Information Processing Program, Information Processing Method, Information Processing System, Game Device
The information processing program improves player operability in game systems by displaying a setting screen with selection areas and a display unit for game media, allowing for efficient association and maintaining game progress.
Patent Information
- Application Number
- JP2024137520
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-08-19
- Publication Date
- 2025-05-30
- Estimated Expiration
- 2044-08-19
AI Technical Summary
Existing game systems lack improved operability for players when setting game media, which is crucial for game progression.
An information processing program that displays a setting screen with selection areas and a display unit for game media, allowing players to associate game media with selection areas through operation inputs, and uses history information to facilitate game medium association.
Enhances player operability by simplifying the process of setting game media and maintaining game progress, improving overall gaming experience.
Smart Images

Figure 0007686128000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device.
Background Art
[0002] Conventionally, for example, as shown in Patent Document 1, there is known a game in which a game medium is set based on a player's operation input. In such a game, the setting of the game medium can be an important factor in the progress of the game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Since the operation of setting the game medium is an important operation for the player, an improvement in operability is desired.
[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device capable of improving the operability of a player.
Means for Solving the Problems
[0006] To solve the above problems, the information processing program displays a setting screen including a first display unit including one or more selection areas and a second display unit on which a plurality of game media are displayed, and associates the selected game medium with one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game media displayed on the second display unit. In the first display unit, a process of displaying an identification image capable of identifying the game medium associated with the selection area; Based on the selection of the selection area associated with the game medium by an operation input of a player including at least a second operation for selecting the selection area, a process of ending the display of the identification image capable of identifying the game medium associated with the selected selection area; In the first display unit, a process of displaying a specific image in the selection area where the display of the identification image has ended; A process of storing, in association with the selection area, history information indicating the game medium that was associated with the selection area where the specific image is displayed; When the selection area where the specific image is displayed is selected by an operation input of a player including at least the second operation, a process of associating the game medium with the selected selection area based on the history information; Causing a computer to execute.
[0007] The process of associating the game medium with one selection area For a plurality of the selection areas, determine whether the game medium is associated therewith in a predetermined order, and the game medium may be associated with one selection area determined not to be associated with the game medium.
[0008] The information processing program When the specific image is displayed in one selection area determined not to be associated with the game medium, a process of making the specific image non-displayed; Causing a computer to execute, The process of displaying the identification image May display the identification image capable of identifying the game medium associated with the selection area where the specific image is made non-displayed.
[0009] The history information can be associated with each of the plurality of selection areas, The specific image may be displayable in each of the plurality of selection areas
[0010] The information processing program a process of hiding the specific image displayed in the selection area linked to the history information when the history information indicating the game medium selected on the second display unit is stored; may be performed by a computer.
[0011] A plurality of the selection areas are arranged in a first direction on the first display unit, The information processing program a process of swapping, based on a player's operation input including the second operation and a first direction designation operation designating the first direction, the game medium linked to the selection area selected by the second operation with the game medium linked to the selection area disposed in the first direction relative to the selection area selected by the second operation; may be performed by a computer.
[0012] the second display unit is provided in a second direction as viewed from the first display unit, Based on a player's operation input including the second operation and a second direction designation operation that designates the second direction, the display of the identification image that can identify the game medium linked to the selection area selected by the second operation may be terminated, and the specific image may be displayed.
[0013] The process of linking the game content to one of the selection areas includes: Based on a player's operation input including both the first operation and the second operation, the game medium selected by the first operation may be linked to the selection area selected by the second operation.
[0014] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer, A process of displaying a setting screen including a first display unit having one or more selection areas and a second display unit on which a plurality of game media are displayed; A process of associating the selected game medium with one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game media displayed on the second display unit; A process of displaying, on the first display unit, an identification image capable of identifying the game medium associated with the selection area; A process of ending the display of the identification image capable of identifying the game medium associated with the selected selection area based on the selection of the selection area with which the game medium is associated by a player's operation input including at least a second operation for selecting the selection area; A process of displaying a specific image in the selection area on which the display of the identification image has ended on the first display unit; A process of storing, in association with the selection area, history information indicating the game medium associated with the selection area on which the specific image is displayed; When the selection area on which the specific image is displayed is selected by a player's operation input including at least the second operation, a process of associating the game medium with the selected selection area based on the history information; To perform.
[0015] To solve the above problems, an information processing system includes: One or more computers, The computer is A process of displaying a setting screen including a first display unit having one or more selection areas and a second display unit on which a plurality of game media are displayed; A process of associating the selected game medium with one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game media displayed on the second display unit; A process of displaying, on the first display unit, an identification image capable of identifying the game medium associated with the selection area; Based on the selection of the selection area to which the game medium is associated by the player's operation input including at least a second operation for selecting the selection area, a process of ending the display of the identification image capable of identifying the game medium associated with the selected selection area; In the first display unit, a process of displaying a specific image in the selection area where the display of the identification image has ended; A process of storing, in association with the selection area, history information indicating the game medium that was associated with the selection area where the specific image is displayed; When the selection area where the specific image is displayed is selected by the player's operation input including at least the second operation, a process of associating the game medium with the selected selection area based on the history information; To perform.
[0016] To solve the above problems, a game device Includes one or more computers, The computer A process of displaying a setting screen including a first display unit including one or more selection areas and a second display unit on which a plurality of game media are displayed; Based on the player's operation input including at least a first operation for selecting one of the game media displayed on the second display unit, a process of associating the selected game media with one of the selection areas; In the first display unit, a process of displaying an identification image capable of identifying the game medium associated with the selection area; Based on the selection of the selection area to which the game medium is associated by the player's operation input including at least a second operation for selecting the selection area, a process of ending the display of the identification image capable of identifying the game medium associated with the selected selection area; In the first display unit, a process of displaying a specific image in the selection area where the display of the identification image has ended; The process of associating and storing history information indicating the game medium that was associated with the selection area where the specific image is displayed, with the selection area; When the selection area where the specific image is displayed is selected by a player's operation input including at least the second operation, based on the history information, the process of associating the game medium with the selected selection area; is performed.
Advantages of the Invention
[0017] According to the present invention, the operability of the player can be improved.
Brief Description of the Drawings
[0018]
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DETAILED DESCRIPTION OF THE INVENTION
[0019] Hereinafter, an aspect of an embodiment of the present invention will be described in detail with reference to the accompanying drawings. The numerical values and the like shown in such embodiments 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 functions and configurations are denoted by the same reference numerals to omit redundant descriptions, and elements not directly related to the present invention are not shown.
[0020] (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.
[0021] In the information processing system S of the present embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can proceed through the cooperation of the player terminal 1 and the server 1000.
[0022] 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.
[0023] 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 operations input from the player terminal 1.
[0024] The communication base station Na is connected to the communication network N and performs wireless information transmission and reception 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 wireless or wired communication connection between the player terminal 1 and the server 1000.
[0025] (Hardware Configuration of Player Terminal 1 and 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 storage device 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.
[0026] Also, as shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 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.
[0027] Note that the configurations and functions of the CPU 1010, the storage device 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 storage device 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.
[0028] The CPU 10 operates the program stored in the storage device 12 and controls the progress of the game. The storage device 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores the program and various data necessary for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via the bus 14.
[0029] The input / output interface 16 is connected to the bus 14. The storage unit 18, the communication unit 20, the input unit 22, and the output unit 24 are connected to the input / output interface 16.
[0030] 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 storage device 12 (RAM) by the CPU 10.
[0031] 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 storage device 12 or the storage unit 18.
[0032] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, etc. to which a player's operation is input (accepted). Further, 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 inclination 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.
[0033] 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 attached) to the player terminal 1. In the present embodiment, the player terminal 1 includes a display 26 as the output unit 24 and includes a touch panel provided so as to overlap the display 26 as the input unit 22.
[0034] (Game content) Next, the game provided by the information processing system S and the game device G of the present embodiment will be described. A player can possess a game medium obtained by a lottery called a so-called gacha or a game medium distributed by the operator side. In the present embodiment, a player can possess a character card and a support card as game media. A character is always associated with the character card and the support card. Note that the character associated with the character card is a target for cultivation in the cultivation game. Hereinafter, the character associated with the character card may be simply referred to as a character.
[0035] In the game according to the present embodiment, a cultivation game is provided. In the cultivation game, a player can cultivate a character and generate a cultivated character with various parameters associated therewith. Further, the cultivation game in the present embodiment has a gameplay of cultivating the character associated with the character card while having the character participate in a race imitating horse racing.
[0036] 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 a player can operate (tap).
[0037] 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 race game 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.
[0038] When the home screen selection operation part 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0039] When the enhanced screen selection operation unit 102b is tapped, an enhanced screen (not shown) is displayed. On the enhanced 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 a more powerful cultivated character with stronger stats in the cultivation game.
[0040] Note that two parameters, the upper limit release stage and the level, are associated with the support cards possessed by the player. The player can consume a predetermined item to increase the level of the support card. However, for each upper limit release stage of the support card, an upper limit value of the level that can be increased is set. For example, when the upper limit release stage = stage 0, the upper limit value of the level is "30", and when the upper limit release stage = stage 1, the upper limit value of the level is "35". In this way, every time the upper limit release stage increases by one stage, the upper limit value of the level increases by "5".
[0041] Here, for all support cards, five stages from upper limit release stage 0 to stage 4 are provided. When the player possesses multiple copies of the same support card, the player can increase the upper limit release stage of the support card by consuming the excess support cards. Specifically, the initial upper limit release stage of the support card is stage 0. Suppose the player has 5 copies of a certain support card with an upper limit release stage of 0. In this case, the player can increase the upper limit release stage of the support card by 4 stages by consuming the 4 excess support cards for the base 1 support card. In this way, the player can increase the upper limit release stage of the support card by a maximum of 4 stages. As a result, the upper limit value of the level of the support card will increase by a maximum of "20".
[0042] Note that, as will be described in detail later, rarity is preset for each support card. The upper limit value of the level at each upper limit release stage differs depending on the rarity of the support card.
[0043] 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.
[0044] When the race game selection operation unit 102d is tapped, a race game selection screen (not shown) is displayed. In this embodiment, various race games in which the trained characters trained in the training game can participate are provided. The player can select a race game in which the trained character participates on the race game selection screen. As the race game, there is a team competition game in which a team composed of a plurality of trained characters competes against a team of other players selected by the computer. The team competition game has a gameplay of competing for rankings with other players.
[0045] 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 lottery by consuming in-game currency or tickets. In the gacha lottery, character cards and support cards can be obtained.
[0046] Also, on the home screen 100, above the menu bar 102, a training game operation unit 104 is provided. When the training game operation unit 104 is tapped, a training game screen is displayed, and the training game described later is started. The training game is roughly divided into a preparation stage and a training stage. First, in the preparation stage, the player selects one character from the characters the player possesses and sets it as the character to be trained (hereinafter referred to as the training target character).
[0047] Also, in the preparation stage, the player sets up a deck to be used when cultivating the character to be cultivated. 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 cultivation game, the inherited characters and support cards compiled in the deck are used.
[0048] When the settings of the character to be cultivated and the deck (inherited characters and support cards) are completed, the game transitions from the preparation stage to the cultivation stage, and a game for cultivating the character to be cultivated is started. In the cultivation game, the parameters of the character to be cultivated can be changed. The player can possess the character cultivated in the cultivation game as a cultivated character. As described above, the player can compile the possessed cultivated characters into a team and use them in team competition games and the like.
[0049] Thus, the main objectives of the game in this embodiment are to generate cultivated characters through the cultivation game and to improve the ranking of the team competition game using the cultivated characters.
[0050] In addition, in this embodiment, there are functions for sharing cultivated characters or support cards among players and functions for sharing information among multiple players. The player can set up the cultivated characters and support cards that can be used by other players in the cultivation 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.
[0051] FIG. 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. The option setting screen 110 is provided with a plurality of operation sections. When an operation section is tapped, it is possible to confirm and set the information corresponding to the operation section.
[0052] The operation section of the option setting screen 110 includes a profile setting operation section 110a and a close operation section 110c. When the close operation section 110c is tapped, the option setting screen 110 is closed. When the profile setting operation section 110a is tapped, the profile setting screen 120 is displayed.
[0053] FIG. 3C is a diagram for explaining an example of the profile setting screen 120. On the profile setting screen 120, the player can check and set his / 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.
[0054] 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. Near the profile character image 122, a change button 124 is provided. 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.
[0055] Also, 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.
[0056] When the representative character setting operation unit 126a is tapped, a representative character setting screen (not shown) is displayed. The player can set any one of the cultivated characters that 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 unit 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.
[0057] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. The player can set any one of the support cards that 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 unit 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.
[0058] 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. The server 1000 stores the profile information for each player.
[0059] When the cultivation game operation unit 104 is tapped on the home screen 100, the cultivation game screen is displayed and the cultivation game is started. 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 possess, and the player can possess the 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 possessed game points to the upper limit value is visually displayed.
[0060] Note that when the breeding game is started, the game points are subtracted by a predetermined value (for example, -30). Therefore, if the player does not have the required game points, the breeding game cannot be started. However, the player can possess 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 breeding game or a team competition game, or can be obtained by consuming in-game currency. The breeding game will be described in detail below.
[0061] (Breeding Game) FIG. 4 is a diagram for explaining the general flow of the breeding game. The breeding game is roughly classified into a setting game and a main breeding game. Although details will be described later, the main breeding game is a game in which one character selected from the characters possessed by the player is bred as the character to be bred (hereinafter referred to as the breeding target character).
[0062] Also, the setting game is for the player to register the breeding target 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 referred to as the preparation stage process, and the process performed in the main breeding game will be referred to as the breeding stage process. Here, for the sake of easy understanding, the general flow in the preparation stage process and the breeding stage process will be explained first.
[0063] As shown in FIG. 4, in the preparation stage process, the registration of the scenario, the registration of the breeding target character, the registration of the inherited character, the registration of the support card, and the registration of the specific character are performed in order. Note that the order of the above-mentioned registration and setting processes is only an example. Therefore, the order of the above-mentioned registration and setting processes can be changed as appropriate.
[0064] <Preparation Stage Process> In the preparation stage process, mainly, scenario registration, registration of characters to be trained, and registration of decks (inherited characters and support cards) are performed. Note that support cards are for assisting in the training of characters to be trained. 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 training of the character to be trained. Hereinafter, the character associated with the support card will be referred to as a support character.
[0065] <Scenario registration> On the home screen 100, when the training game operation unit 104 is tapped by the player, a scenario selection screen (not shown) is displayed. In the present embodiment, a plurality of scenarios for the main training game are provided. For each scenario of the main training game, a final goal, goals during the game, etc. are set. The player needs to sequentially clear the goals set for each scenario. Each goal, the period until the goal is achieved, the difficulty level of the game, etc. are different for each scenario.
[0066] In addition, the main training game has a story nature, and the game progresses along the story. Also, during the main training game, events occur at various timings. Among the events that occur during the main training game, events specific to the scenario are provided. Therefore, in at least some of the events that occur during the main training game, the plurality of scenarios are different from each other. The player can select any one of the plurality of scenarios on the scenario selection screen.
[0067] FIG. 5A is a diagram for explaining an example of scenario initial addition value data. FIG. 5B is a diagram for explaining an example of scenario initial upper limit value data. FIG. 5C is a diagram for explaining an example of scenario event addition value data. As shown in FIG. 5A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs from 0001 to 0004 are provided.
[0068] Although details will be described later, the purpose of the breeding game includes increasing the ability parameters of the character to be bred. Here, five ability parameters of speed, stamina, power, determination, and wisdom are provided. The higher the values of these five ability parameters, the more advantageous the race development of the character to be bred becomes.
[0069] However, an upper limit value is set for each ability parameter. In the main breeding game, the value of each ability parameter is updated only within the range of the upper limit value, and the update of the ability parameter exceeding the upper limit value is restricted. At the start of the main breeding game, the initial upper limit value of each ability parameter is set. This initial upper limit value varies for each scenario. Note that the upper limit value of each ability parameter may increase from the initial upper limit value during the game.
[0070] The player terminal 1 and the server 1000 store scenario initial addition value data. The scenario initial addition value data is data in which the initial addition value of each of the five ability parameters is associated with the scenario ID. In the present embodiment, at the start of the main breeding game, the initial upper limit value of each ability parameter is set based on the scenario initial addition value data.
[0071] Specifically, a common base value is preset for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value may vary for each scenario or for each ability parameter. And at the start of the main cultivation game, a scenario initial addition value corresponding to the scenario selected by the player is added to the common base value, and the initial upper limit value of each ability parameter is set.
[0072] For example, as shown in FIG. 5A, according to the scenario initial addition value data, "200" is set as the scenario initial addition value for each of the five ability parameters associated with the scenario ID of "0001". Therefore, when the scenario ID of "0001" is selected and the main cultivation game is started, the initial upper limit values of the five ability parameters are all "1400".
[0073] Also, for example, when the scenario ID of "0002" is selected and the main cultivation game is started, the initial upper limit values of the speed and determination ability parameters are the common base value of "1200", the initial upper limit values of the stamina and wisdom ability parameters are "1600", and the initial upper limit value of the power ability parameter is "1400".
[0074] Here, the initial upper limit value is derived by adding the initial addition value of the ability parameter to the common base value. However, as shown in FIG. 5B, scenario initial upper limit value data may be provided, and the initial upper limit value of each ability parameter may be derived based on the scenario initial upper limit value data. According to the scenario initial upper limit value data, the initial upper limit value of each of the five ability parameters is associated with the scenario ID. In the scenario initial upper limit value data, the value of the initial upper limit value associated with each scenario ID is the value obtained by adding the initial addition value of the scenario initial addition value data to the common base value.
[0075] In this way, the initial upper limit value of the scenario associated with the scenario ID may be set as the initial upper limit value of each ability parameter. Alternatively, a value obtained by adding the scenario initial addition value to the common base value may be set as the initial upper limit value of each ability parameter.
[0076] In the main character training game, a scenario event in which the upper limit value of each ability parameter increases may occur at a predetermined timing. When a scenario event occurs, the scenario event addition value associated with the scenario event is added to the upper limit value at that time. For example, in the main character training game with the scenario ID of "0001", when a predetermined scenario event occurs, the upper limit values of the five ability parameters each increase by "20".
[0077] As shown in FIG. 5C, the upper limit values of the ability parameters that increase due to scenario events differ for each scenario. Note that a plurality of scenario events in which the upper limit value of the ability parameter increases may be provided for one scenario, or none may be provided. Also, the occurrence timing of the scenario event may be common to all scenarios or may be different.
[0078] In this way, the upper limit values of the ability parameters differ depending on the scenario selected by the player. As a result, it becomes possible to train characters with different abilities and characteristics for each scenario. This improves the player's motivation to play with various scenarios.
[0079] <Registration of Character to be Trained> FIG. 6A is a diagram for explaining a character selection screen 150 for the character to be trained. When the player selects a scenario on the scenario selection screen, the character selection screen 150 for the character to be trained shown in FIG. 6A is displayed. A plurality of character icons 151 are displayed in the center of the character selection screen 150 for the character to be trained, and the characters possessed by the player are listed.
[0080] Also, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the upper part of the character selection screen 150 for cultivation. Further, a return operation section 153 and a next operation section 154 are displayed at the lower part of the character selection screen 150 for cultivation.
[0081] In this embodiment, initial values of ability parameters are set for each character. In the ability parameter display section 152a, the initial values of the ability parameters of the character corresponding to the character icon 151 selected by the player are displayed numerically. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.
[0082] Also, the initial upper limit values of the respective ability parameters are displayed in the ability parameter display section 152a. In other words, the upper limit values of the respective ability parameters set at the start of the main cultivation game after the player selects a scenario or after the player has selected a scenario are displayed in the ability parameter display section 152a. In the ability parameter display section 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.
[0083] Here, in the ability parameter display section 152a, the initial upper limit values exceeding the common base value are displayed discriminatively. For example, in the example shown in FIG. 6A, the initial upper limit values of speed, power, and determination exceed the common base value of "1200". Therefore, in the ability parameter display section 152a, the initial upper limit values of speed, power, and determination are displayed discriminatively from the initial upper limit values of stamina and wisdom. Here, as the discriminative display, the initial upper limit values exceeding the common base value are displayed in a blinking manner or in a different color.
[0084] FIG. 7A is a diagram for explaining an ability parameter (initial value) table. In the present embodiment, as shown in FIG. 7A, 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 on the ability parameter display unit 152a.
[0085] In the present embodiment, the initial values of the ability parameters are set for each of a plurality of types of abilities for each character. Specifically, as the ability parameters, there are provided a speed ability parameter marked as "Speed" in the ability parameter display unit 152a, a stamina ability parameter marked as "Stamina" in the ability parameter display unit 152a, a power ability parameter marked as "Power" in the ability parameter display unit 152a, a determination ability parameter marked as "Spirit" in the ability parameter display unit 152a, and a wisdom ability parameter marked as "Wisdom" in the ability parameter display unit 152a.
[0086] Note that the initial values of the ability parameters for each character increase by strengthening the character (character card). For example, each character is provided with five levels of status levels, and by consuming in-game currency or predetermined items, the player can increase the status level of the character. As the status level of the character increases, the initial values of the ability parameters of the character increase.
[0087] FIG. 7A shows the initial values when the character is at a predetermined level. 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 a higher numerical value of the ability parameter.
[0088] In addition, in the present embodiment, an appropriate parameter (initial value) is set for each character. As shown in FIG. 6A, the initial value of the appropriate parameter of the character corresponding to the character icon 151 selected by the player is displayed in alphabetical characters on the appropriate parameter display unit 152b.
[0089] FIG. 7B is a diagram for explaining the appropriate parameter (initial value) table. In the present embodiment, as shown in FIG. 7B, the initial value of the appropriate parameter for each character is stored in the appropriate parameter (initial value) table. The initial value of the appropriate parameter is set to any one of seven levels with alphabetical characters from A to G. Note that the initial value of the appropriate parameter indicates that A has the highest appropriateness and G has the lowest appropriateness. Based on the initial value of the appropriate parameter stored in the appropriate parameter (initial value) table, the initial value of the appropriate parameter is displayed on the appropriate parameter display unit 152b.
[0090] In the present embodiment, an initial value of an appropriate parameter is set for each of a plurality of types of appropriateness for each character. Specifically, as the appropriate parameter, an appropriate parameter related to the field appropriateness of each of turf and dirt, an appropriate parameter related to the distance appropriateness of each of short distance, mile, middle distance, and long distance, and an appropriate parameter related to the leg quality appropriateness of each of escape, lead, drive, and pursuit are provided.
[0091] In the breeding game, the player can make the breeding target character participate in various races. At this time, the higher the appropriateness of the breeding target character that matches the race content, the more advantageous the race development becomes.
[0092] Note that the initial value of the appropriate parameter for each character may be increased by consuming in-game currency. Also, the value of the appropriate parameter may change in the main breeding game. Further, in the main breeding game, the appropriate parameter may be set to S which is more appropriate than A.
[0093] Figure 6B is the first diagram for explaining the character details screen 160. Also, Figure 6C is the second diagram for explaining the character details screen 160. When the character icon 151 on the character selection screen 150 for training target is long-pressed, the character details screen 160 is displayed on the display 26. On the character details screen 160, the details of the abilities of the character corresponding to the character icon 151 long-pressed on the character selection screen 150 for training target are displayed.
[0094] 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 6B, 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 satisfied during the execution of a race and a team race described later. That is, a skill is a part of the character's ability, and it can be said that the more skills there are, the higher the ability. The race development of each character is advantageous by the activation of skills.
[0095] Figure 7C is a diagram for explaining skills. As shown in Figure 7C, each character has a plurality of skills. As shown in Figure 6B, on the character details screen 160, the skills possessed by the character (hereinafter referred to as possessed skills) are displayed. In the main training game, the possessed skills of the character to be trained can be acquired by satisfying a predetermined condition. Note that a skill does not activate during a race just by being possessed, and it becomes activatable for the first time by acquiring the possessed skill. Hereinafter, the skill in a state where the character can activate it, that is, the skill acquired by the character, is called an acquired skill.
[0096] Each character is set with one acquired skill from the start of the main character training game. In addition to the acquired skills, each character is set with multiple equipped skills. Equipped skills can be acquired after the start of the main character training game by consuming skill points, which will be described later. That is, equipped skills can become acquired skills in exchange for skill points.
[0097] In this embodiment, the skill indicated by "◎" in FIG. 7C is displayed as an acquired skill on the character details screen 160 in FIG. 6B. Also, the skill indicated by "〇" in FIG. 7C is displayed as an equipped skill on the character details screen 160 in FIG. 6B. In this embodiment, as shown in the character details screen 160 of FIG. 6B, the acquired skills are highlighted so that the acquired skills and the equipped skills can be easily distinguished.
[0098] Specifically, on the character details screen 160 shown in FIG. 6B, one acquired skill is displayed in the acquired skill display column 161a, and seven equipped skills are displayed in the equipped skill display column 161b. Note that the number of acquired skills and equipped skills may vary for each character. Also, for example, the number of acquired skills or equipped skills of each character may increase due to an increase in the character level, consumption of in-game currency or items, etc.
[0099] Here, the equipped skills include awakening skills. An awakening skill is a skill that is linked to a character as an equipped skill from the start of the training game when the liberation condition is satisfied. That is, an awakening skill for which the liberation condition is not satisfied is not an equipped skill at the start of the training game. However, even an awakening skill for which the liberation condition is not satisfied may become an equipped skill during the main character training game.
[0100] In FIG. 7C, the awakening skills are indicated by star marks. Here, four awakening skills are set for each character. However, the number of awakening skills may vary for each character. Note that the awakening skills are different for each character. Also, for example, skill d in the figure is set as an awakening skill for character A, as an acquired skill for character B, and as a normal possessed skill for character C. Thus, skills include those with different settings such as acquired skills, possessed skills, and awakening skills depending on the character.
[0101] In this embodiment, the awakening level of the character is set as the release condition for the awakening skill. The above-mentioned status level and the awakening level are associated with the character (character card). The player can increase the status level and the awakening level individually. As shown in FIG. 6B, the character details screen 160 is provided with a close operation section 163a and an enhancement operation section 163b. When the enhancement operation section 163b is tapped, the character enhancement screen 165 is displayed on the display 26.
[0102] FIG. 8 is a diagram for explaining the character enhancement screen 165. The character enhancement screen 165 is displayed when the enhancement operation section 163b of the character details screen 160 is tapped, and when the enhancement screen selection operation section 102b is tapped. From the center to the bottom of the character enhancement screen 165, a character icon 151 corresponding to the possessed character is displayed. When the player taps the character icon 151, the character corresponding to the tapped character icon 151 is in a selected state.
[0103] Note that when the enhancement operation section 163b of the character details screen 160 is tapped and the character enhancement screen 165 is displayed, the character that was in a selected state on the character details screen 160 remains in a selected state at the start of the display of the character enhancement screen 165. Information regarding the selected character is displayed above the character enhancement screen 165.
[0104] Specifically, the character enhancement screen 165 is provided with a wake-up tab 167a, a hint tab 167b, and a status tab 167c. When the wake-up tab 167a is tapped, wake-up skill display columns 168a, 168b, 168c, and 168d are displayed. At the start of the display of the character enhancement screen 165, the wake-up tab 167a is in a selected state, and the wake-up skill display columns 168a, 168b, 168c, and 168d are displayed. The names of the wake-up skills corresponding to the wake-up levels are respectively written in the wake-up skill display columns 168a, 168b, 168c, and 168d.
[0105] Below the character enhancement screen 165, a wake-up level enhancement button 169a is provided. When the wake-up level enhancement button 169a is tapped, a confirmation screen (not shown) is displayed. This confirmation screen shows the items necessary to raise the wake-up level and that the wake-up level will increase by consuming those items. Then, when a predetermined operation is input on the confirmation screen, the wake-up level of the selected character increases.
[0106] In this embodiment, in the initial state of each character, the wake-up level is set to level 1. The player can increase the wake-up level of the character up to level 5 at most by consuming items. One wake-up skill is associated with each wake-up level. By increasing the wake-up level, the wake-up skill corresponding to the increased wake-up level is released. Specifically, when the wake-up level reaches level 2, the wake-up skill corresponding to level 2 is released. Similarly, when the wake-up level reaches level 5, the wake-up skill corresponding to level 5 is released.
[0107] In this way, four wake-up skills are set for each character. And the player can release the same number of wake-up skills as the number of increases in the wake-up level by increasing the wake-up level. The wake-up skills function as acquirable possession skills when released.
[0108] In the awakening skill display columns 168a, 168b, 168c, and 168d, the awakening skills released at awakening levels = 2, 3, 4, and 5 are respectively displayed. At this time, for the released awakening skills, "released" is marked in the awakening skill display columns 168a, 168b, 168c, and 168d. On the other hand, for the unreleased awakening skills, the awakening skill display columns 168a, 168b, 168c, and 168d are grayed out. Figure 8 shows a state where the awakening level is level 4 and three awakening skills are released.
[0109] Although detailed explanations are omitted, when the awakening skill display columns 168a, 168b, 168c, and 168d are long-pressed, detailed information such as the content of each awakening skill is displayed. Also, when the hint tab 167b is tapped, a hint level enhancement screen (not shown) is displayed. On the hint level enhancement screen, by consuming items, the hint level of the possession skills described later can be increased.
[0110] Also, when the status tab 167c is tapped, a status level enhancement screen (not shown) is displayed. On the status level enhancement screen, by consuming items, the status level of the character can be increased. Note that a return operation part 169b is provided on the character enhancement screen 165. When the return operation part 169b is tapped, the character enhancement screen 165 is closed and the character details screen 160 is displayed.
[0111] Also, when the player taps the event operation part 162 of the character details screen 160, as shown in FIG. 6C, the content of the character details screen 160 is switched, and a dedicated event display column 162a showing the dedicated event provided for each character is displayed. The dedicated event occurs when a predetermined condition is satisfied in the main breeding game. When the dedicated event occurs, a story image related to the character appearing in the breeding game is displayed, or the value of the ability parameter changes.
[0112] FIG. 7D is a diagram for explaining dedicated events. As shown in FIG. 7D, a plurality of dedicated events are associated with each character. As shown in FIG. 6C, on the character details screen 160, the dedicated events associated with the character are displayed. Note that the dedicated events include hint events that allow the possession or acquisition of skills, ability events that increase or decrease the numerical values of the character's ability parameters, and the like.
[0113] In addition, in the character details screen 160 shown in FIG. 6C, all of the dedicated events displayed may be executed during the execution of the main breeding game, or at least a part of them may be executed during the execution of the main breeding game, or if a predetermined condition is not satisfied, all of them may not be executed during the execution of the main breeding game. Also, for example, the number of dedicated events provided for each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc. Also, when a predetermined condition is satisfied, dedicated events that are not displayed as dedicated events may be executed during the main breeding game.
[0114] In addition, as shown in FIGS. 6B and 6C, a close operation section 163a is displayed at the lower part of the character details screen 160. When the close operation section 163a of the character details screen 160 is tapped, the display of the character details screen 160 ends, and the breeding target character selection screen 150 is displayed on the display 26.
[0115] In addition, when the return operation section 153 is tapped on the breeding target character selection screen 150 shown in FIG. 6A, the home screen 100 shown in FIG. 3A is displayed on the display 26. Also, the breeding target character selection screen 150 is provided with a breeding information display button 155. When the breeding information display button 155 is tapped, a breeding information display screen (not shown) is displayed. The player can confirm information about the character selected on the breeding target character selection screen 150 on the breeding information display screen.
[0116] The breeding game aims to generate a stronger bred character by breeding a character selected from the characters possessed by the player as the breeding target character to be bred. Although details will be described later, the main breeding game is composed of a plurality of turns, and the player needs to train the breeding target character or let it participate in a race for each turn.
[0117] And for each character, a plurality of clear goals are set respectively. On the breeding information display screen, the clear goals set for the selected character can be confirmed. For each turn, a race in which the breeding target character can participate is predetermined. Also, the clear goals include making the breeding target character participate in a predetermined race in a predetermined turn and obtaining a predetermined ranking.
[0118] Also, when the breeding target character participates in a race, the breeding target character can acquire fans. For each race, the base number of fans acquired is determined for each finishing position, and the higher the finishing position, the more fans are acquired. Also, the races are set with difficulty levels, and the higher the difficulty level of the race, the more fans can be acquired.
[0119] Here, the number of fans that can be acquired 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 breeding target character. For example, when the race result is the first place, the greater the difference between the breeding target character and the second-place character, the greater the correction value. Also, when the race result is from the second place to the fifth place, the smaller the difference between the breeding target character and the first-place character, the greater the correction value.
[0120] In addition, during a race, the character to be trained activates a skill (acquired skill) with a predetermined probability. At this time, the more skills that are activated, the greater the correction value. In this way, for each race, addition conditions for the number of fans are defined, 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 character to be trained is at least equal to the base acquisition number corresponding to the finishing position.
[0121] Note that for some races, the number of fans is defined as a starting condition. If the number of fans acquired by the character to be trained is less than the number of fans defined as the starting condition, the player cannot start the character to be trained in that race. The higher the difficulty of the race, the more fans are required to start. Therefore, if a race with the number of fans defined as a starting condition is set as the target race for the clear goal (hereinafter referred to as the target race), the character to be trained must acquire the number of fans defined for that target race by the turn when the target race is held.
[0122] In addition, the clear goal includes acquiring a predetermined number or more of fans by a predetermined turn. Also, the clear goal includes, for example, achieving first place a predetermined number of times or more in high-difficulty races (e.g., GI) within a predetermined turn range. In this way, multiple clear goals are set for each character. By achieving the clear goal, the player can continue the main training game until the final turn. On the other hand, if the clear goal cannot be achieved, the main training game ends in that turn.
[0123] Therefore, if the character to be trained has not acquired the number of fans defined for the target race by the turn when the target race is held, the character to be trained cannot start in the target race. In this case, the clear goal is not achieved and the training game ends.
[0124] In the breeding main game, since various parameters of the character to be bred increase in each turn, the more turns there are, the stronger the bred character can be generated. Therefore, when playing the breeding main game, it is necessary to increase the parameters of the character to be bred so that all clear goals can be cleared.
[0125] 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. However, there may be included characters with clear goals that change according to the progress of the breeding main game, or characters for which the player can select clear goals.
[0126] Also, when the breeding game is completed, a bred character is generated. At the end of the breeding game, an evaluation score is calculated for the bred character, and a breeding rank is derived based on the evaluation score. The evaluation score is calculated based on a preset calculation formula, such as the score calculated from various parameters of the character to be bred at the end of breeding, the score calculated from the acquired skills, etc. On the breeding information display screen, information showing the rank, evaluation score, name, and registration date of the top three bred characters with high evaluation scores among the bred characters bred based on the selected character is displayed.
[0127] Although detailed explanations are omitted, there are multiple scenarios provided in the breeding game. The basic game specifications are common to each scenario, but some functions are different for each scenario. On the breeding information display screen, the scenario selected when each bred character was bred is displayed.
[0128] As described above, in the character selection screen 150 for cultivation shown in FIG. 6A, the player can select a character to be cultivated while checking various information of each character. When the next operation unit 154 is tapped on the character selection screen 150 for cultivation, the selected character is set as the character to be cultivated, and the inherited character selection screen 170 is displayed on the display 26.
[0129] <Registration of Inherited Characters> FIG. 9A is a first diagram for explaining the inherited character selection screen 170. FIG. 9B is a first diagram for explaining the cultivated character list screen 180. FIG. 9C is a second diagram for explaining the inherited character selection screen 170. FIG. 9D 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.
[0130] An inherited character is a character that inherits ability values, skills, etc. to the character to be cultivated. The player can select two inherited characters from the cultivated characters the player possesses, and representative characters of other players such as the representative characters of friends like followers, etc., 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 cultivation game.
[0131] 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 character selection screen 150 for cultivation to the inherited character selection screen 170, as shown in FIG. 9A, the first inherited character selection area 171a and the second inherited character selection area 171b are displayed as blank fields.
[0132] When the first inherited character selection area 171a or the second inherited character selection area 171b is tapped, a list screen 180 of characters to be trained, shown in FIG. 9B, is displayed. On the list screen 180 of characters to be trained, a my character tab 181a and a rental tab 181b are provided. Also, below the my character tab 181a and the rental tab 181b, a list display area of characters to be trained is provided. In the list display area of characters to be trained, a character icon 182 to be trained is displayed.
[0133] When the my character tab 181a is selected, as shown in FIG. 9B, a character icon 182 to be trained corresponding to the character to be trained held by the player himself / herself is displayed. Also, although not shown, when the rental tab 181b is selected, a character icon 182 to be trained corresponding to the representative character of the friend, that is, the character to be trained trained by the friend, is displayed.
[0134] Also, when the character icon 182 to be trained is tapped, the character to be trained corresponding to the character icon 182 to be trained is in a provisional selection state. Also, when the character icon 182 to be trained is tapped, as shown in FIG. 9C, an inherited character selection screen 170 is displayed. At this time, for example, when the first inherited character selection area 171a is tapped and the list screen 180 of characters to be trained is displayed, and the character icon 182 to be trained is tapped on the list screen 180 of characters to be trained, an image showing the character to be trained in the provisional selection state is displayed in the first inherited character selection area 171a.
[0135] In this state, for example, when the second inherited character selection area 171b is tapped and the list screen 180 of characters to be trained is displayed, and the character icon 182 to be trained is tapped on the list screen 180 of characters to be trained, an image showing the character to be trained in the provisional selection state is displayed in the second inherited character selection area 171b, as shown in FIG. 9D.
[0136] In addition, information related to the inherited characters used during the cultivation is linked and stored in the cultivated character. In the first inherited character selection area 171a, information related to the inherited characters used when cultivating the cultivated character is displayed.
[0137] FIG. 10 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 character to be cultivated increasing based on the factor information possessed by the inherited characters. Here, two inherited characters are set for one character to be cultivated, 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.
[0138] As shown in FIG. 10, the character to be cultivated in the main cultivation game starting from now is regarded as the current generation. Also, for this character to be cultivated, the two cultivated characters set as inherited characters are regarded as the first generation of inheritance. Furthermore, at the start of the cultivation of the cultivated characters of the first generation of inheritance, two cultivated characters are set as inherited characters. When the cultivated characters of the first generation of inheritance are generated, the two cultivated characters set as inherited characters are regarded as the second generation of inheritance.
[0139] In this case, as shown in FIG. 10, the cultivated characters of the first generation of inheritance and the second generation of inheritance have an effect on the character to be cultivated in the current generation. As described above, since two inherited characters (the first generation of inheritance) are set for one character to be cultivated, a total of six cultivated characters will have an effect on one character to be cultivated.
[0140] For example, a first inheritance group is composed of one of the two breeding characters of the first inheritance generation and the two breeding characters of the second inheritance generation that are the inheritance characters of this breeding character. Similarly, a second inheritance group is composed of the other of the two breeding characters of the first inheritance generation and the two breeding characters of the second inheritance generation that are the inheritance characters of this breeding character.
[0141] As shown in FIG. 9D, in the first inheritance character selection area 171a, icons corresponding to one breeding character of the first inheritance generation that constitutes the first inheritance group and two breeding characters of the second inheritance generation are shown. Similarly, in the second inheritance character selection area 171b, icons corresponding to one breeding character of the first inheritance generation that constitutes the second inheritance group and two breeding characters of the second inheritance generation are shown.
[0142] <Registration of Support Card> FIG. 11A is a first diagram for explaining the support card editing screen 190. FIG. 11B is a second diagram for explaining the support card editing screen 190. After two inheritance characters are registered on the inheritance character selection screen 170, when the next operation unit 154 is tapped, the support card editing screen 190 shown in FIG. 11A is displayed. In the central part of the support card editing screen 190, a support card display area 191 is provided. The support card display area 191 includes a plurality (here, five) of support card display frames 192 and one rental card display frame 193.
[0143] In this embodiment, the player can set six types of support cards in the deck. Among the six types of support cards that the player can set, a part (here, five types) can be selected from the support cards that the player possesses. Also, among the six types of support cards that the player can set, another part (here, one type) can be selected from the support cards set as rental cards by other players such as friends.
[0144] FIG. 12 is a diagram for explaining a support card selection screen 200. In the support card compilation screen 190 of FIG. 11A, assume that the support card display frame 192 is tapped. In this case, the support card display frame 192 with the operation input becomes in a provisional selection state, and the support card selection screen 200 shown in FIG. 12 is displayed on the display 26. On the support card selection screen 200, card icons 201 corresponding to the support cards held by the player are listed and displayed. The player can select a support card by tapping the card icon 201 displayed on the support card selection screen 200.
[0145] Although not shown in the figure, in the support card compilation screen 190, when the rental card display frame 193 is tapped, the support cards set as rental cards by a friend or a player extracted based on predetermined conditions such as a lottery, etc. are displayed on the support card selection screen 200. At this time, the player can select one support card of another player such as a friend by tapping the support card displayed on the support card selection screen 200. In this way, the player can use the support cards held by other players in the breeding game.
[0146] Here, as described above, one character ID is always associated with the support card. Also, one character ID is always associated with the character card. Note that each character card has a unique character card ID associated with it. Also, each support card has a unique support card ID associated with it. The character card ID and the support card ID are identification information provided separately from the character ID and are for identifying the type of card.
[0147] In the preparation stage process, after the player selects a character card (character card ID), that is, the character to be trained, the player needs to select a support card (support card ID). In this embodiment, no duplication of the character IDs associated with the character card and the support card is allowed. Therefore, the player must select six support cards with character IDs different from the character ID associated with the character card.
[0148] Although illustration is omitted, on the support card selection screen 200, support cards with the same character ID as the previously selected character card are discriminatively displayed. Examples of the discriminative display of the support card include, for example, grayed-out display, or superimposed display of an icon indicating that selection is impossible.
[0149] Also, in this embodiment, no duplication of character IDs is allowed among the six support cards. That is, the player must select six support cards with mutually different character IDs. Therefore, on the support card selection screen 200, support cards with the same character ID as other previously selected support cards may be discriminatively displayed.
[0150] On the support card selection screen 200, when the card icon 201 is tapped, the operated card icon 201 is displayed in the support card display frame 192 or the rental card display frame 193 that is in a temporarily selected state in the support card display area 191. FIG. 11B shows a state in which six support cards are selected and the card icon 201 is displayed in all of the support card display frame 192 and the rental card display frame 193.
[0151] When six support cards are selected, as shown in FIG. 11B, the start operation unit 194 becomes operable. On the other hand, when not all six support cards are selected, as shown in FIG. 11A, the start operation unit 194 is inoperable.
[0152] When the return operation unit 153 is operated on the support card compilation screen 190, the inherited character selection screen 170 shown in FIG. 9D is displayed on the display 26. Also, as shown in FIG. 11B, when the start operation unit 194 is tapped on the support card compilation screen 190, a final confirmation screen (not shown) is displayed. When a predetermined operation is input on this final confirmation screen, the preparation stage process ends. Along with this, the game progresses to the training stage process and the main training game starts.
[0153] Here, if the player has to select six support cards every time a training game is played, the player's operation becomes cumbersome. In the present embodiment, the support cards selected on the support card compilation screen 190 and the support card selection screen 200 are stored in the card deck information storage unit.
[0154] FIG. 13 is a diagram for explaining the card deck information storage unit. The storage device 12 of the player terminal 1 is provided with a card deck information storage unit. The card deck information storage unit includes ten deck areas from the first deck area to the tenth deck area. Each deck area has five storage areas from the first area to the fifth area. In the first area to the fifth area of each deck area, the support cards selected on the support card compilation screen 190 and the support card selection screen 200, more precisely, the support card IDs associated with the support cards are stored.
[0155] When the support card compilation screen 190 is displayed in the breeding game, any one of the deck areas from the first deck area to the tenth deck area is selected. At this time, the card icons 201 associated with the support card IDs stored in the first area to the fifth area of the selected deck area are displayed in the support card display frames 192 of the support card display area 191.
[0156] Note that the deck area selected when the support card compilation screen 190 is displayed is, for example, the deck area that was selected when the support card compilation screen 190 was last displayed. However, a predetermined deck area such as the first deck area may be selected when the support card compilation screen 190 is displayed.
[0157] As shown in FIG. 11A, at the upper part of the support card display area 191, a deck name (in FIG. 11A, "Deck 1") is displayed so that the currently selected deck area can be identified. FIG. 11A shows a state where the first deck area is selected. In this example, it shows that no support card ID is stored in any of the first area to the fifth area of the first deck area.
[0158] The support card display area 191 is provided with card deck switching operation parts 195a and 195b. The card deck switching operation parts 195a and 195b receive the player's operation input for switching the selected deck area. For example, as shown in FIG. 11A, assume that the card deck switching operation part 195a is tapped in a state where the first deck area is selected. In this case, the selected deck area is changed from the first deck area to the tenth deck area. Also, in the state shown in FIG. 11A, when the card deck switching operation part 195b is tapped, the selected deck area is changed from the first deck area to the second deck area.
[0159] In this way, when the selected deck area is changed, the card icon 201 displayed in the support card display frame 192 is switched. Thus, on the support card editing screen 190, the card icon 201 associated with the support card ID stored in the selected deck area is displayed.
[0160] Also, for example, assume that the support card display frame 192 in the upper left of the support card editing screen 190 is in a temporary selection state and a card icon 201 is selected on the support card selection screen 200. In this case, the support card ID associated with the selected card icon 201 is overwritten in the first area of the currently selected deck area. Thus, the player can select the support card ID for each deck area.
[0161] Also, the support card ID stored in the card deck information storage unit remains retained even after the training game ends. And when the support card editing screen 190 is displayed next, the support card ID stored in the last selected deck area is extracted. The card icon 201 associated with the support card ID extracted at this time is displayed on the support card editing screen 190.
[0162] Here, a reset operation unit 196 is provided in the support card display area 191. The reset operation unit 196 functions as an operation unit that accepts the player's reset operation (tap). When the reset operation unit 196 is tapped, all the support card IDs stored in the first area to the fifth area of the currently selected deck area are cleared. Therefore, for example, when the reset operation unit 196 is tapped in the state shown in FIG. 11B, the card icon 201 becomes invisible from all the support card display frames 192 in the support card display area 191.
[0163] In addition, a batch setting operation unit 197 is provided in the support card display area 191. The batch setting operation unit 197 functions as an operation unit that accepts a player's batch setting operation (tap). As described above, on the support card editing screen 190, the player needs to select support cards one by one for each support card display frame 192. Specifically, when the player selects five support cards that he / she possesses on the support card editing screen 190, the support card editing screen 190 and the support card selection screen 200 are alternately and repeatedly displayed.
[0164] In this way, every time a support card is selected and the screen switches, the player's operation may become complicated. Therefore, in this embodiment, a batch setting function is provided that allows the player to select five support cards for the currently selected deck area without the screen transitioning. When the batch setting operation unit 197 is tapped, the batch setting screen 210 shown in FIG. 14 is displayed.
[0165] FIG. 14 is a first diagram for explaining an example of the batch setting screen 210. As shown in FIG. 14, a first display unit 220 and a second display unit 230 are provided on the batch setting screen 210. The first display unit 220 is provided above the second display unit 230. In the first display unit 220, a first selection area 220a, a second selection area 220b, a third selection area 220c, a fourth selection area 220d, and a fifth selection area 220e are provided. Hereinafter, when the first selection area 220a, the second selection area 220b, the third selection area 220c, the fourth selection area 220d, and the fifth selection area 220e are not distinguished, they are simply referred to as selection areas.
[0166] In the first display unit 220, five selection areas are provided side by side in a row in the left - right direction of the display 26. Here, on the batch setting screen 210, the arrangement direction of the five selection areas, that is, the left direction and the right direction, is defined as the first direction. The first display unit 220 is provided with the same number of selection areas as the number of support card IDs that can be stored in one deck area.
[0167] However, the number of support card IDs that can be stored in the deck area of 1 is not particularly limited. For example, when one support card ID can be stored in the deck area of 1, only the first selection area 220a is provided in the first display unit 220. Also, for example, when three support card IDs can be stored in the deck area of 1, the first selection area 220a, the second selection area 220b, and the third selection area 220c are provided in the first display unit 220. In this way, the first display unit 220 may be provided with the same number of selection areas as the support cards (excluding rental cards) that can be used by the player in the cultivation game of 1.
[0168] Here, in the batch setting function, the player cannot select a rental card. However, similar to the support card editing screen 190, the player may be able to select a rental card on the batch setting screen 210. In this case, a selection area dedicated to rental cards may be provided in the first display unit 220.
[0169] Card icons 201 selected by the player are respectively displayed in each selection area of the first display unit 220. In each selection area, a card icon 201 associated with the support card ID stored in the currently selected deck area is displayed. That is, the support cards stored in the currently selected deck are displayed in an identifiable manner on the first display unit 220. Note that in addition to the card icon 201, or instead of the card icon 201, the support card ID may be displayed in the selection area of the first display unit 220.
[0170] The second display unit 230 is provided below the first display unit 220. Here, the direction from the first display unit 220 toward the second display unit 230 is defined as the second direction. The second display unit 230 is provided with a plurality of support card placement areas 230a. Card icons 201 are displayed in the support card placement areas 230a. More specifically, card icons 201 associated with the support cards held by the player are displayed in the support card placement areas 230a. Therefore, the player can identify all the support cards he / she holds on the second display unit 230.
[0171] In addition to, or instead of, the card icons 201, support card IDs may be displayed in the support card placement areas 230a of the second display unit 230. Also, as described above, when the player can select rental cards on the batch setting screen 210, it is preferable to provide a display area for displaying support cards that can be rented from other players separately from the second display unit 230.
[0172] The first selection area 220a and the support card placement areas 230a function as operation units that receive the player's operations. Also, a cancel operation unit 210a and a confirmation operation unit 210b are provided at the lower part of the batch setting screen 210. When the cancel operation unit 210a is operated, the setting content on the batch setting screen 210 is discarded, and the support card editing screen 190 is displayed. Therefore, when the cancel operation unit 210a is operated, the stored information in the deck area becomes the same as before the display of the batch setting screen 210.
[0173] On the other hand, when the confirmation operation unit 210b is operated, the setting content on the batch setting screen 210 is overwritten in the deck area, and the support card editing screen 190 is displayed. Therefore, on the support card editing screen 190 displayed when the confirmation operation unit 210b is operated, card icons 201 corresponding to the support cards selected on the batch setting screen 210 are displayed.
[0174] FIG. 15 is a second diagram for explaining an example of the batch setting screen 210. When the batch setting screen 210 is displayed, as shown in FIG. 15, card icons 201 corresponding to the support cards held by the player are displayed in the support card arrangement area 230a of the second display unit 230. Also, when a support card ID is stored in the currently selected deck area, a card icon 201 is also displayed in the selection area of the first display unit 220. In the selection area of the first display unit 220, a card icon 201 associated with the support card ID stored in the currently selected deck area is displayed. FIG. 15 shows a case where five support card IDs are stored in the currently selected deck area.
[0175] Note that in the second display unit 230, a selected icon 201a and a duplicate icon 201b are displayed superimposed on the card icon 201. The selected icon 201a is displayed on the card icon 201 corresponding to the support card currently selected by the player. That is, the selected icon 201a makes the currently selected support card, i.e., the card icon 201, distinguishable in the second display unit 230.
[0176] The card icon 201 corresponding to the currently selected support card is displayed on both the first display unit 220 and the second display unit 230. For the card icon 201 displayed on both the first display unit 220 and the second display unit 230, the selected icon 201a is superimposed and displayed on the card icon 201 of the second display unit 230.
[0177] The duplicate icon 201b notifies that the currently selected support card or character card has the same character ID as another support card. As described above, in this embodiment, duplication between the character to be trained and the support character is not allowed. Therefore, for a support card associated with the same character ID as the character ID associated with the character card of the character to be trained, i.e., the previously selected character card, the duplicate icon 201b is superimposed on the card icon 201 in the second display unit 230.
[0178] Also, as described above, in this embodiment, duplication between support characters is not allowed. Therefore, for a support card associated with the same character ID as the character ID associated with the currently selected support card, the duplicate icon 201b is superimposed on the card icon 201 in the second display unit 230.
[0179] Note that the display mode of the duplicate icon 201b may be different between a support card associated with the same character ID as the character ID associated with the currently selected support card and a support card associated with the same character ID as the character ID associated with the currently selected character card.
[0180] FIG. 16 is a diagram for explaining an example of a support card ID storage unit and a history information storage unit. In the storage device 12 of the player terminal 1, a support card ID storage unit and a history information storage unit used when displaying the batch setting screen 210 are provided. That is, the support card ID storage unit and the history information storage unit are provided to temporarily hold data for displaying the batch setting screen 210. These support card ID storage unit and history information storage unit are provided separately from the card deck information storage unit shown in FIG. 13.
[0181] As shown in FIG. 16, the support card ID storage unit has five storage areas from the first card ID storage area to the fifth card ID storage area. The support card ID is stored in all of these five storage areas. Also, the first card ID storage area to the fifth card ID storage area are respectively associated with the first selection area 220a to the fifth selection area 220e of the first display unit 220 on the batch setting screen 210. That is, when the support card ID is stored in any of the storage areas of the support card ID storage unit, the support card ID is associated with the selection area where the number is 1.
[0182] As described above, when the batch setting operation unit 197 is tapped on the support card editing screen 190, the batch setting screen 210 is displayed. When the support card editing screen 190 is displayed, one of the deck areas is always selected. When the batch setting screen 210 is displayed, the support card IDs stored in the first area to the fifth area of the currently selected deck area are read out. Then, the support card IDs read from the deck area are stored in the first card ID storage area to the fifth card ID storage area of the support card ID storage unit. Then, based on the support card ID stored in the support card ID storage area, the card icons 201 are displayed in the respective selection areas of the first display unit 220.
[0183] Note that, as will be described in detail later, on the batch setting screen 210, when a new support card is selected in each selection area of the first display unit 220, the support card ID stored in the support card ID storage unit is updated. Then, based on the updated support card ID, the card icon 201 of the first display unit 220 is updated and displayed. However, at this point, the card deck information storage unit is not updated.
[0184] When the confirmation operation unit 210b is operated on the batch setting screen 210, the support card ID stored in the support card ID storage unit is overwritten in the card deck information storage unit. On the other hand, when the cancel operation unit 210a is operated on the batch setting screen 210, the support card ID stored in the support card ID storage unit is discarded without being overwritten in the card deck information storage unit.
[0185] Also, the history information storage unit has five storage areas from the first history information storage area to the fifth history information storage area. These five storage areas are respectively associated with the first selection area 220a to the fifth selection area 220e of the first display unit 220 on the batch setting screen 210. Although details will be described later, the support card ID associated with the card icon 201 last displayed in each selection area can be stored as history information in the first history information storage area to the fifth history information storage area.
[0186] That is, in the history information storage unit, the support card ID associated with the card icon 201 previously displayed in each selection area of the first display unit 220 is stored for each selection area. In other words, in the history information storage unit, the support card ID previously stored in the support card ID storage unit is stored as history information in association with the selection area.
[0187] FIG. 17A is a diagram for explaining an example of a setting operation. FIG. 17B is a diagram for explaining an example of the operation content of the setting operation. FIG. 17C is a diagram for explaining an example of the update content of the support card ID storage unit when a setting operation is input. The player can select five support card IDs on the batch setting screen 210. Specifically, when the card icon 201 displayed on the second display unit 230 is selected, the support card ID is stored in the support card ID storage unit. Thereafter, the player can cause the support card ID stored in the support card ID storage unit to be overwritten in the deck area by operating the confirmation operation unit 210b.
[0188] Here, the operation of the player for setting and storing the support card ID in the support card ID storage unit is called a setting operation. In the present embodiment, as setting operations that can be input by the player on the batch setting screen 210, a first setting operation X1, a second setting operation X2, and a third setting operation X3 are provided.
[0189] As shown in FIG. 17B, the first setting operation X1 is a tap operation on the card icon 201 displayed in the support card arrangement area 230a of the second display unit 230. In other words, the first setting operation X1 is an operation for designating the card icon 201 (the support card ID associated therewith) displayed in the support card arrangement area 230a of the second display unit 230. Hereinafter, the operation for designating the card icon 201 displayed on the second display unit 230 is referred to as a card designation operation. In FIG. 17A, the first setting operation X1 is indicated by a downward white arrow on the second display unit 230.
[0190] The second setting operation X2 is a slide operation starting from the support card arrangement area 230a of the second display unit 230 and ending at any selection area of the first display unit 220. In other words, the second setting operation X2 is an operation for moving the card icon 201 from the second display unit 230 to any selection area of the first display unit 220. This second setting operation X2 includes both a card designation operation for designating the card icon 201 (the support card ID associated therewith) displayed in the support card arrangement area 230a of the second display unit 230 and an operation for designating the selection area of the first display unit 220. Hereinafter, the operation for designating the selection area is referred to as a selection area designation operation.
[0191] The card designation operation included in the second setting operation X2 is a long-press operation on the card icon 201 displayed on the second display unit 230. Also, the selection area designation operation included in the second setting operation X2 is an operation for ending the input on any one selection area of the first display unit 220. In FIG. 17A, the second setting operation X2 is indicated by a white arrow going from the second display unit 230 to the first display unit 220.
[0192] The third setting operation X3 is a tap operation on the selection area of the first display unit 220. In other words, the third setting operation X3 is a selection area specifying operation for specifying the selection area of the first display unit 220. In FIG. 17A, the third setting operation X3 is indicated by a downward white arrow on the first display unit 220.
[0193] As shown in FIG. 17C, the handling of the above-described first setting operation X1, second setting operation X2, and third setting operation X3 may differ depending on the storage status of the support card ID in the support card ID storage unit. Specifically, when the first setting operation X1 is input, among the (N)th card ID storage areas (N is 1 to 5) of the support card ID storage unit, free areas where the support card ID is not stored are searched in order from the storage area with a smaller N. Then, the support card ID associated with the card icon 201 for which the first setting operation X1 was input is stored in the first free area extracted. That is, when the first setting operation X1 is input, the support card ID is stored in the free area of the (N)th card ID storage area (N is 1 to 5) where N is the smallest.
[0194] The (N)th card ID storage areas (N is 1 to 5) of the support card ID storage unit are each associated with the (N)th selection area (N is 1 to 5). Also, for the five selection areas provided in the first display unit 220, the smaller the value of N of the (N)th selection area, the more to the left. Therefore, as shown in FIG. 17C, when the first setting operation X1 is input with a free area in the support card ID storage unit, the card icons 201 are displayed in the selection areas of the first display unit 220 in a left-justified manner.
[0195] Note that it is assumed that five support card IDs are stored in the support card ID storage unit and the first setting operation X1 is input when there is no free area. In this case, the support card ID is not stored in the support card ID storage unit due to the input of the first setting operation X1.
[0196] Also, when the second setting operation X2 is input, the card icon 201 (support card ID associated therewith) specified by the card specification operation is stored in the storage area associated with the selection area specified by the selection area specification operation in the support card ID storage unit. If a support card ID is already stored in the storage area associated with the selection area specified by the selection area specification operation, the support card ID specified by the card specification operation is overwritten. As a result, the card icon 201 specified by the card specification operation will be displayed in the selection area specified by the selection area specification operation.
[0197] Also, assume that the third setting operation X3 is input to a selection area where the card icon 201 is not displayed. In this case, if a support card ID is stored in the storage area of the history information storage unit associated with the selection area where the third setting operation X3 is input, the support card ID is stored in the support card ID storage unit. For example, assume that the third setting operation X3 is input to the fourth selection area 220d where the card icon 201 is not displayed. In this case, if a support card ID is stored in the fourth history information storage area associated with the fourth selection area 220d, the support card ID is stored in the fourth card ID storage area. By storing the support card ID in the fourth card ID storage area, the card icon 201 is displayed in the fourth selection area 220d.
[0198] Note that, although it will be described in detail later, there may be a case where a support card ID is not stored in the fourth history information storage area associated with the fourth selection area 220d. In this case, the support card ID is not stored in the fourth card ID storage area by the third setting operation X3.
[0199] Also, when an operation input is made to the selection area where the card icon 201 is displayed, the operation is treated as one of the cancellation operations (first cancellation operation) for canceling the setting of the support card ID. Specifically, when an operation input is made to the selection area, it is determined whether the support card ID is stored in the storage areas of the support card ID storage unit and the history information storage unit associated with the selection area. If the support card ID is stored in the history information storage unit, the operation to the selection area is determined to be the third setting operation X3. If the support card ID is stored in the support card ID storage unit, the operation to the selection area is determined to be the first cancellation operation Y1 described later. If the support card ID is not stored in both the support card ID storage unit and the history information storage unit, the operation is determined not to be either the third setting operation X3 or the first cancellation operation Y1.
[0200] FIG. 18A is a diagram for explaining an example of the cancellation operation and the replacement operation. FIG. 18B is a diagram for explaining an example of the operation details of the cancellation operation and the replacement operation. FIG. 18C is a diagram for explaining an example of the update content of the support card ID storage unit when the cancellation operation and the replacement operation are input. The player can delete the stored one support card ID from the support card ID storage unit by selecting the selection area on the batch setting screen 210.
[0201] Here, the operation of the player for deleting the support card ID from the support card ID storage unit is called the cancellation operation. In the present embodiment, the first cancellation operation Y1 and the second cancellation operation Y2 are provided as the cancellation operations that the player can input on the batch setting screen 210.
[0202] As shown in FIG. 18B, the first cancellation operation Y1 is a tap operation on the selection area of the first display unit 220. In other words, the first cancellation operation Y1 is an operation for designating the card icon 201 (associated support card ID) displayed in the selection area of the first display unit 220, that is, a card designation operation. In FIG. 18A, the first cancellation operation Y1 is indicated by a downward black arrow in the first display unit 220.
[0203] The second release operation Y2 is a flick operation that designates a direction from any one selection area of the first display unit 220 toward the second display unit 230. In other words, the second release operation Y2 is an operation of moving the card icon 201 from the first display unit 220 toward the second display unit 230. This second release operation Y2 includes both a selection area designation operation for designating a selection area of the first display unit 220 and a second direction designation operation for designating a second direction. In FIG. 18A, the second release operation Y2 is indicated by a black arrow from the first display unit 220 toward the second display unit 230. Note that the second release operation Y2 only needs to include a selection area designation operation and a second direction designation operation, and may include, for example, an operation of designating the second display unit 230 as an end point.
[0204] Further, the batch setting screen 210 receives a player replacement operation Z for replacing the stored information of the support card ID in the support card ID storage unit. The replacement operation Z is a slide operation that designates any one selection area of the first display unit 220 as a start point and another one selection area of the first display unit 220 as an end point. That is, the replacement operation Z includes two selection area designation operations for designating a selection area of the first display unit 220. The first selection area designation operation included in the replacement operation Z is a long press operation on the selection area (the card icon 201 displayed therein) of the first display unit 220. The second selection area designation operation included in the replacement operation Z is an operation of ending the input on the selection area (the card icon 201 displayed therein) of the first display unit 220. In FIG. 18A, the replacement operation Z is indicated by both arrows in the horizontal direction of the cross-hatching.
[0205] As shown in FIG. 18C, the above-described first release operation Y1, second release operation Y2, and replacement operation Z may be handled differently according to the storage status of the support card ID in the support card ID storage unit. Specifically, when the support card ID is stored as history information in the storage area of the history information storage unit associated with the selection area where the operation input was made, that is, in the selection area where the card icon 201 is not displayed, the operation becomes the above-described third setting operation.
[0206] On the other hand, assume that a first cancellation operation Y1 is input to the selection area where the card icon 201 is displayed. In this case, the support card ID is erased from the storage area in the support card ID storage unit that is associated with the selection area where the first cancellation operation Y1 is input. As a result, the card icon 201 becomes invisible from the selection area where the first cancellation operation Y1 is input. Also, at this time, the support card ID is stored as history information in the storage area in the history information storage unit that is associated with the selection area where the first cancellation operation Y1 is input.
[0207] Note that as described above, when the selection area associated with the storage area in which the support card ID is stored as history information is tapped, the tap operation becomes a third setting operation X3. As a result, the card icon 201 associated with the support card ID stored as history information is displayed in the selection area where the third setting operation X3 is input. That is, when two consecutive tap operations are input to the selection area where the card icon 201 is displayed, the first tap operation becomes the first cancellation operation Y1, and the card icon 201 becomes invisible from the selection area. Then, the second tap operation becomes the third setting operation X3, and the card icon 201 that became invisible by the first tap operation is redisplayed in the selection area.
[0208] Also, an operation on a selection area where the card icon 201 is not displayed does not become a second cancellation operation Y2. On the other hand, assume that a second cancellation operation Y2 is input to the selection area where the card icon 201 is displayed. In this case, the support card ID is erased from the storage area in the support card ID storage unit that is associated with the selection area where the second cancellation operation Y2 is input. As a result, the card icon 201 becomes invisible from the selection area where the second cancellation operation Y2 is input. Also, at this time, the support card ID is stored as history information in the storage area in the history information storage unit that is associated with the selection area where the second cancellation operation Y2 is input.
[0209] Thus, the second release operation Y2 includes a second direction specifying operation from the first display unit 220 to the second display unit 230. Such a second release operation Y2 can give the player an impression of returning the card icon 201 displayed on the first display unit 220 to the second display unit 230.
[0210] Also, as described above, the replacement operation Z is an operation of selecting two selection areas of the first display unit 220. At this time, if no support card ID is stored in either of the two storage areas associated with the selected selection area among the storage areas of the support card ID storage unit, nothing will occur by this operation. On the other hand, if no support card ID is stored in either one or both of the two storage areas associated with the selected selection area among the storage areas of the support card ID storage unit, the stored information of the two storage areas will be swapped.
[0211] An example of the screen transition of the batch setting screen 210 and the transition of the stored information in the support card ID storage unit and the history information storage unit will be described below along the flow.
[0212] FIG. 19A is a first diagram for explaining an example of the screen transition of the batch setting screen 210. FIG. 19B is a first diagram for explaining an example of the transition of the stored information in the support card ID storage unit and the history information storage unit. As shown in FIG. 19B, it is assumed that support card IDs are stored in all five storage areas of the support card ID storage unit. Here, it is assumed that support card IDs from 0001 to 0005 are stored in the first card ID storage area to the fifth card ID storage area, respectively.
[0213] Also, at this time, it is assumed that no history information, that is, support card ID, is stored in any of the five storage areas of the history information storage unit. In this case, as shown in FIG. 19A, card icons 201 are respectively displayed in the five selection areas of the first display unit 220. In this state, when a first cancel operation Y1 is input to the first selection area 220a, the batch setting screen 210 transitions as shown in FIG. 20A, and the stored information in the support card ID storage unit and the history information storage unit transitions as shown in FIG. 20B.
[0214] FIG. 20A is a second diagram for explaining an example of the screen transition of the batch setting screen 210. FIG. 20B is a second diagram for explaining an example of the transition of the stored information in the support card ID storage unit and the history information storage unit. When a first cancel operation Y1 is input to the first selection area 220a, as shown in FIG. 20B, the support card ID is erased from the first card ID storage area. That is, the association between the first selection area 220a and the support card ID is canceled. As a result, as shown in FIG. 20A, the card icon 201 becomes invisible in the first selection area 220a.
[0215] Also, at this time, as shown in FIG. 20B, the support card ID of 0001 stored in the first card ID storage area is stored in the first history information storage area. That is, the support card ID is associated as history information with the first selection area 220a. In this way, in the state where the support card ID is stored in the history information storage unit, a specific image 240 is displayed in the selection area associated with the storage area of the history information storage unit in which the support card ID is stored. Therefore, in this example, as shown in FIG. 20A, the specific image 240 is displayed in the first selection area 220a.
[0216] Here, the specific image 240 is an image that associates the operation of going back one step. The specific image 240 can also be said to be an image that suggests that history information is stored in the storage area associated with the selection area among the storage areas of the history information storage unit. Here, the specific image 240 is composed of arrows as shown in the figure. However, the display mode of the specific image 240 is not limited to this. For example, the specific image 240 may be an image obtained by making the card icon 201 associated with the support card ID stored as history information transparent. Alternatively, the specific image 240 may be configured to include a predetermined message such as "undo".
[0217] In this state, when the first cancellation operation Y1 is input to the fourth selection area 220d, the batch setting screen 210 transitions as shown in FIG. 21A, and the stored information in the support card ID storage unit and the history information storage unit transitions as shown in FIG. 21B.
[0218] FIG. 21A is a third diagram for explaining an example of the screen transition of the batch setting screen 210. FIG. 21B is a third diagram for explaining an example of the transition of the stored information in the support card ID storage unit and the history information storage unit. When the first cancellation operation Y1 is input to the fourth selection area 220d, as shown in FIG. 21B, the support card ID is deleted from the fourth card ID storage area. As a result, as shown in FIG. 21A, the card icon 201 becomes invisible from the fourth selection area 220d.
[0219] Also, at this time, as shown in FIG. 21B, the support card ID of 0004 stored in the fourth card ID storage area is stored in the fourth history information storage area. In this way, since the support card ID is stored in the fourth history information storage area, the specific image 240 is displayed in the fourth selection area 220d. In this state, when the first setting operation X1 is input to the second display unit 230, the batch setting screen 210 transitions as shown in FIG. 22A, and the stored information in the support card ID storage unit and the history information storage unit transitions as shown in FIG. 22B.
[0220] FIG. 22A is a fourth diagram for explaining an example of screen transition of the batch setting screen 210. FIG. 22B is a fourth diagram for explaining an example of transition of stored information in the support card ID storage unit and the history information storage unit. When a first setting operation X1 is input to the second display unit 230, an empty area in which the support card ID is not stored is searched for in order from the first card ID storage area. Here, as shown in FIG. 21B, since the support card ID is not stored in the first card ID storage area, the first card ID storage area is extracted as an empty area.
[0221] Then, the support card ID associated with the card icon 201 for which the first setting operation X1 is input in the second display unit 230 is stored in the extracted empty area. Therefore, here, as shown in FIG. 22B, the support card ID (here, 0010) is stored in the first card ID storage area. Also, thereby, as shown in FIG. 22A, the card icon 201 for which the first setting operation X1 is input in the second display unit 230 is displayed in the first selection area 220a.
[0222] Also, at this time, as shown in FIG. 22B, the history information, that is, the support card ID, is erased from the first history information storage area. In this way, when the support card ID is stored in the storage area of the support card ID storage unit, the history information stored in the storage area of the history information storage unit associated with the same selection area as the storage area is erased.
[0223] Assume that a second setting operation X2 is input to the second display unit 230 in this state. Here, in the second setting operation X2, the second selection area 220b is specified. When the second setting operation X2 is input, the batch setting screen 210 transitions as shown in FIG. 23A, and the stored information in the support card ID storage unit and the history information storage unit transitions as shown in FIG. 23B.
[0224] FIG. 23A is a fifth diagram for explaining an example of screen transition of the batch setting screen 210. FIG. 23B is a fifth diagram for explaining an example of transition of stored information in the support card ID storage unit and the history information storage unit. When the second setting operation X2 is input, the support card ID associated with the card icon 201 in which the second setting operation X2 is input is stored in the second card ID storage area in the second display unit 230. Therefore, here, as shown in FIG. 23B, the support card ID (here, 0004) is stored in the second card ID storage area. Further, thereby, as shown in FIG. 23A, the card icon 201 in which the second setting operation X2 is input is displayed in the second selection area 220b in the second display unit 230.
[0225] Here, as shown in FIG. 22B, the support card ID associated with the card icon 201 selected by the second setting operation X2 is the support card ID stored in the fourth history information storage area. In this way, when the support card ID stored in any storage area of the history information storage unit is stored in any storage area of the support card ID storage unit, as shown in FIG. 23B, the support card ID is deleted from the history information storage unit. That is, in the present embodiment, the same support card ID is not stored in the support card ID storage unit and the history information storage unit at the same time.
[0226] Also, even if the support card ID associated with the support card selected on the second display unit 230 is not stored in any storage area of the history information storage unit, the support card ID may be deleted from the history information storage unit based on the input of a setting operation. Specifically, assume that the character ID associated with the support card ID stored as history information in the history information storage unit is the same as the character ID associated with the support card (support card ID) selected in the setting operation. As described above, in this embodiment, duplication of character IDs is not allowed between support cards. Therefore, in this case, the support card ID associated with the same character ID as the character ID associated with the support card selected on the second display unit 230 is deleted from the history information storage unit.
[0227] However, the support card ID associated with the same character ID as the character ID associated with the support card selected on the second display unit 230 may not be deleted from the history information storage unit.
[0228] In this way, when the support card ID is deleted from the history information storage unit, as shown in FIG. 23A, in the selection area corresponding to the storage area from which the support card ID has been deleted, the specific image 240 becomes non-displayed. Here, since the support card ID has been deleted from the fourth history information storage area, the specific image 240 displayed in the fourth selection area 220d has become non-displayed.
[0229] In this state, assume that a replacement operation Z is input to the first display unit 220. Here, the first selection area 220a and the second selection area 220b are selected by the replacement operation Z. When the replacement operation Z is input, the batch setting screen 210 transitions as shown in FIG. 24A, and the stored information in the support card ID storage unit and the history information storage unit transitions as shown in FIG. 24B.
[0230] FIG. 24A is a sixth diagram for explaining an example of screen transition of the batch setting screen 210. FIG. 24B is a sixth diagram for explaining an example of transition of stored information in the support card ID storage unit and the history information storage unit. When the replacement operation Z is input, as shown in FIG. 24B, the support card IDs stored in the two storage areas of the support card ID storage unit are replaced. Here, the first selection area 220a and the second selection area 220b are selected by the replacement operation Z. Therefore, as can be seen by comparing FIGS. 23B and 24B, the support card ID stored in the first card ID storage area and the support card ID stored in the second card ID storage area are replaced. Along with this, as shown in FIG. 24A, the card icons 201 are replaced and displayed between the first selection area 220a and the second selection area 220b.
[0231] Assume that the second cancellation operation Y2 is input in this state. Here, the fifth selection area 220e is selected by the second cancellation operation Y2. When the second cancellation operation Y2 is input, the batch setting screen 210 transitions as shown in FIG. 25A, and the stored information in the support card ID storage unit and the history information storage unit transitions as shown in FIG. 25B.
[0232] FIG. 25A is a seventh diagram for explaining an example of screen transition of the batch setting screen 210. FIG. 25B is a seventh diagram for explaining an example of transition of stored information in the support card ID storage unit and the history information storage unit. When the second cancellation operation Y2 is input to the fifth selection area 220e, as shown in FIG. 25B, the support card ID is erased from the fifth card ID storage area. As a result, as shown in FIG. 25A, the card icon 201 becomes invisible from the fifth selection area 220e.
[0233] Also, at this time, as shown in FIG. 25B, the support card ID of 0005 stored in the fifth card ID storage area is stored in the fifth history information storage area. In this way, since the support card ID is stored in the fifth history information storage area, the specific image 240 is displayed in the fifth selection area 220e. In this state, when a third setting operation X3 (not shown in FIG. 25A) is input to the fifth selection area 220e, the batch setting screen 210 transitions as shown in FIG. 26A, and the stored information in the support card ID storage unit and the history information storage unit transitions as shown in FIG. 26B.
[0234] FIG. 26A is the eighth diagram for explaining an example of the screen transition of the batch setting screen 210. FIG. 26B is the eighth diagram for explaining an example of the transition of the stored information in the support card ID storage unit and the history information storage unit. When the third setting operation X3 is input to the fifth selection area 220e, as shown in FIG. 26B, the support card ID stored in the fifth history information storage area is stored in the fifth card ID storage area. Also, at this time, the support card ID is deleted from the fifth history information storage area. As a result, as shown in FIG. 26A, a card icon 201 associated with the support card ID stored in the fifth card ID storage area is displayed in the fifth selection area 220e.
[0235] As shown in FIG. 26A, neither the card icon 201 nor the specific image 240 is displayed in the fourth selection area 220d. That is, in this state, as shown in FIG. 26B, the support card ID is not stored in either the fourth card ID storage area or the fourth history information storage area. In this state, nothing happens depending on the operation on the fourth selection area 220d.
[0236] On the other hand, assume that a first setting operation X1 is input to the second display unit 230 in the states shown in FIGS. 26A and 26B. In this case, the fourth card ID storage area is extracted, and the support card ID associated with the card icon 201 to which the first setting operation X1 is input is stored in the fourth card ID storage area. As a result, the card icon 201 in which the first setting operation X1 is input on the second display unit 230 is displayed in the fourth selection area 220d of the first display unit 220.
[0237] As described above, in the present embodiment, a batch setting screen 210 including a first display unit 220 including one or more selection areas and a second display unit 230 on which a plurality of support cards (support card IDs) are displayed is displayed. Further, based on a player's operation input (first setting operation X1 or second setting operation X2) including at least a first operation (card designation operation) for selecting one support card (support card ID) displayed on the second display unit 230, the selected support card (support card ID) is associated with one selection area.
[0238] In addition, on the first display unit 220, a card icon 201 capable of identifying the support card (support card ID) associated with the selection area is displayed. Further, based on the fact that the selection area associated with the support card (support card ID) is selected by a player's operation input (first release operation Y1) including at least a second operation (selection area designation operation) for selecting the selection area, the display of the card icon 201 capable of identifying the support card (support card ID) associated with the selected selection area ends. Then, on the first display unit 220, a specific image 240 is displayed in the selection area where the display of the card icon 201 ends.
[0239] In addition, history information (support card ID) indicating the support card associated with the selection area where the specific image 240 is displayed is stored associated with the selection area. When the selection area where the specific image 240 is displayed is selected by the player's operation input including at least the second operation (selection area designation operation), based on the history information, a card icon 201 (support card ID) is associated with the selected selection area.
[0240] As described above, the player can restore the setting of the support card whose setting has been canceled once with a simple operation input. Also, with the specific image 240, the player can easily identify the selection area where the setting of the support card can be restored.
[0241] Also, when the first setting operation X1 is input, it is determined in a predetermined order whether a support card (support card ID) is associated with a plurality of selection areas. Then, a support card (support card ID) is associated with one selection area determined not to have a support card (support card ID) associated with it. In this way, when the selection area includes an empty area, without specifying the selection area, a support card (support card ID) is automatically associated with the selected selection area. This simplifies the player's operation.
[0242] Here, the empty area is searched in ascending order of N in the (N)th card ID storage area. However, the search order of the empty area is not limited to this. For example, the empty area may be searched in descending order of N in the (N)th card ID storage area. Or, the empty area may be searched in a preset order.
[0243] Also, when the specific image 240 is displayed in one selection area determined not to have a support card associated with it, the specific image 240 is made non-displayed. Also, a card icon 201 capable of identifying the support card (support card ID) associated with the selection area where the specific image 240 has been made non-displayed is displayed.
[0244] In addition, history information (support card ID) can be associated with each of a plurality of selection areas, and the specific image 240 can be displayed in each of the plurality of selection areas. This makes it easier for the player to identify the selection area where the support card settings can be restored to the original state.
[0245] Also, when history information (support card ID) indicating the support card (support card ID) selected in the second display unit 230 is stored, the specific image 240 displayed in the selection area associated with the history information is made non-displayed. This reduces the possibility that the same support card or a plurality of support cards associated with the same character ID are set repeatedly in the player's third setting operation X3.
[0246] In addition, a plurality of selection areas are arranged side by side in the first direction on the first display unit 220. Then, based on the player's operation input (replacement operation Z) including the second operation (selection area designation operation) and the first direction designation operation for designating the first direction, the card icon 201 (support card ID) associated with the selection area selected by the second operation and the card icon 201 (support card ID) associated with the selection area arranged in the first direction from the selection area selected by the second operation are replaced. This further improves the convenience for the player.
[0247] Here, the replacement operation Z includes two selection area designation operations. However, the replacement operation Z may include only one selection area designation operation and the above-described first direction designation operation. In this case, for example, when the replacement operation Z is input, the card icon 201 (support card ID) for which the replacement operation Z was input may move to the selection area adjacent by one in the first direction.
[0248] Further, the second display unit 230 is provided in the second direction as viewed from the first display unit 220. Then, based on the player's operation input (second release operation Y2) including the second operation (selection area designation operation) and the second direction designation operation for designating the second direction, the display of the card icon 201 that can identify the support card (support card ID) associated with the selection area selected by the second operation ends, and the specific image 240 is displayed. Thereby, the operability of the player is further improved.
[0249] Here, based on the player's operation input (second setting operation X2) including the first operation (card designation operation) and the second operation (selection area designation operation), the card icon 201 (support card ID) selected by the first operation is associated with the selection area selected by the second operation. Here, the second setting operation X2 is assumed to be a slide operation, but for example, both the first operation and the second operation may be tap operations. For example, in the state shown in FIG. 23A, when the fourth selection area 220d is tapped, the fourth selection area 220d is in a temporarily selected state. In this state, when any card icon 201 displayed on the second display unit 230 is tapped, the support card ID associated with the selected card icon 201 may be stored in the fourth card ID storage area.
[0250] Alternatively, as shown in FIG. 20A, when the fourth selection area 220d is tapped and it is assumed that the first release operation Y1 is input, the support card ID is stored as history information in the fourth history information storage area. At this time, simultaneously, the fourth selection area 220d is in a temporarily selected state, and when the first setting operation X1 is input, the support card ID may be associated with the fourth selection area 220d in the temporarily selected state.
[0251] Next, the functional configurations of the player terminal 1 and the server 1000 will be described.
[0252] (Functional Configuration of Player Terminal 1) FIG. 27 is a diagram for explaining the configuration of the storage device 12 in the player terminal 1 and its functions as a computer. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When the game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0253] The terminal-side game control program includes an information setting processing program 700, a cultivation game execution program 701, and a cultivation completion processing program 702. Note that the programs listed in FIG. 27 are just examples, and there are many other programs in the terminal-side game control program.
[0254] In the data storage area 12b, as storage units for storing data, a player information storage unit 750 and a game information storage unit 751 are provided. Note that there are many other storage units in the data storage area 12b. Here, information directly related to the game (hereinafter referred to as game information), such as information related to the cultivation game, is stored in the game information storage unit 751. Also, temporary registration of various information during the progress of each game, such as the cultivation game, is made in the game information storage unit 751. Therefore, all information related to the cultivated character in the cultivation game is stored in the game information storage unit 751.
[0255] Also, for example, information about the player or other players, setting information of the player terminal 1, items possessed by the player, support cards, etc., all information other than game information is regarded as player information. Player information is information associated with the player ID and is stored in the player information storage unit 750.
[0256] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by operating each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a cultivation game execution unit 701a, and a processing unit 702a at the time of cultivation completion.
[0257] 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 cultivation game execution program 701 and the processing program 702 at the time of cultivation completion, causing them to function as the cultivation game execution unit 701a and the processing unit 702a at the time of cultivation completion, respectively.
[0258] When various information is set on the player terminal 1, the information setting processing unit 700a stores the information related to the setting as player information in the player information storage unit 750. 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.
[0259] The cultivation game execution unit 701a executes all processes related to the cultivation game. Specifically, the cultivation game execution unit 701a executes the preparation stage process and the cultivation stage process.
[0260] At the completion of the cultivation game, the processing unit 702a at the time of cultivation completion stores the cultivation character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, and the type of character used for cultivation of the cultivated character.
[0261] (Functional Configuration of Server 1000) FIG. 28 is a diagram for explaining the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When the game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0262] The server-side game control program includes an information setting processing program 1100, a cultivation game execution program 1101, and a cultivation game end processing program 1102. Note that the programs listed in FIG. 28 are just examples, and there are many other programs provided in the server-side game control program.
[0263] 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 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.
[0264] 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 cultivation game execution unit 1101a, and a cultivation game end processing unit 1102a.
[0265] 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.
[0266] When various information is 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.
[0267] The breeding game execution unit 1101a executes all processes related to the breeding game.
[0268] When the breeding game ends, the breeding game end processing unit 1102a derives various parameters of the bred breeding character. Then, the breeding game end processing unit 1102a associates the various parameters and the breeding character information including the character ID of the character card used for breeding with the player ID and stores them in the game information storage unit 1151.
[0269] 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 the player information to be stored are different from each other. Also, the breeding game execution unit 701a in the player terminal 1 and the breeding game execution unit 1101a in the server 1000 are common in that they both execute processes related to the breeding game, but their roles, that is, the scope of responsibility, are different.
[0270] The processes performed by each functional unit in the player terminal 1 and the server 1000 described above will be described below using a flowchart. Here, the processes related to the setting of the support card will be described in detail, and the detailed description of other processes will be omitted.
[0271] (Processing of Player Terminal 1 and Server 1000) <Processing related to the breeding game> FIG. 29 is a sequence diagram for explaining the processing of the player terminal 1 and the server 1000 related to the breeding 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).
[0272] 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).
[0273] Note that the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Also, for example, as a setting change operation, when an operation to add another player as a friend or an operation to unfriend a player is input, the friend information, which is information related to friends, is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage the game points consumed for executing the breeding game. The information setting processing units 700a and 1100a measure time when the game points are less than the upper limit value, and grant a predetermined value of game points to the player at predetermined time intervals.
[0274] When a breeding game start operation for starting the breeding game is input on 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. In the server 1000, based on the information received from the player terminal 1, the breeding game execution unit 1101a executes preparation stage processing (S6). Note that the preparation stage processing (P6) in the player terminal 1 will be described later.
[0275] When the preparation stage process (P6, S6) ends, the cultivation stage process (P7) is executed on the player terminal 1. Also, during this cultivation 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 cultivation game execution unit 1101a executes the cultivation stage process (S7). In the cultivation stage process (P7, S7), various parameters of the character to be cultivated are updated.
[0276] When the cultivation stage process (P7, S7) ends, the cultivation game end process (S8) is executed at the server 1000. Here, the character to be cultivated that has been cultivated in the cultivation game is saved as a cultivated character. Also, at the player terminal 1, cultivation result information indicating the cultivation result is received from the server 1000. At the player terminal 1, based on the received cultivation result information, the cultivation game end process (P8) is executed. Here, the cultivation result and information regarding the generated cultivated character are notified to the player.
[0277] FIG. 30 is a flowchart for explaining the preparation stage process (P6) on the player terminal 1. The cultivation game execution unit 701a of the player terminal 1 executes the character selection screen display process for the character to be cultivated (P6-1). Here, the cultivation game execution unit 701a displays the character selection screen 150 for the character to be cultivated, and temporarily registers the character to be cultivated based on the player's operation input.
[0278] Specifically, when a display switching operation for switching the display on the screen is input by the player, the breeding game execution unit 701a switches the display screen of the display 26. For example, when a long press operation on the character icon 151 is input on the breeding target character selection screen 150, the breeding game execution unit 701a displays the character details screen 160. Also, when the enhancement operation unit 163b is operated on the character details screen 160, the character enhancement screen 165 is displayed. Further, when a selection operation (operation on the character icon 151) is input on the breeding target character selection screen 150, the breeding game execution unit 701a temporarily registers the character corresponding to the character icon 151 on which the selection operation was input, and switches the display screen.
[0279] Also, when a determination operation (operation on the next operation unit 154) is input on the breeding target character selection screen 150, the breeding game execution unit 701a temporarily registers the temporarily registered character as a breeding target character. Further, the breeding game execution unit 701a acquires information about the representative character extracted according to a predetermined extraction condition, such as the representative character of a friend, from the server 1000, and displays the inheritance character selection screen 170.
[0280] Next, the breeding game execution unit 701a executes inheritance character selection screen display processing (P6-2). Here, when a display switching operation is input, the breeding game execution unit 701a switches the display screen of the display 26. Also, when a selection operation (operation on the breeding character icon 182) is input on the breeding character list screen 180, the breeding game execution unit 701a temporarily registers the character corresponding to the breeding character icon 182 on which the selection operation input was performed as an inheritance character, and switches the display screen.
[0281] Also, when a determination operation (operation on the next operation unit 154) is input on the inheritance character selection screen 170, the breeding game execution unit 701a executes support card setting processing (P10). This support card setting processing will be described later.
[0282] Next, the breeding game execution unit 701a executes the final confirmation screen display process (P6-3). Here, the breeding game execution unit 701a displays the final confirmation screen on the display 26.
[0283] Also, when a predetermined operation is input on the final confirmation screen, the breeding game execution unit 701a transmits confirmation information to the server 1000. The confirmation information includes information for identifying the temporarily registered breeding target character, inherited character, and support card. When the confirmation information is received, the server 1000 executes the preparation stage process (S6). In the preparation stage process, the breeding game execution unit 1101a determines whether to permit the execution of the main breeding game. If it is determined that the execution of the main breeding game is possible, the player terminal 1 receives permission information from the server 1000.
[0284] After transmitting the confirmation information and receiving the permission information from the server 1000, the breeding game execution unit 701a performs the preparation stage completion process (P6-4). Here, the breeding game execution unit 701a registers the temporarily registered breeding target character. Also, the breeding game execution unit 701a registers the breeding character temporarily registered as the inherited character and the temporarily registered support card in the deck. Thereby, the preparation stage completion process ends and the main breeding game starts.
[0285] FIG. 31 is a first flowchart for explaining the support card setting process in the player terminal 1. FIG. 32 is a second flowchart for explaining the support card setting process in the player terminal 1. When the next operation unit 154 is operated on the inherited character selection screen 170 (YES in P10-1), the breeding game execution unit 701a determines one deck area from the 10 deck areas of the card deck information storage unit according to a predetermined rule (P10-2). For example, when the support card compilation screen 190 is not displayed, the deck area selected at that time is stored. Here, the last selected deck area is determined.
[0286] Then, the breeding game execution unit 701a associates and stores selection deck information indicating that it is the selected deck area in the deck area determined in P10-2 (P10-3). Also, the breeding game execution unit 701a displays the support card editing screen 190 based on the support card IDs stored in the selected deck area (P10-4). Here, the card icons 201 associated with the support card IDs stored in the selected deck area are displayed in the support card display frame 192.
[0287] Also, when the card deck switching operation units 195a and 195b are operated on the support card editing screen 190 (YES in P10-5), the breeding game execution unit 701a changes the selected deck area (P10-6). Here, the deck area associated with the selection deck information is changed. Then, the breeding game execution unit 701a displays the support card editing screen 190 based on the support card IDs stored in the deck area associated with the selection deck information in P10-6 (P10-7).
[0288] Also, when the support card display frame 192 is operated on the support card editing screen 190 (YES in P10-8), the breeding game execution unit 701a extracts the support cards (support card IDs) held by the player (P10-9). Then, the breeding game execution unit 701a displays the support card selection screen 200 based on the support card IDs extracted in P10-9 (P10-10).
[0289] Also, when the rental card display frame 193 is operated on the support card editing screen 190 (YES in P10-11), the breeding game execution unit 701a extracts the support cards (support card IDs) held by other players (P10-12). Then, the breeding game execution unit 701a displays the support card selection screen 200 based on the support card IDs extracted in P10-12 (P10-13).
[0290] Also, when a card icon 201 is operated on the support card selection screen 200 (YES in P10-14), the breeding game execution unit 701a stores the support card ID associated with the operated card icon 201 in the selected deck area (P10-15). Then, the breeding game execution unit 701a displays the support card compilation screen 190 based on the support card ID in the deck area updated in P10-15 (P10-16).
[0291] Also, when a reset operation unit 196 is operated on the support card compilation screen 190 (YES in P10-17), the breeding game execution unit 701a clears all the support card IDs stored in the selected deck area (P10-18). Then, the breeding game execution unit 701a displays the support card compilation screen 190 based on the storage information in the deck area updated in P10-18 (P10-19).
[0292] Also, when a batch setting operation unit 197 is operated on the support card compilation screen 190 (YES in P10-20), the breeding game execution unit 701a stores (transfers) all the support card IDs stored in the selected deck area in the support card ID storage unit (P10-21). Then, the breeding game execution unit 701a executes batch setting screen display processing (P11). Note that this batch setting screen display processing will be described later.
[0293] Also, when a return operation unit 153 is operated on the support card compilation screen 190 (YES in P10-22), the breeding game execution unit 701a displays the inherited character selection screen 170 (P10-23) and ends the support card setting process. In this case, the above-described inherited character selection screen display processing (P6-2) is executed.
[0294] Also, when the start operation unit 194 is operated on the support card compilation screen 190 (YES in P10-24), the training game execution unit 701a displays the final confirmation screen (P10-25) and ends the support card setting process. In this case, the above-described final confirmation screen display process (P6-3) is executed.
[0295] FIG. 33 is a flowchart for explaining the batch setting screen display process in the player terminal 1. The training game execution unit 701a displays the batch setting screen 210 based on the support card ID stored in the support card ID storage unit in P10-21 (P11-1). Here, the card icon 201 associated with the support card ID stored in the support card ID storage unit is displayed in each selection area of the first display unit 220. Also, here, the training game execution unit 701a extracts the support cards (support card IDs) possessed by the player, and based on the extracted support card IDs, displays the card icon 201 in the support card arrangement area 230a of the second display unit 230.
[0296] When an operation is input to the first display unit 220 or the second display unit 230 on the batch setting screen 210 (YES in P11-2), the training game execution unit 701a identifies the operation type of the input operation (P11-3). Here, any of the operation types shown in FIGS. 17B and 18B is identified. Then, the training game execution unit 701a performs a validity determination of the operation identified in P11-3 (P11-4). Here, whether the identified operation is valid or not is determined as shown in FIGS. 17C and 18C.
[0297] In P11-4, when it is determined that the operation is not valid (NO in P11-5), the breeding game execution unit 701a waits for a new operation input. Also, in P11-4, when it is determined that the operation is valid (YES in P11-5), the breeding game execution unit 701a determines whether the operation type specified in P11-3 is a setting operation (P11-6). When the specified operation type is a setting operation (YES in P11-6), the breeding game execution unit 701a executes setting operation input processing (P12).
[0298] FIG. 34 is a flowchart for explaining the setting operation input processing in the player terminal 1. When the specified operation type is the first setting operation X1 (YES in P12-1), the breeding game execution unit 701a searches for an empty area in the storage area of the support card ID storage unit where the support card ID is not stored (P12-2). Then, the breeding game execution unit 701a stores the support card ID associated with the card icon 201 for which the first setting operation X1 was input in the empty area extracted in P12-2 (P12-3), and transfers the process to P12-6 described later.
[0299] Also, when the specified operation type is the second setting operation X2 (YES in P12-4), the breeding game execution unit 701a stores the support card ID associated with the card icon 201 for which the second setting operation X2 was input in the storage area specified by the second setting operation X2 in the storage area of the support card ID storage unit (P12-5).
[0300] Also, the breeding game execution unit 701a clears the support card ID from the storage area in the history information storage unit that is associated with the same selection area as the storage area where the support card ID was stored in P12-3 or P12-5 (P12-6). Then, the breeding game execution unit 701a displays the card icon 201 in the selection area associated with the storage area of the support card ID storage unit where the support card ID was stored in P12-3 or P12-5 (P12-7).
[0301] Also, the breeding game execution unit 701a determines whether a support card ID associated with the same character ID as the character ID associated with the support card ID stored in P12-3 or P12-5 is stored in the history information storage unit (P12-8). If a support card ID associated with the same character ID as the support card ID stored in P12-3 or P12-5 is included in the history information storage unit (YES in P12-8), the breeding game execution unit 701a deletes the support card ID from the history information storage unit (P12-9). Then, the breeding game execution unit 701a makes the specific image 240 displayed in the selection area associated with the storage area from which the support card ID was deleted in P12-9 invisible (P12-10).
[0302] Also, when the specified operation type is the third setting operation X3 (NO in P12-4), the breeding game execution unit 701a reads out the support card ID stored in the storage area of the history information storage unit associated with the selection area where the third setting operation X3 was input (P12-11). Then, the breeding game execution unit 701a stores the support card ID read in P12-11 in the storage area of the support card ID storage unit associated with the selection area where the third setting operation X3 was input (P12-12).
[0303] Then, the breeding game execution unit 701a clears the support card ID from the storage area of the history information storage unit from which the support card ID was read in P12-11 (P12-13). Also, the breeding game execution unit 701a displays the card icon 201 in the selection area where the third setting operation X3 was input (P12-14). Here, the card icon 201 associated with the support card ID stored in P12-12 is displayed. Then, the breeding game execution unit 701a makes the specific image 240 displayed in the selection area associated with the storage area from which the support card ID was deleted in P12-13 invisible (P12-15).
[0304] Returning to FIG. 33, when the operation type specified in P11-3 is a cancellation operation (YES in P11-7), the breeding game execution unit 701a executes cancellation operation input processing (P13).
[0305] FIG. 35 is a flowchart for explaining the cancellation operation input processing in the player terminal 1. The breeding game execution unit 701a stores the support card ID in the storage area of the history information storage unit associated with the selection area where the cancellation operation Y1 or the second cancellation operation Y2 is input (P13-1). Here, among the storage areas of the support card ID storage unit, the support card ID stored in the storage area associated with the selection area where the first cancellation operation Y1 or the second cancellation operation Y2 is input is stored in the storage area of the history information storage unit.
[0306] Also, the breeding game execution unit 701a clears the support card ID from the storage area of the support card ID storage unit associated with the selection area where the cancellation operation Y1 or the second cancellation operation Y2 is input (P13-2). Then, the breeding game execution unit 701a makes the card icon 201 non-displayed in the selection area where the cancellation operation Y1 or the second cancellation operation Y2 is input (P13-3). Also, the breeding game execution unit 701a displays the specific image 240 in the selection area where the cancellation operation Y1 or the second cancellation operation Y2 is input (P13-4).
[0307] Returning to FIG. 33, when the operation type specified in P11-3 is the replacement operation Z (NO in P11-7), the breeding game execution unit 701a executes replacement operation input processing (P14).
[0308] FIG. 36 is a flowchart for explaining the replacement operation input process in the player terminal 1. The breeding game execution unit 701a replaces the support card IDs in the storage areas of the support card ID storage units associated with the two selection areas specified by the replacement operation Z (P14-1). Also, the breeding game execution unit 701a replaces the history information, that is, the support card IDs, in the storage areas of the history information storage units associated with the two selection areas specified by the replacement operation Z (P14-2).
[0309] Then, based on the support card IDs updated in P14-1, the breeding game execution unit 701a displays the card icons 201 in the two selection areas specified by the replacement operation Z (P14-3). Also, when the history information (support card IDs) is stored in the storage areas of the history information storage units associated with the two selection areas specified by the replacement operation Z, the breeding game execution unit 701a displays the specific image 240 in the selection area associated with the storage area in which the history information (support card IDs) is stored (P14-4).
[0310] As described above, one aspect of the embodiment has been described with reference to the accompanying drawings. Needless to say, the present invention is not limited to the above embodiment. It is obvious that those skilled in the art can conceive of various modifications or corrections within the scope described in the claims, and it is naturally understood that they also belong to the technical scope.
[0311] In the above embodiment, it has been described that the game medium for the batch setting function is the support card. However, the game medium for the batch setting function is not particularly limited. Also, the game genres to which the above batch setting function can be applied are not particularly limited. For example, in an action game or an RPG (Roll Playing Game), when equipping equipment to a character that is the operation target of the player, the above batch setting function may be applied. Also, for example, in a digital card game, the above batch setting function may be applied when setting a deck or the like.
[0312] Also, in the above-described embodiment, the common card icon 201 is displayed on both the first display unit 220 and the second display unit 230. However, the display mode of the card icon 201 may be different between the first display unit 220 and the second display unit 230. Also, the above-described setting operation and cancellation operation are merely examples. Only some of the setting operations and cancellation operations described in the above embodiment may be provided.
[0313] Also, in the above-described embodiment, the case where one character ID is associated with one support card ID has been described. However, the support cards may include support cards with a plurality of character IDs associated therewith. For example, assume that a support card with a plurality of character IDs associated therewith is selected on the second display unit 230. In this case, all of the history information associated with at least one character ID that is the same as one of the plurality of character IDs associated with the selected support card may be deleted.
[0314] Also, in the above-described embodiment, when a cancellation operation is input, the support card ID is stored as history information in the history information storage unit. However, the timing at which the history information is stored in the history information storage unit is not limited to this. For example, when a setting operation is input, the support card ID may be stored in both the support card ID storage unit and the history information storage unit. In any case, the history information may be stored at any timing between when the support card ID is stored in the support card ID storage unit and when it is deleted.
[0315] Also, in the above-described embodiment, the case where the selection and setting of the support card and the editing of the deck area in the card deck information storage unit are performed during the training game has been described. However, the selection and setting of the support card and the editing of the deck area in the card deck information storage unit described above may be performed outside the training game, that is, during the out-game.
[0316] The gameplay, and the processing in the player terminal 1 and the server 1000 described in the above embodiments and various modifications are merely examples. 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.
[0317] (Processing to be performed by the computer) A process of displaying a setting screen (e.g., the batch setting screen 210 in the embodiment) including a first display unit (e.g., the first display unit 220 as an example in the embodiment) including one or more selection regions, and a second display unit (e.g., the second display unit 230 as an example in the embodiment) on which a plurality of game media (e.g., a support card or a support card ID as an example in the embodiment) are displayed (e.g., P11-1 as an example in the embodiment). Based on a player's operation input (e.g., the first setting operation X1 and the second setting operation X2 as examples in the embodiment) including at least a first operation (e.g., a card designation operation as an example in the embodiment) for selecting one game medium displayed on the second display unit, a process of associating the selected game medium with one selection region (e.g., P12-3 and P12-5 as examples in the embodiment). A process of displaying, on the first display unit, an identification image (e.g., the card icon 201 as an example in the embodiment) that can identify the game medium associated with the selection region (e.g., P12-7 as an example in the embodiment). Based on the selection of the selection region associated with the game medium by a player's operation input (e.g., the first cancellation operation Y1 as an example in the embodiment) including at least a second operation (e.g., a selection region designation operation as an example in the embodiment) for selecting the selection region, a process of ending the display of the identification image that can identify the game medium associated with the selected selection region (e.g., P13-3 as an example in the embodiment). A process of displaying a specific image (e.g., the specific image 240 as an example in the embodiment) in the selection region on the first display unit where the display of the identification image has ended (e.g., P13-4 as an example in the embodiment). A process of associating and storing history information indicating the game medium associated with the selection region where the specific image is displayed, with the selection region (e.g., P13-1 as an example in the embodiment). When a selection area in which a specific image is displayed is selected by a player's operation input including at least the second operation, based on the history information, a process of associating a game medium with the selected selection area (in the embodiment, P12-7 as an example).
[0318] In addition, the process of associating a game medium with one selection area may determine whether the game medium is associated with a plurality of selection areas in a predetermined order, and associate the game medium with one selection area determined not to be associated with the game medium.
[0319] In addition, when a specific image is displayed in one selection area determined not to be associated with the game medium, the information processing program may cause the computer to perform a process of making the specific image non-displayed (in the embodiment, P12-10 as an example). In addition, the process of displaying the identification image may display an identification image capable of identifying the game medium associated with the selection area in which the specific image is non-displayed.
[0320] In addition, history information can be associated with each of a plurality of selection areas, and the specific image may be displayed in each of the plurality of selection areas.
[0321] In addition, when history information indicating the game medium selected in the second display unit is stored, the information processing program may cause the computer to perform a process of making the specific image displayed in the selection area associated with the history information non-displayed (in the embodiment, P12-10 as an example).
[0322] In addition, a plurality of selection areas may be arranged side by side in the first direction on the first display unit. Further, the information processing program is based on a player's operation input (in the embodiment, the replacement operation Z as an example) that includes a second operation and a first direction specifying operation for specifying the first direction, and includes a game medium associated with a selection area selected by the second operation and a game medium associated with a selection area arranged in the first direction from the selection area selected by the second operation. The program performs a process of swapping (in the embodiment, P14 as an example). This may be executed by a computer.
[0323] Also, the second display unit may be provided in the second direction as viewed from the first display unit. Further, based on a player's operation input (in the embodiment, the second release operation Y2 as an example) that includes a second operation and a second direction specifying operation for specifying the second direction, the display of an identification image capable of identifying the game medium associated with the selection area selected by the second operation may end, and a specific image may be displayed.
[0324] Also, the process of associating a game medium with one selection area may be based on a player's operation input that includes both the first operation and the second operation, and may associate the game medium selected by the first operation with the selection area selected by the second operation.
[0325] Note that some of the functions described in the above embodiment may not be provided. Also, part or all of the processing in the player terminal 1 described above may be executed by the server 1000. Similarly, part or all of the processing in the server 1000 described above may be executed by the player terminal 1. Therefore, communication between the player terminal 1 and the server 1000 is not essential. For example, all programs for executing the above game may be stored in the player terminal 1.
[0326] Incidentally, the information processing program for executing the processes in the above-described embodiments and various modifications may be stored in a non-transitory computer-readable storage medium and provided as the storage medium. Furthermore, a game terminal device including this storage medium may be provided. Also, the above-described embodiments and various modifications may be an information processing method for realizing each function and the steps shown in the flowchart.
Explanation of Signs
[0327] 1 Player terminal 201 Card icon 210 Batch setting screen 220 First display unit 220a First selection area 220b Second selection area 220c Third selection area 220d Fourth selection area 220e Fifth selection area 230 Second display unit 240 Specific image G Game device S Information processing system
Claims
1. A process of displaying a setting screen including a first display section including one or more selection areas and a second display section on which a plurality of game media are displayed; a process of linking the selected game content to one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game content displayed on the second display unit; a process of displaying, on the first display unit, an identification image capable of identifying the game medium associated with the selection area; a process of ending the display of the identification image capable of identifying the game medium linked to the selected selection area, based on the selection area being selected by a player's operation input including at least a second operation for selecting the selection area; a process of displaying a specific image in the selection area after display of the identification image has been completed on the first display unit; storing history information indicating the game medium associated with the selection area in which the specific image is displayed, in association with the selection area; when the selection area in which the specific image is displayed is selected by a player's operation input including at least the second operation, a process of linking the game content to the selected selection area based on the history information; An information processing program that causes a computer to carry out the above.
2. The process of linking the game content to one of the selection areas includes: determining in a predetermined order whether or not the game content is linked to a plurality of the selection areas, and linking the game content to one of the selection areas to which it is determined that the game content is not linked; The information processing program according to claim 1 .
3. a process of hiding the specific image when the specific image is displayed in one of the selection areas determined to be not linked to the game content; The computer executes the above. The process of displaying the identification image includes: displaying the identification image capable of identifying the game medium associated with the selection area in which the specific image is hidden; The information processing program according to claim 2.
4. The history information can be linked to each of the multiple selection areas, The specific image can be displayed in each of the multiple selection areas.
3. The information processing program according to claim 1 or 2.
5. a process of hiding the specific image displayed in the selection area linked to the history information when the history information indicating the game medium selected on the second display unit is stored; 5. The information processing program according to claim 4, which causes a computer to execute the steps of:
6. A plurality of the selection areas are arranged in a first direction on the first display unit, a process of swapping, based on a player's operation input including the second operation and a first direction designation operation that designates the first direction, the game medium linked to the selection area selected by the second operation with the game medium linked to the selection area that is disposed in the first direction relative to the selection area selected by the second operation; 5. The information processing program according to claim 4, which causes a computer to execute the steps of:
7. the second display unit is provided in a second direction as viewed from the first display unit, based on an operation input by a player including the second operation and a second direction designation operation for designating the second direction, display of the identification image capable of identifying the game medium associated with the selection area selected by the second operation is terminated, and the specific image is displayed; The information processing program according to claim 4.
8. The process of linking the game content to one of the selection areas includes: based on a player's operation input including both the first operation and the second operation, linking the game content selected by the first operation to the selection area selected by the second operation; 3. The information processing program according to claim 1 or 2.
9. 1. An information processing method performed by one or more computers, comprising: The computer, A process of displaying a setting screen including a first display section including one or more selection areas and a second display section on which a plurality of game media are displayed; a process of linking the selected game content to one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game content displayed on the second display unit; a process of displaying, on the first display unit, an identification image capable of identifying the game medium associated with the selection area; a process of ending the display of the identification image capable of identifying the game medium linked to the selected selection area, based on the selection area being selected by a player's operation input including at least a second operation for selecting the selection area; a process of displaying a specific image in the selection area after display of the identification image has been completed on the first display unit; storing history information indicating the game medium associated with the selection area in which the specific image is displayed, in association with the selection area; when the selection area in which the specific image is displayed is selected by a player's operation input including at least the second operation, a process of linking the game content to the selected selection area based on the history information; An information processing method for carrying out the above.
10. One or more computers; The computer, A process of displaying a setting screen including a first display section including one or more selection areas and a second display section on which a plurality of game media are displayed; a process of linking the selected game content to one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game content displayed on the second display unit; a process of displaying, on the first display unit, an identification image capable of identifying the game medium associated with the selection area; a process of ending the display of the identification image capable of identifying the game medium linked to the selected selection area, based on the selection area being selected by a player's operation input including at least a second operation for selecting the selection area; a process of displaying a specific image in the selection area after display of the identification image has been completed on the first display unit; storing history information indicating the game medium associated with the selection area in which the specific image is displayed, in association with the selection area; when the selection area in which the specific image is displayed is selected by a player's operation input including at least the second operation, a process of linking the game content to the selected selection area based on the history information; An information processing system that carries out the above.
11. One or more computers; The computer, A process of displaying a setting screen including a first display section including one or more selection areas and a second display section on which a plurality of game media are displayed; a process of linking the selected game content to one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game content displayed on the second display unit; a process of displaying, on the first display unit, an identification image capable of identifying the game medium associated with the selection area; a process of ending display of the identification image capable of identifying the game medium linked to the selected selection area, based on the selection area being selected by a player's operation input including at least a second operation for selecting the selection area; a process of displaying a specific image in the selection area after display of the identification image has been completed on the first display unit; storing history information indicating the game medium associated with the selection area in which the specific image is displayed, in association with the selection area; when the selection area in which the specific image is displayed is selected by a player's operation input including at least the second operation, a process of linking the game content to the selected selection area based on the history information; A game device that performs the above.
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