Game program, game system, game processing method, and game device
The game program addresses the challenge of maintaining user motivation by incorporating a state change mechanism that responds to user exercise momentum, providing continuous incentives and engagement through the game states.
Patent Information
- Application Number
- JP2021046936
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-22
- Publication Date
- 2025-06-30
- Estimated Expiration
- 2041-03-22
AI Technical Summary
Existing games that promote exercise through character growth struggle to maintain user motivation once the character has fully grown.
A game program that includes a state change mechanism, where a game object changes states based on time elapsed and user exercise momentum, providing rewards and incentives to maintain user engagement.
The solution effectively maintains user motivation to continue exercising by shortening the time required for state changes and providing diverse methods to progress through game states.
Smart Images

Figure 0007699940000001 
Figure 0007699940000002 
Figure 0007699940000003
Abstract
Description
Technical Field
[0001] The present invention relates to game processing in which game progress changes according to the amount of exercise of a user.
Background Art
[0002] Conventionally, there has been known a game that promotes the growth of a game character using coins that can be obtained in the game according to the number of steps walked by a user (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a game as described above, there has been room for improvement in maintaining the motivation for the user to continue exercising even after the game character has fully grown.
[0005] Therefore, an object of the present invention is to provide a game program or the like that can maintain the motivation for the user to continue exercising.
Means for Solving the Problems
[0006] In order to achieve the above object, for example, the following configuration examples can be cited.
[0007] An example of a configuration example is a game program executed on a computer of an information processing apparatus, which causes the computer to function as a first state change means, a reward giving means, a second state change means, and a third state change means. The first state change means changes a game object from a first state to a second state based on the elapse of a first time. The reward giving means gives a game reward to the user when the game object is in the second state. The second state change means changes the game object from the second state to the third state when a first condition is satisfied by giving the game reward. The third state change means changes the game object from the third state to the first state in response to the elapse of a second time, and shortens the remaining time of the second time according to a parameter related to the user's momentum.
[0008] According to the above configuration example, when the game object changes from the first state to the second state and then to the third state after the game reward is given, the time required to return from the third state to the first state can be shortened according to a parameter related to the user's momentum. Therefore, the user has the motivation to move in order to return the game object from the third state to the first state (in order to repeat the cycle of the first state → the second state → the third state → the first state), and the motivation for the user to continue moving can be maintained.
[0009] As another configuration example, the first state change means may shorten the remaining time of the first time according to a parameter related to the user's momentum.
[0010] According to the above configuration example, the time until the game object changes from the first state to the second state and the game reward is given can be shortened by exercising, so the motivation for the user to exercise can be strengthened.
[0011] As another configuration example, the third state change means may decrease the remaining time of the second time according to the passage of time only in a specific time zone.
[0012] According to the above configuration example, it is possible to strengthen the motivation for the user to exercise in a specific time zone.
[0013] As another configuration example, the first state change means may shorten the remaining time of the first time based on the user using the state change item.
[0014] According to the above configuration example, it is possible to provide diversity in the method of quickly changing the in-game object from the first state to the second state.
[0015] As another configuration example, when the in-game object is changed from the first state to the second state by the user using the state change item, the reward giving means may reduce the in-game reward compared to the case where the in-game object is changed from the first state to the second state without the user using the state change item.
[0016] According to the above configuration example, since the in-game reward decreases when the state change item is used, it is possible to provide the user with an incentive to shorten the time for changing from the first state to the second state by exercising.
[0017] As another configuration example, when the second condition is satisfied by giving an in-game reward, the first state change means changes the in-game object from the second state to the fourth state, and the third state change means may change the in-game object from the fourth state to the first state based on a parameter related to the user's exercise amount.
[0018] According to the above configuration example, when an in-game reward is given, it is possible to increase the types of states that can be changed from the second state to a state that can be changed to the first state.
[0019] As another configuration example, the third state change means may change the in-game object from the fourth state to the first state based on the elapse of a specific time.
[0020] According to the above configuration example, it is possible to prompt the user to start the game after a specific time has elapsed.
[0021] As another configuration example, even when a specific time has elapsed, the third state change means may not change the in-game object from the third state to the first state.
[0022] According to the above configuration example, since it does not change from the third state to the first state when a specific time elapses, it is possible to provide the user with an incentive to move in order to change from the third state to the first state.
[0023] As another configuration example, based on the elapse of a specific time, the third state change means may change the in-game object from the second state to the first state.
[0024] According to the above configuration example, since it changes from the second state to the first state when a specific time elapses, it is possible to introduce a change in the cycle of state changes.
[0025] As another configuration example, the second condition may be that the probability of being satisfied changes according to the number of times the first condition is satisfied, or it may be satisfied when the number of times the first condition is satisfied reaches a predetermined number of times.
[0026] According to the above configuration example, it is possible to introduce a change in the cycle of state changes.
[0027] As another configuration example, based on the fact that an in-game reward is given to the user when the in-game object is in the second state, the computer may be further configured as a fourth state change means for changing the in-game object from the second state to the fifth state.
[0028] According to the above configuration example, it is possible to introduce a change in the cycle of state changes.
[0029] As another configuration example, the first state change means may change the in-game object from the fifth state to the second state based on the user using the state change item.
[0030] According to the above configuration example, since the in-game reward can be given by returning to the second state by using the state change item, the number of times the in-game reward is given can be increased.
[0031] As another configuration example, the first state change means may change the in-game object from the fifth state to the second state based on the elapse of the third time.
[0032] According to the above configuration example, since the in-game reward can be given by returning to the second state due to the passage of time, the number of times the in-game reward is given can be increased without using the state change item.
[0033] As another configuration example, the momentum may be the number of steps.
[0034] According to the above configuration example, it is possible to provide an incentive for the user to perform the exercise of walking, which is an exercise effective for a wide range of age groups.
Effects of the Invention
[0035] According to the present embodiment, it is possible to maintain the motivation for the user to continue the exercise.
Brief Description of the Drawings
[0036]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Mode for Carrying Out the Invention
[0037] Hereinafter, one embodiment will be described.
[0038] [Hardware Configuration of Information Processing Apparatus] First, the configuration of the information processing apparatus according to the present embodiment will be described. In the present embodiment, as the information processing apparatus 10, for example, a smart device such as a smartphone or a tablet, a portable game device, a portable notebook personal computer, etc. are assumed. In the following description, an information processing apparatus (for example, a smartphone) having an integrated display screen and touch panel will be described as an example. Therefore, mainly, the input operation is an input to the touch panel. However, in other embodiments, the input operation may be in a form using a physical controller wirelessly or wiredly connected to the information processing apparatus, or may be in a form using an input device configured to be integrated with the information processing apparatus, for example.
[0039] FIG. 1 is a functional block diagram of the information processing apparatus 10 according to the present embodiment. In FIG. 1, the information processing apparatus 10 includes a processor 11, a memory 12, an operation unit 14, a display unit 15, and a detection unit 16. The processor 11 controls the operation of the information processing apparatus 10 by executing a system program (not shown) for executing information processing described later and controlling the overall operation of the information processing apparatus 10. Note that the processor 11 may be equipped with a single processor or may be equipped with a plurality of processors. Various programs executed by the processor 11 and various data used in the programs are stored in the memory 12. The memory 12 is, for example, a flash EEPROM or a hard disk device. The operation unit 14 is, for example, an input device for receiving operations from the user. The display unit 15 is typically a liquid crystal display device. In the process according to the present embodiment, a touch panel integrated with a liquid crystal screen is assumed as the operation unit 14 and the display unit 15. In other embodiments, a predetermined pointing device other than the touch panel may be used as the operation unit 14. The detection unit 16 is a device that detects the walking (or running) motion of the user carrying the information processing apparatus 10 (that is, a step counting detection device), and is, for example, an acceleration sensor.
[0040] [Overview of the game processing of the present embodiment] Next, an overview of the information processing executed in the present embodiment will be described. In the present embodiment, as an example of the information processing, game processing for executing a game application (sometimes referred to as an "app") will be described as an example. First, an overview of the game application (sometimes simply referred to as a "game") realized by the game processing will be described. The game assumed in the present embodiment is a game in which the user walks or runs (sometimes simply referred to as "walks") to acquire and increase game characters (sometimes referred to as "characters" or "chars").
[0041] More specifically, the game assumed in this embodiment is such that the user walks while carrying the information processing apparatus 10 to acquire seedlings and honey, plants the acquired seedlings in a planter and then walks to grow the seedlings, pulls out the grown seedlings to make characters, grows the characters by walking, waiting for time to pass, or giving honey to the characters, obtains (collects) flower petals from the characters, and repeats the cycle of making it easier to acquire seedlings by using the obtained flower petals, and enjoys increasing the number of characters by walking (exercising). Hereinafter, this game will be specifically described with reference to the drawings.
[0042] FIG. 2 is an example of a menu screen displayed by starting this game. As shown in FIG. 2, a menu image 17 is displayed on the menu screen. The menu image 17 includes, as operation menus, an acquisition menu image 17a, a planter menu image 17b, and a character menu image 17c. When the user touches and operates the acquisition menu image 17a, the user shifts to an acquisition screen where seedlings and honey, which will be described later with reference to FIG. 3, can be acquired. When the user touches and operates the planter menu image 17b, the user shifts to a planter screen where seedlings can be planted in a planter and grown into characters, which will be described later with reference to FIG. 4 and the like. When the user touches and operates the character menu image 17c, the user shifts to a character screen where characters can be grown and flower petals can be obtained (collected) from the characters, which will be described later with reference to FIG. 8 and the like. Also, as shown in FIG. 2, at the lower part of the menu screen, a flower petal number image 22 indicating the number of held flower petals, a seedling number image 23 indicating the number of held seedlings, and a honey number image 24 indicating the number of held honey are displayed.
[0043] Figure 3 is an example of an acquisition screen. When transitioning from the menu screen to the acquisition screen according to the user's operation, as shown in Fig. 3(1), first, a petal usage operation screen is displayed. On the petal usage operation screen, a petal usage image 20 including a petal image imitating a relatively large petal is displayed. Also, a character image 21 written "Next" is displayed. Further, similar to the menu screen described with reference to Fig. 2, at the bottom of the acquisition screen, a petal number image 22, a seedling number image 23, and a honey number image 24 are displayed. The petal usage image 20 displays the number of petals in stock in the same way as the petal number image 22.
[0044] As shown in Fig. 3(1), when the user taps the petal usage image 20, the number of petals to be used is set according to the number of tap operations, and the display of the number of petals in stock is subtracted. Note that the hand 50 represents the hand of the user operating the information processing device 10. For example, in Fig. 3, when the tap operation is performed once, one petal is set as the number of petals to be used, and the number of petals in stock displayed in the petal usage image 20 and the petal number image 22 is subtracted to 35. Also, when the character image 21 is tapped, the screen transitions to the acquisition notification screen shown in Fig. 3(2).
[0045] As shown in Fig. 3(2), on the acquisition notification screen, a honey image 25 and a seedling image 26 obtained by a lottery with a higher winning probability as the number of steps the user walks while carrying the information processing device 10 increases are displayed. Also, in this lottery, the higher the number of petals the user sets to use, the higher the winning probability of the seedlings. Note that in other embodiments, this lottery may be such that the higher the number of petals the user sets to use, the higher the winning probabilities of both the seedlings and the honey. In the example of Fig. 3(2), it is notified that 2 honey images 25 are displayed and 2 honeys are obtained, and 3 seedling images 26 are displayed and 3 seedlings are obtained by a lottery according to the user's number of steps. Also, as a result, the number on the honey number image 24 is incremented by 2 to become 24, and the number on the seedling number image 23 is incremented by 3 to become 18.
[0046] FIG. 4 is an example of a planter screen. When transitioning from the menu screen to the planter screen according to the user's operation, the planter screen is displayed as shown in FIG. 4. On the planter screen, a planter image 30 (sometimes simply referred to as "planter") for growing seedlings and a step tank image 35 (sometimes simply referred to as "step tank") for accumulating the number of steps the user has walked while carrying the information processing device 10 are displayed. As shown in FIG. 4, the planter image 30 has three (31a, 31b, 31c) seedling-plantable parts where seedlings can be planted from the beginning (initial state), and three (32a, 32b, 32c) expandable parts that can be expanded as parts where seedlings can be planted. The user can expand the seedling-plantable parts up to a maximum of six by performing an operation (sometimes referred to as "planter expansion operation") of using in-game coins (in-game currency; sometimes simply referred to as "coins"; not shown). The coins are obtained by the elapsed time since the game was first launched, or by charging, etc. Also, similar to the menu screen described with reference to FIG. 2, a petal number image 22, a seedling number image 23, and a honey number image 24 are displayed at the bottom of the planter screen.
[0047] The user can plant the seedlings they possess in the planter image 30. As shown in FIG. 4, when the user taps the seedling number image 23, seedlings are planted in the seedling-plantable part 31 of the planter image 30 according to the number of tap operations, and the number of seedlings planted in the seedling number image 23 is displayed in parentheses. In the example of FIG. 4, when the user performs an operation (sometimes referred to as "seedling planting operation") of tapping the seedling number image 23 once in a state where a seedling image 34a is already planted in the seedling-plantable part 31a of the planter image 30, a seedling image 34b (sometimes simply referred to as "seedling") is planted in the seedling-plantable part 31b, and the number in parentheses in the seedling number image 23 increases from 1 to 2. Note that in FIG. 4, since there are three seedling-plantable parts, it is not possible to plant more than three seedlings.
[0048] As shown in FIG. 4, in the seedling-plantable portions (31a, 31b, 31c), seedling-accumulated step number images (33a, 33b, 33c) are respectively displayed. In the seedling-accumulated step number images (33a, 33b, 33c), the number of steps accumulated in the seedling since the time when the seedling was planted (the number of steps the user walked while carrying the information processing device 10) and the number of steps required for the seedling to grow into a character are displayed. From this, it can be said that the seedling-accumulated step number image 33 is also an image showing the growth degree of the seedling. In the example of FIG. 4, in the seedling-accumulated step number image 33a, 500 is displayed as the number of steps accumulated in the seedling since the time when the seedling was planted, and 3000 is displayed as the number of steps required for the seedling to grow into a character. Also, in the seedling-accumulated step number image 33b, 0 is displayed as the number of steps accumulated in the seedling since the time when the seedling was planted, and 1000 is displayed as the number of steps required for the seedling to grow into a character. Thus, the number of steps required for the seedling to grow into a character may vary depending on the seedling. Note that since no seedling is planted in the seedling-plantable portion 31c, no number is displayed in the seedling-accumulated step number image 33c.
[0049] Also, as shown in FIG. 4, a step number tank image 35 for accumulating the number of steps the user walked while carrying the information processing device 10 is displayed. The step number tank image 35 consists of up to five unit step number tank images (35a, etc.; may be simply referred to as "unit step number tank"). The unit step number tank image can accumulate the user's number of steps up to 1000 steps. Also, the user can perform an operation (may be referred to as a "step number tank increment operation") to increase the unit step number tank image up to five by using coins. In the example of FIG. 4, the step number tank image 35 consists of four unit step number tank images (35a, 35b, 35c, 35d). In the unit step number tank images 35a and 35b, the number 1000 indicating that 1000 steps are accumulated is displayed. In the unit step number tank image 35c, the number 283 indicating that 283 steps are accumulated is displayed. In the unit step number tank image 35d, the number 0 indicating that no steps are accumulated is displayed, showing that a total of 2283 steps are accumulated.
[0050] FIG. 5 is an example of a planter screen. Hereinafter, with reference to FIG. 5, the content in which the number of steps is accumulated in the seedling accumulation step count image 33 and the step count tank image 35 when the user walks while carrying the information processing apparatus 10 will be described. When the user walks while carrying the information processing apparatus 10, the number of steps is simultaneously accumulated in each of the seedling accumulation step count images 33 and the step count tank image 35. In the example of FIG. 5, when the user walks 700 steps while carrying the information processing apparatus 10 from the state of FIG. 4, 700 steps are accumulated in the seedling accumulation step count image 33a, the seedling accumulation step count image 33b, and the step count tank image 35, respectively. That is, according to the number of steps the user has walked, each seedling grows and the number of steps is accumulated in the step count tank. Note that, in the seedling accumulation step count image 33, the number of steps exceeding the number of steps required for the seedling to grow into a character (for example, 1000 in the seedling accumulation step count image 33b) is not accumulated.
[0051] FIG. 6 is an example of a planter screen. Hereinafter, with reference to FIG. 6, the content of giving the number of steps accumulated in the step tank image 35 to the seedling image 34 and growing it will be described. As shown in FIG. 6, when the user taps a unit step tank image (such as 35a, etc.) in which 1000 steps are accumulated in the step tank image 35 (sometimes referred to as a "step tank usage operation"), an image 40 that gives the number of steps accumulated in the unit step tank image to each of the seedling images 34 is displayed and the unit step tank image is deleted, and 1000 steps are accumulated in each of the seedling accumulation step images 33 corresponding to the respective seedling images 34. Note that the unit step tank image has a maximum accumulated number of steps of 1000 steps, and only those with a maximum accumulated number of steps of 1000 steps can give the number of steps to the seedling image 34 in units of 1000 steps in response to a tap operation. In the example of FIG. 6, when the user taps the unit step tank number image 35a with a maximum accumulated number of steps of 1000 steps, the unit step tank number image 35a is deleted (consumed), 1000 steps are accumulated in the seedling accumulation step image 33a of the seedling image 34a, changing from 1200 steps (see FIG. 5) to 2200 steps, and 1000 steps are accumulated in the seedling accumulation step image 33b of the seedling image 34b, changing from 700 steps (see FIG. 5) to 1000 steps. Here, as already described, since the number of steps exceeding the number of steps (maximum number of steps) required for the seedling to grow into a character in the seedling accumulation step image 33 is not accumulated, in the seedling accumulation step image 33b, the accumulation reaches the maximum of 1000 steps. Also, as shown in FIG. 6, the seedling image 34b corresponding to the seedling accumulation step image 33b in which the accumulation reaches the maximum of 1000 steps changes to a two-leaf state indicating that the seedling has fully grown (the growth of the seedling has ended).
[0052] FIG. 7 is an example of a planter screen. Hereinafter, with reference to FIG. 7, the content of extracting the seedling image 34 whose growth has ended and converting it into a character image will be described. As shown in FIG. 7, in response to the user performing an upward swipe operation (a touch-and-slide operation; sometimes referred to as a "extraction operation") on the seedling image 34 whose growth has ended, a display indicating that the seedling image 34 is extracted is performed, and at the same time, the number of seedlings shown in the seedling number image 23 and the number in parentheses indicating the number of seedlings planted in the planter 30 are decreased by 1. Also, the number in the seedling accumulation step number image 33 corresponding to the extracted seedling image 34 is erased. In the example of FIG. 7, in response to the user's swipe operation, the seedling image 34b whose growth has ended is extracted, the display on the seedling number image 23 is decreased from 18(2) to 17(1), and the number in the seedling accumulation step number image 33b is erased. Note that the extracted seedling image 34 changes to the character image 40a described later. Also, in FIG. 7, in response to the use of the unit step number tank image 35a in FIG. 6, the unit step number tank image 35a is erased and another unit step number tank is shifted downward and displayed. Note that a seedling image 34 whose growth has not ended cannot be extracted (extraction is prohibited).
[0053] FIG. 8 is an example of a character screen. Hereinafter, with reference to FIG. 8, the content of the character screen will be described. On the character screen, a character image 40 (sometimes simply referred to as "character" or "char") obtained by extracting the seedling image 34 whose growth has ended (see FIG. 7) is displayed. As shown in FIG. 8, the character image 40 includes a character image 40a in a two-leaf state, a character image 40b in a bud state, a character image 40c in a glowing flower state with a glowing flower in bloom, a character image 40d in a flower state with a non-glowing flower in bloom, and a character image 40e in a state without leaves. In the example of FIG. 8, a character image (40a-1, 40a-2) in a two-leaf state, a character image (40b-1, 40b-2, 40b-3) in a bud state, a character image (40c-1, 40c-2) in a glowing flower state, a character image (40d-1) in a flower state, and a character image (40e-1) in a state without leaves are displayed. As shown in FIG. 8, the newly displayed character image (40a-1) in a two-leaf state after the seedling image 34 whose growth has ended is extracted is displayed in a glowing manner so that this can be understood. Also, similar to the menu screen described with reference to FIG. 2, at the bottom of the character screen, a petal number image 22, a seedling number image 23, and a honey number image 24 are displayed.
[0054] FIG. 9 is an example of a character screen. Hereinafter, with reference to FIG. 9, the content of giving the honey held by the character displayed on the character screen will be described. Here, honey can be given to the character image 40a in a two-leaf state, the character image 40b in a bud state, and the character image 40d in a flower state, while it cannot be given to the character image 40c in a glowing flower state and the character image 40e in a state without leaves. Also, as will be described later, when honey is given, the character image 40a in a two-leaf state immediately changes to the character image 40b in a bud state, the character image 40b in a bud state immediately changes to the character image 40c in a glowing flower state, and the character image 40d in a flower state immediately changes to the character image 40c in a glowing flower state.
[0055] As shown in FIG. 9, when a swipe operation (sometimes referred to as a "honey-giving operation") is performed from the honey number image 24 towards the changeable character image 40 (a character that can give honey), the honey image moves and is displayed towards the character image 40, the held honey number on the honey number image 24 is displayed as being subtracted, and the state of the character image 40 changes. In the example of FIG. 9, a honey-giving operation is performed to give honey to the character image 40b-2 in the bud state, the held honey number on the honey number image 24 is displayed as being subtracted from 24 to 23, and the character image 40b-2 in the bud state changes to the glowing flower state (not shown).
[0056] FIG. 10 is an example of a character screen. Hereinafter, with reference to FIG. 10, the content of obtaining (collecting) flower petals from the character image 40c in the glowing flower state will be described. Here, flower petals can be collected from the character image 40c in the glowing flower state, but cannot be collected from the character image 40d in the flower state (and other state character images). As shown in FIG. 10, when the user performs a tap operation (sometimes referred to as a "flower petal obtaining operation") on the character image 40c in the glowing flower state, the flower petal image moves and is displayed towards the flower petal number image 22, the held flower petal number on the flower petal number image 22 is displayed as being added, and the state of the character image 40c in the glowing flower state changes to the flower state (40d) or the state without leaves (40e). In the example of FIG. 10, a flower petal obtaining operation is performed on the character image 40c-2 in the glowing flower state, the held flower petal number on the flower petal number image 22 is displayed as being added from 35 to 36, and the character image 40c-2 in the glowing flower state changes to the flower state (not shown).
[0057] FIG. 11 is a schematic diagram for explaining the state change of the character 40 displayed on the character screen described with reference to FIG. 8 and the like. Hereinafter, with reference to FIG. 11, the state change of the character 40 will be described.
[0058] When honey is given to the character image 40a in the two-leaf state (see Fig. 9), it immediately changes (grows) to the character image 40b in the bud state. Also, the character image 40a in the two-leaf state changes to the character image 40b in the bud state when 8 hours have passed since it became the two-leaf state. Here, the time (8 hours) required for this change is shortened by 20 minutes every time the number of steps (the number of steps the user walked while carrying the information processing device 10) increases by 100 steps from the time it became the two-leaf state. For example, when the number of steps generated from the time it became the two-leaf state is 633 steps, the time (8 hours) required for the above change is shortened by 2 hours and becomes 6 hours.
[0059] When honey is given to the character image 40b in the bud state (see Fig. 9), it immediately changes (grows) to the character image 40c in the glowing flower state. Also, the character image 40b in the bud state changes to the character image 40c in the glowing flower state when 8 hours have passed since it became the bud state. Here, the time (8 hours) required for this change is shortened by 20 minutes every time the number of steps (the number of steps the user walked while carrying the information processing device 10) increases by 100 steps from the time it became the bud state. For example, when the number of steps generated from the time it became the bud state is 685 steps, the above required time (8 hours) is shortened by 2 hours and becomes 6 hours.
[0060] The character image 40c in the luminous flower state can obtain (collect) petals by performing a petal obtaining operation (see FIG. 10). The luminous flower state character image 40c that has obtained petals changes to the flower state character image 40d and is in a state where petals cannot be obtained. If the character image 40d in the flower state is given nectar (see FIG. 9), it returns to the luminous flower state character image 40c and petals can be obtained. In addition, when two hours have passed since the character image 40d in the flower state changed to the character image 40d in the flower state, it returns to the luminous flower state character image 40c and petals can be obtained. After changing from the bud state to the luminous flower state, the petal obtaining operation can be performed four times. However, if two hours have passed since the character image 40d in the flower state changed to the character image 40c in the luminous flower state as described above and the character image 40c in the luminous flower state returned to the character image 40c in the luminous flower state, the number of times the petal obtaining operation has been performed is reset and the petal obtaining operation can be performed four times again. In addition, when the petal acquisition operation is performed for the first time after the state changes from a bud to a luminous flower, two petals (two pieces) are acquired, and one petal (one piece) is acquired for each of the three subsequent operations to acquire a petal (if the number of operations to acquire a petal is reset after two hours have passed, the four subsequent operations to acquire a petal). Then, when the petal acquisition operation is performed four times, the character image 40c in the luminous flower state changes to the character image 40e in the leafless state.
[0061] Furthermore, character image 40c that has changed from the two-leaf state to the luminous flower state without being given nectar will enter a fever state with a certain probability (for example, 10%). Character image 40c in the luminous flower state that has entered a fever state will obtain a petal and change to the flower state, and then will return to the luminous flower state in three seconds, repeating this loop three times, before the fever state is released.
[0062] The character image 40e in the leafless state returns to the character image 40a in the double-leaf state 6 hours after entering the leafless state in the time period from 4:00 to 24:00. On the other hand, the character image 40e in the leafless state does not return to the character image 40a in the double-leaf state even 6 hours after entering the leafless state in the time period from 0:00 (24:00) to 4:00. Here, the above elapsed time (6 hours) is the number of steps taken in the time period from 4:00 to 24:00 (the number of steps the user walked while carrying the information processing device 10) and the number of steps generated from the time of entering the leafless state (the number of steps the user walked while carrying the information processing device 10) is shortened by 20 minutes every time it increases by 100 steps. For example, in the situation where the leafless state is entered at 19:00, if 600 steps are generated in the time period from 21:00 to 22:00, the elapsed time is shortened by 2 hours and it returns to the character image 40a in the double-leaf state at 23:00. Also, the character image 40b in the bud state, the character image 40c in the glowing flower state, the character image 40d in the flower state, and the character image 40e in the leafless state return to the character image 40a in the double-leaf state at 4:00. Also, for the character image 40a in the double-leaf state, the elapsed time since entering the double-leaf state is reset at 4:00.
[0063] [Details of Information Processing in this Embodiment] Next, with reference to FIGS. 12 to 16, the information processing in this embodiment will be described in detail.
[0064] [Regarding the Data Used] Various data used in this game process will be described. FIG. 12 shows an example of the programs and data stored in the memory 12 of the information processing device 10. Stored in the memory 12 are a game program 100, operation data 101, character data 102, time data 121, petal number data 122, seedling number data 123, honey number data 124, planter data 125, step tank data 126, second generated step number data 127, and third generated step number data 128, etc.
[0065] The game program 100 is a game program for executing the game process according to this embodiment.
[0066] The operation data 101 is data indicating an operation performed on the information processing device 10, for example, an input operation on the touch panel.
[0067] The character data 102 is data regarding the character 40 and the seedling before becoming the character 40 described with reference to FIGS. 3 to 11. The character data 102 includes first to nth (n is a natural number) character data (103-1 to 103-n). That is, for each character 40 (or the seedling before becoming the character 40) in this game, the character data 103 is generated. Hereinafter, the first character data 103-1 will be described. Note that the second to nth character data 103-2 to 103-n also includes the same type of data as the first character data 103-1.
[0068] The first character data 103-1 includes character state data 104, seedling growth data 105, previous character situation data 106, first occurrence step count data 107, honey growth data 108, petal acquisition count data 109, and fever data 110.
[0069] The character state data 104 is data indicating the state of the character. Specifically, the character state data 104 indicates the state of the character 40 (the two-leaf state, the bud state, the glowing flower state, the flower state, or the state without leaves; see FIG. 11), and also indicates the state of the seedling before becoming the character 40 (including whether it is planted in the planter 30; see FIG. 4). Note that in this embodiment, in some cases, the "character" also includes the case of the seedling state.
[0070] The seedling data 105 is data indicating the upper limit number of steps (the number of steps when the growth of the seedling ends) that can be accumulated for the seedling (the character in the seedling state), and the number of steps accumulated for the seedling. This upper limit number of steps that can be accumulated may vary depending on the seedling, and is, for example, a fixed number of steps such as 1000 steps or 3000 steps (see FIG. 4).
[0071] The previous character status data 106 indicates the status of the character at the time when the character screen was previously displayed (that is, the time when the status of the character was determined at the previous character screen display) (which may be referred to as the "character status at the previous display"), and when the status can change to the next status according to the passage of time, it indicates the remaining planned time until the change to the next status (which may be referred to as the "remaining planned time until the next change"). That is, it is data indicating the status of the character at the time when the character screen was previously displayed (which may be referred to as the "character status at the previous display").
[0072] The first occurrence step count data 107 is data indicating the number of steps the user walked (or ran) while carrying the information processing device 10. Specifically, the first occurrence step count data 107 is data indicating the number of steps generated from the time when the character screen was previously displayed (that is, the time when the status of the character was determined at the previous character screen display) (the number of steps calculated based on the detection result of the detection unit 16), and the generated time information (time period information) is added to the generated number of steps (which may be referred to as the "generated number of steps"). That is, it is data indicating the time history of the generated number of steps. For example, if 150 steps were generated in one minute (unit time) from 13:00 to 13:01 on January 1, 2021, the generated time (from 13:00 to 13:01 on January 1, 2021) is associated with the generated number of steps of 150 steps. In this embodiment, the generated time is set as the unit time of one minute, but in other embodiments, it may be set as the unit time of one second, for example.
[0073] The honey cultivation data 108 is information indicating whether the character 40 has changed after being given honey during the process of changing from the twin leaf state to the glowing flower state (see FIG. 11).
[0074] The petal acquisition count data 109 is information indicating the number of times petals have been acquired from the character 40c in the glowing flower state (which can also be said to be the number of petal acquisition operations; which may be referred to as the "number of petal acquisitions") (see FIG. 11).
[0075] The fever data 110 is data regarding the fever state described with reference to FIG. 11. Specifically, the fever data 110 includes data (e.g., flag data) indicating whether the character 40 is in a fever state, data indicating how many times the character 40 has returned to the glowing flower state (in 3 seconds) while in the fever state, and data indicating the upper limit number of times (3 times) of returning to the glowing flower state (in 3 seconds) while in the fever state.
[0076] This concludes the description of the character data 102.
[0077] The time data 121 is information indicating the current time (current date and time).
[0078] The petal number data 122 is data indicating the number of petals held. Based on the petal number data 122, the number of petals held is displayed in the petal number image 22 (see FIG. 3, etc.).
[0079] The seedling number data 123 is data indicating the number of seedlings held. Based on the seedling number data 123, the number of seedlings held is displayed in the seedling number image 23 (see FIG. 3, etc.).
[0080] The honey number data 124 is data indicating the amount of honey held. Based on the honey number data 124, the amount of honey held is displayed in the honey number image 24 (see FIG. 3, etc.).
[0081] The planter data 125 is data regarding the planter described with reference to FIG. 4, etc. Specifically, the planter data 125 includes data indicating the number of seedling-plantable parts (3 in the initial state) in the planter 30 where seedlings can be planted, data indicating the number of expandable parts (the upper limit is 3) that can be expanded as parts where seedlings can be planted, and data indicating the number of seedlings planted in the seedling-plantable parts.
[0082] The step count tank data 126 is data related to the step count tank (step count tank image 35) described with reference to FIGS. 5 and 6 and the like. Specifically, the step count tank data 126 includes data indicating the quantity (the upper limit is 5) of the unit step count tanks (unit step count tank images 35a and the like) that make up the step count tank, and data indicating the number of steps (the upper limit is 1000 steps; sometimes referred to as "accumulated step count") accumulated in each unit step count tank.
[0083] The second generated step count data 127 is data indicating the number of steps that the user walked (or ran) while carrying the information processing device 10. Specifically, the second generated step count data 127 is data indicating the number of steps generated from the time when the acquisition notification screen shown in FIG. 3(2) was last displayed (the number of steps calculated based on the detection result by the detection unit 16).
[0084] The third generated step count data 128 is data indicating the number of steps that the user walked (or ran) while carrying the information processing device 10. Specifically, the third generated step count data 123 is data indicating the number of steps generated from the time when the planter screen shown in FIG. 4 and the like was last displayed (the number of steps calculated based on the detection result by the detection unit 16).
[0085] Here, a step count measurement application is installed in the information processing device 10 separately from the application of this game. The step count measurement application always measures the number of steps generated when the user walks (or runs) based on the information from the detection unit 16 during the period when the information processing device 10 is operating, and associates the measured number of steps with the time zone when the steps were generated and stores them in the memory. That is, the step count measurement application creates time history data (not shown) of the generated step count during the operation period of the information processing device 10. And in this game process, the time history data of the generated step count is appropriately used to create (update) the first generated step count data 107, the second generated step count data 127, and the third generated step count data 128.
[0086] [Details of the game process] Next, referring to the flowchart, the details of the game process according to this embodiment will be described. FIGS. 13 to 16 are examples of flowcharts showing the details of the game process according to this embodiment.
[0087] [Processing of Menu Screen] First, when an operation to start the application of this game is performed, the process shown in FIG. 13 is started.
[0088] In step S101 of FIG. 13, the processor 11 acquires save data from a game server (not shown) by wireless communication via the Internet or the like, and reads it into each data stored in the memory 12. Then, the process proceeds to step S102.
[0089] In step S102, the processor 11 causes the display unit 15 to display a menu screen (see FIG. 2). Then, the process proceeds to step S103.
[0090] In step S103, the processor 11 determines whether there has been an acquisition menu selection operation. Specifically, the processor 11 determines whether the acquisition menu image 17a has been touched on the menu screen based on the operation data (see FIG. 12). If this determination is YES, the process proceeds to step S104, and if this determination is NO, the process proceeds to step S105.
[0091] In step S104, the processor 11 performs an acquisition menu process for acquiring the seedlings and honey described with reference to FIG. 3. The acquisition menu process will be described later with reference to FIG. 14. Then, the process proceeds to step S105.
[0092] In step S105, the processor 11 determines whether there has been a planter menu selection operation. Specifically, the processor 11 determines whether the planter menu image 17b has been touched on the menu screen based on the operation data. If this determination is YES, the process proceeds to step S106, and if this determination is NO, the process proceeds to step S107.
[0093] In step S106, the processor 11 performs a planter menu process for growing seedlings in the planter 30 described with reference to FIGS. 4 to 7. The planter menu process will be described later with reference to FIG. 15. After that, the process proceeds to step S107.
[0094] In step S107, the processor 11 determines whether there has been a character menu selection operation. Specifically, the processor 11 determines whether the character menu image 17c has been touched on the menu screen based on the operation data. If this determination is YES, the process proceeds to step S108, and if this determination is NO, the process proceeds to step S109.
[0095] In step S108, the processor 11 performs a character menu process for growing the character 40 described with reference to FIGS. 8 to 11 to obtain flower petals. The character menu process will be described later with reference to FIG. 16. After that, the process proceeds to step S109.
[0096] In step S109, the processor 11 determines whether there has been a predetermined application termination operation. Specifically, the processor 11 determines whether an application termination operation has been performed based on the operation data. If this determination is YES, the process proceeds to step S110, and if this determination is NO, the process returns to step S102 to continue displaying the menu screen.
[0097] In step S110, the processor 11 saves the data for this game, and then ends the game process. Specifically, the processor 11 saves the data stored in the memory 12 to the game server via wireless communication or the like over the Internet, and then ends the application of this game.
[0098] [Acquisition Menu Process] FIG. 14 is an example of a flowchart showing the details of the acquisition menu process in step S104 of FIG. 13.
[0099] In step S201 of FIG. 14, the processor 11 causes the display unit 15 to display the petal usage operation screen described with reference to FIG. 3(1). Then, the process proceeds to step S202.
[0100] In step S202, the processor 11 determines whether there has been a petal usage operation based on the operation data 101 (see FIG. 12). Specifically, as described with reference to FIG. 3(1), the processor 11 determines whether a tap operation has been performed on the petal usage image 20. If this determination is YES, the process proceeds to step S203; if this determination is NO, the process proceeds to step S204.
[0101] In step S203, the processor 11 sets the number of petals used according to the number of times of the user's petal usage operation based on the operation data 101, and subtracts and displays the number of petals. Specifically, as described with reference to FIG. 3(1), the processor 11 subtracts the number of petals held indicated by the petal number data 122 according to the number of tap operations on the petal usage image 20, and subtracts and displays the number of petals held displayed on the petal usage image 20 and the petal number image 22. Then, the process proceeds to step S204.
[0102] In step S204, the processor 11 waits (NO) based on the operation data 101 until there is a display end operation of the petal usage operation screen (a tap operation on the character image 21 written as "Next" described with reference to FIG. 3(1)), and when there is this display end operation (YES), the process proceeds to step S205.
[0103] In step S205, the processor 11 ends the display of the petal usage operation screen. Then, the process proceeds to step S206.
[0104] In step S206, the processor 11 performs a lottery according to the number of steps taken and the number of petals used, and determines the number of seedlings obtained. Specifically, the processor 11 performs a lottery such that the larger the number of steps taken indicated by the second step count data 127 (the number of steps taken since the acquisition notification screen shown in FIG. 3(2) was last displayed), the more likely the number of seedlings obtained is to be large, and the larger the number of petals used set in step S203, the more likely the number of seedlings obtained is to be large, to determine the number of seedlings obtained, and adds the determined number of seedlings to the seedling number data 123. Thereafter, the process proceeds to step S207.
[0105] In step S207, the processor 11 performs a lottery according to the number of steps taken and determines the number of honey obtained. Specifically, the processor 11 performs a lottery such that the larger the number of steps taken indicated by the second step count data 127 (the number of steps taken since the acquisition notification screen shown in FIG. 3(2) was last displayed), the more likely the number of honey obtained is to be large, to determine the number of honey obtained, and adds the determined number of honey to the honey number data 124. Thereafter, the process proceeds to step S208.
[0106] In step S208, as described with reference to FIG. 3(2), the processor 11 causes the display unit 15 to display an acquisition notification screen for notifying the number of seedlings and honey obtained in steps S206 and S207. At this time, the processor 11 updates the display of the number of seedlings held in the seedling number image 23 and the number of honey held in the honey number image 24 based on the seedling number data 123 and the honey number data 124. Thereafter, the process proceeds to step S209.
[0107] In step S209, the processor 11 waits until there is a menu end operation (NO), and when there is a menu end operation (YES), ends the acquisition menu process and moves the process to S105 in FIG. 13. The menu end operation is, for example, an operation of tapping a portion where the character "Menu End" (not shown) displayed on the acquisition notification screen shown in FIG. 3(2) is displayed.
[0108] [Planter Menu Process] FIG. 15 is an example of a flowchart showing details of the planter menu process in step S106 of FIG. 13.
[0109] In step S301 of FIG. 15, the processor 11 causes the display unit 15 to display the planter screen described with reference to FIGS. 4 to 7. Specifically, the processor 11 adds the number of generated steps indicated by the third generated step data 128 (see FIG. 12) (the number of steps generated since the planter screen was last displayed) to the accumulated number of steps of the seedling data 105 corresponding to each seedling planted in the planter 30 (with the maximum accumulable number of steps as the upper limit), and similarly adds and displays the accumulated number of steps of the seedling accumulation step images (such as 33a) of each seedling as described with reference to FIG. 5. Further, the processor 11 adds the number of generated steps indicated by the third generated step data 128 to the accumulated number of steps of the step tank data 126 (with the maximum accumulable number of steps corresponding to the number of unit step tanks as the upper limit), and similarly adds and displays the accumulated number of steps of the step tank (step tank image 35) as described with reference to FIG. 5. Thereafter, the process proceeds to step S302.
[0110] In step S302, the processor 11 determines whether there has been a seedling planting operation based on the operation data 101. Specifically, the processor 11 determines whether a seedling planting operation of tapping the seedling number image 23 has been performed as described with reference to FIG. 4. If this determination is YES, the process proceeds to step S303, and if this determination is NO, the process proceeds to step S304.
[0111] In step S303, the processor 11 performs a display for planting a seedling in the planter 30. Specifically, the processor 11 subtracts the number of seedling-plantable portions 31 indicated by the planter data 125 and adds the number of seedlings planted in the seedling-plantable portion, and causes a display indicating that a seedling is being planted in the seedling-plantable portion 31 of the planter 30. Further, the processor 11 increases the display of the number of seedlings planted in the planter 30 displayed in the seedling number image 23. Thereafter, the process proceeds to step S304.
[0112] In step S304, the processor 11 determines whether there is a planter expansion operation as described in the description of FIG. 4 based on the operation data 101. If this determination is YES, the process proceeds to step S305; if this determination is NO, the process proceeds to step S306.
[0113] In step S305, the processor 11 performs a display for expanding the seedling planting possible portion 31 of the planter 30. Specifically, as described with reference to FIG. 4, the processor 11 adds (with the expandable number as the upper limit) the number of the seedling planting possible portions 31 indicated by the planter data 125 and causes a display indicating that the seedling planting possible portion 31 of the planter 30 is expanded. Correspondingly, the processor 11 updates the planter data 125. Then, the process proceeds to step S306.
[0114] In step S306, the processor 11 determines whether there is a step tank usage operation for the unit step tank with a maximum accumulated step number of 1000 steps based on the operation data 101 as described with reference to FIG. 6. If this determination is YES, the process proceeds to step S307; if this determination is NO, the process proceeds to step S308.
[0115] In step S307, the processor 11 performs a display for giving steps to each seedling from the step tank. Specifically, as described with reference to FIG. 6, the processor 11 subtracts 1000 steps from the accumulated step number indicated by the step tank data 126 and subtracts 1 from the quantity of the unit step tank, and erases the display of the unit step tank for which the step tank usage operation has been performed. Also, as described with reference to FIG. 6, the processor 11 causes the image 40 to be displayed and causes the accumulated step numbers indicated by the seedling accumulated step number images 33 corresponding to each seedling planted in the planter 30 to be added by 1000 steps (with the accumulable step number as the upper limit) and displayed respectively. Then, the process proceeds to step S308.
[0116] In step S308, the processor 11 determines whether there is an operation to increment the unit step count tank as described in the explanation of FIG. 4 based on the operation data 101. Note that the operation to increment the unit step count tank cannot be performed when the unit step count tank has reached the upper limit of 5. If this determination is YES, the process proceeds to step S309, and if this determination is NO, the process proceeds to step S310.
[0117] In step S309, the processor 11 performs a display to increment the unit step count tank. Specifically, as described in the explanation of FIG. 4, the processor 11 increases the number of unit step count tanks indicated by the step count tank data 126 and causes a display to increment (add) the unit step count tank in which the accumulated step count of 0 steps is displayed. Thereafter, the process proceeds to step S310.
[0118] In step S310, the processor 11 determines whether there is an operation to pull out the grown seedlings as described with reference to FIG. 7 based on the operation data 101. If this determination is YES, the process proceeds to step S311, and if this determination is NO, the process proceeds to step S312.
[0119] In step S311, the processor 11 performs a display to pull out the grown seedlings. Specifically, the processor 11 changes the state indicated by the character state data 104 corresponding to the seedlings to be pulled out from the state of the seedlings planted in the planter 30 to the two-leaf state, resets the accumulated step count and the like indicated by the seedling data 105 to 0 steps, subtracts 1 from the number of seedlings held indicated by the seedling count data 123, adds 1 to the number of seedling-plantable parts 31 indicated by the planter data 125, and subtracts 1 from the number of seedlings planted in the seedling-plantable part 31. Further, as described with reference to FIG. 7, the processor 11 causes a display to pull out the grown seedlings and causes a subtraction display of the number of seedlings held displayed in the seedling count image 23. Thereafter, the process proceeds to step S312.
[0120] In step S312, the processor 11 determines whether there has been a menu termination operation. If this determination is YES, the planter menu process ends and the process moves to step S107 in FIG. 13. If this determination is NO, the process returns to step S301 and the display of the planter screen continues. Note that the menu termination operation is, for example, an operation of tapping a portion where the character “Menu Termination” (not shown) displayed on the planter screen shown in FIG. 4 or the like is displayed.
[0121] [Character Menu Process] FIG. 16 is an example of a flowchart showing details of the character menu process in step S108 of FIG. 13.
[0122] In step S401 of FIG. 16, the processor 11 causes the display unit 15 to display a character screen on which each character 40 in a state based on the passage of time, the number of generated steps, etc. is displayed, as described with reference to FIGS. 8 to 11. Specifically, for each character 40, the processor 11 calculates the state based on the previous character state indicated by the previous character status data 106 and the time history of the number of generated steps indicated by the first generated step data 107 (see FIG. 12), and displays each character 40 in the calculated state. Further, when 4:00 has passed and the character 40 should be reset to the double-leaf state, the processor 11 calculates the state of each character 40 in consideration of the elapsed time from 4:00, and displays each character 40 in the calculated state. Further, the processor 11 prohibits the character 40a in the leafless state from changing to the double-leaf state during the time period from 0:00 to 4:00, calculates the state of the character 40 in consideration of this, and displays each character 40 in the calculated state. Then, the processor 11 updates the character state data 104 according to the changed state. By displaying the character screen in this way, as described with reference to FIG. 11, the character 40 changes and is displayed according to the passage of time, the number of generated steps, etc. Thereafter, the process moves to step S402.
[0123] In step S402, the processor 11 determines whether there is a honey-giving operation as described with reference to FIG. 9 based on the operation data 101. Here, as described with reference to FIG. 9, the honey-giving operation can be performed only on a specific character 40. If this determination is YES, the process proceeds to step S403; if this determination is NO, the process proceeds to step S404.
[0124] In step S403, the processor 11 performs a display for changing the state by giving honey to the character 40. Specifically, as described with reference to FIG. 9, the processor 11 subtracts the number of honey held indicated by the honey number data 124 and causes a display to change the state of the character 40 to which honey has been given. Also, the processor 11 updates the honey cultivation data 108 and causes the number of honey displayed in the honey number image 24 to be subtracted and displayed. Then, the processor 11 updates the character state data 104 according to the changed state. After that, the process proceeds to step S404.
[0125] In step S404, the processor 11 determines whether there is a character 40 that has changed to the glowing flower state without giving honey based on the honey cultivation data 108 of each character 40. If this determination is YES, the process proceeds to step S405; if this determination is NO, the process proceeds to step S406.
[0126] In step S405, for the character 40 that has changed to the glowing flower state without giving honey, the processor 11 conducts a lottery with a predetermined winning probability (for example, 10%). If the lottery is won, the processor 11 sets it to the fever state as described with reference to FIG. 11. Note that based on the fever data 110, the processor 11 performs a process of repeating up to three times a loop in which the glowing flower state character 40c set to the fever state returns to the glowing flower state 3 seconds after obtaining petals and changing to the flower state. After that, the process proceeds to step S406.
[0127] In step S406, the processor 11 determines, based on the operation data 101, whether there has been a petal acquisition operation for the character 40a in the glowing flower state, as described with reference to FIG. 10. If this determination is YES, the process proceeds to step S407; if this determination is NO, the process proceeds to step S408.
[0128] In step S407, the processor 11 changes the state of the character 40a in the glowing flower state for which the petal acquisition operation has been performed, and adds the number of held petals. Specifically, the processor 11 adds 1 to the number of petal acquisitions (the number of petal acquisition operations) indicated by the petal acquisition count data 109. When the added number of petal acquisitions is 1 to 3 times, the character 40a in the glowing flower state is changed and displayed in the flower state. When the added number of petal acquisitions is 4 times, the character 40a in the glowing flower state is changed and displayed in the state without leaves. Also, based on the petal acquisition count data 109, when it is the first petal acquisition after the character 40 becomes in the glowing flower state, the processor 11 adds 2 to the number of held petals indicated by the petal count data 122 and adds and displays 2 to the number of held petals indicated by the petal count image 22. When it is the second or subsequent petal acquisition after the character 40 becomes in the glowing flower state, the processor 11 adds 1 to the number of held petals indicated by the petal count data 122 and adds and displays 1 to the number of held petals indicated by the petal count image 35. Then, the processor 11 updates the character state data 104 according to the changed state. After that, the process proceeds to step S408.
[0129] In step S408, the processor 11 determines, based on the time data 121, whether there is a character 40d for which 2 hours have elapsed since changing to the flower state. If this determination is YES, the process proceeds to step S409; if this determination is NO, the process proceeds to step S410.
[0130] In step S409, the processor 11 changes the character 40d in the flower state determined in step S408 to the glowing flower state. Also, the processor 11 resets the number of flower acquisitions indicated by the flower acquisition count data 109 to zero. Then, the processor 11 updates the character state data 104 according to the changed state. After that, the process proceeds to step S410.
[0131] In step S410, the processor 11 determines whether there has been a menu end operation. If this determination is YES, the character menu process ends and the process proceeds to step S109 in FIG. 13. If this determination is NO, the process returns to step S401 and the display of the character screen continues. Note that the menu end operation is, for example, an operation of tapping a portion where the characters "Menu End" (not shown) displayed on the character screen shown in FIG. 8 or the like are displayed.
[0132] Note that the seedlings, characters, etc. displayed on the display screens described with reference to FIGS. 2 to 11 and the like may be referred to as "in-game objects". Also, the seedlings planted in the planter 30 may be referred to as "valid objects". Also, the flower petals that can be obtained in this game may be referred to as "in-game rewards". Also, the number of steps generated when the user walks (or runs), and the number of steps accumulated in the seedlings and the step tank may be referred to as "parameters" related to the amount of movement. Also, honey may be referred to as a "status change item".
[0133] As described above, in the present embodiment, the user can increase the probability of obtaining seedlings by generating the number of steps by walking (or running), accumulate the number of steps in the seedlings and the step tank, grow the seedlings, increase the number of acquisitions of the character 40, and have fun. Also, the user can change (grow) the character 40 by generating the number of steps by walking (or running), increase the number of flower petals obtained, increase the probability of obtaining seedlings by using the flower petals, and as a result, further increase the number of acquisitions of the character 40 and have fun. From this, according to the present embodiment, it is possible to provide the user with an incentive to walk (or run), that is, to exercise. In addition, in this embodiment, by generating the number of steps, it is possible to simultaneously (in parallel) acquire seedlings and honey, grow the seedlings, and change (grow) the character 40. Therefore, according to this embodiment, it is possible to provide the user with an incentive to exercise. In addition, in this embodiment, even when the character 40 grows into a glowing flower state where petals can be obtained, it returns to a state without leaves or a state with two leaves depending on the number of times petals are obtained or the arrival of a specific time (4:00) (see FIG. 11). Therefore, according to this embodiment, the user can maintain the motivation to continue exercising. In addition, in this embodiment, the number of steps is accumulated in both the seedlings planted in the planter 30 and the step tank. Even if the accumulated number of steps of the planted seedlings reaches the upper limit and no more steps can be accumulated in the seedlings, steps are accumulated in the step tank where it is possible to give steps to the seedlings. Therefore, according to this embodiment, the user can maintain the motivation to continue exercising even when the accumulated number of steps of the planted seedlings reaches the upper limit.
[0134] [Modification Example] In the above-described embodiment, an example was given in which the character 40 can change from the two-leaf state to the bud state depending on the passage of time or the generated number of steps (see FIG. 11). However, it may also be possible to control such that the character 40 can change from the two-leaf state to the bud state only by giving honey.
[0135] In the above-described embodiment, an example was given in which the character 40 can change from the bud state to the glowing flower state depending on the passage of time or the generated number of steps (see FIG. 11). However, it may also be possible to control such that the character 40 can change from the bud state to the glowing flower state only by giving honey.
[0136] In the above-described embodiment, an example was given in which the character 40 can change from the flower state to the glowing flower state depending on the passage of time (see FIG. 11). However, it may also be possible to control such that the character 40 can change from the flower state to the glowing flower state only by giving honey.
[0137] In addition, in the above-described embodiment, an example was given in which by giving honey to the character 40, it immediately changes from the double-leaf state to the bud state, and also immediately changes from the bud state to the glowing flower state by giving honey to the character 40 (see FIG. 11). However, for example, by giving special honey (special honey different from the normal honey described with reference to FIGS. 3(2), 9, 11, etc.) to the character 40, it may be possible to control the character 40 to immediately change from the double-leaf state to the glowing flower state. That is, it may be possible to provide control for providing special honey that can change the character 40 in the double-leaf state to the glowing flower state without passing through the bud state. Further, when controlling in this way, when special honey is given to the character 40 in the bud state (similarly to the case of giving normal honey), it may be possible to control it to immediately change from the bud state to the glowing flower state. Note that this special honey has a different display mode such as color from normal honey, and for example, it may be obtained by conducting a lottery in the same way as normal honey (see S207 in FIG. 14) and may be displayed on the acquisition screen described with reference to FIGS. 3(2), etc.
[0138] Also, in the above-described embodiment, an example was given in which the character 40 that changed from the double-leaf state to the light-emitting flower state without being given honey was set to the fever state with a predetermined probability (see S404 and S405 in FIG. 16). However, for example, for the character 40 that grew by giving at least once a special honey (a special honey different from the normal honey described using FIGS. 3(2), 9, 11, etc.) during the process of changing from the double-leaf state to the light-emitting flower state, it may be controlled to always be set to the fever state when it changes to the light-emitting flower state (regardless of whether normal honey was given or not). That is, it may be controlled to provide a special honey that always becomes the fever state when it changes to the light-emitting flower state. Or, for example, for the character 40 that grew by giving at least once a special honey during the process of changing from the double-leaf state to the light-emitting flower state, it may be controlled to always be set to the fever state when it changes to the light-emitting flower state (on the condition that normal honey has not been given). Note that this special honey has a different display mode such as color from normal honey, and may be controlled to be displayed on the acquisition screen described using FIGS. 3(2), etc. (see S207 in FIG. 14) and obtained by performing a lottery in the same way as normal honey.
[0139] Also, in the above-described embodiment, an example was given in which there is one type of flower blooming on the character 40 in the light-emitting flower state (and the flower state) (see FIGS. 10 and 11). However, for example, for the character 40 that grew by giving at least once a special honey (a special honey different from the normal honey described using FIGS. 3(2), 9, 11, etc.) during the process of changing from the double-leaf state to the light-emitting flower state, it may be controlled for a special type of flower to bloom. That is, it may be controlled to provide a special honey for a special type of flower to bloom. Note that this special honey has a different display mode such as color from normal honey, and may be controlled to be displayed on the acquisition screen described using FIGS. 3(2), etc. (see S207 in FIG. 14) and obtained by performing a lottery in the same way as normal honey.
[0140] In addition, in the above-described embodiment, an example was given in which the character 40 changes from the double-leaf state to the bud state after the elapse of a fixed time (8 hours) (see FIG. 11) when no steps are taken. However, it is also possible to control the character 40 to change from the double-leaf state to the bud state by the elapse of a time (for example, a random time) determined within a predetermined range (for example, within the range of 8 to 16 hours) according to a lottery or the like when no steps are taken.
[0141] In addition, in the above-described embodiment, an example was given in which the character 40 changes from the bud state to the glowing flower state after the elapse of a fixed time (8 hours) (see FIG. 11) when no steps are taken. However, it is also possible to control the character 40 to change from the bud state to the glowing flower state by the elapse of a time (for example, a random time) determined within a predetermined range (for example, within the range of 8 to 16 hours) according to a lottery or the like when no steps are taken.
[0142] In addition, in the above-described embodiment, an example was given in which the character 40 changes from the flower state to the glowing flower state after the elapse of a fixed time (2 hours) (see FIG. 11). However, it is also possible to control the character 40 to change from the flower state to the glowing flower state by the elapse of a time (for example, a random time) determined within a predetermined range (for example, within the range of 1 to 3 hours) according to a lottery or the like.
[0143] In addition, in the above-described embodiment, an example was given in which the character 40 changes from the leafless state to the double-leaf state after the elapse of a fixed time (6 hours) (see FIG. 11) when steps are not generated or in a time zone where the steps cannot change. However, it is also possible to control the character 40 to change from the leafless state to the double-leaf state by the necessary number of steps (generated steps) (for example, a random number of steps) determined within a predetermined range (for example, within the range of 500 to 1000 steps) according to a lottery or the like when steps are not generated or in a time zone where the steps cannot change.
[0144] Also, in the above-described embodiment (refer to FIG. 11), when the character 40 is grown by giving honey to reach the glowing flower state, the number of times the petals can be obtained after reaching the glowing flower state may be controlled to be less (for example, 2 times less) than when the character 40 is grown to the glowing flower state without giving honey.
[0145] Also, in the above-described embodiment (refer to FIG. 11), it may be controlled that the character 40 may return to the seedling state (refer to FIG. 3(2)). Also, in that case, it may be controlled that the probability of the character 40 returning to the seedling state increases as the number of times of becoming the petal-less state by obtaining (collecting) petals increases (for example, the probability of the character 40 returning to the seedling state may increase by 10 percent each time the number of times of becoming the petal-less state increases by 1). Also, in that case, when the number of times of becoming the petal-less state by obtaining petals reaches a predetermined number of times (for example, 5 times), it may be controlled that the character 40 returns to the seedling state (for example, at the timing of becoming the petal-less state next time). Furthermore, the seedling (the character in the seedling state) returned from the character 40 may be returned to the character 40a in the two-leaf state by using the number of steps generated by the user walking etc. (for example, 100 steps) or the accumulated number of steps in the step tank (for example, 100 steps). Also, it may be controlled that the seedling (the character in the seedling state) returned from the character 40 returns to the character 40a in the two-leaf state based on the elapse of a specific time (for example, 4:00) (automatically without the user's operation or according to the user's operation). Furthermore, it may be controlled that the character 40 in the petal-less state is not changed to the two-leaf state (the change is prohibited) even after a specific time (for example, 4:00) has elapsed.
[0146] Also, in the above-described embodiment, the number of steps generated when the user walks (or runs) is accumulated simultaneously (in parallel) in both the seedlings and the step tank. An example was given where even after the seedlings reach the accumulation upper limit (for example, 1000 steps), the steps can still be accumulated in the step tank. However, for example, the number of steps generated when the user walks (or runs) may first be preferentially accumulated in the seedlings, and the steps can be accumulated in the step tank only after all the seedlings planted in the planter reach the accumulation upper limit (for example, 1000 steps or 3000 steps; see FIG. 5).
[0147] Also, in the above-described embodiment, an example was given where the accumulated steps in the step tank 35 are used in units of 1000 steps (see FIG. 6). However, for example, the step tank 35 (such as the unit step tank 35a) may be controlled to give an amount of steps to the seedlings according to the time the user touches and operates it. For example, when the touch operation is performed for 1 second, the control may be to give 100 steps of seedlings.
[0148] Also, in the above-described embodiment, an example was given where flower petals can be obtained by performing a flower petal acquisition operation on the character 40 (see S406 and S407 in FIGS. 10, 11, and 16). However, for example, a parameter indicating the friendliness is set for each character 40, and by performing a flower petal acquisition operation on the character 40, not only can flower petals be obtained, but also the parameter indicating the friendliness of this character 40 can be increased. That is, the more flower petals are obtained, the higher the friendliness of the character 40 from which the flower petals are obtained increases, and the control may be such that the user can become closer to this character 40.
[0149] Also, in the above-described embodiment, an example was given in which the character image 40c in the light-emitting flower state in the fever state repeats the loop of returning to the light-emitting flower state 3 times in 3 seconds after obtaining the petals and changing to the flower state, and then the fever state is released (see FIG. 11). However, for example, regarding the character image 40c in the light-emitting flower state in the fever state, within a predetermined time (for example, 5 seconds) after the user first performs a tap operation, control may be performed such that the fever state is released after obtaining petals according to the number of tap operations performed. For example, in response to the user first tapping the character image 40c in the light-emitting flower state in the fever state, 2 (or, for example, 1) petal(s) is / are obtained and a 5-second period during which petals can be obtained is started, and after obtaining one petal at a time according to the number of tap operations performed during that 5 seconds, the fever state may be released. Also, for example, in response to the user first tapping the character image 40c in the light-emitting flower state in the fever state, a 5-second period during which petals can be obtained is started (that is, no petals are obtained with the first tap operation), and after obtaining one petal at a time according to the number of tap operations performed during that 5 seconds, the fever state may be released.
[0150] Also, in the above-described embodiment, an example was given in which the change of the character 40 is accelerated (the time until the change is shortened) according to the number of steps of the user (see FIG. 11). However, control may be performed to accelerate the change of the character 40 (shorten the elapsed time until the change) not only by the number of steps but also by exercising. In this case, the detection unit 16 is a device that measures the amount of exercise of the user, and for example, is a device that measures the user's pulse rate (heart rate), respiratory rate, respiratory volume, etc. per unit time. Also, for example, control may be performed to shorten the time (6 hours) required for the change from the state without leaves to the two-leaf state by the number of steps, and to shorten the time (8 hours) required for the change from the two-leaf state to the bud state, etc. by the above-described heart rate, etc.
[0151] In the above-described embodiment, an example was given in which calculations are performed to reflect the number of steps taken and the passage of time, etc. when the planter screen or the character screen is displayed in the state of the objects (seedlings, step tanks, characters), and these screens are displayed (see S301 in FIG. 15, S401 in FIG. 16, etc.). However, for example, even when the application of this game is not started, by operating a part of the application functions of this game, the state of the objects (seedlings, step tanks, characters) is always (in real time) calculated based on the number of steps taken and the passage of time, etc., and when the planter screen or the character screen is displayed, it may be used as control to display the objects in the calculated state.
[0152] In the above-described embodiment, an example was given in which a series of processes related to game processing are executed in a single device. However, the above series of processes may be executed in an information processing system composed of a plurality of information processing devices. For example, in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, a part of the above series of processes may be executed by the server-side device. Furthermore, in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, the main processes of the above series of processes may be executed by the server-side device, and a part of the processes may be executed by the terminal-side device. Also, in the above information processing system, the server-side system may be composed of a plurality of information processing devices, and the processes to be executed on the server side may be shared and executed by the plurality of information processing devices.
Explanation of Reference Numerals
[0153] 10 Information processing device 11 Processor 12 Memory 13 Communication unit 14 Operation unit 15 Display unit 16 Detection unit
Claims
1. A game program executed in a computer of an information processing apparatus, wherein the computer is caused to function as: first state change means for changing a game object from a first state to a second state based on the elapse of a first time; reward giving means for giving a game reward to a user when the game object is in the second state; second state change means for changing the game object from the second state to a third state when a first condition is satisfied by giving the game reward; third state change means for changing the game object from the third state to the first state in accordance with the elapse of a second time; and the third state change means shortens the remaining time of the second time according to a parameter related to the momentum of the user, the game program.
2. The program according to claim 1, wherein the first state change means shortens the remaining time of the first time according to a parameter related to the momentum of the user.
3. The program according to claim 1 or 2, wherein the third state change means decreases the remaining time of the second time according to the passage of time only in a specific time zone.
4. The program according to any one of claims 1 to 3, wherein the first state change means shortens the remaining time of the first time based on the user using a state change item.
5. The program according to claim 4, wherein the reward giving means decreases the game reward when the game object is changed from the first state to the second state by the user using the state change item, compared with when the game object is changed from the first state to the second state without the user using the state change item.
6. The first state change means changes the game object from the second state to a fourth state when a second condition is satisfied by the game reward being given; The program according to any one of claims 1 to 5, wherein the third state change means changes the game object from the fourth state to the first state based on a parameter related to the momentum of the user.
7. The program according to claim 6, wherein the third state change means changes the game object from the fourth state to the first state based on a specific time having elapsed.
8. The program according to claim 7, wherein the third state change means does not change the in-game object from the third state to the first state even when the specific time has elapsed.
9. The program according to claim 7 or 8, wherein the third state change means changes the in-game object from the second state to the first state based on the elapse of the specific time.
10. The program according to any one of claims 6 to 9, wherein the probability that the second condition is satisfied changes according to the number of times the first condition is satisfied, or the second condition is satisfied when the number of times the first condition is satisfied reaches a predetermined number of times.
11. The program according to any one of claims 1 to 10, further causing the computer to function as fourth state change means for changing the in-game object from the second state to the fifth state based on the fact that the in-game reward has been given to the user when the in-game object is in the second state.
12. The program according to claim 11, wherein the first state change means changes the in-game object from the fifth state to the second state based on the user using a state change item.
13. The program according to claim 11 or 12, wherein the first state change means changes the in-game object from the fifth state to the second state based on the elapse of a third time.
14. The program according to any one of claims 1 to 13, wherein the momentum is the number of steps.
15. First state change means for changing an in-game object from a first state to a second state based on the elapse of a first time; Reward giving means for giving an in-game reward to a user when the in-game object is in the second state; Second state change means for changing the in-game object from the second state to a third state when a first condition is satisfied by giving the in-game reward; Third state change means for changing the in-game object from the third state to the first state according to the elapse of a second time, wherein the third state change means shortens the remaining time of the second time according to a parameter related to the user's momentum, a game system.
16. A game processing method executed by a computer of an information processing apparatus, wherein the computer, Based on the passage of the first time, change the in-game object from the first state to the second state, when the in-game object is in the second state, cause the in-game reward to be given to the user, when the first condition is satisfied by giving the in-game reward, change the in-game object from the second state to the third state, in response to the passage of the second time, change the in-game object from the third state to the first state, A game processing method for shortening the remaining time of the second time according to a parameter related to the momentum of the user.
17. A first state change means for changing an in-game object from a first state to a second state based on the passage of a first time, a reward giving means for giving an in-game reward to a user when the in-game object is in the second state, a second state change means for changing the in-game object from the second state to the third state when a first condition is satisfied by giving the in-game reward, a third state change means for changing the in-game object from the third state to the first state in response to the passage of a second time, and the third state change means shortens the remaining time of the second time according to a parameter related to the momentum of the user. A game device.
Citation Information
Patent Citations
Pedometer with game function
JP1999110514A
Game device, game program, game control method, and game system
JP2012170674A
Object control system, program and method in position game
JP2018175368A
Game program and game system
JP2020199091A