Figure 20B, in the present embodiment, for the characters registered for team members, the number of characters (A appropriateness number) in which the appropriateness parameter related to the preset appropriateness type is registered as "A" (or "S") is stored. Specifically, in the present embodiment, as shown in Figure 20B, the preset appropriateness types are set as "short distance", "mile", "middle distance", "long distance", and "dirt".
[0164] Note that when a sub-member is promoted to a team member or when the appropriateness parameter related to the above appropriateness type of a team member's character is updated during the execution of a training game under predetermined conditions, the appropriateness number table will be updated.
[0165] Here, as shown in FIG. 20B, it is assumed that the A fitness number related to "short distance" is stored as "3", the A fitness number related to "mile" is stored as "2", the A fitness number related to "medium distance" is stored as "3", the A fitness number related to "long distance" is stored as "1", and the A fitness number related to "dirt" is stored as "1".
[0166] In addition, as shown in FIG. 5B, for example, for character C, the fitness parameters related to "mile" and "medium distance" are "A". When character C is registered as a team member, it is counted as the number of characters with "A" in both "mile" and "medium distance". In other words, the total value of each A fitness number in FIG. 20B does not necessarily match the total number of characters registered as team members.
[0167] Then, as described above, when the number of random members arranged is determined to be "1" or "2" based on the lottery probability in FIG. 20A, a character to be actually arranged in the training item is determined from the characters registered as random members. In this embodiment, first, the fitness type with the smallest A fitness number is extracted by referring to the fitness number table.
[0168] In addition, as shown in FIG. 20B, when there are multiple fitness types with the smallest A fitness number, the fitness type is extracted based on a preset priority order. Here, the priority order of "short distance" > "mile" > "medium distance" > "long distance" > "dirt" is set. For example, in the case of FIG. 20B, since the A fitness numbers of "long distance" and "dirt" are registered as "1", "long distance" with a higher priority among the two is extracted. Then, from the characters registered as random members, a random member whose extracted fitness type (here, "long distance") is "A" is extracted, and one of the characters in the extracted random members is determined by lottery.
[0169] Note that the specific lottery method is not particularly limited. For example, there may be provided a random member who is likely to win by lottery and a random member who is unlikely to win by lottery. For example, referring to FIGS. 5A and 5B, the higher the initial value of the ability parameter or the initial value of the suitability parameter of a random member, the more difficult it may be for the random member to win by lottery. Alternatively, the lottery may be conducted with an equal probability. Then, the random member selected by the above lottery is stored as the random member to be arranged in any one of the training items.
[0170] When the number of arranged random members is plural, the extraction of the suitability type with the smallest number of A suitabilities as described above and the lottery of the random members whose extracted suitability type is "A" are repeated the number of times of the arrangement number. At this time, when determining the random member to be arranged, the suitability number table may be temporarily updated based on the suitability parameter of the random member to be arranged (see FIG. 5B). That is, when determining the second random member, the suitability type of the first random member may be taken into account. By doing so, the equalization of the number of A suitabilities of each suitability type is promoted.
[0171] <Process for determining whether to arrange team members and process for determining whether to arrange sub - members> FIG. 21 is a diagram for explaining the arrangement presence / absence table. As shown in FIG. 21, in the arrangement presence / absence table, for each character identification information of the character, a selection ratio of arrangement presence / absence ("arrange" or "do not arrange") is set. In the present embodiment, based on the arrangement presence / absence table shown in FIG. 21, referring to the character identification information table shown in FIG. 8 or FIG. 9 described above, the arrangement presence / absence is determined for all team members and sub - members.
[0172] Specifically, as shown in FIG. 21, in this embodiment, when "support character", "specific character", and "team member" are registered as character identification information, "arrange" is selected with a probability of 80%. Also, when "support character", "specific character", and "sub - member" are registered as character identification information, "arrange" is selected with a probability of 40%.
[0173] Also, when "support character" and "team member" are registered as character identification information, "arrange" is selected with a probability of 60%. Also, when "support character" and "sub - member" are registered as character identification information, "arrange" is selected with a probability of 20%.
[0174] Also, when "specific character" and "team member" are registered as character identification information, "arrange" is selected with a probability of 60%. Also, when "specific character" and "sub - member" are registered as character identification information, "arrange" is selected with a probability of 20%.
[0175] Also, when "team member" is registered as character identification information, "arrange" is selected with a probability of 40%. Also, when "sub - member" is registered as character identification information, "arrange" is selected with a probability of 10%.
[0176] In other words, as shown in FIG. 21, when the character identification information includes "team member", the probability of selecting "arrange" is set to be higher than when it includes "sub - member".
[0177] Also, as shown in FIG. 21, when the character identification information includes "support character", the probability of selecting "arrange" is set to be higher than when it does not include "support character".
[0178] Also, as shown in FIG. 21, when including "specific characters" as character identification information, it is set so that the probability of selecting "arrange" is higher than when not including "specific characters".
[0179] That is, the sub - members set as support characters have a higher probability of being associated with training items (cultivation items) than the sub - members not set as support characters. Also, the sub - members include specific characters (predetermined specific sub - characters), and the specific characters have a higher probability of being associated with training items (cultivation items) than characters other than the specific characters.
[0180] <Process for determining training items to be arranged> Next, for the "random members", "team members", and "sub - members" determined to be arranged as described above, it is determined which training item among "Speed", "Stamina", "Power", "Spirit", and "Wisdom" to arrange them in.
[0181] The method for determining the training items to be arranged is not particularly limited. For example, it may be by lottery so as to select with an equal probability for each training item. Or, it may be to arrange them in the training items preset for each character without conducting a lottery. Also, for example, it may be to conduct a lottery so that they are likely to be arranged in the character's favorite training (refer to FIG. 7A). When conducting a lottery, a lottery table with a determined selection ratio in the lottery may be stored in advance, or a lottery table may be created each time during the lottery.
[0182] <Process for determining the increase value of ability parameters> Figure 22A is a diagram for explaining the training level table. As shown in Figure 22A, the training level is set to increase as the team ranking goes up. Specifically, when the team ranking is 100th or lower, the training levels for "Speed", "Stamina", "Power", "Spirit", and "Wisdom" are set to "Level 1". When the team ranking is 99th or higher and 60th or lower, each training level is set to "Level 2". When the team ranking is 59th or higher and 30th or lower, each training level is set to "Level 3". When the team ranking is 29th or higher and 10th or lower, each training level is set to "Level 4". When the team ranking is 9th or higher, each training level is set to "Level 5".
[0183] Note that in this embodiment, the case where the training level is set to increase as the team ranking goes up is shown, but it is not limited to this. For example, the favorite training of team members can be counted for each training item, and the training level can be set to increase according to the counted value (count value). Here, it is assumed that the training levels of all training items are common for the team ranking, but the training levels may be different for each training item for the same team ranking.
[0184] In this embodiment, when the training selected by the player is executed and successful, the value of a predetermined ability parameter increases according to the executed training item.
[0185] Specifically, in this embodiment, when the training of "Speed" is executed and successful, the values of the ability parameters of "Speed" and "Power" increase.
[0186] Also, when the training of "Stamina" is executed and succeeds, the values of the ability parameters of "Stamina" and "Spirit" increase.
[0187] Also, when the training of "Power" is executed and succeeds, the values of the ability parameters of "Stamina" and "Power" increase.
[0188] Also, when the training of "Spirit" is executed and succeeds, the values of the ability parameters of "Speed", "Power", and "Spirit" increase.
[0189] Also, when the training of "Wisdom" is executed and succeeds, the values of the ability parameters of "Speed" and "Wisdom" increase.
[0190] In this embodiment, the value of the ability parameter that increases when the training succeeds is calculated by adding to the fixed increase value determined corresponding to the executed training item and training level, a value obtained by multiplying the fixed increase value by the bonus addition rate described later.
[0191] Figure 22B is a diagram for explaining the fixed increase value (speed) table. Also, Figure 22C is a diagram for explaining the fixed increase value table (power). That is, Figure 22B shows the fixed increase value when the training item is "Speed". Also, Figure 22C shows the fixed increase value when the training item is "Power".
[0192] As shown in FIGS. 22B and 22C, the ascending fixed value table stores the ascending fixed value determined corresponding to the executed training item and the training level. Also, in the present embodiment, as shown in FIGS. 22B and 22C, it is set such that the higher the training level, the larger the numerical value by which the ability parameter increases when training is executed.
[0193] Here, although the description is omitted, ascending fixed value tables are also provided for each of the training items "Stamina", "Spirit", and "Wisdom".
[0194] In addition to the above-described ascending fixed value, a bonus addition rate is determined based on the character arranged for each training item and the character identification information table shown in FIG. 8 or FIG. 9 above.
[0195] FIG. 22D is a diagram for explaining the bonus addition rate table. In the present embodiment, the bonus addition rate is determined based on the character identification information of the character whose placement has been determined for each training.
[0196] Specifically, as shown in FIG. 22D, in the bonus addition rate table, for each character identification information of the character, the presence or absence of the bonus addition rate and the selection ratio of the addition rate (10% up or 20% up) are set.
[0197] When "support character" and "specific character" and "team member" are registered as character identification information, "none" is selected with a 50% probability, and "20% up" is selected with a 50% probability.
[0198] Also, when "support character" and "team member" are registered as character identification information, "none" is selected with a 50% probability, and "10% up" is selected with a 50% probability.
[0199] Also, when "specific character" and "team member" are registered as character identification information, "none" is selected with a 50% probability, and "10% increase" is selected with a 50% probability.
[0200] Also, when "team member" is registered as character identification information, "none" is selected with an 80% probability, and "10% increase" is selected with a 20% probability.
[0201] Also, when "support character" and "specific character" are registered as character identification information, when "support character" is registered as character identification information, when "specific character" is registered as character identification information, and when none of "support character", "specific character", and "specific character" are registered as character identification information, "none" is selected with a 100% probability.
[0202] In other words, as shown in FIG. 22D, when character identification information includes "team member", the probability of selecting "10% increase" or "20% increase" is set to be higher than when it does not include "team member".
[0203] Then, the increase amount of the value of the ability parameter when the training is successful is determined by multiplying the fixed increase value determined by the fixed increase value table by the bonus addition rate and adding it to the fixed increase value. For training in which a plurality of characters are arranged, the bonus addition rates of each of the plurality of arranged characters are added, the total value of the bonus addition rates is multiplied by the fixed increase value, and further, by adding the fixed increase value, the increase amount of the ability parameter of the main character when the training is successful is determined. Similarly, for all training types, the increase amount of the ability parameter of the main character when the training is successful is determined.
[0204] <Process for determining appearance event> FIG. 23 is a diagram for explaining the utility table. In the present embodiment, when team members are arranged for the executed training, based on the conditions shown in FIG. 23, a guidance event or a hint event may occur as an event. Note that in the present embodiment, the number of guidance events that occur is the same as the number of team members who satisfy a predetermined condition described later, whereas the hint event occurs only once per turn even when there are a plurality of team members who satisfy the predetermined condition described later. Note that the hint event may occur the same number of times as the number of team members who satisfy the predetermined condition described later.
[0205] Specifically, as shown in FIG. 23, possible events are set based on the magnitude relationship of the ability parameters of the training item target. For example, when the training of "Speed" is executed, the ability parameters of the main character and team members related to the executed training item ("Speed") are compared. That is, the ability parameters (ability information) corresponding to the training item (cultivation item) selected by the player are compared. Note that, for example, the total value obtained by summing all the values of the ability parameters may be compared. Alternatively, the values of the ability parameters determined in advance may be compared. Or the values of the ability parameters that improve the ability parameters by the training item selected by the player may be compared.
[0206] Here, when a team member is arranged and a training item is selected, for each team member associated with the training item, the ability parameter indicating the ability of the team member and the ability parameter of the main character are compared.
[0207] When the ability parameter of the main character is equal to or higher than the ability parameters of the team members, a guidance event is set to always occur. Although details will be described later, the guidance event includes an execution pattern of "success" and an execution pattern of "great success". When the guidance event occurs and the execution pattern of the guidance event is the "success" pattern, the ability parameters of the team members increase within a predetermined range. When the execution pattern of the guidance event is the "great success" pattern, the ability parameters of the team members increase more than the above-mentioned predetermined range, and furthermore, a predetermined special event is implemented. In the special event, for example, the main character can acquire skill hints.
[0208] Note that the present invention is not limited to this, and when a guidance event occurs, the ability parameter of the main character may be increased. Also, when a guidance event occurs, the character whose ability parameter increases may be determined by lottery from within the team members. In this case, the number of characters winning the lottery may be 0, 1, or 2 or more.
[0209] When the ability parameter of the main character is less than the ability parameters of the team members, a hint event related to the possessed skill of the team member is set to be able to occur. When there are multiple team members with ability parameters higher than the ability parameter of the main character, a hint event related to the possessed skill of any one of the team members will occur. Also, as shown in FIG. 23, when a hint event occurs, the main character will acquire a hint of the possessed skill related to the hint event. Note that it may include the case where a hint event in which the ability parameter of the main character increases or a hint event in which the main character acquires a skill that has already been acquired is executed.
[0210] That is, based on the result of comparing the ability parameters (ability information) of the sub-character and the ability parameters (ability information) of the main character, a hint event (first type of event) that enhances the ability parameters (ability information) of the main character and an instruction event (second type of event) that enhances the ability parameters (ability information) of the sub-character are generated. Also, based on the occurrence of the hint event (first type of event), the ability parameters (ability information) of the main character are updated, and based on the occurrence of the instruction event (second type of event), the ability parameters (ability information) of the sub-character are updated. Further, when the ability parameters (ability information) of the sub-character are higher than the ability parameters (ability information) of the main character, a hint event (first type of event) occurs. Also, when the ability parameters (ability information) of the main character are higher than the ability parameters (ability information) of the sub-character, an instruction event (second type of event) occurs.
[0211] Figure 24A is a first diagram for explaining the event determination process. Figure 24A shows a case where there are five team members placed in "Speed". At this time, the ability parameters related to "Speed" of the main character and the ability parameters related to "Speed" of the characters of the placed team members are compared to identify the magnitude relationship.
[0212] In the case of Figure 24A, for Character A, Character B, and Character C, the ability parameters related to "Speed" are higher for the main character. In this case, for Character A, Character B, and Character C, the execution of the instruction event is determined respectively. Also, the special events that occur at the great success of the instruction event are determined respectively. Note that the process of determining whether the instruction event is executed in the execution pattern of "success" or "great success" is executed when the training of "Speed" is executed based on the player's operation.
[0213] Also, in the case of Fig. 24A, for characters D and E, the ability parameter related to "Speed" is lower for the main character. In this case, for characters D and E, the execution content of the hint event is determined by lottery. Note that the process of determining which hint event of characters D and E to execute is executed when "Speed" training is executed based on the player's operation.
[0214] That is, when a training item (cultivation item) associated with a plurality of sub-characters is selected during one turn, both a hint event (event of the first type) and a guidance event (event of the second type) can occur.
[0215] Fig. 24B is a second diagram for explaining the determination process of the presence or absence of an event. Fig. 24B shows the case where there are five team members arranged in "Stamina". In the case of Fig. 24B, for characters A, B, C, D, and E, the ability parameter related to "Stamina" is higher for the main character. In this case, for characters A, B, C, D, and E, the execution of the guidance event is determined respectively. Also, the hint events that occur at the time of a great success in the guidance event are determined respectively.
[0216] Fig. 24C is a third diagram for explaining the determination process of the presence or absence of an event. Fig. 24C shows the case where there are five team members arranged in "Stamina". In the case of Fig. 24C, for characters A, B, C, D, and E, the ability parameter related to "Stamina" is lower for the main character. In this case, for characters A, B, C, D, and E, the execution content of the hint event is determined by lottery.
[0217] Figure 25A is a diagram for explaining a success pattern table. Figure 25A shows a success pattern table that is referred to when training is executed based on a player's operation and when determining the success pattern ("success" or "great success") of the guidance event when the guidance event occurs.
[0218] As shown in Figure 25A, in the success pattern table, the selection ratio of the success pattern ("success" or "great success") of the guidance event is set according to the number of times of the guidance event for the target team member. In the present embodiment, the selection ratio is set so that the higher the number of times of the guidance event, the easier it is for the guidance event to be executed with the success pattern of "great success". Also, in the present embodiment, for each team member, it is set that the guidance event with the success pattern of "great success" can be executed only once.
[0219] Figure 25B is a diagram for explaining an addition target item table. In the present embodiment, when a guidance event occurs, as shown in Figure 25B, a predetermined value is further added as a bonus to the ability parameter of the main character according to the training item executed. Note that in the present embodiment, when a guidance event related to a plurality of characters occurs in one turn, the value added as the above bonus further increases according to the number of occurrences of the guidance event. That is, when a guidance event (second type of event) occurs, the ability parameter (ability information) of the main character is updated based on the number of sub-characters whose compared ability parameter (ability information) is lower than that of the main character. However, a fixed bonus may be added regardless of the number of occurrences of the guidance event.
[0220] Next, the functional configurations of the player terminal 1 and the server 1000 for executing the above game will be described. Here, mainly the functional configurations related to the progress of the game will be described, and the descriptions of other configurations will be omitted.
[0221] (Functional Configuration of Player Terminal 1) FIG. 26 is a diagram for explaining the configuration of the memory 12 and the functions as a computer in the player terminal 1. In the memory 12, a program storage area 12a and a data storage area 12b are provided. When the game is started, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.
[0222] The terminal-side game control program includes a transmission / reception program 200, a character lottery program 202, a player information update program 204, and a game execution control program 206. Note that the programs listed in FIG. 26 are just examples, and there are many other programs provided in the terminal-side game control program.
[0223] In the data storage area 12b, a player information storage unit 300 is provided as a storage unit for storing data. Note that there are many other storage units provided in the data storage area 12b.
[0224] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by operating each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes a transmission / reception unit 200a, a character lottery unit 202a, a player information update unit 204a, and a game execution control unit 206a.
[0225] Specifically, the CPU 10 operates the transmission / reception program 200 to cause the computer to function as the transmission / reception unit 200a. Similarly, the CPU 10 operates the character lottery program 202, the player information update program 204, and the game execution control program 206 to cause them to function as the character lottery unit 202a, the player information update unit 204a, and the game execution control unit 206a, respectively.
[0226] (Functional Configuration of Server 1000) FIG. 27 is a diagram for explaining the configuration of the memory 1012 in the server 1000 and the functions as a computer. In the memory 1012, a program storage area 1012a and a data storage area 1012b are provided. When the game starts, the CPU 1010 stores the server-side game control program (module) in the program storage area 1012a.
[0227] The server-side game control program includes a transmission / reception program 1200, a character lottery program 1202, a player information update program 1204, and a game execution control program 1206. Note that the programs listed in FIG. 27 are just examples, and there are many other programs provided in the server-side game control program.
[0228] In the data storage area 1012b, a player information storage unit 1300 is provided as a storage unit for storing data. Note that each of the above storage units is an example, and there are many other storage units provided in the data storage area 112b.
[0229] The CPU 1010 operates each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by operating each program stored in the program storage area 1012a, the CPU 1010 causes the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a transmission / reception unit 1200a, a character lottery unit 1202a, a player information update unit 1204a, and a game execution control unit 1206a.
[0230] Specifically, the CPU 1010 operates the transmission / reception program 1200 to cause the computer to function as the transmission / reception unit 1200a. Similarly, the CPU 1010 operates the character lottery program 1202, the player information update program 1204, and the game execution control program 1206 to cause them to function as the character lottery unit 1202a, the player information update unit 1204a, and the game execution control unit 1206a, respectively.
[0231] The transmission / reception units 200a and 1200a transmit and receive various types of information between the player terminal 1 and the server 1000.
[0232] The character lottery units 202a and 1202a control the processes related to gacha lottery.
[0233] The player information update units 204a and 1204a store all the information related to the player as player information in the player information storage units 300 and 1300.
[0234] The game execution control units 206a and 1206a control the progress of the entire game.
[0235] (Communication process between the player terminal 1 and the server 1000) FIG. 28 is a sequence diagram for explaining the basic processes of the player terminal 1 and the server 1000. In the following description, the processes in the player terminal 1 are denoted as Pn (n is an arbitrary integer), and the processes in the server 1000 are denoted as Sn (n is an arbitrary integer).
[0236] When the player performs an input operation (lottery request operation) on a gacha screen (not shown), the character lottery unit 202a of the player terminal 1 executes a lottery request information transmission process (P1) to transmit the lottery request information to the server 1000.
[0237] When the transmission / reception unit 200a of the server 1000 receives the lottery request information, the character lottery unit 1202a of the server 1000 executes a lottery process (S1) to enable the reception of lottery result information indicating the lottery result by the player terminal 1. Also, the player information update unit 1204a of the server 1000 updates the player information stored in the player information storage unit 1300 based on the lottery result information (S2).
[0238] When the transceiver unit 200a of the player terminal 1 receives the lottery result information, the game execution control unit 206a of the player terminal 1 displays the lottery result indicated in the lottery result information on the display 26 (P2). Further, the player information update unit 204a of the player terminal 1 updates the player information stored in the player information storage unit 300 based on the lottery result information (P3).
[0239] Also, when the player operates the scenario operation unit 29 on the home screen 27 (cultivation game start operation), the game execution control unit 206a of the player terminal 1 displays the main character selection screen 30 on the display 26 and executes the start information transmission process (P4) of transmitting the start information to the server 1000.
[0240] When the transceiver unit 200a of the server 1000 receives the start information, the game execution control unit 1206a of the server 1000 executes the necessary information output process (S3) to enable the player terminal 1 to receive the necessary information. The necessary information includes information on various tables required for the execution of the cultivation game and the like.
[0241] When the transceiver unit 200a of the player terminal 1 receives the necessary information, the player information update unit 204a of the player terminal 1 stores the necessary information in the data storage area 12b, and the preparation stage process (P5) is executed in the player terminal 1.
[0242] FIG. 29 is a flowchart for explaining the preparation stage process (P5) in the player terminal 1. The game execution control unit 206a of the player terminal 1 determines whether the main character selection screen 30 is being displayed on the display 26 (P5-1). As a result, if the main character selection screen 30 is being displayed, the process proceeds to step P5-2, and if the main character selection screen 30 is not being displayed, the process proceeds to step P5-7.
[0243] The game execution control unit 206a of the player terminal 1 determines whether a long press of the character icon 31 on the main character selection screen 30, an operation of the skill operation unit 41 or the event operation unit 42 on the character details screen 40, or an operation of the menu bar 28, the return operation unit 33, or the next operation unit 34 on the main character selection screen 30 or the character details screen 40 (display switching operation input) has been performed (P5-2). As a result, if the display switching operation input has been performed, the process proceeds to step P5-16, and if the display switching operation input has not been performed, the process proceeds to step P5-3.
[0244] The game execution control unit 206a of the player terminal 1 determines whether an operation (selection operation input) of the character icon 31 has been performed on the main character selection screen 30 (P5-3). As a result, if the selection operation input has been performed, the process proceeds to step P5-4, and if the selection operation input has not been performed, the process proceeds to step P5-5.
[0245] The game execution control unit 206a of the player terminal 1 temporarily stores the character corresponding to the character icon 31 for which the selection operation input has been performed in the player information storage unit 300 (P5-4).
[0246] The game execution control unit 206a of the player terminal 1 determines whether an operation (decision operation input) of the next operation unit 34 on the main character selection screen 30 has been performed (P5-5). As a result, if the decision operation input has been performed, the process proceeds to step P5-6, and if the decision operation input has not been performed, the process proceeds to step P5-7.
[0247] The game execution control unit 206a of the player terminal 1 registers the character temporarily stored in step P5-4 as the main character in the player information storage unit 300 (P5-6).
[0248] The game execution control unit 206a of the player terminal 1 determines whether the support card setting screen 50 is being displayed on the display 26 (P5-7). As a result, if the support card setting screen 50 is being displayed, the process proceeds to step P5-8, and if the support card setting screen 50 is not being displayed, the preparatory stage process ends.
[0249] The game execution control unit 206a of the player terminal 1 determines whether an operation (display switching operation input) has been performed on the menu bar 28 or the return operation unit 53 of the support card setting screen 50 (P5-8). As a result, if the display switching operation input has been performed, the process proceeds to step P5-16, and if the display switching operation input has not been performed, the process proceeds to step P5-9.
[0250] The game execution control unit 206a of the player terminal 1 determines whether an operation (selection operation input) has been performed in which the support card setting operation unit 52 of the support card setting screen 50 is operated and the icon 61 of the support card (support character) is selected on the support card selection screen 60 (P5-9). As a result, if the selection operation input has been performed, the process proceeds to step P5-10, and if the selection operation input has not been performed, the process proceeds to step P5-11.
[0251] The game execution control unit 206a of the player terminal 1 temporarily stores the support card (support character) of the selected icon 61 in the player information storage unit 300 (P5-10).
[0252] The game execution control unit 206a of the player terminal 1 determines whether an operation (decision operation input) has been performed on the start operation unit 54 of the support card setting screen 50 (P5-11). As a result, if the decision operation input has been performed, the process proceeds to step P5-12, and if the decision operation input has not been performed, the preparatory stage process ends.
[0253] The game execution control unit 206a of the player terminal 1 registers the support card (support character) temporarily stored in the player information storage unit 300 (P5-12).
[0254] The game execution control unit 206a of the player terminal 1 registers the specific character as described above (P5-13).
[0255] The game execution control unit 206a of the player terminal 1 sets the initial character identification information as described above (P5-14).
[0256] The game execution control unit 206a of the player terminal 1 executes the start process of the cultivation stage for displaying the game screen 70 on the display 26, and ends the preparation stage process (P5-15).
[0257] The game execution control unit 206a of the player terminal 1 switches the screen being displayed on the display 26 based on the player's operation (P5-16), and ends the preparation stage process.
[0258] Returning to FIG. 28, when the preparation stage process (P5) ends, the cultivation stage process (P6) is performed. FIG. 30 is a flowchart for explaining the cultivation stage process in the player terminal 1. The game execution control unit 206a of the player terminal 1 determines whether it is the start of a turn (P6-1). As a result, if it is the start of a turn, the turn start process in step P10 is executed, and if it is not the start of a turn, the process during the turn in step P20 is executed.
[0259] FIG. 31 is a flowchart for explaining the process at the start of a turn in the player terminal 1. The game execution control unit 206a of the player terminal 1 refers to the selection item table (FIG. 10) stored in the player information storage unit 300, and determines whether the current turn is a turn (team race limited turn) in which the item of "Team Race" (team race operation unit 79b) can be selected. As a result, if it is a team race limited turn, the process proceeds to step P10-2, and if it is not a team race limited turn, the process proceeds to step P11.
[0260] If it is not a team race limited turn, the game execution control unit 206a of the player terminal 1 executes an arrangement process (P11), a numerical value determination process (P12), and an event determination process (P13), which will be described in detail later.
[0261] If it is a team race limited turn, the game execution control unit 206a of the player terminal 1 executes a team race start process (P10-2). For example, a process of determining an opponent in the team race is performed. Also, in the team race, when playing against another player's team, a process related to matching with the other player who will be the opponent is executed.
[0262] The game execution control unit 206a of the player terminal 1 updates the screen displayed on the display 26 and ends the process at the start of the turn (P10-3).
[0263] FIG. 32 is a flowchart for explaining the arrangement process in the player terminal 1. The game execution control unit 206a of the player terminal 1 refers to the character identification information table and derives the total number of characters registered as team members and characters registered as sub-members (P11-1).
[0264] The game execution control unit 206a of the player terminal 1 sets the random member arrangement number table in FIG. 20A (P11-2).
[0265] Based on the total number derived in step P11-1 above, the game execution control unit 206a of the player terminal 1 refers to the random member arrangement number table set in step P11-2 above, determines and stores the arrangement number of random members (P11-3).
[0266] The game execution control unit 206a of the player terminal 1 determines whether the arrangement number of the random members determined in step P11-3 above is 0 (P11-4). As a result, if the arrangement number is 0, the process proceeds to step P11-10, and if the arrangement number is not 0, the process proceeds to step P11-5.
[0267] The game execution control unit 206a of the player terminal 1 derives the above-mentioned A suitability number for the characters registered as team members (P11-5).
[0268] Based on the A suitability number derived in step P11-5 above, the game execution control unit 206a of the player terminal 1 extracts and determines the suitability type with the fewest A suitability numbers (P11-6).
[0269] The game execution control unit 206a of the player terminal 1 generates a lottery table for determining random members whose suitability type determined in step P11-6 above is "A" from among the characters registered as random members (P11-7).
[0270] Based on the lottery table generated in step P11-7 above, the game execution control unit 206a of the player terminal 1 determines and stores the random members to be arranged (P11-8).
[0271] The game execution control unit 206a of the player terminal 1 subtracts 1 from the arrangement number of the random members stored in step P11-3 and transfers the process to step P11-4.
[0272] The game execution control unit 206a of the player terminal 1 refers to the character identification information table and extracts all the characters registered as team members and sub - members (P11 - 10).
[0273] The game execution control unit 206a of the player terminal 1 selects, as target characters for which to perform the processing, the characters among the team members, sub - members, or random members whose placement has been determined, extracted in step P11 - 10 above, and for which the processing of P11 - 12 to P11 - 16 described later has not been executed (P11 - 11).
[0274] The game execution control unit 206a of the player terminal 1 refers to the character identification information table and checks the character identification information of the target characters selected in step P11 - 11 above (P11 - 12).
[0275] The game execution control unit 206a of the player terminal 1 sets the placement presence / absence table (Figure 21) based on the identification information checked in step P11 - 12 above (P11 - 13).
[0276] The game execution control unit 206a of the player terminal 1 determines the placement presence / absence (either "place" or "do not place") based on the placement presence / absence table set in step P11 - 13 above (P11 - 14).
[0277] The game execution control unit 206a of the player terminal 1 determines whether "place" was determined in step P11 - 14 above (P11 - 15). As a result, if "place" was determined, the processing moves to step P11 - 16, and if "place" was not determined, the processing moves to step P11 - 17.
[0278] The game execution control unit 206a of the player terminal 1 determines and stores the training items for placing the target characters for which "place" was determined in step P11 - 14 above (P11 - 16).
[0279] The game execution control unit 206a of the player terminal 1 determines whether the processing of P11-11 to P11-16 has been completed for all of the team members, sub-members, and random members whose arrangements have been determined, extracted in the above step P11-10 (P11-17). As a result, if the processing for all members has been completed, the arrangement process is terminated. If the processing for all members has not been completed, the process proceeds to step P11-11.
[0280] FIG. 33 is a flowchart for explaining the numerical value determination process in the player terminal 1. The game execution control unit 206a of the player terminal 1 sets a processing target item for which the processing of steps P12-2 to P12-9 described later has not been executed from each training item of "Speed", "Stamina", "Power", "Spirit", and "Wisdom" (P12-1).
[0281] Based on the current physical strength of the main character, the game execution control unit 206a of the player terminal 1 determines and stores the failure rate when training is executed for the processing target item set in the above step P12-1 (P12-2).
[0282] The game execution control unit 206a of the player terminal 1 determines and stores the decrease value of physical strength when training is executed for the processing target item set in the above step P12-1 (P12-3).
[0283] The game execution control unit 206a of the player terminal 1 checks the current team ranking (P12-4).
[0284] Based on the team ranking checked in the above step P12-4, the game execution control unit 206a of the player terminal 1 refers to the training level table (FIG. 22A) and determines the training level (P12-5).
[0285] The game execution control unit 206a of the player terminal 1 refers to the rising fixed value table (FIGS. 22B and 22C) corresponding to the processing target item set in step P12-1, and determines and sets the rising fixed value based on the training level determined in step P12-5 (P12-6).
[0286] The game execution control unit 206a of the player terminal 1 checks the information (placement information) of the character whose placement was determined in step P11 for the training of the processing target item (P12-7).
[0287] Based on the placement information confirmed in step P12-7 above, the game execution control unit 206a of the player terminal 1 refers to the bonus addition rate table (FIG. 22D) and calculates the bonus addition rate (P12-8).
[0288] Based on the bonus addition rate calculated in step P12-8 above, the game execution control unit 206a of the player terminal 1 updates the rising value for the training of the processing target item (P12-9).
[0289] The game execution control unit 206a of the player terminal 1 determines whether the processing of steps P12-1 to P12-9 has been completed for all training items of "Speed", "Stamina", "Power", "Spirit", and "Wisdom" (P12-10). As a result, if the processing of all training items has been completed, the numerical value determination process ends, and if the processing of all training items has not been completed, the process moves to step P12-1.
[0290] FIG. 34 is a flowchart for explaining the event determination process in the player terminal 1. The game execution control unit 206a of the player terminal 1 determines and executes the event of the main character (P13-1). Note that the event of the main character is a dedicated event set for the main character among the dedicated events preset in the dedicated event table (FIG. 5D).
[0291] The game execution control unit 206a of the player terminal 1 refers to the support event table (Fig. 7D) to determine and execute the support events set for the support card (support character) (P13-2).
[0292] The game execution control unit 206a of the player terminal 1 sets a processing target item for which the processing in steps P13-4 to P13-13 described later is not executed from each training item of "Speed", "Stamina", "Power", "Spirit", and "Wisdom" (P13-3).
[0293] The game execution control unit 206a of the player terminal 1 checks the arrangement information of the character whose arrangement was determined in step P11 for the training of the processing target item set in step P13-3 (P13-4).
[0294] Based on the arrangement information confirmed in step P13-4 above, the game execution control unit 206a of the player terminal 1 determines whether a team member is arranged for the training of the processing target item set in step P13-3 (P13-5). As a result, if a team member is arranged, the process proceeds to step P13-6, and if no team member is arranged, the process proceeds to step P13-15.
[0295] The game execution control unit 206a of the player terminal 1 sets, as a processing target, a team member who has not executed the processing in steps P13-7 to P13-13 described later among the team members arranged for the training of the processing target item set in step P13-3 (P13-6).
[0296] The game execution control unit 206a of the player terminal 1 compares the team member set as the processing target in step P13-6 with the main character with respect to the ability parameter related to the processing target item set in step P13-3 (P13-7).
[0297] In step P13-7, the game execution control unit 206a of the player terminal 1 determines whether the ability parameter of the main character is equal to or greater than the ability parameter of the team member to be compared (P13-8). As a result, if the ability parameter of the main character is equal to or greater than the ability parameter of the team member to be processed, the process proceeds to step P13-9, and if the ability parameter of the main character is not equal to or greater than the ability parameter of the team member to be processed, the process proceeds to step P13-12.
[0298] The game execution control unit 206a of the player terminal 1 executes a guidance event determination process for determining to execute a guidance event for the team member to be processed set in step P13-6 (P13-9).
[0299] The game execution control unit 206a of the player terminal 1 stores the guidance event information related to the guidance event determined in step P13-9 in the player information storage unit 300 (P13-10).
[0300] The game execution control unit 206a of the player terminal 1 determines a special event to be executed at the time of a great success according to a preset predetermined determination method (P13-11). Specifically, for example, a special event table (not shown) in which special events for each character are preset may be referred to to determine the special event to be executed. In the special event, for example, the possessed skills or acquired skills related to foot quality (evasion, lead, thrust, pursuit) may be available. Also, the dedicated event determined by referring to the dedicated event table (FIG. 5D) related to the main character may be executed as the special event. Also, the dedicated event determined by referring to the dedicated event table (FIG. 5D) related to the main character may be executed as the special event.
[0301] The game execution control unit 206a of the player terminal 1 executes a hint event determination process for determining a hint event to be executed according to a preset predetermined determination method with reference to the possessed skill table (FIG. 7C) for the team member to be processed set in the above step P13-6 (P13-12). For example, when the team member to be processed is a support character, a hint event to be executed may be determined from the support events set in the support card (support character) with reference to the support event table (FIG. 7D). Further, when the team member to be processed is other than the support character, a hint event to be executed may be determined from the dedicated events set for the team member to be processed with reference to the dedicated event table (FIG. 5D) related to the team member to be processed.
[0302] The game execution control unit 206a of the player terminal 1 stores hint event information related to the hint event determined in the above step P13-12 in the player information storage unit 300 (P13-13).
[0303] The game execution control unit 206a of the player terminal 1 determines whether the processes of steps P13-6 to P13-13 related to all the team members arranged in the training of the processing target item set in the above step P13-3 have been executed (P13-14). As a result, if the processing of all team members has been completed, the process proceeds to step P13-15, and if the processing of all team members has not been completed, the process proceeds to step P13-6.
[0304] The game execution control unit 206a of the player terminal 1 determines whether the processes of steps P13-4 to P13-13 have been completed for all of the training items of "Speed", "Stamina", "Power", "Spirit", and "Wisdom" (P13-15). As a result, if the processing of all training items has been completed, the event determination process ends, and if the processing of all training items has not been completed, the process proceeds to step P13-3.
[0305] Figure 35 is a flowchart for explaining the in-turn processing in the player terminal 1. The game execution control unit 206a of the player terminal 1 determines whether a personal race has started when the result operation unit 113 or the race operation unit 114 on the personal race start screen 110 is operated (P20-1). As a result, if the personal race has started, the process proceeds to step P20-2, and if the personal race has not started, the process proceeds to step P20-4.
[0306] The game execution control unit 206a of the player terminal 1 derives the result of the personal race and stores it in the player information storage unit 300 (P20-2). Specifically, for example, calculation formulas with weightings for the ability parameters of each of the NPC and the main character and the acquired skills are preset, and the ranking in the personal race is determined based on the calculation result. Note that the above calculation formula may be set to be different for each race. Also, for example, multiple patterns of the ability parameters of the NPC may be provided for each race, and which ability parameter is used may be determined by lottery. That is, even if the ability parameters of the main character, the acquired skills, and the race to participate in are exactly the same, the race results are not necessarily the same. Also, there may be multiple patterns of calculation formulas such as weightings for each race, and the results may be made different depending on the selected calculation formula.
[0307] The game execution control unit 206a of the player terminal 1 executes a race result display process of displaying the personal race result screen 120 or the race video on the display 26 based on the result of the personal race derived in step P20-2 above (P20-3).
[0308] The game execution control unit 206a of the player terminal 1 determines whether a team race has started when the result operation unit 151 or the race operation unit 152 on the team race start screen 150 is operated (P20-4). As a result, if the team race has started, the process proceeds to step P20-5, and if the team race has not started, the process proceeds to step P20-8.
[0309] The game execution control unit 206a of the player terminal 1 derives the result of the team race and stores it in the player information storage unit 300 (P20-5). Specifically, for example, a calculation formula with weighting for the respective ability parameters, acquired skills of the NPC, main character, and other team members is preset, and the ranking in the team race is determined by this calculation result. Note that the above calculation formula may be set to be different for each race. Also, for example, a plurality of patterns of the ability parameters of the NPC may be provided for each race, and which ability parameter is used may be determined by lottery. That is, even if the ability parameters and acquired skills of the main character and other team members, and the race in which they participate are exactly the same, the race results are not necessarily the same. Also, there may be a plurality of patterns of calculation formulas such as weighting for each race, and the results may be made different depending on the selected calculation formula.
[0310] Based on the result of the team race derived in the above step P20-5, the game execution control unit 206a of the player terminal 1 executes a race result display process of displaying the team race intermediate result screen 160, the team race detailed result screen 170, and the team race comprehensive result screen 180 on the display 26 (P20-6).
[0311] Based on the result of the team race derived in the above step P20-5, the game execution control unit 206a of the player terminal 1 executes a parameter update process of updating the information related to the team ranking (P20-7).
[0312] The game execution control unit 206a of the player terminal 1 determines (P20-8) whether any one of the speed operation unit 81, stamina operation unit 82, power operation unit 83, perseverance operation unit 84, and wisdom operation unit 85 on the training screen 80 has been operated and whether any one of the training items of "Speed", "Stamina", "Power", "Spirit", or "Wisdom" has been selected. As a result, if any training item has been selected, the process proceeds to step P21; if no training item has been selected, the process proceeds to step P20-9.
[0313] The game execution control unit 206a of the player terminal 1 executes the growth execution process (P21), which will be described in detail later, and ends the process during the current turn.
[0314] The game execution control unit 206a of the player terminal 1 executes other processes such as consuming skill points to acquire skills, and ends the process during the current turn (P20-9).
[0315] FIG. 36 is a flowchart for explaining the growth execution process in the player terminal 1. The game execution control unit 206a of the player terminal 1 updates the physical strength of the main character based on the decrease value of physical strength determined in step P12-3 for the training item selected in step P20-8 (P21-1).
[0316] The game execution control unit 206a of the player terminal 1 executes a success determination process for determining whether the training is successful based on the failure rate determined in step P12-2 for the training item selected in step P20-8 (P21-2).
[0317] Based on the result of step P21-2 above, the game execution control unit 206a of the player terminal 1 determines whether the training was successful (P21-3). As a result, if the training was successful, the process proceeds to step P21-5, and if the training failed, the process proceeds to step P21-4.
[0318] Based on the failure of the training, the game execution control unit 206a of the player terminal 1 subtracts ability parameters such as a decrease in form (P21-4).
[0319] The game execution control unit 206a of the player terminal 1 executes the character identification information update process at the time of failure (P23), which will be described in detail later, and ends the cultivation execution process.
[0320] The game execution control unit 206a of the player terminal 1 adds the increase value derived in step P12-9 above to the ability parameters of the main character (P21-5).
[0321] The game execution control unit 206a of the player terminal 1 checks the hint event information stored in step P13-13 above (P21-6).
[0322] The game execution control unit 206a of the player terminal 1 determines whether hint event information is stored for the selected training item. As a result, if hint event information is stored, the process proceeds to step P21-8, and if hint event information is not stored, the process proceeds to step P21-10.
[0323] The game execution control unit 206a of the player terminal 1 executes a hint event generation process for executing a hint event based on the hint event information related to the selected training item (P21-8). In addition, if there are multiple pieces of hint event information stored for the selected training item, any one hint event is selected and the selected hint event will occur.
[0324] Based on the hint event information generated in step P21-8 above, the game execution control unit 206a of the player terminal 1 updates the skill information related to the main character stored in the player information storage unit 300 (P21-9).
[0325] The game execution control unit 206a of the player terminal 1 determines whether guidance event information is stored for the selected training item (P21-10). As a result, if the guidance event information is stored, the process proceeds to step P21-11, and if the guidance event information is not stored, the process proceeds to step P22.
[0326] Based on the guidance event information related to the training item selected in step P20-8 above, the game execution control unit 206a of the player terminal 1 sets the team member who is the execution target of the guidance event (P21-11).
[0327] The game execution control unit 206a of the player terminal 1 adds "1" to the number of times the guidance event has been executed for the team member who is the execution target set in step P21-11 (P21-12).
[0328] The game execution control unit 206a of the player terminal 1 sets the success pattern lottery table (Fig. 25A) (P21-13).
[0329] Based on the number of times the guidance event has been executed for the team member who is the execution target updated in step P21-12 above, the game execution control unit 206a of the player terminal 1 refers to the success pattern lottery table set in step P21-13 and determines either "success" or "great success" (P21-14).
[0330] Based on the success pattern determined in step P21-14 above, the game execution control unit 206a of the player terminal 1 updates the ability parameters of the team member who is the execution target (P21-15).
[0331] The game execution control unit 206a of the player terminal 1 determines (P21-16) whether the processes of steps P21-11 to P21-15 have been executed for all team members who are the execution targets of the guidance event based on the guidance event information related to the selected training item. As a result, if the processing for all team members has been completed, the processing proceeds to step P21-17, and if the processing for all team members has not been completed, the processing returns to step P21-11.
[0332] The game execution control unit 206a of the player terminal 1 adds a bonus value to the ability parameters of the main character based on the selected training item and the guidance event information (P21-17).
[0333] The game execution control unit 206a of the player terminal 1 executes a character identification information update process at success (P22), which will be described in detail later, and ends the growth execution process.
[0334] FIG. 37 is a flowchart for explaining the character identification information update process at success in the player terminal 1. The game execution control unit 206a of the player terminal 1 extracts sub-members arranged in the selected training item (P22-1).
[0335] The game execution control unit 206a of the player terminal 1 determines (P22-2) whether a sub-member has been extracted in step P22-1. As a result, if there is an arranged sub-member, the processing proceeds to step P22-3, and if there is no arranged sub-member, the processing proceeds to step P22-10.
[0336] The game execution control unit 206a of the player terminal 1 sets the sub-member to be processed from the sub-members extracted in step P22-1 (P22-3).
[0337] The game execution control unit 206a of the player terminal 1 refers to the registration parameter table (FIG. 18) and determines the increase value of the registration parameter (P22-4).
[0338] The game execution control unit 206a of the player terminal 1 updates the registration parameters of the sub-members to be processed based on the increase value determined in step P22-4 (P22-5).
[0339] The game execution control unit 206a of the player terminal 1 determines whether the value of the registration parameter of the sub-member to be processed updated in step P22-5 is equal to or greater than a preset threshold value (100) (P22-6). As a result, if it is equal to or greater than the threshold value, the process proceeds to step P22-8, and if it is less than the threshold value, the process proceeds to step P22-7.
[0340] The game execution control unit 206a of the player terminal 1 sets 20 in the downgrade counter related to the sub-member to be processed (P22-7).
[0341] The game execution control unit 206a of the player terminal 1 updates the character identification information (FIGS. 8 and 9) so as to change the sub-member to be processed to a team member (P22-8).
[0342] The game execution control unit 206a of the player terminal 1 determines whether the processes of steps P22-3 to P22-8 have been executed for all the sub-members extracted in step P22-1 (P22-9). As a result, if the processing of all sub-members has been completed, the process proceeds to step P22-10, and if the processing of all sub-members has not been completed, the process proceeds to step P22-3.
[0343] The game execution control unit 206a of the player terminal 1 refers to the character identification information (FIGS. 8 and 9) and extracts sub-members other than the sub-members extracted in step P22-1 (non-arranged sub-members) (P22-10).
[0344] In step P22-11, the game execution control unit 206a of the player terminal 1 determines whether non-arranged sub-members have been extracted in step P22-10. As a result, if there are non-arranged sub-members, the process proceeds to step P22-12; if there are no non-arranged sub-members, the process proceeds to step P22-17.
[0345] In step P22-12, the game execution control unit 206a of the player terminal 1 sets the sub-member to be processed from among the non-arranged sub-members extracted in step P22-10.
[0346] In step P22-13, the game execution control unit 206a of the player terminal 1 decrements the demotion counter of the sub-member to be processed by 1.
[0347] In step P22-14, the game execution control unit 206a of the player terminal 1 determines whether the value of the demotion counter updated in step P22-13 is "0". As a result, if the value of the demotion counter is "0", the process proceeds to step P22-15; if the value of the demotion counter is not "0", the process proceeds to step P22-16.
[0348] In step P22-15, the game execution control unit 206a of the player terminal 1 updates the character identification information (Figs. 8 and 9) so as to change the sub-member to be processed to a random member.
[0349] In step P22-16, the game execution control unit 206a of the player terminal 1 determines whether the processes in steps P22-12 to P22-15 have been executed for all the non-arranged sub-members extracted in step P22-10. As a result, if the processing of all sub-members has been completed, the process proceeds to step P22-17; if the processing of all sub-members has not been completed, the process proceeds to step P22-12.
[0350] In step P22-17, the game execution control unit 206a of the player terminal 1 extracts the random members arranged in the training item selected in step P20-8.
[0351] In step P22-17, the game execution control unit 206a of the player terminal 1 determines whether the randomly arranged members have been extracted (P22-18). As a result, if there are randomly arranged members, the process proceeds to step P22-19, and if there are no randomly arranged members, the character identification information update process at the time of success ends.
[0352] In step P22-19, the game execution control unit 206a of the player terminal 1 sets the processing target random member from the randomly arranged members extracted in step P22-17.
[0353] The game execution control unit 206a of the player terminal 1 updates the character identification information (Figs. 8 and 9) so as to change the processing target random member to a sub-member (P22-20).
[0354] The game execution control unit 206a of the player terminal 1 sets 20 in the demotion counter related to the processing target random member (P22-21).
[0355] In step P22-22, the game execution control unit 206a of the player terminal 1 determines whether the processes of steps P22-19 to P22-21 have been executed for all the randomly arranged members extracted in step P22-17. As a result, if the processing of all the randomly arranged members is completed, the character identification information update process at the time of success ends, and if the processing of all the randomly arranged members is not completed, the process proceeds to step P22-19.
[0356] Fig. 37 is a flowchart for explaining the character identification information update process at the time of failure in the player terminal 1. The game execution control unit 206a of the player terminal 1 refers to the character identification information (Figs. 8 and 9) and extracts sub-members (P23-1).
[0357] The game execution control unit 206a of the player terminal 1 determines whether a sub-member has been extracted in the above step P23-1 (P23-2). As a result, if there is a sub-member, the process proceeds to step P23-3, and if there is no sub-member, the character identification information update process at the time of failure is terminated.
[0358] The game execution control unit 206a of the player terminal 1 sets the sub-member to be processed from the sub-members extracted in the above step P23-1 (P23-3).
[0359] The game execution control unit 206a of the player terminal 1 decrements the demotion counter of the sub-member to be processed by 1 (P23-4).
[0360] The game execution control unit 206a of the player terminal 1 determines whether the value of the demotion counter updated in the above step P23-3 is "0" (P23-5). As a result, if the value of the demotion counter is "0", the process proceeds to step P23-6, and if the value of the demotion counter is not "0", the process proceeds to step P23-7.
[0361] The game execution control unit 206a of the player terminal 1 updates the character identification information (Figs. 8 and 9) so as to change the sub-member to be processed to a random member (P23-6).
[0362] The game execution control unit 206a of the player terminal 1 determines whether the processes of the above steps P23-3 to P23-6 have been executed for all the sub-members extracted in the above step P23-1 (P23-7). As a result, if the processing of all sub-members has been completed, the character identification information update process at the time of failure is terminated, and if the processing of all sub-members has not been completed, the process proceeds to step P23-3.
[0363] Returning to FIG. 28, when the cultivation stage process (P6) ends, the game execution control unit 206a of the player terminal 1 that transmits the end information to the server 1000 executes the cultivation game end process (P7). The end information includes various parameters related to the final main character in the cultivation game.
[0364] When the transmission / reception unit 200a of the server 1000 receives the end information, the player information update unit 1204a of the server 1000 updates the player information stored in the player information storage unit 1300 based on the end information (S4).
[0365] In the above embodiment, the division of the processes performed by the player terminal 1 and the server 1000 is merely an example. For example, each of the above processes may be executed by at least one of the player terminal 1 and the server 1000, and the execution timing and the device to execute are not particularly limited. For example, in the above embodiment, the case where all the processes related to the preparation stage process (P5) and the cultivation stage process (P6) are executed on the player terminal 1 side is shown. However, when various lotteries in the cultivation game are executed, the lottery may be performed on the server 1000 side, and the player terminal 1 may acquire the lottery result to advance the cultivation game.
[0366] Also, in the above embodiment, the case where the cultivation game is composed of the 1st turn to the 60th turn is shown, but the number of turns is not limited. That is, it may be composed of at least two or more turns.
[0367] In the above-described embodiment, the case where the ability parameters related to a plurality of training items increase when one training item is executed has been described. However, the present invention is not limited to this. For example, when one training item is executed, the ability parameter related to one training item may increase. Alternatively, when one training item is executed, it may include both the case where the ability parameters related to a plurality of training items increase and the case where the ability parameter related to one training item increases when one training item is executed.
[0368] In the above-described embodiment, the case where the player always selects a support card (support character) during the training game has been described. However, the training game may be executable without requiring a support card (support character).
[0369] In the above-described embodiment, the case where a specific character is provided in the training game has been described. However, the present invention is not limited to this. That is, a specific character may not be provided.
[0370] <Modification Example> Hereinafter, the modification example will be described in detail. Note that the gameplay in the modification example may be combined with the gameplay in the above-described embodiment. In the following, the description of the same configuration as in the above-described embodiment will be omitted, and the configuration different from the above-described embodiment will be described in detail.
[0371] <Preparation Stage Processing According to the Modification Example> In the preparation stage processing according to the modification example, mainly, registration of the main character, registration of the support card (support character), registration of the specific character, and setting of the initial character identification information are performed. Note that the registration of the main character, the registration of the support card (support character), and the registration of the specific character in the preparation stage processing according to the modification example are performed in the same manner as in the above-described embodiment.
[0372] <Setting of Initial Character Identification Information According to the Modification Example> When the main character, support card (support character), and specific character are registered, team members and sub - members are registered. FIG. 39 is a diagram for explaining a character identification information table according to a modified example. As shown in FIG. 39, in the modified example, when the main character, support card (support character), and specific character are registered, team members and sub - members are registered.
[0373] In the above - described embodiment, the case where main characters, support characters, specific characters, team members, sub - members, and random members are provided as character identification information has been shown. On the other hand, in the modified example, as shown in FIG. 39, main characters, support characters, specific characters, team members, and sub - members are provided as character identification information. That is, in the modified example, it is significantly different from the above - described embodiment in that random members are not provided as character identification information.
[0374] Therefore, in the above - described embodiment, the case where random members are promoted to sub - members and sub - members are promoted to team members according to the progress of the cultivation game has been shown, but in the modified example, only the case where sub - members are promoted to team members is provided. Although it will be described in detail later, in the modified example, when the character registered as a sub - member satisfies a predetermined condition, the character registered as the sub - member is registered (promoted) as a team member.
[0375] In the modified example, at the start of the cultivation game, in the character identification information table, the character registered as the main character, support character, or specific character is registered as a team member.
[0376] Also, in the character identification information table, among the characters or support cards (support characters) held by the player, characters that are not registered as team members are registered as sub-members. That is, all of the remaining characters among the predetermined characters that are not registered as team members are registered as sub-members. Note that, among the predetermined characters, some characters selected by lottery may be registered as sub-members.
[0377] Note that, at the start of the cultivation game, in the character identification information table, the character registered as the main character may be registered as a team member, and characters other than the main character may be registered as sub-members.
[0378] In FIG. 39, a case is shown where "Character C" is registered as the main character, and "Character E", "Character I", "Character L", "Character M", "Character Q", and "Character T" are registered as support cards (support characters). That is, in the case of FIG. 39, "Character C", "Character E", "Character I", "Character L", "Character M", "Character Q", and "Character T" will be registered as team members.
[0379] In this way, information (initial character identification information) related to team members and sub-members is stored in the character identification information table.
[0380] <Cultivation stage processing according to the modified example> When the preparation stage processing is completed, the cultivation stage processing will start. In the cultivation stage processing, it is possible to cultivate the main character and the characters registered as team members. The cultivation game is composed of the 1st turn to the 60th turn, similar to the above-described embodiment, and has a gameplay in which various parameters are updated according to the player's selection results in each turn.
[0381] FIG. 40 is a diagram for explaining a general flow of the turn start processing according to a modified example. The growth stage processing includes turn start processing that is executed at the start of each turn of the growth game. Details of the turn start processing will be described in detail in FIGS. 46, 47, 48, and 49 described later. Here, the general flow in the turn start processing will be described.
[0382] In the turn start processing according to the modified example, roughly, as shown in FIG. 40, "processing for determining the presence or absence of arranging team members", "processing for determining training items to be arranged", "processing for determining the increase value of ability parameters", "processing for determining appearance events", and "processing for determining guest characters" are executed.
[0383] Also, in the growth game according to the modified example, it is significantly different from the above-described embodiment in that the characters arranged in each training (joint training) can be determined only from the characters registered in the team members excluding the main character. Therefore, in the turn start processing according to the modified example, "processing for determining the number of random members to be arranged", "processing for determining the suitability type of random members to be arranged", "processing for determining random members to be arranged", and "processing for determining the presence or absence of arranging sub-members" in the turn start processing according to the above-described embodiment (FIG. 19) are not executed.
[0384] However, it may be possible to arrange the characters registered as sub-members in each training (joint training). In this case, "processing for determining random members to be arranged" and "processing for determining the presence or absence of arranging sub-members" may be executed in the same manner as in the above-described embodiment.
[0385] On the other hand, the "processing for determining the presence or absence of arranging team members", "processing for determining training items to be arranged", and "processing for determining the increase value of ability parameters" in the turn start processing according to the modified example are executed in the same manner as in the above-described embodiment.
[0386] <Processing for determining appearance events according to the modified example> In the modification example, it is significantly different in that a special training event, which will be described in detail later, can be executed instead of the guidance event in the above-described embodiment. Therefore, in the modification example, the "process of determining the appearance event" in the turn start processing is significantly different from that in the above-described embodiment.
[0387] FIG. 41A is a diagram for explaining a game screen 70 according to a modification example. FIG. 41A shows a case where a special training event, which will be described in detail later, occurs in the turn. In this case, as shown in FIG. 41A, an event notification display 87 is displayed on the training operation unit 76 of the game screen 70.
[0388] FIG. 41B is a diagram for explaining a training screen 80 according to a modification example. When the training operation unit 76 of the game screen 70 is operated, the training screen 80 is displayed on the display 26. When a special training event, which will be described in detail later, occurs corresponding to the character displayed on the icon 88 of the training screen 80, an event notification display 87 is displayed on the corresponding character icon 88.
[0389] Also, as shown in FIG. 41B, a bond gauge 88a and a special icon 88b are displayed for each icon 88 of the character arranged in the training (joint training).
[0390] The bond gauge 88a indicates a parameter (hereinafter referred to as a bond parameter) that increases according to the number of times of execution of training (joint training) with the character of the corresponding team member. This bond parameter is initially set to 0 and increases up to 100 at most. The bond gauge 88a visually shows the value of the bond parameter.
[0391] Also, the special icon 88b indicates the number of times of execution of the special training event related to the character of the corresponding team member. Although it will be described in detail later, the special icon 88b is displayed in a display mode corresponding to the number of times of the executed special training event for the character of the icon 88 on which the special icon 88b is displayed.
[0392] FIG. 42A is a diagram for explaining a special training event execution determination table according to a modified example. In the modified example, when it is determined that team members are arranged for each training item, based on the special training event execution determination table shown in FIG. 42A, for each team member arranged for each training item, whether to execute the special training event is determined by lottery. Hereinafter, a team member for whom the execution of the special training event is determined is also referred to as a team member to be specially trained.
[0393] Specifically, as shown in FIG. 42A, based on the value of the bond parameter of the team member to be specially trained, the selection probability of whether to execute the special training event is set. Here, the selection probability is set such that the higher the value of the bond parameter, the more likely the execution of the special training event is selected. Note that in the modified example, the number of special training events that can occur is the same as the number of team members who win the lottery. However, for each training item, it may be possible to limit the number of team members to be specially trained who can occur simultaneously.
[0394] FIG. 42B is a diagram for explaining a special icon determination table according to a modified example. In the modified example, the special training event includes an execution pattern of "success" and an execution pattern of "great success". In the modified example, for each team member to be specially trained, when the fifth special training event is executed, the special training event is always executed in the execution pattern of "great success". On the other hand, for each team member to be specially trained, when a special training event other than the fifth time is executed, the special training event is always executed in the execution pattern of "success". That is, for one team member to be specially trained, the special training event can be executed only once in the execution pattern of "great success". Note that the event notification display 87 may be displayed in different manners according to the content of the special training event executed ("success" execution pattern or "great success" execution pattern) and the number of team members for whom the execution of the special training event is determined.
[0395] As shown in FIG. 42B, when the number of executions of the special training event for the character of each team member to be trained is from 0 to 4 times, that is, when the special training event has not been executed yet in the execution pattern of "great success", the special icon 88b is displayed in a larger size as the number of executions of the special training event increases.
[0396] Note that it may also be determined by lottery whether the special training event is in the execution pattern of "great success" or "success". In this case, the lottery probability may be set so that the execution pattern of "great success" is more likely to be selected as the number of executions of the special training event for the team member to be trained increases. In this case, since the larger the size of the special icon 88b, the more likely the execution pattern of "great success" is to be selected, the special icon 88b will suggest the ease of selection of the execution pattern of "great success".
[0397] Also, after the special training event is executed in the execution pattern of "great success", that is, when the number of executions of the special training event for the team member to be trained is 5 times or more, the special icon 88b is displayed in a larger size than when the number of executions of the special training event for the team member to be trained is from 0 to 4 times, and as shown in FIG. 42B, a suggestive display a indicating that the special training event has been executed in the execution pattern of "great success" is displayed.
[0398] Also, when the special training event occurs and the special training event is in the execution pattern of "success", the ability parameters of the team member to be trained and the ability parameters of the main character increase within a predetermined range. Also, when the special training event is in the execution pattern of "great success", the ability parameters of the team member to be trained and the ability parameters of the main character increase more significantly than the above-mentioned predetermined range.
[0399] Also, as shown in FIG. 41B, when the execution of the special training event is determined, a bonus icon 88c indicating the value by which the ability parameter of the main character increases due to the special training event is displayed in the status display section 73 of the training screen 80.
[0400] FIG. 42C is a diagram for explaining a bonus icon determination table according to a modified example. The bonus icon 88c is displayed in different sizes according to the value by which the ability parameter of the main character increases due to the special training event. Here, when the value by which the ability parameter of the main character increases due to the special training event is 20 to 39, the bonus icon 88c is displayed in a larger size than when the value is 0 to 19. Also, when the value by which the ability parameter of the main character increases due to the special training event is 40 or more, the bonus icon 88c is displayed in a larger size than when the value is 20 to 39.
[0401] FIG. 43A is a diagram for explaining a bonus fixed value (main character) table according to a modified example. When the above-described special training event is executed, the value (bonus fixed value) by which the ability parameter of the main character increases due to the special training event is determined according to the number of team members for whom the execution of the special training event has been determined. Here, as shown in FIG. 43A, it is set such that the larger the number of team members for whom the execution of the special training event has been determined, the larger the value (bonus fixed value) by which the ability parameter of the main character increases due to the special training event.
[0402] FIG. 43B is a diagram for explaining a bonus addition value (main character) table according to a modified example. When the special training event is executed in the execution pattern of "great success", in addition to the above-described bonus fixed value, the value (bonus addition value) by which the ability parameter of the main character increases due to the special training event in the execution pattern of "great success" is determined. Here, as shown in FIG. 43B, the value (bonus addition value) by which the ability parameter of the main character increases is set according to the favorite training of the team members for whom the special training event is executed in the execution pattern of "great success". That is, the value by which the ability parameter of the main character increases due to the special training event is the sum of the above-described bonus fixed value and the bonus addition value.
[0403] FIG. 44A is a diagram for explaining a fixed increase value (special training target) table according to a modified example. When the above-described special training event is executed, a value (fixed increase value) by which the ability parameter of the team member to be specially trained increases due to the special training event is determined. Here, as shown in FIG. 44A, a range of values (fixed increase values) by which the ability parameter of the team member to be specially trained increases according to the type of training executed is set. Here, a value (fixed increase value) within the range set in FIG. 44A is determined by lottery.
[0404] FIG. 44B is a diagram for explaining a bonus increase value (special training target) table according to a modified example. When the special training event is executed in the execution pattern of "great success", in addition to the above-described fixed increase value, a value (bonus increase value) by which the ability parameter of the team member to be specially trained increases due to the special training event is determined. Here, as shown in FIG. 44B, according to the favorite training of the team member to be specially trained in the execution pattern of "great success" in which the special training event is executed, a value (bonus increase value) by which the ability parameter of the team member to be specially trained increases is set.
[0405] Note that when the special training event is executed in the execution pattern of "great success", an increase event in which the ability parameters of the team members to be specially trained and the ability parameters of the main characters further increase may be executed according to the number (number of times) of special training events in the execution pattern of "great success" executed simultaneously. For example, it can be made such that the greater the number (number of times) of special training events in the execution pattern of "great success" executed simultaneously, the greater the value by which the ability parameters of the team members to be specially trained and the ability parameters of the main characters further increase.
[0406] <Process for determining guest characters according to a modified example> As shown in FIG. 40, in the modified example, it is significantly different from the above-described embodiment in that the "process of determining a guest character" that is not executed in the above-described embodiment is executed. In the modified example, the character registered as a sub-member may be set as a guest character for an individual race or a team race based on a predetermined process (guest character determination process (P100)).
[0407] And if the race result in the individual race or team race in which the guest character is set is equal to or higher than a predetermined rank, the sub-members of the guest character set in the individual race or team race have a game property of being promoted to team members. For example, the predetermined rank can be the third place. However, the predetermined rank may be set in advance for each individual race or team race, or the predetermined rank may be determined by lottery.
[0408] In this process, a first lottery is conducted to determine whether to set a guest character. If the first lottery is not won, no guest character is set in that turn.
[0409] On the other hand, if the first lottery is won, and if the first lottery was not won in the two immediately preceding consecutive turns (the previous turn and the turn before the previous turn), a guest character is set. However, even if the first lottery is won and the first lottery was not won in the two immediately preceding consecutive turns, if the total number of characters registered as team members is 21 or more, no guest character is set.
[0410] Next, in the same manner as in the above-described embodiment, with reference to the fitness number table (FIG. 20B), the fitness type with the smallest A fitness number is extracted and determined. If there are a plurality of fitness types with the smallest A fitness number, the fitness type is extracted and determined based on a preset priority order. Here, the priority order of "short distance" > "mile" > "middle distance" > "long distance" > "dirt" is set.
[0411] Then, from among the characters registered in the sub-members, extract the sub-members whose extracted suitability type is "A", and generate a first lottery table based on the extracted sub-members. Note that when it is possible to arrange the characters registered in the sub-members in each training (joint training), from among the characters registered in the sub-members, extract the sub-members whose extracted suitability type is "A", and exclude the sub-members arranged in each training from the extracted sub-members to generate a first lottery table.
[0412] Next, generate a second lottery table by excluding the sub-members included in the first lottery table from among the characters registered in the sub-members. Note that when it is possible to arrange the characters registered in the sub-members in each training (joint training), from among the characters registered in the sub-members, generate a second lottery table by excluding the sub-members included in the first lottery table and the determined sub-members arranged in each training.
[0413] Then, determine which of the first lottery table and the second lottery table generated as described above will be used by lottery, and use the determined lottery table (the first lottery table or the second lottery table) to determine the guest character. Note that when lottery is conducted to determine which of the first lottery table and the second lottery table will be used, a lottery table with a predetermined selection ratio in the lottery may be provided in advance. For example, a lottery table that makes it easier to determine the first lottery table than the second lottery table may be provided in advance, or a lottery table that makes it easier to determine the second lottery table than the first lottery table may be provided in advance. Alternatively, it may be decided to create a lottery table each time when conducting the lottery to determine which of the first lottery table and the second lottery table will be used.
[0414] Then, a personal race or a team race in which the guest character determined as described above is placed is determined by lottery and registered. In a modified example, the case where the guest character is set for both the personal race and the team race will be described. However, the guest character may be set only for the team race, or the guest character may be set only for the personal race.
[0415] FIG. 45A is a diagram for explaining a game screen 70 according to a modified example. When the process proceeds to the training stage, the game screen 70 shown in FIG. 45A is displayed on the display 26. When the guest character is determined for the personal race as described above, a guest icon 70a and a guest notification display 70b indicating the guest character are superimposed and displayed on the personal race operation unit 79a of the game screen 70. When the guest character is determined for the team race, the guest icon 70a and the guest notification display 70b indicating the guest character are superimposed and displayed on the team race operation unit 79b of the game screen 70.
[0416] FIG. 45B is a diagram for explaining a personal race selection screen 100 according to a modified example. When the personal race operation unit 79a of the game screen 70 is operated, the personal race selection screen 100 shown in FIG. 45B is displayed.
[0417] On the personal race selection screen 100, the guest icon 70a and the guest notification display 70b are displayed so as to be superimposed on the personal race selection operation unit 101 corresponding to the personal race in which the guest character is set.
[0418] In the modification example, as shown in FIG. 45B, the case where a guest character is set in the individual race selection operation unit 101 of 1 has been shown. However, a guest character may be set for each of a plurality of individual races in one turn. Further, a guest character may be set for all the individual races that can be selected by the player. When a guest character is set for a plurality of individual races, different guest characters may be set for each individual race, or the same guest character may be set for a plurality of individual races.
[0419] Also, a guest character may be set for each of a plurality of team races in one turn. Further, a guest character may be set for all the team races that can be selected by the player. When a guest character is set for a plurality of team races, different guest characters may be set for each team race, or the same guest character may be set for a plurality of team races.
[0420] Next, the processing according to the modification example for executing the above game will be described. In the following, the description of the same processing as in the above embodiment will be omitted, and the processing different from the above embodiment will be described in detail.
[0421] FIG. 46 is a flowchart for explaining the turn start processing in the player terminal according to the modification example. In the modification example, instead of the turn start processing shown in FIG. 31 in the above embodiment, the turn start processing shown in FIG. 46 is executed. As shown in FIG. 46, in the modification example, after step P10-2 in the turn start processing shown in FIG. 31 in the above embodiment, the processing of the guest character determination processing (P100), which will be described in detail later, is executed, which is different from the above embodiment.
[0422] FIG. 47 is a flowchart for explaining the arrangement process in the player terminal 1 according to the modified example. In the modified example, the arrangement process shown in FIG. 47 is executed instead of the arrangement process shown in FIG. 32 in the above-described embodiment. As shown in FIG. 47, the modified example is different in that the processes of steps P11-1 to P11-11 in the arrangement process shown in FIG. 32 in the above-described embodiment are not executed. Further, as shown in FIG. 47, the modified example is different from the above-described embodiment in that a guest character determination process (P100), which will be described in detail later, is executed.
[0423] The game execution control unit 206a of the player terminal 1 refers to the character identification information table and extracts all the characters registered as team members (P11-a).
[0424] The game execution control unit 206a of the player terminal 1 selects, from among the team members extracted in step P11-a above, the characters for which the processes of P11-12 to P11-16, which will be described later, have not been executed, as the target characters for which the process is to be performed (P11-b).
[0425] The game execution control unit 206a of the player terminal 1 refers to the character identification information table and checks the character identification information of the target character selected in step P11-b above (P11-12).
[0426] The game execution control unit 206a of the player terminal 1 sets the arrangement presence / absence table (FIG. 21) based on the character identification information checked in step P11-12 above (P11-13).
[0427] The game execution control unit 206a of the player terminal 1 determines the presence / absence of arrangement ("arrange" or "do not arrange") based on the arrangement presence / absence table set in step P11-13 above (P11-14).
[0428] The game execution control unit 206a of the player terminal 1 determines whether "to place" has been determined in the above steps P11-14 (P11-15). As a result, if "to place" has been determined, the process proceeds to step P11-16, and if "to place" has not been determined, the process proceeds to step P11-17.
[0429] The game execution control unit 206a of the player terminal 1 determines and stores a training item for placing the target character for which "to place" has been determined in the above step P11-14 (P11-16).
[0430] The game execution control unit 206a of the player terminal 1 determines whether the processing of P11-11 to P11-16 has been completed for all of the team members extracted in the above step P11-a (P11-17). As a result, if the processing for all members has been completed, a guest character determination process (P100), which will be described in detail later, is executed.
[0431] FIG. 48 is a flowchart for explaining the guest character determination process (P100) in the player terminal 1 according to the modification example.
[0432] The game execution control unit 206a of the player terminal 1 determines whether the counter value of a non-winning counter indicating the number of consecutive turns in which the guest character has not been determined is 2 or more (P100-1). As a result, if the counter value of the non-winning counter is less than 2, the process proceeds to step P100-3, and if the counter value of the non-winning counter is 2 or more, the process proceeds to step P100-5.
[0433] The game execution control unit 206a of the player terminal 1 executes a first lottery to determine whether to set a guest character (P100-2).
[0434] The game execution control unit 206a of the player terminal 1 determines whether it has won in the first lottery in step P100-2 (P100-3). As a result, if it has not won the first lottery, the process proceeds to step P100-4, and if it has won the first lottery, the process proceeds to step P100-5.
[0435] The game execution control unit 206a of the player terminal 1 increments the counter value of the non-winning counter and ends the guest character determination process (P100-4).
[0436] The game execution control unit 206a of the player terminal 1 clears the counter value of the non-winning counter (P100-5).
[0437] The game execution control unit 206a of the player terminal 1 refers to the character identification information table and derives the total number of characters registered as team members (hereinafter also referred to as the number of team members) (P100-6).
[0438] The game execution control unit 206a of the player terminal 1 determines whether the number of team members derived in step P100-6 is less than 20 (P100-7). As a result, if the number of team members is less than 20, the process proceeds to step P100-8, and if the number of team members is not less than 20, the guest character determination process ends.
[0439] The game execution control unit 206a of the player terminal 1 derives the above-mentioned A suitability number for the characters registered as team members (P100-8).
[0440] The game execution control unit 206a of the player terminal 1 extracts and determines the suitability type with the least A suitability number based on the A suitability number derived in step P100-8 (P100-9).
[0441] The game execution control unit 206a of the player terminal 1 extracts a sub-member whose suitability type determined in the above step P100-9 is "A" from among the characters registered as sub-members (P100-10).
[0442] The game execution control unit 206a of the player terminal 1 generates a first lottery table based on the sub-members extracted in the above step P100-10. (P100-11).
[0443] The game execution control unit 206a of the player terminal 1 excludes the sub-members included in the first lottery table generated in the above step P100-11 from among the characters registered as sub-members (P100-12), and generates a second lottery table (P100-13).
[0444] The game execution control unit 206a of the player terminal 1 determines by lottery which of the first lottery table generated in the above step P100-11 and the second lottery table generated in the above step P100-13 to use (P100-14).
[0445] The game execution control unit 206a of the player terminal 1 determines and registers a guest character by lottery using the lottery table (the first lottery table or the second lottery table) determined in the above step P100-14 (P100-15).
[0446] The game execution control unit 206a of the player terminal 1 determines and registers by lottery an individual race or a team race in which the guest character determined and registered in the above step P100-15 is to be placed (P100-16), and ends the guest character determination process.
[0447] FIG. 49 is a flowchart for explaining event determination processing in the player terminal 1 according to a modification. In the modification, the event determination processing shown in FIG. 49 is executed instead of the event determination processing shown in FIG. 34 in the above embodiment.
[0448] The game execution control unit 206a of the player terminal 1 determines and executes the events of the main character (P130-1). Note that the events of the main character refer to the dedicated events set for the main character among the dedicated events preset in the dedicated event table (Fig. 5D).
[0449] The game execution control unit 206a of the player terminal 1 refers to the support event table (Fig. 7D) and determines and executes the support events set for the support card (support character) (P130-2).
[0450] The game execution control unit 206a of the player terminal 1 sets the processing target items for which the processing in steps P130-4 to P130-15 described later is not executed from each training item of "Speed", "Stamina", "Power", "Spirit", and "Wisdom" (P130-3).
[0451] The game execution control unit 206a of the player terminal 1 checks the arrangement information of the characters whose arrangement was determined in step P11 (Fig. 47) for the training of the processing target items set in step P130-3 (P130-4).
[0452] Based on the arrangement information confirmed in step P130-4, the game execution control unit 206a of the player terminal 1 determines whether a team member is arranged for the training of the processing target items set in step P130-3 (P130-5). As a result, if a team member is arranged, the process proceeds to step P130-6, and if no team member is arranged, the process proceeds to step P130-18.
[0453] The game execution control unit 206a of the player terminal 1 sets, as the processing target, a team member among the team members arranged in the training of the processing target item set in the above step P130-3 who has not executed the processing in steps P130-7 to P130-15 described later (P130-6).
[0454] The game execution control unit 206a of the player terminal 1 checks the value of the bond parameter related to the team member who is the processing target set in the above step P130-6 (P130-7).
[0455] Based on the value of the bond parameter confirmed in the above step P130-7, the game execution control unit 206a of the player terminal 1 refers to the special training event execution determination table shown in FIG. 42A and determines whether or not to execute the special training event by lottery (P130-8).
[0456] The game execution control unit 206a of the player terminal 1 determines whether or not the execution of the special training event has been determined in the above step P130-8 (P130-9). As a result, if the execution of the special training event has not been determined, the process proceeds to step P130-10, and if the execution of the special training event has been determined, the process proceeds to step P130-12.
[0457] The game execution control unit 206a of the player terminal 1 executes a hint event determination process for determining the hint event to be executed according to a preset predetermined determination method with reference to the possessed skill table (FIG. 7C) for the team member who is the processing target set in the above step P130-6 (P130-10).
[0458] The game execution control unit 206a of the player terminal 1 stores the hint event information related to the hint event determined in the above step P130-10 in the player information storage unit 300 (P130-11).
[0459] For the team member to be processed set in step P130-6, the game execution control unit 206a of the player terminal 1 refers to the fixed increase value (special training target) table shown in FIG. 44A and determines the value (fixed increase value) by which the ability parameter of the team member to be specially trained increases (P130-12).
[0460] The game execution control unit 206a of the player terminal 1 determines whether the number of executions of the special training event is 4 for the team member to be processed set in step P130-6 (P130-13). As a result, if the number of executions of the special training event is 4, the process proceeds to step P130-14, and if the number of executions of the special training event is not 4, the process proceeds to step P130-16.
[0461] For the team member to be processed set in step P130-6, the game execution control unit 206a of the player terminal 1 refers to the bonus increase value (special training target) table shown in FIG. 44B and determines the value (bonus increase value) by which the ability parameter of the team member to be specially trained increases (P130-14).
[0462] The game execution control unit 206a of the player terminal 1 refers to the bonus addition value (main character) table shown in FIG. 43B and determines the value (bonus addition value) by which the ability parameter of the main character increases (P130-15).
[0463] The game execution control unit 206a of the player terminal 1 determines whether the processes of steps P130-6 to P130-15 related to all team members arranged in the training of the process target item set in step P130-3 have been executed (P130-16). As a result, if the processing of all team members has been completed, the process proceeds to step P130-17, and if the processing of all team members has not been completed, the process proceeds to step P130-6.
[0464] The game execution control unit 206a of the player terminal 1 refers to the bonus fixed value (main character) table shown in FIG. 43B and determines the value (bonus fixed value) by which the ability parameters of the main character increase (P130-17).
[0465] The game execution control unit 206a of the player terminal 1 determines whether the processing from step P130-4 to step P130-15 has been completed for all of the training items of "Speed", "Stamina", "Power", "Spirit", and "Wisdom" (P130-18). As a result, if the processing for all training items has been completed, the event determination processing is terminated. If the processing for all training items has not been completed, the processing proceeds to step P130-3.
[0466] FIG. 50 is a flowchart for explaining the in-turn processing in the player terminal 1 according to the modified example. In the modified example, the in-turn processing shown in FIG. 50 is executed instead of the in-turn processing shown in FIG. 35 in the above-described embodiment. As shown in FIG. 50, in the modified example, a character identification information update process (P200), which will be described in detail later, is executed between step P20-2 and step P20-3 in the in-turn processing shown in FIG. 35 in the above-described embodiment, which is different from the above-described embodiment. Also, as shown in FIG. 50, in the modified example, a character identification information update process (P200), which will be described in detail later, is executed between step P20-6 and step P20-7 in the in-turn processing shown in FIG. 35 in the above-described embodiment, which is different from the above-described embodiment.
[0467] FIG. 51 is a flowchart for explaining the character identification information update process in the player terminal 1 according to the modified example.
[0468] The game execution control unit 206a of the player terminal 1 refers to the results of the individual race or team race derived in the above step P20-2 and stored in the player information storage unit 300, and determines whether the ranking in the individual race or team race is equal to or higher than a predetermined rank. As a result, if the ranking is equal to or higher than the predetermined rank, the process proceeds to step P200-2, and if the ranking is not equal to or higher than the predetermined rank, the character identification information update process ends.
[0469] The game execution control unit 206a of the player terminal 1 determines whether a guest character is registered in the individual race or team race in the above step P100-16. As a result, if a guest character is registered, the process proceeds to step P200-3, and if a guest character is not registered, the character identification information update process ends.
[0470] The game execution control unit 206a of the player terminal 1 updates the character identification information (FIG. 39) so as to change the sub-members of the guest character registered in the individual race or team race to team members, and the character identification information update process ends. At this time, regarding the ability parameters of the sub-members promoted to team members, an initially set initial value may be registered, or the ability parameters of the main character, or a corrected value corrected according to the team level may be registered.
[0471] FIG. 52 is a flowchart for explaining the growth execution process in the player terminal 1 according to the modified example. In the modified example, the growth execution process shown in FIG. 52 is executed instead of the growth execution process shown in FIG. 36 in the above embodiment. As shown in FIG. 51, in the modified example, the processes of step P22 and step P23 in the growth execution process shown in FIG. 36 in the above embodiment are not executed.
[0472] In addition, the processes from step P21-1 to step P21-5 and from step P21-6 to step P21-9 are executed in the same manner as the growth execution process shown in FIG. 36 in the above embodiment. When the process of step P21-5 ends, the game execution control unit 206a of the player terminal 1 adds an increase value to the value of the bond parameter (P21-a). Note that the value of the increase value to be added may be a fixed value or a value determined by lottery.
[0473] In addition, steps P21-b to P21-g, which will be described later, are added after step P21-9. The game execution control unit 206a of the player terminal 1 determines whether special training event information is stored for the selected training item (P21-b). As a result, if the special training event information is stored, the process proceeds to step P21-c, and if the special training event information is not stored, the growth execution process ends.
[0474] The game execution control unit 206a of the player terminal 1 sets the team member who is the execution target of the special training event based on the special training event information related to the training item selected in step P20-8 above (P21-c).
[0475] The game execution control unit 206a of the player terminal 1 adds "1" to the number of guidance event times of the team member who is the execution target set in step P21-c above (P21-d).
[0476] The game execution control unit 206a of the player terminal 1 updates the ability parameter of the team member who is the execution target based on the fixed increase value and the bonus increase value determined in steps P130-12 and P130-14 above (P21-e).
[0477] The game execution control unit 206a of the player terminal 1 determines (P21-f) whether the processes of steps P21-c to P21-e have been executed for all team members who are the execution targets of the guidance event based on the guidance event information related to the selected training item. As a result, if the processes for all team members are completed, the process proceeds to step P21-g, and if the processes for all team members are not completed, the process returns to step P21-c.
[0478] Based on the selected training item and the guidance event information, the game execution control unit 206a of the player terminal 1 adds the bonus addition value and the bonus fixed value derived in steps P130-15 and P130-17 to the ability parameters of the main character (P21-g) and ends the growth execution process.
[0479] In the above modification example, the case of executing the first lottery for determining whether to set a guest character for each turn has been shown. However, a predetermined personal race (hereinafter also referred to as a target personal race) or a predetermined team race (hereinafter also referred to as a target team race) may be set as a personal race or a team race in which a guest character can be set. For example, in the target personal race or the target team race, it may be determined that a guest character is always set, or in the target personal race or the target team race, a guest character may be set when winning the lottery. Note that the target personal race and the target team race may be provided according to, for example, the type of the main character to be trained.
[0480] In addition, in the above-described modification example, it has been shown that when the guest character is in a predetermined rank or higher in the personal race or team race in which the guest character is registered, the sub-member of the guest character is always changed to a team member. However, the present invention is not limited to this. For example, in the personal race or team race in which the guest character is registered, a lottery may be performed according to the finishing order of the player, and when the player wins the lottery, the sub-member of the guest character may be changed to a team member. In this case, the higher the finishing order of the player, the higher the probability of winning the lottery can be set.
[0481] Further, in the above-described modification example, as shown in FIGS. 46 and 47, the case where the guest character determination process (P100) is performed within the turn start process has been shown. However, the present invention is not limited to this, and the guest character determination process (P100) may be performed within the process during the turn shown in FIG. 50. Specifically, the guest character determination process (P100) may be performed between step P20-2 and step P200, and between step P20-5 and step P20-6 in the process during the turn shown in FIG. 50. In this case, since the guest character determination process (P100) is executed after the result of the personal race or the result of the team race is derived, the display of the guest icon 70a and the guest notification display 70b shown in FIGS. 45A and 45B is not performed. That is, before the start of execution of the personal race or the team race, the player is not notified whether or not a guest character is registered in the personal race or the team race.
[0482] As described above, one aspect of the embodiment has been described with reference to the accompanying drawings. Needless to say, the present invention is not limited to the above-described embodiment. It is obvious that those skilled in the art can conceive of various modifications or corrections within the scope described in the claims, and it is naturally understood that they also belong to the technical scope.
[0483] Incidentally, the information processing program for executing the processing in the above-described embodiment and the modified example may be stored in a computer-readable storage medium and provided as the storage medium. Furthermore, a game terminal device including this storage medium may be provided. Also, the above-described embodiment and the modified example may be an information processing method for realizing each function and the steps shown in the flowchart.
Explanation of Signs
[0484] 1 Player terminal (game terminal) 1000 Server S Information processing system
Claims
1. A process of arranging an auxiliary game medium different from the game medium to be cultivated in any one of a plurality of selectable items by a player, A process of displaying a selection screen capable of identifying the plurality of selectable items and the auxiliary game medium arranged in the selectable items, A process of enabling an input of a selection operation of a player who selects any one of the plurality of selectable items displayed on the selection screen, A process of executing an update process of updating a parameter associated with the game medium to be cultivated when the selection operation is input, A process of executing an advantageous event according to advantageous conditions favorable to the player when the selectable item in which the auxiliary game medium satisfying a predetermined condition is arranged is selected, A process of displaying a specific image capable of identifying the number of times the advantageous event has been executed in association with the auxiliary game medium arranged in the selectable item on the selection screen, An information processing program for causing a computer to perform.
2. The process of executing the advantageous event is Increasing the update amount of the parameter in the update process, The information processing program according to Claim 1.
3. The process of executing the advantageous event is When executing the advantageous event for a predetermined number of times, executing the advantageous event according to special advantageous conditions more favorable to the player than the advantageous conditions, The process of displaying the specific image is After the number of times the advantageous event has been executed reaches the predetermined number of times, displaying the specific image in a predetermined display mode, The information processing program according to Claim 1 or 2.
4. An information processing method performed by one or more computers, wherein The computer A process of arranging an auxiliary game medium different from the game medium to be cultivated in any one of a plurality of selectable items by a player, A process of displaying a selection screen capable of identifying the plurality of selectable items and the auxiliary game medium arranged in the selectable items, A process of enabling an input of a selection operation of a player who selects any one of the plurality of selectable items displayed on the selection screen, A process of executing an update process of updating a parameter associated with the game medium to be cultivated when the selection operation is input, A process of executing an advantageous event according to advantageous conditions favorable to the player when the selectable item in which the auxiliary game medium satisfying a predetermined condition is arranged is selected, In the selection screen, a process of displaying a specific image capable of identifying the number of times the advantageous event has been executed, associated with the auxiliary game medium arranged in the selection item; An information processing method for performing the above. **Claim 5**: An information processing system including one or more computers, wherein the computer performs a process of arranging an auxiliary game medium different from the game medium to be cultivated in any one of a plurality of selection items selectable by a player; performs a process of displaying a selection screen capable of identifying the plurality of selection items and the auxiliary game medium arranged in the selection item; performs a process of enabling input of a selection operation of a player who selects any one of the plurality of selection items displayed on the selection screen; when the selection operation is input, performs a process of executing an update process of updating a parameter associated with the game medium to be cultivated; when a selection item in which the auxiliary game medium satisfying a predetermined condition is arranged is selected, performs a process of executing an advantageous event according to an advantageous condition advantageous to the player; in the selection screen, performs a process of displaying a specific image capable of identifying the number of times the advantageous event has been executed, associated with the auxiliary game medium arranged in the selection item; An information processing system for performing the above.
Citation Information
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