Program, Effect Change Method, and Game Device
The game system addresses the issue of player motivation by implementing change content release conditions in a skill tree, enhancing engagement with various game elements through dynamic effect changes.
Patent Information
- Application Number
- JP2023158100
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-09-22
- Publication Date
- 2025-07-30
- Estimated Expiration
- 2043-09-22
AI Technical Summary
Conventional games face a challenge in maintaining player motivation as characters become overly reliant on strengthened game elements, leading to monotonous gameplay due to the lack of engagement with unstrengthened elements.
A game system that includes a skill tree with change content release conditions, allowing players to change game element effects by satisfying specific conditions, thereby encouraging the use of various game elements.
This approach maintains player motivation by dynamically changing game element effects, encouraging the use of diverse game elements and preventing gameplay monotony.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a program, an effect change method, and a game device.
Background Art
[0002] Conventionally, in a game for growing a character, a skill tree has been provided that allows a player of the game to select an arbitrary skill and have the character acquire the skill. The skill tree is composed of a plurality of cells, and various skills that the character can acquire are associated with the cells. For example, the player can unlock a cell and have the character acquire the skill associated with the cell by consuming a certain number of growth points acquired by the character or a certain number of material items. Conventionally, various games have been provided in which the skills of a character can be changed using a skill tree.
[0003] For example, Patent Document 1 describes a skill tree including a plurality of cells displayed in a display area.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] Game developers prepare various items and events in the game in order to have players enjoy the game for a long time. In the game, depending on the type of item acquired by the character, it is possible to give different effects to the character or display various effects.
[0006] In conventional games, a skill tree was provided for the purpose of growing characters. On the other hand, game elements (weapons, armors, etc.) used by characters are often strengthened by consuming specific materials, etc., so the skill tree was not used for strengthening game elements. Therefore, when a certain game element is sufficiently strengthened, the game can be advanced only with the strengthened game element. For this reason, it becomes difficult to maintain the player's motivation to make the character use other game elements that are not strengthened. In addition, since the player cannot enjoy the effects using other unstrengthened elements, the progress of the game tends to become monotonous.
[0007] The present invention has been made in view of such a situation, and an object thereof is to enable the player to maintain the motivation to use various game elements.
Means for Solving the Problem
[0008] The program according to the present invention provides a game in which a change content release condition is defined for each change content, and a change element composed of a plurality of change contents is provided for each game medium. By satisfying the change content release condition, a procedure for changing the game medium effect of the game medium, and for each of a plurality of game elements associated with the game medium By changing the game element effects, Satisfy the game element release condition a move In order, after the game element effect of the game element associated with a specific change content reaches a specified value due to the change of the game element effect, when the change content release condition associated with the specific change content is satisfied, a procedure for changing the game medium effect, is executed by the computer.
Effect of the Invention
[0009] According to the present invention, after the game element effect of the game element reaches a specified value, when the change content release condition associated with a specific change content is satisfied, the game medium effect changes. Therefore, it is expected that the player will maintain the motivation to use various game elements. Problems, configurations, and effects other than those described above will be clarified by the following description of the embodiments.
Brief Description of the Drawings
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Embodiments for Carrying Out the Invention
[0011] Hereinafter, embodiments for carrying out the present invention will be described with reference to the accompanying drawings. In this specification and the drawings, components having substantially the same function or configuration are denoted by the same reference numerals, and redundant descriptions are omitted.
[0012] <Definition of Terms> First, definitions of terms commonly used in this specification will be described. The terms described below are those used in the game to which the present invention is applied.
[0013] (Game) First, the game will be described. A game is a play in which various information processing terminals execute a game program to obtain a predetermined effect. The game includes at least one of video data, image data, audio data, book data, and text data, and is expressed by appropriately combining a plurality of data. Usually, a game can be advanced by a player, who is a natural person, performing various operations. However, it is also possible to automatically advance the game by the player giving a predetermined instruction.
[0014] (Game medium) In the game, identification IDs (IDs) are assigned to various elements. An element to which an identification ID is assigned and which is managed by the identification ID is called a "game medium". Game media are often used in the internal processing of the game. Therefore, unlike the objects displayed on the screen, game media are not concerned with whether they are displayed on the screen or not.
[0015] For example, as game media, characters in the game, items (equipment items, consumable items, character costumes, etc.), cards, elements selected in a lottery game, etc. are assumed. Also, as game media, items that include one or more of the following uses and functions are assumed. For example, an item that changes (strengthens or weakens) other game media, an item that changes (strengthens or weakens) some parameter, an item that can obtain a price by consuming a game medium, an item that is an object of formation by the player and exhibits an effect in the game, etc.
[0016] (Object) In the game, a screen is displayed on the display device of the terminal on which the player plays the game. On the screen, various computer graphics images (hereinafter abbreviated as "images") are displayed as objects. Here, objects are roughly divided into 2D images and 3D images. The object of a 2D image is an image composed of 2D computer graphics, for example, an illustration image of a game medium (character, item, etc.), an image of a user interface (button, virtual pad, etc.). Similarly, the object of a 3D image is an image composed of 3D computer graphics, such as a character, an item, a background, etc.
[0017] (Attribute) An attribute is data used to classify game media and is part of the data commonly assigned to multiple game media or multiple objects. For example, an attribute can be data for distinguishing a certain character or data for determining the rarity of an item. Attributes are often displayed on the screen during gameplay. However, an attribute may be used only in the internal processing of the program and may not be displayed on the screen.
[0018] (Currency) In a game, currency is used for exchanging items and the like. This currency includes real-world valuable paid currency and parameters used only within the game. Paid currency includes, for example, cash, electronic money, in-game currency purchased for a fee, etc. Parameters used only within the game include in-game currency provided for free within the game. Furthermore, as in-game currency, for example, free currency consumed in the lottery process described later is also included. Note that points and the like used in the game may also be used in the same sense as currency.
[0019] (Reward) A player can obtain rewards by playing the game. Rewards are roughly classified into those given to the player ID assigned to identify the player and those not given to the player ID. Rewards given to the player ID include, for example, items, etc. Rewards such as items are used for the variation of predetermined parameters (experience points, stamina, lottery rights, etc.) or for advancing the game. Also, as rewards, for example, the release of playable quests, the enabling of obtaining character skills or abilities, the enabling of viewing music videos, etc. are also assumed. Rewards not given to the player ID include, for example, the display of reward images or reward videos, the occurrence of events specific to the game, etc.
[0020] (Lottery Process) In a game, a lottery process may be performed to give benefits to players. The lottery process is a process of probabilistically determining a result by using software random numbers generated within the game. In software random numbers, if the seed values are the same, the same values are generated. In the lottery process, instead of software random numbers, a pseudo-random number sequence created in advance may be used to determine the result. The lottery process is roughly classified into a process of consuming a predetermined price and determining a reward by the lottery process (a process by so-called gacha) and other processes.
[0021] The process of consuming a predetermined price and determining a reward by the lottery process includes a non-restoring lottery (a process with a constant lottery probability or a process with a fluctuating lottery probability) and a restoring lottery (a process in which the number of items, etc. is announced and the target item can be obtained by repeating the lottery times). Other processes include a lottery process for game rewards, a matching process in a game where characters fight against each other, a damage calculation process when an attack is given, an action determination process for an NPC (Non Player Character: a character not operated by a player), etc.
[0022] (Game medium Effect) In a game, there are effects (referred to as "game medium effects") associated with a game medium, an object, etc. Game medium effects include, for example, character skills, abilities, special abilities, etc. Game medium effects have some influence on the progress of the game, and the activation conditions for activating the game medium effects, the application targets of the game medium effects, and the effect amounts of the game medium effects are arbitrarily combined and defined.
[0023] [First Embodiment] <Example of the overall configuration of the game system> First, a configuration example of a game system according to the first embodiment of the present invention will be described. This game system is configured by combining a game server that distributes games and an information processing terminal. The games distributed by the game server include programs and data related to the games.
[0024] <Overview of the game system> FIG. 1 is an overall configuration diagram showing the overview of a game system 10 according to the first embodiment. The game system 10 includes a game server 1, a smartphone 2A, and a PC (Personal Computer) 2B. The smartphone 2A and the PC 2B can be connected to the game server 1 via a network N such as the Internet. In the following description, the smartphone 2A and the PC 2B are collectively referred to as the information processing terminal 2. As the information processing terminal 2, for example, a dedicated game terminal may be used.
[0025] The game server 1 is an example of a first information processing device that constitutes the game system 10. The game server 1 manages game programs and data, and distributes game programs and data to the information processing terminal 2 based on a data acquisition request from the authenticated information processing terminal 2.
[0026] The information processing terminal 2 processes the game programs and data received from the game server 1. And the program according to the present embodiment controls the display forms such as text and images displayed on the output device 27 (an example of a display unit) according to the progress of the game by an instruction input via the input device 26 (an example of an input unit).
[0027] In the smartphone 2A, a touch panel display device in which the input device 26 and the output device 27 are integrated is used. The smartphone 2A may be a tablet terminal. Also, in the PC 2B, the input device 26 and the output device 27 are separate. Note that the PC 2B may be a desktop PC, and the input device 26 and the output device 27 may be separately connected to the desktop PC.
[0028] The information processing terminal 2 is an example of a second information processing device that constitutes the game system 10. The information processing terminal 2 can store data including a program that is the basis of the game downloaded from the game server 1 in a storage device 22 shown in FIG. 2 described later.
[0029] Note that the information processing terminal 2 can also read data including a program that is the basis of the game from a memory, an optical disk, or the like. Then, the information processing terminal 2 executes the program read from the storage device 22 to represent the game. Further, when the processing result of the game processed by the game server 1 is distributed to the information processing terminal 2, the information processing terminal 2 can, for example, display the processing result using an Internet browser or allow the player to advance the game.
[0030] The information processing terminal 2 selects a program based on an operation signal input from the input device 26 by an operation performed by the player, and outputs a video signal adapted to the screen of the output device 27 to the output device 27. The output device 27 displays a video based on the video signal. The operation signal input from the input device 26 is, for example, a signal corresponding to each operation stick and operation button of the controller. The player can input an instruction or operate a character through the input device 26.
[0031] The information processing terminal 2 stores the game data downloaded from the game server 1 in the storage device 22 shown in FIG. 2 described later. Further, the information processing terminal 2 performs processes such as reading the game data from the storage device 22 and executing the program, drawing a screen in accordance with an operation signal input from the input device 26, and displaying the screen by the output device 27. For example, the information processing terminal 2 displays, on the output device 27, a screen on which various scenes including a character are drawn in accordance with an operation through the input device 26 by the player.
[0032] As operations on characters input from the input device 26, for example, there are various command inputs such as responses to conversations uttered by characters, instructions to characters, selection of weapons or armors used or equipped by characters, leveling up of characters, selection of cells in the skill tree 70 (see FIG. 5 described later), etc. In the present embodiment, among the items, the weapon equipped by the character will be described. Also, in the present embodiment, as an example of an operation performed from the input device 26, operations of buttons, sticks, etc. of the controller 60 (see FIG. 4 described later) connected to the information processing device 2 are assumed. Note that there is also a tap operation of touching the screen of the output device 27 with a finger or a pen. The operations performed by the input device 26 change the characters and scenes displayed on the output device 27.
[0033] <Hardware configuration example of the game system> Next, a hardware configuration example of the game system 10 according to the first embodiment will be described. FIG. 2 is a block diagram showing a hardware configuration example of the game system 10.
[0034] (Configuration example of the game server) The game server 1 is an example of a computer that operates as a computer capable of executing various programs. This game server 1 includes a processing device 11, a storage device 12, and a network interface 14 that are respectively connected to a bus 13.
[0035] The processing device 11 is composed of, for example, at least one of a CPU (Central Processing Unit), an MPU (Microprocessor Unit), a GPU (Graphics Processing Unit), and an FPGA (Field Programmable Gate Array). The processing device 11 reads the program code of software that realizes each function according to the present embodiment from the storage device 12, loads it into a temporary storage unit (not shown) provided in the storage device 12, and executes the program code. The processing device 11 performs, for example, arithmetic processing of a game or processing necessary for drawing an object on the screen of the information processing terminal 2.
[0036] The storage device 12 is composed of, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory). For the ROM, an optical disk, a magneto-optical disk, a DVD (Digital Versatile Disc)-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, etc. are used. For the RAM, an SRAM (Static Random Access Memory), a DRAM (Dynamic Random Access Memory), etc. are used. Variables, parameters, etc. generated during the arithmetic processing of the processing device 11 are temporarily written into the storage device 12, and these variables, parameters, etc. are appropriately read by the processing device 11.
[0037] In addition, the storage device 12 is composed of, for example, at least one of an HDD (Hard Disk Drive), an SSD (Solid State Drive), and a flash memory. In the storage device 12, in addition to the OS (Operating System) of the game server 1 and various parameters, a program for operating the game server 1 is stored. As described above, the storage device 12 stores programs, data, etc. necessary for the operation of the processing device 11, and is used as an example of a computer-readable non-transitory storage medium storing the program executed by the game server 1.
[0038] For the network interface 14, for example, a NIC (Network Interface Card) or the like is used. The network interface 14 can transmit and receive various data to and from the information processing terminal 2 via a dedicated line or the like connected to the terminals of the NIC through the network N.
[0039] (Configuration example of information processing terminal) The information processing terminal 2 is an example of a computer that operates as a computer capable of executing various programs. This information processing terminal 2 includes a processing device 21, a storage device 22, a network interface 24, and an input / output interface 25, which are respectively connected to a bus 23. The input device 26 and the output device 27 included in the information processing terminal 2 are connected to the bus 23 via the input / output interface 25.
[0040] The processing device 21 is constituted by, for example, at least one of a CPU, an MPU, a GPU, and an FPGA. The processing device 21 reads out the program code of the software that realizes each function according to the present embodiment from the storage device 22, loads it into a temporary storage unit (not shown) provided in the storage device 22, and executes the program code. The processing device 21 performs, for example, arithmetic processing of a game or processing necessary for drawing an object on the screen of the information processing terminal 2. Further, the processing device 21 performs processing such as processing of the OS of the information processing terminal 2 and management of data input / output performed in each part within the information processing terminal 2. Further, when the processing device 21 handles information related to a game, in addition to an image signal, it can also output an audio signal, an operation signal of an actuator, etc. to the output device 27 through the input / output interface 25.
[0041] The storage device 22 is composed of, for example, a ROM and a RAM. For the ROM, an optical disk, a magneto-optical disk, a DVD-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, etc. are used. For the RAM, an SRAM, a DRAM, etc. are used. In the storage device 22, variables, parameters, etc. generated during the arithmetic processing of the processing device 21 are temporarily written, and these variables, parameters, etc. are appropriately read by the processing device 21. Further, the processing device 11 performs, for example, processing necessary to draw a two-dimensional object or a three-dimensional object that constitutes a character or a background on the screen of the output device 27.
[0042] Also, the storage device 22 is composed of at least one of, for example, an HDD, an SSD, and a flash memory. In the storage device 22, in addition to the OS of the information processing terminal 2 and various parameters, a program for operating the information processing terminal 2, a game program, etc. are stored. As described above, the storage device 22 stores programs, data, etc. necessary for the operation of the processing device 21, and is used as an example of a computer-readable non-transitory storage medium storing a program executed by the information processing terminal 2.
[0043] For the network interface 24, for example, a NIC etc. are used. The network interface 24 can transmit and receive various data to and from the game server 1 via the network N or communicate with other information processing terminals 2 via a dedicated line etc. connected to the terminal of the NIC.
[0044] The input / output interface 25 converts the operation signal received from the input device 26 into data of a predetermined format and passes the converted data to the processing device 21. Also, the input / output interface 25 converts the data of the screen drawn by the processing device 21 into a video signal and outputs it to the output device 27.
[0045] The input device 26 is a device that receives input instructions or various types of information from the player. As the input device 26, for example, there is a pointing device capable of inputting coordinate information of a position specified by the player. This pointing device is a mouse, a touch panel device, or the like. The touch panel device is configured by combining the input device 26 and the output device 27. Further, the input device 26 may be a game controller (controller 60 shown in FIG. 4 described later), a keyboard, a microphone, a GPS (Global Positioning System) device, or various types of sensors. As various types of sensors, for example, an acceleration sensor (a six-axis sensor, a gyro sensor, etc.), an optical sensor (a camera, etc.), a pressure sensor (a pressure-sensitive touch sensor, etc.), a barometric pressure sensor, etc. are assumed.
[0046] The output device 27 is a device that outputs the information processed by the processing device 21. As the output device 27, for example, there are a display device (a display device, a touch panel device, etc.), an acoustic device (a speaker, headphones, etc.), an actuator (a vibration device, a tactile feedback, etc.). When the output device 27 is a display device, an image based on the video signal received from the input / output interface 25 is displayed on the display device. When the output device 27 is an acoustic device, sounds such as BGM (Back Ground Music), sound effects, and character voices are emitted. When the output device 27 is an actuator, it vibrates according to the scene of the game or tactile feedback is provided.
[0047] <Functional Configuration Example of Game System> Next, a functional configuration example of the game system 10 will be described with reference to FIG. 3. FIG. 3 is a block diagram showing a functional configuration example of the game system 10. In FIG. 3, the description of the communication network N is omitted.
[0048] (Functional Configuration Example of Game Server) The game server 1 includes a communication unit 31, a game processing unit 32, and a storage unit 33.
[0049] The communication unit 31 controls the communication with the information processing terminal 2. For example, when the communication unit 31 receives a data acquisition request or the like transmitted from the information processing terminal 2, it outputs the data acquisition request to the game processing unit 32, and transmits the game data processed by the game processing unit 32 to the information processing terminal 2. The functions of the communication unit 31 are realized by the processing device 11 and the network interface 14 shown in FIG. 2.
[0050] Based on the data acquisition request input from the communication unit 31, the game processing unit 32 selects and reads out the game data used in the information processing terminal 2 from the storage unit 33. Then, the game processing unit 32 outputs the read game data to the communication unit 31. Note that the game processing unit 32 can also output the data of the processing result to the communication unit 31 after performing processing based on the read game data. The functions of the game processing unit 32 are realized by the processing device 11 and the storage device 12 shown in FIG. 2.
[0051] The storage unit 33 stores game data. The functions of the storage unit 33 are realized by the storage device 12 shown in FIG. 2. In addition, the storage unit 33 also stores data of players who play the game. The player data is used for player authentication processing and the like.
[0052] (Example of functional configuration of information processing terminal) The information processing terminal 2 includes a communication unit 41, an input unit 42, an input reception unit 43, a route selection unit 44, a character effect change unit 45, a weapon effect change unit 46, a drawing unit 47, an image output unit 48, an output unit 49, and a storage unit 50.
[0053] The communication unit 41 transmits, as a data acquisition request, data such as data requested by the game played by the player to the game server 1. Then, the communication unit 41 writes the game data distributed from the game server 1 into the storage unit 50. The functions of the communication unit 41 are realized by the processing device 21 and the network interface 24 shown in FIG. 2.
[0054] The input unit 42 outputs an operation signal generated based on an operation input by the player to the input reception unit 43. The operation input by the player is assumed to be an operation using various buttons, sticks, etc. of the controller 60 (see FIG. 4 described later), which is used as an example of the input device 26. In the present embodiment, the operations input by the player include, for example, an operation of selecting one or more cells from the skill tree 70 shown in FIG. 5 described later by the player, an operation of selecting the screen on which the skill tree 70 is displayed, an operation of releasing the lock set on the cell of the skill tree 70, an operation of freeing a cell, an operation of raising the weapon level, an operation of releasing the upper limit of the weapon level, and the like. The function of the input unit 42 is realized by the input device 26 (for example, the controller 60) shown in FIG. 2.
[0055] The input reception unit 43 receives the operation signal from the input unit 42. The input reception unit 43 receives, as the operation signal, for example, an instruction to select a cell of the skill tree 70 from the input unit 42. The function of the input reception unit 43 is realized by the input / output interface 25 shown in FIG. 2.
[0056] The route selection unit 44 selects a route from the starting point at the opened cell of the skill tree 70 to the ending point at the unopened cell selected by the player through the input unit 42. In the present embodiment, for each cell of the skill tree 70, a skill that the character can acquire is set. However, a cell unlocking condition is set for the cell. In the present embodiment, the operation of causing the character to acquire the skill set for this cell by satisfying the cell unlocking condition set for the cell is called "unlock". For example, consuming a predetermined number of unlock points possessed by the character is taken as an example of the cell unlocking condition.
[0057] When there are multiple paths from the starting point to the ending point of the square selected by the player from the skill tree 70, the path selection unit 44 selects the path with the fewest number of squares. In this case, among the multiple paths, the shortest path is automatically selected. Even if an unopened square adjacent to an already opened square is selected and there are multiple such paths, the path selection unit 44 selects the shortest path.
[0058] The character effect change unit 45 is an example of a game medium effect change unit that changes the character effect of a character, which is an example of a game medium, by satisfying the square release condition set for each square. The character effect is an example of the game medium effect described above, and is set for each character and corresponds to skills, statuses, etc. that the character can acquire. The skills of a character are, for example, abilities unique to the character's occupation (acquisition of magic spells, stealing, dancing, etc). or the increase amount of elements (such as HP (Hit Point), MP (Magic Point), etc.) necessary for growing a character, When the player releases the squares of the skill tree 70, the character can acquire skills. The status of a character represents various states of the character at the current time, and for example, abilities that the character has acquired and can use, the physical condition of the character (a state where the character can move normally, a state where the character is unable to act, etc.) are assumed.
[0059] In this embodiment, the fact that the character release a square grows is taken as an example of the change in the character effect of the character. When the character effect of the character changes, for example, the types of actions during battle increase, or parameters such as the character's HP or MP increase. A parameter is data represented by a specific numerical change, and in addition to the above-mentioned HP and MP, data represented by numerical values such as the character's attack power, physical strength, and magic power are assumed. Note that the change in the character effect also includes changes such as abandoning already acquired skills or weakening skills.
[0060] As described below, in the game according to the present embodiment, a weapon enhancement cell in which the character effect changes due to the change in the weapon effect is provided in the skill tree 70. A lock release condition that is released by enhancing the weapon is set for this weapon enhancement cell. When the weapon effect of the weapon associated with the weapon enhancement cell reaches a specified value and the lock release condition is satisfied, the character effect change unit 45 releases the lock on the weapon enhancement cell. Then, when the cell release condition associated with the weapon enhancement cell is satisfied, the character effect change unit 45 changes the character effect.
[0061] The weapon effect change unit 46 is an example of a game element effect change unit that changes the weapon effect of a weapon when a weapon release condition determined for each of a plurality of weapons associated with a character is satisfied. The weapon release condition is, for example, an increase in the weapon level to a specified value, an unlocking of the weapon level upper limit, etc. When the lock release condition set for the weapon enhancement cell in the skill tree 70 satisfies the weapon release condition, the weapon effect change unit 46 releases the lock on the weapon enhancement cell when the weapon release condition is satisfied.
[0062] In the present embodiment, the weapons that can be used by the character are taken as an example of game elements. The weapon effect is another example of the game element effect described above, and corresponds to the weapon level set for each weapon. As the weapon effect, that is, the weapon level increases, for example, the attack power of the weapon increases, or a special skill is added to the weapon. The change in the weapon effect includes a change such as abandoning a special skill that has already been acquired.
[0063] In the game according to the present embodiment, the weapons that can be equipped for each character are determined. Only one character can equip a certain specific weapon, and other characters cannot equip the same weapon. The weapons that the character possesses and can use are associated with the character, and different weapon release conditions are set for each weapon. Note that the weapons that can be equipped by a plurality of characters may be the same. Also, the same weapon release condition may be set for a plurality of types of weapons.
[0064] Based on the operation signal received by the input reception unit 43, the drawing unit 47 draws an image to be displayed on the output unit 49. The image drawn by the drawing unit 47 includes, for example, in addition to text, a two-dimensional image or a three-dimensional image of an object including a player character operated by the player and other characters.
[0065] The image output unit 48 outputs the image drawn by the drawing unit 47 to the output unit 49. For example, the images of each screen shown in FIGS. 8 to 12 described later are output to the output unit 49. The function of the image output unit 48 is realized by the input / output interface 25 shown in FIG. 2.
[0066] The output unit 49 displays the image output by the image output unit 48. The function of the output unit 49 is realized by the output device 27 shown in FIG. 2.
[0067] The storage unit 50 stores the game data received by the communication unit 41 from the game server 1. The function of the storage unit 50 is realized by the storage device 22 shown in FIG. 2.
[0068] Both the game server 1 and the information processing terminal 2 are used as an example of the game device according to the present embodiment. When the game server 1 provides a game to the information processing terminal 2, each functional unit of the input reception unit 43, the route selection unit 44, the character effect change unit 45, the weapon effect change unit 46, and the drawing unit 47 provided in the information processing terminal 2 is configured in the game server 1.
[0069] <Example of the external configuration of the controller> FIG. 4 is a diagram showing an example of the external configuration of the controller 60. The controller 60 is an example of a controller in which a right stick key 61, a left stick key 62, an operation button 63, a cross direction key 64, an R1 key 65, an R2 key 66, an L1 key 67, and an L2 key 68 are attached to one housing. On the upper side of FIG. 4, a plan view (1) of the controller 60 is shown, and on the lower side of FIG. 4, a front view (2) of the controller 60 when viewed from slightly obliquely above from the front is shown.
[0070] The right stick key 61 and the left stick key 62 are used for operations to move the player character (hereinafter abbreviated as "character") to positions that are difficult to reach with the cross key 64. Also, the right stick key 61 and the left stick key 62 are used for operations to change the character's viewpoint.
[0071] The operation buttons 63 are provided with four buttons labeled with four types of English letters, "A", "B", "C", and "D". Each button is assigned a function for giving instructions to the character. Numbers, figures, etc. may be attached to the operation buttons.
[0072] The cross key 64 is used for operations to move the character forward, backward, left, and right. Alternatively, the cross key 64 may be used for an operation to make the character crouch when the downward key is pressed.
[0073] On the upper part of the controller 60, an R1 key 65 and an R2 key 66 are provided on the right side, and an L1 key 67 and an L2 key 68 are provided on the left side. Each key is used for operations such as having the character call a specific function during battle or switching the character's equipment and screen display.
[0074] Note that on a tablet terminal such as the smartphone 2A (see Fig. 1) to which the controller 60 is not connected, button icons arranged in the same way as the controller 60 are displayed on the screen. The player can give operation instructions equivalent to those of the controller 60 by touching the button icons. Also, on a PC 2B (see Fig. 1) to which the controller 60 is not connected, the functions of each key and button of the controller 60 can be assigned to the keyboard. The player can give operation instructions equivalent to those of the controller 60 by keyboard operation.
[0075] <Example of the configuration of the skill tree> FIG. 5 is a diagram showing a configuration example of the skill tree 70. The skill tree 70 is configured by combining a plurality of cells in a tree shape. Each cell is connected to one or a plurality of cells. In FIG. 5, the shape of the cell is represented as an ellipse, but it may be a shape such as a circle or a polygon. At the upper right of FIG. 5, a held release point display section 71, which is the release point held by the character, is displayed. The held release point display section 71 indicates that the held release point is 8 points. The held release point is data associated with the player, rather than different data for each character. For any character used by a player, any character may use a single release point.
[0076] In the present embodiment, the cells constituting the skill tree 70 are taken as an example of the change content. The change content is displayed on the screen as a cell associated with a skill that the character can acquire. Also, the cell release condition set for each cell is taken as an example of the change content release condition. Further, the skill tree 70 is taken as an example of a change element composed of a plurality of cells, and the character operated by the player is taken as an example of the game medium. The program according to the present embodiment provides the player with a game in which the skill tree 70 is provided for each character. A cell release condition is set for each cell of the skill tree 70, and when the cell release condition is satisfied, the character acquires the skill set for the cell. As described above, the cell release condition is satisfied by consuming a predetermined number of release points set for each cell.
[0077] When the player causes the character to acquire a skill, the player performs an operation of selecting a cell among the plurality of cells included in the skill tree 70 for which the cell release condition is not satisfied. When a cell is selected by the player, the route selection section 44 shown in FIG. 3 selects a cell for which the cell release condition is not satisfied along the route of the cell connected to the starting point, starting from the cell for which the cell release condition is satisfied.
[0078] When the mass release condition of the mass on the path including the selected mass is satisfied, the character effect change unit 45 causes the character to acquire the skill set for the mass. Therefore, the character effect changes according to the skill to be acquired.
[0079] The masses constituting the skill tree 70 include normal masses and weapon enhancement masses according to this embodiment. A specific weapon is associated with the weapon enhancement mass, and the character effect changes by changing the weapon effect of the specific weapon. The mass release condition of both the normal mass and the weapon enhancement mass is satisfied by consuming a predetermined number of release points acquired by the character in the game, and it is a mass from which the character can acquire skills.
[0080] Unlike the normal mass, the weapon enhancement mass has an unlocking condition set so that the player cannot select the weapon enhancement mass unless the weapon effect of the specific weapon reaches a specified value. Therefore, weapon enhancement is required for the weapon enhancement mass before the mass release condition is satisfied. As the specified value, for example, the value of the weapon level or the upper limit value of the weapon level is assumed. However, other indicators may be used as the specified value.
[0081] In this embodiment, that a specific weapon is enhanced to the specified value means, for example, that the weapon level of the specific weapon is enhanced to a specific level value, or the upper limit of the weapon level of the specific weapon is enhanced to a specific upper limit, etc. When the unlocking condition is satisfied due to the specific weapon being enhanced to the specified value, the player can select the weapon enhancement mass from the skill tree 70. When the mass release condition associated with the selectable weapon enhancement mass is satisfied, the weapon enhancement mass is released, and the character acquires the skill of the weapon enhancement mass. For example, the player can release the weapon enhancement mass by consuming a predetermined number of release points held by the character in the unlocked weapon enhancement mass, and cause the character to acquire the skill of the weapon enhancement mass.
[0082] In FIG. 5, for each cell, the skill that can be acquired by the character is denoted as "Skill n". "Skill n" is denoted to represent the position of the cell and the name of the skill. In the actual skill tree 70, an image or the like representing the skill is displayed in the cell. In this case, by the operation of the player selecting a cell, the content of the skill set in the cell and the number of liberation points consumed in the cell are displayed. Also, the same skill (for example, HP increase) may be set for different cells (for example, Skill 2 and Skill 23).
[0083] In FIG. 5, the cells of Skill 1 and 2 are regarded as liberated cells. The liberated cells are represented by an oval icon without hatching, without distinguishing between normal cells and weapon enhancement cells. All the cells after Skill 3 are unopened cells. Among the unopened cells, the cells of Skill 3, 12, 21 - 23, 31, 41, 42 represent normal cells. The cells of Skill 11, 13, 32 represent weapon enhancement cells. The weapon enhancement cell of Skill 11 is unopened but unlocked. The weapon enhancement cells of Skill 13 and 32 are unopened and not unlocked. The lock of the weapon enhancement cell can be released on the weapon enhancement screen 140, weapon enhancement sub - screen 150, and upper limit release sub - screen 160 shown in FIGS. 11 and 12 described later.
[0084] The player performs an operation of selecting the next unopened cell to be liberated, starting from the liberated cell of Skill 2. In this embodiment, in order to liberate each cell, it is necessary to consume 2 points of liberation points for each cell. For example, the operation of the player selecting the cell of Skill 3 which is an unopened cell is equivalent to the selection of a path starting from the cell of Skill 2 and ending at the cell of Skill 3. Therefore, the character effect change unit 45 consumes 2 points from the held liberation points, liberates the cell of Skill 3, and the character acquires Skill 3.
[0085] The player can also select a plurality of squares or skip a plurality of squares and select one square. For example, by selecting the square of Skill 23 as End Point 2, the player can select a path starting from the square of Skill 2 and having the square of Skill 23 as End Point 2. In this case, the Character Effect Change Unit 45 can release the squares of Skills 3, 21, 22, and 23 all at once and allow the character to acquire the skills of each square. Since the release points consumed from the held release points are 8 points, the held release points are not insufficient.
[0086] Also, the player can select a path starting from the square of Skill 2 and having the square of Skill 11 as End Point 3 and release the squares of Skills 3 and 11. Since Skill 11 has already been unlocked, release points can be consumed to release the square. Note that the player cannot select the weapon enhancement square of Skill 13 which is not yet unlocked. Therefore, after the player releases the squares of Skills 3, 11, and 12, in order to select the square of Skill 41, it is necessary to unlock the lock of the weapon enhancement square of Skill 13 and then release the weapon enhancement square of Skill 13. Otherwise, it is necessary to return to the already released square of Skill 3 once again and perform an operation to release the squares of Skills 21, 22, and 23 starting from the square of Skill 3.
[0087] Note that as the Skill Tree 70, a configuration in which a plurality of squares are connected by lines is not assumed, and a configuration in which the squares are in contact with each other is also assumed. Also, as the shape of the Skill Tree 70, it may be radial in addition to the tree shape. Also, although the Skill Tree 70 is configured in a unique shape for each character, for example, a plurality of characters belonging to the same group may be configured with the same-shaped Skill Tree 70. Also, the player may be able to select and release a square located at a position farther from the release points already acquired by the character by using a specific item.
[0088] Next, a configuration example of each table managed in the game according to the present embodiment will be described with reference to FIGS. 6 and 7. FIG. 6 is a diagram showing a configuration example of a mass management table 81 and an unlock condition management table 82.
[0089] The mass management table 81 is used to manage each mass that constitutes the skill tree 70. The mass management table 81 has columns for mass category and overview. In the mass category column, the name of the mass category is stored. Examples of mass categories include "basic parameter enhancement mass", "upper parameter enhancement mass", "ability acquisition mass", "ability enhancement mass", "weapon enhancement mass", etc. In this embodiment, masses of mass categories 1 to 4 other than the "weapon enhancement mass" are collectively referred to as normal masses.
[0090] In the overview column, an overview of the mass category is stored. For example, in the case of the "basic parameter enhancement mass" of mass category 1 among normal masses of mass categories 1 to 4, it is shown that this is a mass in which basic parameters such as a character's HP, attack, stun (temporary paralysis), critical rate (probability of an attack that deals more damage than normal), etc., are enhanced. In the case of the "ability acquisition mass" of mass category 3, the new ability that the character acquires is shown.
[0091] In the case of the "weapon enhancement mass" of mass category 5, it is shown that after the character's equipped weapon is enhanced, the character can acquire abilities. However, the skills that can be obtained by unlocking the weapon enhancement mass are not limited to ability acquisition, and may be the same as the skills that can be obtained by unlocking normal masses. ]>
[0092] The unlock condition management table 82 is used to manage the unlock conditions set for the masses. In the skill tree 70, both normal masses and weapon enhancement masses may be locked. The unlock condition management table 82 has columns for unlock conditions and overview.
[0093] The lock release condition items store the names of the lock release conditions. Examples of lock release conditions include "Reaching a specific level", "Clearing up to a specific chapter", "Clearing a specific quest", "Obtaining or creating a specific weapon", "Liberating a specific weapon to a specific upper limit", "The upper limit liberation of a weapon reaching star n", "Obtaining a specific tile", etc.
[0094] The summary items store the summaries of the lock release conditions. Lock release conditions 1 to 4 and 7 in the lock release condition management table 82 represent the lock release conditions set for normal tiles. For example, "Reaching a specific level" of lock release condition 1 takes the character reaching a specific level as the lock release condition. "Clearing up to a specific chapter" of lock release condition 2 takes clearing up to a specific chapter as the lock release condition as the story progresses.
[0095] When any one of lock release conditions 1 to 4 and 7 is set for the lock placed on a normal tile, the lock on the normal tile is released when the set lock release condition is met. After that, the player can consume a predetermined number of liberation media (e.g., held points) obtained in the game to liberate the normally unlocked tile and enable the character to acquire skills.
[0096] Lock release conditions 5 and 6 represent the lock release conditions for weapon enhancement tiles. The lock release conditions set for weapon enhancement tiles may include any one of the weapon effect reaching a specified value, obtaining a weapon, and the upper limit of the weapon effect being liberated. The weapon effect reaching a specified value is, for example, the weapon's unique weapon level reaching the specified value (e.g., weapon level 20). Also, the upper limit of the weapon effect being liberated is, for example, the upper limit of the weapon level (e.g., the upper limit is weapon level 30) being liberated and a new upper limit of the weapon level (e.g., the upper limit is weapon level 40) being set.
[0097] When either of the unlock conditions 5 or 6 is set for the lock applied to the weapon enhancement slot, the lock on the weapon enhancement slot is released when the set unlock condition is satisfied. After that, the player can consume a predetermined number of unlock media obtained in the game to unlock the weapon enhancement slot whose lock has been released and allow the character to acquire skills.
[0098] For example, "Unlock a specific weapon to a specific upper limit" of unlock condition 5 sets the condition for unlocking to be unlocking a specific weapon to its upper limit. "The upper limit unlock of a weapon reaches star n" of unlock condition 6 sets the condition for unlocking to be that the upper limit unlock of a specific weapon reaches star n. Star n is, for example, an index representing the strength of a weapon, and as the weapon is enhanced like star 1, star 2, the star number (n) changes. For the same weapon, the larger the star number, the stronger the weapon. Also, depending on the number of stars, the upper limit of the weapon level is restricted, so in order to increase the weapon level and make the weapon stronger, it is necessary to increase the number of stars of that weapon.
[0099] Figure 7 is a diagram showing a configuration example of a weapon enhancement management table 83 and a weapon level upper limit management table 84.
[0100] The weapon enhancement management table 83 is a table in which the conditions required to enhance a weapon are defined. The weapon enhancement management table 83 has items for weapon name, weapon level, and required experience points.
[0101] In the weapon name item, the name of the weapon is stored. Note that at the time of implementation, the weapon ID assigned to each weapon may be replaced with the weapon name. In the weapon level item, how the weapon level changes is stored. The weapon level is represented by a numerical value for the weapon. For example, the item shown as "1→2" in the figure represents that the weapon level goes up from "1" to "2".
[0102] The necessary experience value items store the experience value required to increase the weapon level and the change conditions required to change the weapon level. The experience value can be obtained by the character, for example, by repeating battles or using items against the weapon equipped by the character. When the experience value accumulates up to the threshold value determined for each weapon level, the weapon level increases. Specific numerical values are used for the necessary experience values, but in Figure 7, they are denoted as Exp1(1), Exp2(1), etc. For example, the necessary experience value for increasing the weapon level of Weapon 1 from level 1 to level 2 is Exp1(1). Similarly, the necessary experience value for increasing the weapon level of Weapon 1 from level 2 to level 3 is Exp2(1). As the weapon level increases, the necessary experience value increases.
[0103] The weapon level upper limit management table 84 manages the upper limit of the weapon level. The weapon level determined for each weapon has an upper limit set in units of stars. The upper limit of the weapon level is determined according to the number of stars obtained for the weapon. Therefore, the player tries to grow the weapon used by the character into a weapon with a high weapon level, that is, a strong weapon or a weapon with many special effects, by increasing the stars and increasing the upper limit of the weapon level.
[0104] The weapon level upper limit management table 84 has items for the weapon name, level upper limit (star n), and level upper limit change conditions. The weapon name item stores the name of the weapon. In the actual game, the weapon ID assigned to each weapon may be replaced with the weapon name. The level upper limit item stores the number of stars. For example, the item indicated as "1→2" in the figure represents the change in the level upper limit, indicating that the number of stars obtained by the weapon changes from star 1 to star 2. For example, if the level upper limit is 10 at star 1, the player can only increase the weapon level up to 10. At star 2, the level upper limit changes to 25, so the player can increase the weapon level up to 25.
[0105] Note that the relationship between the number of stars and the upper level limit may vary for each weapon. Also, in the item for the upper level limit, instead of the number of stars, the value of the upper level limit itself may be stored. For example, values such as 10, 25, 35,... are stored in the item for the upper level limit, and the weapon effect change section 46 may be controlled so that the weapon level can only be raised up to the value stored in the item for the upper level limit.
[0106] In the item for the upper level change condition, the upper level change condition corresponding to the number of stars acquired by the weapon is stored. In this table, for example, the upper level change condition required for a weapon of star 1 to change to star 2 is stored as condition 1(1). In condition 1(1), for example, the type of material required to acquire a star, the number of materials, the combination of each material, the number of in-game coins, etc. are defined, but the detailed content is not described in this specification. Also, in this embodiment, the maximum number of stars that can be acquired by a weapon is set to 6, but it may be more or less than 6. Also, the maximum number of stars may vary for each weapon.
[0107] <Explanation of the Skill Setting Screen> FIG. 8 is a diagram showing a display example of the skill setting screen 90. The skill setting screen 90 is a screen on which the player can select a cell from the skill tree 70. The skill setting screen 90 shows display switching tabs 91, 92, a character icon 94, L1, R1 button icons, L2, R2 button icons, and a skill tree display section 95.
[0108] The character displayed on the character icon 94 can be switched by the player pressing the L2 button or the R2 button. When the character is switched, the character icon 94 corresponding to the switched character and the skill tree 70 are displayed.
[0109] The display switching tab 91 displays the attack skill tree 70, and the display switching tab 92 displays the defense skill tree (not shown). The display switching tabs 91 and 92 can be switched by the player pressing the L1 button or the R1 button. In the skill tree display section 95, the skill tree 70 corresponding to the display switching tabs 91 and 92 and the held release point display section 71 are displayed. In FIG. 8, by coloring the display switching tab 91, the state where the attack skill tree 70 is displayed in the skill tree display section 95 is shown. In the held release point display section 71, the number of release points currently held by the character (for example, "8") is shown. The player can have the character acquire the skills set in each cell of the skill tree 70 by consuming the held release points.
[0110] When a character acquires a skill, a sub-screen shown in FIG. 9 or FIG. 10 described later is overlaid and displayed on the skill setting screen 90 according to the number of unopened cells existing on the path starting from the opened cell and ending at the unopened cell. When there is one unopened cell on the path, that is, when the unopened cell adjacent to the opened cell is selected, the skill acquisition sub-screen 100 shown in FIG. 9 is displayed. On the other hand, when there are multiple unopened cells on the path, that is, when an unopened cell two or more steps ahead of the opened cell is selected, the multiple skill acquisition sub-screen 110 shown in FIG. 10 is displayed. Hereinafter, these sub-screens will be described.
[0111] <Example of display of skill acquisition sub-screen> FIG. 9 is a diagram showing an example of the display of the skill acquisition sub-screen 100. The skill acquisition sub-screen 100 is overlaid and displayed on the skill setting screen 90 shown in FIG. 8. For example, the skill acquisition sub-screen 100 displayed when the unopened cell 72 of skill 3 in FIG. 8 is selected will be described.
[0112] In (1) of FIG. 9, an enlarged view of the skill acquisition sub-screen 100 is shown. The skill acquisition sub-screen 100 includes a skill name display section 101, a selected cell display section 102, a first skill effect explanation section 103, a second skill effect explanation section 104, and a specific operation display section 105.
[0113] The skill name display unit 101 displays the name of the skill associated with the unopened square 72 selected by the player. The selected square display unit 102 enlarges and displays the image of the unopened square 72. The first skill effect explanation unit 103 displays an explanation of the skill effect. The second skill effect explanation unit 104 displays an explanation of the skill effect together with specific numerical values.
[0114] The specific operation display unit 105 displays a first specific operation for the player to acquire a skill for the character and the number of points of the points consumed by the character to acquire the skill. When an unopened square 72 for which the square unlocking condition is not satisfied is selected by the player's operation and then the first specific operation is performed via the input unit 42 and the square unlocking condition associated with the unopened square 72 is satisfied, the character effect changing unit 45 changes the character effect. In the present embodiment, as the first specific operation, an operation of pressing the A button of the operation button 63 of the controller 60 shown in FIG. 4 for a specified time or more (referred to as "long press") is adopted. The square unlocking condition associated with the unopened square 72 is, for example, to consume 2 points from the held unlocking points. Note that a long press of a button other than the A button may be adopted as the first specific operation, or an operation of continuously pressing the A button a plurality of times may be adopted as the first specific operation.
[0115] For example, when the player presses the A button, a skill acquisition gauge 106 that deforms according to the number of seconds the A button is long-pressed is displayed over the icon of the specific operation display unit 105. The skill acquisition gauge 106 is represented by an animation that extends from left to right of the icon of the specific operation display unit 105 according to the length of time the player long-presses the A button.
[0116] In Fig. 9(1), since the player is not pressing the A button, the skill acquisition gauge 106 is not displayed. In Figs. 9(2) and (3), when the player long-presses the A button, the skill acquisition gauge 106 extends from the left end of the icon in the specific operation display section 105. As shown in Fig. 9(4), when the extended skill acquisition gauge 106 reaches the right end of the icon in the specific operation display section 105, the character acquires a skill.
[0117] Note that if the player stops pressing the A button before the skill acquisition gauge 106 reaches the right end of the icon in the specific operation display section 105 (at the time of Figs. 9(2) and (3)), the skill acquisition gauge 106 will not be displayed. In this case, the release points are not consumed and the character does not acquire a skill. This operation corresponds to a cancel operation to stop the skill acquisition after the player determines the skill to be acquired by the character.
[0118] <Example display of the multiple skill acquisition sub-screen> Fig. 10 is a diagram showing an example display of the multiple skill acquisition sub-screen 110. The multiple skill acquisition sub-screen 110 is displayed overlaid on the skill setting screen 90 shown in Fig. 8. For example, the multiple skill acquisition sub-screen 110 displayed when the unopened square 73 of Skill 31 in Fig. 8 is selected will be described.
[0119] The multiple skill acquisition sub-screen 110 shown at the upper side of Fig. 10 includes a skill name display section 111, a selected square display section 112, a first skill effect explanation section 113, a second skill effect explanation section 114, and a specific operation display section 115.
[0120] The skill name display section 111 displays the name of the skill associated with the unopened square 73. The selected square display section 112 displays an enlarged image of the unopened square 73. The first skill effect explanation section 113 displays an explanation of the skill effect. The second skill effect explanation section 114 displays an explanation of the skill effect together with specific numerical values.
[0121] The specific operation display unit 115 displays a second specific operation for the player to cause the character to acquire a skill and the number of points of the points consumed by the character to acquire the skill. When there are a plurality of unopened squares including the unopened square 73 selected by the player on the path, the second specific operation is performed via the input unit 42, and the mass release conditions associated with the plurality of unopened squares are satisfied, the character effect change unit 45 changes the character effect by consuming the release points. Therefore, the character can acquire a plurality of skills associated with each of the plurality of unopened squares collectively. In addition, since the player does not have to select and long-press each of the plurality of unopened squares one by one, the time required to release the plurality of unopened squares can be shortened. The process of automatically releasing the unopened squares existing in the path automatically selected by the path selection unit 44 shown in FIG. 3 and causing the character effect change unit 45 to cause the character to acquire a plurality of skills is called "entrust acquisition".
[0122] In the present embodiment, as the second specific operation, an operation of pressing the D button of the operation button 63 of the controller 60 shown in FIG. 4 is adopted. The specific operation display unit 115 is displayed with "entrust acquisition" together with the icon of the D button. The mass release condition associated with the unopened square is, for example, to consume 4 points from the held release points in order to release all the unopened squares of the skill 3, 31 on the path. Note that an operation of pressing a button other than the D button may be adopted as the second specific operation.
[0123] The confirmation screen 116 shown on the lower side of FIG. 10 is displayed when the D button is pressed and the entrust acquisition is instructed. In the entrust acquisition, a large number of release points are consumed. Therefore, the confirmation screen 116 is displayed so that the operation can be canceled when the player selects an unopened square of a skill that is not intended.
[0124] The confirmation screen 116 includes an operation explanation display unit 117, an execution button 118, and a cancel button 119. On the operation instruction display unit 117, it is displayed that by consuming liberation points, skills are acquired by entrusting the player to reach the square selected by the player, the path with the minimum consumption of liberation points is selected, the image of the unopened square 73 selected by the player, and the total number of consumed liberation points.
[0125] The execute button 118 is a button for the player to instruct the execution of entrusting acquisition. When the execute button 118 is pressed, a plurality of unopened squares are liberated and the character acquires skills. The cancel button 119 is a button for the player to instruct the cancellation of the execution of entrusting acquisition. When the cancel button 119 is pressed, entrusting acquisition is not performed and the plurality of skill acquisition sub - screens 110 close.
[0126] <Explanation of the weapon enhancement screen> FIG. 11 is a diagram showing an example display of the weapon enhancement screen 140.
[0127] The weapon possessed by the character can be enhanced, for example, by experience points or materials. The weapon enhancement screen 140 is a screen for the player to enhance the weapon by experience points or materials. This weapon enhancement screen 140 has a strengthened weapon selection unit 141, a strengthened weapon information display unit 142, a required material display unit 143, and a weapon effect selection unit 144.
[0128] The strengthened weapon selection unit 141 is used for the player to select the weapon to be enhanced. In FIG. 1, four types of weapons, weapon 1 to weapon 4, can be selected, and the item of weapon 1 selected as the weapon to be enhanced is displayed in color.
[0129] The strengthened weapon information display unit 142 shows the information of the weapon selected by the strengthened weapon selection unit 141. As the information of the weapon, for example, an image representing the weapon selected by the strengthened weapon selection unit 141, the current level of the weapon, the upper limit level of the weapon, the number of stars the weapon has acquired, the number of experience points required for the weapon to reach the next level, the HP of the weapon, the attack power of the weapon, etc. The HP of the weapon is added to the HP of the character. Also, the attack power of the weapon is added to the attack power of the character.
[0130] The necessary material display section 143 displays the materials necessary to change the weapon effect of the weapon selected by the enhanced weapon selection section 141. The weapon effect selection section 144 is displayed with selectable items for two types of methods to change the weapon effect. The two types of methods are "enhancement" to increase the weapon level and "limit release" to increase the upper limit of the weapon level. Depending on the item selected by the player, either the weapon enhancement sub-screen 150 or the limit release sub-screen 160 shown in FIG. 12 is displayed.
[0131] <Explanation of the weapon enhancement sub-screen and the limit release sub-screen> FIG. 12 is a diagram showing a display example of the weapon enhancement sub-screen 150 and the limit release sub-screen 160. The weapon enhancement sub-screen 150 shown in the upper part of FIG. 12 is displayed superimposed on the weapon enhancement screen 140 shown in FIG. 11 when the "enhancement" item of the weapon effect selection section 144 is selected.
[0132] The weapon enhancement sub-screen 150 includes a weapon icon display section 151, an enhancement material selection section 152, an enhancement result display section 153, an execution button 154, and a cancel button 155.
[0133] The weapon icon display section 151 displays the image icon of the weapon selected by the player for enhancement. The enhancement material selection section 152 displays the current possession number of the materials necessary to enhance the selected weapon and the number of materials used. The materials selected by the player are highlighted and the number of uses can be changed. The enhancement material selection section 152 displays currency and the like used in the game, which may be consumed as enhancement materials.
[0134] The enhancement result display section 153 displays the experience points that can be obtained by enhancing the weapon, the current values and the enhanced values of the weapon level, HP, and attack power. The player can determine whether to enhance the weapon by checking each value in the enhancement result display section 153.
[0135] The execution button 154 is a button for the player to instruct the execution of weapon enhancement. When the execution button 154 is pressed, the number of materials displayed in the enhancement material selection section 152 is used, and the weapon level increases. The cancel button 155 is a button for the player to instruct the cancellation of the execution of weapon enhancement. When the cancel button 155 is pressed, the weapon is not enhanced, and the weapon enhancement sub-screen 150 closes.
[0136] The upper limit release sub-screen 160 shown at the lower side of FIG. 12 is displayed superimposed on the weapon enhancement screen 140 shown in FIG. 11 when the "upper limit release" item in the weapon effect selection section 144 is selected.
[0137] The upper limit release sub-screen 160 includes a weapon icon display section 161, an upper limit release material display section 162, an upper limit release result display section 163, an execution button 164, and a cancel button 165.
[0138] In the weapon icon display section 161, an image icon of the weapon selected by the player for upper limit release is displayed. In the upper limit release material display section 162, the current number of holdings of the materials required to release the upper limit of the selected weapon and the number of materials used are displayed in the form of, for example, holdings / usage.
[0139] In the upper limit release result display section 163, the number of stars that can be obtained by releasing the upper limit of the weapon, the current value of the upper limit of the weapon level, and the value after upper limit release are displayed. The player can determine whether to release the upper limit of the weapon by checking each value in the upper limit release result display section 163.
[0140] The execution button 164 is a button for the player to instruct the execution of upper limit release. When the execution button 164 is pressed, the number of materials displayed in the upper limit release material display section 162 is used, and the upper limit of the selected weapon is released. The cancel button 165 is a button for the player to instruct the cancellation of the execution of upper limit release. When the cancel button 165 is pressed, the upper limit is not released, and the upper limit release sub-screen 160 closes.
[0141] <Example of Processing Performed in the Game> Next, the details of the processing performed in the game will be described with reference to FIGS. 13 to 15. In the following processing, a method for changing the effects of characters and weapons in the game according to this embodiment will be described.
[0142] (Example of Unreleased Square Selection Processing) First, with reference to the skill tree 70 shown in FIGS. 5 and 8, an example of the processing for a character to acquire a skill will be described with reference to FIGS. 13 and 14. In the following description, it is assumed that the display switching tab 91 of "Attack" on the skill setting screen 90 shown in FIG. 8 is selected, and the skill tree 70 corresponding to "Attack" is displayed on the output device 27 by the image output unit 48. FIG. 13 is a flowchart showing an example of the unreleased square selection processing.
[0143] First, when the player operates the controller 60 (see FIG. 4), which is an example of the input device 26, to select a square, the input unit 42 shown in FIG. 3 generates an operation signal, and the input reception unit 43 receives the operation signal as input information (S1). Hereinafter, the series of processes of the controller 60, the input unit 42, and the input reception unit 43 in step S1 will be simply described as an operation of the controller 60.
[0144] Next, the player operates the controller 60 to select an unreleased square from the skill tree 70 (S2). The player selects an unreleased square starting from a released square. The number of squares that the player can select may be one, or a plurality of squares may be selected. Also, the squares that the player can select are not limited to the unreleased squares adjacent to the released squares, and may be unreleased squares several squares ahead from the released squares.
[0145] Next, the path selection unit 44 shown in Fig. 3 counts the unlock points required to unlock unopened squares on the path from the current square to the square selected by the controller 60 (S3). For example, assume that the number of unlock points required to unlock each square to an adjacent square is "2." In this case, if there are two unopened squares on the path from the currently unlocked square to the unopened square selected by the controller 60, the path selection unit 44 calculates the unlock points required to unlock them as 2 x 2 = 4 points.
[0146] Next, the path selection unit 44 determines whether there are multiple paths between the current square and the selected unopened square (S4). If there is only one path (NO in S4), the process proceeds to step S6. A single path includes, for example, a path from the current square to the selected unopened square separated by multiple unopened squares, as well as a path to an unopened square adjacent to the current square.
[0147] On the other hand, if there are multiple paths (YES in S4), the path selection unit 44 selects the path that requires the fewest number of points to unlock from the multiple paths (S5). For example, assume that the square for skill 32 has already been unlocked in the skill tree 70 shown in FIG. 5. Furthermore, assume that the player has selected the current square for skill 2, which has already been unlocked, as the starting point and the square for skill 41 as the end point. In this case, there are path 1, which follows the squares for skills 3, 21, 22, and 23 from the square for skill 2 to the square for skill 41, and path 2, which follows the squares for skills 3, 31, and 32. The number of points required to unlock path 1 is "10," and the number of points required to unlock path 2 is "8." Therefore, the path selection unit 44 selects path 2, which requires the fewest number of points to unlock.
[0148] After the processing of step S5 or after a NO determination is made in step S4, the character effect change unit 45 shown in Fig. 3 determines whether the number of held release points is equal to or greater than the number of release points required to release the squares on the path (S6). The determination processing of step S6 represents the square release conditions, and is an example of the change content release conditions.
[0149] If the number of held release points is equal to or greater than the number of release points required to release the squares on the path (YES in S6), the character effect change unit 45 performs the square release process shown in FIG. 14 described later (S7), and then ends this process.
[0150] On the other hand, if the number of held release points is less than the number of release points required to release the squares on the path (NO in S6), the character effect change unit 45 outputs a message notifying of the shortage of release points (S8), and ends this process. Since the player who is notified of the shortage of held release points performs the operation of selecting an unopened square again, the process is repeated from step S1.
[0151] (Example of Square Release Process) FIG. 14 is a flowchart showing an example of the square release process. The square release process is a subroutine shown in step S7 of FIG. 13.
[0152] First, the character effect change unit 45 determines whether the path selected by the path selection unit 44 includes a weapon enhancement square (S11). If the path does not include a weapon enhancement square (NO in S11), the character effect change unit 45 determines whether there is only one unopened square on the path (S12).
[0153] If there is only one unopened square on the path (YES in S12), the character effect change unit 45 determines whether a long press (the first specific operation) has been performed on the square selected by the player (S13). If no long press has been performed (NO in S13), no process is performed. In this case, in FIG. 13, the square release process in step S7 ends.
[0154] On the other hand, if a long press has been performed (YES in S13), the character effect change unit 45 consumes the held release points to release the unopened square on the path (S14). If there is only one unopened square on the path, only that unopened square is released, and the square release process in step S7 of FIG. 13 ends.
[0155] In step S12, if there are a plurality of unopened squares on the path (NO in S12), the character effect change unit 45 determines whether a handover acquisition (second specific operation) has been performed on the unopened square selected by the player (S15). If the handover acquisition (second specific operation) has been performed (YES in S15), the process proceeds to step S14.
[0156] In step S14 after the YES determination in step S15, the handover acquisition process is executed. For example, assume a path starting from a square where the square release condition is satisfied, and ending at an unopened square where a long press is performed and the square release condition has not yet been satisfied. If there is one or more unopened squares on this path for which the square release condition is not satisfied, and the square release conditions for the one or more unopened squares and the unopened square at the end point existing on the path may be satisfied. In this case, the path selection unit 44 collectively changes the character effects of the plurality of unopened squares existing on the path and the character effect of the unopened square at the end point. Therefore, a plurality of unopened squares on the path are released with just one handover acquisition operation (pressing of the D button), reducing the trouble of the player having to perform long press operations multiple times.
[0157] In step S11, when the character effect change unit 45 determines that the path includes a weapon enhancement square (YES in S11), it determines whether the weapon enhancement square has been unlocked (S16). One of the square release conditions 4 to 6 of the unlock condition management table 82 shown in FIG. 6 is set for the weapon enhancement square, and the lock of the weapon enhancement square is released by satisfying the set unlock condition. As described above, when the specific weapon associated with the weapon enhancement square is enhanced to the specified value, the unlock condition is satisfied and the weapon enhancement square is unlocked.
[0158] If the weapon enhancement cell is unlocked (YES in S16), the process proceeds to step S12. On the other hand, if the weapon enhancement cell is not unlocked (NO in S16), the character effect change unit 45 outputs a message indicating that "weapon enhancement is required" (S17), and the cell unlocking process in step S7 of FIG. 13 ends. The player who has confirmed the message will understand that they cannot unlock the unopened cells on the path at this time and will perform an operation to unlock the weapon enhancement cell.
[0159] (Example of Weapon Enhancement Process) FIG. 15 is a flowchart showing an example of the weapon enhancement process. The weapon enhancement process is a process performed through the weapon enhancement screen 140 shown in FIG. 11, the weapon enhancement sub-screen 150 and the upper limit release sub-screen 160 shown in FIG. 12.
[0160] First, the player operates the controller 60 to select the weapon enhancement screen 140 (S21). Next, the player selects the weapon to be enhanced from the enhanced weapon selection unit 141 (S22). Next, the player determines whether to enhance the weapon (S23). Enhancing the weapon means increasing the weapon level.
[0161] If the player determines to enhance the weapon (YES in S23), the player selects the "Enhance" item in the weapon effect selection unit 144. When the "Enhance" item is selected, the weapon enhancement sub-screen 150 is displayed. The weapon effect change unit 46 displays the materials required for the weapon level up on the weapon enhancement sub-screen 150.
[0162] Next, the player selects the number of uses from the materials required for the weapon level up and checks the acquired experience points for the weapon level up. Then, the weapon effect change unit 46 determines whether the acquired experience points are equal to or more than the experience points required for the weapon level up (S24).
[0163] If the acquired experience value is equal to or greater than the experience value required for weapon level up (YES in S24), the weapon effect change unit 46 levels up the weapon according to the acquired experience value (S25) and proceeds to step S29. On the other hand, if the acquired experience value is less than the experience value required for weapon level up (NO in S24), the weapon effect change unit 46 does not level up the weapon and proceeds to step S29.
[0164] In step S23, when the player determines not to strengthen the weapon (NO in S23), the player determines whether to unlock the upper limit of the weapon (level upper limit UP) (S26). When the player determines to unlock the upper limit of the weapon (YES in S26), the player selects the "Unlock Upper Limit" item in the weapon effect selection unit 144. When the "Unlock Upper Limit" item is selected, the unlock upper limit sub-screen 160 is displayed. The weapon effect change unit 46 displays the materials required for unlocking the upper limit on the unlock upper limit sub-screen 160. The player checks the number of uses of the materials required for unlocking the upper limit.
[0165] Next, the player determines whether to unlock the upper limit by consuming the materials required for unlocking the upper limit (S27). When unlocking the upper limit by consuming the materials (YES in S27), the weapon effect selection unit 144 unlocks the upper limit by consuming the materials required for unlocking the upper limit (S28), unlocks the upper limit of the weapon level, and proceeds to step S29.
[0166] After the NO determination in step S24, step S25, the NO determination in step S26, the NO determination in step S27, or step S28, the weapon effect selection unit 144 determines whether the lock release condition of the selected weapon is satisfied (S29). If the lock release condition of the selected weapon is not satisfied (NO in S29), the weapon effect selection unit 144 does not release the lock of the weapon strengthening cell and ends this process.
[0167] On one hand, if the unlocking condition of the selected weapon is satisfied (YES in S29), the weapon effect selection unit 144 unlocks the lock of the weapon enhancement cell (S30) and ends this process. Even for a weapon that did not satisfy the unlocking condition before this process, the unlocking condition may be satisfied due to the weapon level up in step S25 and the upper limit liberation of the weapon level in step S28.
[0168] In the game system 10 according to the first embodiment described above, in the skill tree 70 shown in FIG. 5, in addition to the normal cells, weapon enhancement cells that require the enhancement of a specific weapon before liberation are provided. When the weapon level or the upper limit liberation state of the specific weapon set for each character reaches a specified value, the unlocking condition is satisfied and the weapon enhancement cells can be unlocked. For this reason, when a weapon enhancement cell is provided in front of an unopened cell where the skill that the player wants the character to acquire is set, the player will enhance the weapon corresponding to the weapon enhancement cell. In addition, the player can consume a predetermined number of possession liberation points for the unlocked unopened weapon enhancement cell to unlock the weapon enhancement cell, thereby enabling the character to acquire the skill associated with the weapon enhancement cell.
[0169] When the weapon enhancement cells are provided in the skill tree 70 in this way, the player is motivated to raise the weapon levels or liberate the upper limits of various weapons in order to acquire various skills for the character. In addition, the player can acquire a skill for the character by enhancing a specific weapon associated with the character. Since the character can permanently retain the acquired skill, the player's enhancement of a specific weapon is not wasted. For this reason, after the player has acquired the target skill for the character, the player can be promoted to exchange the weapon currently used by the character for another weapon.
[0170] In conventional games, players have tended to strengthen and continue to use only the weapons acquired by their characters early in the story, resulting in the players sometimes not using other weapons that were available. In contrast, in the game provided by the game system 10 according to the present embodiment, weapon strengthening squares are provided in the skill tree 70, and various weapons are associated with the weapon strengthening squares depending on their placement in the skill tree 70. This allows players to strengthen various weapons, try out different weapons, and enjoy the effects of weapons.
[0171] Furthermore, the operation for the unreleased square that the player is trying to release varies depending on the location from the released square as the starting point. If an unreleased square adjacent to the released square that serves as the starting point is selected, the player can release it by pressing and holding the A button on the controller 60. Furthermore, if an unreleased square that is far from the released square that serves as the starting point is selected, the automatic acquisition function will release all the unreleased squares on a path that consumes fewer release points. This reduces the time required to release multiple unreleased squares.
[0172] In the first embodiment described above, an example has been described in which weapon strengthening squares related to weapon strengthening are set in the skill tree 70. Weapon strengthening squares that can be unlocked due to changes other than weapon strengthening, such as weakening a weapon, may also be set in the skill tree 70. Furthermore, weapon strengthening squares that can be unlocked due to changes other than weapons, including strengthening or weakening armor or items, may also be set in the skill tree 70.
[0173] In the first embodiment described above, the player selects the squares in the skill tree 70, but the squares may be selected automatically by the path selection unit 44. For example, by automatically selecting squares that are advantageous for progressing through the story, even a player who is unfamiliar with games can easily progress through the game.
[0174] <Skill tree variants> In the first embodiment described above, the skill tree 70 displayed on the skill setting screen 90 included normal squares and weapon enhancement squares. In addition to the weapon enhancement squares, the skill tree 70 may also include squares whose unlock condition is the acquisition of armor or items used in the game. Below, a skill setting screen 90A including a skill tree 70A, which is a modified example of the skill tree 70, will be described.
[0175] 16 is a diagram showing a display example of a skill setting screen 90A according to a modification of the first embodiment. A skill tree 70A according to the modification is displayed in a skill tree display section 95 of the skill setting screen 90A.
[0176] The skill tree 70A is configured by combining multiple squares, similar to the skill tree 70 shown in FIG. 5. Some squares in the skill tree 70A include enhancement squares 75 as specific squares. For example, the squares for skills 11, 13, 22, and 32 are enhancement squares 75. In this modified example, examples of game elements include armor and items that can be used by characters. Therefore, the enhancement squares 75 may be associated with armor or items, not just weapons. For example, the enhancement squares 75 for skills 22 and 32 are associated with weapons. The enhancement squares 75 for skill 11 are associated with armor. The enhancement squares 75 for skill 13 are associated with items.
[0177] A cell release condition and an unlock condition are set for the enhancement cell 75. When the weapon or armor associated with the enhancement cell 75 is enhanced or an item is used, the weapon enhancement cell is unlocked, and then the enhancement cell 75 is released by consuming a predetermined number of release points. After that, the character acquires the skill set in the enhancement cell 75.
[0178] The skill tree displayed when the "Defense" display switching tab 92 is selected may also be configured in the same manner as the skill tree 70A displayed when the "Attack" display switching tab 91 is selected.
[0179] [Second embodiment] Next, a game system according to a second embodiment of the present invention will be described. In this game system, a display switching tab capable of newly displaying a weapon enhancement bonus screen on the skill setting screen is provided.
[0180] FIG. 17 is a diagram showing an example of the display of the skill setting screen 90B according to the second embodiment. In the present embodiment, the skill setting screen 90B (an example of the first screen) on which the skill tree 70B is drawn and the weapon enhancement bonus screen 200 (an example of the second screen) shown in FIG. 18 described later are configured to be switchable. For this reason, display switching tabs 91 to 93 are displayed at the upper part of the skill setting screen 90B. The display switching tab 93 is used to switch the display of the skill setting screen 90B to the display of the weapon enhancement bonus screen 200.
[0181] Unlike the skill tree 70 according to the first embodiment, the skill tree 70B displayed in the skill tree display section 95 is composed only of normal squares. When the player enhances a weapon and acquires a skill associated with the weapon, an operation of pressing the display switching tab 93 added to the upper part of the skill setting screen 90B to display the weapon enhancement bonus screen 200 is performed.
[0182] <Explanation of Weapon Enhancement Bonus Screen> FIG. 18 is a diagram showing an example of the display of the weapon enhancement bonus screen 200. The weapon enhancement bonus screen 200 is displayed when the display switching tab 93 of the skill setting screen 90 is selected. The display switching tabs 201 to 203 at the upper part of the weapon enhancement bonus screen 200 are the same as the display switching tabs 91 to 93 shown in FIG. 17. In FIG. 18, the state where the weapon enhancement bonus screen 200 is displayed is represented by coloring the display switching tab 203.
[0183] On the left side of the weapon enhancement bonus screen 200, a character selection section 204 is displayed. In the character selection section 204, the character names of the characters available for the player to use are displayed like "Character 1". The player selects from the character selection section 204 the character that holds the weapon to be enhanced. For example, when Character 1 is selected, the item of Character 1 is displayed in color.
[0184] The weapon information display section 205 displays a list of information on the weapons that the character can equip. The weapon liberation conditions according to the second embodiment are the same as the weapon liberation conditions according to the first embodiment. In the weapon information display section 205, for each weapon, a weapon icon, a weapon name, a weapon level, the number of stars the weapon has acquired, and the skills associated with the weapon are displayed in a plurality of circular cells. The cells displayed on the weapon enhancement bonus screen 200 are not in an elliptical shape like the skill tree 70 (see FIG. 5), but are shown as an example of a second variable element that the player can arbitrarily select.
[0185] The weapon name is, for example, a name like "Weapon 1". The weapon level is displayed in the weapon level display section 206, for example, as "Lv.15". The number of stars the weapon has acquired is represented by the number of colored star icons displayed in the star display section 207. For example, since the number of colored star icons of Weapon 1 is "1", it can be seen that Weapon 1 is "Star 1".
[0186] The skills that the character can acquire are displayed as weapon enhancement cells in the skill display section 208. In addition to the skill name, an image representing the skill may be displayed in the weapon enhancement cell. However, the weapon enhancement cell may be locked. The weapon enhancement cell 208a shown in FIG. 18 has a different display form from the weapon enhancement cell (for example, the cell of Skill 11) of the skill tree 70 shown in FIG. 5, but the point that the lock is released by weapon enhancement is the same. The skills of the weapon enhancement cells that are not unlocked are shown together with an image of a key in the un-unlocked weapon enhancement cell 208b. The player cannot select the un-unlocked weapon enhancement cell 208b.
[0187] Skills that have been unlocked or skills that were not originally locked are shown in the unlocked weapon enhancement cell 208a without a key image. The player can select the unlocked weapon enhancement cell 208a to have the character acquire the skill. An example of one of the unlocked weapon enhancement cells 208a being selected is shown below FIG. 18. The unlocked weapon enhancement cell 208a selected by the player includes an image combining an image icon representing the weapon 2 being swung down and an upward arrow icon. When the player selects the unlocked weapon enhancement cell 208a, the skill acquisition sub-screen 210 is displayed overlaid on the weapon information display section 205.
[0188] The process of the player having the character acquire a skill through the skill acquisition sub-screen 210 is performed in the same manner as the long-press operation shown in the skill acquisition sub-screen 100 of FIG. 9. After the weapon enhancement cell 208a whose mass liberation condition is not satisfied is selected by the player's operation, the weapon effect change section 46 performs a first specific operation (for example, long-press) via the input section 42, and when the mass liberation condition associated with the weapon enhancement cell 208a is satisfied, the game medium effect is changed. The skill acquired by the character is displayed differently from the weapon enhancement cell 208a representing a skill that has not yet been acquired, such as the color of the weapon enhancement cell 208a shown in FIG. 18 changing. For this reason, it becomes easier for the player to distinguish between the unlocked weapon enhancement cell 208a and the un-unlocked weapon enhancement cell 208b.
[0189] Also in the game system according to the second embodiment, the processes shown in the flowcharts shown in FIGS. 13 to 15 according to the first embodiment are performed. However, in the game system according to the second embodiment, since there are no weapon enhancement cells in the skill tree 70B, the processing step of determining whether the weapon enhancement cell in step S16 of the mass liberation process shown in FIG. 14 has been liberated and the processing step of outputting a message indicating that "weapon enhancement is necessary" in step S17 are unnecessary.
[0190] (Example of Weapon Enhancement Bonus Process) FIG. 19 is a flowchart showing an example of weapon enhancement bonus processing. The weapon enhancement bonus processing is processing performed through the weapon enhancement bonus screen 200 shown in FIG. 18.
[0191] First, the player operates the controller 60 to select the weapon enhancement bonus screen 200 (S41). Next, the player selects a character from the character selection section 204 (S42).
[0192] Next, the player selects a weapon to be enhanced from the weapons possessed by the character based on the weapon information displayed on the weapon information display section 205 (S43). Next, the player selects a weapon enhancement cell of the selected weapon (S44).
[0193] Next, the weapon effect change section 46 determines whether or not the lock of the weapon enhancement cell has been released (S45). If the lock of the weapon enhancement cell has not been released (NO in S45), the weapon effect change section 46 ends this processing. For this reason, the player performs the weapon enhancement processing shown in FIG. 15 described later and performs an operation to release the lock of the weapon enhancement cell.
[0194] On the other hand, if the lock of the weapon enhancement cell has been released (YES in S45), the weapon effect change section 46 consumes the possession release points to release the weapon enhancement cell (S46) and ends this processing.
[0195] In the game system according to the second embodiment described above, by newly providing the weapon enhancement bonus screen 200, the player can enhance the weapon while checking the character and the weapon to be enhanced, and cause the character to acquire skills. For this reason, it becomes easier for the player to check how much the weapon enhancement cell 208a has been released and which skills the character has acquired. In addition, since the key image is superimposed on the weapon enhancement cell 208a whose lock has not been released, it becomes easier for the player to check the weapon enhancement cell 208a whose lock has not been released.
[0196] In addition, when the player selects the un - unlocked weapon enhancement cell 208b, the unlock condition may be displayed. By checking the displayed unlock condition, the player can easily determine a guideline for raising the weapon level or releasing the upper limit of the weapon level.
[0197] Also, although the weapon enhancement cell 208a shown in the weapon enhancement bonus screen 200 of FIG. 18 is not in a tree shape, a plurality of weapon enhancement cells 208a may be configured in a tree shape similar to the skill tree 70.
[0198] Note that the present invention is not limited to the above - described embodiments, and various other application examples and modification examples can be taken without departing from the gist of the present invention described in the claims. For example, the above - described embodiments have described the configuration of the system in detail and specifically for easy understanding of the present invention, and are not necessarily limited to those having all the configurations described. Also, it is possible to add, delete, or replace a part of the configuration of this embodiment with other configurations. In addition, the control lines and information lines show those considered necessary for explanation, and not all control lines and information lines are necessarily shown on the product. In fact, it may be considered that almost all components are interconnected.
Explanation of Reference Numerals
[0199] 1... Game server, 2... Information processing terminal, 10... Game system, 11... Processing device, 12... Storage device, 26... Input device, 27... Output device, 32... Game processing unit, 42... Input unit, 43... Input reception unit, 44... Route selection unit, 45... Character effect change unit, 46... Weapon effect change unit, 47... Drawing unit, 48... Image output unit, 49... Output unit, 60... Controller, 70... Skill tree, 90... Skill setting screen, 95... Skill tree display unit, 100... Skill acquisition sub - screen, 110... Multiple skill acquisition sub - screen, 140... Weapon enhancement screen, 150... Weapon enhancement sub - screen, 160... Upper limit release sub - screen, 200... Weapon enhancement bonus screen, 208a... Weapon enhancement cell, 208b... Un - unlocked weapon enhancement cell
Claims
1. A program for providing a game in which change content release conditions are defined for each change content, and change elements composed of the plurality of change contents are provided for each game medium, a procedure for changing the game medium effect of the game medium by satisfying the change content release condition; a procedure for satisfying the game element release condition by changing the game element effect defined for each of the plurality of game elements associated with the game medium; after the game element effect of the game element associated with the specific change content, in which the game medium effect changes when the game element effect changes, reaches a specified value, the change content release condition associated with the specific change content is satisfied, thereby changing the game medium effect; and a program for causing a computer to execute.
2. The game element is associated with the game medium when the game medium acquires the game element, and different game element release conditions are set for each of the game elements. The program according to claim 1.
3. The change content release condition is satisfied by consuming a predetermined number of release media acquired in the game. The program according to claim 2.
4. The specified value is the value of the level of the game element or the upper limit value of the level of the game element. The program according to claim 3.
5. The change element is composed of a combination of a plurality of the change contents, and includes a procedure for selecting, among the plurality of change contents included in the change element, the change content for which the change content release condition is not satisfied. The program according to claim 4.
6. A first screen on which the change element is drawn and a second screen on which a second change element for which the game element release condition is defined are drawn are configured to be switchable. The program according to claim 5.
7. At least one of the change content release condition and the game element release condition is defined for the specific change content. The program according to claim 5.
8. including a procedure for selecting, starting from the change content for which the change content release condition is satisfied, the change content for which the change content release condition is not satisfied along the path of the change content leading to the starting point. The program according to claim 6 or 7.
9. Starting from the changed content for which the changed content release condition is satisfied, when there is one or more of the changed content for which the changed content release condition is not satisfied on the path with the changed content for which the changed content release condition is not satisfied as the end point, and when the changed content release conditions for one or more of the changed content existing on the path and the changed content at the end point are satisfied, it includes a procedure for collectively changing the game medium effects of one or more of the changed content existing on the path and the game medium effects of the changed content at the end point The program according to claim 8
10. A method for changing the effects of a game executed by a computer comprising a game medium effect change unit and a game element effect change unit, in which a changed content release condition is defined for each changed content, and a change element composed of a plurality of the changed contents is provided for each game medium, the step in which the game medium effect change unit changes the game medium effect of the game medium by satisfying the changed content release condition; the step in which the game element effect change unit satisfies a game element release condition by changing a game element effect defined for each of a plurality of game elements associated with the game medium; the step in which, after the game element effect of the game element associated with the specific changed content for which the game medium effect changes due to the change of the game element effect reaches a specified value, the game medium effect change unit changes the game medium effect by satisfying the changed content release condition associated with the specific changed content Effect change method
11. A game device that provides a game in which a changed content release condition is defined for each changed content, and a change element composed of a plurality of the changed contents is provided for each game medium, a game medium effect change unit that changes the game medium effect of the game medium by satisfying the changed content release condition; a game element effect change unit that satisfies a game element release condition by changing a game element effect defined for each of a plurality of game elements associated with the game medium The game medium effect change unit changes the game medium effect when the change content release condition associated with the specific change content is satisfied after the game element effect of the game element associated with the specific change content in which the game medium effect changes due to the change of the game element effect reaches a specified value. Game device.
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