Information Processing Program, Information Processing Method, Game Device
By allowing players to select commands that update character parameters and utilize game media with priority information and lotteries, the system improves strategic depth and motivation in games.
Patent Information
- Application Number
- JP2023025080
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-02-21
- Publication Date
- 2025-07-29
- Estimated Expiration
- 2043-02-21
AI Technical Summary
Games lacking strategic depth lead to decreased player motivation.
Implement a system where players select commands to update character parameters, associate game media with commands, store media with priority information, and use lottery processes to determine additional parameters, activating effects based on media possession to enhance strategic gameplay.
Enhances strategic gameplay, increasing player motivation by providing depth and variety through media-based updates and effects.
Smart Images

Figure 0007714593000001 
Figure 0007714593000002 
Figure 0007714593000003
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method, and a game device.
Background Art
[0002] Conventionally, as shown in Patent Document 1, a game including a plurality of turns has been known. A player can select any one of a plurality of commands for each turn. Based on the command selected by the player, various parameters are changed. Also, the selection of the command ends the turn and starts the next turn.
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 is a problem that if the strategic nature required of the player is lacking, the player's motivation to play decreases.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and a game device capable of improving the player's motivation to play by enhancing the strategic nature.
Means for Solving the Problems
[0006] To solve the above problems, the information processing program performs a process that enables a player to select any one of a plurality of commands, and based on the command selected by the player, updates a predetermined parameter of a character to be trained and advances the game. The process of associating any one of a plurality of types of game media with which a first parameter is associated with the plurality of commands, the game media associated with the command selected by the player, While in possession as a first game medium In the storage unit the process of storing, the process of associating priority information with the first game medium, the process of determining any one of the plurality of first game media as the priority first game medium based on the priority information, determining a second parameter based on the first parameter associated with the priority first game medium, and generating a second game medium associated with the determined second parameter And store it as the second game medium in possession the process of doing, causing a computer to execute 、 The process of advancing the game includes A process of activating an effect based on the first game medium or the second game medium in possession Updating the predetermined parameter based on the command selected by the player and the activated effect The first game medium is stored in the storage unit within a preset upper limit number
[0007] To solve the above problems, the information processing program the process of enabling a player to select any one of a plurality of commands, the process of updating a predetermined parameter of a character to be trained and advancing the game based on the command selected by the player, the process of associating any one of a plurality of types of game media with which a first parameter is associated with the plurality of commands, the game media associated with the command selected by the player, While in possession as a first game medium In the storage unit the process of storing, the process of associating priority information with the first game medium, the process of setting a lottery ratio of a lottery process for determining any one of the plurality of first game media based on the priority information associated with each of the plurality of first game media, A process of executing the lottery process based on the set lottery ratio, Determine a second parameter based on the first parameter of the first game medium determined in the lottery process, and generate a second game medium associated with the determined second parameter And store it as the second game medium in possession The process of doing, Cause the computer to perform 、 The process of advancing the game includes A process of activating an effect based on the first game medium or the second game medium in possession Updating the predetermined parameter based on the command selected by the player and the activated effect The first game medium is stored in the storage unit within a preset upper limit number .
[0008] The priority information may include information based on the order in which the game medium is stored as the first game medium, or information based on the storage area in which the game medium is stored.
[0009] The process of associating the priority information with the first game medium is Based on the player's operation input, the priority information may be associated with the first game medium.
[0010] The process of generating the second game medium is By executing the process of generating the second game medium from a plurality of the first game media a plurality of times, a plurality of the second game media are generated. The information processing program is Based on the first parameter associated with the first game medium corresponding to each of the plurality of second game media, determine a third parameter, and generate a third game medium associated with the determined third parameter. The computer may be further caused to perform.
[0011] The process of enabling the player to select any one of the plurality of commands In a game including a plurality of turns, for each turn, any of a plurality of The Commands to end the turn can be selected by the player And A process of ending the turn based on the selection of the command 、 to be further executed by a computer It may be done
[0013] To solve the above problems, an information processing method is an information processing method executed by one or more computers, a process of making any of a plurality of commands selectable by a player, a process of updating a predetermined parameter of a character to be trained and advancing the game based on the command selected by the player, a process of associating any of a plurality of types of game media with which a first parameter is associated with the plurality of commands, the game media associated with the command selected by the player While in possession as a first game medium In the storage unit a process of storing, a process of associating priority information with the first game medium, a process of determining any one of the plurality of first game media as a priority first game medium based on the priority information, determining a second parameter based on the first parameter associated with the priority first game medium, and generating a second game medium associated with the determined second parameter And store it as the second game medium in possession a process of doing, including And The process of advancing the game includes A process of activating an effect based on the first game medium or the second game medium in possession Updating the predetermined parameter based on the command selected by the player and the activated effect The first game medium is stored in the storage unit within a preset upper limit number 。
[0014] To solve the above problems, an information processing method is an information processing method executed by one or more computers, a process of making any of a plurality of commands selectable by a player, a process of updating predetermined parameters of a character to be trained based on the command selected by a player and progressing the game; a process of linking the plurality of commands to any one of a plurality of types of game media linked to a first parameter; The game content associated with the command selected by the player, While in possession As the primary game medium In the storage unit A process of storing; A process of linking priority information to the first game medium; a process of setting a lottery ratio for a lottery process for determining one of the plurality of first game media based on the priority information associated with each of the plurality of first game media; a process of executing the lottery process based on the set lottery ratio; determining second parameters based on the first parameters of the first game medium determined by the lottery process, and generating second game media linked to the determined second parameters; And store it as the second game medium in possession and Including And The process of advancing the game includes A process of activating an effect based on the first game medium or the second game medium in possession Updating the predetermined parameter based on the command selected by the player and the activated effect The first game medium is stored in the storage unit within a preset upper limit number .
[0015] In order to solve the above problem, the game device one or more computers; The computer A process of allowing a player to select one of a plurality of commands; a process of updating predetermined parameters of a character to be trained based on the command selected by a player and progressing the game; a process of linking the plurality of commands to any one of a plurality of types of game media linked to a first parameter; The game content associated with the command selected by the player, While in possessionAs the first game medium In the storage unit A process of storing A process of associating priority information with the first game medium A process of determining one of the plurality of first game media as the priority first game medium based on the priority information Determine a second parameter based on the first parameter associated with the priority first game medium, and generate a second game medium associated with the determined second parameter And store it as the second game medium in possession A process of Performing And The process of advancing the game includes A process of activating an effect based on the first game medium or the second game medium in possession Updating the predetermined parameter based on the command selected by the player and the activated effect The first game medium is stored in the storage unit within a preset upper limit number .
[0016] To solve the above problems, the game device includes One or more computers, The computer is configured to A process of making any one of a plurality of commands selectable by a player Based on the command selected by the player, update a predetermined parameter of the character to be trained and advance the game A process of associating any one of a plurality of types of game media with which a first parameter is associated with the plurality of commands The game medium associated with the command selected by the player While in possession As the first game medium In the storage unit A process of storing A process of associating priority information with the first game medium A process of setting a lottery ratio of a lottery process for determining any one of the plurality of first game media based on the priority information associated with each of the plurality of first game media A process of executing the lottery process based on the set lottery ratio determining second parameters based on the first parameters of the first game medium determined by the lottery process, and generating second game media linked to the determined second parameters; And store it as the second game medium in possession and Carry out And The process of advancing the game includes a process for activating a utility based on the first game medium or the second game medium in possession; updating the predetermined parameters based on the command selected by a player and the utility enabled; The first game media is stored in the storage unit within a predetermined upper limit number. . Effect of the Invention
[0017] According to the present invention, the strategic aspect of the game is improved, thereby increasing the player's motivation to play. [Brief description of the drawings]
[0018] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an option setting screen, and Fig. 3C is a diagram illustrating an example of a profile setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Figure 5] Fig. 5A is a diagram illustrating an example of scenario initial addition value data, Fig. 5B is a diagram illustrating an example of scenario initial upper limit value data, and Fig. 5C is a diagram illustrating an example of scenario event addition value data. [Figure 6] Fig. 6A is a diagram illustrating a screen for selecting a character to be trained, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating a character detail screen. [Figure 7]Fig. 7A is a diagram explaining an ability parameter (initial value) table. Fig. 7B is a diagram explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram explaining skills. Fig. 7D is a diagram explaining exclusive events. [Figure 8] FIG. 8 is a diagram illustrating the character strengthening screen. [Figure 9] Fig. 9A is a first diagram illustrating an inheritance character selection screen. Fig. 9B is a first diagram illustrating a training character list screen. Fig. 9C is a second diagram illustrating an inheritance character selection screen. Fig. 9D is a third diagram illustrating an inheritance character selection screen. [Figure 10] FIG. 10 is a diagram illustrating the inheritance system. [Figure 11] FIG. 11 is a diagram illustrating the factor information. [Figure 12] Fig. 12A is a diagram for explaining the effects of basic ability factors, and Fig. 12B is a diagram for explaining the effects of character factors. [Figure 13] FIG. 13A is a diagram for explaining compatibility determination targets, and FIG. 13B is a diagram for explaining compatibility determination items. [Figure 14] Fig. 14A is a first diagram illustrating a support card organization screen, Fig. 14B is a diagram illustrating a support card selection screen, and Fig. 14C is a second diagram illustrating a support card organization screen. [Figure 15] Fig. 15A is a diagram explaining a support card table. Fig. 15B is a diagram explaining support effects. Fig. 15C is a diagram explaining possessed skills. Fig. 15D is a diagram explaining support events. [Figure 16] Fig. 16A is a diagram illustrating a final confirmation screen, and Fig. 16B is a diagram illustrating a preset selection screen. [Figure 17] FIG. 17 is a diagram illustrating the options available in each turn. [Figure 18] FIG. 18 is a diagram illustrating the top screen. [Figure 19]Fig. 19A is a first diagram illustrating a training screen. Fig. 19B is a second diagram illustrating a training screen. Fig. 19C is a diagram illustrating a training result notification screen. Fig. 19D is a diagram illustrating an event screen. [Figure 20] Fig. 20A is a first diagram illustrating an inherited event. Fig. 20B is a second diagram illustrating an inherited event. Fig. 20C is a third diagram illustrating an inherited event. Fig. 20D is a fourth diagram illustrating an inherited event. [Figure 21] Fig. 21A is a first diagram illustrating the skill screen, and Fig. 21B is a second diagram illustrating the skill screen. [Figure 22] Fig. 22A is a first diagram illustrating a race selection screen. Fig. 22B is a diagram illustrating a race start screen. Fig. 22C is a first diagram illustrating a race result screen. Fig. 22D is a second diagram illustrating a race result screen. [Figure 23] FIG. 23 is a third diagram illustrating the training screen. [Figure 24] Figure 24A is a diagram illustrating the relationship between special characters and game contents, Figure 24B is a diagram illustrating the relationship between utilities and game contents, and Figure 24C is a diagram illustrating the conditions for acquiring game contents. [Figure 25] FIG. 25 is a first diagram illustrating the knowledge table dialog. [Figure 26] FIG. 26 is a second diagram illustrating the knowledge table dialog. [Figure 27] FIG. 27 is a third diagram illustrating the knowledge table dialog. [Figure 28] FIG. 28 is a diagram illustrating a method for determining game content. [Figure 29] FIG. 29 is a diagram illustrating the utility of game content. [Figure 30] FIG. 30 is a diagram illustrating special effects. [Figure 31] Fig. 31A is a first diagram illustrating the effect details dialog, and Fig. 31B is a second diagram illustrating the effect details dialog. [Figure 32] FIG. 32 is a diagram for explaining a history dialog. [Figure 33] FIG. 33 is a diagram for explaining a rough flow of processing at the start of a turn. [Figure 34] FIG. 34 is a diagram for explaining an arrangement ratio for training items. [Figure 35] FIG. 35A is a diagram for explaining a training level. FIG. 35B is a diagram for explaining acquisition conditions for training points. [Figure 36] FIG. 36A is a diagram for explaining a rising fixed value (speed). FIG. 36B is a diagram for explaining a rising fixed value table (power). [Figure 37] FIG. 37A is a diagram for explaining a training completion screen. FIG. 37B is a second diagram for explaining a training completion screen. FIG. 37C is a third diagram for explaining a training completion screen. [Figure 38] FIG. 38 is a diagram for explaining the configuration of a memory in a player terminal and functions as a computer. [Figure 39] FIG. 39 is a diagram for explaining the configuration of a memory in a server and functions as a computer. [Figure 40] FIG. 40 is a sequence diagram for explaining processing of a player terminal and a server related to a training game. [Figure 41] FIG. 41 is a flowchart for explaining preparation stage processing in a player terminal. [Figure 42] FIG. 42 is a flowchart for explaining preparation stage processing in a server. [Figure 43] FIG. 43 is a flowchart for explaining training stage processing in a server. [Figure 44] FIG. 44 is a flowchart for explaining processing at the start of a turn in a server. [Figure 45] FIG. 45 is a flowchart for explaining training stage processing in a player terminal. [Figure 46] FIG. 46 is a flowchart for explaining knowledge table related processing in a player terminal. [Figure 47] Figure 47 is a flowchart for explaining the selection command reception process in the server. [Figure 48] Figure 48 is a flowchart for explaining the game medium acquisition process in the server. [Figure 49] Figure 49 is a flowchart for explaining the result information reception process in the player terminal. [Figure 50] Figure 50 is a flowchart for explaining the end process of the breeding game in the server.
Mode for Carrying Out the Invention
[0019] Hereinafter, with reference to the accompanying drawings, one aspect of the embodiment of the present invention will be described in detail. The numerical values and the like shown in such an embodiment are merely examples for easy understanding, and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same functions and configurations are denoted by the same reference numerals, and redundant descriptions are omitted, and elements not directly related to the present invention are not shown.
[0020] (Overall Configuration of Information Processing System S) FIG. 1 is an explanatory diagram showing a schematic configuration of the information processing system S. The information processing system S is a so-called client-server system including a player terminal 1 that functions as a client, that is, a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0021] In the information processing system S of the present embodiment, the player terminal 1 and the server 1000 function as game devices G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can proceed through the cooperation between the player terminal 1 and the server 1000.
[0022] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0023] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various types of information to the player terminals 1, mainly based on operations input from the player terminals 1.
[0024] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0025] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0026] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0027] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.
[0028] The CPU 10 runs programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0029] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0030] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0031] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0032] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, etc. where the operations of the player are input (accepted). Further, the input unit 22 may be a dedicated controller provided in the player terminal 1 or connected (externally attached) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. That is, the input unit 22 widely includes devices that can input the player's intention in an identifiable manner.
[0033] The output unit 24 is configured to include a display device and a speaker. Note that the output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24 and includes a touch panel provided to overlap the display 26 as the input unit 22.
[0034] (Game content) Next, the game provided by the information processing system S and the game device G of this embodiment will be described. The player can possess game media obtained by a lottery called a so-called gacha or game media distributed from the operation side. In this embodiment, the player can possess character cards and support cards as game media. A single character is always associated with the character card and the support card. Note that the character associated with the character card is the object to be trained in the training game. Hereinafter, the character associated with the character card may be simply referred to as a character.
[0035] Although details will be described later, in the game according to this embodiment, a training game is provided. The player can train a character in the training game and generate a trained character associated with various parameters. Further, the training game in this embodiment has a gameplay of training the character associated with the character card while making it participate in a race imitating horse racing.
[0036] Figure 3A is a diagram for explaining an example of the home screen 100. When the game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the lower part of the home screen 100. The menu bar 102 is provided with a plurality of operation parts that can be operated (tapped) by the player.
[0037] Here, the menu bar 102 is provided with a home screen selection operation part 102a, a strengthening screen selection operation part 102b, a story screen selection operation part 102c, a racing game selection operation part 102d, and a gacha screen selection operation part 102e. In the menu bar 102, the operation part corresponding to the screen being displayed is highlighted so that the screen being displayed on the display 26 can be identified.
[0038] When the home screen selection operation part 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0039] When the strengthening screen selection operation part 102b is tapped, a strengthening screen (not shown) is displayed. In the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can cultivate a cultivated character with more powerful status in the cultivation game.
[0040] When the story screen selection operation part 102c is tapped, a story screen (not shown) is displayed. Here, story images are provided for each character appearing in the game. The player can select and view the characters and story images on the story screen.
[0041] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which the trained character trained in the training game described later can participate in a race. The player can select a racing game in which the trained character participates on the racing game selection screen. As the racing game, there is a team competition game in which a team composed of a plurality of trained characters competes against a team of other players selected by the computer. The team competition game has a gameplay of competing for rankings with other players.
[0042] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can perform a so-called gacha lottery by consuming in-game currency or tickets. In the gacha lottery, character cards and support cards can be obtained.
[0043] Also, on the home screen 100, above the menu bar 102, a training game operation unit 104 is provided. When the training game operation unit 104 is tapped, a training game screen is displayed, and the training game described later is started. The training game is roughly divided into a preparation stage and a training stage. First, in the preparation stage, the player selects one character from the characters the player possesses and sets it as the character to be trained (hereinafter referred to as the training target character).
[0044] Also, in the preparation stage, the player sets a deck to be used when training the training target character. The deck is composed of a plurality of inherited characters and a plurality of support cards, which will be described in detail later. Therefore, in the training game, the inherited characters and support cards compiled in the deck are used.
[0045] When the settings for the character to be trained and the deck (inherited characters and support cards) are completed, the game transitions from the preparation stage to the training stage, and a game for training the character to be trained is started. In the training game, the parameters of the character to be trained can be changed. The player can possess the character trained in the training game as a trained character. As described above, the player can organize the possessed trained characters into a team and use them in a team competition game or the like.
[0046] Thus, the main purposes of the game of this embodiment are to generate a trained character through a training game and to improve the ranking of a team competition game using the trained character.
[0047] Also, in this embodiment, it has a function for sharing trained characters or support cards among players and a function for sharing information among multiple players. The player can set the trained characters and support cards that can be used by other players in the training game. Specifically, as shown in FIG. 3A, a setting operation unit 106 is provided in the upper right part of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.
[0048] FIG. 3B is a diagram for explaining an example of the option setting screen 110. The option setting screen 110 is a screen on which various information can be confirmed and set. A plurality of operation units are provided on the option setting screen 110, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.
[0049] The operation units on the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, a profile setting screen 120 is displayed.
[0050] Figure 3C is a diagram for explaining an example of the profile setting screen 120. On the profile setting screen 120, the player can check and set his / her own profile information. The profile information includes a profile character, a player name, a player ID, an affiliated circle, a representative character, and a rental card.
[0051] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using the circle function, which is a place for information sharing with other players. On the profile setting screen 120, the currently set profile character image 122 is displayed. Near the profile character image 122, a change button 124 is provided. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.
[0052] Also, on the profile setting screen 120, the player name set by the player, the player ID assigned to the player, and the name of the circle to which the player belongs are displayed. Also, on the profile setting screen 120, a representative character setting operation section 126a and a rental card setting operation section 126b are provided.
[0053] When the representative character setting operation section 126a is tapped, a representative character setting screen (not shown) is displayed. The player can set any one of the cultivated characters he / she has cultivated as the representative character on the representative character setting screen. An icon image indicating the currently set representative character is displayed on the representative character setting operation section 126a. Although details will be described later, the representative character can be compiled into the deck as an inherited character in the cultivation game played by other players.
[0054] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. The player can set any one of the support cards he / she possesses as a rental card on the rental card setting screen. An icon image indicating the currently set rental card is displayed on the rental card setting operation unit 126b. As described above, the support card set as the rental card can be incorporated into the decks of other players and is used in the breeding games played by other players.
[0055] Although detailed description is omitted, when the profile information is set and changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.
[0056] In this embodiment, various time-limited events are held irregularly. During the holding period of a specific event which is a time-limited event, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, a specific event screen is displayed. On the specific event screen, the player can exchange, for example, specific event points provided only for the specific event for various rewards.
[0057] When the breeding game operation unit 104 is tapped on the home screen 100, a breeding game screen is displayed and the breeding game is started. The player can play the breeding game by consuming game points. The game points are given to the player by a predetermined value (for example, +1) every predetermined time (for example, 10 minutes). An upper limit value (for example, 100) is set for the game points that the player can possess, and the player can possess the game points within the range of the upper limit value. A game point display bar 136 is provided at the upper part of the home screen 100, and the ratio of the currently possessed game points to the upper limit value is visually displayed.
[0058] Note that when starting the breeding game, the game points are subtracted by a predetermined value (e.g., -30). Therefore, if the player does not have the required game points, the breeding game cannot be started. However, the player can possess items that recover game points and can use the items to recover the game points. This item can be given, for example, as a reward for a breeding game or a team competition game, or can be obtained by consuming in-game currency. The breeding game will be described in detail below.
[0059] (Breeding Game) FIG. 4 is a diagram for explaining the general flow of the breeding game. The breeding game is roughly classified into a setting game and a main breeding game. Although details will be described later, the main breeding game is a game in which one character selected from the characters possessed by the player is bred as the character to be bred (hereinafter referred to as the breeding target character).
[0060] In addition, the setting game is for the player to register the breeding target character and the deck (inherited characters and support cards), and corresponds to the preparation stage of the breeding game. Hereinafter, the processing performed in the setting game will be referred to as preparation stage processing, and the processing performed in the main breeding game will be referred to as breeding stage processing. Here, for the sake of easy understanding, the general flow in the preparation stage processing and the breeding stage processing will be described first.
[0061] As shown in FIG. 4, in the preparation stage processing, registration of a scenario, registration of a breeding target character, registration of an inherited character, registration of a support card, and registration of a specific character are performed in order. Note that the order of the above-mentioned registration and setting processes is merely an example. Therefore, the order of the above-mentioned registration and setting processes can be changed as appropriate.
[0062] <Preparation Stage Processing> The preparation stage processing mainly involves registering a scenario, registering characters to be trained, and registering a deck (inherited characters and support cards). Note that support cards are used to assist in the training of characters to be trained. Each support card is always linked to one character, and the character linked to the support card registered in the preparation stage processing will assist in the training of the character to be trained. In what follows, a character linked to a support card will be referred to as a support character.
[0063] <Scenario registration> When the player taps the training game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, multiple training main game scenarios are provided. Each training main game scenario has a final goal, goals during the game, etc. set. The player must sequentially clear the goals set in each scenario. Each goal, the time period until the goal is achieved, the difficulty level of the game, etc. differ from scenario to scenario.
[0064] The training main game also has a storyline, and the game progresses along that storyline. Events occur at various times during the training main game. Events that occur during the training main game are specific to each scenario. Therefore, the multiple scenarios differ from each other in at least some of the events that occur during the training main game. The player can select one of the multiple scenarios on the scenario selection screen.
[0065] FIG. 5A is a diagram for explaining an example of scenario initial addition value data. FIG. 5B is a diagram for explaining an example of scenario initial upper limit value data. FIG. 5C is a diagram for explaining an example of scenario event addition value data. As shown in FIG. 5A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs from 0001 to 0004 are provided.
[0066] Although details will be described later, the purpose of the breeding game includes increasing the ability parameters of the character to be bred. Here, five ability parameters of speed, stamina, power, determination, and wisdom are provided. The higher the values of these five ability parameters, the more advantageous the race development of the character to be bred becomes.
[0067] However, an upper limit value is set for each ability parameter, and in the main breeding game, the value of each ability parameter is updated only within the range of the upper limit value, and the update of the ability parameter exceeding the upper limit value is restricted. At the start of the main breeding game, the initial upper limit value of each ability parameter is set. This initial upper limit value varies for each scenario. Note that the upper limit value of each ability parameter may increase from the initial upper limit value during the game.
[0068] The player terminal 1 and the server 1000 store scenario initial addition value data. The scenario initial addition value data is data in which the initial addition value of each of the five ability parameters is associated with the scenario ID. In the present embodiment, at the start of the main breeding game, the initial upper limit value of each ability parameter is set based on the scenario initial addition value data.
[0069] Specifically, a common base value is set in advance for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value may be different for each scenario or for each ability parameter. Then, at the start of the training main game, the scenario initial addition value corresponding to the scenario selected by the player is added to the common base value, and the initial upper limit value of each ability parameter is set.
[0070] For example, as shown in Figure 5A, according to the scenario initial additive value data, the scenario initial additive values for all five ability parameters linked to the scenario ID "0001" are set to "200." Therefore, when the scenario ID "0001" is selected and the training main game is started, the initial upper limit values for all five ability parameters will be "1400."
[0071] Also, for example, if a scenario ID of "0002" is selected and the main training game is started, the initial upper limit values for the speed and tenacity ability parameters will be the common base value of "1200", the initial upper limit values for the stamina and intelligence ability parameters will be "1600", and the initial upper limit value for the power ability parameter will be "1400".
[0072] Here, the initial upper limit value is derived by adding the initial additional value of the ability parameter to the common base value. However, as shown in FIG. 5B, scenario initial upper limit value data may be provided, and the initial upper limit value of each ability parameter may be derived based on the scenario initial upper limit value data. According to the scenario initial upper limit value data, the initial upper limit value of each of the five ability parameters is linked to a scenario ID. In the scenario initial upper limit value data, the value of the initial upper limit value linked to each scenario ID is the common base value plus the initial additional value of the scenario initial additional value data.
[0073] In this way, the scenario initial upper limit value linked to the scenario ID may be set as the initial upper limit value of each ability parameter. Alternatively, the value obtained by adding the scenario initial additional value to the common base value may be set as the initial upper limit value of each ability parameter.
[0074] Furthermore, in the training main game, a scenario event may occur at a predetermined timing that increases the upper limit of each ability parameter. When a scenario event occurs, the scenario event addition value associated with that scenario event is added to the upper limit value at that time. For example, in the training main game with a scenario ID of "0001," when a predetermined scenario event occurs, the upper limit values of the five ability parameters each increase by "20."
[0075] As shown in Figure 5C, the upper limit of ability parameters that are increased by scenario events differs for each scenario. Note that multiple scenario events that increase the upper limit of ability parameters may be set for one scenario, or none may be set for another. Furthermore, the timing at which scenario events occur may be the same for all scenarios, or may differ.
[0076] In this way, the upper limit of the ability parameters varies depending on the scenario selected by the player. As a result, it becomes possible to develop characters with different abilities and characteristics for each scenario. This increases the player's motivation to play with a variety of scenarios.
[0077] <Registering characters to be trained> Fig. 6A is a diagram illustrating a character to be trained selection screen 150. When a player selects a scenario on the scenario selection screen, the character to be trained selection screen 150 shown in Fig. 6A is displayed. In the center of the character to be trained selection screen 150, multiple character icons 151 are displayed, and the characters owned by the player are displayed in a list.
[0078] In addition, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the upper part of the character selection screen 150 for cultivation. Also, a return operation section 153 and a next operation section 154 are displayed at the lower part of the character selection screen 150 for cultivation.
[0079] In this embodiment, initial values of ability parameters are set for each character. In the ability parameter display section 152a, the initial values of the ability parameters of the character corresponding to the character icon 151 selected by the player are displayed numerically. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.
[0080] In addition, the initial upper limit values of the respective ability parameters are displayed in the ability parameter display section 152a. In other words, the upper limit values of the respective ability parameters set at the start of the main cultivation game after the player selects a scenario or after the player has selected a scenario are displayed in the ability parameter display section 152a. In the ability parameter display section 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.
[0081] Here, in the ability parameter display section 152a, the initial upper limit values exceeding the common base value are displayed discriminatively. For example, in the example shown in FIG. 6A, the initial upper limit values of speed, power, and determination exceed the common base value of "1200". Therefore, in the ability parameter display section 152a, the initial upper limit values of speed, power, and determination are displayed discriminatively with respect to the initial upper limit values of stamina and wisdom. Here, as the discriminative display, the initial upper limit values exceeding the common base value are displayed in a blinking manner or in a different color.
[0082] 7A is a diagram illustrating an ability parameter (initial value) table. In this embodiment, as shown in FIG. 7A, the ability parameter (initial value) table stores the initial values of ability parameters for each character. Then, based on the initial values of ability parameters stored in the ability parameter (initial value) table, the initial values of ability parameters are displayed in the ability parameter display section 152a.
[0083] In this embodiment, initial ability parameter values are set for each of a plurality of types of abilities for each character. Specifically, the ability parameters include a speed ability parameter marked "Speed" in the ability parameter display section 152a, a stamina ability parameter marked "Stamina" in the ability parameter display section 152a, a power ability parameter marked "Power" in the ability parameter display section 152a, a tenacity ability parameter marked "Spirit" in the ability parameter display section 152a, and a wisdom ability parameter marked "Wisdom" in the ability parameter display section 152a.
[0084] The initial value of each character's ability parameters increases by strengthening the character (character card). For example, each character has five status levels, and the player can increase the character's status level by consuming in-game currency or specified items. As the character's status level increases, the initial value of that character's ability parameters also increases.
[0085] 7A shows the initial values when the character is at a predetermined level. Note that the player can increase the value of the ability parameter in the training main game. In other words, the objective of the training main game is to train a character with a higher numerical value for the ability parameter.
[0086] In this embodiment, aptitude parameters (initial values) are set for each character. As shown in Fig. 6A, the aptitude parameter display section 152b displays the initial values of the aptitude parameters of the character corresponding to the character icon 151 selected by the player in alphabetical order.
[0087] FIG. 7B is a diagram illustrating an aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 7B, the aptitude parameter (initial value) table stores the initial values of aptitude parameters for each character. The initial values of aptitude parameters are set to one of seven alphabetical levels A to G. Note that, for the initial values of aptitude parameters, A indicates the highest aptitude and G indicates the lowest aptitude. Based on the initial values of aptitude parameters stored in the aptitude parameter (initial value) table, the initial values of aptitude parameters are displayed in the aptitude parameter display unit 152b.
[0088] In this embodiment, initial values of aptitude parameters are set for each of a plurality of types of aptitude for each character. Specifically, the aptitude parameters include aptitude parameters relating to turf and dirt track aptitude, aptitude parameters relating to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters relating to running style aptitude for breakaway, leading, overtaking, and closing in.
[0089] In a training game, a player can enter a character to be trained in various races. In this case, the higher the aptitude of the character to be trained that matches the race content, the more advantageous the race will be.
[0090] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may also change in the main training game. In the main training game, the aptitude parameter may be set to S, which is higher in aptitude than A.
[0091] Figure 6B is the first diagram for explaining the character details screen 160. Also, Figure 6C is the second diagram for explaining the character details screen 160. When the character icon 151 on the character selection screen 150 for training is long-pressed, the character details screen 160 is displayed on the display 26. On the character details screen 160, details of the abilities of the character corresponding to the character icon 151 long-pressed on the character selection screen 150 for training are displayed.
[0092] In the central part of the character details screen 160, a skill operation section 161 and an event operation section 162 are displayed. As shown in Figure 6B, when the character details screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. A skill is an ability that may be activated when a predetermined condition is met during the execution of a race and a team race described later. The race development of each character is advantageous by the activation of skills.
[0093] Figure 7C is a diagram for explaining skills. As shown in Figure 7C, each character has a plurality of skills. As shown in Figure 6B, on the character details screen 160, the skills possessed by the character (hereinafter referred to as possessed skills) are displayed. In the main training game, by satisfying a predetermined condition, the possessed skills of the character to be trained can be acquired. Note that a skill does not activate during a race just by being possessed, and it becomes activatable for the first time by acquiring the possessed skill. Hereinafter, a skill in a state where a character can activate it, that is, a skill acquired by the character, is referred to as an acquired skill.
[0094] One acquired skill is set for a character from the beginning of the main training game. Also, a plurality of possessed skills are set for the character separately from the acquired skills. The possessed skills can be acquired by consuming skill points described later after the start of the main training game. That is, the possessed skills can become acquired skills in exchange for skill points.
[0095] In this embodiment, skills indicated by "◎" in Fig. 7C are displayed as acquired skills on the character detail screen 160 of Fig. 6B. Skills indicated by "◯" in Fig. 7C are displayed as possessed skills on the character detail screen 160 of Fig. 6B. In this embodiment, as shown on the character detail screen 160 of Fig. 6B, acquired skills are highlighted so that acquired skills and possessed skills can be easily distinguished from each other.
[0096] Specifically, on the character detail screen 160 shown in FIG. 6B, one acquired skill is displayed in the acquired skill display field 161a, and seven possessed skills are displayed in the possessed skill display field 161b. Note that the number of acquired skills and possessed skills may differ for each character. Also, for example, the number of acquired skills or possessed skills for each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.
[0097] Here, possessed skills include awakened skills. Awakened skills are skills that become possessed when the conditions for unlocking them are met. In other words, awakened skills are not possessed skills unless the conditions for unlocking them are met. Therefore, awakened skills whose conditions for unlocking them are not met cannot be acquired in the main training game.
[0098] In Figure 7C, awakening skills are indicated by star marks. Here, four awakening skills are set for each character. However, the number of awakening skills may differ for each character. Note that awakening skills differ for each character. For example, skill d in the figure is set as an awakening skill for character A, as an acquired skill for character B, and as a normal possessed skill for character C. In this way, skills may be set differently depending on the character, such as an acquired skill, a possessed skill, or an awakening skill.
[0099] In this embodiment, the awakening level of the character is set as the release condition for the awakening skill. The above-mentioned status level and the awakening level are associated with the character (character card). The player can individually increase the status level and the awakening level. As shown in FIG. 6B, the character details screen 160 is provided with a close operation part 163a and a strengthening operation part 163b. When the strengthening operation part 163b is tapped, the character strengthening screen 165 is displayed on the display 26.
[0100] FIG. 8 is a diagram for explaining the character strengthening screen 165. The character strengthening screen 165 is displayed when the strengthening operation part 163b of the character details screen 160 is tapped, and when the strengthening screen selection operation part 102b is tapped. From the center to the bottom of the character strengthening screen 165, a character icon 151 corresponding to the character in possession is displayed. When the player taps the character icon 151, the character corresponding to the tapped character icon 151 is in a selected state.
[0101] When the strengthening operation part 163b of the character details screen 160 is tapped and the character strengthening screen 165 is displayed, the character that was in a selected state on the character details screen 160 remains in a selected state when the character strengthening screen 165 starts to be displayed. Information about the selected character is displayed above the character strengthening screen 165.
[0102] Specifically, the character strengthening screen 165 is provided with an awakening tab 167a, a hint tab 167b, and a status tab 167c. When the awakening tab 167a is tapped, awakening skill display columns 168a, 168b, 168c, 168d are displayed. When the character strengthening screen 165 starts to be displayed, the awakening tab 167a is in a selected state, and the awakening skill display columns 168a, 168b, 168c, 168d are displayed. The names of the awakening skills corresponding to the awakening levels are respectively written in the awakening skill display columns 168a, 168b, 168c, 168d.
[0103] Below the character enhancement screen 165, an awakening level enhancement button 169a is provided. When the awakening level enhancement button 169a is tapped, a confirmation screen (not shown) is displayed. On this confirmation screen, it is displayed that items are required to increase the awakening level, and the awakening level will increase by consuming those items. Then, when a predetermined operation is input on the confirmation screen, the awakening level of the selected character increases.
[0104] In this embodiment, in the initial state of each character, the awakening level is set to level 1. The player can increase the awakening level of the character up to level 5 at most by consuming items. One awakening skill is associated with each awakening level. By increasing the awakening level, the awakening skill corresponding to the increased awakening level is released. Specifically, when the awakening level reaches level 2, the awakening skill corresponding to level 2 is released. Similarly, when the awakening level reaches level 5, the awakening skill corresponding to level 5 is released.
[0105] In this way, four awakening skills are set for each character. And the player can release the same number of awakening skills as the number of increases in the awakening level by increasing the awakening level. The awakening skills function as acquirable possession skills when released.
[0106] In the awakening skill display columns 168a, 168b, 168c, 168d, the awakening skills released at awakening levels = 2, 3, 4, 5 are displayed respectively. At this time, for the released awakening skills, "Released" is noted in the awakening skill display columns 168a, 168b, 168c, 168d. On the other hand, for the unreleased awakening skills, the awakening skill display columns 168a, 168b, 168c, 168d are grayed out. Fig. 8 shows a state where the awakening level is level 4 and three awakening skills are released.
[0107] Although detailed explanations are omitted, when the awakening skill display columns 168a, 168b, 168c, and 168d are long-pressed, detailed information such as the content of each awakening skill is displayed. Also, when the hint tab 167b is tapped, a hint level enhancement screen (not shown) is displayed. On the hint level enhancement screen, by consuming an item, the hint level of the possession skill described later can be increased.
[0108] Also, when the status tab 167c is tapped, a status level enhancement screen (not shown) is displayed. On the status level enhancement screen, by consuming an item, the status level of the character can be increased. Note that a return operation section 169b is provided on the character enhancement screen 165. When the return operation section 169b is tapped, the character enhancement screen 165 is closed and the character details screen 160 is displayed.
[0109] Also, when the player taps the event operation section 162 of the character details screen 160, as shown in FIG. 6C, the content of the character details screen 160 changes, and a dedicated event display column 162a showing a dedicated event provided for each character is displayed. The dedicated event occurs when a predetermined condition is satisfied in the main training game. When the dedicated event occurs, a story image related to the character appearing in the training game is displayed, or the value of the ability parameter changes.
[0110] FIG. 7D is a diagram for explaining the dedicated event. As shown in FIG. 7D, a plurality of dedicated events are associated with each character. As shown in FIG. 6C, the dedicated events associated with the character are displayed on the character details screen 160. Note that the dedicated events include hint events that enable the possession or acquisition of skills, ability events that increase or decrease the numerical values of the character's ability parameters, and the like.
[0111] Also, the dedicated events displayed on the character details screen 160 shown in FIG. 6C may all be executed during the execution of the main breeding game, or at least a part of them may be executed during the execution of the main breeding game, or if a predetermined condition is not satisfied, all of them may not be executed during the execution of the main breeding game. Also, for example, the number of dedicated events provided for each character may increase depending on the increase in the level of the character, the consumption of in-game currency or items, etc. Also, if a predetermined condition is satisfied, dedicated events that are not displayed as dedicated events may be executed during the main breeding game.
[0112] Also, as shown in FIGS. 6B and 6C, a close operation section 163a is displayed at the lower part of the character details screen 160. When the close operation section 163a of the character details screen 160 is tapped, the display of the character details screen 160 ends, and the breeding target character selection screen 150 is displayed on the display 26.
[0113] Also, when the return operation section 153 is tapped on the breeding target character selection screen 150 shown in FIG. 6A, the home screen 100 shown in FIG. 3A is displayed on the display 26. Also, the breeding target character selection screen 150 is provided with a breeding information display button 155. When the breeding information display button 155 is tapped, a breeding information display screen (not shown) is displayed. The player can confirm information about the character selected on the breeding target character selection screen 150 on the breeding information display screen.
[0114] The purpose of the breeding game is to generate a stronger bred character by breeding the character selected as the breeding target character from among the characters possessed by the player. Although it will be described in detail later, the main breeding game is composed of a plurality of turns, and the player needs to train the breeding target character or have it participate in a race for each turn.
[0115] And for each character, a plurality of clear goals are set respectively. On the training information display screen, the clear goals set for the selected character can be confirmed. In each turn, a race in which the character to be trained can participate is predetermined. Also, the clear goals include having the character to be trained participate in a predetermined race in a predetermined turn and obtaining a predetermined ranking.
[0116] Also, when the character to be trained participates in a race, the character to be trained can acquire fans. For each race, the base number of fans acquired is determined for each finishing position, and the higher the finishing position, the more fans are acquired. Also, a difficulty level is set for the race, and the higher the difficulty level of the race, the more fans can be acquired.
[0117] Here, the number of fans that can be acquired by participating in a race is calculated by adding the bonus acquisition number to the base acquisition number determined for each finishing position. Specifically, a correction value is determined based on the race result, and the bonus acquisition number is calculated by multiplying the base acquisition number by the correction value. The sum of this bonus acquisition number and the base acquisition number is the number of fans acquired by the character to be trained. For example, when the race result is first place, the greater the difference between the character to be trained and the second-place character, the greater the correction value. Also, when the race result is from second place to fifth place, the smaller the difference between the character to be trained and the first-place character, the greater the correction value.
[0118] Also, the character to be trained activates a skill (acquired skill) with a predetermined probability during the race. At this time, the more skills activated, the greater the correction value. Thus, in each race, the conditions for adding the number of fans are determined, and the number of fans acquired increases depending on various race results other than the finishing position and the progress of the race. However, the number of fans acquired by the character to be trained is at least not less than the base acquisition number corresponding to the finishing position.
[0119] Some races have a specified number of fans as a condition for entry. If the number of fans acquired by the character to be trained is less than the specified number of fans as a condition for entry, the player cannot enter the character to be trained in that race. The more difficult the race, the greater the number of fans required to enter the race. Therefore, if a race that specifies the number of fans as a condition for entry is set as the target race to be cleared (hereinafter referred to as the target race), the character to be trained must have acquired the specified number of fans for the target race by the turn in which the target race is held.
[0120] Furthermore, the clearing goal includes acquiring a predetermined number of fans or more by a predetermined turn. Furthermore, the clearing goal includes, for example, coming in first place a predetermined number of times or more in a high-difficulty race (for example, a GI race) within a predetermined range of turns. In this way, multiple clearing goals are set for each character. By achieving the clearing goal, the player can continue the training main game until the final turn. On the other hand, if the clearing goal is not achieved, the training main game ends with that turn.
[0121] Therefore, if the character being trained has not acquired the number of fans required for the target race by the turn in which the target race is held, the character being trained will not be able to run in the target race. In this case, the clear goal will not be achieved, and the training game will end.
[0122] In the training main game, various parameters of the character to be trained increase with each turn, so the more turns you play, the stronger the character you can create. Therefore, when playing the training main game, you need to increase the parameters of the character to be trained so that you can clear all of the clear goals.
[0123] Basically, the clear goals set for each character are fixed, and the same clear goal is set as a task every time the breeding game is played. However, there may be characters for which clear goals that change according to the progress of the main breeding game are set, or for which the player can select clear goals.
[0124] In addition, when the breeding game is completed, a bred character is generated. When the breeding game is completed, an evaluation score is calculated for the bred character, and a breeding rank is derived based on the evaluation score. The evaluation score is calculated based on a preset calculation formula, such as a score calculated from various parameters of the character to be bred at the end of breeding, a score calculated from acquired skills, etc. On the breeding information display screen, information indicating the rank, evaluation score, name, and registration date of the top three bred characters with high evaluation scores among the bred characters bred based on the currently selected character is displayed.
[0125] Although detailed explanations are omitted, a plurality of scenarios are provided for the breeding game. The basic game specifications are common to each scenario, but some functions differ for each scenario. On the breeding information display screen, the scenario selected when each bred character was bred is displayed.
[0126] As described above, in the character selection screen 150 for the character to be bred shown in FIG. 6A, the player can select the character to be bred while checking various information of each character. When the next operation unit 154 is tapped on the character selection screen 150 for the character to be bred, the currently selected character is set as the character to be bred, and the inherited character selection screen 170 is displayed on the display 26.
[0127] <Registration of Inherited Characters> FIG. 9A is a first diagram for explaining the inherited character selection screen 170. FIG. 9B is a first diagram for explaining the list screen 180 of characters to be trained. FIG. 9C is a second diagram for explaining the inherited character selection screen 170. FIG. 9D is a third diagram for explaining the inherited character selection screen 170. The inherited character selection screen 170 is a screen for the player to register an inherited character.
[0128] An inherited character is a character that inherits ability values, skills, etc. to the character to be trained. The player can select two inherited characters from the characters to be trained that the player possesses, and representative characters of other players such as the representative characters of friends such as followers, which are extracted according to predetermined extraction conditions, and compile and register them in the deck. Note that only one representative character of another player can be compiled in the deck as an inherited character in one training game.
[0129] The inherited character selection screen 170 is provided with an ability parameter display section 152a, an aptitude parameter display section 152b, a first inherited character selection area 171a, and a second inherited character selection area 171b. When the screen transitions from the character selection screen 150 to be trained to the inherited character selection screen 170, as shown in FIG. 9A, the first inherited character selection area 171a and the second inherited character selection area 171b are displayed as blank fields.
[0130] When the first inherited character selection area 171a or the second inherited character selection area 171b is tapped, the list screen 180 of characters to be trained shown in FIG. 9B is displayed. The list screen 180 of characters to be trained is provided with a my character tab 181a and a rental tab 181b. Also, below the my character tab 181a and the rental tab 181b, a list display area of characters to be trained is provided. In the list display area of characters to be trained, a character icon 182 to be trained is displayed.
[0131] When the My Character tab 181a is selected, as shown in FIG. 9B, a training character icon 182 corresponding to the training character possessed by the player himself / herself is displayed. Also, although not shown in the figure, when the Rental tab 181b is selected, a training character icon 182 corresponding to the representative character of a friend, that is, the training character trained by the friend, is displayed.
[0132] Also, when the training character icon 182 is tapped, the training character corresponding to the training character icon 182 is in a provisional selection state. Also, when the training character icon 182 is tapped, as shown in FIG. 9C, an inheritance character selection screen 170 is displayed. At this time, for example, when the first inheritance character selection area 171a is tapped and a training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image showing the training character in the provisional selection state is displayed in the first inheritance character selection area 171a.
[0133] In this state, for example, when the second inheritance character selection area 171b is tapped and a training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image showing the training character in the provisional selection state is displayed in the second inheritance character selection area 171b, as shown in FIG. 9D.
[0134] Also, information related to the inheritance character used during training is linked and stored in the training character. Information related to the inheritance character used when training the training character is displayed in the first inheritance character selection area 171a.
[0135] Figure 10 is a diagram for explaining the inheritance lineage. In the breeding game, various effects are brought about, such as the values of the ability parameters and aptitude parameters of the character to be bred increasing based on the factor information possessed by the inherited characters. Here, two inherited characters are set for one character to be bred, and these inherited characters are the previously generated bred characters. Therefore, even when a bred character set as an inherited character is generated, two inherited characters are set for the bred character.
[0136] As shown in Figure 10, the character to be bred in the main breeding game starting from now is regarded as the current generation. Also, for this character to be bred, the two bred characters set as inherited characters are regarded as the first generation of inheritance. Furthermore, at the start of the breeding of the first generation of inherited characters, two bred characters are set as inherited characters. When the first generation of inherited characters is generated, the two bred characters that were set as inherited characters are regarded as the second generation of inheritance.
[0137] In this case, as shown in Figure 10, the first and second generations of bred characters have an effect on the character to be bred in the current generation. As described above, since two inherited characters (the first generation of inheritance) are set for one character to be bred, a total of six bred characters will have an effect on one character to be bred.
[0138] For example, a first inheritance group is composed of one of the two first-generation inherited bred characters and the two second-generation inherited bred characters that are the inherited characters of this bred character. Similarly, a second inheritance group is composed of the other of the two first-generation inherited bred characters and the two second-generation inherited bred characters that are the inherited characters of this bred character.
[0139] As shown in FIG. 9D, in the first inheritance character selection area 171a, icons corresponding to one inherited first-generation breeding character and two inherited second-generation breeding characters that make up the first inheritance group are shown. Similarly, in the second inheritance character selection area 171b, icons corresponding to one inherited first-generation breeding character and two inherited second-generation breeding characters that make up the second inheritance group are shown.
[0140] FIG. 11 is a diagram for explaining factor information. Although details will be described later, when the breeding game is completed, the breeding target character is registered as a breeding character, and at this time, factor information is associated with and stored in the breeding character. Specifically, when the breeding of the breeding character is completed, the factors obtained by the breeding character are determined by lottery or the like. Then, the factor information indicating the determined factors is associated with the breeding character. In other words, at the completion of the breeding game, the breeding character can acquire the factors won in the lottery.
[0141] However, the factors obtained by the breeding character do not affect the ability of the breeding character itself. For example, the breeding character can participate in a racing game such as a team competition game. At this time, in the race, a simulation, that is, arithmetic processing, is performed to determine the order of arrival and the race progress based on the ability parameters, suitability parameters, and acquired skills of all the breeding characters participating in the race. Since the factors possessed by the breeding character are not used in the arithmetic processing, even if it has a large number of factors, the race cannot be advanced advantageously.
[0142] The factors possessed by the nurtured character only affect the character to be nurtured when the nurtured character is set as the inherited character. The factors that can be acquired by the nurtured character are classified into multiple types. Figure 11 shows, as factor types, basic ability factors, aptitude factors, race factors, character factors, and skill factors. For each factor, one of multiple levels is set. Here, as the levels of the factors, three factor levels of level 1, level 2, and level 3 are provided.
[0143] Note that the factor level is determined by lottery. At this time, after the factors acquired by the nurtured character are determined, for each of the acquired factors, the factor level may be determined by lottery. Alternatively, a winning ratio may be set for each combination pattern of the factor and the factor level, and any combination pattern may be determined based on the set winning ratio. In this case, the factors to be acquired and the factor levels will be determined simultaneously.
[0144] The factor level has the highest effect at level 3 and the lowest effect at level 1. In the lottery for determining the factor level, the winning probability of level 3 is set to be the lowest, and the winning probability of level 1 is set to be the highest. However, depending on the result of the nurturing game, the winning probability of the acquired factors and the winning probability of the factor levels may change. In this case, for example, the higher the nurtured character's ability parameters or evaluation points, the higher the level of the factor level may be determined.
[0145] The basic ability factors increase the values of the ability parameters of the character to be nurtured and the upper limit values of the ability parameters. Five basic ability factors are provided: speed factor, stamina factor, power factor, perseverance factor, and wisdom factor. The nurtured character will definitely acquire one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters of speed, stamina, power, perseverance, and wisdom respectively. For example, when a nurtured character of the first or second generation of inheritance has a speed factor, the value and upper limit of the speed ability parameter of the character to be nurtured will increase.
[0146] FIG. 12A is a diagram for explaining the utility by the basic ability factor. The increase value of each ability parameter and the increase value of the upper limit value differ depending on the factor level of the basic ability factor. For example, when the factor level of the speed factor is level 1, the ability parameter of the speed of the character to be trained increases by "7", when it is level 2, the ability parameter increases by "13", and when it is level 3, the ability parameter increases by "21".
[0147] Therefore, if a total of 6 trained characters, 2 inheritance first-generation characters and 4 inheritance second-generation characters, all have the speed factor of level 3, the ability parameter of the speed of the character to be trained will increase by up to 126 (increase value 21 × 6 characters).
[0148] However, for each factor, the activation timing and activation conditions are set. Therefore, even if the inherited character has a factor, if the activation conditions are not met at the activation timing, no utility will be brought to the character to be trained.
[0149] As described above, the main training game is composed of a plurality of turns, and among them, a predetermined turn is set as the factor activation turn. For example, assume that three turns, the 1st turn, the 31st turn, and the 55th turn of the main training game, are set as the factor activation turns. In this case, the 1st turn is the first activation timing, the 31st turn is the second activation timing, and the 55th turn is the third activation timing. In each factor activation turn, for each factor (inherited character), it is determined whether or not to activate. When it is determined to activate a factor, the activation conditions of the factor are met, and the utility corresponding to the factor is brought.
[0150] Note that whether to activate the basic ability factor is determined by lottery. At this time, the probability of winning the lottery for whether to activate the basic ability factor, that is, the probability of the basic ability factor being activated (hereinafter referred to as the activation probability), may vary in the three factor activation turns. Here, in the first turn, the activation probability of the basic ability factor is set to 100% regardless of the factor level. Also, in the 31st turn and the 55th turn, the activation probability of the basic ability factor varies depending on the factor level. As an example, in the 31st turn and the 55th turn, the activation probability of the basic ability factor at level 3 is 100%, the activation probability of the basic ability factor at level 2 is 90%, and the activation probability of the basic ability factor at level 1 is set to 80%.
[0151] On the inheritance character selection screen 170, the increase value that increases in the first turn is displayed for the ability parameters. For example, in FIG. 9C, one inheritance character constituting the first inheritance group is temporarily selected. In this case, the type of ability parameter that increases in the first turn and its increase value are displayed by the one temporarily selected inheritance character. Here, “+63” is displayed above the power ability parameter, indicating that the power ability parameter increases by 63 points in the first turn. Also, in the ability parameter display section 152a, the value obtained by adding the increase value that increases in the first turn is displayed.
[0152] Also, in FIG. 9D, two inheritance characters constituting the first inheritance group and the second inheritance group are temporarily selected. In this case, the type of ability parameter that increases in the first turn and its increase value are displayed by the two temporarily selected inheritance characters. Here, “+21”, “+63”, and “+42” are respectively displayed above the speed, power, and wisdom ability parameters, indicating that the speed, power, and wisdom ability parameters increase by 21 points, 63 points, and 42 points respectively in the first turn.
[0153] In the inheritance character selection screen 170, the increase values of the ability parameters that increase by the inheritance characters constituting the first inheritance group and the increase values of the ability parameters that increase by the inheritance characters constituting the second inheritance group are displayed in a distinguishable manner. For example, in FIG. 9D, the notation "+63" displayed above the power ability parameter and the notations "+21" and "+42" displayed above the speed and wisdom ability parameters are color-coded.
[0154] Also, when the basic ability factor is activated, the upper limit value of the corresponding ability parameter increases. At this time, the increase value of the upper limit value of the ability parameter varies depending on the factor level of the basic ability factor. Also, the increase value of the upper limit value of the ability parameter also varies depending on the activation timing. For example, when the factor level of the speed factor is level 1, at the first activation timing, the upper limit value of the speed ability parameter of the character to be trained increases by "4", and at the second and third activation timings, the upper limit value of the speed ability parameter increases in the range from "1" to "4".
[0155] Also, when the factor level of the speed factor is level 2, at the first activation timing, the upper limit value of the speed ability parameter of the character to be trained increases by "9", and at the second and third activation timings, the upper limit value of the speed ability parameter increases in the range from "1" to "4". Also, when the factor level of the speed factor is level 3, at the first activation timing, the upper limit value of the speed ability parameter of the character to be trained increases by "16", and at the second and third activation timings, the upper limit value of the speed ability parameter increases in the range from "1" to "4".
[0156] Note that here, at the first activation timing, the upper limit value of the ability parameter always increases by the increase value corresponding to the factor level. On the other hand, at the second and third activation timings, a lottery is conducted to determine whether to activate or not. And when it is determined to activate, a lottery is conducted to determine the increase value of the upper limit value. At this time, the probability of being determined to activate may be set higher as the factor level is higher. Also, it may be set such that the increase value of the upper limit value becomes higher as the factor level is higher.
[0157] Also, whether a basic ability factor is activated or not may be determined on a factor-by-factor basis, or may be determined separately for each utility. For example, when determining whether to activate one basic ability factor on a factor-by-factor basis, assume that it is determined to activate the basic ability factor. In this case, according to the factor level, the value of the corresponding ability parameter increases, and the upper limit value of the same ability parameter also increases.
[0158] On the other hand, when determining whether to activate one basic ability factor for each utility, the determination of whether to increase the value of the ability parameter and the determination of whether to increase the upper limit value are each made by separate lotteries. Therefore, in this case, for example, only one of the value of the ability parameter and the upper limit value of the ability parameter can increase. In any case, in this embodiment, at the first activation timing, the basic ability factor always activates. As a result, with the start of the training main game, the value and the upper limit value of the ability parameter increase according to the factor level.
[0159] And as shown in FIGS. 9C and 9D, the initial upper limit value of the ability parameter displayed in the ability parameter display section 152a of the inheritance character selection screen 170 is updated to a value obtained by adding the added value of the upper limit value increased by the basic ability factor. In this way, by displaying the initial upper limit value that takes into account the scenario initial added value and the added value by the basic ability factor, the convenience when selecting an inheritance character is improved.
[0160] The fitness factors shown in Fig. 11 are those that increase the fitness parameters of the character to be trained. Six fitness factors are provided: the turf factor, the dirt factor, the short-distance factor, the mile factor, the middle-distance factor, and the long-distance factor. The character to be trained will definitely acquire one of the six fitness factors. The six fitness factors respectively correspond to turf fitness, dirt fitness, short-distance fitness, mile fitness, middle-distance fitness, and long-distance fitness. For example, if the characters to be trained in the first or second generation of inheritance include a character with the turf factor, the fitness parameter of the turf fitness of the character to be trained will increase.
[0161] In addition, activation timing and activation conditions are also set for the fitness factors. In the same factor activation turn as the basic ability factor, it is determined whether each fitness factor will be activated or not. When the activation of a fitness factor is determined, the corresponding fitness parameter will increase by one level. As an example, in the first turn, the activation probability of the fitness factor is set to 100% regardless of the factor level.
[0162] For example, assume that the fitness factors of three characters to be trained belonging to the first inheritance group are the turf factor, the short-distance factor, and the mile factor respectively, and the fitness factors of three characters to be trained belonging to the second inheritance group are the turf factor, the short-distance factor, and the middle-distance factor respectively. In this case, the turf fitness and short-distance fitness of the character to be trained will each increase by two levels, and the mile fitness and middle-distance fitness will each increase by one level.
[0163] Also, for example, assume that the aptitude factors of the three breeding characters belonging to the first inheritance group are all turf factors, and the aptitude factors of the three breeding characters belonging to the second inheritance group are all short-distance factors. In this case, the turf aptitude and short-distance aptitude of the breeding target character each increase by three levels. Further, as another example, assume that the aptitude factors of the three breeding characters belonging to the first inheritance group are all turf factors, and the aptitude factors of the three breeding characters belonging to the second inheritance group are a turf factor, a short-distance factor, and a mile factor, respectively. In this case, the turf aptitude of the breeding target character increases by four levels, and the short-distance aptitude and mile aptitude each increase by one level.
[0164] However, in the first turn, there is a limit on the increase value of the aptitude parameter. Specifically, in the first turn, the upper limit of all aptitude parameters is set to A. Therefore, if the initial value of the turf aptitude of the breeding target character is A, even if the inheritance character has a turf factor, the turf aptitude will not increase in the first turn.
[0165] On the other hand, in the 31st turn and the 55th turn, for each aptitude factor, a lottery is conducted based on the factor level to determine whether it will be activated or not. As an example, in the 31st turn and the 55th turn, the activation probability of the level 3 aptitude factor is set to 5%, the activation probability of the level 2 aptitude factor is set to 3%, and the activation probability of the level 1 aptitude factor is set to 1%. When it is determined by lottery that an aptitude factor is activated in the 31st turn or the 55th turn, the aptitude parameter corresponding to the aptitude factor increases. Note that in the 31st turn and the 55th turn, the upper limit of each aptitude is raised from A to S. Therefore, in the 31st turn and the 55th turn, the value of the aptitude parameter can be increased to S by the activation of the aptitude factor.
[0166] Note that the value of the aptitude parameter after increasing in the first turn is displayed on the aptitude parameter display section 152b of the inheritance character selection screen 170.
[0167] The race factors increase the ability parameters of the character being trained. Race factors are provided for each highly difficult race (hereinafter referred to as a factor target race), such as a GI, among the races that can be entered in the main training game. At the end of the training game, a lottery is held for each factor target race in which the character being trained comes in first to determine whether or not the character will acquire a race factor. By winning this lottery, the character being trained can acquire a race factor.
[0168] In addition, race factors also have a factor level, and the factor level is determined by lottery for each race factor that is determined to be acquired. Also, here, there is no upper limit to the number of race factors that one training character can acquire, and a training character can acquire multiple race factors.
[0169] Each race factor has a preset ability parameter that is increased when activated and the amount of increase. For example, race factors include those that increase the ability parameter of speed and those that increase the ability parameter of power. In this case, the increase in the ability parameter increases as the factor level increases.
[0170] Additionally, race factors also have activation timing and conditions, and whether or not they will activate is determined for each race factor on the factor activation turn. If a race factor is determined to activate, the ability parameters corresponding to the race factor will increase. Note that race factor activation turns are limited to the 31st and 55th turns. The activation probability of a race factor on a factor activation turn also varies depending on the factor level; the higher the factor level, the higher the activation probability.
[0171] Character factors are character-specific factors. For example, only when a character strengthened to a predetermined level is used as the character to be trained, the character factors set for the character will definitely be given to the trained character when the training game is completed. Note that since only one character factor is set for one character, the maximum number of character factors that one trained character can obtain is one. Also, when a trained character is generated based on a character that has not been strengthened to the predetermined level, the character factor cannot be obtained.
[0172] In addition, character factors can be activated in a preset factor activation turn and are activated by winning in a lottery executed in the factor activation turn. When a character factor is activated, a hint event set for each character factor occurs, and as described above, hints for skills can be obtained. Also, when a character factor is activated, the upper limit value of a predetermined ability parameter increases.
[0173] FIG. 12B is a diagram for explaining the effects of character factors. The increase in the upper limit value of the ability parameter due to character factors is limited to the second and third activation timings. However, at the first activation timing, the character factor may be activated. When the character factor is activated at the first activation timing, as described above, the character to be trained obtains hints for skills, but the upper limit value of the ability parameter does not increase.
[0174] Also, when the character factor is activated at the second or third activation timing, in addition to obtaining hints for skills, the upper limit value of the ability parameter increases. Here, regardless of the factor level, within the range from "3" to "6", the upper limit value of the ability parameter increases. Note that the increase value of the upper limit value is determined by lottery, for example. At this time, it may be set such that the higher the factor level, the higher the increase value.
[0175] In this embodiment, the ability parameters whose upper limit values increase when a character factor is activated are preset for each character factor. For example, character factor A increases the upper limit value of stamina by 3 to 6, while character factor B increases the upper limit value of speed by 1 and the upper limit value of tenacity by 2, or increases the upper limit value of speed by 2 and the upper limit value of tenacity by 2. Whether or not a character factor is activated may be determined on a factor-by-factor basis, as with the basic ability factors, or may be determined separately for each utility.
[0176] The skill factors shown in FIG. 11 are assigned based on the skills acquired by the training character. Specifically, at the completion of the training game, a lottery is held to determine whether or not the training character will acquire a skill factor for each acquired skill. If the lottery is won, the skill factor is assigned to the training character. In other words, the training character can acquire some or all of the skill factors corresponding to the acquired skills. When it is decided to acquire a skill factor, the factor level of that skill factor is determined by lottery.
[0177] Furthermore, skill factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. At this time, the higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event set for each skill factor occurs, allowing the player to obtain a hint about the skill. This allows the character to be trained to acquire skills similar to those already acquired by the inherited character, etc.
[0178] In this way, whether or not a skill factor is acquired is determined within the range of skills that the training character has already acquired. Therefore, the more skills a training character has, the higher the chance of acquiring a skill factor. However, because whether or not a skill factor is acquired is determined by lottery, even if a character has many skills, they may not be able to acquire a skill factor.
[0179] Here, it is assumed that the training character acquires skill factors in addition to the skills it has already acquired, but without providing skill factors, the skills that the character to be trained can acquire may be determined based on the skills that the training character as the inheritance character has already acquired.
[0180] As described above, the ability parameters of a character to be trained vary greatly depending on the inherited character organized into the deck. Furthermore, even if the training character itself has high abilities, whether or not it acquires factors is determined by lottery, so a training character with high abilities is not necessarily suitable as a inherited character. On the other hand, even if the training character itself does not have high abilities, it may function effectively as a inherited character by acquiring many factors with high factor levels. In this way, by allowing inherited characters to be organized into the deck, it is possible to not only train a powerful training character, but also to develop a training character that is effective as a inherited character, which is an interesting experience.
[0181] Furthermore, in this embodiment, compatibility is determined between the character to be trained, the first-generation succession character, and the second-generation succession character. If the characters are a combination with good compatibility, the conditions for activating the factor are advantageous.
[0182] FIG. 13A is a diagram explaining compatibility judgment targets, and FIG. 13B is a diagram explaining compatibility judgment items. As shown in FIG. 13A, in this embodiment, seven judgment targets are provided, No. 1 to No. 7. The first judgment target (No. 1) is the current character to be trained and the first inheritance generation character to be trained in the first inheritance group. The second judgment target (No. 2) is the current character to be trained and the first inheritance generation character to be trained in the second inheritance group.
[0183] The third object to be judged (No. 3) is the cultivated character of the first generation of inheritance in the first inheritance group and the cultivated character of the first generation of inheritance in the second inheritance group. The fourth object to be judged (No. 4) is the cultivated character of the current cultivated target character, the cultivated character of the first generation of inheritance in the first inheritance group, and the cultivated character of one of the second generations of inheritance (cultivated character A) in the first inheritance group. The fifth object to be judged (No. 5) is the cultivated character of the current cultivated target character, the cultivated character of the first generation of inheritance in the first inheritance group, and the cultivated character of the other of the second generations of inheritance (cultivated character B) in the first inheritance group.
[0184] The sixth object to be judged (No. 6) is the cultivated character of the current cultivated target character, the cultivated character of the first generation of inheritance in the second inheritance group, and the cultivated character of one of the second generations of inheritance (cultivated character A) in the second inheritance group. The seventh object to be judged (No. 7) is the cultivated character of the current cultivated target character, the cultivated character of the first generation of inheritance in the second inheritance group, and the cultivated character of the other of the second generations of inheritance (cultivated character B) in the second inheritance group.
[0185] For each of the above objects to be judged, whether the conditions are met is judged for each of a plurality of judgment items. An example of the judgment items is shown in FIG. 13B. In the present embodiment, as the game worldview, the characters that can be selected for the cultivated target character are students, and a setting is made such that each character conducts training at school.
[0186] And for each character, as shown in FIG. 13B, settings such as grade, colleagues, and good friends are made in advance. The judgment items include, for example, whether two or three characters to be judged are in the same grade, are colleagues, or are good friends. In addition, the judgment items include whether the character traits that the character to be judged is good at, the suitability of the distance, and the suitability of the place match.
[0187] And for each determination item, a compatibility expected value is associated, and the compatibility expected values of the determination items that hold between the characters to be determined are accumulated. Here, the compatibility expected value differs depending on the determination item, but the compatibility expected value may be common to all determination items.
[0188] For example, when determining compatibility, first, for all determination items, it is determined whether they hold between the current cultivation target character, which is the first determination target, and the cultivation characters of the first generation of inheritance in the first inheritance group. At this time, the compatibility expected values associated with the determination items that hold are accumulated and counted. In this way, the counting of the compatibility expected value is performed in order from the first determination target to the seventh determination target, and based on the finally calculated compatibility expected value, the activation probability of the factor is corrected. That is, the higher the compatibility expected value, the higher the activation probability of all factors, and the lower the compatibility expected value, the lower the activation probability of all factors.
[0189] Note that the activation probability may be calculated using the calculated compatibility expected value as a correction value. Also, for example, correction values for correcting the activation probability of the factor are set for each compatibility level, and the compatibility level may be determined based on the calculated compatibility expected value.
[0190] In this way, since the activation probability of the factor differs depending on the compatibility between the cultivation target character and the inheritance character, or the compatibility between the inheritance characters, the combination of two inheritance characters will have a great impact on the cultivation of the cultivation target character. That is, the compatibility between characters becomes an important judgment material when selecting inheritance characters.
[0191] As shown in FIGS. 9B, 9C, and 9D, when an inheritance character is selected, a compatibility mark indicating the goodness of compatibility is displayed in the upper right of the inheritance character selection screen 170 and the cultivation character list screen 180. Here, the compatibility level by the currently selected character is indicated by three compatibility marks: ◎, 〇, and △. Note that as shown in FIG. 9A, when no inheritance character is selected, the compatibility mark is not displayed.
[0192] Also, as shown in FIG. 9B, a display switching button 183 is provided on the breeding character list screen 180. When the display switching button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can set the sorting of the breeding character icons 182 displayed on the breeding character list screen 180, that is, the order of the breeding characters that can be selected as inherited characters, or perform filtering.
[0193] <Registration of Support Cards> FIG. 14A is a first diagram for explaining the support card editing screen 190. When two inherited characters are registered on the inherited character selection screen 170, the support card editing screen 190 shown in FIG. 14A is displayed. A support card display area 191 is provided in the central part of the support card editing screen 190. The support card display area 191 includes a plurality of support card display frames 192. Also, a return operation part 153 and a start operation part 193 are displayed at the lower part of the support card editing screen 190.
[0194] A plurality (here, six) of support card display frames 192 are displayed in the support card display area 191. The number of support card display frames 192 displayed is the same as the number of support cards that the player can set. Note that at the initial display of the support card editing screen 190, the support card display frames 192 are displayed as blanks.
[0195] In this embodiment, the player can set six types of support cards in the deck. Among the six types that the player can set, a part (for example, five types) can be selected from the support cards that the player possesses. Also, among the six types that the player can set, another part (for example, one type) can be selected from the support cards set by other players such as friends as rental cards.
[0196] Figure 14B is a diagram for explaining the support card selection screen 200. In the support card compilation screen 190 of Figure 14A, when the support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped, the support card selection screen 200 shown in Figure 14B is displayed on the display 26. In the support card selection screen 200, card icons 201 corresponding to the support cards held by the player are listed. By tapping the card icon 201 displayed on the support card selection screen 200, the player can select a support card.
[0197] Although not shown in the figure, in the support card compilation screen 190, when the support card display frame 192 displayed in the lower right is tapped, the support card set as a rental card by a friend or a player extracted based on predetermined conditions such as a lottery is displayed on the support card selection screen 200. By tapping the support card displayed on the support card selection screen 200 at this time, the player can select one support card of a friend. In this way, in the breeding game, the player can use the support cards held by other players.
[0198] Figure 15A is a diagram for explaining the support card table. As shown in Figure 15A, in the support card table, for each type of support card (i.e., support card ID) held by the player, the type of support character (i.e., character ID), rarity, level, and favorite training are stored. The support character corresponds one-to-one with the type of support card. That is, a character ID of 1 is always associated with the support card ID. In other words, one support character is always associated with one support card.
[0199] In this embodiment, a rarity is set for each support card. The rarity has three levels: R (rare), SR (super rare), and SSR (super special rare). Note that R has the lowest rarity and SSR has the highest rarity. In this embodiment, the higher the rarity of the support card, the higher the support effect, which will be described later. Also, in this embodiment, the higher the rarity of the support card, the larger the number of possession skills and support events, which will be described later.
[0200] The levels of the support cards are provided in 50 levels from level 1 to level 50. The level of the support card can be increased by the player, and the level increased by the player is stored for each support card. Note that the level of the support card can be increased by using in-game currency, items, etc. Note that the upper limit of the level of the support card is provided according to the rarity.
[0201] For example, the upper limit of the level of a support card with rarity R is set at level 20, the upper limit of the level of a support card with rarity SR is set at level 25, and the upper limit of the level of a support card with rarity SSR is set at level 30.
[0202] Note that the upper limit of the level can be increased step by step when a predetermined condition is satisfied. For example, the upper limit of the level of a support card with rarity R can be increased up to level 40 at most, the upper limit of the level of a support card with rarity SR can be increased up to level 45 at most, and the upper limit of the level of a support card with rarity SSR can be increased up to level 50 at most.
[0203] Figure 15B is a diagram for explaining the support effect. As shown in Figure 15B, a plurality of support effects are stored in each support card. The support effect is to increase various statuses in the breeding main game. A plurality of targets for the support effect are provided on the support card. Examples of the targets for the support effect include physical strength, speed, stamina, power, determination, wisdom, etc.
[0204] Figure 15C is a diagram for explaining the possessed skills. As shown in Figure 15C, a plurality of possessed skills are set for each support card. In this embodiment, possessed skills are also associated with the support card as if each character possesses the possessed skills. The possessed skills set for each support card can be acquired by the breeding target character selected by the player when a hint event occurs during the breeding main game.
[0205] Figure 15D is a diagram for explaining the support event. As shown in Figure 15D, a plurality of support events are associated with each support card. The support event is an event that may occur during the execution of the breeding main game. When the support event occurs, the values of various statuses in the breeding main game may increase or decrease.
[0206] For example, the support event that occurs according to the number of turns may be determined, or the support event that occurs by a predetermined lottery may be determined. Also, a plurality of support events may be selected in one turn. In any case, the support event that occurs may be determined according to a predetermined determination method set in advance.
[0207] Note that the support event may include a hint event and an ability event. The hint event may include a first hint event that can occur at the start of a turn of the training game, and a second hint event that can occur after the execution of training described later in the training game. The ability event may include a first ability event that can occur at the start of a turn of the training game, and a second ability event that can occur after the execution of training in the training game.
[0208] The first hint event and the second hint event are events that enable the possession or acquisition of skills. The first ability event and the second ability event are events that increase or decrease the numerical values of the character's ability parameters. Hereinafter, the first hint event and the first ability event are collectively referred to as the first event, and the second hint event and the second ability event are collectively referred to as the second event.
[0209] FIG. 14C is a second diagram for explaining the support card compilation screen 190. In the present embodiment, when all six support cards are selected, as shown in FIG. 14C, the start operation unit 193 becomes operable. On the other hand, when not all six support cards are selected, as shown in FIG. 14A, the start operation unit 193 is inoperable.
[0210] Note that when the return operation unit 153 is operated on the support card compilation screen 190, the inheritance character selection screen 170 shown in FIG. 9D is displayed on the display 26. Further, as shown in FIG. 14C, when the start operation unit 193 is tapped on the support card compilation screen 190, the selected support card is temporarily registered, and the final confirmation screen 205 shown in FIG. 16A is displayed.
[0211] Fig. 16A is a diagram illustrating a final confirmation screen 205. Fig. 16B is a diagram illustrating a preset selection screen 205A. The final confirmation screen 205 displays the character to be trained selected by the player, the training characters that make up the first inheritance group, the training characters that make up the second inheritance group, and support cards. The final confirmation screen 205 also displays a preset display section 205a. The preset display section 205a shows the number of the currently selected preset.
[0212] Here, a preset is reservation information for a race in which a character to be trained will compete in the training main game. A player can create a preset by selecting any race from all races. Multiple presets can be saved, and one of the saved presets can be selected on the final confirmation screen 205. Specifically, when the preset display section 205a is tapped, a preset selection screen 205A shown in FIG. 16B is displayed.
[0213] Preset selection screen 205A displays preset read buttons 206a corresponding to saved presets. After tapping one of the preset read buttons 206a, the player can set a preset by tapping the select operation unit 206c. When the select operation unit 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. When the cancel operation unit 206b on the preset selection screen 205A is tapped, the preset is not changed and the preset selection screen 205A is displayed.
[0214] When the cancel operation section 205c is tapped on the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation section 205b is tapped, the top screen 210 (FIG. 18A) is displayed on the display 26.
[0215] <Registering specific characters> As shown in FIG. 4, when a scenario, a character to be trained, an inherited character, and a support card are registered, next, a specific character is registered. The specific character is predetermined for each scenario, and the character corresponding to the scenario selected by the player is set as the specific character.
[0216] As described above, when the character to be trained, the inherited character, the support character (support card), and the specific character are stored, the preparation stage process ends.
[0217] <Training stage process> When the preparation stage process ends, the training stage process starts. Through the training stage process, a main training game in which the character to be trained can be trained progresses. Hereinafter, for ease of understanding, first, the basic flow of the main training game will be described.
[0218] FIG. 17 is a diagram for explaining the selection items in each turn. Here, the selectable items in each turn differ depending on the type of the character to be trained. However, regardless of the type of the character to be trained, the selectable items in each turn may be common. As shown in FIG. 17, the main training game is composed of the 1st turn to the 78th turn. Then, various parameters are updated according to the selection items selected by the player in each turn.
[0219] FIG. 18 is a diagram for explaining the top screen 210. When shifting to the training stage process, the top screen 210 shown in FIG. 18 is displayed on the display 26. At the upper part of the top screen 210, a stamina display section 211 and a condition display section 212 are displayed. The character to be trained is provided with a parameter of "stamina". The parameter of "stamina" is mainly used for calculating the failure rate, which is the probability of failure in the training described later. The stamina display section 211 displays the remaining amount of "stamina" of the current character to be trained so that it can be visually grasped with respect to the upper limit value of "stamina".
[0220] Furthermore, the character to be trained is provided with a "condition" parameter. Condition display section 212 displays the current "condition" of the character to be trained in multiple stages (five stages: very poor, poor, normal, good, and excellent) so that it can be visually grasped. The higher the "condition" parameter, the more advantageous the character to be trained will be in the race, and the greater the increase in ability parameters through training.
[0221] 18, an image of the character to be trained, a status display section 213, and a skill point display section 214 are displayed in the center of the top screen 210. The status display section 213 displays the current status of the character to be trained as a numerical value and an alphabet indicating a rank separated by each numerical value. Specifically, in this embodiment, the numerical value and rank of each ability parameter of speed, stamina, power, tenacity, and intelligence are displayed. The skill point display section 214 also displays the skill points possessed by the character to be trained as a numerical value.
[0222] 18, a rest operation section 215a, a training operation section 215b, a skill operation section 215c, a health room operation section 215d, an outing operation section 215e, and a race operation section 215f are displayed at the bottom of the top screen 210. In each turn, the player can select one of the items from the rest operation section 215a, the training operation section 215b, the health room operation section 215d, the outing operation section 215e, and the race operation section 215f. However, a race-only turn is preset for the character to be trained. In the race-only turn, the rest operation section 215a, the training operation section 215b, the health room operation section 215d, and the outing operation section 215e cannot be selected.
[0223] The player can select the option "Rest" by operating the rest operation unit 215a. When "Rest" is selected, the physical strength of the character to be trained is restored. In addition, the player can select the training to be performed by the character to be trained by operating the training operation unit 215b.
[0224] Also, the player can select "School Infirmary", which is a selectable item, by operating the school infirmary operation unit 215d. When "School Infirmary" is selected, the negative parameters of the character to be trained are eliminated. Although detailed explanations are omitted, negative parameters that disadvantage the progress of the game may be set for the character to be trained.
[0225] In the main training game, there is an event for obtaining negative parameters. Due to the occurrence of the event, the character to be trained will obtain negative parameters. Also, when training fails, the character to be trained may obtain negative parameters. When "School Infirmary" is selected while the character to be trained has obtained negative parameters, the negative parameters may be eliminated. However, there are cases where the negative parameters are not eliminated even when "School Infirmary" is selected. Also, selecting "School Infirmary" may restore the physical strength. Note that the school infirmary operation unit 215d cannot be selected when the character to be trained has not obtained negative parameters.
[0226] Also, the player can select "Going Out", which is a selectable item, by operating the going out operation unit 215e. When "Going Out" is selected, the condition of the character to be trained improves. Also, the player can select the race type for the character to be trained to participate in by operating the race operation unit 215f.
[0227] When the character to be trained executes any one of "Rest", "Training", "School Infirmary", "Going Out", or "Race" participation, the current turn ends and the next turn begins.
[0228] As described above, a race-limited turn is set for each character, during which the rest operation unit 215a, training operation unit 215b, infirmary operation unit 215d, and outing operation unit 215e cannot be selected. During the race-limited turn, the rest operation unit 215a, training operation unit 215b, infirmary operation unit 215d, and outing operation unit 215e are displayed grayed out, and no operation by the player is accepted. Therefore, during the race-limited turn, the player must operate the race operation unit 215f to enter the character to be trained in a race.
[0229] Figure 17 shows an example of a selection item that a specific character to be trained can select in each turn. In Figure 17, ◯ indicates that the item is selectable, and × indicates that the item is not selectable. Also, △ indicates that the item may or may not be selectable depending on the parameters of the character to be trained at the start of each turn.
[0230] In this example, "Race" cannot be selected from Turns 1 to 12, and options other than "Race" can be selected. Also, from Turns 13 to 72, there are several turns set as race-only turns, such as Turns 20, 23, and 47.
[0231] A target race and a target in the target race are set in advance for each character. Here, the goal is set as the finishing order for each target race. Here, the turn in which the target race is held is the race-limited turn. Therefore, the player must enter the character to be trained in the target race on the race-limited turn. Furthermore, if the goal set for the target race is not met, the training main game ends.
[0232] Additionally, turns 74, 76, and 78 are race-only turns common to all characters. In these three turns, the player must enter the character being trained in a special race.
[0233] Note that the skill operation unit 215c is set to be always selectable in all turns. Even if the player operates the skill operation unit 215c to acquire a skill, the turn does not end.
[0234] Also, in this embodiment, after the end of the 24th turn, the 48th turn, and the 72nd turn, a scenario race is held. The scenario race is one in which the character to be trained competes with other characters in a race to determine the ranking, and the basic battle format is the same as the normal race that can be selected in each turn and the above special race.
[0235] Also, in each turn, a game medium is associated with each selection item of "Rest", each training item of "Training", "Going Out", and "Race". As shown in FIG. 18, on the rest operation unit 215a, the going out operation unit 215e, and the race operation unit 215f, a first icon 216a and a second icon 216b corresponding to the game medium associated with each of these operation units are displayed. Although details will be described later, a plurality of types of game media are provided, and the first icon 216a and the second icon 216b corresponding to the game medium associated with the operation unit are displayed.
[0236] When a predetermined acquisition condition is satisfied, such as when the selection item associated with the game medium is selected, the character to be trained acquires the game medium. An advantageous effect for the character to be trained is associated with the game medium. This effect varies depending on the type of game medium. When the character to be trained acquires the game medium, the effect associated with the acquired game medium is activated. Therefore, it can be said that an effect is associated with each selection item in each turn.
[0237] A knowledge table confirmation icon 217, a utility display area 218, and a special utility icon 219 are displayed in the upper left corner of the top screen 210. The knowledge table confirmation icon 217 functions as an operation unit that accepts operations by the player. By operating the knowledge table confirmation icon 217, the player can check the game media, etc. that the character to be trained possesses.
[0238] Second icons 216b are displayed in the utility display area 218. The second icons 216b are provided for each type of utility, i.e., each type of game content. The utility display area 218 displays the second icons 216b corresponding to the currently activated utility.
[0239] The special utility icon 219 indicates the currently activated special utility. As will be described in more detail later, when the character to be trained acquires eight game media, a "Goddess' Wisdom" linked to a special utility is generated. The player can use the generated Goddess' Wisdom at the desired timing to activate the special utility. Special utilities include time-limited utilities, which have a set number of turns as their validity period. Time-limited utilities are only valid during their validity period. The special utility icon 219 indicates the currently activated special utility and the number of turns remaining in the validity period.
[0240] Fig. 19A is a first diagram illustrating the training screen 220. Fig. 19B is a second diagram illustrating the training screen 220. When the training operation unit 215b on the top screen 210 is operated, the training screen 220 is displayed on the display 26. Although not shown in Figs. 19A and 19B, the training screen 220 displays a first icon 216a, a second icon 216b, a knowledge table confirmation icon 217, a utility display area 218, and a special utility icon 219, just like the top screen 210.
[0241] As shown in FIG. 19A, training items are displayed at the lower part of the training screen 220. Here, a speed operation unit 221, a stamina operation unit 222, a power operation unit 223, a determination operation unit 224, and a wisdom operation unit 225 are displayed.
[0242] When the player operates any of the operation units 221 to 225, the training item corresponding to the operated operation unit 221 to 225 for which the operation input has been made becomes in a provisional selection state. At this time, the operation units 221 to 225 corresponding to the training item in the provisional selection state are highlighted. In FIG. 19A, the power operation unit 223 is shown in a state of being provisionally selected. Also, in FIG. 19B, the stamina operation unit 222 is shown in a state of being provisionally selected.
[0243] When an operation input is made again to the speed operation unit 221 in the provisional selection state, speed training is executed. Similarly, when an operation input is made again to the stamina operation unit 222, power operation unit 223, determination operation unit 224, and wisdom operation unit 225 in the provisional selection state, stamina, power, determination, and wisdom training are executed respectively.
[0244] In addition, the training level for each training item is also displayed on each of the operation units 221 to 225. Although details will be described later, the training level is a parameter that increases based on training points, and the higher the training level, the greater the increase value of the ability parameter when training is executed. The training level is initially set to level 1 and can increase up to level 5 at most.
[0245] In addition, a failure rate display unit 226 is displayed on the operation units 221 to 225 in the provisional selection state. The failure rate displayed numerically in the failure rate display unit 226 is set to increase in inverse proportion to the remaining amount of physical strength displayed in the physical strength display unit 211.
[0246] In addition, when the training corresponding to the operation units 221 to 225 in the temporary selection state is successful, the increase value of the ability parameter is displayed on the status display unit 213. In the example shown in FIG. 19A, the power operation unit 223 is temporarily selected, and “+8” is displayed in the stamina column and “+10” is displayed in the power column of the status display unit 213. Also, in the example shown in FIG. 19B, the stamina operation unit 222 is temporarily selected, and “+15” is displayed in the stamina column and “+5” is displayed in the perseverance column of the status display unit 213.
[0247] In addition, when the training is executed successfully, a predetermined event may occur. In this case, an event notification display 227 is displayed on the operation units 221 to 225 corresponding to the training item in which the predetermined event occurs. Note that the event notification display 227 can have different display modes according to the type of the event.
[0248] Also, in a turn when the training can be executed, characters can be arranged in each training item. The characters arranged in the training item are the above support characters, specific characters, and story characters set separately from these. In a turn when the training can be executed, for each character that can be arranged in the training, the presence or absence of arrangement in the training item and the training item to be arranged are determined by lottery.
[0249] As shown in FIG. 19B, at the upper right of the training screen 220, for each item of the operation units 221 to 225 in the temporary selection, an arrangement character icon 228 corresponding to the character arranged in the training (hereinafter referred to as the arrangement character) is displayed. When the training is successful, a predetermined event associated with the arrangement character may occur. In this case, an event notification display 227 is displayed on the corresponding arrangement character icon 228.
[0250] In addition, when the training associated with the placed character is successful, the increase value of the parameters of the character to be trained is higher than when the training with no associated placed characters is successful. Hereinafter, the training in which characters are placed is referred to as joint training.
[0251] Also, a bond gauge 228a is displayed below the placed character icon 228. The bond gauge 228a visually displays the bond parameter associated with the placed character. When the training associated with the placed character is successful, the bond parameter of the placed character increases. The higher the value of the bond parameter, the greater the increase value of the ability parameters of the character to be trained at the time of successful training.
[0252] In addition, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a predetermined training item, a friendship training available state is set for the training item. When the training item with the friendship training available state set is selected and the training is successful, friendship training occurs. In other words, when the training in the friendship training available state is successful, the normal joint training is upgraded to friendship training. In friendship training, the increase value of the ability parameters of the character to be trained is greater than in normal joint training.
[0253] Note that one of the five training items of speed, stamina, power, determination, and wisdom is associated with the support card (support character) as the favorite training. Here, the conditions for setting the friendship training available state are set as follows: the support character is placed in the favorite training and the bond parameter of the support character is equal to or greater than a predetermined value.
[0254] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in the support character's favorite training, a friendship training available state is set for this training item. And when the training item with the friendship training available state set is selected and the training is successful, the ability parameters of the character to be trained increase significantly compared to normal joint training.
[0255] Note that the support card (support character) may include a support card (support character) to which no favorite training is associated. And for a support card (support character) to which no favorite training is associated, regardless of the training item to be placed, a friendship training available state may be set on the condition that the bond parameter of the support character is equal to or greater than a predetermined value. Alternatively, for a support card (support character) to which no favorite training is associated, it may be set that the friendship training available state is not set.
[0256] As described above, in this embodiment, the bond parameter of the support character being equal to or greater than a predetermined value and the support character being placed in a preset training item are provided as the setting conditions for the friendship training available state.
[0257] As described above, game contents are linked to each training item in each turn. Although not shown in FIGS. 19A and 19B, the speed operation unit 221, stamina operation unit 222, power operation unit 223, guts operation unit 224, and intelligence operation unit 225 display a first icon 216a and a second icon 216b, respectively. If the selected training is successful, the player or the character to be trained acquires the game contents linked to the selected training item. Note that acquisition information of the game contents, in other words, information indicating the game contents acquired by the player, is stored in association with player information. However, for ease of understanding, the following description will be given assuming that the character to be trained acquires the game contents. The game contents will be described later.
[0258] 19C is a diagram illustrating training result notification screen 220a. As described above, when an operation input is again made to operation units 221 to 225 in the provisionally selected state, the training corresponding to operation unit 221 to 225 to which the operation input was made is executed. Once the training is executed, training result notification screen 220a is displayed on display 26. An image notifying the success or failure of the training is displayed on training result notification screen 220a.
[0259] Although not shown in the figures, when normal joint training is carried out, an image of the character to be trained performing training is displayed on the training result notification screen 220a. The images displayed at this time are provided for each training item. In addition, the images corresponding to each training item are provided with a success pattern that is displayed when the training is successful and a failure pattern that is displayed when the training is unsuccessful.
[0260] Also, when the training in which the friendship training generation possible state is set is successful, a special effect for friendship training is executed. The special effect for friendship training includes an effect in which a support character is displayed on the training result notification screen 220a. The support character displayed at this time is a character that satisfies the setting conditions of the friendship training generation possible state.
[0261] For example, it is assumed that character A, which is a support character, is arranged in the speed training item. At this time, it is assumed that the bond parameter of character A is equal to or greater than a predetermined value, and the favorite training of character A (support card) is speed. In this case, the speed training item becomes a state where friendship training can occur. In this state, it is assumed that the speed training item is selected and the speed training is successful. In this case, an image including character A is displayed on the training result notification screen 220a.
[0262] Note that in one turn, a plurality of support characters arranged in the same training item may satisfy the setting conditions of the friendship training generation possible state. For example, it is assumed that four support characters, characters A, B, C, and D, are arranged in the stamina training item. At this time, it is assumed that characters A, B, C, and D all satisfy the setting conditions of the friendship training generation possible state. In this case, a special effect for friendship training in which characters A, B, C, and D are displayed simultaneously or in order is executed on the training result notification screen 220a.
[0263] Note that the special effect for friendship training is such that a character that satisfies the setting conditions of the friendship training generation possible state and the character to be trained perform training together. Therefore, it can be said that the friendship training generation possible state is set not only for the training item but also for the support character.
[0264] Although illustration is omitted, an effect is superimposed on the arrangement character icon 228 corresponding to the arrangement character in which the friendship training generation possible state is set. As a result, the player can identify which arrangement character will have friendship training. Also, when the friendship training generation possible state is set for any training item, an effect is also superimposed on the training operation unit 215b on the top screen 210. Therefore, the player can also grasp that the friendship training generation possible state is set on the top screen 210.
[0265] Also, on the training result notification screen 220a, the ability parameters in the status display unit 213 are updated and displayed. That is, the ability parameters of the training target character corresponding to the training item selected by the player are updated.
[0266] Here, when the training displayed in FIG. 19A or FIG. 19B on the status display unit 213 is successful, the value of the ability parameter that increases is added. Also, the display of the physical strength display unit 211 is updated according to the executed training item. When the training of any of speed, stamina, power, and determination is successful, the physical strength decreases. On the other hand, when the training of wisdom is successful, the physical strength recovers.
[0267] Also, when the training fails, a predetermined penalty is imposed. Specifically, the contents of the penalty include a decrease in physical strength, a decrease in the numerical value of the ability parameter, a decrease in condition, etc. Note that, for example, the penalty imposed when the failure rate is high is more disadvantageous (for example, the numerical value of the decrease in physical strength is large, the numerical value of the decrease in the ability parameter is large, the stage of the decrease in condition is large) than the penalty imposed when the failure rate is low.
[0268] In addition, the content of the penalty may be determined according to the training item. For example, when the speed training fails, the value of the speed ability parameter may decrease, and when the power training fails, the value of the power ability parameter may decrease. Also, for some training items (e.g., wisdom), even if the training fails, no penalty may be imposed.
[0269] FIG. 19D is a diagram for explaining the event screen 220b. When the display of the training result notification screen 220a ends, the event screen 220b may be displayed on the display 26. In the event screen 220b, various events are executed. Note that a plurality of events may occur within one turn.
[0270] For example, when the first hint event or the second hint event occurs, a skill hint can be obtained. When a skill hint is obtained, the player can consume skill points to acquire a skill. A plurality of types of skills are provided, and a predetermined ability may be activated for each skill. For each skill, activation conditions and effects are defined, and when each activation condition is satisfied, a predetermined effect is activated. The skill may be activated during the execution of a race described later.
[0271] In addition to the first hint event and the second hint event in which a skill hint can be obtained, the events include an event in which physical strength is restored, an event in which physical strength is decreased, a first ability event and a second ability event in which an ability parameter increases or decreases, an event in which the condition improves, an event in which the condition deteriorates, and the like. Also, although described in detail later, the events include events in which the turn of occurrence is predetermined and events that occur when winning in a predetermined lottery. There are also events that occur at the start of a turn and events that occur before the end of a turn. When all the occurred events end, the top screen 210 related to the next turn is displayed.
[0272] Figure 20A is the first diagram for explaining inheritance events. Figure 20B is the second diagram for explaining inheritance events. Figure 20C is the third diagram for explaining inheritance events. Figure 20D is the fourth diagram for explaining inheritance events. In the factor activation turn described above, an inheritance event occurs with the start of the turn. Note that this inheritance event is a scenario common event described later and always occurs in the same turn regardless of the scenario selected by the player. In the present embodiment, the 1st turn, the 31st turn, and the 55th turn are set as factor activation turns. Here, the case where an inheritance event occurs in the 31st turn will be described.
[0273] When the 31st turn starts, first, as shown in Figure 20A, the character to be trained and the operation part marked with "Touch" are displayed on the event screen 220b. When the operation part displayed on the event screen 220b is tapped, as shown in Figure 20B, an animation image including the character to be trained and two inherited characters is displayed. Also, when the operation part is tapped, a lottery for activation or non-activation is performed for all the factors possessed by a total of six training characters in the first and second generations of inheritance.
[0274] Then, as shown in Figure 20C, the factors that are selected by the lottery for activation or non-activation and determined to be activated are displayed. After that, as shown in Figure 20D, the type of ability parameter or aptitude parameter that increases due to the activation of the factor and the increase value are displayed, and the parameters are updated. When the inheritance event ends, the top screen 210 shown in Figure 18A is displayed, and the player can select any item. At this time, the status display section 213 is in a state where the increase values of the ability parameters and aptitude parameters displayed in the inheritance event are added.
[0275] FIG. 21A is a first diagram illustrating the skill screen 230. FIG. 21B is a second diagram illustrating the skill screen 230. When the skill operation section 215c on the top screen 210 is operated, the skill screen 230 shown in FIG. 21A is displayed on the display 26. The skill screen 230 displays a skill point display section 214. As described above, the skill point display section 214 displays the current skill points possessed by the character to be trained (player).
[0276] A skill display area 231 is provided below the skill point display section 214. A plurality of skill display columns 232 are provided in the skill display area 231. The skill display columns 232 display acquired skills, skills preset for the character to be trained, skills acquired as a result of various events occurring, etc. Note that, although three skill display columns 232 are displayed in the skill display area 231 in FIG. 21A , when a slide operation is input in the skill display area 231, further skill display columns 232 are displayed in the skill display area 231.
[0277] The skill display area 231 displays the name of the skill, the conditions for activating the skill, the effect when the skill is activated, and so on. In addition, a required points display section 233 is displayed on the right side of the skill display area 231. The required points display section 233 displays the skill points required to acquire the skill. In addition, the required points display section 233 is provided with an operation section marked "+" or "-". By operating the operation section marked "+", the player can select the skill displayed in the skill display field 232. In addition, the player can cancel the selection state of the skill displayed in the skill display field 232 by operating the operation section marked "-".
[0278] In addition, when the first hint event or the second hint event occurs for the possessed skill, the skill points consumed to acquire this possessed skill are discounted. Also, before the start of the training game, if the hint level of the character is enhanced, the skill points required to acquire the possessed skill are also discounted. Here, for the possessed skills for which hints have been obtained, the discounted skill points are displayed in the required points display section 233. At this time, a discount rate display icon 234 indicating the discount rate is displayed in the skill display column 232.
[0279] Also, on the skill screen 230, the skill display columns 232 corresponding to the acquirable skills and the skill display columns 232 corresponding to the non - acquirable skills are separately displayed. For example, the skill display columns 232 corresponding to the acquired skills and the skill display columns 232 corresponding to the possessed skills that cannot be acquired due to insufficient skill points are grayed out (indicated by cross - hatching in the figure). Note that in the skill display column 232 corresponding to the acquired skills, an icon marked "acquired" is displayed instead of the required points display section 233.
[0280] Also, below the skill display area 231, a determination operation part 235a, a reset operation part 235b, and a return operation part 235c are provided. When the determination operation part 235a is operated in the selection state of any skill, a confirmation screen (not shown) is displayed. Then, when a predetermined operation for acquiring the skill is input on the confirmation screen, acquisition information is associated with the selected skill. That is, the possessed skill is updated to an acquired skill.
[0281] For example, assuming that the skill corresponding to the skill display column 232 displayed at the uppermost row of the skill display area 231 in the state shown in Fig. 21A is acquired. In this case, with the acquisition of the skill, the skill screen 230 is updated as shown in Fig. 21B. Here, the skill display column 232 displayed at the uppermost row of the skill display area 231 is grayed out. Also, in the skill point display section 214, the remaining skill points after the acquisition of the skill are displayed.
[0282] When the reset operation section 235b is operated, the selection state of all skills is cancelled. When the return operation section 235c is operated, the skill screen 230 is closed and the top screen 210 is displayed.
[0283] 22A is a first diagram illustrating the race selection screen 240. When the race operation unit 215f on the top screen 210 is operated, the race selection screen 240 shown in Fig. 22A is displayed. The race has a game aspect in which the character to be trained races against so-called non-player characters (hereinafter referred to as NPCs).
[0284] A stamina display section 211 and a condition display section 212 are displayed at the top of the race selection screen 240. A race selection operation section 241 for selecting a race event in which the character to be trained will compete is displayed at the center of the race selection screen 240. A start operation section 242 is displayed at the bottom of the race selection screen 240. The races that can be selected using the race selection operation section 241 on the race selection screen 240 are set in advance for each turn.
[0285] Furthermore, entry conditions are set in advance for each race, and the player can enter the character to be trained only in races that satisfy the entry conditions. As described above, some races have a specified number of fans as a condition for entry. For races in which the specified number of fans is not met, the entry conditions are displayed on the race selection operation unit 241, as shown in FIG. 22A, and a notification is given that the race cannot be selected. Furthermore, in a turn in which a target race to be cleared is set, only the target race is displayed as selectable on the race selection screen 240.
[0286] Figure 22B is a diagram for explaining the race start screen 250. When the start operation unit 242 is operated in a state where the race type of the race to participate in is selected by the race selection operation unit 241, the race start screen 250 shown in Figure 22B is displayed. A strategy display section 251 is displayed at the center of the race start screen 250. Also, the currently selected strategy (pursuit, challenge, lead, escape) is highlighted in the strategy display section 251. Further, a change operation section 252 is displayed in the strategy display section 251. When the change operation section 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the race to any strategy by operating on the strategy change screen.
[0287] Also, a result operation unit 253 and a race operation unit 254 are displayed at the lower part of the race start screen 250. When the race operation unit 254 is operated, a race screen (not shown) is displayed on the display 26. In the race screen, a video of the progress of the race (hereinafter also referred to as a race video) is displayed.
[0288] Figure 22C is a first diagram for explaining the race result screen 260. Figure 22D is a second diagram for explaining the race result screen 260. When the playback of the above-mentioned race video ends and when the result operation unit 253 is operated, the race result screen 260 is displayed on the display 26. In the race result screen 260, as shown in Figure 22C, the finishing order of the character to be trained in the race is displayed. Also, in the race result screen 260, as shown in Figure 22D, the class of the current character to be trained is displayed.
[0289] In this embodiment, the characters to be trained are classified according to the number of fans acquired. A fan number range is set for each class. Here, depending on the number of fans, the characters to be trained are classified into one of eight classes. In the race result screen 260, the cumulative number of fans obtained in this race added to the number of fans obtained previously is displayed. Also, the current class corresponding to the cumulative number of fans is discriminatively displayed.
[0290] FIG. 23 is a third diagram for explaining the training screen 220. As shown in FIG. 23, the first icon 216a and the second icon 216b are displayed on the speed operation unit 221, the stamina operation unit 222, the power operation unit 223, the determination operation unit 224, and the wisdom operation unit 225. Also, a knowledge table confirmation icon 217, an effect display area 218, and a special effect icon 219 are displayed in the upper left part of the training screen 220. Three types of the first icon 216a are provided, and six types of the second icon 216b are provided.
[0291] As described above, in the present embodiment, at the start of a turn, game media are respectively associated with a total of eight selection items, namely, "rest", "going out", "race", and five training items. The game media are composed of combinations of special character types and effect types. Here, three types of special characters and a number of effects classified into six types are provided.
[0292] Note that the special character itself or the effect itself associated with each selection item can also be regarded as a game medium. Also, different special character IDs are set for the three types of special characters. Also, for each effect, one of the six types and a predetermined parameter are set. And different effect IDs are set for each combination of the type and the parameter. Since these special character IDs or effect IDs are associated with the selection items, the special character IDs or effect IDs themselves can also be regarded as game media.
[0293] In a turn where training can be executed, the first icon 216a and the second icon 216b are always displayed on the speed operation unit 221, the stamina operation unit 222, the power operation unit 223, the perseverance operation unit 224, and the wisdom operation unit 225. Basically, there is one game medium arranged and associated with each training item. However, when a predetermined condition is satisfied, two game media may be associated with one training item. At this time, the two game media associated with one training item are the same. That is, when the predetermined condition is satisfied, the number of game media associated with one training item doubles.
[0294] FIG. 24A is a diagram for explaining the relationship between a special character and a game medium. The main breeding game has a story, and the main breeding game progresses according to the story. In the story, three special characters, special characters A, B, and C, appear. Therefore, during the main breeding game, there are effects in which the three special characters are displayed in various scenes. Images corresponding to the special characters A, B, and C are respectively displayed on the three types of first icons 216a.
[0295] As described above, a special character ID, which is the first attribute, is associated with each of the three special characters. And at the start of a turn, the type of special character arranged in each selection item, that is, the special character ID is determined. Here, as shown in FIG. 24A, the winning probabilities of the special characters A, B, and C are all set to 1 / 3. And when the special character arranged in the selection item is determined, next, the type of utility, which is the second attribute, that is, the utility ID is determined.
[0296] FIG. 24B is a diagram for explaining the relationship between a utility and a game medium. In the present embodiment, as utilities arranged in each selection item, there are provided a utility of speed, a utility of stamina, a utility of power, a utility of perseverance, a utility of wisdom, and a utility of skill. Although it will be described in detail later, when a game medium is acquired, the state of possessing the game medium is obtained. While possessing a game medium, the utility of the game medium is activated.
[0297] At this time, if the Speed utility is enabled, the value of the Speed ability parameter that increases upon successful training will be higher. Similarly, if the Stamina utility, Power utility, Tenacity utility, and Intelligence utility are enabled, the values of the Stamina, Power, and Tenacity ability parameters that increase upon successful training will be higher, respectively. Also, if the Skill utility is enabled, the value of the Skill points earned upon successful training will be higher.
[0298] As described above, the utility ID is set with information indicating the type of utility and the content of the utility, such as parameters. For example, the utility ID 0001 is set with a speed utility as the type of utility, and a parameter set with an increase of "+1" for the speed ability parameter. For example, the utility ID 0002 is set with a speed utility as the type of utility, and a parameter set with an increase of "+2" for the speed ability parameter. For example, the utility ID 0011 is set with a stamina utility as the type of utility, and a parameter set with an increase of "+1" for the stamina ability parameter.
[0299] Therefore, although there are six types of utility, the number of utility IDs provided is greater than the number of utility types. However, the number of second icons 216b provided is the same as the number of utility types, and the types of utility can be identified by the second icons 216b.
[0300] At the start of a turn, the type of utility to be placed in each selection item, i.e., the utility ID, is determined. Here, as shown in FIG. 24B, the probability of winning the speed utility, stamina utility, power utility, tenacity utility, and wisdom utility is set to 17%, and the probability of winning the skill utility is set to 15%.
[0301] In this way, at the start of a turn, as the game medium, the type of special character and the type of utility will be associated with each selection item. Then, on the top screen 210 or the training screen 220, the first icon 216a corresponding to the special character and the second icon 216b corresponding to the utility will be superimposed and displayed on each operation unit. Therefore, the player can pre-grasp the game medium that can be obtained by selecting each selection item using the first icon 216a and the second icon 216b.
[0302] Here, as an example of the method for determining the game medium, the case where the type of special character and the type of utility are determined separately has been described. However, the method for determining the game medium is not limited to this. For example, a game medium ID may be provided for each combination pattern of the special character and the utility. In this case, the game medium ID may be determined by lottery for each selection item.
[0303] FIG. 24C is a diagram for explaining the acquisition conditions of the game medium. As shown in FIG. 24C, for each selection item, the acquisition conditions of the game medium are preset. For rest, going out, and race, it is set that the selection of each respective selection item is the acquisition condition. In other words, for rest, going out, and race, it is set that the selection of these selection items and the end of the turn are the acquisition conditions.
[0304] On the other hand, for the five training items, it is set that the success of the selected training is the acquisition condition for all of them. Therefore, if the training is selected and executed but the training fails, the game medium cannot be obtained.
[0305] However, the above acquisition conditions are just examples. For example, when rest or going out is selected, the game medium may be acquired only with a predetermined probability. Also, for example, when a race is selected, the game medium may be acquired by winning the race. Further, when training is selected, the game medium may be acquired regardless of success or failure. Here, although the game medium is associated with the selection item of "race", the game medium may be associated with each type of race.
[0306] FIG. 25 is a first diagram for explaining the knowledge table dialog 300. When the knowledge table confirmation icon 217 is operated on the top screen 210 or the training screen 220, the knowledge table dialog 300 is displayed. Here, the gameplay of the present embodiment will be explained using the knowledge table dialog 300. The knowledge table dialog 300 is provided with a fragment display area 301, a first crystal display area 302, a second crystal display area 303, and a goddess' wisdom display area 304.
[0307] The fragment display area 301 includes eight icon display parts 301a, 301b, 301c, 301d, 301e, 301f, 301g, and 301h. The eight display parts of the fragment display area 301 are arranged and displayed in the left - right direction. The first crystal display area 302 is provided above the fragment display area 301. The first crystal display area 302 includes four icon display parts 302a, 302b, 302c, and 302d. The four display parts of the first crystal display area 302 are arranged and displayed in the left - right direction.
[0308] The second crystal display area 303 is provided above the first crystal display area 302. The second crystal display area 303 includes two icon display parts 303a and 303b. The two display parts of the second crystal display area 303 are arranged and displayed in the left - right direction. The goddess' wisdom display area 304 is provided above the second crystal display area 303. The goddess' wisdom display area 304 includes one icon display part 304a. Therefore, a total of 15 display parts are provided in the knowledge table dialog 300.
[0309] When the character to be trained acquires game media, a first icon 216a and a second icon 216b corresponding to the acquired game media are displayed in one of the display sections of the fragment display area 301. Here, each time a game media is acquired, the first icon 216a and the second icon 216b are displayed in sequence in the fragment display area 301 from the icon display section 301a to the icon display section 301h (from left to right).
[0310] 26 is a second diagram illustrating the knowledge table dialog 300. When the character to be trained acquires the first game medium, a first icon 216a and a second icon 216b are displayed in the icon display section 301a. Note that, for ease of understanding, the first icon 216a is displayed on each display section, but display of the first icon 216a is not essential.
[0311] However, it is desirable that the special characters associated with the acquired game content be identifiable in the knowledge table dialog 300. Therefore, for example, when the first icon 216a is not displayed, it is preferable that each of the three special characters be assigned an image color such as red, blue, or green. Then, the display unit displaying the second icon 216b is displayed in the image color of the special character associated with the acquired game content. In this way, the special characters associated with the acquired game content can be identified.
[0312] While the first icon 216a and the second icon 216b are displayed on the icon display unit 301a, the utility corresponding to the acquired game content is activated. Therefore, when the character to be trained acquires the game content and the first icon 216a and the second icon 216b are displayed on the icon display unit 301a, the first utility is activated.
[0313] Here, the game content placed in the selection item and acquired by the character to be trained is called a piece of knowledge. In other words, the character to be trained possesses the game content acquired by selecting a command as a piece of knowledge. Suppose that the character to be trained possesses the first piece of knowledge and then acquires a new game content in the next turn or later. In this case, the character to be trained possesses two pieces of knowledge, and the first icon 216a and the second icon 216b are displayed in the icon display unit 301b. Therefore, in this state, the utility of the first piece of knowledge and the utility of the second piece of knowledge are valid.
[0314] While the character being trained possesses a Knowledge Fragment, the utility of that Knowledge Fragment is activated. When the number of Knowledge Fragments held reaches an even number, possession of the Knowledge Fragment triggers the generation of a new game medium. The game medium generated at this time is composed of a special character ID and a utility ID, just like a Knowledge Fragment. Here, the game medium generated upon possession of a Knowledge Fragment is called the first crystal.
[0315] For example, when a character to be trained possesses a second piece of knowledge, a first first crystal is generated. The character to be trained possesses the generated first crystal. A special character and utility are associated with the first crystal (game medium), and a first icon 216a and a second icon 216b are displayed in the icon display section 302a of the first crystal display area 302.
[0316] When the second icon 216b is displayed on the display section of the first crystal display area 302, the utility corresponding to the displayed second icon 216b is activated. In other words, when the second Knowledge Piece is possessed, the utility linked to the second Knowledge Piece and the utility linked to the first First Crystal are simultaneously activated.
[0317] 25, the numbers 1 to 15 displayed on each display unit indicate the order in which the second icon 216b, etc. are displayed. As described above, when the first game medium is acquired, the first icon 216a and the second icon 216b are displayed in the icon display unit 301a. Thereafter, when the second game medium is acquired, the first icon 216a and the second icon 216b are displayed in the icon display unit 301b. At this time, the acquisition of the second game medium triggers the generation of a first crystal.
[0318] 26, when the third game content is acquired, the second icon 216b is displayed in the icon display section 301c. Thereafter, when the fourth game content is acquired, the second icon 216b is displayed in the icon display section 301d. At this time, similarly to the above, a second first crystal is generated based on the acquisition of the fourth game content. When the second first crystal is generated, the second icon 216b is displayed in the icon display section 302b of the first crystal display area 302.
[0319] Here, when the number of possessed first crystals becomes an even number, one new game content is generated. Here, the game content generated in response to the possession of an even number of first crystals is referred to as a second crystal. Like the first crystal, the second crystal is associated with a special character and utility. Therefore, a first icon 216a and a second icon 216b corresponding to the special character and utility are displayed in the icon display portion 303a of the second crystal display area 303.
[0320] As with knowledge fragments and primary crystals, the secondary crystals that have been generated and whose utility is activated are considered to be in the possession state. In other words, when a character being trained possesses a secondary crystal, the utility associated with the secondary crystal in their possession becomes active.
[0321] When the second icon 216b is displayed in the display unit of the second crystal display area 303, the utility corresponding to the displayed second icon 216b is activated. That is, when possessing the fourth piece of knowledge, the utility associated with the fourth piece of knowledge, the utility associated with the second first crystal, and the utility associated with the first second crystal become valid simultaneously.
[0322] FIG. 27 is a third diagram for explaining the knowledge table dialog 300. Even when the fifth to eighth game media (pieces of knowledge) are acquired by selecting a command, the first crystal and the second crystal are generated in the same manner as described above. Then, when the eighth piece of knowledge is possessed, a second second crystal is generated, and the second icon 216b is displayed in the icon display unit 303b of the second crystal display area 303.
[0323] When the number of possessed second crystals becomes even, one game medium is generated from the two possessed second crystals. Here, the game medium generated based on the two second crystals is called the wisdom of the goddess. One of the three special characters is associated with the wisdom of the goddess. The first icon 216a corresponding to the special character associated with the wisdom of the goddess is displayed in the icon display unit 304a of the wisdom of the goddess display area 304. That is, here, it can be said that three types of wisdom of the goddess are provided for each special character.
[0324] Note that a special utility is associated with the wisdom of the goddess, and when a predetermined activation condition described later is satisfied, the special utility is activated. The player can activate the special utility at an arbitrary timing. That is, even if the wisdom of the goddess is generated, the special utility is not activated until the activation condition is satisfied. Hereinafter, the state of the wisdom of the goddess in which the special utility is not activated is referred to as the possessed state.
[0325] FIG. 28 is a diagram for explaining a method of determining a game medium. Each display unit constituting the knowledge table dialog 300 is divided into a plurality of groups as shown by the dashed line in FIG. 28. Specifically, the fragment display area 301 forms one group with the display units in which the first icon 216a and the second icon 216b are displayed in odd-numbered orders, and the next display units in which the first icon 216a and the second icon 216b are displayed. Therefore, the eight display units in the fragment display area 301 are classified into four groups.
[0326] Similarly, the first crystal display area 302 is divided into two groups as shown by the dashed line in the figure. Also, one group including the icon display units 303a and 303b is formed in the second crystal display area 303. That is, two display units are always classified into each group. When a game medium is acquired, the first icon 216a and the second icon 216b corresponding to the acquired game medium are displayed on the display unit. Therefore, the acquired game medium will be classified into one of the groups. And two game media will always belong to each group.
[0327] Here, the first crystal is generated with one of the two knowledge fragments belonging to one group as the parent. Specifically, when a game medium is stored as a knowledge fragment, as described above, the special character ID and the utility ID are stored. At this time, priority information is associated with both of these IDs. Here, the priority information includes information based on the order in which the game medium is stored as a knowledge fragment, or information based on the storage area in which the game medium is stored.
[0328] For example, a maximum of eight pieces of knowledge can be held at the same time. Therefore, information that identifies any one of the first through eighth pieces of knowledge based on the order in which the game contents were stored as pieces of knowledge is linked to the game contents. Also, for example, eight memory areas, numbered first through eighth, corresponding to icon display units 301a through 301h, are provided. Information indicating the addresses of these memory areas may be linked to the game contents as information based on the memory areas in which the game contents are stored.
[0329] Then, one of the plurality of game media is determined as a priority game media based on the priority information. Here, the priority game media is determined as a priority game media to which information indicating that the game media was stored in an odd-numbered order or information indicating that the number of the storage area in which the game media is stored is odd.
[0330] Therefore, in the fragment display area 301, of the two display units belonging to one group, the game content corresponding to the display unit located relatively to the left is determined to be the priority game content. In other words, the game content stored in the odd-numbered storage area is determined to be the priority game content. Also, the game content stored in the odd-numbered storage area is determined to be the priority game content.
[0331] The first crystal is generated by inheriting the parameters of the knowledge fragment determined to be the prioritized game media out of the two knowledge fragments (game media). Here, the parameter inherited from the knowledge fragment to the first crystal is the type of special character, i.e., the special character ID. Therefore, as is clear from FIG. 28, the same first icon 216a is displayed in icon display unit 302a and icon display unit 301a. Similarly, the same first icon 216a is displayed in icon display unit 302b and icon display unit 301c, icon display unit 302c and icon display unit 301e, and icon display unit 302d and icon display unit 301g.
[0332] On the other hand, among the first crystals, the type of utility is determined by lottery. Here, for the first crystal as well, the type of utility is determined with the same probability as shown in FIG. 24B when determining the game medium to be placed in each selection item. However, the winning probability of each type of utility may be different between the time of the fragment of knowledge and the time of the first crystal.
[0333] Also, the parameters inherited from the fragment of knowledge to the first crystal may be both the special character ID and the utility ID. Further, for example, the parameter inherited from the fragment of knowledge to the first crystal may be only the utility ID.
[0334] Also, the second crystal is generated by inheriting the parameters of the first crystal determined as the priority game medium among the two first crystals (game media). Here, similar to the fragment of knowledge, among the first crystals, the first crystal with an odd memory order is determined as the priority game medium. And the special character ID associated with the first crystal determined as the priority game medium is inherited by the second crystal. Therefore, as shown in FIG. 28, the same first icon 216a as the icon display units 302a and 302c is displayed on the icon display units 303a and 303b, respectively.
[0335] Note that among the second crystals, the type of utility is determined by lottery. Here, for the second crystal as well, the type of utility is determined with the same probability as the first crystal, as shown in FIG. 24B. However, the winning probability of the type of utility of the second crystal may be different from that at the time of the fragment of knowledge or the first crystal.
[0336] Also, for example, among the fragments of knowledge determined as the priority game medium, the special character ID may be inherited by the first crystal, and among the first crystals determined as the priority game medium, the utility ID may be inherited by the second crystal. Alternatively, both the special character ID and the utility ID of the first crystal determined as the priority game medium may be inherited by the second crystal.
[0337] That is, in the present embodiment, the parameters inherited from the knowledge fragments by the first crystal and the parameters inherited from the first crystal by the second crystal are the same. However, some or all of the parameters inherited from the knowledge fragments by the first crystal and the parameters inherited from the first crystal by the second crystal may be different.
[0338] Then, any special character associated with the two second crystals is inherited by the wisdom of the goddess. In other words, based on the special characters associated with the two second crystals, the type of the wisdom of the goddess is determined.
[0339] Here, among the special characters associated with the two second crystals, the special character with the largest number associated with the knowledge fragments is inherited by the wisdom of the goddess. For example, as shown in FIG. 28, if there are three special characters A (white characters in the figure), four special characters B (black characters in the figure), and one special character C (hatched characters in the figure) associated with the knowledge fragments (as the game medium). In this case, the special character B is most associated with the knowledge fragments.
[0340] However, the special character B is not associated with the second crystal. Therefore, the special character B is not inherited by the wisdom of the goddess. In this example, among the special characters A and C associated with the second crystal, the special character A is more associated with the knowledge fragments than the special character C. Therefore, the wisdom of the goddess is associated with the special character A.
[0341] In this way, in the present embodiment, by executing the process of generating the first crystal and the second crystal (the second game medium) from a plurality of knowledge fragments (the first game medium) a plurality of times, a plurality of first crystals and second crystals are generated. Then, based on the special characters (the first parameter) associated with the knowledge fragments corresponding to each of the plurality of first crystals and second crystals, the special character (the third parameter) associated with the wisdom of the goddess is determined.
[0342] FIG. 29 is a diagram for explaining the utility of the game medium. As described above, the utilities associated with the game medium include six types: the utility of speed, the utility of power, the utility of stamina, the utility of perseverance, the utility of wisdom, and the utility of skill. When the game medium is held as a fragment of knowledge, a first crystal, or a second crystal, the utility associated with the held game medium is activated. As shown in FIG. 29, when holding a fragment of knowledge or a first crystal associated with the utility of speed, the speed parameter increases by "1" when the speed training is successful. Therefore, for example, when holding three fragments of knowledge or first crystals associated with the utility of speed, the speed parameter will increase by "3".
[0343] Here, for the first crystal, among the two fragments of knowledge (game media) belonging to the same group, the parameter of the fragment of knowledge determined as the priority game medium is inherited. At this time, when the special characters associated with the two fragments of knowledge (game media) belonging to the same group are different, an interaction bonus is granted.
[0344] Specifically, assume that the special characters associated with the two fragments of knowledge belonging to the same group are special character A and special character B. Thus, when the special characters associated with the two fragments of knowledge that are the parents of the first crystal are different, an interaction bonus is granted. When holding a first crystal associated with the utility of speed and an interaction bonus is granted, the speed parameter increases by "2" when the speed training is successful.
[0345] Additionally, if you have a second crystal that is linked to the speed utility, your speed parameter will increase by "2" if you successfully train your speed. Furthermore, of the two first crystals that belong to the same group, the second crystal will inherit the special character of the first crystal that was determined to be the preferred game medium. In this case, if the special characters linked to the two first crystals that belong to the same group are different, a communication bonus will be granted, as described above. If you have a second crystal that is linked to the speed utility and a communication bonus is granted, your speed parameter will increase by "3" if you successfully train your speed.
[0346] Similarly to the above-mentioned speed utility, the power utility, stamina utility, tenacity utility, and intelligence utility are set to have the same utility as shown in Figure 29, that is, when training of power, stamina, tenacity, and intelligence is successful, the parameter increases. Furthermore, the skill utility is set to have the same utility as shown in Figure 29, that is, when training is successful, the skill points acquired are increased regardless of the training item.
[0347] Here, an interaction bonus is provided, but it is not required. Also, here, the utility of the game media is assumed to be greater at the second crystallization stage than at the second crystallization stage. However, conversely, the utility of the game media may be greater at the second crystallization stage than at the knowledge fragment stage, or the utility may be the same in all states.
[0348] As shown in Figure 27, the knowledge table dialog 300 is provided with a close operation section 300a and an effect confirmation operation section 300b. When the close operation section 300a is operated, the knowledge table dialog 300 is hidden. When the effect confirmation operation section 300b is operated, a dialog listing active effects (not shown) is displayed. This dialog listing active effects displays all effects that are currently enabled by possessing knowledge fragments, first crystals, and second crystals.
[0349] Also, as shown in FIG. 27, when the first icon 216a and the second icon 216b are displayed on all display sections, i.e., when the player has the Goddess' Wisdom, the Goddess' Wisdom display area 304 displays "Can be learned." This indicates to the player that the Goddess' Wisdom can be learned. Also, when the Goddess' Wisdom is in possession of the Goddess' Wisdom, the knowledge table dialogue 300 is provided with a learning operation section 300c. When the learning operation section 300c is operated, a confirmation screen (not shown) is displayed. When a predetermined operation is input on the confirmation screen, the special effect of the Goddess' Wisdom is activated. Note that, hereinafter, inputting a predetermined operation on the confirmation screen is referred to as "acquiring the Goddess' Wisdom."
[0350] When the Goddess' Wisdom is acquired, the special effect is activated. In this embodiment, even after the special effect is activated by acquiring the Goddess' Wisdom, the effect of all game media (Knowledge Fragments, First Crystals, Second Crystals) that the player possesses is maintained. Therefore, after acquiring the Goddess' Wisdom, the effect of training due to the effect becomes extremely large.
[0351] The player can acquire the Wisdom of the Goddess at any time. Therefore, the player can continue to possess the Wisdom of the Goddess over multiple turns. However, while possessing the Wisdom of the Goddess, game contents are not placed in the selection items, and new game contents cannot be acquired.
[0352] Here, each special character is associated with an inheritance level as a parameter. When Goddess Wisdom is acquired, the inheritance level of the special character associated with the acquired Goddess Wisdom increases. A special character display area 305 is provided at the top of the knowledge table dialog 300. In the special character display area 305, a first icon 216a representing each special character and the current inheritance level of the special character are displayed.
[0353] The initial inheritance level of special characters is set to "0". Then, each time the Wisdom of the Goddess is acquired, the inheritance level increases by "1". However, there is a limit to the inheritance level of special characters. In this case, the upper limit of the inheritance level is "5".
[0354] FIG. 30 is a diagram explaining special effects. Special effects are set for each type of Goddess Wisdom. In other words, special effects are set for each special character. In other words, when Goddess Wisdom is acquired, the special effect corresponding to the special character linked to the acquired Goddess Wisdom is activated. As shown in FIG. 30, special effects include active effects and passive effects. Active effects are time-limited effects with a set validity period. Passive effects are permanently active from that point onwards until the end of the main training game.
[0355] Here, a different active effect is set for each special character. Specifically, a training bonus is set as an active effect for special character A. The training bonus is a bonus that maximizes the training level (here, "5"). Here, the validity period of the training bonus is set to four turns.
[0356] Additionally, a hint event bonus is set as an active effect for special character B. The hint event bonus is a bonus that increases the probability of a hint event occurring. Furthermore, if the hint event bonus is activated, a predetermined parameter increases when a hint event occurs. In this example, the validity period of the hint event bonus is set to two turns.
[0357] Additionally, special character C has a friendship bonus set as an active effect. The friendship bonus is a bonus that enables friendship training to occur regardless of the specialty training of the assigned support character. In this case, the friendship bonus is set to be valid for three turns.
[0358] Note that the content of the active effect and the expiration period shown in FIG. 30 are only examples. The active effects set for special characters, i.e., the wisdom of the goddess, may be common to all special characters. Also, the active effect does not necessarily have to be a time-limited effect.
[0359] The passive effect includes a common effect and an individual effect. The common effect is an effect that is valid in common for all special characters. Here, as the common effect, an effect is brought about in which the increase value of the ability parameter at the time of training success increases. Specifically, the increase value of the ability parameter at the time of training success is calculated based on a predetermined arithmetic expression. A correction value corresponding to the level of the special character is input into this arithmetic expression. At this time, the larger the input correction value, the larger the increase value of the ability parameter at the time of training success.
[0360] Here, as shown in FIG. 30, the higher the level of the special character, the higher the correction value, that is, the increase value of the ability parameter at the time of training success. For example, when the level of special character A is "1" and the levels of special characters B and C are "0", the correction value is "10". Also, for example, when the levels of special characters A, B, and C are all "5", the correction value is "75".
[0361] Note that here, the correction values corresponding to three special characters are added. However, the correction values corresponding to three special characters may be multiplied. Also, as the common effect, instead of inputting the correction value into the arithmetic expression, a predetermined correction value may be directly added to the increase value of the ability parameter at the time of training success.
[0362] Individual effects, like active effects, are utilities set for each special character. Special character A has an individual effect of reduced stamina consumption. Reduced stamina consumption is a utility that reduces the stamina consumed when training. Here, a correction value according to the level of the special character is input into the formula that calculates the stamina consumption. At this time, the larger the correction value input, the smaller the stamina parameter consumption value when training is performed.
[0363] In addition, special character B has the individual effects of increasing the hint occurrence rate and the event occurrence rate. These effects of increasing the hint occurrence rate and the event occurrence rate increase the occurrence rate of hint events and specified events that occur each turn. Here, a correction value according to the level of the special character is input into the calculation formula that determines whether or not each event will occur. At this time, the larger the correction value input, the higher the occurrence rate of each event.
[0364] In addition, special character C has individual effects set for support event effects and increased occurrence rates. Support event effects and increased occurrence rates are utilities that increase the occurrence rate of support events that occur each turn and the effects that are granted when they occur. Here, a correction value according to the level of the special character is input into the calculation formula that determines whether or not a support event will occur. At this time, the larger the correction value input, the higher the occurrence rate of support events.
[0365] Note that the passive effects shown in FIG. 30 are merely examples. For example, the passive effects set for the special character, i.e., Goddess Wisdom, may include only common effects or only individual effects. Here, active and passive effects are provided as special utilities. However, only one of the active and passive effects may be provided as a special utility. Alternatively, the player may be able to select a special utility to be activated from among multiple special utilities.
[0366] As described above, when the wisdom of the goddess is acquired, thereafter, the active effect is activated only during a predetermined effective period, and the passive effect is activated until the cultivation game ends. Then, when the effective period ends and the active effect is deactivated, all the fragments of knowledge, the first crystal, and the second crystal in possession are reset. That is, the possession status of the fragments of knowledge, the first crystal, and the second crystal is released due to the expiration of the active effect period by the wisdom of the goddess. Therefore, the utility of the fragments of knowledge, the first crystal, and the second crystal is invalidated due to the expiration of the active effect period by the wisdom of the goddess.
[0367] When all the fragments of knowledge, the first crystal, and the second crystal in possession are reset, the first icon 216a and the second icon 216b are all erased from the knowledge table dialog 300. When the active effect by the wisdom of the goddess is deactivated due to the expiration of the effective period, the character to be cultivated can acquire the game medium again.
[0368] FIG. 31A is a first diagram for explaining the effect details dialog 310. FIG. 31B is a second diagram for explaining the effect details dialog 310. In the knowledge table dialog 300, when the special character display area 305 (see FIG. 27) is operated, the effect details dialog 310 is displayed. The effect details dialog 310 is provided with a switching tab 310a for switching the types of special characters. The names of three special characters are displayed on the switching tab 310a.
[0369] When a special character is selected in the switching tab 310a, an explanation of the active effect set for the selected special character is displayed in the effect explanation column 310b of the effect details dialog 310. The effect details dialog 310 is also provided with an information icon 310c. When the information icon 310c is operated, as shown in FIG. 31B, a level-by-level effect column 311 is displayed in the effect details dialog 310.
[0370] The level-specific effect column 311 displays an explanation of the passive effect corresponding to each inheritance level from inheritance level 1 to inheritance level 5. Furthermore, in the effect details dialog 310, the level-specific effect column 311 corresponding to the inheritance level of the current special character is highlighted. Here, the level-specific effect column 311 corresponding to inheritance levels other than the current special character's inheritance level is displayed grayed out. Furthermore, the effect details dialog 310 is provided with a close operation unit 310d. When the close operation unit 310d is operated, the knowledge table dialog 300 is displayed on the display 26.
[0371] The effect details dialog 310 allows the player to easily understand the special effects of the Goddess' Wisdom. This improves convenience for the player. Also, as shown in FIG. 27, the knowledge table dialog 300 is provided with a history icon 300d. When the history icon 300d is operated, a history dialog 315 is displayed.
[0372] FIG. 32 is a diagram illustrating the history dialog 315. The history dialog 315 displays a knowledge table corresponding to the Goddess' Wisdom that has been acquired so far. For example, if Goddess' Wisdom has been acquired five times in the training main game, the knowledge table has been reset five times. The history dialog 315 displays a past knowledge table 316, which is a knowledge table that records the process up to the generation of Goddess' Wisdom and has been reset when the game medium was reset.
[0373] Here, as indicated by the cross-hatching in the figure, the past knowledge table 316 is displayed in gray. By displaying the past knowledge table 316 in gray, the possibility that the player will mistake the past knowledge table 316 for the current knowledge table is reduced. When there are multiple past knowledge tables 316, switching operation units 317 are provided on the left, right, and below the past knowledge table 316. The player can change the past knowledge table 316 displayed in the history dialog 315 by operating the switching operation units 317.
[0374] Above the past knowledge table 316, the wisdom of the goddess generated from the past knowledge table 316 currently displayed in the history dialog 315 is visibly displayed. Also, below the history dialog 315, a close operation section 315a is provided. When the close operation section 315a is operated, the history dialog 315 is closed and the knowledge table dialog 300 is displayed. In this way, the player can confirm the effects activated in the past through the history dialog 315, improving the convenience for the player.
[0375] As described above, according to this embodiment, the game medium associated with the selection item is acquired by the player's selection. Then, the type of the wisdom of the goddess, that is, the content of the special effect, is determined by the acquired game medium. And the player can arbitrarily select the acquisition timing of the wisdom of the goddess, that is, the timing to activate the special effect.
[0376] Also, according to this embodiment, the special character ID associated with the knowledge fragment whose stored order is odd-numbered is carried over to the first crystal. Also, the special character ID associated with the first crystal whose stored order is odd-numbered is carried over to the second crystal. Therefore, for example, the special character ID associated with the knowledge fragment stored first is carried over to both the first crystal and the second crystal. On the other hand, for example, the special character ID associated with the knowledge fragment stored second is not carried over to the first crystal.
[0377] In this way, whether the special character associated with the acquired game medium is carried over to the first crystal or the second crystal differs depending on the storage order of the game medium, that is, the acquisition timing of the game medium. Also, the player can confirm whether the next game medium to be acquired is a priority game medium through the knowledge table dialog 300.
[0378] Therefore, the player can strategically determine the type of knowledge wisdom that he or she will ultimately acquire. In other words, the player can strategically determine the type of special utility that will be activated by acquiring knowledge wisdom. This increases the strategic level required of the player, increases the interest of the game, and increases the player's motivation to play.
[0379] 33 is a diagram illustrating the general flow of the turn start processing. The training stage processing includes a turn start processing that is executed at the start of each turn of the training game. The turn start processing will be described in detail later, but here, the general flow of the turn start processing will be described.
[0380] During the training main game, a process is performed each turn to determine whether or not various events will occur. Events are broadly divided into three types: scenario events, the above-mentioned dedicated events provided for each character to be trained, and support events. Note that for each scenario, the scenario events, dedicated events, and support events that can occur during the training main game are predetermined.
[0381] A scenario event is an event set for each scenario in the training main game. In this embodiment, multiple scenarios are provided, and the player can select a scenario. A scenario event appears for each scenario selected by the player. In other words, the scenario events that appear in the training main game are determined based on the scenario selected by the player.
[0382] Note that scenario events may include scenario-specific events and scenario-common events. A scenario-specific event is an event that is linked to only one scenario. For example, a scenario-specific event that is linked to a first scenario will only appear when the first scenario is selected, and will not appear when another scenario is selected.
[0383] A scenario common event is an event that commonly appears in multiple scenarios. Therefore, a scenario common event appears in both the case where the first scenario is selected and the case where the second scenario is selected.
[0384] Here, let's assume that scenario events include scenario-specific events and scenario common events. However, only one of the scenario-specific events and scenario common events may be provided.
[0385] As described above, a dedicated event is an event preset for each character. In the breeding main game, the dedicated event of the character registered as the breeding target character by the player in the setting game, that is, the preparation stage process, appears.
[0386] A support event is an event preset for each support card as described above. In the breeding main game, the support event associated with the support card registered by the player in the setting game appears. The support event includes a first event that can occur at the start of a turn and a second event that can occur after training is executed. The occurrence of the first event is determined based on a randomly obtained random number and the first event table at the start of the turn.
[0387] The occurrence of the second event is determined based on a randomly obtained random number and the second event table after the determination process of each support character arranged in the training. Note that the occurrence of the second event is determined only for the support characters arranged in the training.
[0388] In this embodiment, the first event is not limited to the support card registered in the deck by the player in the preparation stage processing, but may be a support event linked to a support card selected by lottery from all support cards implemented in the game. However, the selection probability of a support event linked to a support card registered in the deck is higher than the selection probability of a support card event linked to a support card not registered in the deck.
[0389] In this way, whether a scenario event will occur is determined based on the scenario. Also, whether a special event or support event will occur is determined based on the character being trained and the support card, respectively. These event types are classified according to the information referenced when determining whether an event will occur.
[0390] In contrast, in this embodiment, each event is classified into one of six event categories depending on the content brought about by the appearance of the event. Here, each event is classified into one of the event categories: first hint event, second hint event, first ability event, second ability event, aptitude event, and story event.
[0391] As described above, the first hint event and the second hint event are events that allow a skill to be possessed or acquired. The first ability event and the second ability event are events that increase or decrease the ability parameters of the character being trained. The aptitude event is an event that increases or decreases the aptitude parameters of the character being trained. The story event is an event that displays a story related to the characters that appear in the training game. Note that some story events change ability parameters or aptitude parameters in addition to displaying the story.
[0392] Here, the scenario events include a first hint event, a second hint event, a first ability event, a second ability event, an aptitude event, and a story event. Also, the dedicated events and support events include a first hint event, a second hint event, a first ability event, and a second ability event. Note that the dedicated events may include a story event.
[0393] In this embodiment, the turn start processing includes processing for determining scenario events and processing for determining dedicated events. Here, the processing for determining scenario events and the processing for determining dedicated events are not shown or described. Then, the turn start processing includes the processing shown in FIG. 33, "processing for determining the occurrence of a first event", "processing for determining a special character ID", "processing for determining an effect ID", "processing for determining the presence or absence of character placement and the training items to be placed", "processing for setting the state in which friendship training can occur", "processing for determining the increase value of ability parameters", and "processing for setting the state in which a second event can occur". Note that in the turn start processing, various other processes are also executed, but here, the processes shown in FIG. 33 will be described in order.
[0394] <Processing for determining the occurrence of a first event> In the processing for determining the occurrence of a first event, the first event to be generated is determined by lottery from among the support events associated with all the support cards provided by the operator. At this time, the winning probability of the support event associated with the support card registered in the deck by the player in the preparation stage processing is set high.
[0395] <Processing for determining a special character ID> As described above, at the start of a turn, one of six types of game media is placed for each of a total of eight selection items: rest, outing, race, and five training items. Here, for each selection item, one of three types of special characters, i.e., a special character ID, is first determined by lottery. In the lottery to determine the special character ID, the winning probability of each special character ID is set as shown in FIG. 24A.
[0396] In this case, all three special characters are always placed in at least one selection item in one turn. For example, after the special characters to be placed in the eight selection items are determined, it is confirmed whether all three special characters are placed in any one selection item. At this time, if all three special characters are not placed in one selection item, a process may be performed in which a special character that is not placed in any selection item is forcibly changed. Alternatively, a lottery for the game medium may be repeatedly performed for all eight selection items until all three special characters are placed.
[0397] <Process to determine utility ID> Once the special character ID is determined, the utility ID is then determined. Here, one of six utility IDs is determined by lottery for each selection item. In the lottery for determining the utility ID, the winning probability for each utility ID is set as shown in FIG. 24B. As a result, game media identified by the special character ID and utility ID are arranged for each of the eight selection items.
[0398] <Process to determine whether to place a character and the training items to be placed> FIG. 34 is a diagram for explaining the arrangement ratio for training items. In the player terminal 1 and the server 1000, an arrangement determination table is stored, and based on the arrangement determination table, the training item in which the character is arranged is determined. In the present embodiment, based on the character identification information, the training items are determined for all support characters and story characters.
[0399] Here, the arrangement determination table is provided for each character identification information, and the arrangement ratio for each training item is different for each arrangement determination table. Specifically, according to the arrangement determination table for support characters and specific characters, the determination not to arrange in any training ( "none" in the figure) is 10%, and the determination to arrange in the training items of speed, stamina, power, determination, and wisdom ( "speed", "stamina", "power", "determination", "wisdom" in the figure) are all set to 18%. This arrangement determination table for support characters and specific characters is used when the character to be arranged is set as a support character and also set as a specific character.
[0400] Also, according to the arrangement determination table for specific characters, the determination not to arrange in any training is 20%, and the determination to arrange in the training items of speed, stamina, power, determination, and wisdom are all set to 16%. This arrangement determination table for specific characters is used when the target character is not set as a support character but is set as a specific character.
[0401] Also, according to the arrangement determination table for support characters, the determination not to arrange in any training is 30%, and the determination to arrange in the training items of speed, stamina, power, determination, and wisdom are all set to 14%. This arrangement determination table for support characters is used when the target character is set as a support character and not set as a specific character.
[0402] Also, according to the placement determination table for other characters, the determination not to place in any training is set at 50%, and the determination to place in the training items of speed, stamina, power, determination, and wisdom is set at 10% each. The placement determination table for other characters is used when the target character is not set as either a support character or a specific character. Note that the placement determination table for other characters may be used, for example, when the target character is a story character.
[0403] As described above, the support card (support character) has a favorite training set. When the target character is a support character, based on the placement determination table shown in FIG. 34, changes may be made so that the selection probability of the favorite training set on the support card increases. Also, for example, an effect such as an increased placement probability for a predetermined training item may be associated with some or all of the support cards (support characters). For the support characters associated with such an effect, changes are made so that the placement probability for the predetermined training item increases.
[0404] Note that each training item has a placement upper limit number for characters. Here, for all training items, the placement upper limit number for characters is set to "5". Therefore, the maximum number of placement characters placed in one training item is "5".
[0405] Note that, as described above, the training items for associating characters are determined for each character. At this time, the order of the characters for determining the training items is arbitrary. And, for example, when the placement of the placement characters up to the placement upper limit number has already been determined in the training item where the placement of the characters is determined, it may be determined that the character is not placed in any training item. Or, for the training items that have already reached the placement upper limit number, they may be excluded from the lottery target, and the placement probability of other training items may be changed.
[0406] However, the placement upper limit number is not essential, and the placement characters may be placed in the training items according to the lottery result. Also, the method for determining the training items for placing characters is not particularly limited.
[0407] As described above, when the placement characters are determined, the placement characters are associated with each training item. Then, the placement information in which the training items and the placement characters are associated is stored in the player terminal 1 and the server 1000.
[0408] <Process for setting the state where friendly training can occur> Returning to FIG. 33, as described above, when the placement information is determined, the setting of the state where friendly training can occur is performed. Specifically, among the characters placed in the training items, support characters are extracted. Then, for the extracted support characters, it is determined whether the setting conditions for the state where friendly training can occur are satisfied. As described above, here, the training item in which the support character is placed being the favorite training, and the bond parameter associated with the support character being equal to or greater than a predetermined value are set as the setting conditions for the state where friendly training can occur.
[0409] Then, friendship training available information is associated with the support characters that satisfy the setting conditions for the friendship training available state. Also, friendship training available information is associated with the training items in which the support characters that satisfy the setting conditions for the friendship training available state are arranged. As a result, the friendship training available state is set.
[0410] <Process for determining the increase value of the ability parameter> In a turn when training can be executed, the increase value of the ability parameter at the time of successful training is determined for each training item.
[0411] FIG. 35A is a diagram for explaining the training level. FIG. 35B is a diagram for explaining the acquisition conditions of training points. As shown in FIG. 35A, the training level is set to increase according to the training points acquired by the character to be trained. Specifically, training points are provided for each of the five training items of speed, stamina, power, determination, and wisdom. That is, the character to be trained acquires five types of training points provided for each training item.
[0412] The training level of the training item with 299 or less training points is set to "Level 1". Also, the training level of the training item with 300 to 599 training points is set to "Level 2", the training level of the training item with 600 to 899 training points is set to "Level 3", the training level of the training item with 900 to 1199 training points is set to "Level 4", and the training level of the training item with 1200 or more training points is set to "Level 5".
[0413] The character to be trained obtains training points when any one of the three acquisition conditions shown in FIG. 35B is satisfied. Specifically, when the training is successful, 20pt of training points for the successful training item are obtained. Also, when a piece of knowledge is acquired, 40pt of training points for the training item with the same name as the utility of the acquired piece of knowledge are obtained. For example, when a piece of knowledge associated with the utility of power is acquired, the character to be trained obtains 40pt of training points for power training.
[0414] In addition, when the character to be trained wins in the scenario race, 100pt of training points for all five types are obtained. As described above, in this embodiment, the scenario race is executed three times after the end of a predetermined turn. This scenario race, like other races, is one in which the character to be trained competes for the finishing order with other characters, and various race types such as short distance, mile, middle distance, and long distance are provided. Here, until the scenario race is held, the race type of the same kind as the distance type in which the character to be trained has participated the most times is determined as the race type of the scenario race.
[0415] Here, the case where the training level increases due to training points has been described. However, the conditions for the training level to increase are not limited to this. For example, the training level may increase or decrease by lottery. Alternatively, the training level may be changed according to the number of turns. Furthermore, the training level may increase according to the number of training times. Note that the training level is not essential.
[0416] In this embodiment, when the training selected by the player is executed and successful, the value of a predetermined ability parameter increases according to the executed training item.
[0417] Specifically, in this embodiment, speed training is executed, and if successful, the values of the ability parameters of speed and power increase.
[0418] Also, stamina training is executed, and if successful, the values of the ability parameters of stamina and perseverance increase.
[0419] Also, power training is executed, and if successful, the values of the ability parameters of stamina and power increase.
[0420] Also, perseverance training is executed, and if successful, the values of the ability parameters of speed, power, and perseverance increase.
[0421] Also, wisdom training is executed, and if successful, the values of the ability parameters of speed and wisdom increase.
[0422] In this embodiment, the value of the ability parameter that increases when the training is successful is calculated by adding the bonus addition value described later to the fixed increase value determined corresponding to the executed training item and training level, and then adding the result to the fixed increase value.
[0423] FIG. 36A is a diagram for explaining the fixed increase value (speed) table. FIG. 36B is a diagram for explaining the fixed increase value table (power). That is, FIG. 36A shows the fixed increase value when the training item is speed. FIG. 36B shows the fixed increase value when the training item is power.
[0424] As shown in FIGS. 36A and 36B, the fixed increase value table stores the fixed increase value determined corresponding to the executed training item and training level. Also, in this embodiment, as shown in FIGS. 36A and 36B, it is set such that the higher the training level, the greater the increase in the ability parameter.
[0425] Incidentally, although the description is omitted here, when stamina, perseverance, and wisdom are selected as training items, an increase fixed value table is also provided for each of them.
[0426] In addition, in this embodiment, a large number of addition conditions for ability parameters are provided. Examples of the addition conditions include, for example, that a specific character or a support character is arranged in the training item. In this case, a predetermined addition value is added to the increase fixed value. Also, for example, a growth rate may be set in advance for each training item for each character to be trained. In this case, the growth rate for each training item is multiplied by the increase fixed value.
[0427] Also, here, fragments of knowledge, the effects of the first crystal and the second crystal, and the special effects of the wisdom of the goddess are included in the addition conditions.
[0428] In this way, when the addition condition is satisfied, an addition value is added to the increase fixed value or a predetermined addition rate is multiplied. Then, finally, the friendship bonus addition rate is multiplied by the calculated value. The friendship bonus addition rate is used when a friendship bonus generation possible state is set for the training item. Moreover, the friendship bonus addition rate is calculated for each arranged character arranged in the training item.
[0429] For example, assume that the friendship bonus addition rate is 20% and there are three arranged characters in which the friendship bonus generation possible state is set and they are arranged in the same training item. In this case, the friendship bonus addition rate becomes 60%. In this way, by multiplying the friendship bonus addition rate, the increase value of the ability parameter becomes larger.
[0430] <Process for setting the occurrence possible state of the second event> Returning to FIG. 33, for the support characters arranged in any of the training items, the generable state of the second event is set. The second event is selected by lottery from among the support events (second events) associated with the support characters (support cards) arranged in each training item.
[0431] In the present embodiment, for all the support characters arranged in the training items, a process for determining whether or not the generable state of the second event is set is performed. When the player selects the training in which the support character with the generable state of the second event is arranged, the second event occurs after the training is executed.
[0432] Note that the generable state of the second event may be set for each of the plurality of support characters arranged in one training item. In this case, when the training is executed, only any one of the second events for which the generable state is set may be executed. Alternatively, all of the second events for which the generable state is set may be executed.
[0433] As described above, in the training main game, as the turn progresses, the player can increase the ability parameters of the character to be trained. The ability parameters increase due to the success of the training or the occurrence of various events. Then, in the training main game, when all the turns are completed, the training game ends. Also, if the goals set for each character cannot be achieved during the training main game, the training game ends at that point.
[0434] Here, when the training game ends, the character to be trained that has been trained in the training game is stored as a training character. More precisely, information about the character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.
[0435] Furthermore, when the training game ends, an evaluation point for the trained character is calculated. Here, the evaluation point is calculated based on the ability parameters, aptitude parameters, acquired skills, race results, team race results, etc. at the time the training game ends. Note that a method for calculating the evaluation point, in other words, a calculation formula for calculating the evaluation point, is prepared in advance, and the evaluation point is calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula for the evaluation point are not particularly limited. For example, the evaluation point may be calculated based only on parameters that affect the race result when the trained character participates in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, etc. at the time the training game ends.
[0436] Furthermore, a development rank is set for each development character based on the evaluation points. The development rank is an index that indicates the strength of the development character, and each development rank is associated with a range of evaluation points. For example, a development rank of "A+" is assigned to a development character with an evaluation point of 13,000 to 14,499, and a development rank of "S" is assigned to a development character with an evaluation point of 14,500 to 15,499. In this way, by assigning a development rank based on the evaluation points, the approximate strength of the development character can be easily understood. The development character information also includes the evaluation points and the development rank.
[0437] Fig. 37A is a first diagram illustrating the training completion screen 330. Fig. 37B is a second diagram illustrating the training completion screen 330. Fig. 37C is a third diagram illustrating the training completion screen 330. When the training game ends, the training completion screen 330 is displayed on the display 26 as shown in Fig. 37A. The training completion screen 330 first displays the training rank of the trained character, and then, as shown in Fig. 37B, the evaluation points are displayed.
[0438] 37C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on the training completion screen 330. At this time, a close operation unit 331 is provided on the training completion screen 330. When the close operation unit 331 is tapped, the training completion screen 330 is hidden, and the home screen 100 is displayed on the display 26.
[0439] When the training game ends, a lottery is held to determine the factors that the training character will acquire, and the factor information is linked to and stored with the training character. Although not shown, the player can display the factor information acquired by the training character on a training completion screen 330. The lottery for factors is held for each factor type according to pre-set conditions. The probability of acquiring a factor, etc. is set based on the results of the training game.
[0440] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.
[0441] (Functional Configuration of Player Terminal 1) 38 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0442] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, and a training completion processing program 702. Note that the programs listed in Figure 38 are just examples, and the terminal-side game control program includes many other programs.
[0443] The data storage area 12b is provided with a player information storage unit 750 and a game information storage unit 751 as storage units for storing data. Note that the data storage area 12b is also provided with many other storage units. Here, information directly related to games, such as a training game (hereinafter referred to as game information), is stored in the game information storage unit 751. Note that the game information storage unit 751 also temporarily stores various types of information during the progress of each game, such as a training game. Therefore, all information related to a training character trained in a training game is stored in the game information storage unit 751. Also, all information other than game information, such as information about the player or other players, setting information of the player terminal 1, etc., is referred to as player information. The player information is stored in the player information storage unit 750.
[0444] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an information setting processing unit 700a, a training game executing unit 701a, and a training completion processing unit 702a.
[0445] Specifically, the CPU 10 runs an information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701 and a training completion processing program 702, causing the computer to function as a training game execution unit 701a and a training completion processing unit 702a, respectively.
[0446] When various information is set on the player terminal 1, the information setting processing unit 700a stores the information related to the setting as player information in the player information storage unit 750. Also, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits the update information to the server 1000.
[0447] The cultivation game execution unit 701a executes all processes related to the cultivation game. Specifically, the cultivation game execution unit 701a executes the preparation stage process and the cultivation stage process.
[0448] When the cultivation game is completed, the cultivation completion time processing unit 702a stores cultivation character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, and the type of character used for cultivation of the cultivated character.
[0449] (Functional Configuration of Server 1000) FIG. 39 is a diagram for explaining the configuration of the memory 1012 in the server 1000 and the functions as a computer. The memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When the game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0450] The server-side game control program includes an information setting processing program 1100, a cultivation game execution program 1101, and a cultivation game end processing program 1102. Note that the programs listed in FIG. 39 are examples, and there are many other programs provided in the server-side game control program.
[0451] The data storage area 1012b is provided with a player information storage area 1150 and a game information storage area 1151 as storage areas for storing data. Note that the data storage area 1012b is also provided with many other storage areas. Here, the game information of all players is linked to their player IDs and stored in the game information storage area 1151. Furthermore, the player information of all players is linked to their player IDs and stored in the player information storage area 1150.
[0452] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, and a training game termination processing unit 1102a.
[0453] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101 and a training game termination processing program 1102, causing the computer to function as a training game execution unit 1101a and a training game termination processing unit 1102a, respectively.
[0454] When various pieces of information are set in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1. The information setting processing unit 1100a also keeps track of time and updates the game points of each player.
[0455] The training game execution unit 1101a executes all processing related to the training game.
[0456] When the training game ends, the training game end processing unit 1102a derives evaluation points, training rank, etc. for the trained character. The training game end processing unit 1102a also determines by lottery the factors that the trained character will acquire. Then, training character information including the trained character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, etc. is linked to the player ID and stored in the game information storage unit 1151.
[0457] The information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but they differ in the specific processing content and the range of player information they store. Also, the training game executing unit 701a in the player terminal 1 and the training game executing unit 1101a in the server 1000 are common in that they both execute processing related to the training game, but their roles, i.e., the scope of their responsibilities, are different.
[0458] The processing performed by each functional unit in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.
[0459] (Processing of the player terminal 1 and the server 1000) <Processing related to the training game> 40 is a sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the training game. In the following description, the processing in the player terminal 1 is represented as Pn (n is an arbitrary integer), and the processing in the server 1000 is represented as Sn (n is an arbitrary integer).
[0460] When a player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the operation input by the player. In this information setting processing, update information is transmitted to the server 1000. When the server 1000 receives the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).
[0461] Note that the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Also, for example, when a setting change operation is input, such as an operation to add another player to a friend or an operation to remove a friend, friend information, which is information about friends, is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage game points consumed to play the training game. If the game points are below the upper limit, the information setting processing unit 700a and 1100a count time and grant the player a predetermined number of game points at predetermined intervals.
[0462] When a training game start operation to start the training game is input in the player terminal 1, the training game executing unit 701a executes a preparation stage process (P6). During this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.
[0463] 41 is a flowchart illustrating the preparation stage processing (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes training target character selection screen display processing (P6-1). Here, the training game executing unit 701a displays the training target character selection screen 150, and provisionally registers the training target character based on the player's operation input.
[0464] Specifically, when a display switching operation for switching the display on the screen is input by the player, the cultivation game execution unit 701a switches the display screen of the display 26. For example, when a long-press operation on the character icon 151 is input on the cultivation target character selection screen 150, the cultivation game execution unit 701a displays the character details screen 160. Also, when the enhancement operation unit 163b is operated on the character details screen 160, the character enhancement screen 165 is displayed. Further, when a selection operation (operation on the character icon 151) is input on the cultivation target character selection screen 150, the cultivation game execution unit 701a temporarily stores the character corresponding to the character icon 151 on which the selection operation was input, and switches the display screen.
[0465] Also, when a determination operation (operation on the next operation unit 154) is input on the cultivation target character selection screen 150, the cultivation game execution unit 701a temporarily registers the temporarily stored character as a cultivation target character. Further, the cultivation game execution unit 701a acquires information about a representative character extracted according to a predetermined extraction condition, such as a friend's representative character, from the server 1000, and displays the inheritance character selection screen 170.
[0466] Next, the cultivation game execution unit 701a executes inheritance character selection screen display processing (P6-2). Here, when a display switching operation is input, the cultivation game execution unit 701a switches the display screen of the display 26. Also, when a selection operation (operation on the cultivation character icon 182) is input on the cultivation character list screen 180, the cultivation game execution unit 701a temporarily stores the character corresponding to the cultivation character icon 182 on which the selection operation input was performed as an inheritance character, and switches the display screen.
[0467] Also, when a determination operation (operation on the next operation unit 154) is input on the inheritance character selection screen 170, the cultivation game execution unit 701a displays the support card compilation screen 190 on the display 26.
[0468] Next, the training game executing unit 701a executes a support card selection screen display process (P6-3). Here, when a selection operation (operation on the card icon 201 of the support card) is input, the training game executing unit 701a temporarily stores the support card corresponding to the card icon 201 selected, and switches the display screen.
[0469] Furthermore, when a display switching operation for switching the display of the screen is input while the support card organization screen 190 is being displayed, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a determination operation (operation of the start operating unit 193) is input, the training game executing unit 701a displays a final confirmation screen 205 on the display 26.
[0470] Next, the training game executing unit 701a executes a final confirmation screen display process (P6-4). Here, when a display switching operation for switching the screen display is input, the training game executing unit 701a switches the display screen of the display 26.
[0471] Furthermore, when a selection operation (operation of the select operation unit 206c) is input on the preset selection screen 205A, the training game execution unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input was performed, and switches the display screen.
[0472] Furthermore, when a confirmation operation (operation of the start operation unit 205b) is input on the final confirmation screen 205, the training game execution unit 701a executes a preparation stage completion process (P6-5). Here, the training game execution unit 701a determines whether the game points are equal to or greater than a predetermined value (e.g., 30), and if the game points are equal to or greater than the predetermined value, transmits confirmation information to the server 1000.
[0473] Note that the confirmation information includes information for identifying the temporarily registered character to be trained, the inherited character, and the support card. When the confirmation information is received, the server 1000 executes the preparation stage process (S6). Although details will be described later, in the server 1000, a determination is made as to whether to permit the execution of the main training game using the temporarily registered character to be trained, the inherited character, and the support card.
[0474] After transmitting the confirmation information, when permission information is received from the server 1000, the training game execution unit 701a registers the temporarily registered character to be trained. Further, the training game execution unit 701a registers the training character temporarily stored as the inherited character and the temporarily stored support card in the deck.
[0475] Also, the training game execution unit 701a registers the character ID of the character set for the specific character based on the specific character information. Further, the training game execution unit 701a sets the initial character identification information. Also, the training game execution unit 701a registers the temporarily stored preset reservation selection information. Thereby, the preparation stage completion process ends and the main training game starts.
[0476] FIG. 42 is a flowchart for explaining the preparation stage process (S6) in the server 1000. When the training game execution unit 1101a receives the confirmation information, it checks the player's owned characters stored in the player information storage unit 1150 (S6-1). The training game execution unit 1101a determines that there is no abnormality if the character to be trained selected by the player is included in the owned characters (S6-2).
[0477] If there is no abnormality in the training target character selected by the player (YES in S6-2), the training game execution unit 1101a checks whether there is any abnormality in the support card selected by the player (S6-3). In S6-3, when a support card not possessed by the player is selected, when the rental card selected by the player is not associated with the player ID of the player, when the support character overlaps with the training target character, etc., it is determined that there is an abnormality.
[0478] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game execution unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, when the training character selected by the player for the inheritance character is associated with the player ID of the player, that is, when the training character trained by the player himself / herself is selected as the inheritance character, it is determined that there is no abnormality in the inheritance character (YES in S6-6).
[0479] When it is determined that there is no abnormality in the inheritance character, the training game execution unit 1101a determines whether the representative character of another player is included in the training character selected by the player for the inheritance character (S6-7). When the representative character of another player is included (YES in S6-7), the training game execution unit 1101a determines whether the number of uses on the current day is less than 3 (S6-8).
[0480] When the number of uses on the current day is less than 3 (YES in S6-8), the training game execution unit 1101a determines whether the player possesses 2000 or more of a predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is determined whether the formation conditions are satisfied. When the player possesses 2000 or more in-game currency (YES in S6-9), the training game execution unit 1101a adds "1" to the number of uses on the current day (S6-10). Also, the training game execution unit 1101a subtracts 2000 from the number of the predetermined in-game currency stored in the player information storage unit 1150 (S6-11).
[0481] Furthermore, the breeding game execution unit 1101a subtracts a predetermined value (e.g., 30) from the player's game points (S6-12). Then, when there is no abnormality in the breeding target character, the inherited character, and the support card, and the formation conditions for using the representative characters of other players are satisfied, the breeding game execution unit 1101a sets the permission information (S6-13) and causes the player terminal 1 to receive it. On the other hand, when there is an abnormality in any of the breeding target character, the inherited character, and the support card, or when the formation conditions for using the representative characters of other players are not satisfied, the breeding game execution unit 1101a sets the non-permission information (S6-14) and causes the player terminal 1 to receive it. When the non-permission information is received, on the player terminal 1, the final confirmation screen 205 is displayed and a predetermined error is notified.
[0482] Returning to FIG. 40, when the preparation stage process (P6, S6) is completed, on the player terminal 1, the breeding game execution unit 701a executes the breeding stage process (P7). Also, during this breeding stage process, communication processing is performed between the player terminal 1 and the server 1000. On the server 1000, based on the information received from the player terminal 1, the breeding game execution unit 1101a executes the breeding stage process (S7).
[0483] Hereinafter, the breeding stage process (P7) executed on the player terminal 1 and the breeding stage process (S7) executed on the server 1000 will be described. However, here, for ease of understanding, the processes on the player terminal 1 and the processes on the server 1000 will be described by appropriately changing the order.
[0484] 43 is a flowchart illustrating the training stage processing in the server 1000. The training game executing unit 1101a of the server 1000 waits to receive a start command from the player terminal 1 (S7-1). Then, upon receiving the start command (YES in S7-1), the training game executing unit 1101a executes turn start processing (S10). Note that the start command is transmitted from the player terminal 1 to the server 1000, for example, when the processing and presentation related to the current turn are completed.
[0485] 44 is a flowchart illustrating the process at the start of a turn in the server 1000. The training game execution unit 1101a of the server 1000 updates the current turn number (S10-1). If the current turn is a factor activation turn (YES in S10-2), the training game execution unit 1101a executes activation factor determination processing (S10-3). Here, it is determined for each registered inherited character whether or not to activate a factor.
[0486] The training game execution unit 1101a also executes a process to determine whether or not an event should occur (S10-4). Here, the training game execution unit 1101a determines which events, such as scenario events, exclusive events, and first events, should occur in the current turn. Note that the event occurrence rate and the like are corrected based on the currently enabled special utility of the Goddess' Wisdom.
[0487] The training game execution unit 1101a also executes a game content placement process to place game content in a selection item (S10-5). Here, if it is a turn in which game content can be placed in a selection item and the player currently has less than eight pieces of knowledge, the "process to determine a special character ID" and "process to determine a utility ID" shown in FIG. 33 are executed. This associates the game content with the selection item.
[0488] Also, when the current turn is a race-limited turn (YES in S10-6), the training game execution unit 1101a doubles the game media placed in the race (S10-7). As a result, by participating in the target race set for each character to be trained, the acquired game media is doubled.
[0489] When the current turn is not a race-limited turn (NO in S10-6), the training game execution unit 1101a executes the placement character determination process (S10-8). Here, for each of the support characters and specific characters such as story characters, the training game execution unit 1101a determines the presence or absence of placement and the training items to be placed by lottery based on the placement presence / absence table (Fig. 34). At this time, when the training items to be placed are determined, the training game execution unit 1101a associates and stores the characters with the determined training items.
[0490] Next, the training game execution unit 1101a executes the friendship training setting process (S10-9). Here, the "process of setting the friendship training occurrence possible state" described with reference to Fig. 33 is executed. That is, the training game execution unit 1101a extracts the support characters placed in any of the training items. Then, for each of the extracted support characters, it is determined whether the setting conditions for the friendship training occurrence possible state are satisfied. The training game execution unit 1101a associates the friendship training occurrence information with the support characters that satisfy the setting conditions for the friendship training occurrence possible state. Also, the friendship training occurrence possible information is associated with the training items in which the support characters that satisfy the setting conditions for the friendship training occurrence possible state are placed.
[0491] Note that here, as a special effect, when the above friendship bonus is enabled, the friendship training occurrence possible information is associated regardless of the specialty training of the support characters placed in the training items.
[0492] When the friendship training generation possible state is set (YES in S10-10), the training game execution unit 1101a doubles the arranged game media for the training items for which the friendship training generation possible state is set (S10-11). As a result, when friendship training occurs upon successful completion of the training, the acquired game media will be doubled.
[0493] In S10-7 and S10-11, when a plurality of game media are associated with one selection item, the number of acquirable game media of the same type is doubled. However, when a plurality of game media are associated with one selection item, two or more different game media may be associated with one selection item. In this case, for example, in S10-7 and S10-11, the arranged game media may be determined by an additional lottery.
[0494] Next, the training game execution unit 1101a executes an ability parameter determination process (S10-12). Here, the "process of determining the increase value of the ability parameter" described with reference to FIG. 33 is executed. That is, the training game execution unit 1101a selects any one of the five training items as the processing target. The training game execution unit 1101a acquires the training level of the ability parameter of the processing target and determines the fixed increase value.
[0495] In addition, the training game execution unit 1101a acquires the arrangement information of the arranged character and determines the addition value. Also, the training game execution unit 1101a determines whether other addition conditions such as the effects of fragments of knowledge, first crystals, second crystals, or the special effects of the wisdom of the goddess that are currently enabled are satisfied, and based on the satisfied addition conditions, determines the final increase value of the training item of the processing target. The determination of the final increase value of the ability parameter is executed for each training item.
[0496] Although detailed explanations are omitted, in the ability parameter determination process, the physical strength consumption or recovery amount when each training item is executed is determined. Also, the training game execution unit 1101a calculates the failure rate of training for each training item based on the physical strength of the character to be trained. Here too, based on the currently activated fragments of knowledge, the effects of the first crystal, the second crystal, or the special effect of the wisdom of the goddess, the physical strength consumption, the physical strength recovery amount, and the training failure rate are corrected.
[0497] Next, the training game execution unit 1101a executes the second event occurrence determination process (S10-13). Here, the "process of setting the occurrence possible state of the second event" described with reference to FIG. 33 is executed. That is, the training game execution unit 1101a determines by lottery whether to execute the support event preset in the support card associated with the training item. Here too, based on the currently activated special effect of the wisdom of the goddess, the occurrence rate of the support event, etc. are corrected.
[0498] Then, the training game execution unit 1101a stores the information determined in each of the above processes as game information received by the player terminal 1 (S10-14).
[0499] Returning to FIG. 43, after the end of the turn start process, when a skill acquisition command indicating the acquisition of any of the possessed skills is received from the player terminal 1 (YES in S7-2), the training game execution unit 1101a updates the skill information such as the skill acquisition information (S7-3). Here, the acquired information is associated with the acquired skill. Also, here, the training game execution unit 1101a subtracts the skill points required for the acquisition of the skill from the currently possessed skill points. Also, here, the training game execution unit 1101a causes the player terminal 1 to receive the updated skill information.
[0500] Furthermore, when a learning command indicating the acquisition of the Wisdom of the Goddess is received from the player terminal 1 (YES in S7-4), the training game execution unit 1101a executes a learning process (S7-5). Here, a process of updating the acquisition information of the Wisdom of the Goddess, a process of activating the special utility, and a process of setting the effective period (number of turns) of the active effect of the special utility are executed. Furthermore, the server 1000 waits until a selection command is received from the player terminal 1 (S7-6).
[0501] 45 is a flowchart illustrating the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 waits to receive game information from the server 1000 (P7-1). Then, upon receiving the game information (YES in P7-1), the training game executing unit 701a executes a command setting process (P7-2). Here, a process is performed to set commands that the player can select based on the current number of turns.
[0502] The training game executing unit 701a also executes a display control process to display a game screen based on the received game information (P7-3). Here, the training game executing unit 701a displays the top screen 210, the training screen 220, etc. based on the received game information. Specifically, the training game executing unit 701a displays game media for eight selection items on the top screen 210 and the training screen 220. The training game executing unit 701a also displays a placed character icon 228 for each training item on the training screen 220. The training game executing unit 701a also controls the display of the status display unit 213. Furthermore, the training game executing unit 701a displays effects on the operation units corresponding to the training items set to a friendship training occurrence possible state and on the training operation unit 215b of the top screen 210.
[0503] Also, when the skill operation unit 215c is operated (YES in P7-4), the cultivation game execution unit 701a executes a skill screen display process (P7-5) for displaying the skill screen 230. Also, when an operation unit related to the knowledge table is operated (YES in P7-6), the cultivation game execution unit 701a executes a process related to the knowledge table (P10). Note that the operation unit related to the knowledge table includes, for example, a knowledge table confirmation icon 217, a close operation unit 300a, an effect confirmation operation unit 300b, an acquisition operation unit 300c, a history icon 300d, a special character display area 305, an information icon 310c, and a close operation unit 310d.
[0504] FIG. 46 is a flowchart for explaining a process related to the knowledge table in the player terminal 1. When an acquisition operation instructing the acquisition of the wisdom of the goddess is input (YES in P10-1), the cultivation game execution unit 701a updates the inheritance level of the special character associated with the wisdom of the goddess (P10-2). Also, the cultivation game execution unit 701a activates a special effect. Here, the effective period (number of turns) set for the active effect is set.
[0505] Also, the cultivation game execution unit 701a displays an acquisition production image suggesting the acquisition of the wisdom of the goddess (P10-4). Note that the player may be able to set whether to display the acquisition production image. In this case, if it is set to display the acquisition production image, the acquisition production image is displayed. On the other hand, if it is set not to display the acquisition production image, the acquisition production image is not displayed. Also, the cultivation game execution unit 701a transmits an acquisition command to the server 1000 (P10-5). Also, when an operation of an operation unit related to the knowledge table other than the acquisition operation is input (NO in P10-1), the cultivation game execution unit 701a switches the screen of the display 26 (P10-6).
[0506] Returning to FIG. 45, until a turn end operation is input (NO in P7-7), the cultivation game execution unit 701a switches the display screen of the display 26 based on the player's operation input. Here, the turn end operation is an operation to end the current turn, and includes operations of the rest operation unit 215a, the school infirmary operation unit 215d, the going out operation unit 215e, the speed operation unit 221, the stamina operation unit 222, the power operation unit 223, the determination operation unit 224, the wisdom operation unit 225, and an operation to determine the race event of the race, etc.
[0507] When a turn end operation is input (YES in P7-7), the cultivation game execution unit 701a transmits a selection command corresponding to the turn end operation input by the player to the server 1000 (P7-8). Thereafter, the player terminal 1 waits until it receives result information from the server 1000 (NO in P7-9).
[0508] Returning to FIG. 43, when receiving a selection command from the player terminal 1 (YES in S7-6), the cultivation game execution unit 1101a executes selection command reception processing (S20).
[0509] FIG. 47 is a flowchart for explaining selection command reception processing in the server 1000. When receiving a selection command indicating the operation input of the going out operation unit 215e (YES in S20-1), the cultivation game execution unit 1101a performs going out execution processing (S20-2). Here, a going out event for increasing the physical strength and condition parameters is determined. Also, based on the determined going out event, the physical strength and condition parameters are updated.
[0510] When receiving a selection command indicating the operation input of the rest operation unit 215a (YES in S20-3), the cultivation game execution unit 1101a performs rest execution processing (S20-4). Here, a rest event for increasing the physical strength parameter is determined. Also, based on the determined rest event, the physical strength parameter is updated.
[0511] When a selection command indicating an operation input to start a race is received (YES in S20-5), the training game executing unit 1101a performs a race execution process (S20-6). Here, a race simulation is executed based on the parameters of the characters to be trained and the NPCs participating in the race. The training game executing unit 1101a also executes a reward granting process to grant a reward to the player (S20-7). Here, a reward is determined based on the results of the simulation, i.e., the finishing order of the characters to be trained, the development of the race, etc., and the determined reward is granted to the player.
[0512] When a selection command indicating the execution of any training is received (YES in S20-8), the training game executing unit 1101a performs a success determination process (S20-9). Here, the success or failure of the training is determined based on a failure rate calculated in advance. Then, the training game executing unit 1101a updates various parameters based on the determination result of S20-9 (S20-10). Note that here, ability parameters and the like are updated as determined in S10-12 at the start of training. Also here, the value of the bond parameter of the placed character is updated.
[0513] Furthermore, when a selection command indicating an operation input of the infirmary operation unit 215d is received (NO in S20-8), the training game executing unit 1101a performs an infirmary execution process (S20-11). Here, for example, the negative parameters of the character to be trained are eliminated.
[0514] In addition, when the outing execution process (S20-2), the rest execution process (S20-4), the race execution process (S20-6), or the training success determination process (S20-9) is executed, the training game execution unit 1101a executes the game medium acquisition process (S21).
[0515] FIG. 48 is a flowchart illustrating the game content acquisition process in the server 1000. If the acquisition condition is met (YES in S21-1), the training game executing unit 1101a stores acquisition information for the game content (S21-2). Here, the acquired game content is stored as a piece of knowledge. Specifically, a special character ID, a utility ID, and priority information including information based on the order in which the game content was stored are stored in a predetermined storage area. Note that the acquisition conditions here are set as the fact that the outing execution process (S20-2), the rest execution process (S20-4), and the race execution process (S20-6) have been performed, and that training has been successful.
[0516] The training game executing unit 1101a activates the utility of the acquired game media (S21-3). If the number of possessed knowledge pieces is an even number (YES in S21-4), the training game executing unit 1101a determines priority game media (S21-5). Here, the priority game media is determined based on priority information of the group to which the newly stored knowledge piece belongs. Then, the training game executing unit 1101a determines a first crystal including a special character ID linked to the priority game media and a utility ID determined by lottery, and activates the utility linked to the utility ID (S21-6). Note that here, priority information including information based on the order in which the first crystals were stored is linked to the game media as the first crystal.
[0517] If the number of first crystals held is an even number (YES in S21-7), the training game execution unit 1101a determines a priority game medium (S21-8). Here, the priority game medium is determined based on the priority information of the group to which the newly stored first crystal belongs. Then, the training game execution unit 1101a determines a second crystal that includes a special character ID linked to the priority game medium and a utility ID determined by lottery, and activates the utility linked to the utility ID (S21-9).
[0518] When the number of the second crystals held is even (YES in S21-10), the breeding game execution unit 1101a determines and stores the wisdom of the goddess (S21-11). Here, the wisdom of the goddess is determined based on the two parent second crystals. Then, the breeding game execution unit 1101a activates the acquisition operation unit 300c (S21-12).
[0519] Returning to FIG. 47, when there is validity period information indicating the validity period of the special effect (YES in S20-12), the breeding game execution unit 1101a subtracts the number of turns as the validity period (valid turns) (S20-13). When the number of valid turns is 0 (YES in S20-14), the breeding game execution unit 1101a invalidates the active effect which is the special effect (S20-15).
[0520] Also, the breeding game execution unit 1101a resets all the game media currently held (pieces of knowledge, first crystals and second crystals, wisdom of the goddess) (S20-16). Here, the breeding game execution unit 1101a also invalidates the effects based on the pieces of knowledge, first crystals and second crystals.
[0521] Then, the breeding game execution unit 1101a sets the result information including the results of the above going-out execution process, rest execution process, race execution process, reward giving process, school infirmary execution process, success determination process, and the updated various information, and causes the player terminal 1 to receive it (S20-17).
[0522] Returning to FIG. 45, when the player terminal 1 receives the result information from the server 1000 (YES in P7-9), the breeding game execution unit 701a executes the result information reception process (P20).
[0523] FIG. 49 is a flowchart for explaining the result information reception process in the player terminal 1. The breeding game execution unit 701a determines an execution pattern of the effect based on the received result information (P20-1). Then, the breeding game execution unit 701a executes the effect with the execution pattern determined in P20-1 (P20-2). Here, when a training in which a friendship training generation possible state is set is successful, a friendship training dedicated effect is executed.
[0524] Specifically, in P20-1, the breeding game execution unit 701a identifies a character associated with the successful training item and with which friendship training generation possible information is associated. Then, the breeding game execution unit 701a determines an execution pattern of the friendship training dedicated effect corresponding to the identified character and the executed training item. In the friendship training dedicated effect determined at this time, the character with which the friendship training generation possible information is associated is displayed.
[0525] Also, when a second event occurs (YES in P20-3), the breeding game execution unit 701a executes an effect for the occurring event (P20-4). Also, the breeding game execution unit 701a updates the parameters based on the received result information (P20-5). Then, when all the effects to be executed in the current turn are completed, the breeding game execution unit 701a transmits a start command to the server 1000 (P20-6). Thereby, the current turn ends in the player terminal 1. Then, when the server 1000 receives the start command, thereafter, the process for the next turn is executed by the same process as described above.
[0526] Returning to FIG. 40, in the server 1000, when the above-described breeding stage process (S7) ends, the breeding game end processing unit 1102a executes the breeding game end process (S8).
[0527] 50 is a flowchart illustrating the training game ending process in the server 1000. The training game ending processing unit 1102a derives an evaluation score based on various parameters of the character to be trained (S8-1). The training game ending processing unit 1102a also derives a training rank based on the derived evaluation score (S8-2).
[0528] The training game end processing unit 1102a also determines the factors that the training character will acquire (S8-3). The training game end processing unit 1102a also determines the class based on the number of fans acquired (S8-4). The training game end processing unit 1102a also determines intimacy points based on predetermined parameters such as the training rank or the number of fans (S8-5). Although a detailed explanation will be omitted, the intimacy points are points that are awarded not to the training character but to the character that is the basis for the training character.
[0529] A plurality of the above-mentioned story screens are provided for each character, and some of the story screens have release conditions set for them. Some story screens have an intimacy point set as the release condition, and when the intimacy point reaches a threshold value or more, the player can view the story screen.
[0530] The training game end processing unit 1102a also determines a nickname (S8-6). Here, the conditions achieved in the training main game are confirmed, and the nickname that the training character will acquire is determined. The training game end processing unit 1102a also determines a reward to be given to the player (S8-7). The training game end processing unit 1102a also associates training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, nickname, etc., with the player ID of the player, and stores the information in the game information storage unit 1151 (S8-8). The training game end processing unit 1102a also sets training result information and causes the player terminal 1 to receive it (S8-9).
[0531] Returning to FIG. 40, when the player terminal 1 receives the cultivation result information, the cultivation completion processing unit 702a executes the cultivation game end processing (P8). Here, the cultivation completion processing unit 702a stores the received cultivation result information in the game information storage unit 751. Further, the cultivation completion processing unit 702a displays a cultivation completion screen 330 (see FIGS. 37A, 37B, and 37C) on the display 26 based on the cultivation result information.
[0532] Through the above processing, the above-described cultivation game is realized. Also, the cultivation character information related to the cultivation (creation) character created by the cultivation game is stored in association with the player ID. Note that the processing in the above-described player terminal 1 and server 1000 is merely an example. Also, each of the above-described processes may be executed only by the player terminal 1 or only by the server 1000.
[0533] As described above, one aspect of the embodiment has been described with reference to the accompanying drawings. Needless to say, the present invention is not limited to the above embodiment. It is obvious that those skilled in the art can conceive of various modifications or corrections within the scope described in the claims, and it is naturally understood that those also belong to the technical scope.
[0534] The gameplay, and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. Also, in the above embodiment, the commands that the player can select in each turn and end the turn are merely examples. For example, in the above embodiment, only a part of the commands for ending the turn may be provided.
[0535] In the above-described embodiment, the number of game media that can be acquired by the player by selecting selection items, that is, the number of fragments of knowledge, is eight. And when eight fragments of knowledge are acquired, the wisdom of the goddess, that is, the special effect, is determined. That is, when the number of acquired game media reaches the specified number (eight), the player can select the acquisition operation unit 300c. In other words, when the number of acquired game media reaches the upper limit, the player can activate the special effect.
[0536] However, the acquisition operation unit 300c may be selectable when the number of acquired game media reaches a predetermined number that is less than the specified number (upper limit). In this case, the wisdom of the goddess may be generated based on the game media held when the acquisition operation unit 300c is operated.
[0537] Also, in the above-described embodiment, the wisdom of the goddess is generated based on eight fragments of knowledge. However, for example, the wisdom of the goddess may be generated based on some of the eight fragments of knowledge, such as those with an odd or even acquisition order.
[0538] Also, in the above-described embodiment, after possessing the wisdom of the goddess, the player can acquire the wisdom of the goddess at an arbitrary timing. However, for example, the special effect may be activated simultaneously when eight fragments of knowledge are acquired and the wisdom of the goddess is generated.
[0539] Also, in the above-described embodiment, an effect is associated with the game media, and the effect is activated based on the acquisition of the game media. However, the effect associated with the game media is not essential. Also, this effect is invalidated as the expiration period of the passive effect of the wisdom of the goddess elapses. However, the effect associated with the game media may be permanently activated until the breeding game ends.
[0540] Furthermore, in the above embodiment, when a game content is acquired, priority information based on the order in which the game content was acquired and stored is associated with the game content and stored. At this time, the player cannot select or change the priority information associated with the game content. However, priority information may be associated with the game content (knowledge fragment) based on the player's operational input. For example, when a game content is acquired, the knowledge table dialog 300 is displayed, allowing the player to select which display unit in the fragment display area 301 to set the knowledge fragment, which is the game content. Then, the display unit to set the knowledge fragment is determined based on the player's operational input. As a result, priority information is associated with the game content based on the player's operational input.
[0541] In addition, in the above embodiment, in a game that includes multiple turns, for each turn, a process is executed that allows the player to select one of multiple commands that will end the turn (in the above embodiment, P7-2 is an example), a process is executed that progresses the game based on the command selected by the player (in the above embodiment, S20 is an example), and a process is executed that ends the turn based on the command that has been selected (in the above embodiment, P20-6 is an example).
[0542] However, the content and progression of the game in the above embodiment are merely examples. For example, games to which the present invention can be applied are not limited to turn-based games. Furthermore, the game genre is not limited to training games; the present invention can be applied to any game genre, such as role-playing games and simulation games.
[0543] In the above embodiment, the game content is stored as the first game content (in the above embodiment, the piece of knowledge is used as an example) based on the selection of a command. However, the game content may also be stored based on, for example, the execution of a predetermined event as a result of winning a lottery, the selection of a predetermined option from multiple options presented, or the acquisition of a predetermined skill.
[0544] Also, in the above embodiment, the game medium associated with each selection item is determined by lottery. However, the game medium associated with each selection item may be predetermined. In this case, the same game medium is arranged for all turns in each selection item. Alternatively, the game medium associated with each selection item may be predetermined for each turn.
[0545] Also, in the above embodiment, a process of associating a game medium with a plurality of commands (in the embodiment, as an example, S10-5) is executed. Then, the game medium associated with the command selected by the player is stored as the first game medium. However, the process of associating a game medium with a command is not essential. For example, for each turn, one game medium may be determined by lottery, and regardless of the command selected by the player, the game medium determined by lottery may be acquirable. At this time, the player may be able to select whether to acquire the game medium. Alternatively, the game medium may be determined in advance for each turn, and regardless of the command selected by the player, one game medium may be acquired. In this case, priority information may be associated with the game medium based on the player's operation input.
[0546] Also, in the above embodiment, a process of generating a second game medium (in the embodiment, as an example, the first crystal, the second crystal) from a plurality of first game media is executed multiple times, thereby generating a plurality of second game media. Also, based on the first parameter (in the embodiment, as an example, the special character ID associated with the fragment of knowledge) associated with the first game medium corresponding to each of the plurality of second game media, a third parameter (in the embodiment, as an example, the special character ID associated with the first crystal or the second crystal) is determined, and a process (in the embodiment, as an example, S21-11) of generating a third game medium (in the embodiment, as an example, the wisdom of the goddess) associated with the determined third parameter is executed.
[0547] In the above embodiment, the second crystal is generated, and the wisdom of the goddess is generated based on the second crystal. However, the second crystal is not required. For example, in the above embodiment, the wisdom of the goddess may be generated based on four first crystals.
[0548] In the above embodiment, one of the special effects associated with three predefined special characters is selected. However, the special effect may be selected by lottery or the like each time. For example, if the special effect is to increase a skill parameter, the increase or correction value of the skill parameter may be determined randomly.
[0549] In addition, in the above embodiment, the inheritance level is managed for each special character, and the higher the inheritance level, the greater the benefit of the special utility. However, the inheritance level is not required, and the same special utility may always be enabled regardless of the number of times the Goddess' Wisdom has been acquired.
[0550] In the above embodiment, two game contents can be acquired in one turn. When two game contents can be acquired, for example, the guts operation unit 224 in Fig. 23 may display "x2" to indicate that two game contents can be acquired. Note that there is no upper limit to the number of game contents that can be acquired in one turn.
[0551] In any case, the information processing program may cause a computer to perform the following processes.
[0552] (Computer-implemented processing) When a preset acquisition condition is met, one of multiple types of game media linked to a first parameter (in an embodiment, as an example, a special character ID linked to a piece of knowledge) is stored as a first game medium (in an embodiment, as an example, S21-2). The process of linking priority information to the first game medium (S21-2 in the embodiment, as an example). A process of determining one of the plurality of first game media as a prioritized first game medium based on priority information (S21-5 in the embodiment, as an example). A process of determining a second parameter (in an embodiment, as an example, a special character ID linked to the first crystal or the second crystal) based on a first parameter linked to a priority first game medium, and generating a second game medium (in an embodiment, as an example, the first crystal or the second crystal) linked to the determined second parameter (in an embodiment, as an example, S21-6, S21-9).
[0553] In the above embodiment, the first parameters of the priority first game medium become the second parameters of the second game medium. However, the first parameters of the first game medium and the second parameters of the second game medium may differ partially or entirely. For example, suppose one second game medium is generated using two first game media as parents. In this case, one of the two first game media becomes the priority first game medium and the other becomes the non-priority first game medium. 80% of the first parameters of the priority first game medium and 20% of the first parameters of the non-priority first game medium may be inherited by the second game medium. Even in this case, it can be said that the second parameters are determined based on the first parameters linked to the priority first game medium, and the second game medium is generated to which the determined second parameters are linked.
[0554] The information processing program may also cause the computer to perform the following processes.
[0555] (Computer-implemented processing) When a preset acquisition condition is met, one of multiple types of game media linked to a first parameter (in an embodiment, as an example, a special character ID linked to a piece of knowledge) is stored as a first game medium (in an embodiment, as an example, S21-2). The process of linking priority information to the first game medium (S21-2 in the embodiment, as an example). A process for setting a lottery ratio for a lottery process for determining one of a plurality of first game media based on priority information linked to each of the plurality of first game media. A process of executing a lottery process based on a set lottery ratio. A process of determining second parameters based on first parameters of the first game medium determined by the lottery process, and generating second game media linked to the determined second parameters.
[0556] For example, in S21-5 of the above embodiment, the training game executing unit 1101a sets a lottery ratio for the lottery process based on the priority information. At this time, for example, the winning probability of the priority game media stored in odd-numbered positions is set to an arbitrary lottery ratio higher than 50% and the winning probability of the non-priority game media stored in even-numbered positions is set to an arbitrary lottery ratio lower than 50%. The training game executing unit 1101a then executes the lottery process based on the set lottery ratio. Furthermore, the training game executing unit 1101a may determine second parameters based on the first parameters of the first game media determined in the lottery process, and generate second game media linked to the determined second parameters.
[0557] In this case, for example, the special character ID of the knowledge fragment, which is the non-priority game medium stored in the even-numbered position, may be inherited by the first or second crystal. However, according to this modification, the special character ID of the priority game medium is more likely to be inherited by the first or second crystal than the special character ID of the non-priority game medium. Therefore, this modification, like the above embodiment, requires strategy in determining which command to select. In other words, this modification achieves the same effect as the above embodiment.
[0558] In this modification, only a portion of the first parameters of the first game medium determined by the lottery process may be carried over to the second parameters, or the second parameters may be calculated by multiplying the first parameters of the first game medium determined by the lottery process by a predetermined coefficient.
[0559] In addition, among the cultivation games described in the above embodiment, some functions may not be provided. Also, part or all of the processing in the player terminal 1 described above may be executed by the server 1000. Similarly, part or all of the processing in the server 1000 described above may be executed by the player terminal 1. Therefore, communication between the player terminal 1 and the server 1000 is not essential. For example, all programs for executing the above game may be stored in the player terminal 1.
[0560] Note that the information processing program for executing the processing in the above embodiment and various modification examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Also, the above embodiment and various modification examples may be an information processing method for realizing each function and the steps shown in the flowchart.
Explanation of Reference Numerals
[0561] 1 Player terminal 1000 Server G Game device S Information processing system
Claims
1. A process that enables a player to select any one of a plurality of commands, A process of updating predetermined parameters of a character to be trained and advancing the game based on the command selected by the player, A process of associating any one of a plurality of types of game media with which a first parameter is associated with the plurality of commands, A process of storing the game media associated with the command selected by the player in a storage unit as the first game media in possession, A process of associating priority information with the first game media, A process of determining any one of the plurality of first game media as a priority first game media based on the priority information, A process of determining a second parameter based on the first parameter associated with the priority first game media, generating a second game media associated with the determined second parameter, and storing it as the second game media in possession, Causing a computer to execute, The process of advancing the game, Includes a process of activating an effect based on the first game media or the second game media in possession, Updating the predetermined parameter based on the command selected by the player and the activated effect, The first game media is stored in the storage unit within a preset upper limit number, An information processing program.
2. A process that enables a player to select any one of a plurality of commands, A process of updating predetermined parameters of a character to be trained and advancing the game based on the command selected by the player, A process of associating any one of a plurality of types of game media with which a first parameter is associated with the plurality of commands, A process of storing the game media associated with the command selected by the player in a storage unit as the first game media in possession, A process of associating priority information with the first game media, A process of setting a lottery ratio for a lottery process for determining any one of the plurality of first game media based on the priority information associated with each of the plurality of first game media, A process of executing the lottery process based on the set lottery ratio, Determine a second parameter based on the first parameter of the first game medium determined in the lottery process, generate a second game medium associated with the determined second parameter, and store it as the second game medium in possession; Cause a computer to execute; The process of advancing the game includes a process of activating an effect based on the first game medium or the second game medium in possession; update the predetermined parameter based on the command selected by the player and the activated effect; The first game medium is stored in the storage unit within a preset upper limit number; Information processing program.
3. The priority information includes information based on the order in which the game medium is stored as the first game medium, or information based on the storage area where the game medium is stored. The information processing program according to claim 1 or 2.
4. The process of associating the priority information with the first game medium associates the priority information with the first game medium based on the player's operation input. The information processing program according to claim 1 or 2.
5. The process of generating the second game medium generates a plurality of second game media by executing a plurality of times the process of generating the second game medium from a plurality of the first game media, determines a third parameter based on the first parameter associated with the first game medium corresponding to each of the plurality of second game media, and generates a third game medium associated with the determined third parameter; The information processing program according to claim 1 or 2, which further causes a computer to execute.
6. The process of making any one of a plurality of commands selectable by a player in a game including a plurality of turns, makes any one of a plurality of commands for ending the turn selectable by the player for each turn, and ends the turn based on the selection of the command; further causes a computer to execute; The information processing program according to claim 1 or 2.
7. An information processing method executed by one or more computers, a process of making any one of a plurality of commands selectable by a player; a process of updating a predetermined parameter of a character to be trained and advancing the game based on the command selected by the player. The process of associating any one of a plurality of types of game media, to which a first parameter is associated, with the plurality of commands; The process of storing, in a storage unit, as a first game medium in possession, the game medium associated with the command selected by the player; The process of associating priority information with the first game medium; The process of determining, based on the priority information, any one of the plurality of first game media as a priority first game medium; The process of determining a second parameter based on the first parameter associated with the priority first game medium, generating a second game medium associated with the determined second parameter, and storing it as the second game medium in possession; including; The process of advancing the game includes the process of activating an effect based on the first game medium or the second game medium in possession; Updating the predetermined parameter based on the command selected by the player and the activated effect; The first game medium is stored in the storage unit within a preset upper limit number; Information processing method. [
8. ] An information processing method performed by one or more computers, The process of making any one of a plurality of commands selectable by the player; The process of updating a predetermined parameter of a character to be trained based on the command selected by the player and advancing the game; The process of associating any one of a plurality of types of game media, to which a first parameter is associated, with the plurality of commands; The process of storing, in a storage unit, as a first game medium in possession, the game medium associated with the command selected by the player; The process of associating priority information with the first game medium; The process of setting, based on the priority information associated with each of the plurality of first game media, a lottery ratio of a lottery process for determining any one of the plurality of first game media; The process of executing the lottery process based on the set lottery ratio; The process of determining a second parameter based on the first parameter of the first game medium determined by the lottery process, generating a second game medium associated with the determined second parameter, and storing it as the second game medium in possession; including; The process of advancing the game includes the process of activating an effect based on the first game medium or the second game medium in possession; Update the predetermined parameter based on the command selected by the player and the activated utility. The first game medium is stored in the storage unit within a preset upper limit number. Information processing method.
9. Comprising one or more computers, The computer is configured to: Perform a process of enabling a player to select any one of a plurality of commands; Update a predetermined parameter of a character to be trained based on the command selected by the player and proceed with the game; Perform a process of associating any one of a plurality of types of game media with which a first parameter is associated with the plurality of commands; Perform a process of storing, in a storage unit, as a first game medium in possession, the game medium associated with the command selected by the player; Perform a process of associating priority information with the first game medium; Perform a process of determining any one of the plurality of first game media as a priority first game medium based on the priority information; Determine a second parameter based on the first parameter associated with the priority first game medium, generate a second game medium associated with the determined second parameter, and store it as the second game medium in possession; Execute, The process of proceeding with the game includes: A process of activating a utility based on the first game medium or the second game medium in possession; Update the predetermined parameter based on the command selected by the player and the activated utility; The first game medium is stored in the storage unit within a preset upper limit number. Game device.
10. [[ID=2&]]Comprising one or more computers, The computer is configured to: Perform a process of enabling a player to select any one of a plurality of commands; Update a predetermined parameter of a character to be trained based on the command selected by the player and proceed with the game; Perform a process of associating any one of a plurality of types of game media with which a first parameter is associated with the plurality of commands; Perform a process of storing, in a storage unit, as a first game medium in possession, the game medium associated with the command selected by the player; Perform a process of associating priority information with the first game medium; A process of setting a lottery ratio for a lottery process for determining any one of the plurality of first game media based on the priority information associated with each of the plurality of first game media; A process of executing the lottery process based on the set lottery ratio; A process of determining a second parameter based on the first parameter of the first game media determined in the lottery process, generating a second game media associated with the determined second parameter, and storing it as the second game media in possession; Performing; The process of advancing the game Includes a process of activating an effect based on the first game media or the second game media in possession; Updating the predetermined parameter based on the command selected by the player and the activated effect; The first game media is stored in the storage unit within a preset upper limit number; Game device.
Citation Information
Patent Citations
Game system, game control device, and program
JP2017006280A
Information processing device and program
JP2017202045A
Program, game apparatus, and server device
JP2018102745A
Information processing program, information processing method, game device, and information processing system
JP7198902B1