Information Processing Program, Information Processing Method, Game Device, and Information Processing System
The information processing system enhances player convenience in breeding games by providing a client-server configuration for managing characters and support cards, thereby improving the overall gaming experience.
Patent Information
- Application Number
- JP2024112759
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-07-12
- Publication Date
- 2025-05-30
- Estimated Expiration
- 2041-12-28
AI Technical Summary
In the field of breeding games, there is a desire to improve player convenience, which existing technologies have not adequately addressed.
The implementation of an information processing system that includes a client-server configuration, allowing players to manage characters, support cards, and game settings through a user-friendly interface, enhancing the breeding game experience.
This solution improves player convenience by streamlining game management, enhancing character breeding processes, and providing a more engaging and interactive gaming experience.
Smart Images

Figure 0007686124000001 
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Figure 0007686124000003
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method, a game device, and an information processing system.
Background Art
[0002] Conventionally, a game of a genre called a breeding game has been known. In a breeding game, a plurality of types of breeding items are provided, and a player can select any one of the breeding items and breed a character to be bred.
[0003] For example, Patent Document 1 discloses a game in which parameters of a character to be bred change based on characters compiled into a deck by a player. A character bred in a breeding game can be used in a battle game for battling against other players or a computer.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In the field of breeding games, improvement of player convenience is desired.
[0006] An object of the present invention is to provide an information processing program, an information processing method, a game device, and an information processing system capable of improving player convenience.
Means for Solving the Problems
[0007] In order to solve the above problems, for example, the configuration described in the claims is adopted.
Effects of the Invention
[0013] According to the present invention, the convenience for players can be improved.
Brief Description of the Drawings
[0014]
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Mode for Carrying Out the Invention
[0015] With reference to the accompanying drawings below, one aspect of an embodiment of the present invention will be described in detail. The numerical values and the like shown in such an embodiment are merely examples for easy 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 game devices 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 between 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] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 stores various information for each player who plays the game. Further, the server 1000 mainly performs processes such as updating the stored information and causing the player terminal 1 to download an image and various information based on an operation input from the player terminal 1.
[0020] The communication base station Na is connected to the communication network N and performs wireless transmission and reception of information with the player terminal 1. The 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 the player terminal 1 and the server 1000.
[0021] (Hardware configurations of the player terminal 1 and the server 1000) FIG. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Further, FIG. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in FIG. 2A, the 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, the 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 the CPU 1010, the memory 1012, the bus 1014, the input / output interface 1016, the storage unit 1018, the communication unit 1020, the input unit 1022, and the output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, the memory 12, the bus 14, the input / output interface 16, the storage unit 18, the communication unit 20, the input unit 22, and the output unit 24 of the player terminal 1, respectively. Therefore, hereinafter, the hardware configuration of the player terminal 1 will be described, and the description of the 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 programs 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 operations are 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 a touch panel provided so as to overlap the display 26 as the input unit 22.
[0030] (Game content) Next, a game provided by the information processing system S and the game device G of the present embodiment will be described. The player can possess characters obtained by a lottery called a so-called gacha or characters distributed from the operator side. Also, the player can possess support cards obtained by a lottery or support cards distributed from the operator side.
[0031] Although details will be described later, in the game according to the present embodiment, a breeding game is provided. The player can breed the characters possessed by the player in the breeding game. Also, the breeding game in the present embodiment has a gameplay of breeding a character while making it participate in a race imitating horse racing.
[0032] FIG. 3A is a diagram for explaining an example of the home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the lower part of the home screen 100. The menu bar 102 is provided with a plurality of operation parts that can be operated (tapped) by the player.
[0033] Here, the menu bar 102 is provided with a home screen selection operation part 102a, a strengthening screen selection operation part 102b, a story screen selection operation part 102c, a team arena screen selection operation part 102d, and a gacha screen selection operation part 102e. Note that in the menu bar 102, the operation part corresponding to the screen being displayed is highlighted so that the screen being displayed on the display 26 can be identified.
[0034] When the home screen selection operation unit 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0035] When the enhancement screen selection operation unit 102b is tapped, an enhancement screen (not shown) is displayed. On the enhancement screen, the player can enhance the characters and support cards they possess. By enhancing the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level rises. By increasing the parameters of the characters and support cards, the player can cultivate characters with more powerful statuses in the cultivation game.
[0036] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, story images are provided for each character appearing in the game. The player can select and view the characters and story images on the story screen.
[0037] When the team arena screen selection operation unit 102d is tapped, a team arena screen (not shown) is displayed. On the team arena screen, the player can play a team competition game in which the team they have formed battles against the teams of other players selected by the computer. The team competition game has a gameplay of competing for rankings with other players.
[0038] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can perform a so-called gacha draw in which they consume in-game currency to obtain characters and support cards by lottery.
[0039] Also, on the home screen 100, above the menu bar 102, a breeding game operation section 104 is provided. When the breeding game operation section 104 is tapped, a breeding game screen is displayed and the breeding game described later is started. The breeding game is roughly divided into a preparation stage and a breeding stage. First, in the preparation stage, the player selects one character from the characters they possess and sets it as the main character to be bred.
[0040] Also, in the preparation stage, the player sets a deck to be used when breeding the main character. The deck is composed of a plurality of inherited characters and a plurality of support cards, which will be described in detail later. Therefore, in the breeding game, the inherited characters and support cards organized in the deck are used.
[0041] When the settings of the main character and the deck (inherited characters and support cards) are completed, the game transitions from the preparation stage to the breeding stage, and a game for breeding the main character is started. The player can possess the character bred in the breeding game as a bred character. As described above, the player can organize the possessed bred characters into a team and use them in the team competition game.
[0042] Thus, the main objectives of the game in this embodiment are to breed bred characters through the breeding game and to improve the ranking in the team competition game using the bred characters.
[0043] Also, in this embodiment, it has a function for sharing bred characters or support cards among players and a function for sharing information among multiple players. The player can set the bred characters and support cards that can be used by other players in the breeding game. Specifically, as shown in FIG. 3A, a setting operation section 106 is provided in the upper right part of the home screen 100. When the setting operation section 106 is tapped, an option setting screen 110 is displayed.
[0044] Figure 3B is a diagram for explaining an example of the option setting screen 110. The option setting screen 110 is a screen on which various information can be confirmed and set. A plurality of operation parts are provided on the option setting screen 110, and when an operation part is tapped, it becomes possible to confirm and set information corresponding to the operation part.
[0045] The operation parts on the option setting screen 110 include a profile setting operation part 110a and a close operation part 110b. When the close operation part 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation part 110a is tapped, the profile setting screen 120 is displayed.
[0046] Figure 3C is a diagram for explaining an example of the profile setting screen 120. On the profile setting screen 120, the player can confirm and set his or her own profile information. The profile information includes a profile character, a player name, a player ID, an affiliated circle, a representative character, and a rental card.
[0047] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using the circle function which is a place for information sharing with other players. On the profile setting screen 120, an image 122 of the currently set profile character is displayed. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.
[0048] In addition, on the profile setting screen 120, the player name set by the player, the player ID assigned to the player, and the name of the circle to which the player belongs are displayed. Also, on the profile setting screen 120, a representative character setting operation section 126a and a rental card setting operation section 126b are provided.
[0049] When the representative character setting operation section 126a is tapped, a representative character setting screen (not shown) is displayed. The player can set any one of the cultivated characters he / she has cultivated as the representative character on the representative character setting screen. An icon image indicating the currently set representative character is displayed on the representative character setting operation section 126a. Although details will be described later, the representative character can be compiled into the deck as an inherited character in the cultivation game played by other players.
[0050] When the rental card setting operation section 126b is tapped, a rental card setting screen (not shown) is displayed. The player can set any one of the support cards he / she possesses as the rental card on the rental card setting screen. An icon image indicating the currently set rental card is displayed on the rental card setting operation section 126b. As described above, the support card set as the rental card can be compiled into the deck by other players and is used in the cultivation game played by other players.
[0051] Although detailed description is omitted, when the profile information is set and changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. On the server 1000, the profile information is saved for each player.
[0052] Also, as shown in FIG. 3A, a setting icon 128 is displayed on the home screen 100. When the setting icon 128 is tapped, a home setting screen 130 is displayed.
[0053] FIG. 3D is a diagram for explaining an example of the home setting screen 130. The player can set the home screen setting character 132 displayed on the home screen 100 on the home setting screen 130. The player can set four home screen setting characters 132 displayed on the home screen 100.
[0054] Although illustration is omitted, when a flick operation in the left - right direction is input on the home screen 100, the screen displayed on the display 26, that is, the display of the home screen 100 is switched. Four currently - set home screen setting characters 132 are displayed on the home screen 100. Functions as respective operation parts displayed on the menu bar 102 are assigned to the home screen setting characters 132. Therefore, when a home screen setting character 132 displayed on the home screen 100 is tapped, the screen switches in the same way as when an operation part of the menu bar 102 is tapped.
[0055] On the home setting screen 130, a character image corresponding to each of the four currently - set home screen setting characters 132 and a corresponding operation part are displayed in an identifiable manner. When the character image displayed on the home setting screen 130 is tapped, a character selection screen (not shown) is displayed. The player can select the home screen setting character 132 on the character selection screen. Also, the player can set the clothing of the home screen setting character 132 on the home setting screen 130.
[0056] Also, as shown in FIG. 3A, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, a circle screen is displayed. The player can exchange information with other players belonging to the same circle on the circle screen.
[0057] In addition, in this embodiment, various time-limited events are held irregularly. During the period when a specific event, which is a time-limited event, is held, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, a specific event screen is displayed. On the specific event screen, the player can exchange, for example, specific event points provided only for the specific event for various rewards.
[0058] When the cultivation game operation unit 104 is tapped on the home screen 100, a cultivation game screen is displayed and the cultivation game is started. Note that the player can play the cultivation game by consuming game points. The game points are given to the player by a predetermined value (for example, +1) every predetermined time (for example, 10 minutes). An upper limit value (for example, 100) is set for the game points that the player can hold, and the player can hold game points within the range of the upper limit value. A game point display bar 136 is provided at the upper part of the home screen 100, and the ratio of the currently held game points to the upper limit value is visually displayed.
[0059] Note that the game points are subtracted by a predetermined value (for example, -30) when the cultivation game is started. Therefore, if the player does not have the required game points, the cultivation game cannot be started. However, the player can hold an item for recovering game points and can use the item to recover the game points. This item can be given, for example, as a reward for a cultivation game or a team competition game, or can be obtained by consuming in-game currency. The cultivation game will be described in detail below.
[0060] (Cultivation Game) FIG. 4 is a diagram for explaining the general flow of the breeding game. The breeding game is roughly divided into a setting game and a main breeding game. Although details will be described later, the main breeding game is a game in which the player breeds one main character selected from the characters the player possesses as the character to be bred.
[0061] Also, the setting game is for the player to register the main character and the deck (inherited characters and support cards), and corresponds to the preparation stage of the breeding game. Hereinafter, the process performed in the setting game will be called the preparation stage process, and the process performed in the main breeding game will be called the breeding stage process. Here, for ease of understanding, the general flow in the preparation stage process and the breeding stage process will be described first.
[0062] <Preparation Stage Process> In the preparation stage process, mainly, registration of the main character, registration of the deck (inherited characters and support cards), registration of specific characters, and setting of initial character identification information are performed. Note that the support card is for assisting in the breeding of the main character. Each support card is necessarily associated with one character, and the character associated with the support card registered in the preparation stage process will assist in the breeding of the main character. Hereinafter, the character associated with the support card will be called the support character.
[0063] <Registration of Main Character> On the home screen 100, when the player taps the breeding game operation unit 104, a scenario selection screen (not shown) is displayed. In this embodiment, a plurality of scenarios for the main breeding game are provided. For each scenario of the main breeding game, a final goal, goals during the game, etc. are set, and the player needs to sequentially clear the set goals. Each goal and the period until the goal is achieved are different for each scenario. The player can select any one of the plurality of scenarios on the scenario selection screen. Here, the case where a predetermined scenario is selected will be described.
[0064] FIG. 5A is a diagram for explaining the main character selection screen 150. In the central part of the main character selection screen 150, a plurality of character icons 151 are displayed, and a list of the characters owned by the player is shown. Also, at the upper part of the main character selection screen 150, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed. Further, at the lower part of the main character selection screen 150, a return operation unit 153 marked with "Return" and a next operation unit 154 marked with "NEXT" are displayed.
[0065] In this embodiment, an initial value of the ability parameter is set for each character, and in the ability parameter display section 152a, the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player is displayed numerically. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.
[0066] FIG. 6A is a diagram for explaining the ability parameter (initial value) table. In this embodiment, as shown in FIG. 6A, 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 are displayed in the ability parameter display section 152a.
[0067] In this embodiment, initial values of ability parameters are set for each type of ability for each character. Specifically, as ability parameters, there are provided an ability parameter for speed marked as "Speed" in the ability parameter display section 152a, an ability parameter for stamina marked as "Stamina" in the ability parameter display section 152a, an ability parameter for power marked as "Power" in the ability parameter display section 152a, an ability parameter for determination marked as "Spirit" in the ability parameter display section 152a, and an ability parameter for wisdom marked as "Wisdom" in the ability parameter display section 152a.
[0068] Note that the initial values of the ability parameters for each character may increase by the player's operations or the like. For example, it may be assumed that a character is provided with five levels, and the player can increase the level of the character by consuming in-game currency or predetermined items. In this case, the initial values of the ability parameters may increase as the level of the character increases. Note that the player can increase the value of the ability parameter in the main breeding game. That is, the purpose of the main breeding game is to breed a character with higher numerical values of ability parameters.
[0069] Also, in this embodiment, suitability parameters (initial values) are set for each character. As shown in FIG. 5A, the initial values of the suitability parameters of the character corresponding to the character icon 151 selected by the player are displayed in alphabet in the suitability parameter display section 152b.
[0070] FIG. 6B is a diagram for explaining an appropriateness parameter (initial value) table. In the present embodiment, as shown in FIG. 6B, the initial values of the appropriateness parameters for each character are stored in the appropriateness parameter (initial value) table. The initial values of the appropriateness parameters are set to any of seven levels using the alphabets A to G. Note that the initial value of the appropriateness parameter indicates that A has the highest appropriateness and G has the lowest appropriateness. Based on the initial values of the appropriateness parameters stored in the appropriateness parameter (initial value) table, the initial values of the appropriateness parameters are displayed on the appropriateness parameter display unit 152b.
[0071] In the present embodiment, the initial values of the appropriateness parameters are set for each of a plurality of types of appropriateness for each character. Specifically, as the appropriateness parameters, appropriateness parameters related to the field appropriateness of turf and dirt, appropriateness parameters related to the distance appropriateness of short distance, mile, middle distance, and long distance, and appropriateness parameters related to the leg quality appropriateness of escape, lead, drive, and chase are provided.
[0072] In the breeding game, the player can enter the main character in various races. At this time, the higher the appropriateness of the main character that matches the race content, the more advantageous the race development becomes.
[0073] Note that the initial values of the appropriateness parameters for each character may be increased by consuming in-game currency. Also, the values of the appropriateness parameters may change in the breeding main game. Further, in the breeding main game, the appropriateness parameter may be set to S, which has a higher appropriateness than A.
[0074] Figure 5B is the first diagram for explaining the character details screen 160. Also, Figure 5C is the second diagram for explaining the character details screen 160. When the character icon 151 on the main character selection screen 150 is long-pressed, the character details screen 160 is displayed on the display 26. On the character details screen 160, details of the abilities of the character corresponding to the character icon 151 long-pressed on the main character selection screen 150 are displayed.
[0075] In the central part of the character details screen 160, a skill operation part 161 and an event operation part 162 are displayed. As shown in Figure 5B, when the character details screen 160 is first displayed, the skill operation part 161 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 met during the execution of the individual race and team race described later. The race development of each character is advantaged by the activation of skills.
[0076] Figure 6C is a diagram for explaining the skill table. As shown in Figure 6C, the skill table stores the skills for each character the player possesses. And based on the skills stored in the skill table, as shown in Figure 5B, the skills are displayed on the character details screen 160. Note that a skill does not activate just by being possessed and becomes activatable only by being acquired. Hereinafter, a skill in a state where a character can activate it is called an acquired skill.
[0077] For a character, one acquired skill is set from the beginning of the start of the main training game. Also, in addition to the acquired skills, a plurality of possessed skills are set for the character. A possessed skill is a skill that can be acquired by consuming skill points, which will be described later, after the start of the main training game. That is, a possessed skill can become an acquired skill in exchange for skill points.
[0078] In this embodiment, the skills corresponding to "◎" in the skill table shown in FIG. 6C are displayed as acquired skills on the character details screen 160 in FIG. 5B. Also, the skills corresponding to "〇" in the skill table shown in FIG. 6C are displayed as possessed skills on the character details screen 160 in FIG. 5B. In this embodiment, as shown in the character details screen 160 in FIG. 5B, the acquired skills are highlighted so that the acquired skills and the possessed skills can be easily distinguished.
[0079] Note that in FIG. 5B, a case is shown where one acquired skill is displayed in the acquired skill display column 161a and seven possessed skills are displayed in the possessed skill display column 161b as skills provided for each character, but the present invention is not limited to this. For example, the number of acquired skills and possessed skills may be different for each character. Also, for example, the number of acquired skills or possessed skills of each character may increase due to an increase in the character level, consumption of in-game currency or items, or the like.
[0080] Also, when the player taps the event operation unit 162 on the character details screen 160, as shown in FIG. 5C, the content of the character details screen 160 changes, and a dedicated event display column 162a showing a dedicated event provided for each character is displayed. In this case, as shown in FIG. 5C, the event operation unit 162 is highlighted. The dedicated event occurs when a predetermined condition is satisfied in the main breeding game, and displays a story related to the characters appearing in the breeding game or changes the values of the ability parameters.
[0081] FIG. 6D is a diagram for explaining a dedicated event table. As shown in FIG. 6D, dedicated events are stored in the dedicated event table for each character the player possesses. Then, based on the dedicated events stored in the dedicated event table, as shown in FIG. 5C, the dedicated events are displayed on the character details screen 160. Note that the dedicated events may include hint events that enable the possession or acquisition of skills, ability events that increase or decrease the numerical values of the character's ability parameters, and the like.
[0082] Note that the dedicated events displayed on the character details screen 160 shown in FIG. 5C may all be executed during the execution of the breeding main game, or at least a part of them may be executed during the execution of the breeding main game, or if a predetermined condition is not satisfied, none of them may be executed during the execution of the breeding main game. Also, for example, the number of dedicated events provided for each character may increase due to an increase in the character level, consumption of in-game currency or items, and the like. Also, when a predetermined condition is satisfied, dedicated events that are not displayed as dedicated events may be executed during the breeding main game.
[0083] Also, as shown in FIGS. 5B and 5C, a close operation unit 163 marked with "close" is displayed at the lower part of the character details screen 160. When the close operation unit 163 of the character details screen 160 is tapped, the display of the character details screen 160 ends, and the main character selection screen 150 is displayed on the display 26.
[0084] Furthermore, when the return operation unit 153 is tapped on the main character selection screen 150 shown in Fig. 5A, the home screen 100 shown in Fig. 3A is displayed on the display 26. Furthermore, the main character selection screen 150 is provided with a training information display button 155. When the training information display button 155 is tapped, a training information display screen 165 shown in Fig. 7 is displayed. The player can check information related to the character selected on the main character selection screen 150 on the training information display screen 165.
[0085] FIG. 7 is a first diagram for explaining an example of the training information display screen 165. The training information display screen 165 is provided with a clear goal tab 165a, a historical evaluation point tab 165b, a scenario evaluation point tab 165c, and a close operation section 165d. Here, the purpose of the training game is to generate a stronger training character by training a character selected as a main character to be trained from among the characters possessed by the player. As will be described in detail later, the training main game is made up of a number of turns, and the player needs to train the main character and enter a race for each turn.
[0086] A plurality of clear goals are set for each character. When the clear goal tab 165a is tapped, a list of clear goals set for the selected character is displayed on the training information display screen 165. A race in which the main character can run is determined in advance for each turn. The clear goals include having the main character run a predetermined race in a predetermined turn and achieving a predetermined ranking.
[0087] In addition, when the main character to be trained runs in a race, the main character can gain fans. In each race, the number of base fans that can be gained is set according to the finishing position, and the higher the finishing position, the more fans the character can gain. In addition, a difficulty level is set for each race, and the more difficult the race, the more fans the character can gain.
[0088] Here, the number of fans that can be obtained by participating in a race is calculated by adding the bonus acquisition number to the base acquisition number determined for each finishing position. Specifically, a correction value is determined based on the race result, and the bonus acquisition number is calculated by multiplying the base acquisition number by the correction value. The total of this bonus acquisition number and the base acquisition number is the number of fans acquired by the main character. For example, when the race result is first place, the greater the difference between the main character and the second-place character, the greater the correction value. Also, when the race result is from second place to fifth place, the smaller the difference between the main character and the first-place character, the greater the correction value.
[0089] In addition, the main character activates skills with a predetermined probability during the race. At this time, the more skills that are activated, the greater the correction value. In this way, for each race, the addition conditions for the number of fans are determined, and the number of fans acquired increases depending on various race results other than the finishing position and the progress of the race. However, the number of fans acquired by the main character is at least equal to or greater than the base acquisition number corresponding to the finishing position.
[0090] Note that for some races, the number of fans is specified as a participation condition. If the number of fans acquired by the main character is less than the number of fans specified as the participation condition, the player cannot make the main character participate in the race. The higher the difficulty of the race, the more fans are required to participate. Therefore, when a race with the number of fans specified as a participation condition is set as the target race for the clearance goal (hereinafter referred to as the target race), the main character needs to have acquired the number of fans specified for the target race by the turn when the target race is held.
[0091] In addition, the clear goals include acquiring a predetermined number or more of fans by a predetermined turn. Also, the clear goals include, for example, achieving first place a predetermined number or more of times in a high-difficulty race (e.g., GI) within a predetermined turn range. Thus, multiple clear goals are set for each character. By achieving the clear goals, the player can continue the main breeding game until the final turn. On the other hand, if the clear goals cannot be achieved, the main breeding game ends in that turn.
[0092] Therefore, if the number of fans stipulated for the target race has not been acquired by the turn when the target race is held, the main character cannot participate in the target race. In this case, the clear goal is not achieved and the breeding game ends.
[0093] In the main breeding game, various parameters of the main character increase in each turn. Therefore, the more turns there are, the stronger the bred character can be generated. Thus, when playing the main breeding game, it is necessary to increase the parameters of the main character so that all clear goals can be cleared.
[0094] Here, basically, the clear goals set for each character are fixed, and the same clear goals are set as tasks every time the breeding game is played. On the other hand, there are characters for which clear goals that change according to the progress of the main breeding game are set, or characters for which the player can select clear goals.
[0095] FIG. 8A is a diagram for explaining an example of a special clear goal. For example, for a character of character type "E", as a clear goal for the 34th turn, it is set to acquire a predetermined rank in the race selected by the player among Race A and Race B.
[0096] In addition, for characters with a character type of "G", as a default clear goal, it is set to obtain a predetermined rank in Race C of the 33rd turn. However, if a predetermined parameter of the main character falls below a threshold value, or exceeds the threshold value, in a predetermined turn before the 33rd turn, the race targeted for the clear goal is changed to Race D of the 34th turn.
[0097] In addition, for characters with a character type of "H", an event occurs in a predetermined turn before the 29th turn. In this event, the race targeted for the clear goal is randomly determined by lottery from among Race E of the 29th turn, Race F of the 29th turn, and Race G of the 30th turn. Furthermore, for characters with a character type of "H", an event occurs in a predetermined turn before the 62nd turn. In this event, the race targeted for the clear goal is randomly determined by lottery from among Race H of the 62nd turn, Race J of the 63rd turn, and Race K of the 64th turn.
[0098] As described above, a plurality of fixed or variable clear goals are set for each character. Depending on the clear goals set for the characters, the difficulty of clearing all the clear goals varies from character to character.
[0099] Note that until the variable clear goal is determined, the training information display screen 165 displays that the clear goal is undetermined. When the clear goal is determined, the display on the training information display screen 165 is updated, and the determined clear goal is notified to the player.
[0100] FIG. 8B is a diagram for explaining an example of the clear goal set for a character. In the training main game, a plurality of races that can be selected by the player are provided. Each race has a set difficulty level, and among the plurality of races, there are races with different difficulty levels. The target race varies for each character, and the number of races with a high difficulty level set for the target race varies depending on the character.
[0101] For example, as shown in FIG. 8B, four high-difficulty races such as GI are set as target races for character A. Similarly, three medium-difficulty races such as GII, two low-difficulty races such as GIII, and two other low-difficulty races are set as target races for character A. On the other hand, for character B, one high-difficulty race such as GI, two medium-difficulty races such as GII, three low-difficulty races such as GIII, and three other low-difficulty races are set as target races.
[0102] Also, here, it is assumed that achieving first place is set as the clear goal in all target races. In this case, it can be said that character A is more difficult to achieve all clear goals than character B. Note that the higher the difficulty of the race, the more fans can be obtained. Therefore, character A will gain more fans by achieving the clear goal than character B.
[0103] On the other hand, if the player satisfies the departure conditions for races other than the target races set for the main character, the player can make the main character depart. Character B has fewer target races than character A. In the turn when the target race is set, the player must always make the main character depart for the target race.
[0104] Therefore, character B has a wider range of choices for the player in each turn compared to character A. However, in order to obtain the same number of fans as when character A is the main character when character B is the main character, the player must voluntarily make the main character depart for high-difficulty races. In this way, by varying the difficulty of the target races and the number of target races for each character, different strategies are required of the player, improving the interest of the game.
[0105] In this case, the number of target races for which a goal is to be cleared may differ depending on the character as shown in FIG. 8B, but the number of goals to be cleared is the same for all characters. Therefore, for example, a character with a small number of goals to be cleared, such as achieving a predetermined finishing position in a target race, is set with a large number of goals to be cleared, such as achieving a predetermined number of fans by a predetermined turn. However, the number of goals to be cleared may differ depending on the character.
[0106] 7, the clear goal set for the selected character can be confirmed. When the past evaluation point tab 165b is tapped on the training information display screen 165, the training information display screen 165 displays information on the top three characters with the highest evaluation points, which were generated based on the selected character.
[0107] FIG. 9 is a second diagram for explaining an example of the training information display screen 165. When the training game is completed, a training character is generated. When the training game is completed, an evaluation point is calculated for the training character, and a training rank is derived based on the evaluation point. The evaluation point is calculated based on a preset calculation formula, such as a point calculated based on various parameters of the main character at the time of completion of training, a point calculated based on acquired skills, etc. The training information display screen 165 displays information indicating the rank, evaluation point, name, and registration date of the top three training characters with the highest evaluation points among the training characters trained based on the selected character.
[0108] Although detailed explanation is omitted, the training game has multiple scenarios. The basic game specifications are common to each scenario, but some functions differ from one scenario to another. As shown in FIG. 9, the training information display screen 165 displays the scenarios selected when each training character was trained. Although not shown, when the scenario evaluation point tab 165c is tapped, the top three training characters with the highest evaluation points are displayed by scenario.
[0109] As described above, in the main character selection screen 150 shown in FIG. 5A, the player can select a main character while checking various information of each character. Then, when the next operation unit 154 is tapped on the main character selection screen 150, the selected character is set as the main character, and the inherited character selection screen 170 is displayed on the display 26.
[0110] <Registration of Inherited Characters> FIG. 10A is a first diagram for explaining the inherited character selection screen 170. FIG. 10B is a first diagram for explaining the nurtured character list screen 180. FIG. 10C is a second diagram for explaining the inherited character selection screen 170. FIG. 10D is a third diagram for explaining the inherited character selection screen 170. The inherited character selection screen 170 is a screen for the player to register an inherited character.
[0111] An inherited character is a character that inherits ability values, skills, etc. to the main character. The player can select two inherited characters from the nurtured characters the player possesses, and representative characters of friends such as followers, and representative characters of other players extracted according to predetermined extraction conditions, and compile and register them in the deck. Note that only one representative character of another player can be compiled in the deck as an inherited character in one nurturing game.
[0112] The inherited character selection screen 170 is provided with an ability parameter display section 152a, an aptitude parameter display section 152b, a first inherited character selection area 171a, and a second inherited character selection area 171b. When the screen transitions from the main character selection screen 150 to the inherited character selection screen 170, as shown in FIG. 10A, the first inherited character selection area 171a and the second inherited character selection area 171b are displayed as empty fields.
[0113] When the first inherited character selection area 171a or the second inherited character selection area 171b is tapped, the character training list screen 180 shown in FIG. 10B is displayed. The character training list screen 180 is provided with a my character tab 181a and a rental tab 181b. Also, a character training list display area is provided below the my character tab 181a and the rental tab 181b. Character training icons 182 are displayed in the character training list display area.
[0114] When the my character tab 181a is selected, as shown in FIG. 10B, the character training icons 182 corresponding to the character trainings possessed by the player himself are displayed. Also, although not shown, when the rental tab 181b is selected, the character training icons 182 corresponding to the representative characters of friends, that is, the character trainings cultivated by friends, are displayed.
[0115] Also, when the character training icon 182 is tapped, the character training corresponding to the character training icon 182 is in a provisional selection state. Also, when the character training icon 182 is tapped, as shown in FIG. 10C, the inherited character selection screen 170 is displayed. At this time, for example, when the first inherited character selection area 171a is tapped and the character training list screen 180 is displayed, and the character training icon 182 is tapped on the character training list screen 180, an image showing the character training in the provisional selection state is displayed in the first inherited character selection area 171a.
[0116] In this state, for example, when the second inherited character selection area 171b is tapped and the character training list screen 180 is displayed, and the character training icon 182 is tapped on the character training list screen 180, an image showing the character training in the provisional selection state is displayed in the second inherited character selection area 171b as shown in FIG. 10D.
[0117] In addition, information related to the inherited characters used during cultivation is associated with and stored in the cultivated characters. In the first inherited character selection area 171a, information related to the inherited characters used when cultivating the cultivated characters is displayed.
[0118] FIG. 11 is a diagram for explaining the inheritance lineage. In the cultivation game, various effects are brought about, such as the values of the ability parameters and suitability parameters of the main character increasing based on the factor information possessed by the inherited characters. Here, two inherited characters are set for one main character, and these inherited characters are the cultivated characters generated earlier. Therefore, even when a cultivated character set as an inherited character is generated, two inherited characters are set for the cultivated character.
[0119] As shown in FIG. 11, the main character to be cultivated in the upcoming cultivation main game is regarded as the current generation. Also, for this main character, two cultivated characters set as inherited characters are regarded as the first inheritance generation. Furthermore, at the start of the cultivation of the cultivated characters in the first inheritance generation, two cultivated characters are set as inherited characters. When the cultivated characters in the first inheritance generation are generated, the two cultivated characters set as inherited characters are regarded as the second inheritance generation.
[0120] In this case, as shown in FIG. 11, the cultivated characters in the first inheritance generation and the second inheritance generation have an effect on the main character of the current generation. As described above, since two inherited characters (first inheritance generation) are set for one main character, a total of six cultivated characters will have an effect on one main character.
[0121] For example, a first inheritance group is composed of one of the two nurtured characters of the first generation of inheritance and two nurtured characters of the second generation of inheritance that are the inherited characters of this nurtured character. Similarly, a second inheritance group is composed of the other of the two nurtured characters of the first generation of inheritance and two nurtured characters of the second generation of inheritance that are the inherited characters of this nurtured character.
[0122] As shown in FIG. 10D, in the first inherited character selection area 171a, icons corresponding to one nurtured character of the first generation of inheritance that constitutes the first inheritance group and two nurtured characters of the second generation of inheritance are marked. Similarly, in the second inherited character selection area 171b, icons corresponding to one nurtured character of the first generation of inheritance that constitutes the second inheritance group and two nurtured characters of the second generation of inheritance are marked.
[0123] FIG. 12 is a diagram for explaining factor information. Although it will be described in detail later, when the nurturing game is completed, the main character to be nurtured is registered as a nurtured character. At this time, factor information is associated with and stored in the nurtured character. Specifically, when the nurturing of the nurtured character is completed, the factors acquired by the nurtured character are determined by lottery. Then, the factor information indicating the factors won in the lottery is associated with the nurtured character. In other words, at the end of the nurturing game, the nurtured character can acquire the factors won in the lottery.
[0124] However, the factors acquired by the nurtured character do not affect the ability of the nurtured character itself. For example, the nurtured character can participate in a race in a team competition game. At this time, in the race, a simulation, that is, arithmetic processing, is performed to determine the order of arrival and the race development based on the ability parameters, suitability parameters, and acquired skills of all the nurtured characters participating in the race. Since the factors possessed by the nurtured character are not used in the arithmetic processing, even if it has a large number of factors, the race cannot be advanced advantageously.
[0125] The factors possessed by a nurtured character only affect the main character to be nurtured when the nurtured character is set as an inherited character. The factors that can be acquired by a nurtured character are classified into multiple types. Figure 12 shows, as factor types, basic ability factors, aptitude factors, race factors, character factors, and skill factors. For each factor, one of multiple levels is set. Here, as the levels of the factors, three factor levels of level 1, level 2, and level 3 are provided.
[0126] Note that the factor level is determined by lottery. At this time, after the factors acquired by the nurtured character are determined, the factor level for each of the acquired factors may be determined by lottery. Alternatively, a winning ratio may be set for each combination pattern of a factor and a factor level, and any combination pattern may be determined based on the set winning ratio. In this case, the factors to be acquired and the factor levels will be determined simultaneously.
[0127] The factor level with level 3 has the highest effect, and level 1 has the lowest effect. In the lottery for determining the factor level, the winning probability of level 3 is set to be the lowest, and the winning probability of level 1 is set to be the highest. However, depending on the result of the nurturing game, the winning probability of the factors to be acquired and the winning probability of the factor level may change. In this case, for example, the higher the nurtured character's ability parameters or evaluation points, the higher the level of the factor level may be determined.
[0128] The basic ability factors are those that increase the ability parameters of the main character. Five basic ability factors are provided: speed factor, stamina factor, power factor, determination factor, and wisdom factor. The nurtured character will necessarily acquire one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters of speed, stamina, power, determination, and wisdom respectively. For example, when a nurtured character of the first or second inheritance generation has a speed factor, the speed ability parameter of the main character will increase.
[0129] At this time, the increase value of the speed ability parameter differs depending on the factor level of the speed factor. For example, when the factor level of the speed factor is level 1, the speed ability parameter of the main character increases by "7"; when it is level 2, the ability parameter increases by "13"; and when it is level 3, the ability parameter increases by "21". Therefore, if a total of 6 training characters, 2 inherited first-generation characters and 4 inherited second-generation characters, all have a speed factor of level 3, the speed ability parameter of the main character will increase by up to 126 (increase value of 21 × 6 characters).
[0130] However, for each factor, an activation timing and activation conditions are set. Therefore, even if the inherited character has a factor, if the activation conditions are not met at the activation timing, no effect will be brought to the main character.
[0131] As described above, the training main game is composed of multiple turns, and among them, a predetermined turn is set as the factor activation turn. For example, assume that three turns, the 1st turn, the 30th turn, and the 54th turn of the training main game, are set as the factor activation turns. In these factor activation turns, for each factor, it is determined whether to activate or not. If it is determined to activate a factor, the activation conditions of the factor are met, and the effect corresponding to the factor is brought about.
[0132] Note that whether to activate the basic ability factor is determined by lottery. At this time, the probability of winning the lottery for whether to activate the basic ability factor, that is, the probability of the basic ability factor being activated (hereinafter referred to as the activation probability), may vary in the three factor activation turns. Here, in the first turn, the activation probability of the basic ability factor is set to 100% regardless of the factor level. Also, in the 30th turn and the 54th turn, the activation probability of the basic ability factor varies depending on the factor level. As an example, in the 30th turn and the 54th turn, the activation probability of the basic ability factor at level 3 is 100%, the activation probability of the basic ability factor at level 2 is 90%, and the activation probability of the basic ability factor at level 1 is set to 80%.
[0133] On the inheritance character selection screen 170, an increase value that increases in the first turn is displayed for the ability parameter. For example, in FIG. 10C, one inheritance character constituting the first inheritance group is temporarily selected. In this case, the type of ability parameter that increases in the first turn and its increase value are displayed by the one temporarily selected inheritance character. Here, “+63” is displayed under the ability parameter of power, indicating that the ability parameter of power increases by 63 points in the first turn. Also, in the ability parameter display section 152a, a value obtained by adding the increase value that increases in the first turn is displayed.
[0134] Also, in FIG. 10D, two inheritance characters constituting the first inheritance group and the second inheritance group are temporarily selected. In this case, the type of ability parameter that increases in the first turn and its increase value are displayed by the two temporarily selected inheritance characters. Here, “+21”, “+63”, and “+42” are respectively displayed under the ability parameters of speed, power, and wisdom, indicating that the ability parameters of speed, power, and wisdom increase by 21 points, 63 points, and 42 points respectively in the first turn.
[0135] In the inheritance character selection screen 170, the increase values of the ability parameters that increase due to the inheritance characters constituting the first inheritance group and the increase values of the ability parameters that increase due to the inheritance characters constituting the second inheritance group are displayed in a distinguishable manner. For example, in FIG. 10D, the notation of "+63" displayed under the power ability parameter and the notations of "+21" and "+42" displayed under the speed and wisdom ability parameters are color-coded.
[0136] The aptitude factors shown in FIG. 12 increase the aptitude parameters of the main character. Six aptitude factors are provided: the turf factor, the dirt factor, the short-distance factor, the mile factor, the middle-distance factor, and the long-distance factor. The training character will necessarily acquire one aptitude factor out of the six aptitude factors. The six aptitude factors respectively correspond to turf aptitude, dirt aptitude, short-distance aptitude, mile aptitude, middle-distance aptitude, and long-distance aptitude. For example, when the training characters of the first or second generation of inheritance include a training character having the turf factor, the aptitude parameter of the turf aptitude of the main character increases.
[0137] Note that activation timings and activation conditions are also set for the aptitude factors. In the same factor activation turn as the basic ability factor, it is determined whether each aptitude factor activates or not. When the activation of the aptitude factor is determined, the corresponding aptitude parameter increases by one level. As an example, in the first turn, the activation probability of the aptitude factor is set to 100% regardless of the factor level.
[0138] For example, assume that the aptitude factors of three training characters belonging to the first inheritance group are the turf factor, the short-distance factor, and the mile factor respectively, and the aptitude factors of three training characters belonging to the second inheritance group are the turf factor, the short-distance factor, and the middle-distance factor respectively. In this case, the turf aptitude and short-distance aptitude of the main character increase by two levels each, and the mile aptitude and middle-distance aptitude increase by one level each.
[0139] Also, for example, assume that the fitness factors of the three breeding characters belonging to the first inheritance group are all turf factors, and the fitness factors of the three breeding characters belonging to the second inheritance group are all short-distance factors. In this case, the turf fitness and short-distance fitness of the main character increase by three levels respectively. Further, as another example, assume that the fitness factors of the three breeding characters belonging to the first inheritance group are all turf factors, and the fitness factors of the three breeding characters belonging to the second inheritance group are a turf factor, a short-distance factor, and a mile factor respectively. In this case, the turf fitness of the main character increases by four levels, and the short-distance fitness and mile fitness increase by one level respectively.
[0140] However, in the first turn, there is a limit on the increase value of the fitness parameter. Specifically, in the first turn, the upper limit of all fitness parameters is set to A. Therefore, if the initial value of the turf fitness of the main character is A, even if the inheritance character has a turf factor, the turf fitness will not increase in the first turn.
[0141] On the other hand, in the 30th turn and the 54th turn, for each fitness factor, a lottery is conducted based on the factor level to determine whether it activates or not. As an example, in the 30th turn and the 54th turn, the activation probability of the fitness factor of level 3 is set to 5%, the activation probability of the fitness factor of level 2 is set to 3%, and the activation probability of the fitness factor of level 1 is set to 1%. When it is determined by lottery that the fitness factor activates in the 30th turn or the 54th turn, the fitness parameter corresponding to the fitness factor increases. Note that in the 30th turn and the 54th turn, the upper limit of each fitness is raised from A to S. Therefore, in the 30th turn and the 54th turn, the value of the fitness parameter can be increased to S by the activation of the fitness factor.
[0142] Note that in the fitness parameter display section 152b of the inheritance character selection screen 170, the value of the fitness parameter after increasing in the first turn is displayed.
[0143] The race factor is something that increases the ability parameters of the main character. The race factor is provided for each race with a high difficulty level such as GI (hereinafter referred to as the factor target race) among the races that can be participated in the breeding main game. At the end of the breeding game, a lottery is conducted for each factor target race in which the main character came in first place to determine whether or not to obtain the race factor. By winning this lottery, the bred character can obtain the race factor.
[0144] Note that the race factor also has a factor level, and the factor level is determined by lottery for each race factor whose acquisition has been determined. Also, here, there is no upper limit to the number of race factors that a single bred character can obtain, and the bred character can obtain multiple race factors.
[0145] For each race factor, the ability parameter to be increased by activation and the increase value are preset. For example, the race factor includes those that increase the speed ability parameter and those that increase the power ability parameter. At this time, the increase value of the ability parameter becomes higher as the factor level is higher.
[0146] Also, the activation timing and activation conditions are set for the race factor, and in the factor activation turn, it is determined for each race factor whether or not to activate. When the activation of the race factor is determined, the ability parameter corresponding to the race factor increases. Note that the factor activation turn of the race factor is limited to the 30th turn and the 54th turn. Also, the activation probability of the race factor in the factor activation turn varies depending on the factor level, and the higher the factor level, the higher the activation probability.
[0147] Character factors are character-specific factors. For example, only when a character strengthened to a predetermined level is cultivated as the main character, the character factors set for the character will definitely be imparted to the cultivated character when the cultivation game is completed. Note that since only one character factor is set for one character, the maximum number of character factors that one cultivated character can obtain is one. Also, when a cultivated character is generated based on a character that has not been strengthened to the predetermined level, the character factor cannot be obtained.
[0148] In addition, character factors can be activated in a preset factor activation turn and are activated by winning a lottery executed in the factor activation turn. When a character factor is activated, a hint event set for each character factor occurs, and as described above, hints for skills can be obtained.
[0149] Skill factors are imparted based on the acquired skills obtained by the cultivated character. Specifically, at the end of the cultivation game, a lottery is conducted for each acquired skill obtained by the cultivated character to determine whether to obtain a skill factor. By winning this lottery, a skill factor is imparted to the cultivated character. That is, the cultivated character can obtain some or all of the skill factors corresponding to the acquired skills it has obtained. Note that when it is determined that a skill factor is obtained, the factor level of the skill factor is determined by lottery.
[0150] In addition, skill factors can be activated in a preset factor activation turn and are activated by winning a lottery executed in the factor activation turn. At this time, the higher the factor level, the higher the winning probability. When a skill factor is activated, a hint event set for each skill factor occurs, and hints for skills can be obtained. As a result, the main character can obtain skills similar to the acquired skills obtained by the inherited character and the like.
[0151] In this way, the acquisition of skill factors is carried out within the range of the acquired skills obtained by the trained character. Therefore, the more acquired skills a trained character has, the higher the possibility of acquiring skill factors. However, since the acquisition of skill factors is determined by lottery, even if there are many acquired skills, it is possible that the skill factors cannot be acquired.
[0152] Here, it is assumed that the trained character acquires skill factors separately from the acquired skills. However, without providing skill factors, the skills that the main character can acquire may be determined based on the acquired skills of the trained character as an inherited character.
[0153] As described above, the ability parameters of the main character vary greatly depending on the inherited characters compiled in the deck. Also, even if the ability of the trained character itself is high, since the acquisition of factors is determined by lottery, a highly capable trained character is not necessarily suitable as an inherited character. On the other hand, even if the ability of the trained character itself is not high, it may function effectively as an inherited character by acquiring a large number of factors with a high factor level. In this way, by making it possible to compile inherited characters in the deck, not only the cultivation of simply powerful trained characters but also the interest in cultivating trained characters that are effective as inherited characters is brought about.
[0154] Furthermore, in this embodiment, the compatibility is determined among the main character, the trained character of the first inherited generation, and the trained character of the second inherited generation. And in the case of a combination of characters with good compatibility, the activation conditions of the factors become advantageous.
[0155] FIG. 13A is a diagram for explaining the objects to be judged for compatibility, and FIG. 13B is a diagram for explaining the items to be judged for compatibility. As shown in FIG. 13A, in this embodiment, seven objects to be judged from No. 1 to No. 7 are provided. The first object to be judged (No. 1) is the main character of the current generation and the nurtured character of the first generation of inheritance in the first inheritance group. The second object to be judged (No. 2) is the main character of the current generation and the nurtured character of the first generation of inheritance in the second inheritance group.
[0156] The third object to be judged (No. 3) is the nurtured character of the first generation of inheritance in the first inheritance group and the nurtured character of the first generation of inheritance in the second inheritance group. The fourth object to be judged (No. 4) is the main character of the current generation, the nurtured character of the first generation of inheritance in the first inheritance group, and the nurtured character of one of the second generations of inheritance (nurtured character A) in the first inheritance group. The fifth object to be judged (No. 5) is the main character of the current generation, the nurtured character of the first generation of inheritance in the first inheritance group, and the nurtured character of the other of the second generations of inheritance (nurtured character B) in the first inheritance group.
[0157] The sixth object to be judged (No. 6) is the main character of the current generation, the nurtured character of the first generation of inheritance in the second inheritance group, and the nurtured character of one of the second generations of inheritance (nurtured character A) in the second inheritance group. The seventh object to be judged (No. 7) is the main character of the current generation, the nurtured character of the first generation of inheritance in the second inheritance group, and the nurtured character of the other of the second generations of inheritance (nurtured character B) in the second inheritance group.
[0158] For each of the above objects to be judged, whether the conditions are met is judged for each of a plurality of judgment items. FIG. 13B shows an example of the judgment items. In this embodiment, as the game's worldview, the characters selectable for the main character are students, and a setting is made that each character conducts training at school.
[0159] And for each character, settings such as school year, colleagues, and friends are pre-set as shown in FIG. 13B. The determination items include, for example, whether two or three characters to be determined are in the same school year, are colleagues, or are friends. The determination items also include whether the characteristics, distance suitability, and venue suitability that the character to be determined is good at match or not.
[0160] And for each determination item, a compatibility expected value is associated, and the compatibility expected values of the determination items established between the characters to be determined are accumulated. Here, the compatibility expected values vary depending on the determination items, but the compatibility expected values may be common to all determination items.
[0161] For example, when determining compatibility, first, for all determination items, whether they are established or not is determined between the contemporary main character as the first determination target and the nurtured character of the first generation of inheritance in the first inheritance group. At this time, the compatibility expected values associated with the established determination items are accumulated and counted. In this way, the counting of the compatibility expected values is performed in order from the first determination target to the seventh determination target, and based on the finally calculated compatibility expected value, the activation probability of the factor is corrected. That is, the higher the compatibility expected value, the higher the activation probability of all factors, and the lower the compatibility expected value, the lower the activation probability of all factors.
[0162] Note that the activation probability may be calculated using the calculated compatibility expected value as a correction value. Also, for example, correction values for correcting the activation probability of factors are set for each compatibility level, and the compatibility level may be determined by the calculated compatibility expected value.
[0163] In this way, since the activation probability of the factor varies depending on the compatibility between the main character and the inherited characters, or the compatibility between the inherited characters, the combination of two inherited characters will have a great impact on the cultivation of the main character. That is, the compatibility between characters becomes an important judgment material when selecting inherited characters.
[0164] As shown in FIGS. 10B, 10C, and 10D, when an inherited character is selected, a compatibility mark indicating the degree of compatibility is displayed in the upper right corner of the inherited character selection screen 170 and the list screen 180 of training characters. Here, the compatibility level by the currently selected character is indicated by three compatibility marks of ◎, 〇, and △. As shown in FIG. 10A, when no inherited character is selected, the compatibility mark is not displayed.
[0165] Also, as shown in FIG. 10B, a display switching button 183 is provided on the list screen 180 of training characters. When the display switching button 183 is operated, a display condition setting screen (not shown) is displayed. The player can set the sorting or filtering of the training character icons 182 displayed on the list screen 180 of training characters, that is, the order of the training characters selectable as inherited characters, on the display condition setting screen.
[0166] FIG. 14A is a diagram for explaining sorting conditions. FIG. 14B is a diagram for explaining filtering conditions. The player can select and set the sorting conditions shown in FIG. 14A on the display condition setting screen. Here, as the sorting conditions, any one of the evaluation points, factors, number of skills, name, field suitability, registration date, leg quality suitability, compatibility level, distance suitability, and memo can be selected and set. When the sorting conditions are set, the list screen 180 of training characters is displayed. At this time, on the list screen 180 of training characters, the display order of the training character icons 182 is changed according to the sorting conditions.
[0167] Also, the player can select and set the filtering conditions shown in FIG. 14B on the display condition setting screen. Here, as the filtering conditions, basic ability factors, suitability factors, and compatibility levels are provided. When a basic ability factor or a suitability factor is set as the filtering condition, only the training characters having the factor selected by the player are displayed on the list screen 180 of training characters.
[0168] At this time, the player can set the factor level. For example, when the factor level is set to level 3 and filtering is performed, only the training characters having the factor with the factor level of level 3 among the factors selected by the player are displayed on the training character list screen 180. Note that the player can select whether the training character itself has a factor or whether the inherited character of the training character has a factor, and perform filtering of the training character.
[0169] In addition, the player can perform filtering based on the compatibility level. Here, it is possible to filter the training characters with the compatibility of ◎, the training characters with the compatibility of 〇, and further the training characters with the compatibility of △. In this way, sorting and filtering can be performed under various conditions, improving the convenience for the player.
[0170] Also, on the training character list screen 180 shown in FIG. 10B, when the training character icon 182 is long-pressed, the detailed information of the training character corresponding to the training character icon 182 is displayed.
[0171] FIG. 15 is a first diagram for explaining the character detail dialog 185A. FIG. 16 is a second diagram for explaining the character detail dialog 185A. FIG. 17 is a third diagram for explaining the character detail dialog 185A. The detailed information of the training character is displayed in the character detail dialog 185A. At the upper part of the character detail dialog 185A, an ability parameter display column 186 showing the ability parameters of the training character is displayed.
[0172] In the upper left corner of the ability parameter display column 186, an icon indicating the character that is the basis of the nurtured character, the evaluation points of the nurtured character, and the nurturing rank are displayed. Also, in the upper right corner of the ability parameter display column 186, a dual name change button 186a and a memo input button 186b are provided. When the dual name change button 186a is tapped, a dual name list screen (not shown) is displayed. In the dual name list screen, the dual names acquired by the nurtured character are listed. Note that in the main nurturing game, a number of dual names are provided, and acquisition conditions are set for all dual names.
[0173] In the main nurturing game, when the acquisition conditions are met, the dual name is given to the nurtured character. The player can select any one of the dual names acquired by the nurtured character and set it for the nurtured character. The player can change the dual name set for the nurtured character on the dual name list screen. On the left side of the dual name change button 186a, the currently set dual name (here Legend) is displayed.
[0174] Examples of the acquisition conditions for dual names include the main character acquiring a predetermined number of fans, the ability parameters or aptitude parameters being equal to or greater than a predetermined value, acquiring a predetermined skill, the number of race victories being equal to or greater than a predetermined number, and obtaining a predetermined finishing position (e.g., 1st place) in a specific race.
[0175] Also, when the memo input button 186b is tapped, a character input screen (not shown) is displayed. On the character input screen, for example, hiragana, katakana, numbers, Roman letters, etc. can be input within 9 characters. The characters input on the character input screen are stored as a memo associated with the nurtured character. When a memo is stored for the nurtured character, the memo (here abcdefg) is displayed on the left side of the memo input button 186b.
[0176] Note that the sorting conditions for the breeding character icons 182 on the breeding character list screen 180 include the above-mentioned memo. Therefore, by associating and registering a memo with a breeding character, the player can more easily search for the breeding characters to be used as inherited characters.
[0177] Also, below the ability parameter display column 186, an aptitude information display column 187 is displayed. In the aptitude information display column 187, aptitude parameters related to the turf and dirt course aptitudes, aptitude parameters related to the distance aptitudes of sprint, mile, middle distance, and long distance, and aptitude parameters related to the running style aptitudes of lead, front-runner, closing, and chasing are displayed.
[0178] Below the aptitude information display column 187, a various information display column 188 is displayed. In the various information display column 188, a skill display tab 188a, an inheritance information display tab 188b, a breeding information display tab 188c, and a close operation section 188d are provided. When the skill display tab 188a is tapped, as shown in FIG. 15, the acquired skills of the breeding character are displayed in the various information display column 188. Also, when the inheritance information display tab 188b is tapped, as shown in FIG. 16, the inheritance information of the breeding character is displayed.
[0179] Note that the various information display column 188 displays inheritance information based on the breeding characters that can be set as inherited characters and the inherited characters used for breeding the breeding characters. The inheritance information includes information on the inherited characters used for breeding the breeding character, factor information possessed by the breeding character, and factor information possessed by the inherited character. Here, the inheritance information is listed for each breeding character.
[0180] Specifically, the factor information associated with the breeding character and the factor information associated with the inherited character of the breeding character are displayed for each character. Therefore, by scrolling the various information display column 188 in the vertical direction, the player can confirm the factor information possessed by each of the three characters.
[0181] In various information display columns 188, basic ability factors, aptitude factors, and character factors are color-coded and displayed. For example, basic ability factors are displayed in blue, aptitude factors are displayed in red, and character factors are displayed in green. Note that in the various information display columns 188, the race factor and the skill factor are each displayed in white. Also, stars indicating the factor level are superimposed on each factor information.
[0182] Also, when the training information display tab 188c is tapped, as shown in FIG. 17, the training information of the trained character is displayed. Note that the training information includes the type of support card used when training the trained character, the characters of the first and second generations of inheritance, the performance of the individual races in the training game, and further, the evaluation points.
[0183] In this way, in the character details dialog 185A, the player can check various information regarding the trained character. Therefore, it is easier for the player to grasp the information associated with the inherited characters to be compiled into the deck, and the convenience of the player can be improved.
[0184] Note that in the character details dialog 185A. When the close operation part 188d is tapped, the character details dialog 185A is closed, and the trained character list screen 180 is displayed on the display 26. Also, as shown in FIGS. 10A, 10B, 10C, and 10D, a skill display button 172 is provided in the upper right of the inherited character selection screen 170 and the trained character list screen 180. When the skill display button 172 is tapped, a list of skills that may be acquired by the trained character temporarily selected as the inherited character is displayed.
[0185] FIG. 18 is a diagram for explaining the skill display dialog 185B. In the skill display dialog 185B, a skill description display column 189 in which an icon corresponding to the skill and the content of the skill are described is displayed. The skills displayed in this skill description display column 189 are a list of all the skills that the main character may acquire when the currently selected training character is used as an inherited character.
[0186] That is, in the skill display dialog 185B, information on the skills associated with the character factors or skill factors of the training character is listed. As shown in FIG. 10C, when the skill display button 172 is tapped with one training character selected as the inherited character, the skills associated with the character factors and race factors of this one training character (inherited character) are displayed in the skill display dialog 185B.
[0187] On the other hand, as shown in FIG. 10D, when the skill display button 172 is tapped with two training characters selected as the inherited character, the skills associated with the character factors and race factors of each of the two training characters (inherited characters) are displayed in the skill display dialog 185B.
[0188] As described above, in this embodiment, in the character details dialog 185A, the inheritance information (factor information) is listed for each training character that can be set as the inherited character. Also, in the skill display dialog 185B, the information (skills) associated with the inheritance information (factor information) is listed. At this time, based on the training characters that can be set as the inherited character and the inherited characters used in the generation of the training characters, the character details dialog 185A and the skill display dialog 185B are displayed. The display of the character details dialog 185A and the skill display dialog 185B improves the convenience for the player.
[0189] Here, it is assumed that the skills that can be acquired by activating factors are displayed in the skill display dialog 185B. However, in the skill display dialog 185B, instead of information about the skills, factor information from which hints about the skills can be obtained may be displayed. In any case, the inheritance information (factor information) is classified into a plurality of types (factor types), and in the skill display dialog 185B, it is preferable that the inheritance information (character factors and race factors) classified into a predetermined type, or information associated with the inheritance information (information about the skills) is displayed. Thus, it can be said that in the skill display dialog 185B, after a part of the inheritance information is extracted, a display regarding the extracted inheritance information is made.
[0190] When two training characters are in a temporary selection state, the next operation unit 154 provided on the inheritance character selection screen 170 is enabled. When the enabled next operation unit 154 is tapped, the temporarily selected training characters are temporarily registered in the deck as inheritance characters, and the support card editing screen 190 described later is displayed.
[0191] Note that the player must always select two training characters as inheritance characters on the inheritance character selection screen 170. When the two inheritance characters are not in a temporary selection state, as shown in FIGS. 10A and 10C, the next operation unit 154 is grayed out and the player's operation is not accepted. Also, a return operation unit 153 is provided on the inheritance character selection screen 170, and when the return operation unit 153 is tapped, the main character selection screen 150 is displayed.
[0192] <Registration of Support Cards> FIG. 19A is a first diagram for explaining the support card compilation screen 190. When two inherited characters are registered on the inherited character selection screen 170, the support card compilation screen 190 shown in FIG. 19A is displayed. In the central part of the support card compilation screen 190, a support card display area 191 is provided. The support card display area 191 includes a plurality of support card display frames 192. Further, at the lower part of the support card compilation screen 190, a return operation part 153 marked with "Return" and a start operation part 193 marked with "START" are displayed.
[0193] In the support card display area 191, a plurality (here, six) of support card display frames 192 are displayed. The number of support card display frames 192 displayed is the same as the number of support cards that the player can set. Note that at the initial display of the support card compilation screen 190, the support card display frames 192 are displayed as blanks.
[0194] In this embodiment, the player can set six types of support cards in the deck. Among the six types that the player can set, a part (for example, five types) can be selected from the support cards that the player possesses. Also, among the six types that the player can set, another part (for example, one type) can be selected from the support cards set as rental cards by other players such as friends.
[0195] FIG. 19B is a diagram for explaining the support card selection screen 200. On the support card compilation screen 190 of FIG. 19A, when a support card display frame 192 (excluding the support card display frame 192 displayed at the lower right) is tapped, the support card selection screen 200 shown in FIG. 19B is displayed on the display 26. On the support card selection screen 200, card icons 201 corresponding to the support cards that the player possesses are displayed in a list. By tapping the card icon 201 displayed on the support card selection screen 200, the player can select a support card.
[0196] Although illustration is omitted, when the support card display frame 192 displayed in the lower right is tapped on the support card compilation screen 190, the support card set as a rental card by a friend or a player extracted based on a predetermined condition such as a lottery is displayed on the support card selection screen 200. By tapping the support card displayed on the support card selection screen 200 at this time, the player can select one support card of a friend. In this way, in the breeding game, the player can use the support cards possessed by other players.
[0197] FIG. 20A is a diagram for explaining a support card table. As shown in FIG. 20A, in the support card table, for each type of support card (i.e., support card ID) possessed by the player, the type of support character (i.e., character ID), rarity, level, and favorite training are stored. The support character corresponds one-to-one with the type of support card. That is, one character ID is always associated with the support card ID. In other words, one support character is always associated with one support card.
[0198] In this embodiment, rarity is set for each support card. Three levels of rarity are provided: 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, the higher the support effect described later tends to be. Also, in this embodiment, the higher the rarity of the support card, the larger the number of possessed skills and the number of support events described later tend to be.
[0199] The levels of the support cards are provided in 50 levels from level 1 to level 50. The level of the support card can be raised by the player, and the level raised by the player is stored for each support card. Note that the level of the support card can be raised by using in-game currency, items, etc. Note that the level of the support card has an upper limit depending on the rarity.
[0200] For example, for a support card with a rarity of R, the upper limit is set at level 20, for a support card with a rarity of SR, the upper limit is set at level 25, and for a support card with a rarity of SSR, the upper limit is set at level 30.
[0201] Note that the upper limit of the level can be raised step by step when a predetermined condition is satisfied. For example, for a support card with a rarity of R, it may be possible to raise the upper limit up to level 40 at most, for a support card with a rarity of SR, it may be possible to raise the upper limit up to level 45 at most, and for a support card with a rarity of SSR, it may be possible to raise the upper limit up to level 50 at most.
[0202] Figure 20B is a diagram for explaining the support effect table. As shown in Figure 20B, the support effect table stores the support effects for each type of support card held by the player.
[0203] The support effect is to increase various statuses in the breeding main game. The support card has multiple targets for the support effect. Examples of the targets of the support effect include physical strength, speed, stamina, power, determination, wisdom, etc.
[0204] Figure 20C is a diagram for explaining the possessed skill table. As shown in Figure 20C, for each support card possessed by the player, a possessed skill is set. In the present embodiment, the possessed skill is set for each support card such that the character set as the main character by the player possesses the possessed skill. The possessed skill set for each support card can be acquired by the main character selected by the player or another character promoted to a team member described later when a hint event occurs during the main training game.
[0205] Figure 20D is a diagram for explaining the support event table. As shown in Figure 20D, for each support card possessed by the player, possible support events are stored. A support event is an event that may occur during the execution of the main training game. When a support event occurs, the values of various statuses in the main training game may increase or decrease.
[0206] For example, a support event that occurs according to the number of turns may be determined, or a support event that occurs by a predetermined lottery may be determined. Also, multiple support events may be selected in one turn. In any case, the support event that occurs may be determined according to a predetermined determination method set in advance.
[0207] Figure 19C is a second diagram for explaining the support card compilation screen 190. In the present embodiment, when all six support cards are selected, as shown in Figure 19C, the start operation unit 193 becomes operable. On the other hand, when not all six support cards are selected, as shown in Figure 19A, the start operation unit 193 is inoperable.
[0208] When the return operation unit 153 is operated on the support card compilation screen 190, the inheritance character selection screen 170 shown in FIG. 10D is displayed on the display 26. Also, as shown in FIG. 19C, when the start operation unit 193 is tapped on the support card compilation screen 190, the selected support card is temporarily registered and the final confirmation screen 205 (FIG. 21A) is displayed.
[0209] FIG. 21A is a diagram for explaining the final confirmation screen 205. FIG. 21B is a diagram for explaining the preset selection screen 205A. On the final confirmation screen 205, the main character selected by the player, the training characters constituting the first inheritance group, the training characters constituting the second inheritance group, and the support card are displayed. Also, on the final confirmation screen 205, a preset display section 205a is displayed. The preset display section 205a shows the number of the currently selected preset.
[0210] Here, a preset is reservation information for a race in which the main character departs in the training main game. The player can create a preset by selecting an arbitrary race from all the races. Multiple presets can be saved, and on the final confirmation screen 205, one of the saved presets can be selected. Specifically, when the preset display section 205a is tapped, the preset selection screen 205A shown in FIG. 21B is displayed.
[0211] On the preset selection screen 205A, a preset read button 206a corresponding to the saved preset is displayed. After the player taps any of the preset read buttons 206a and then taps the select operation unit 206c, the preset can be set. Note that when the select operation unit 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. Also, when the cancel operation unit 206b of the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.
[0212] Note that, on the final confirmation screen 205, when the cancel operation unit 205c is tapped, the support card compilation screen 190 is displayed. On the other hand, when the start operation unit 205b is tapped, the game screen 210 (Fig. 25A) is displayed on the display 26.
[0213] <Registration of Specific Characters> As described above, when the main character, inherited character, and support card are registered, next, specific characters are registered. In this embodiment, four types of characters are set in advance as specific characters.
[0214] Fig. 22 is a first diagram for explaining the character identification information table. Fig. 23 is a second diagram for explaining the character identification information table. Fig. 22 shows the case where "Character C" is registered as the main character and "Character E", "Character I", "Character L", "Character M", "Character Q", "Character T" are registered as support characters. Fig. 23 shows the case where "Character F" is registered as the main character and "Character E", "Character J", "Character L", "Character M", "Character Q", "Character T" are registered as support characters.
[0215] Note that, in this embodiment, at the time of registering the support card, it is restricted so that there is no overlap between the character type set as the main character and the character type set as the support character.
[0216] In this embodiment, as shown in Fig. 22, "Character F", "Character J", "Character N", "Character R" are set as 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.
[0217] Also, when a support card is selected by the player's operation, the character identification information table is updated, and the character corresponding to the selected support card is registered as a support character.
[0218] Further, in the character identification information table, when information related to the main character and the support card is registered, information related to the specific character is registered. At this time, as shown in FIGS. 22 and 23, regardless of the types of the registered main character and support character, "Character F", "Character J", "Character N", and "Character R" are registered as specific characters.
[0219] <Initial setting of character identification information> As described above, when the main character, the inherited character, the support character, and the specific character are registered, registration of team members and sub - 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. Also, when the characters registered as sub - members satisfy certain conditions, the characters are registered as team members.
[0220] In this embodiment, in the character identification information table, the characters registered as the main character, the support character, and the specific character are registered as team members. That is, in the case of FIG. 22, "Character C", "Character E", "Character F", "Character I", "Character J", "Character L", "Character M", "Character N", "Character Q", "Character R", "Character T" are registered as team members. Also, in the case of FIG. 23, "Character E", "Character F", "Character J", "Character L", "Character M", "Character N", "Character Q", "Character R", "Character T" are registered as team members.
[0221] 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. Note that, among the pre-determined characters, all of the remaining characters that are not registered as team members, or a part of the characters selected by lottery, may be registered as sub-members.
[0222] Here, it is assumed that the support characters and specific characters are registered as team members from the beginning of the main cultivation game. However, the support characters and specific characters may be registered as sub-members at the start of the main cultivation game and then registered as team members at a predetermined timing.
[0223] In this way, when the information related to team members and sub-members (initial character identification information) is stored in the character identification information table, the preparation stage process ends.
[0224] <Cultivation stage process> When the preparation stage process ends, the cultivation stage process starts. In the cultivation stage process, it is possible to cultivate the main character and the characters registered as team members. Hereinafter, for the sake of easy understanding, first, the basic flow of the main cultivation game will be described.
[0225] FIG. 24 is a diagram for explaining the selection item table. Here, a selection item table is provided for each type of main character. However, a common selection item table may be provided regardless of the type of main character. As shown in FIG. 24, the cultivation 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. Also, according to the selection item table, the items that the player can select are preset for each turn.
[0226] FIG. 25A is a first diagram for explaining the game screen 210. FIG. 25B is a second diagram for explaining the game screen 210. When the game progresses to the training stage, the game screen 210 shown in FIGS. 25A and 25B is displayed on the display 26. At the upper part of the game screen 210, a stamina display section 211 and a condition display section 212 are displayed. The main character is provided with a parameter of "stamina". The "stamina" parameter is mainly used for calculating the failure rate, which is the probability of failure in the training described later. The stamina display section 211 is displayed so that the remaining amount of the "stamina" of the current main character can be visually grasped with respect to the upper limit value of the "stamina".
[0227] In addition, the main character is provided with a parameter of "condition". The condition display section 212 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, and excellent condition). The higher the "condition" parameter, the more advantageous the race development of the main character becomes, and the greater the increase value of the ability parameter by training.
[0228] Also, as shown in FIGS. 25A and 25B, at the central part of the game screen 210, an image of the main character, a status display section 213, and a skill point display section 214 are displayed. In the status display section 213, the status of the current main character is shown numerically and in a plurality of stages of ranks (16 stages of G + , F, F + , E, E + , D, D + , C, C + , B, B + , A, A + , S, SS, SS + . Specifically, in the present embodiment, numerical values and ranks of each ability parameter of "Speed", "Stamina", "Power", "Spirit", and "Wisdom" are displayed. Also, in the skill point display section 214, the remaining amount of the skill points possessed by the main character in the training game is shown numerically.
[0229] Also, as shown in FIGS. 25A and 25B, at the lower part of the game screen 210, a rest operation unit 215 marked with "Rest", a training operation unit 216 marked with "Training", a skill operation unit 217 marked with "Skill", an outing operation unit 218 marked with "Going Out", and an individual race operation unit 219 marked with "Race" are displayed. Also, at the upper part of the game screen 210, the current turn number is displayed.
[0230] Also, in each turn, the player can select any one of the items "Rest" (rest operation unit 215), "Training" (training operation unit 216), "Going Out" (outing operation unit 218), and "Race" (individual race operation unit 219). At this time, as shown in FIG. 24, the selectable items are preset in each turn.
[0231] When the "Rest" item is selected, the physical strength is restored. When the "Going Out" item is selected, the condition improves. Also, when the "Training" item is selected, the training described later can be executed. When the "Race" item is selected, the main character can be made to participate in an individual race. When these items of "Rest", "Training", "Going Out", and "Race" are selected and the game result is derived, the current turn ends and the next turn is entered.
[0232] In this embodiment, as in the 20th turn, 30th turn, 35th turn, 57th turn, and 59th turn shown in FIG. 24, turns are set in which the items of the rest operation unit 215, the training operation unit 216, and the outing operation unit 218 cannot be selected. In such turns, as shown in FIG. 25B, the rest operation unit 215, the training operation unit 216, and the outing operation unit 218 are displayed in grayed out and the player's operations are not accepted. Therefore, in this turn, the player must select the individual race operation unit 219.
[0233] On the other hand, the skill operation unit 217 is set to be always selectable in all turns. Although details will be described later, even if a skill is acquired, the turn does not end. In the present embodiment, after the end of a predetermined turn, the team race is forcibly executed.
[0234] FIG. 26A is a first diagram for explaining the training screen 220. FIG. 26B is a second diagram for explaining the training screen 220. When the training operation unit 216 of the game screen 210 is operated, the training screen 220 is displayed on the display 26.
[0235] As shown in FIG. 26A, training items are displayed at the lower part of the training screen 220. Here, a speed operation unit 221 marked with "Speed", a stamina operation unit 222 marked with "Stamina", a power operation unit 223 marked with "Power", a determination operation unit 224 marked with "Spirit", and a wisdom operation unit 225 marked with "Wisdom" are displayed.
[0236] When the player taps any one of the operation units 221 to 225 once, the training item corresponding to the tapped operation unit 221 to 225 is temporarily selected, and the operation units 221 to 225 corresponding to the temporarily selected training item are highlighted. FIG. 26A shows a state where the power operation unit 223 is temporarily selected. FIG. 26B shows a state where the stamina operation unit 222 is temporarily selected.
[0237] In addition, the training level for each training item is also displayed on each of the operation units 221 to 225. The training level is a parameter that increases based on the team ranking. The higher the training level, the greater the increase value of the ability parameter when training is executed. The training level is initially set to level 1 and can increase up to level 5 at most.
[0238] Also, on the operation units 221 to 225 during the tentative selection, a failure rate display unit 226 marked with "Failure" is displayed. The failure rate displayed numerically on the failure rate display unit 226 is set to increase in inverse proportion to the remaining amount of physical strength displayed on the physical strength display unit 211.
[0239] Also, on the status display unit 213, training corresponding to the operation units 221 to 225 during the tentative selection is executed, and a value by which the ability parameter increases when successful is displayed. For example, in the example shown in FIG. 26A, the power operation unit 223 is tentatively selected, and "+8" is displayed for "Stamina" and "+10" is displayed for "Power" on the status display unit 213. Also, in the example shown in FIG. 26B, the stamina operation unit 222 is tentatively selected, and "+15" is displayed for "Stamina" and "+5" is displayed for "Spirit" on the status display unit 213.
[0240] Also, when training is executed and successful, an event notification display 227 is displayed on the operation units 221 to 225 corresponding to the training items in which a predetermined event occurs. Note that the event notification display 227 can have different display modes according to the type of event.
[0241] Also, as shown in FIG. 26B, at the upper right of the training screen 220, for each item of the operation units 221 to 225 during the tentative selection, a placement character icon 228 of the character placed in the training is displayed. And when training is successful and a predetermined event occurs corresponding to the character displayed on the placement character icon 228, an event notification display 227 is displayed on the corresponding placement character icon 228. Hereinafter, the training in which characters are placed is called joint training.
[0242] FIG. 26C is a diagram for explaining the training result notification screen 220a. When any one of the operation units 221 to 225 during the temporary selection is tapped again, the training corresponding to the tapped operation unit 221 to 225 is executed. When the training is executed, the training result notification screen 220a for notifying the success or failure of the training is displayed on the display 26. Here, the character "Success" is displayed, and the success of the training is notified to the player.
[0243] Also, at this time, based on the success of the training, the ability parameter of the status display unit 213 is updated and displayed. That is, the ability parameter (ability information) of the main character corresponding to the training item (cultivation item) selected by the player is updated.
[0244] Here, when the training displayed on the status display unit 213 in FIG. 26A or FIG. 26B is successful, the value of the ability parameter that increases is added. Also, the display of the physical strength display unit 211 is updated according to the training item executed. When training any one of speed, stamina, power, and determination is performed and is successful, the physical strength decreases. On the other hand, when the training of wisdom is performed and is successful, the physical strength is restored.
[0245] 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 form, etc. For example, the penalty imposed when the failure rate is high can be more disadvantageous (for example, the numerical value of the decrease in physical strength is large, the numerical value of the decrease in the ability parameter is large, the stage of the decrease in form is large) than the penalty imposed when the failure rate is low.
[0246] Also, the content of the penalty may be determined according to the training item. For example, when the speed training fails, the value of the speed ability parameter may decrease, and when the power training fails, the value of the power ability parameter may decrease. Also, for some training items (e.g., wisdom), even if the training fails, it can be set that no penalty is imposed.
[0247] FIG. 26D is a diagram for explaining the event screen 220b. When the display of the training result notification screen 220a ends, the event screen 220b may be displayed on the display 26. Various events are executed on the event screen 220b. Note that multiple events may occur within one turn.
[0248] For example, when a hint event occurs, a skill hint can be obtained. When a skill hint is obtained, the player can consume skill points to acquire a skill. Multiple types of skills are provided, and a predetermined ability may be activated for each skill. Each skill has a defined activation condition and effect, and when each activation condition is met, the predetermined effect is activated. The skill may be activated during the execution of the individual race and team race described later.
[0249] 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, etc. Although details will be described later, events include events predetermined for each turn and events that occur when winning a predetermined lottery. Also, when all the events that have occurred end, the game screen 210 related to the next turn is displayed.
[0250] Figure 27A is the first diagram for explaining the inheritance event. Figure 27B is the second diagram for explaining the inheritance event. Figure 27C is the third diagram for explaining the inheritance event. Figure 27D is the fourth diagram for explaining the inheritance event. In the above-described factor activation turn, an inheritance event occurs at the start of the turn. Note that this inheritance event is a scenario common event described later and always occurs in the same turn regardless of the scenario selected by the player. In the present embodiment, the 1st turn, the 30th turn, and the 54th turn are set as factor activation turns. Here, a case where the inheritance event occurs in the 30th turn will be described.
[0251] When the 30th turn starts, first, as shown in Figure 27A, the main character and the operation unit marked with "Touch" are displayed on the event screen 220b. When the operation unit displayed on the event screen 220b is tapped, as shown in Figure 27B, an animation image including the main character and two inherited characters is displayed. Also, when the operation unit is tapped, a lottery for activation or non-activation is performed for all the factors of the total six training characters of the first and second generations of inheritance.
[0252] Then, as shown in Figure 27C, the factors that are selected by the lottery for activation or non-activation and determined to be activated are displayed. After that, as shown in Figure 27D, the type of ability parameter or aptitude parameter that increases due to the activation of the factor and the increase value are displayed, and the parameter is updated. When the inheritance event ends, the game screen 210 shown in Figure 25A is displayed, and the player can select any item. At this time, the status display unit 213 shows the state where the increase values of the ability parameters and aptitude parameters displayed in the inheritance event are added.
[0253] Figure 28A is the first diagram for explaining the skill screen 230. Figure 28B is the second diagram for explaining the skill screen 230. When the skill operation unit 217 on the game screen 210 is operated, the skill screen 230 shown in Figure 28A is displayed on the display 26.
[0254] On the skill screen 230, a skill display column 231 is displayed. In the skill display column 231, acquired skills, starting skills preset for the main character, acquired skills obtained due to the occurrence of various events, etc. are displayed. Also, when a hint event occurs for a starting skill, the skill points consumed to acquire this starting skill are discounted. Here, for the starting skills for which hints have been obtained, the skill points required to acquire them are discounted and displayed. At this time, a discount rate display icon 232 indicating the discount rate is displayed together with the skill display column 231.
[0255] Also, for the skills displayed on the skill screen 230, the activation conditions of each skill and the effects when activated are displayed.
[0256] Also, at the upper part of the skill screen 230, a stamina display section 211, a condition display section 212, and a skill point display section 214 are displayed. Also, the current turn number is displayed at the upper part of the skill screen 230.
[0257] Based on the player's operation, when starting skills are acquired by consuming skill points, as shown in Fig. 28B, "GET" is displayed for the acquired skills, notifying that the starting skills have been acquired, and the consumed skill points are subtracted from the skill points displayed in the skill point display section 214 and the display is updated.
[0258] Fig. 29A is a first diagram for explaining the individual race selection screen 240. When the individual race operation section 219 on the game screen 210 is operated, the individual race selection screen 240 shown in Fig. 29A 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 NPC).
[0259] At the upper part of the individual race selection screen 240, a physical strength display section 211 and a condition display section 212 are displayed. Also, at the central part of the individual race selection screen 240, an individual race selection operation section 241 for selecting the race event in which the main character participates in the race is displayed. Further, at the lower part of the individual race selection screen 240, a start operation section 242 marked with "Start" is displayed. Note that the races that can be selected by the individual race selection operation section 241 of the individual race selection screen 240 are preset for each turn.
[0260] Also, for each race, participation conditions are preset, and the player can make the main character participate in the race only in the races that satisfy the participation conditions. As described above, there are races in which the number of fans is defined as a participation condition. For races that do not meet the defined number of fans, as shown in Fig. 29A, the participation conditions are displayed on the individual race selection operation section 241, and it is notified that the race cannot be selected. Also, in the turn in which the target race of the clear goal is set, only the target race is displayed as selectable on the individual race selection screen 240.
[0261] Fig. 29B is a diagram for explaining the individual race start screen 250. When the start operation section 242 is operated in a state where the race event of the individual race participating in the individual race selection operation section 241 is selected, the individual race start screen 250 shown in Fig. 29B is displayed. At the central part of the individual race start screen 250, a strategy display section 251 is displayed. Also, in the strategy display section 251, the currently selected strategy (chase, overtake, lead, escape) is highlighted, and a change operation section 252 marked with "Change" is displayed. When the change operation section 252 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 an arbitrary strategy by operating on the strategy change screen.
[0262] Also, at the lower part of the individual race start screen 250, a result operation section 253 marked with "Result" and a race operation section 254 marked with "Race" are displayed.
[0263] When the race operation unit 254 is operated, a race screen (not shown) is displayed on the display 26. On the display 26, a video of the race progress (hereinafter also referred to as a race video) is displayed.
[0264] FIG. 29C is a first diagram for explaining the individual race result screen 260. FIG. 29D is a second diagram for explaining the individual race result screen 260. When the reproduction of the above race video ends and when the result operation unit 253 is operated, the individual race result screen 260 is displayed on the display 26. On the individual race result screen 260, as shown in FIG. 29C, the finishing order of the main character in the individual race is displayed. Also, on the individual race result screen 260, as shown in FIG. 29D, the class of the current main character is displayed.
[0265] In this embodiment, the main character is classified into classes according to the number of fans obtained. A fan number range is set for each class, and here, the main character is classified into one of eight classes according to the number of fans. On the individual race result screen 260, the number of fans obtained in the current individual race and the newly obtained number of fans, which are added to the previously obtained number of fans to obtain the cumulative number of fans, are displayed. Also, the current class corresponding to the cumulative number of fans is displayed in an identifiable manner.
[0266] FIG. 30A is a diagram for explaining the team race selection screen 270. As described above, in this embodiment, when a predetermined turn ends, the team race is forcibly started. When the team race is started, the team race selection screen 270 shown in FIG. 30A is displayed. In the central part of the team race selection screen 270, a battle team selection operation unit 271 for selecting the opponent team in the team race to participate 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.
[0267] Note that the characters to participate in the team race only need to be selectable from team members and do not necessarily have to include the main character. Also, one team member may be able to participate in multiple races in the team race.
[0268] FIG. 30B is a diagram for explaining the team formation screen 280. When the battle team selection operation unit 271 is operated, the team formation screen 280 is displayed on the display 26. The team formation screen 280 displays a team formation operation unit 281. The player can form characters in the team race by operating the team formation operation unit 281 using the characters registered as team members. 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 gameplay in which the overall victory or defeat in the team race is determined based on the victory or defeat of each race.
[0269] Specifically, in the team race, when the number of races won by the player's team is more than the number of races won by the opponent team, the player wins overall in the team race. On the other hand, when the number of races won by the player's team is less than the number of races won by the opponent team among the five races, the player loses overall in the team race. Also, when the number of races won by the player's team is the same as the number of races won by the opponent team, it is a draw.
[0270] Note that the player can form up to three types of characters from the team members for each race. Also, here, it is not possible to form multiple races with the same type of character. In addition, at the bottom of the team formation screen 280, a start operation unit 282 marked with "Start" is displayed.
[0271] FIG. 30C is a diagram for explaining the team race start screen 290. When the start operation unit 282 of the team formation screen 280 is operated, the team race start screen 290 shown in FIG. 30C is displayed. In the present embodiment, five races are executed in the team race, and the order of execution may be a predetermined order or may be determined randomly.
[0272] As shown in FIG. 30C, in the central part of the team race start screen 290, 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.
[0273] Also, as shown in FIG. 30C, at the lower part of the team race start screen 290, a result operation unit 291 marked with "Result" and a race operation unit 292 marked with "Race" are displayed. When the race operation unit 292 is operated, a race video (not shown) is displayed.
[0274] FIG. 30D is a diagram for explaining the team race intermediate result screen 300. When the playback of the above race video ends and when the result operation unit 291 of the team race start screen 290 is operated, the team race intermediate result screen 300 is displayed on the display 26. In the team race intermediate result screen 300, 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 points obtained may win.
[0275] When the display of the in - race result screen 300 in FIG. 30D ends, the team race start screen 290 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 290 and the in - race result screen 300 are sequentially performed until all five types of races are completed.
[0276] FIG. 31A is a first diagram for explaining the team race detailed result screen 310. When the displays of the team race start screen 290 and the in - race result screen 300 for all five types of races are performed as described above, the team race detailed result screen 310 is displayed on the display 26. In the central part of the team race detailed result screen 310, a win - loss result display section 311 is displayed. In the win - loss result display section 311, the win - loss results in each race are notified to the player. Here, as shown in FIG. 31A, the case where the victory in each race is 3 and the defeat is 2 is shown.
[0277] FIG. 31B is a first diagram for explaining the team race comprehensive result screen 320. When the display of the win - loss result display section 311 ends, the team race comprehensive result screen 320 is displayed on the display 26. In the team race comprehensive result screen 320, the comprehensive win - loss result in the team race is notified to the player. As shown in FIG. 31A, when the victory in each race is 3 and the defeat is 2, in the team race comprehensive result screen 320, it is notified that the team has won the team race.
[0278] Also, in the team race comprehensive result screen 320, 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.
[0279] In addition, on the team race comprehensive result screen 320 where it is notified that the team race has been won, a next operation unit 321 marked with "NEXT" is displayed. When the next operation unit 321 on the team race comprehensive result screen 320 is operated, the game screen 210 related to the next turn is displayed.
[0280] FIG. 31C is a second diagram for explaining the team race detailed result screen 310. Here, as shown in FIG. 31C, the case where the number of victories in each race is 2 and the number of defeats is 3 is shown. FIG. 31D is a second diagram for explaining the team race comprehensive result screen 320. As shown in FIG. 31C, when the number of victories in each race is 2 and the number of defeats is 3, on the team race comprehensive result screen 320, it will be notified that the team has lost the team race.
[0281] Note that when the team loses the team race, the team ranking drops. However, regardless of the outcome of the team race, since the training main game continues, when the next operation unit 321 is tapped, the next turn starts.
[0282] As described above, in the training main game, a team race is executed every predetermined turn. When winning the team race, benefits such as an increase in the ability parameters of the main character are granted. Also, in the training main game, at a predetermined turn, sub-members are promoted to team members. Here, in the turn following the execution of the team race, a predetermined number of sub-members are promoted to team members. In this way, while gradually increasing the number of team members, winning in the team confrontation battle is the gameplay of the training game.
[0283] FIG. 32 is a diagram for explaining the general flow of the turn start process. The training stage process includes a turn start process that is executed at the start of each turn of the training game. Although the details of the turn start process will be described later, here, the general flow in the turn start process will be explained.
[0284] At the start of a turn, the processing includes the processing of "determining whether to place team members", "determining the training items to be placed", "determining the increase value of ability parameters", and "determining the occurrence event" shown in FIG. 32. Note that in the turn start processing, various other processes are also executed, but here, the processes shown in FIG. 32 will be described in order.
[0285] <Processing for determining whether to place team members> FIG. 33 is a diagram for explaining the placement presence / absence table. As shown in FIG. 33, in the placement presence / absence table, for each character identification information of a character, the selection ratio of presence / absence of placement ("place" or "do not place") is set. In the present embodiment, based on the placement presence / absence table shown in FIG. 33, referring to the character identification information table shown in FIG. 22 or FIG. 23 described above, the presence / absence of placement is determined for all team members.
[0286] Specifically, as shown in FIG. 33, in the present embodiment, for team members registered as "support character" and "specific character" as character identification information, "place" is selected with a probability of 80%. Also, for team members registered as "specific character" as character identification information and not registered as "support character", "place" is selected with a probability of 60%.
[0287] Also, for team members registered as "support character" as character identification information and not registered as "specific character", "place" is selected with a probability of 40%. Also, for team members not registered as either "support character" or "specific character" as character identification information, "place" is selected with a probability of 10%.
[0288] Thus, team members registered as support characters are more likely to be allocated to training than those not registered as support characters. Also, team members registered as specific characters are more likely to be allocated to training than those not registered as specific characters.
[0289] <Process of determining training items to be allocated> Next, for the team members determined to be allocated as described above, it is determined which training item among "Speed", "Stamina", "Power", "Spirit", and "Wisdom" to allocate them to.
[0290] The method of determining the training items to be allocated is not particularly limited. For example, it may be possible to conduct a lottery so that each training item is selected with an equal probability. Alternatively, it may be possible to allocate them to the training items preset for each character without conducting a lottery. Also, for example, it may be possible to conduct a lottery such that it is easier to allocate them to the character's favorite training (see Fig. 20A). When conducting a lottery, a lottery table with a determined selection ratio in the lottery may be stored in advance, or the lottery table may be created each time during the lottery.
[0291] <Process of determining the increase value of ability parameters> FIG. 34A is a diagram for explaining a training level table. As shown in FIG. 34A, 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 related to "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".
[0292] 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 may be counted for each training item, and the training level may be increased 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.
[0293] In this embodiment, when the training selected by the player is executed and succeeds, the value of a predetermined ability parameter increases according to the executed training item.
[0294] Specifically, in this embodiment, when the "Speed" training is executed and succeeds, the values of the ability parameters of "Speed" and "Power" increase.
[0295] Also, when the "Stamina" training is executed and succeeds, the values of the ability parameters of "Stamina" and "Spirit" increase.
[0296] Also, when the "Power" training is executed and succeeds, the values of the ability parameters of "Stamina" and "Power" increase.
[0297] Also, when the "Spirit" training is executed and succeeds, the values of the ability parameters of "Speed", "Power", and "Spirit" increase.
[0298] Also, when the "Wisdom" training is executed and succeeds, the values of the ability parameters of "Speed" and "Wisdom" increase.
[0299] 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 a bonus addition rate described later.
[0300] FIG. 34B is a diagram for explaining the fixed increase value (speed) table. Also, FIG. 34C is a diagram for explaining the fixed increase value table (power). That is, FIG. 34B shows the fixed increase value when the training item is "Speed". Also, FIG. 34C shows the fixed increase value when the training item is "Power".
[0301] As shown in FIGS. 34B and 34C, the ascending fixed value table stores the ascending fixed value determined corresponding to the executed training items and training levels. Also, in the present embodiment, as shown in FIGS. 34B and 34C, it is set such that the higher the training level, the greater the increase in the ability parameter.
[0302] Here, although the description is omitted, ascending fixed value tables are also provided respectively when "Stamina", "Spirit", and "Wisdom" are selected as training items.
[0303] 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. 22 or FIG. 23 described above.
[0304] FIG. 34D 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.
[0305] Specifically, as shown in FIG. 34D, 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.
[0306] When "support character" and "specific character" are registered as character identification information, "none" is selected with a 50% probability, and "20% up" is selected with a 50% probability.
[0307] Also, when only "support character" is registered as character identification information, "none" is selected with a 50% probability, and "10% up" is selected with a 50% probability.
[0308] Also, when only the "specific character" is registered as character identification information, "none" is selected with a 50% probability, and "10% increase" is selected with a 50% probability.
[0309] Also, when neither the "support character" nor the "specific character" is registered as character identification information, "none" is selected with an 80% probability, and "10% increase" is selected with a 20% probability.
[0310] Then, the value obtained by multiplying the fixed increase value determined by the fixed increase value table by the bonus addition rate is derived as the bonus addition value. The value obtained by adding the bonus addition value to the fixed increase value is determined as the increase amount of the ability parameter value when the training is successful. For training in which a plurality of characters are arranged, the respective bonus addition values of the plurality of arranged characters are added to the fixed increase value. In this way, for all training types, the increase amount of the ability parameter of the main character when the training is successful is determined.
[0311] <Process for determining appearance events> FIG. 35 is a diagram for explaining event types and event classifications. During the breeding main game, in each turn, a process for determining whether or not to cause an event to occur is performed. Events are roughly classified into four types: scenario events, the above-mentioned dedicated events provided for each main character, support events, and team member events. Note that for each scenario, scenario events, dedicated events, support events, and team member events that can occur during the breeding main game are predetermined.
[0312] A scenario event is an event set for each scenario of the main character-raising game. In this embodiment, a plurality of scenarios are provided, and the player can select a scenario. Scenario events occur for each scenario selected by the player. In other words, the scenario events that occur in the main character-raising game are determined based on the scenario selected by the player.
[0313] Note that scenario events may include scenario-specific events and scenario-common events. A scenario-specific event is an event associated with only one scenario. For example, a scenario-specific event associated with the first scenario appears only when the first scenario is selected, and does not appear when other scenarios are selected.
[0314] Also, a scenario-common event is an event that appears in common in a plurality of scenarios. Therefore, a scenario-common event appears both when the first scenario is selected and when the second scenario is selected.
[0315] Here, it is assumed that scenario events include scenario-specific events and scenario-common events. However, only one of the scenario-specific event and the scenario-common event may be provided.
[0316] As described above, the dedicated event is an event preset for each character. In the main character-raising game, the dedicated event of the character registered as the main character in the setting game, that is, the preparation stage process, appears.
[0317] As described above, a support event is an event preset for each support card. In the training main game, a support event associated with the support card registered by the player in the setting game appears. In addition to the support event associated with the registered support card, for example, a support event associated with a team member may appear. However, the probability that a support event associated with the support card registered by the player in the setting game is determined is set higher than the probability that other support events are determined.
[0318] A team member event is an event that mainly appears when the team members conduct training, that is, joint training. In addition, a team member event may appear even when certain conditions are met regardless of the training.
[0319] As described above, for a scenario event, whether it appears or not is determined based on the scenario. For a dedicated event, a support event, and a team member event, whether they appear or not is determined based on the main character, the support card, and the team member, respectively. That is, event types are classified according to the information referred to when determining whether an event appears or not.
[0320] On the other hand, in this embodiment, each event is classified into one of five event classifications according to the content brought about by the appearance of the event. Here, each event is classified into one of the event classifications of a hint event, an ability event, an aptitude event, a story event, and a special training event.
[0321] As described above, a hint event is an event that enables the possession or acquisition of skills. An ability event is an event that increases or decreases the ability parameters of the main character. An aptitude event is an event that increases or decreases the aptitude parameters of the main character. A story event is an event that displays the story related to the characters appearing in the training game. Note that some story events involve changes in ability parameters or aptitude parameters in addition to the display of the story. A special training event is an event that increases the ability parameters of team members.
[0322] Here, scenario events include hint events, ability events, aptitude events, and story events. Also, dedicated events and support events include hint events and ability events. And team member events include story events and special training events. Note that the relationship between the event types shown in FIG. 35 and the event classifications is just an example. Therefore, for example, dedicated events may include story events or special training events.
[0323] FIG. 36 is a diagram for explaining the relationship between event types and the number of turns. FIG. 36 shows an example when a predetermined character is registered as the main character when the training main game is executed. The presence or absence of an event appearance, etc. is determined based on an event determination table provided for each scenario.
[0324] Here, the event determination table includes an event appearance determination table and an event content determination table. In the event appearance determination table, information indicating whether to cause an event to appear and information indicating the probability of causing an event to appear, etc. are associated for each turn. Here, it is assumed that information indicating whether to cause an event to appear and information indicating the probability of causing an event to appear, etc. are defined for each event type for all turns.
[0325] Also, in the event content determination table, the events to be presented or the possible events are preset for each turn and for each type of event.
[0326] At the start of a turn, refer to the event occurrence determination table and first determine whether to present an event for each type of event. At this time, depending on the turn number and the type of event, the "occurrence" of an event may be determined for sure. Also, depending on the turn number and the type of event, for example, there may be cases where it is stipulated to present an event with a 50% probability. In this case, a lottery is conducted to determine the "occurrence" of an event with a 50% probability.
[0327] Then, for the type of event for which "occurrence" has been determined, refer to the event content determination table to determine the content of the event to be presented. For example, according to the event occurrence determination table, it is set to always present a scenario event in the first turn. Also, each event is assigned an event ID. And in the event content determination table, for the first turn, the scenario event with event ID = 0001 is associated as a possible event. Therefore, when playing the main breeding game, the scenario event with event ID = 0001 will surely occur in the first turn.
[0328] Similarly, according to the event determination table (event occurrence determination table and event content determination table), in the 4th, 5th, 6th, 7th, and 10th turns, it is determined to present scenario events with event IDs = 0002, 0003, 0004, 0005, and 0006 respectively.
[0329] Here, each event is roughly classified into a fixed event and a random event. A fixed event is an event whose occurrence turn is fixed. In other words, it can occur in a predetermined turn and cannot occur outside the predetermined turn. Here, the scenario events with event IDs = 0001, 0002, 0003, 0004, 0005, and 0006 are all fixed events and are scenario-specific events.
[0330] On the other hand, a random event is an event that is determined to occur and occurs when it is determined as the event to occur. In FIG. 36, in the turn marked "lottery", it is determined by lottery whether to make an event occur. When "occur" is determined, it indicates that among the random events, the event won in the lottery will occur.
[0331] In the event content determination table, for the turn in which the event won in the lottery occurs, the event ID to be the target of the lottery is set. For example, assume that as scenario events, random events with event IDs = 0010, 0011, and 0012 are provided. Also, assume that in the event content determination table, the scenario event with event ID = 0010 is associated with the 12th turn.
[0332] In this case, at the start of the 12th turn, a lottery is conducted to determine whether to make a scenario event occur. If the lottery is won, the scenario event with event ID = 0010 will occur, and if not won, the scenario event will not occur.
[0333] Also, for example, assume that in the event content determination table, the scenario events with event IDs = 0010, 0011, and 0012 are associated with the 15th turn. Then, when the lottery to determine whether to make an event occur is won, among the events with event IDs = 0010, 0011, and 0012, the scenario event to occur is determined by lottery, and the scenario event won in the lottery will occur.
[0334] Here, the case where fixed events and random events are provided exclusively has been described. However, when determining the scenario events to occur by lottery, in addition to random events, or instead of random events, fixed events may be set as the target of the lottery.
[0335] Here, in the present embodiment, the fourth turn to the seventh turn are set as branch turns. A branch turn means a turn in which the content of an event is changed when a predetermined condition is satisfied. Here, as the predetermined condition, it is set that a predetermined number of specific characters are included in the team members, in other words, a predetermined number of specific characters are included in the main character or the support character.
[0336] Specifically, in the fourth turn, it is determined whether four specific characters are included in the team members as the predetermined number. And when four specific characters are included in the team members, the scenario event is replaced with a team member event. The team member event includes specific character events provided for each specific character. Here, when specific characters are included in the team members, in the branch turn, the scenario event is replaced with a specific character event.
[0337] Similarly, in the fifth turn, the sixth turn, and the seventh turn, it is determined whether three, two, and one specific characters are included in the team members as the predetermined number, respectively. And when the predetermined number of specific characters are included in the team members, the scenario event is replaced with a specific character event.
[0338] Specifically, the scenario events with event IDs = 0002, 0003, 0004, and 0005 are story events. In these story events, although team members consider team names, the story ends without a team name being finally proposed. Therefore, if no specific character is included in the team members, no team name will be proposed for four consecutive turns.
[0339] On the other hand, if a specific character is included in the team members, the scenario events will be replaced by specific character events for the number of specific characters. Specific character events are story events. In specific character events, a story in which a team name is proposed by a specific character is played. Four specific characters are provided, and different team names are proposed for each specific character. Therefore, if a specific character is included in the team members, the same number of team names as the specific characters will be proposed from the 4th turn to the 7th turn.
[0340] Also, the scenario event with event ID = 0006 that appears in the 10th turn is a story event. In this story event, a story in which the player is allowed to select a team name is played. Here, a total of five types of team names are provided, which are the four team names proposed by four specific characters respectively plus the preset default team name.
[0341] If no specific character is included in the team members and no team name is proposed from the 4th turn to the 7th turn, the team names available for the player to select in the 10th turn will be only the default team name. In this case, the player must select the default team name. Also, for example, if two team names are proposed from the 4th turn to the 7th turn, the player can select any one of the two proposed team names and the default team name, a total of three types of team names.
[0342] The team name selected by the player in the 10th turn is registered as the official team name and will be used in various scenes until the end of the main breeding game. Note that a privilege corresponding to the registered team name may be given to the player at a predetermined timing until the end of the main breeding game. Examples of the privileges given to the player include acquisition of skills corresponding to the registered team name, increase in ability parameters and aptitude parameters, and acquisition of in-game currency.
[0343] Thus, the scenario events with event IDs = 0002, 0003, 0004, 0005, 0006, and the specific character events replaced from the 4th turn to the 7th turn are all scenario-specific events. The event IDs that can appear are associated with and managed by the scenario ID. Therefore, the scenario events and specific character events that appear in the 4th turn to the 7th turn and the 10th turn are associated with only one scenario ID.
[0344] According to the event decision table, dedicated events with event IDs = 1001 and 1002 appear in the 2nd turn and the 8th turn, respectively. According to the event decision table, the presence or absence of dedicated events and the dedicated events to appear are determined by lottery in the 3rd turn to the 7th turn, the 9th turn, the 11th turn, and the 12th turn.
[0345] Here, the dedicated events are different for each character. Also, the relationship between the turn number and the dedicated events that appear is set for each character. Therefore, depending on the character registered as the main character, the turn in which the dedicated event appears and the dedicated events that appear in each turn will be different.
[0346] In addition, as shown in FIG. 36, in the event decision table, it is set that in a predetermined turn, the presence or absence of a support event and the content of the support event to be presented are determined by lottery. Note that for the support event, the event IDs that can be selected by lottery may differ for each turn or may be common for all turns.
[0347] In the lottery for determining the presence or absence of a support event, the probability of determining "appearance" is not affected by the registered support cards. In other words, in each turn, the probability of determining that a support event appears is common regardless of which support cards are registered. On the other hand, when it is determined that a support event "appears", the content of the support event is determined. At this time, however, the probability of determining the content of the support event changes depending on the registered support cards.
[0348] Specifically, when it is determined that a support event "appears", the event IDs of the support events that can appear in that turn are extracted based on the event content decision table. Then, a lottery table is generated based on the extracted event IDs, and one event ID is determined based on the generated lottery table.
[0349] Note that the event IDs to be extracted may include the event IDs of the support events associated with the registered support cards and the event IDs of the support events not associated with the registered support cards. In this case, in the lottery table, the winning probability of the event ID of the support event associated with the registered support card is set higher than the winning probability of the event ID of the support event not associated with the registered support card. As a result, the support events associated with the registered support cards have a higher appearance probability than other support events.
[0350] Thus, in each turn, the appearance probability of the support event is not affected by the registered support cards, but the content of the support event that appears will be affected by the registered support cards.
[0351] However, the probability itself of causing the support event, or the content (type) itself of the support event that appears, may be changed by the registered support cards. That is, the number or occurrence probability of the events occurring during the training main game may differ depending on the registered support cards.
[0352] Also, in each turn, the presence or absence of team member events, etc. is determined by lottery. The team member events determined by lottery are limited to training events. The training events will be described in detail below.
[0353] FIG. 37A is a third diagram for explaining the game screen 210. FIG. 37A shows the case where a training event appears in the turn. In this case, as shown in FIG. 37A, an event notification display 227 is displayed on the training operation unit 216 of the game screen 210.
[0354] FIG. 37B is a third diagram for explaining the training screen 220. When the training operation unit 216 of the game screen 210 is operated, the training screen 220 is displayed on the display 26. When a training event occurs corresponding to the character displayed on the arranged character icon 228 of the training screen 220, an event notification display 227 is displayed on the arranged character icon 228 of the corresponding character.
[0355] Also, as shown in FIG. 37B, for each arrangement character icon 228 of the characters arranged for training, a bond gauge 228a and a special icon 228b are displayed. The bond gauge 228a indicates a parameter (hereinafter referred to as a bond parameter) that increases according to the number of times of 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 228a visually shows the value of the bond parameter.
[0356] Also, the special icon 228b 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 228b is displayed in a display mode according to the number of times of the executed special training event for the character of the arrangement character icon 228 in which the special icon 228b is displayed.
[0357] FIG. 38A is a diagram for explaining a table for determining whether or not to execute a special training event. When it is determined that team members are arranged in each training item, based on the table for determining whether or not to execute a special training event shown in FIG. 38A, for each team member arranged in each training item, whether or not to execute a special training event is determined by lottery. Hereinafter, a team member for whom execution of a special training event is determined is also referred to as a team member to be trained.
[0358] Specifically, as shown in FIG. 38A, based on the value of the bond parameter of the team member to be trained, a selection probability of whether or not to execute a special training event is set. Here, the selection probability is set such that the higher the value of the bond parameter, the more likely it is that execution of the special training event is selected. Note that the special training events can appear in the same number as the number of team members who win the lottery. However, a limit may be provided on the number of team members to be trained who can appear simultaneously for one training item.
[0359] Figure 38B is a diagram for explaining a special icon determination table. The special training events include an execution pattern of "success" and an execution pattern of "great success". For each team member targeted for special training, 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 targeted for special training, when a special training event other than the fifth one is executed, the special training event is always executed in the execution pattern of "success". That is, for one team member targeted for special training, the special training event can be executed only once in the execution pattern of "great success". Note that the event notification display 227 may be displayed in different manners according to the content of the special training event executed (the execution pattern of "success" or the execution pattern of "great success") and the number of team members for whom the execution of the special training event is determined.
[0360] As shown in Figure 38B, when the number of executions of the special training event for each team member targeted for special training 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 228b is displayed in a larger size as the number of executions of the special training event is greater.
[0361] Note that it may 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 targeted for special training is greater. In this case, since the larger the size of the special icon 228b, the more likely the execution pattern of "great success" is to be selected, the special icon 228b will suggest the likelihood of the execution pattern of "great success" being selected.
[0362] Also, after the training event is executed in the "great success" execution pattern, that is, when the number of executions of the training event for the team members to be trained is 5 or more, the special icon 228b is displayed in a larger size than when the number of executions of the training event for the team members to be trained is 0 to 4. Also, as shown in FIG. 38B, a suggestive display a indicating that the training event has been executed in the "great success" execution pattern is displayed.
[0363] Also, when the training event appears and the training event is in the "success" execution pattern, the ability parameters of the team members to be trained and the ability parameters of the main character increase within a predetermined range. Also, when the training event is in the "great success" execution pattern, the ability parameters of the team members to be trained and the ability parameters of the main character increase more greatly than the above-mentioned predetermined range.
[0364] Also, as shown in FIG. 37B, when the execution of the training event is determined, a bonus icon 228c indicating the value by which the ability parameter of the main character increases due to the training event is displayed in the status display section 213 of the training screen 220.
[0365] FIG. 38C is a diagram for explaining the bonus icon determination table. The bonus icon 228c is displayed in different sizes according to the value by which the ability parameter of the main character increases due to the training event. Here, the bonus icon 228c is displayed in a larger size when the value by which the ability parameter of the main character increases due to the training event is 20 to 39 than when it is 0 to 19. Also, the bonus icon 228c is displayed in a larger size when the value by which the ability parameter of the main character increases due to the training event is 40 or more than when it is 20 to 39.
[0366] Figure 39A is a diagram for explaining the bonus fixed value (main character) table. When the above-described special training event is executed, according to the number of team members for whom the execution of the special training event has been determined, the value (bonus fixed value) by which the ability parameters of the main character increase due to the special training event is determined. Here, as shown in Figure 39A, it is set such that the greater 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 parameters of the main character increase due to the special training event.
[0367] Figure 39B is a diagram for explaining the bonus addition value (main character) table. When the special training event is executed in the "great success" execution pattern, in addition to the above-described bonus fixed value, the value (bonus addition value) by which the ability parameters of the main character increase due to the special training event in the "great success" execution pattern of the special training event is determined. Here, as shown in Figure 39B, according to the specialty training of the team members for whom the special training event is executed in the "great success" execution pattern, the value (bonus addition value) by which the ability parameters of the main character increase is set. That is, the value by which the ability parameters of the main character increase due to the special training event is the sum of the above-described bonus fixed value and the bonus addition value.
[0368] Figure 40A is a diagram for explaining the fixed increase value (special training target) table. When the above-described special training event is executed, the value (fixed increase value) by which the ability parameters of the team members targeted for special training increase due to the special training event is determined. Here, as shown in Figure 40A, the range of the value (fixed increase value) by which the ability parameters of the team members targeted for special training increase according to the type of training executed is set. Here, the value (fixed increase value) within the range set in Figure 40A is determined by lottery.
[0369] Figure 40B is a diagram for explaining the bonus increase value (for training target) table. When a training event is executed in the "great success" execution pattern, in addition to the fixed increase value described above, a value (bonus increase value) by which the ability parameter of the team member targeted for training increases due to the training event is determined. Here, as shown in Figure 40B, a value (bonus increase value) by which the ability parameter of the team member targeted for training increases is set according to the favorite training of the team member targeted for training when the training event is executed in the "great success" execution pattern.
[0370] In addition, when a training event is executed in the "great success" execution pattern, an additional ascending event by which the ability parameter of the team member targeted for training and the ability parameter of the main character further increase may be executed according to the number (frequency) of training events executed in the "great success" execution pattern that is executed simultaneously. For example, it can be made such that the greater the number (frequency) of training events executed in the "great success" execution pattern that is executed simultaneously, the greater the value by which the ability parameter of the team member targeted for training and the ability parameter of the main character further increase.
[0371] As described above, when a training event appears, the ability parameters of the main character and the team member targeted for training increase. In addition, when the main character or the team member targeted for training is a specific character, a predetermined addition rate may be integrated into the fixed increase value and the bonus increase value. That is, when the main character or the team member targeted for training is a specific character, the ability parameter increases more than when it is not a specific character.
[0372] As described above, in the main breeding game, the player can increase the number of team members as the turn progresses. Also, as the turn progresses, the player can increase the ability parameters of the main character and team members. The ability parameters increase due to the success of training or the occurrence of various events. As described above, in training, if a specific character is placed in a training item, a bonus addition value is added.
[0373] Also, although detailed explanations are omitted, when the main character or support character is a specific character, a predetermined bonus addition value is added when an ability event occurs. Therefore, the player can advantageously proceed with the main breeding game by registering a specific character as the main character or support character.
[0374] Also, when a specific character is included in the team members, a specific character event occurs in the branch turn. Therefore, the player can expand the options during the game and improve the interest of the game by registering a specific character as the main character or support character.
[0375] In the above-mentioned main breeding game, when all turns are completed, the breeding game ends. Also, if the goals set for each character cannot be achieved during the main breeding game, the breeding game ends at that point.
[0376] Here, when the breeding game ends, the main character bred in the breeding game is stored as a bred character. More precisely, information regarding the bred character bred in the breeding game (hereinafter referred to as bred character information) is stored in association with the player ID. Note that the bred character information is stored in both the player terminal 1 and the server 1000. The bred character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, and the like.
[0377] Also, when the breeding game ends, the evaluation score of the bred breeding character is calculated. Here, the evaluation score is calculated based on the ability parameters, suitability parameters, acquired skills, performance in individual races, performance in team races, etc. at the end of the breeding game. Note that the method for calculating the evaluation score, in other words, the calculation formula for calculating the evaluation score, is prepared in advance, and the evaluation score is calculated based on a predetermined calculation formula. Note that the method for calculating the evaluation score and the calculation formula are not particularly limited. For example, based only on the parameters that affect the race result when the breeding character participates in a race in a team competition game or other games, such as the ability parameters, suitability parameters, acquired skills, etc. at the end of the breeding game, the evaluation score may be calculated.
[0378] In addition, a breeding rank is set for the breeding character based on the evaluation score. The breeding rank is an index indicating the strength of the breeding character, and a range of evaluation scores is associated with each breeding rank. For example, a breeding character with an evaluation score of 13000 - 14499 is given a breeding rank of "A+", and a breeding character with an evaluation score of 14500 - 15499 is given a breeding rank of "S". In this way, by assigning a breeding rank based on the evaluation score, the general strength of the breeding character becomes easy to understand. Note that the breeding character information also includes the evaluation score and the breeding rank.
[0379] FIG. 41A is a first diagram for explaining the breeding completion screen 330. FIG. 41B is a second diagram for explaining the breeding completion screen 330. FIG. 41C is a third diagram for explaining the breeding completion screen 330. When the breeding game ends, as shown in FIG. 41A, the breeding completion screen 330 is displayed on the display 26. On the breeding completion screen 330, first, the breeding rank of the bred breeding character is displayed, and then, as shown in FIG. 41B, the evaluation score is displayed.
[0380] Also, when a predetermined time has elapsed since the evaluation score was displayed, as shown in FIG. 41C, the ability parameters, aptitude parameters, and acquired skills of the nurtured character are displayed on the nurturing completion screen 330. At this time, a close operation unit 331 is provided on the nurturing completion screen 330. When the close operation unit 331 is tapped, the nurturing completion screen 330 becomes non-displayed, and the home screen 100 is displayed on the display 26.
[0381] Note that when the nurturing game ends, a lottery for the factors acquired by the main character is performed, and the factor information is associated and stored with the nurtured character. Although not shown, on the nurturing completion screen 330, the player can display the factor information acquired by the nurtured character.
[0382] Next, the functional configurations of the player terminal 1 and the server 1000 for executing the above-described nurturing game will be described.
[0383] (Functional Configuration of Player Terminal 1) FIG. 42 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 a game control program (module) for the terminal side in the program storage area 12a.
[0384] The game control program for the terminal side includes an information setting processing program 700, a nurturing game execution program 701, and a nurturing completion processing program 702. Note that the programs listed in FIG. 42 are examples, and many other programs are provided in the game control program for the terminal side.
[0385] In the data storage area 12b, a player information storage unit 750 and a game information storage unit 751 are provided as storage units for storing data. In addition, a number of other storage units are provided in the data storage area 12b. Here, information directly related to the game (hereinafter referred to as game information), such as information for a breeding game, is stored in the game information storage unit 751. In addition, temporary storage of various information during the progress of each game, such as a breeding game, is also performed in the game information storage unit 751. Therefore, all information related to the bred characters in the breeding game is stored in the game information storage unit 751. Also, for example, information other than game information, such as information about the player or other players and the setting information of the player terminal 1, is regarded as player information. The player information is stored in the player information storage unit 750.
[0386] 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 a terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a breeding game execution unit 701a, and a processing unit 702a at the time of breeding completion.
[0387] Specifically, the CPU 10 operates the information setting processing program 700 to cause the computer to function as the information setting processing unit 700a. Similarly, the CPU 10 operates the breeding game execution program 701 and the breeding completion processing program 702 to function as the breeding game execution unit 701a and the breeding completion processing unit 702a, respectively.
[0388] When various information is set in the player terminal 1, the information setting processing unit 700a stores the information related to the setting in the player information storage unit 750 as player information. Also, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits the update information to the server 1000.
[0389] The breeding game execution unit 701a executes all processes related to the breeding game. Specifically, the breeding game execution unit 701a executes the preparation stage process and the breeding stage process.
[0390] When the breeding game is completed, the breeding completion processing unit 702a stores breeding character information including the ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, and the type of character used for breeding of the bred character.
[0391] (Functional configuration of server 1000) FIG. 43 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 a server-side game control program (module) in the program storage area 1012a.
[0392] The server-side game control program includes an information setting processing program 1100, a breeding game execution program 1101, and a breeding game end processing program 1102. Note that the programs listed in FIG. 43 are examples, and there are also many other programs provided in the server-side game control program.
[0393] In the data storage area 1012b, as storage units for storing data, a player information storage unit 1150 and a game information storage unit 1151 are provided. Note that there are also many other storage units provided in the data storage area 1012b. Here, the game information of all players is stored in the game information storage unit 1151 associated with the player ID. Also, the player information of all players is stored in the player information storage unit 1150 associated with the player ID.
[0394] 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 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a breeding game execution unit 1101a, and a breeding game end processing unit 1102a.
[0395] Specifically, the CPU 1010 operates the information setting processing program 1100 to cause the computer to function as the information setting processing unit 1100a. Similarly, the CPU 1010 operates the breeding game execution program 1101 and the breeding game end processing program 1102 to cause them to function as the breeding game execution unit 1101a and the breeding game end processing unit 1102a, respectively.
[0396] When various types of information are set on the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1. In addition, the information setting processing unit 1100a measures time and updates the game points of each player.
[0397] The breeding game execution unit 1101a executes all processes related to the breeding game.
[0398] When the breeding game ends, the breeding game end processing unit 1102a derives evaluation points, breeding ranks, etc. for the bred breeding character. In addition, the breeding game end processing unit 1102a determines the factors acquired by the breeding character by lottery. Then, the breeding character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, type of character used for breeding, etc. of the breeding character is associated with the player ID and stored in the game information storage unit 1151.
[0399] Note that the information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but the specific content of the processing and the range of player information to be stored are different from each other. Also, the cultivation game execution unit 701a in the player terminal 1 and the cultivation game execution unit 1101a in the server 1000 are common in that they both execute processing related to the cultivation game, but their roles, that is, the scope of responsibility, are different.
[0400] The processing performed by each functional unit in the above-mentioned player terminal 1 and server 1000 will be described below using a flowchart.
[0401] (Processing of Player Terminal 1 and Server 1000) <Processing Related to Cultivation Game> FIG. 44 is a sequence diagram for explaining the processing of the player terminal 1 and the server 1000 related to the cultivation game. In the following description, the processing in the player terminal 1 is denoted as Pn (n is an arbitrary integer). Also, the processing in the server 1000 is denoted as Sn (n is an arbitrary integer).
[0402] When the player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the player's operation input. In this information setting processing, the update information is transmitted to the server 1000. In the server 1000, when the update information is received, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).
[0403] Note that, as player information updated by P1 and S1, for example, there is profile information that can be set by the player. Also, for example, when an operation to add another player as a friend or an operation to unfriend a friend is input as a setting change operation, friend information, which is information regarding friends, is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage game points consumed for executing the breeding game. When the game points are less than the upper limit value, the information setting processing units 700a and 1100a measure time and grant a predetermined value of game points to the player at predetermined intervals.
[0404] When a breeding game start operation for starting the breeding game is input to the player terminal 1, the breeding game execution unit 701a executes preparation stage processing (P6). Also, during this preparation stage processing, communication processing is performed between the player terminal 1 and the server 1000. At the server 1000, based on the information received from the player terminal 1, the breeding game execution unit 1101a executes preparation stage processing (S6).
[0405] FIG. 45 is a first flowchart for explaining the preparation stage processing (P6) in the player terminal 1. FIG. 46 is a second flowchart for explaining the preparation stage processing (P6) in the player terminal 1. FIG. 47 is a third flowchart for explaining the preparation stage processing (P6) in the player terminal 1. The breeding game execution unit 701a of the player terminal 1 determines whether the main character selection screen 150 is being displayed on the display 26 (P6-1).
[0406] When the main character selection screen 150 is being displayed (YES in P6-1) and a display switching operation for switching the display of the screen is input (YES in P6-2), the breeding game execution unit 701a switches the display screen of the display 26 (P6-13).
[0407] Also, on the main character selection screen 150, when a selection operation (tapping on the character icon 151) is input (YES in P6-3), the breeding game execution unit 701a temporarily stores the character corresponding to the character icon 151 on which the selection operation input has been performed (P6-4), and switches the display screen (P6-13).
[0408] Also, on the main character selection screen 150, when a determination operation (tapping on the next operation unit 154) is input (YES in P6-5), the breeding game execution unit 701a temporarily registers the character temporarily stored in P6-4 as the main character (P6-6). Also, the breeding game execution unit 701a acquires information regarding the representative character extracted according to a predetermined extraction condition such as the representative character of a friend from the server 1000 (P6-7), and switches the display screen (P6-13).
[0409] Also, when the display switching operation for switching the display is input while the inheritance character selection screen 170 or the breeding character list screen 180 is being displayed (YES in P6-8, YES in P6-9), the breeding game execution unit 701a switches the display screen of the display 26 (P6-13).
[0410] Here, the display switching operations on the inheritance character selection screen 170 or the breeding character list screen 180 include tapping on the skill display button 172 shown in FIG. 10B, long-pressing on the breeding character icon 182, the two-name change button 186a, the memo input button 186b, the skill display tab 188a, the inheritance information display tab 188b, the breeding information display tab 188c, and tapping on the close operation unit 188d in the character detail dialog 185A shown in FIG. 15.
[0411] For example, when the skill display button 172 is tapped on the training character list screen 180, the training game execution unit 701a displays the skill display dialog 185B in P6-13. Also, when the training character icon 182 is long-pressed on the training character list screen 180, the training game execution unit 701a displays the character details dialog 185A in P6-13. In the character details dialog 185A, when the dual name change button 186a, the memo input button 186b, the skill display tab 188a, the inheritance information display tab 188b, the training information display tab 188c, or the close operation unit 188d is tapped, the screen corresponding to each operation unit is switched.
[0412] Also, when a selection operation (tapping of the training character icon 182) is input on the training character list screen 180 (YES in P6-10), the training game execution unit 701a temporarily stores the character corresponding to the training character icon 182 on which the selection operation input was performed as an inherited character (P6-11) and switches the display screen (P6-13).
[0413] Also, when a determination operation (tapping of the next operation unit 154) is input on the inherited character selection screen 170 (YES in P6-12), the training game execution unit 701a displays the support card compilation screen 190 on the display 26 (P6-13).
[0414] Also, when the support card selection screen 200 is being displayed (YES in P6-14 of FIG. 46), and a selection operation (tapping of the card icon 201 of the support card) is input on the support card selection screen 200 (YES in P6-15), the training game execution unit 701a temporarily stores the support card corresponding to the card icon 201 on which the selection operation was performed (P6-16) and switches the display screen (P6-17).
[0415] Also, while the support card compilation screen 190 is being displayed (YES in P6-18), if a display switching operation for switching the screen display is input (YES in P6-19), the breeding game execution unit 701a switches the display screen of the display 26 (P6-20).
[0416] Also, while the preset selection screen 205A is being displayed (YES in P6-21 of FIG. 47), if a display switching operation for switching the screen display is input (YES in P6-22), the breeding game execution unit 701a switches the display screen of the display 26 (P6-25).
[0417] Also, on the preset selection screen 205A, when a selection operation (tap on the select operation unit 206c) is input (YES in P6-23), the breeding game execution unit 701a temporarily stores the reservation selection information corresponding to the preset for which the selection operation input has been made (P6-24), and switches the display screen (P6-25).
[0418] Also, while the final confirmation screen 205 is being displayed (NO in P6-21), if a display switching operation for switching the screen display is input (YES in P6-26), the breeding game execution unit 701a switches the display screen of the display 26 (P6-27).
[0419] Also, on the final confirmation screen 205, when a determination operation (tap on the start operation unit 205b) is input (YES in P6-28), the breeding game execution unit 701a determines whether the game points are equal to or greater than a predetermined value (for example, 30) (P6-29). If the game points are equal to or greater than the predetermined value (YES in P6-29), the breeding game execution unit 701a transmits the confirmation information to the server 1000 (P6-30).
[0420] Note that the confirmation information includes information for identifying the temporarily registered main character, inherited character, and support card. When receiving the confirmation information, the server 1000 determines whether to permit the execution of the breeding main game using the temporarily registered main character, inherited character, and support card in the preparation stage process (S6).
[0421] In the player terminal 1, after transmitting the confirmation information (P6-30) and receiving the permission information (YES in P6-31), the breeding game execution unit 701a registers the main character temporarily registered in P6-6 (P6-32). Further, the breeding game execution unit 701a registers the breeding characters temporarily stored as inherited characters in P6-11 and the support cards temporarily stored in P6-16 in the deck.
[0422] In addition, the breeding game execution unit 701a registers the character ID of the character set for the specific character based on the specific character information (P6-33). Further, the breeding game execution unit 701a sets the initial character identification information (P6-34). Further, the breeding game execution unit 701a registers the preset reservation selection information temporarily stored in P6-24 (P6-35). Further, the breeding game execution unit 701a displays the game screen 210 on the display 26 (P6-36).
[0423] FIG. 48 is a flowchart for explaining the preparation stage process (S6) in the server 1000. When the breeding game execution unit 1101a receives the confirmation information, it checks the player's owned characters stored in the player information storage unit 1150 (S6-1). If the main character selected by the player is included in the owned characters, the breeding game execution unit 1101a determines that there is no abnormality (S6-2).
[0424] If there is no abnormality in the main character selected by the player (YES in S6-2), the breeding game execution unit 1101a checks whether there is any abnormality in the support card selected by the player (S6-3). Note that in S6-3, when a support card that the player does not own is selected, when the rental card selected by the player is not associated with the player ID of the player, when the support character overlaps with the main character, etc., it is determined that there is an abnormality.
[0425] If there is no abnormality in the support card selected by the player (YES in S6-4), the breeding game execution unit 1101a checks the breeding character information stored in the game information storage unit 1151 (S6-5). Then, when the breeding character selected by the player for the inheritance character is associated with the player ID of the player, that is, when the breeding character bred by the player himself / herself is selected as the inheritance character, the breeding game execution unit 1101a determines that there is no abnormality in the inheritance character (YES in S6-6).
[0426] When it is determined that there is no abnormality in the inheritance character, the breeding game execution unit 1101a determines whether the breeding character selected by the player for the inheritance character includes the representative character of another player (S6-7). If the representative character of another player is included (YES in S6-7), the breeding game execution unit 1101a determines whether the number of uses on the current day is less than 3 (S6-8).
[0427] If the number of uses on the current day is less than 3 (YES in S6-8), the breeding game execution unit 1101a determines whether the player has 2000 or more of a predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is determined whether the formation conditions are met. If the player has 2000 or more in-game currency (YES in S6-9), the breeding game execution unit 1101a adds "1" to the number of uses on the current day (S6-10). Also, the breeding game execution unit 1101a subtracts 2000 from the number of holdings of the predetermined in-game currency stored in the player information storage unit 1150 (S6-11).
[0428] Furthermore, the breeding game execution unit 1101a subtracts a predetermined value (e.g., 30) from the player's game points (S6-12). Then, when there are no abnormalities in the main character, inherited character, and support card, and the formation conditions for using the representative characters of other players are satisfied, the breeding game execution unit 1101a sets permission information (S6-13) and causes the player terminal 1 to receive it. On the other hand, when there is an abnormality in any of the main character, inherited character, and support card, or when the formation conditions for using the representative characters of other players are not satisfied, the breeding game execution unit 1101a sets non-permission information (S6-14) and causes the player terminal 1 to receive it.
[0429] Returning to FIG. 44, when the preparation stage process (P6) ends, the breeding game execution unit 701a executes the breeding stage process (P7). Also, during this breeding stage process, communication processing is performed between the player terminal 1 and the server 1000. At the server 1000, based on the information received from the player terminal 1, the breeding game execution unit 1101a executes the breeding stage process (S7). In actuality, the roles are divided between the player terminal 1 and the server 1000, and the breeding main game progresses with the breeding stage process (P7) on the player terminal 1 and the breeding stage process (S7) on the server 1000. However, for ease of understanding, it will be described as if all processes are performed in the breeding stage process (P7) of the player terminal 1. However, some or all of each process during the breeding stage process (P7) described below may be performed in the breeding stage process (S7) on the server 1000.
[0430] FIG. 49 is a flowchart for explaining the breeding stage process on the player terminal 1. The breeding game execution unit 701a of the player terminal 1 executes the turn start process (P10) if it is the start of a turn (YES in P7-1), and executes the in-turn process (P20) if it is not the start of a turn.
[0431] FIG. 50 is a flowchart for explaining the process at the start of a turn in the player terminal 1. The breeding game execution unit 701a updates the current turn number stored in the game information storage unit 751 (P10-1). Also, the breeding game execution unit 701a refers to the selection item table (FIG. 24) stored in the data storage area 12b and determines whether the current turn is a turn in which only the individual race can be selected (individual race limited turn) (P10-2).
[0432] If it is an individual race limited turn (YES in P10-2), in other words, if the race that can start in that turn is set as the target race, the breeding game execution unit 701a sets the target race as a selectable item that the player can select (P10-3) and transfers the process to P13. As a result, in that turn, the player can only operate the individual race operation unit 219 and the skill operation unit 217, and the operations of the other operation units are restricted.
[0433] If it is not an individual race limited turn (NO in P10-2), the breeding game execution unit 701a sets all items as selectable items that the player can select (P10-4). Then, the breeding game execution unit 701a sequentially executes the placement process (P11), the numerical value determination process (P12), and the event determination process (P13).
[0434] Here, it is assumed that the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) are executed only on the player terminal 1. However, part or all of the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) may be executed on the server 1000. Also, part of the processes described later in the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) may be executed on the server 1000. When the above processes are executed on the server 1000, on the player terminal 1, the process is performed based on the information received from the server 1000.
[0435] Figure 51 is a flowchart for explaining the placement process in the player terminal 1. The breeding game execution unit 701a refers to the character identification information table (Figs. 22 and 23) and extracts all the characters registered as team members (P11-1). Then, the breeding game execution unit 701a selects, from among the team members extracted in P11-1, the characters for which the processes of P11-3 to P11-7 described later have not been executed as the target characters for which the process is to be performed (P11-2).
[0436] Also, the breeding game execution unit 701a refers to the character identification information table and checks the character identification information of the target character selected in P11-2 above (P11-3). Also, the breeding game execution unit 701a sets the placement presence / absence table (Fig. 33) based on the character identification information confirmed in P11-3 above (P11-4). Also, the breeding game execution unit 701a determines, by lottery, whether to "place" or "not place" based on the placement presence / absence table set in P11-4 above (P11-5).
[0437] Then, when it is determined to "place" (YES in P11-6), the breeding game execution unit 701a determines and stores the training items for placing the target character (P11-7). If the process has not been completed for all of the team members extracted in P11-1 above (NO in P11-8), the breeding game execution unit 701a repeats the process from P11-2 until the process is completed for all team members. On the other hand, when the process is completed for all team members (YES in P11-8), the breeding game execution unit 701a ends the placement process and executes the numerical value determination process (P12).
[0438] Figure 52 is a flowchart for explaining the numerical value determination process in the player terminal 1. The breeding game execution unit 701a sets, from among the training items of "Speed", "Stamina", "Power", "Spirit", and "Wisdom", the processing target items for which the processes of P12-2 to P12-9 described later have not been executed (P12-1).
[0439] Also, the training game execution unit 701a determines and stores the failure rate when training is executed for the processing target item set in P12-1 based on the current physical strength of the main character (P12-2). Further, the training game execution unit 701a determines and stores the decrease value of the physical strength when training is executed for the processing target item set in P12-1 (P12-3).
[0440] Also, the training game execution unit 701a checks the current team ranking (P12-4), and determines the training level by referring to the training level table (FIG. 34A) based on the team ranking (P12-5).
[0441] Also, the training game execution unit 701a refers to the rising fixed value table (FIGS. 34B and 34C) corresponding to the processing target item set in P12-1, determines and sets the rising fixed value based on the training level determined in P12-5 (P12-6). Further, the training game execution unit 701a checks the information (placement information) of the character whose placement was determined in P11 for the training of the processing target item (P12-7).
[0442] Then, the training game execution unit 701a calculates the bonus addition rate by referring to the bonus addition rate table (FIG. 34D) based on the placement information checked in P12-7 (P12-8). Further, the training game execution unit 701a updates the rising value for the training of the processing target item based on the bonus addition rate calculated in P12-8 (P12-9).
[0443] Also, if the processing of P12-2 to P12-9 has not been completed for all training items (NO in P12-10), the training game execution unit 701a repeats the processing from P12-1. On the other hand, when the processing is completed for all training items (YES in P12-10), the training game execution unit 701a ends the numerical value determination process and executes the event determination process (P13).
[0444] FIG. 53 is a flowchart for explaining event determination processing in the player terminal 1. The breeding game execution unit 701a loads the current turn number (P13-1). Also, the breeding game execution unit 701a refers to the event appearance determination table stored in the data storage area 12b and determines whether to cause a scenario event to appear (P13-2). And when it is determined to cause a scenario event to appear, that is, when it is the scenario event appearance turn (YES in P13-2), based on the event content determination table, the content (event ID) of the scenario event is determined and stored (P13-3).
[0445] Specifically, the breeding game execution unit 701a generates a lottery table based on the event IDs of the possible scenario events based on the event content determination table. Then, the breeding game execution unit 701a uses the generated lottery table to determine the content of the scenario event, that is, the event ID, by lottery. In addition, when the determined scenario event is an event that changes parameters such as an ability event, the change value is determined.
[0446] Also, the breeding game execution unit 701a refers to the event appearance determination table and determines whether to cause a dedicated event to appear (P13-4). And when it is determined to cause a dedicated event to appear, that is, when it is the dedicated event appearance turn (YES in P13-4), based on the event content determination table, the content (event ID) of the dedicated event is determined and stored (P13-5).
[0447] Specifically, the breeding game execution unit 701a generates a lottery table based on the event IDs of the possible dedicated events based on the event content determination table. Then, the breeding game execution unit 701a uses the generated lottery table to determine the content of the dedicated event, that is, the event ID, by lottery. In addition, when the determined dedicated event is an event that changes parameters such as an ability event, the change value is determined.
[0448] In addition, when the main character is a specific character, the breeding game execution unit 701a executes parameter change processing (P13-6) to change the change value of the parameter that changes by a dedicated event. For example, in the parameter change processing, a predetermined fixed value is added to or subtracted from the change value determined in P13-5, or a predetermined magnification is integrated. Here, the change value changes so as to be advantageous to the player. As a result, when the main character is a specific character, the parameter changes more advantageously by a dedicated event.
[0449] In addition, the breeding game execution unit 701a refers to the event appearance determination table and determines whether to cause a support event to appear (P13-7). When it is determined to cause a support event to appear, that is, when it is the support event appearance turn (YES in P13-7), the content (event ID) of the support event is determined and stored based on the event content determination table (P13-8).
[0450] Specifically, the breeding game execution unit 701a generates a lottery table by the event ID of the support events that can appear based on the event content determination table. At this time, the winning probability of the support event associated with the registered support card is set higher than the winning probability of other support events. Then, the breeding game execution unit 701a uses the generated lottery table to determine the content of the support event, that is, the event ID, by lottery. When the determined support event is an event that changes a parameter, such as an ability event, the change value is determined.
[0451] In addition, when the main character or the support character associated with the support event is a specific character, the breeding game execution unit 701a executes parameter change processing (P13-9) to change the change value of the parameter that changes by the support event.
[0452] In addition, the training game execution unit 701a refers to the event occurrence determination table and determines whether to cause a team member event to occur (P13-10). And when it is determined to cause a team member event to occur, that is, when it is the turn for the team member event to occur (YES in P13-10), the training game execution unit 701a determines whether the current turn is a branching turn (P13-11).
[0453] If it is not a branching turn (NO in P13-11), the training game execution unit 701a determines and stores a special training event corresponding to the current turn number as the event to occur, based on the event content determination table (P13-12). Here, various increase values related to the special training event are determined.
[0454] In addition, when the main character or the character to be trained is a specific character, the training game execution unit 701a executes a parameter change process (P13-13) to change the change value of the parameter that changes due to the special training event.
[0455] If the current turn is a branching turn (YES in P13-11), the training game execution unit 701a determines whether a predetermined condition is satisfied (P13-14). Here, as described above, it is determined whether the number of specific characters included in the team members is a predetermined number defined for each turn number. And when the predetermined condition is satisfied (YES in P13-14), the training game execution unit 701a replaces the scenario event stored in P13-3 with a specific character event (P13-15). Note that here, the specific character event to be replaced may be determined by lottery, or a specific character event preset for each turn may be determined.
[0456] In addition, the breeding game execution unit 701a performs hint event determination processing related to hint events for each character placed in the training (P13-16). Here, for each character placed in the training, it is determined by lottery whether to cause a hint event to occur. Also, when causing a hint event to occur, it is determined which hint event to cause to occur.
[0457] Returning to FIG. 50, the breeding game execution unit 701a updates the screen to be displayed on the display 26 (P10-5). Also, when causing a story event to occur at the start of a turn, among the events determined in P13, a story event is caused to occur (P10-6).
[0458] Returning to FIG. 49, when it is not at the start of a turn (NO in P7-1), the breeding game execution unit 701a executes in-turn processing (P20).
[0459] FIG. 54 is a flowchart for explaining in-turn processing in the player terminal 1. The breeding game execution unit 701a determines whether a personal race has started when the result operation unit 253 or the race operation unit 254 of the personal race start screen 250 is operated (P20-1). When a personal race has started (YES in P20-1), the breeding game execution unit 701a derives the result of the personal race, updates the parameters related to the race result, and stores them in the game information storage unit 751 (P20-2).
[0460] Specifically, for example, calculation formulas with weightings are preset for the ability parameters and acquired skills of the NPC and the main character respectively, and the ranking in the individual race is determined by the result of this calculation. Note that the above calculation formula may be set differently 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, acquired skills, and the race in which the main character participates are exactly the same, the race results may not be the same. Also, there may be multiple patterns of calculation formulas such as weightings for each race, and the results may be different depending on the selected calculation formula.
[0461] Here, it is assumed that the individual race result is derived on the player terminal 1. However, the individual race result may also be derived on the server 1000. In this case, information for requesting the derivation of the individual race result and information necessary for deriving the individual race result are transmitted from the player terminal 1 to the server 1000. Then, the player terminal 1 may receive the individual race result derived by the server 1000.
[0462] Also, the training game execution unit 701a executes a race result display process of displaying the individual race result screen 260 or the race video on the display 26 based on the individual race result derived in P20-2 (P20-3).
[0463] Also, the training game execution unit 701a derives the number of fans newly acquired based on the race result and adds it to the number of fans acquired so far (P20-4).
[0464] Also, the training game execution unit 701a determines whether the team race has started when the result operation unit 291 or the race operation unit 292 on the team race start screen 290 is operated (P20-5). As a result, if the team race has started, the process proceeds to P20-6, and if the team race has not started, the process proceeds to P20-11.
[0465] The breeding game execution unit 701a derives the team race result and stores it in the game information storage unit 751 (P20-6). Specifically, for example, a calculation formula with weightings for the respective ability parameters of NPCs, main characters, and other team members, and the acquired skills is set in advance, and the ranking in the team 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 NPCs 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 multiple patterns of calculation formulas such as weightings for each race, and the results may be made different depending on the selected calculation formula.
[0466] Here, it is assumed that the team race result is derived on the player terminal 1. However, the team race result may be derived on the server 1000. In this case, information for requesting the derivation of the team race result and information necessary for deriving the team race result are transmitted from the player terminal 1 to the server 1000. Then, the player terminal 1 may receive the team race result derived by the server 1000.
[0467] The breeding game execution unit 701a executes a race result display process (P20-7) for displaying the team race intermediate result screen 300, the team race detailed result screen 310, and the team race comprehensive result screen 320 on the display 26 based on the team race result derived in the above P20-6.
[0468] In addition, the training game execution unit 701a executes a character identification information update process (P20-8). Here, a predetermined number of characters are extracted from the characters currently registered as sub-members according to a predetermined condition. Then, the character identification information of the extracted characters is updated to team members. That is, in the present embodiment, the number of team members increases every time the team race ends.
[0469] In addition, the training game execution unit 701a executes a parameter update process (P20-9) for updating information related to the team ranking based on the team race result derived in the above P20-6.
[0470] In addition, when any training item is selected (YES in P20-11), the training game execution unit 701a performs a training execution process (P21). Also, when no training item is selected (NO in P20-11), it is determined whether it is the execution timing of the inheritance event (P20-13). If it is the execution timing of the inheritance event (YES in P20-13), the training game execution unit 701a performs an inheritance event execution process (P22). Note that when it is not the execution timing of the inheritance event (NO in P20-13), the training game execution unit 701a executes other processes such as consuming skill points to acquire skills (P20-14).
[0471] FIG. 55 is a flowchart for explaining the training execution process in the player terminal 1. The training game execution unit 701a updates the physical strength of the main character based on the decrease value of the physical strength determined in the above P12-3 for the selected training item (P21-1).
[0472] In addition, the training game execution unit 701a executes a success determination process for determining whether the training is successful based on the failure rate determined in the above P12-2 for the selected training item (P21-2). When the training fails (NO in P21-3), the training game execution unit 701a subtracts the ability parameter such as the decline in condition based on the failure of the training (P21-4).
[0473] On the other hand, when the training is successful (YES in P21-3), the training game execution unit 701a adds the increase value derived in the above P12-9 to the ability parameter of the main character (P21-5). In addition, the training game execution unit 701a adds the increase value to the value of the bond parameter determined in P13-12 and P13-13 (P21-6). Further, the training game execution unit 701a checks the hint event information stored in the hint event determination process (P21-7).
[0474] When hint event information is stored for the selected training item (YES in P21-8), the training game execution unit 701a causes a hint event to occur based on the hint event information related to the selected training item (P21-9). When a plurality of hint event information is stored for the selected training item, any one of the hint events appears. In addition, the training game execution unit 701a updates the skill information related to the main character stored in the game information storage unit 751 based on the hint event information that occurred in P21-9 (P21-10).
[0475] In addition, when special training event information is stored for the selected training item (YES in P21-11), the training game execution unit 701a sets the team member to be the execution target of the special training event based on the special training event information related to the selected training item (P21-12).
[0476] Also, the training game execution unit 701a adds "1" to the number of coaching event times of the team members to be executed set in P21-12 (P21-13). Also, the training game execution unit 701a updates the ability parameters of the special training target (P21-14). When the processes of P21-13 to P21-14 are completed for all team members who are the execution targets of the special training event (YES in P21-15), the training game execution unit 701a adds a bonus addition value to the ability parameters of the main character based on the selected training item and the special training event information (P21-16).
[0477] Figure 56 is a flowchart for explaining the inheritance event execution process in the player terminal 1. The training game execution unit 701a determines whether the execution condition of the inheritance event is satisfied (P22-1). Note that the execution conditions of the inheritance event vary depending on the factor activation turn. For example, the execution condition for the first turn is the start of the main training game, and the execution conditions for the 30th turn and the 54th turn are that the operation unit (see FIG. 27A) displayed on the event screen 220b has been operated.
[0478] When the execution condition of the inheritance event is satisfied (YES in P22-1), the training game execution unit 701a reads out the factor information associated with the training characters of the first inheritance generation and the second inheritance generation (P22-2). Also, the training game execution unit 701a sets (numbers) the numbers indicating the processing order for determining the activation presence or absence, etc. for each of the read factor information in order (P22-3). Then, the training game execution unit 701a sets one factor as the processing target based on the number set for each factor information in P22-3 (P22-4) and sets its activation probability (P22-5).
[0479] Note that the activation probability is set based on the factor level, factor information, and compatibility level. Then, the training game execution unit 701a determines whether to activate the factor to be processed by lottery based on the activation probability set in P22-5 (P22-6). When it is determined that the factor to be processed is to be activated (YES in P22-7), it is determined whether the factor type is a basic ability factor or a race factor (P22-8). When the factor type is a basic ability factor or a race factor (YES in P22-8), the increase value of the target ability parameter is determined based on the factor type and the factor level (P22-9). In addition, the training game execution unit 701a stores inheritance information including the ability parameter, the increase value of the suitability parameter, and the skill hint to be acquired, etc. (P22-10).
[0480] If the processing from P22-4 to P22-10 has not been completed for all the processing targets (NO in P22-11), the training game execution unit 701a newly sets the processing target (P22-4) and repeats the same processing as above. When the processing is completed for all the processing targets (YES in P22-11), the training game execution unit 701a displays the event screen 220b related to the inheritance event (P22-12). Then, the training game execution unit 701a updates various parameters based on the inheritance information stored in P22-10 (P22-13).
[0481] Here, for the sake of easy understanding, it is assumed that the training game execution unit 701a in the player terminal 1 executes the process of determining whether the factor is activated or not. However, the activation or non-activation of the factor may be determined by the training game execution unit 1101a in the server 1000. In this case, the player terminal 1 receives the information determined by the server 1000, and based on the received information, the training game execution unit 701a may perform the process of displaying the event screen 220b.
[0482] Returning to FIG. 44, when the above-described cultivation stage process ends, on the player terminal 1, the cultivation game execution unit 701a executes a cultivation game end process (P8). In the cultivation game end process, the cultivation game execution unit 701a stores information about the cultivated character in the cultivation game in the game information storage unit 751. Also, the cultivation game execution unit 701a transmits end information to the server 1000. This end information includes information about the cultivated character and the like. When the server 1000 receives the end information, the cultivation game end process unit 1102a executes a cultivation game end process (S8).
[0483] FIG. 57 is a flowchart for explaining the cultivation game end process in the server 1000. Based on the end information received from the player terminal 1, the cultivation game end process unit 1102a derives an evaluation score (S8-1). Also, based on the derived evaluation score, the cultivation game end process unit 1102a derives a cultivation rank (S8-2).
[0484] Also, the cultivation game end process unit 1102a determines the factors acquired by the cultivated character (S8-3). Also, based on the number of fans acquired, the cultivation game end process unit 1102a determines a class (S8-4). Also, based on predetermined parameters such as the cultivation rank or the number of fans, the cultivation game end process unit 1102a determines a love point (S8-5). Although a detailed explanation is omitted, the love point is a point given to the character that is the origin of the cultivated character, not the cultivated character itself.
[0485] A plurality of the above-described story screens are provided for each character, and release conditions are set for some of the story screens. Among the story screens, there are those for which the love point is set as a release condition, and when the love point becomes equal to or greater than the threshold value, the player can view the corresponding story screen.
[0486] In addition, the breeding game end processing unit 1102a determines the nickname (S8-6). Here, the conditions achieved in the main breeding game are confirmed, and the nickname that the bred character acquires is determined. Also, the breeding game end processing unit 1102a determines the amount of the first in-game currency to be granted based on the number of acquired fans (S8-7), and determines the amount of the second in-game currency to be granted based on other information (S8-8). For example, the second in-game currency can be used for strengthening the level of support cards, and the grant amount is determined based on the support cards used in this breeding game.
[0487] Then, the breeding game end processing unit 1102a associates the breeding character information including the evaluation points, breeding rank, ability parameters, suitability parameters, acquired skills, inheritance information, factor information, class, nickname, etc. with the player ID of the player and stores it in the game information storage unit 1151 (S8-9). Also, the breeding game end processing unit 1102a sets the breeding result information and causes the player terminal 1 to receive it (S8-10).
[0488] Returning to FIG. 44, when receiving the breeding result information, the breeding completion processing unit 702a executes the breeding game end processing (P9). Here, the breeding completion processing unit 702a stores the received breeding result information in the game information storage unit 751. Also, the breeding completion processing unit 702a displays the breeding completion screen 330 (see FIGS. 41A, 41B, and 41C) on the display 26 based on the breeding result information.
[0489] Through the above processing, the above-described breeding game is realized. Also, the breeding character information related to the breeding character bred (created) by the breeding game is stored in association with the player ID. Note that the processing in the above-described player terminal 1 and server 1000 is merely an example. Also, each of the above-described processes may be executed only by the player terminal 1 or only by the server 1000.
[0490] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is obvious that those skilled in the art can conceive various modifications or corrections within the scope described in the claims, and it is naturally understood that they also belong to the technical scope.
[0491] The gameplay, and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. In any case, the information processing program may be any program that causes a computer (either one or both of the player terminal 1 and the server 1000 in the embodiment) to perform the following processing.
[0492] (Processing to be performed by the computer) In a breeding game, a process (in the embodiment, from P6-8 to P6-12) that enables a player to select a game medium (such as an inherited character in the embodiment) used for breeding a character to be bred. A process (in the embodiment, P6-13) of displaying information associated with the game medium (such as the character details dialog 185A and the skill display dialog 185B in the embodiment). A process (in the embodiment, P6-32) of setting the game medium (such as an inherited character in the embodiment) selected by the player. A process of breeding a character to be bred, including at least a process (in the embodiment, P21-5, P22-13) of updating parameters (such as ability parameters, aptitude parameters, acquired skills, etc.) associated with the character to be bred based on the game medium selected by the player, and executing a breeding game (such as a breeding main game in the embodiment) (a breeding stage process in the embodiment). A process (in the embodiment, S8-9) of generating and storing a breeding completion game medium (such as a bred character in the embodiment) with parameters including specific parameters (such as factor information or acquired skills) associated with the character to be bred based on the completion of the breeding game.
[0493] And, the game media used for cultivating the character to be cultivated includes a cultivated game media. Also, the process of setting the game media includes the process of setting the cultivated game media selected by the player as the game media (the inherited character in the embodiment). Also, the process of executing the cultivation game includes the process of updating the parameters associated with the character to be cultivated (P22-13 in the embodiment) based on the specific parameters associated with the cultivated game media set as the game media. Also, the process of displaying the information associated with the game media includes the process of displaying a list (character details dialog 185A, skill display dialog 185B) of the specific parameters (factor information or acquired skills in the embodiment) of the cultivated game media or the information associated with the specific parameters (skills that may be acquired by the factor) (P6-13 in the embodiment).
[0494] In the above embodiment, the case where the character details dialog 185A and the skill display dialog 185B are displayed has been described. However, only one of the character details dialog 185A and the skill display dialog 185B may be displayed.
[0495] Also, in the above embodiment, based on the cultivated game media (inherited character in the embodiment, that is, the cultivated character of the first inheritance generation) that can be set as the inherited game media and the inherited game media (cultivated character of the second inheritance generation) used for generating the cultivated game media, specific parameters or the information associated with the specific parameters are displayed. However, for example, in the character details dialog 185A or the skill display dialog 185B, only the factor information of the cultivated character of the first inheritance generation or the skills that can be acquired by the factor may be displayed. Alternatively, in the character details dialog 185A or the skill display dialog 185B, only the factor information of the cultivated character of the second inheritance generation or the skills that can be acquired by the factor may be displayed.
[0496] In the above embodiment, specific parameters (factor information or acquired skills in the embodiment) are classified into a plurality of types (factor types in the embodiment), and information associated with the specific parameters classified into a predetermined type (skills that may be acquired by character factors and skill factors in the embodiment) is displayed. However, for example, in the character details dialog 185A, only character factors and skill factors may be displayed as inheritance information, or only basic ability factors may be displayed. In any case, only specific parameters (factor information in the embodiment) classified into a predetermined type may be displayed.
[0497] In the above embodiment, a plurality of factor types are provided. However, only basic ability factors, for example, may be provided as factors, and it is not necessarily required to provide a plurality of types.
[0498] In the above embodiment, an event (inheritance event in the embodiment) for updating the parameters associated with the character to be trained based on specific parameters is generated at a predetermined timing (factor activation turn in the embodiment) during the training game. However, the inheritance event in the above embodiment is not essential. For example, in the above embodiment, the ability parameters and the like may be updated based on factors before the start of the main training game or at the end of the training game.
[0499] Note that the information processing program for executing the processing in the above embodiment and various modified examples may be stored in a non-transitory computer-readable storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Also, the above embodiment and various modified examples may be an information processing method for realizing each function and the steps shown in the flowchart. Note that the above embodiments disclose at least the following configurations. (1) In order to solve the above problems, the information processing program sets a game medium associated with an event that can occur during the breeding game to a first deck based on the player's first operation, and sets it to a second deck different from the first deck based on the player's second operation, displays a confirmation screen that can simultaneously identify the game media set in the first deck and the second deck before the start of the breeding game, enables the player to select a plurality of selection items during the breeding game, updates the parameters associated with the breeding target character based on the selection item selected by the player, generates a first event based on the game medium set in the first deck in the breeding game, generates a second event based on the game medium set in the second deck in the breeding game, and causes a computer to execute. (2) On the confirmation screen, icons indicating the game medium set in the first deck and the game medium set in the second deck are displayed, The icon may be attached with information suggesting the ability of the game medium. (3) Before the confirmation screen is displayed based on the player's operation, the computer is further caused to execute a process of displaying an information screen, On the information screen, information indicating the effects that can occur during the breeding game based on the game medium may be displayed. In order to solve the above problems, the information processing method is an information processing method executed by a computer, (4) wherein the computer Set a game medium associated with events that can occur during the breeding game to a first deck based on a first operation of the player, and set it to a second deck different from the first deck based on a second operation of the player, and Before starting the breeding game, display a confirmation screen that can simultaneously identify the game media set in the first deck and the second deck, and During the breeding game, enable the player to select a plurality of selection items, and Based on the selection item selected by the player, update the parameters associated with the character to be bred, and In the breeding game, cause a first event to occur based on the game medium set in the first deck, and In the breeding game, cause a second event to occur based on the game medium set in the second deck, and Execute. (5) To solve the above problems, the game device Comprises one or more computers, and The computer Set a game medium associated with events that can occur during the breeding game to a first deck based on a first operation of the player, and set it to a second deck different from the first deck based on a second operation of the player, and Before starting the breeding game, display a confirmation screen that can simultaneously identify the game media set in the first deck and the second deck, and During the breeding game, enable the player to select a plurality of selection items, and Based on the selection item selected by the player, update the parameters associated with the character to be bred, and In the breeding game, cause a first event to occur based on the game medium set in the first deck, and In the breeding game, cause a second event to occur based on the game medium set in the second deck, and Execute. (6) To solve the above problems, the information processing system Comprises one or more computers, and The computer Set a game medium associated with events that can occur during the breeding game to a first deck based on a first operation of the player, and set it to a second deck different from the first deck based on a second operation of the player, and Before starting the breeding game, display a confirmation screen that can simultaneously identify the game media set in the first deck and the second deck, and processing that enables a player to select a plurality of selection items during the breeding game, processing for updating parameters associated with the character to be bred based on the selection items selected by the player, processing for generating a first event based on the game medium set in the first deck in the breeding game, processing for generating a second event based on the game medium set in the second deck in the breeding game, are performed.
Explanation of Symbols
[0500] 1 Player Terminal 1000 Server G Game Device S Information Processing System
Claims
1. A program for causing an information processing device to execute a process for a training game in which a training target character is trained and the trained target character is organized into a team so that the trained character can be used in a team game, The training game includes a preparation stage process and a training stage process executed after the preparation stage process, a first deck display process for displaying the first deck configured to allow a player to set the first character group in order to change various parameters of the characters to be developed by generating a first event set for at least one first character among the first character group set in the first deck in the development stage process of the development game; a second deck display process for displaying the second deck configured to allow a player to set the second character group in order to generate a second event different from the first event in the development stage process of the development game, the second event changing various parameters of the character to be developed based on at least one second character of a second character group set in a second deck different from the first deck; The information processing device executes the above in the preparation stage processing of the training game. program.
2. a first character display process for displaying the first character in association with any one of a plurality of selection items for determining an action of the character to be raised in the raising game; The information processing device executes The program according to claim 1.
3. The first event is an event set for the first character associated with the selected selection item when any of the plurality of selection items is selected. The program according to claim 2.
4. Further, during a first operation of setting the first character to the first deck, a process of displaying information of the provisionally selected first character; During a second operation of setting the second character to the second deck, a process of displaying information of the provisionally selected second character; The information processing device executes The program according to any one of claims 1 to 3.
5. a change amount display process for displaying the change amount of various parameters of the character to be trained based on level information associated with the second character; The information processing device executes The program according to any one of claims 1 to 4.
6. a matching degree display process for displaying information indicating a high degree of matching when the second character belongs to the same category as the character to be raised; The information processing device executes The program according to any one of claims 1 to 5.
7. Furthermore, a scenario selection process for accepting a selection of one of a plurality of development scenarios; a second character display process for displaying, as an event common to the plurality of development scenarios, the second event in which the development target character and the second character based on the setting of the second deck appear during the development scenario selected in the scenario selection process; The information processing device executes The program according to any one of claims 1 to 6.
8. The occurrence of the first event and the occurrence of the second event are displayed within the same turn. The program according to any one of claims 1 to 7.
9. The occurrence of the second event is displayed on the condition that the operation unit is operated. The program according to any one of claims 1 to 8.
10. the first character is displayed in association with any one of the plurality of selection items; The second character is displayed independently of the plurality of selection items. The program according to claim 2 or 3.
11. A processing method for a training game in which a training target character is trained and the trained target character is organized into a team for use in a team game, comprising: The training game includes a preparation stage process and a training stage process executed after the preparation stage process, a first deck display process for displaying the first deck configured to allow a player to set the first character group in order to change various parameters of the characters to be developed by generating a first event set for at least one first character among the first character group set in the first deck in the development stage process of the development game; a second deck display process for displaying the second deck configured to allow a player to set the second character group in order to generate a second event different from the first event in the development stage process of the development game, the second event changing various parameters of the character to be developed based on at least one second character of a second character group set in a second deck different from the first deck; Execute the above by an information processing device in the preparation stage processing of the training game. How to handle training games.
12. a first character display process for displaying the first character in association with any one of a plurality of selection items for determining an action of the character to be raised in the raising game; is executed by an information processing device. The method of claim 11.
13. The first event is an event set for the first character associated with the selected selection item when any of the plurality of selection items is selected. The method of claim 12.
14. Further, during a first operation of setting the first character to the first deck, a process of displaying information of the provisionally selected first character; During a second operation of setting the second character to the second deck, a process of displaying information of the provisionally selected second character; is executed by an information processing device. The processing method according to any one of claims 11 to 13.
15. a change amount display process for displaying the change amount of various parameters of the character to be trained based on level information associated with the second character; is executed by an information processing device. The processing method according to any one of claims 11 to 14.
16. a matching degree display process for displaying information indicating a high degree of matching when the second character belongs to the same category as the character to be raised; is executed by an information processing device. The processing method according to any one of claims 11 to 15.
17. Furthermore, a scenario selection process for accepting a selection of one of a plurality of development scenarios; a second character display process for displaying, as an event common to the plurality of development scenarios, the second event in which the development target character and the second character based on the setting of the second deck appear during the development scenario selected in the scenario selection process; is executed by an information processing device. The method according to any one of claims 11 to 16.
18. The occurrence of the first event and the occurrence of the second event are displayed within the same turn.
18. The method according to any one of claims 11 to 17.
19. The occurrence of the second event is displayed on the condition that the operation unit is operated.
19. The method according to any one of claims 11 to 18.
20. the first character is displayed in association with any one of the plurality of selection items; The second character is displayed independently of the plurality of selection items. The method according to claim 12 or 13.
21. A training game system that executes a training game process for training a training target character and allowing the training target character that has completed training to be used in a team game by organizing the training target character into a team, The training game includes a preparation stage process and a training stage process executed after the preparation stage process, a first deck display means for displaying the first deck configured to allow a player to set the first character group in order to change various parameters of the character to be raised by generating a first event set for at least one first character among the first character group set in the first deck in the raising stage processing of the raising game; a second deck display means for displaying the second deck configured to allow a player to set the second character group in order to generate a second event different from the first event in the training stage processing of the training game, the second event changing various parameters of the character to be trained based on at least one second character of the second character group set in the second deck different from the first deck; having The first deck display means displays the first deck in the preparation stage processing of the training game, The second deck display means displays the second deck in the preparation stage process of the training game. Development game system.
22. a first character display means for displaying the first character in association with any one of a plurality of selection items for determining an action of the character to be raised in the raising game; have The breeding game system according to claim 21.
23. The first event is an event set for the first character associated with the selected selection item when any of the plurality of selection items is selected. The breeding game system according to claim 22.
24. a display unit for displaying information of the provisionally selected first character during a first operation for setting the first character to the first deck; a means for displaying information of the provisionally selected second character during a second operation for setting the second character to the second deck; have The raising game system according to any one of claims 21 to 23.
25. a change amount display means for displaying a change amount of various parameters of the character to be trained based on level information associated with the second character; have The breeding game system according to any one of claims 21 to 24.
26. a matching degree display means for displaying information indicating a high degree of matching when the second character belongs to the same category as the character to be raised; have The raising game system according to any one of claims 21 to 25.
27. Furthermore, a scenario selection means for accepting a selection of one of a plurality of development scenarios; a second character display means for displaying, as an event common to the plurality of development scenarios, the second event in which the development target character and the second character based on the setting of the second deck appear during the development scenario selected by the scenario selection means; have The raising game system according to any one of claims 21 to 26.
28. The occurrence of the first event and the occurrence of the second event are displayed within the same turn. The breeding game system according to any one of claims 21 to 27.
29. The occurrence of the second event is displayed on the condition that the operation unit is operated. The breeding game system according to any one of claims 21 to 28.
30. the first character is displayed in association with any one of the plurality of selection items; The second character is displayed independently of the plurality of selection items. The breeding game system according to claim 22 or 23.
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