Information Processing Apparatus, Program, and Method for Strengthening Usage Object

The information processing apparatus enhances user character equipment abilities by granting and canceling material object enhancements during battles, addressing inefficiencies in conventional game mechanics for strengthening weapons and armor.

JP7716964B2Active Publication Date: 2025-08-01KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2021185687
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-11-15
Publication Date
2025-08-01
Estimated Expiration
2041-11-15

AI Technical Summary

Technical Problem

Conventional games require repetitive actions such as searching for and defeating enemies to collect material items for strengthening weapons or armor, which is inefficient and time-consuming.

Method used

An information processing apparatus that grants material objects during battles, allowing users to enhance and cancel enhancements of utilization objects dynamically, enhancing the ability of the user character's equipment during battles.

Benefits of technology

Facilitates easy strengthening and enhancement of user character equipment abilities during battles, providing an efficient way to improve gameplay without prolonged repetitive tasks.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To easily enhance ability of a use object that a user character uses in a battle.SOLUTION: An information processing device for executing a game in which a user character fights a battle against an enemy character on the basis of a user operation includes: a material object imparting unit for imparting a material object according to the enemy character to the user character while the user character is fighting a battle against the enemy character; a use object enhancing unit for enhancing ability of the use object by attaching the imparted material object to the use object that the user character is using in the battle; and a use object enhancement cancellation unit for returning the use object in the state that its ability is enhanced, to a state before its ability was enhanced accompanying the end of the battle.SELECTED DRAWING: Figure 3
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Description

Technical Field

[0001] The present disclosure relates to an information processing apparatus, a program, and a method for enhancing a usage object.

Background Art

[0002] In recent years, games such as role-playing games and action role-playing games in which various actions can be performed on a game character according to a user's input operation have become common. In these games, the game character is grown by having the game character fight against an enemy character according to the user's input operation, for example. Also, in these games, the game character is grown by performing a crafting operation of synthesizing and strengthening weapons, armor, etc. based on material items (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] For example, in a conventional game that performs a crafting operation of synthesizing and strengthening weapons, armor, etc. based on material items, when strengthening a desired weapon or armor, the material items required to strengthen the desired weapon or armor are searched for, and quests that can collect the material items are repeated, or enemy characters that drop the material items (the material items are drop items) are continuously defeated. There was a problem that this had to be done. Note that Patent Document 1 does not solve such problems.

[0005] An object of the present disclosure is to easily enhance the ability of a usage object that a user character is using in battle.

Means for Solving the Problem

[0006] According to the present disclosure, there is provided an information processing apparatus that executes a game in which a user character battles an enemy character based on a user's operation. During the battle between the user character and the enemy character, the information processing apparatus includes: a material object granting unit that grants a material object corresponding to the enemy character to the user character; a utilization object strengthening unit that attaches the granted material object to a utilization object that the user character is using in the battle to strengthen the ability of the utilization object; and a utilization object strengthening cancellation unit that returns the utilization object in the state where the ability has been strengthened to the state before the ability was strengthened when the battle ends.

Advantages of the Invention

[0007] According to the present disclosure, the ability of a utilization object that a user character is using in a battle can be easily strengthened.

Brief Description of the Drawings

[0008]

Figure 1

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Mode for Carrying Out the Invention

[0009] Hereinafter, embodiments for carrying out the present disclosure will be described with reference to the drawings.

[0010] [First Embodiment] [System Configuration] First, the system configuration according to an embodiment will be described with reference to FIG. 1. FIG. 1 is a configuration diagram of an example of the game system according to the present embodiment. The game system according to an embodiment is composed of the information processing apparatus 10 shown in FIG. 1(A) or the information processing system shown in FIG. 1(B).

[0011] The information processing apparatus 10 in FIG. 1(A) is a computer operated by a user. The information processing apparatus 10 in FIG. 1(A) receives an operation from the user via a touch panel, a controller, a keyboard, a mouse, or the like, executes information processing according to the operation, and displays the execution result.

[0012] The information processing system in FIG. 1(B) is configured such that the information processing apparatus 10 and the server apparatus 14 are communicably connected via the network 18. The information processing apparatus 10 in FIG. 1(B) is the same computer as that in FIG. 1(A). The server apparatus 14 in FIG. 1(B) can also be realized by the same computer as that in FIG. 1(A).

[0013] The server apparatus 14 transmits and receives data to and from the information processing apparatus 10, executes information processing according to the user operation received by the information processing apparatus 10, and provides the execution result to the information processing apparatus 10. The information processing apparatus 10 displays the execution result provided by the server apparatus 14.

[0014] The server apparatus 14 may be realized by a cloud computer. Note that the number of server apparatuses 14 shown in FIG. 1(B) is not limited to one, and two or more server apparatuses may perform distributed processing. The server apparatus 14 may be used for processes such as downloading a program (application) to the information processing apparatus 10, user login processing, or managing various databases. Note that the system configuration in FIG. 1 is an example.

[0015] [Hardware Configuration] The information processing apparatus 10 according to the present embodiment is configured as shown in FIG. 2, for example. Since the configuration of the server apparatus 14 is the same as that of the information processing apparatus 10, the description thereof is omitted. FIG. 2 is a diagram showing an example of the hardware configuration of the information processing apparatus according to the present embodiment.

[0016] The information processing apparatus 10 in FIG. 2 includes, for example, a CPU (Central Processing Unit) 100, a storage device 102, a communication device 104, an input device 106, and an output device 108. The CPU 100 controls the information processing apparatus 10 according to a program. The storage device 102 is a memory such as a ROM (Read Only Memory) or a RAM (Random Access Memory), and a storage such as an HDD (Hard Disk Drive) or an SSD (Solid State Drive). The storage device 102 stores the program and data to be executed by the CPU 100.

[0017] The communication device 104 is a communication device such as a network circuit that controls communication. The input device 106 is an input device such as a touch pad, a controller, a mouse, a keyboard, a camera, or a microphone. Further, the output device 108 is an output device such as a display or a speaker. The touch panel is realized by combining a touch pad which is an example of the input device 106 and a display which is an example of the output device 108. The hardware configuration in FIG. 2 is an example.

[0018] [Functional Blocks] Hereinafter, a functional configuration example in the case where the information processing apparatus 10 receives an operation on a game in progress from a user such as a player and generates and displays a game image corresponding to the operation to allow the user to play the game will be described. The functional configuration in FIG. 3 is an example, and for example, at least a part of the functional configuration shown in FIG. 3 may be provided in the server device 14, and the information processing apparatus 10 and the server device 14 may cooperate to perform processing.

[0019] FIG. 3 is a diagram showing an example of the functional configuration of the information processing apparatus according to the present embodiment. The information processing apparatus 10 in FIG. 3 includes a control unit 200, an operation reception unit 202, an output control unit 204, a communication unit 206, and a storage unit 210.

[0020] The storage unit 210 stores a game program 212, a user character DB 214, an enemy character DB 216, a used object DB 218, and a material object DB 220. The storage unit 210 may be realized by the storage device 102, or may be realized by a storage device connected via the network 18 or the like.

[0021] The game program 212 is an example of a program for game processing executed by the CPU 100. The user character DB 214 stores information about user characters displayed in the game image. The enemy character DB 216 stores information about enemy characters displayed in the game image.

[0022] The object DB 218 stores information about objects that can be used by the user character in the game, such as weapons and armors available for combat. In this embodiment, the objects available for combat are not limited to objects that can be equipped like weapons and armors, and may be objects that can obtain effects by consumption, for example.

[0023] The material object DB 220 stores information about material objects necessary for strengthening the objects used in the game. In this embodiment, the material objects necessary for strengthening the objects used refer to objects that can strengthen the capabilities of the objects used by attaching them to the objects used. Attaching a material object to an object used means, for example, attaching it so that the material object is fixed to the object used, and also includes attaching it so that the material object is incorporated into the object used.

[0024] The control unit 200 controls the entire information processing apparatus 10. The overall control of the information processing apparatus 10 includes control for receiving an operation from the user for the game being executed and generating and displaying a game image corresponding to the operation.

[0025] The control unit 200 is realized by the CPU 100 executing the processes described in programs such as the game program 212. The control unit 200 in FIG. 3 has a configuration including a game control unit 230. The game control unit 230 has a configuration including an image generation unit 240, a combat control unit 242, a part destruction determination unit 244, a material object granting unit 246, an object used strengthening unit 248, and an object used strengthening cancellation unit 250.

[0026] The game control unit 230 performs overall control related to the game. The game control unit 230 executes game processing for a game in which a battle between the user character and the enemy character is carried out based on the user's operation.

[0027] The image generation unit 240 generates a game image according to the game process being executed by the game control unit 230, and causes it to be displayed on the output device 108 as the game screen. The battle control unit 242 controls the battle between the user character and the enemy character according to the game process being executed by the game control unit 230.

[0028] When the battle between the user character and the enemy character starts, the battle control unit 242 controls the attack from the user character to the enemy character and the attack from the enemy character to the user character. For example, when the attack from the user character to the enemy character is successful, the battle control unit 242 calculates the damage to the enemy character caused by the attack, and reduces the durability value such as the hit points of the enemy character by the amount of damage. Note that the durability value is just an example, and it may be any value that decreases when receiving an attack and causes defeat in the battle when it reaches 0.

[0029] Also, in this embodiment, a part durability value is set for each part of the enemy character (for example, wings, claws, arms, legs, etc.), and so-called part destruction is possible. The user can concentrate attacks on the parts with the part durability value set, and by reducing the part durability value to 0, succeed in destroying the parts of the enemy character. Note that it is desirable that the part durability value be set to be sufficiently smaller than the durability value of the enemy character.

[0030] The part destruction determination unit 244 determines whether the attack from the user character to the enemy character is an attack on a part with the part durability value set. If it is an attack on a part with the part durability value set, the part destruction determination unit 244 calculates the damage caused by the attack, and reduces the part durability value of the attacked part by the amount of damage. When the part durability value becomes 0, the part destruction determination unit 244 determines that the destruction of the attacked part has been successful.

[0031] When it is determined that the part destruction has been successful, the material object granting unit 246 executes a process for granting a material object to the user character. For example, the material object granting unit 246 drops a material object corresponding to the part where the part destruction has been successful and generates a material object in the battle field. The material object granting unit 246 can grant the material object to the user character based on the operation of the user who acquires the material object. Note that the material object granting unit 246 may directly grant the material object to the user character without dropping the material object in the battle field.

[0032] The usage object enhancement unit 248 attaches the granted material object to the usage object that the user character is using in the battle against the enemy character, and enhances the ability of the usage object. Note that the usage object enhancement unit 248 may attach the material object to the usage object based on the operation of the user, or may automatically perform the attachment triggered by the granting.

[0033] Note that it is desirable for the usage object enhancement unit 248 to change the appearance (e.g., shape, color, etc.) of the usage object that the user character is using in the battle against the enemy character according to the attached material object.

[0034] In this way, by successfully destroying a part, the user can enhance the ability of the usage object that the user character is using in the battle with a material object, and can proceed with the battle against the enemy character advantageously. Note that the ability of the usage object to be enhanced may be any ability that can proceed with the battle against the enemy character advantageously.

[0035] The usage object strength cancellation unit 250 returns the usage object in a state where its ability is enhanced by the material object to the state before the ability was enhanced, along with the end of the battle between the user character and the enemy character. Thus, in this embodiment, the ability of the usage object can be enhanced by the material object given to the user character during the battle, but when the battle ends, the ability of the usage object returns to the state before the battle.

[0036] If it is within such a limited period during the battle, it is also possible to have a specification that significantly enhances the ability of the usage object with the material object while suppressing the impact on the game balance.

[0037] The operation reception unit 202 receives various operations of the user on the input device 106. The output control unit 204 displays various screens on the output device 108 according to the control of the control unit 200. The operation reception unit 202 is realized by the CPU 100 controlling the input device 106 according to a program. Also, the output control unit 204 is realized by the CPU 100 controlling the output device 108 according to a program. The various operations of the user on the input device 106 refer to the operations by which the user operates the operation reception unit 202 to cause the CPU 100 to execute processing. The output control unit 204 performs the display of various screens and the output of sound according to the control of the control unit 200.

[0038] The communication unit 206 communicates via the network 18 or the like. The communication unit 206 is realized by the CPU 100 executing a program and controlling the communication device 104 according to the program.

[0039] [Data Configuration] Here, the data configurations of the user character DB 214, the enemy character DB 216, the usage object DB 218, and the material object DB 220 will be described with reference to FIGS. 4 to 7. Note that the data configurations in FIGS. 4 to 7 show the items necessary for the description of this embodiment, and other items are omitted as appropriate.

[0040] Figure 4 is a configuration diagram of an example of a user character DB. The user character DB 214 in Figure 4 stores information about each user character that the user operates. As shown in Figure 4, the information about the user character includes information about usage objects such as equipped weapons and equipped armors that the user character uses in battles. In the user character DB 214 of Figure 4, as an example of the information about the usage object, it shows the information of the equipped weapons and equipped armors of the user character.

[0041] The equipped weapon is the information of the weapon equipped by the user character and includes a weapon object ID and a material object ID. The weapon object ID is an example of the identification information of the weapon equipped by the user character. Also, the material object ID is an example of the identification information of the material object attached to the equipped weapon. Figure 4 is an example where no material object is attached to the equipped weapon, and a "-" indicating that is displayed.

[0042] The armor object ID is an example of the identification information of the armor equipped by the user character. Also, the material object ID is an example of the identification information of the material object attached to the equipped armor. Figure 4 is an example where no material object is attached to the equipped armor, and a "-" indicating that is displayed.

[0043] Figure 5 is a configuration diagram of an example of an enemy character DB. The enemy character DB 216 in Figure 5 stores information about each enemy character. As shown in Figure 5, the information about the enemy character stores, as the information of the attached material, the identification information of the material object given by successfully destroying a part of the enemy character. In the enemy character DB 216 of Figure 5, as an example of the information of the attached material, it shows an example where the information of the attached material is associated with each part of the enemy character, but the information of the attached material given randomly may also be associated with each enemy character.

[0044] FIG. 6 is a configuration diagram of an example of the usage object DB. The usage object DB 218 in FIG. 6 stores information about each usage object that can be used by a user character in the game for combat. As shown in FIG. 6, the information about the usage object includes a usage object ID, basic abilities, the number of attachable materials, and image data.

[0045] The usage object ID is an example of identification information for the usage object. When the usage object is a weapon, it becomes a weapon object ID, and when the usage object is armor, it becomes an armor object ID. The basic abilities indicate the basic abilities of the usage object that have not been enhanced (unenhanced) by attaching material objects. The number of attachable materials indicates the upper limit of the number of material objects that can be attached to the usage object. The image data is image data for displaying the usage object.

[0046] FIG. 7 is a configuration diagram of an example of the material object DB. The material object DB 220 in FIG. 7 stores information about each material object required for enhancing usage objects in the game. As shown in FIG. 7, the information about the material object includes a material object ID, the content of the enhancement ability, and image data.

[0047] The material object ID is an example of identification information for the material object. The content of the enhancement ability indicates the ability of the usage object that can be enhanced by attaching it. As shown in FIG. 7, the content of the enhancement ability may increase numerical values such as attack power and defense power, or may assign attributes to the usage object. The image data is image data for displaying the material object.

[0048] [Processing] Hereinafter, a processing example will be described in which the game system according to the present embodiment receives an operation on the game from the user, generates an image of the game corresponding to the operation, and displays (outputs) it on the output device 108. FIG. 8 is a flowchart of an example of the processing of the game system according to the present embodiment. The information processing device 10 executes game processing of a game in which a user character and an enemy character fight based on the user's operation.

[0049] In step S10, the game control unit 230 of the information processing device 10 starts game processing for causing the user character and the enemy character to fight in the game. In step S12, the battle control unit 242 controls the battle between the user character and the enemy character based on the user's operation. For example, the battle control unit 242 controls an attack from the user character to the enemy character and an attack from the enemy character to the user character. Further, the image generation unit 240 generates an image of the game of the battle between the user character and the enemy character controlled by the battle control unit 242 and displays it on the output device 108.

[0050] In step S14, the part destruction determination unit 244 determines whether or not the user character has performed an attack. If it is determined that the user character has performed an attack, the part destruction determination unit 244 further determines in step S16 whether or not the attack performed by the user character has been successful in part destruction.

[0051] When it is determined that the part destruction has been successful, as an example of the process for granting the material object to the user character, the material object granting unit 246 performs, for example, a drop process of the material object. For example, in the case of the enemy character DB216 in FIG. 5, the material object granting unit 246 performs a drop process of the material object associated with the part where the part destruction has been successful. Thus, in the present embodiment, by succeeding in part destruction, it becomes possible to obtain, for example, a material object generated (dropped) in the battle field.

[0052] If it is determined in step S14 that the user character is not performing an attack, and if it is determined in step S16 that the part destruction has not been successful, the drop process of the material object is skipped.

[0053] In step S20, the material object granting unit 246 determines whether the user character has acquired the acquirable material object. For example, if there is a user operation for acquiring the material object, such as the user character approaching the acquirable material object, the material object granting unit 246 determines that the user character has acquired the material object and grants the material object to the user character.

[0054] If it is determined that the user character has acquired the acquirable material object, the usage object strengthening unit 248 performs the process of step S22. In step S22, the usage object strengthening unit 248 attaches the granted material object to the usage object of the user character to strengthen the ability of the usage object.

[0055] For example, in the case of the usage object DB218 in FIG. 6, the usage object strengthening unit 248 can strengthen the ability of the usage object by attaching the material object to the usage object used by the user character, with the maximum number of attachable materials as the upper limit. The ability of the usage object strengthened by attaching the material object is shown as the strengthened ability content in the case of the material object DB220 in FIG. 7.

[0056] Also, the usage object strengthening unit 248 may use the image data of the usage object and the image data of the material object attached to the usage object to change the appearance, such as the shape and color, of the usage object used by the user character in the battle against the enemy character.

[0057] If it is determined that the user character has not acquired the acquired material object, the usage object strengthening unit 248 skips the process of step S22. The game control unit 230 determines whether the battle between the user character and the enemy character has ended.

[0058] If the battle has not ended, the game control unit 230 returns to step S12 and repeats the processes of steps S12 to S24. If the battle has ended, the usage object strengthening cancellation unit 250 proceeds to the process of step S26. Along with the end of the battle between the user character and the enemy character, the usage object in the state where the ability has been strengthened by the material object is returned to the state before the ability is strengthened, and the process of the flowchart in FIG. 8 ends.

[0059] For example, the strengthening and cancellation of the ability of the usage object according to the flowchart in FIG. 8 are as shown in FIG. 9. FIG. 9 is an explanatory diagram of an example of the strengthening and cancellation of the ability of the usage object.

[0060] FIG. 9 shows the time from the start to the end of the battle on the horizontal axis and represents the ability of the usage object on the vertical axis. Immediately after the start of the battle, since no material object is attached to the usage object, the ability of the usage object is the basic ability of the usage object DB218 in FIG. 6.

[0061] As time passes from the start of the battle, assume that the user character has successfully destroyed a part of the enemy character and has been given the material object a. By attaching the material object a to the usage object, the user character can strengthen the ability of the usage object with the strengthening ability content of the material object a. After the material object a is attached, the ability of the usage object is the sum of the basic ability of the usage object and the strengthening ability by the material object a.

[0062] Furthermore, assume that as time passes since the start of the battle, the user character has successfully destroyed a part of the enemy character and has been given the material object b. By attaching the material object b to the utilization object in addition to the material object a, the user character can enhance the ability of the utilization object with the enhancement ability content of the material object b. After the material object a and the material object b are attached, the ability of the utilization object is the sum of the basic ability of the utilization object and the enhancement abilities by the material object a and the material object b.

[0063] When the battle ends, the utilization object whose ability has been enhanced by the material object a and the material object b is returned to the state before its ability was enhanced by the material object a and the material object b. Therefore, due to the end of the battle, the ability of the utilization object has returned to the basic ability of the utilization object DB218 in FIG. 6.

[0064] According to this embodiment, by attaching the material object that can be obtained during the battle to the utilization object that the user character is using in the battle, the ability of the utilization object can be enhanced during that battle.

[0065] [Second Embodiment] The second embodiment aims to easily add functions to the utilization object that the user character is using in the battle. Since the second embodiment is the same as the first embodiment except for some parts, the description will be omitted as appropriate. The system configuration and the hardware configuration are the same as those of the first embodiment.

[0066] [Functional Blocks] Hereinafter, a functional configuration example will be described in the case where the information processing device 10 receives an operation on the running game from a user such as a player and generates and displays a game image corresponding to the operation to allow the user to play the game. The functional configuration in FIG. 10 is an example, and for example, at least a part of the functional configuration shown in FIG. 10 may be provided in the server device 14, and the information processing device 10 and the server device 14 may cooperate to perform processing.

[0067] FIG. 10 is a diagram showing an example of the functional configuration of the information processing apparatus according to the present embodiment. The information processing apparatus 10 shown in FIG. 10 includes a control unit 200, an operation reception unit 202, an output control unit 204, a communication unit 206, and a storage unit 210. The storage unit 210 stores a game program 212, a user character DB 214, a use object DB 218, an additional object DB 300, and an additional object combination DB 302. The storage unit 210 may be realized by a storage device 102, or may be realized by a storage device connected via a network 18 or the like.

[0068] The game program 212 is an example of a program for game processing executed by the CPU 100. The user character DB 214 stores information regarding user characters displayed in the game images.

[0069] The use object DB 218 stores information regarding use objects such as weapons and armors that can be used by user characters in battles in the game. Note that, in the present embodiment, the use objects that can be used in battles are not limited to objects that can be equipped such as weapons and armors, and may be objects that obtain effects by consumption, for example.

[0070] The additional object DB 300 stores information regarding additional objects that can be created from material objects. Note that, in the present embodiment, the additional object is an object that can add functions to a use object by attaching it to the use object.

[0071] Attaching an additional object to a use object includes, for example, attaching the additional object to the use object so that the additional object is fixed to the use object, and also attaching the additional object to the use object so that the additional object is incorporated into the use object.

[0072] The additional object combination DB 302 stores information regarding combinations of additional objects that add functions to the objects used in the game. In the present embodiment, the combination of additional objects refers to a combination of additional objects attached to the objects used.

[0073] The control unit 200 controls the entire information processing apparatus 10. The overall control of the information processing apparatus 10 includes control for receiving an operation from the user for the game being executed and generating and displaying a game image corresponding to the operation.

[0074] The control unit 200 is realized by the CPU 100 executing the processes described in programs such as the game program 212. The control unit 200 in FIG. 10 has a configuration including a game control unit 230. The game control unit 230 has a configuration including an image generation unit 240, a battle control unit 242, a material object granting unit 246, an additional object creation unit 320, a used object function addition unit 322, and a used object additional function cancellation unit 324.

[0075] The game control unit 230 performs overall control regarding the game. The game control unit 230 executes game processing of a game in which a battle between a user character and an enemy character is performed based on the user's operation.

[0076] The image generation unit 240 generates a game image according to the game processing being executed by the game control unit 230 and causes it to be displayed on the output device 108 as the game screen. The battle control unit 242 controls the battle between the user character and the enemy character according to the game processing being executed by the game control unit 230.

[0077] When the battle between the user character and the enemy character starts, the battle control unit 242 controls the attack from the user character to the enemy character and the attack from the enemy character to the user character. For example, when the attack from the user character to the enemy character is successful, the battle control unit 242 calculates the damage to the enemy character caused by the attack and reduces the durability value such as the hit points of the enemy character by the amount of the damage. Note that the durability value is just an example, and it may be any value that decreases when receiving an attack and loses the battle when it reaches 0.

[0078] During the battle, the material object granting unit 246 executes processing for granting a material object to the user character. For example, the material object granting unit 246 generates a material object in the battle field and grants the material object to the user character based on the operation of the user who acquires the material object. The material object granting unit 246 may generate a material object in the battle field at the start of the battle, for example, or may generate a material object in the battle field according to the elapsed time since the start of the battle, the result of the attack on the enemy character, and the like. Note that the material object granting unit 246 may directly grant the material object to the user character without generating the material object in the battle field.

[0079] The additional object creation unit 320 creates an additional object from one or more granted material objects. Information about the additional objects that can be created by the additional object creation unit 320 is stored in the additional object DB 300. The additional object creation unit 320 can create an additional object that adds a function to the object to be used according to the information about the additional object stored in the additional object DB 300.

[0080] The additional object function adding unit 322 attaches the created additional object to the used object that the user character is using in the battle against the enemy character, and adds the function of the additional object to the used object. It is desirable for the additional object function adding unit 322 to change the appearance (such as shape and color) of the used object to which the additional object is attached.

[0081] Note that the additional object function adding unit 322 may attach the additional object to the used object based on the user's operation, or may automatically attach it triggered by the creation of the additional object. The additional object function adding unit 322 may visually display the placement location where the additional object of the used object that the user character is using in the battle against the enemy character can be attached during the battle, and show the user that the additional object can be attached. The visual display of the placement location may be triggered by the fact that the additional object can be created by the provided material object and then displayed.

[0082] Also, when a plurality of additional objects are attached to the used object, the additional object function adding unit 322 may add a new function that combines the functions of the plurality of attached additional objects to the used object. Information about the new function that combines the functions of the plurality of additional objects is stored in the additional object combination DB 302. The additional object function adding unit 322 can add a new function that combines the functions of the plurality of additional objects to the used object according to the information about the new function stored in the additional object combination DB 302.

[0083] In this way, the user can create an additional object from the given material object and attach it to the usage object, thereby adding a function to the usage object that the user character is using in battle, and can proceed with the battle against the enemy character advantageously. It is desirable that the function that can be added to the usage object is a function that can proceed with the battle against the enemy character during the battle advantageously.

[0084] Upon the end of the battle between the user character and the enemy character, the usage object addition function elimination unit 324 returns the usage object in the state where the function has been added by the additional object to the state before the function was added. In this way, in the present embodiment, an additional object can be created from the material object given to the user character during the battle, and the function of the additional object can be added to the usage object, but when the battle ends, the function of the usage object is restored to the state before the battle.

[0085] Within such a limited period during the battle, it is also possible to adopt a specification that adds the function of a powerful additional object to the usage object while suppressing the impact on the game balance.

[0086] The operation reception unit 202 receives various operations of the user on the input device 106. The output control unit 204 displays various screens on the output device 108 according to the control of the control unit 200. The operation reception unit 202 is realized by the CPU 100 controlling the input device 106 according to a program. Further, the output control unit 204 is realized by the CPU 100 controlling the output device 108 according to a program. The various operations of the user on the input device 106 refer to the operations by which the user operates the operation reception unit 202 in order to cause the CPU 100 to execute processing. The output control unit 204 performs display of various screens and output of sound according to the control of the control unit 200.

[0087] The communication unit 206 communicates via the network 18 or the like. The communication unit 206 is realized by the CPU 100 executing a program and controlling the communication device 104 according to the program.

[0088] [Data Structure] The data structures of the user character DB 214, the used object DB 218, the additional object DB 300, and the additional object combination DB 302 will be described with reference to FIGS. 11 to 14. Note that the data structures in FIGS. 11 to 14 show the items necessary for the description of the present embodiment, and other items are appropriately omitted.

[0089] FIG. 11 is a configuration diagram of an example of the user character DB. The user character DB 214 in FIG. 11 stores information regarding the user character for each user character operated by the user. As shown in FIG. 11, the information regarding the user character includes information regarding used objects such as equipped weapons and equipped armors used by the user character in battle. In the user character DB 214 of FIG. 11, as an example of the information regarding the used object, information on the equipped weapon and equipped armor of the user character is shown.

[0090] The equipped weapon is information on the weapon equipped by the user character and includes a weapon object ID and an additional object ID. The weapon object ID is an example of the identification information of the weapon equipped by the user character. The additional object ID is an example of the identification information of the additional object attached to the equipped weapon. Note that FIG. 11 shows an example where no additional object is attached to the equipped weapon, and a "-" indicating that is displayed.

[0091] The armor object ID is an example of the identification information of the armor equipped by the user character. The additional object ID is an example of the identification information of the additional object attached to the equipped armor. FIG. 11 shows an example where no additional object is attached to the equipped armor, and a "-" indicating that is displayed.

[0092] Figure 12 is a configuration diagram of an example of the usage object DB. The usage object DB 218 in Figure 12 stores information about each usage object that can be used by the user character in the game for combat. Note that the information about the usage object includes, as shown in Figure 12, a usage object ID, basic functions, the maximum number of attachable additional objects, placement location information, and image data.

[0093] The usage object ID is an example of identification information for the usage object. When the usage object is a weapon, it becomes a weapon object ID, and when the usage object is armor, it becomes an armor object ID. The basic functions indicate the basic functions of the usage object that are not enhanced (unenhanced) by attaching additional objects.

[0094] The maximum number of attachable additional objects indicates the upper limit of the number of additional objects that can be attached to the usage object. The placement location information is, for example, position information representing the placement locations where additional objects can be attached. The placement location information is represented by, for example, relative position data (relative location data) viewed from the usage object. The image data is image data for displaying the usage object.

[0095] Figure 13 is a configuration diagram of an example of the additional object DB. The additional object DB 300 in Figure 13 stores information about each additional object that can be created from material objects. The information about the additional object includes, as shown in Figure 13, an additional object ID, additional function details, required materials, and image data.

[0096] The additional object ID is an example of the identification information of the additional object. The additional function content is information indicating the functions of the additional object that can be added by attaching it to the object to be used. In FIG. 13, as an example of the additional function content, an electric shock function, a defense function, and a javelin launcher function are shown. The required materials are information indicating one or more material objects required for creating the additional object. The image data is image data for displaying the additional object.

[0097] FIG. 14 is a configuration diagram of an example of the additional object combination DB. The additional object combination DB 302 in FIG. 14 stores information regarding the combination of additional objects attached to the object to be used for each combination of additional objects. As shown in FIG. 14, the information regarding the combination of additional objects includes a combined additional object ID, additional function content, required additional objects, and image data.

[0098] The combined additional object ID is an example of the identification information of the combined additional object. The additional function content is information indicating the functions of the combined additional object that can be added by attaching it to the object to be used. In FIG. 14, as an example of the additional function content of the combined additional object, the electric shock javelin function of the combined additional object in which an additional object having an electric shock function and an additional object having a javelin launcher function are combined is shown.

[0099] The required additional objects are information indicating a plurality of additional objects required for the combined additional object. The image data is image data for displaying the combined additional object.

[0100] [Processing] Hereinafter, a processing example will be described in which the game system according to the present embodiment receives an operation on the game from the user, generates an image of the game corresponding to the operation, and displays (outputs) it on the output device 108. FIG. 15 is a flowchart of an example of the processing of the game system according to the present embodiment. The information processing device 10 executes game processing of a game in which a user character and an enemy character fight based on the operation of the user.

[0101] In step S100, the game control unit 230 of the information processing device 10 starts game processing for causing a user character and an enemy character to fight in the game. In step S102, the battle control unit 242 controls the battle between the user character and the enemy character based on the operation of the user. The battle control unit 242 controls attacks from the user character against the enemy character and attacks from the enemy character against the user character. The image generation unit 240 generates an image of the game of the battle between the user character and the enemy character controlled by the battle control unit 242 and displays it on the output device 108.

[0102] In step S104, the material object granting unit 246 determines whether the user character has acquired a material object. For example, the material object granting unit 246 causes the user character to acquire the material object based on the operation of the user who acquires the material object generated in the battle field.

[0103] When it is determined that the user character has acquired a material object, the additional object creation unit 320 performs the processing of step S106. In step S106, the additional object creation unit 320 refers to the additional object DB 300 and determines whether there is an additional object that can be created with the acquired material object.

[0104] If there are additional objects that can be created, the additional object function adding unit 322 performs the process of step S108. In step S108, the additional object function adding unit 322 refers to the usage object DB 218 and displays the placement locations where the additional objects can be attached. Regardless of whether it is possible to create or not, the additional object function adding unit 322 may display in advance the placement locations where the additional objects can be attached and represent the change in state by a visual change.

[0105] If it is determined in step S104 that the user character has not acquired the material object, and if it is determined in step S106 that there are no additional objects that can be created, the process proceeds to step S110. The display of the placement locations where the additional objects can be attached may be omitted. That is, the processes of steps S106 and S108 may be omitted.

[0106] In step S110, the additional object creation unit 320 determines whether to create an additional object. For example, when the additional object creation unit 320 receives an operation to create an additional object from the user, it determines to create an additional object. If there are additional objects that can be created by acquiring the material object, the additional object creation unit 320 may determine to create an additional object.

[0107] If it is determined to create an additional object, the additional object creation unit 320 performs the process of step S112. In step S112, the additional object creation unit 320 creates an additional object from the acquired material object according to the information on the additional object stored in the additional object DB 300.

[0108] The object function addition unit 322 attaches the created additional object to the object in use that the user character is using in the battle against the enemy character, and adds the function of the additional object to the object in use. The function of the additional object added to the object in use is the content recorded in the item "additional function details" of the additional object DB 300.

[0109] When there are a plurality of additional objects attached to the object in use, the object function addition unit 322 refers to the additional object combination DB 302 to check whether the combination of the additional objects attached to the object in use is recorded.

[0110] If the combination of the additional objects attached to the object in use is recorded in the additional object combination DB 302, the object function addition unit 322 adds the function recorded in the item "additional function details" of the additional object combination DB 302 as a new function obtained by combining the functions of the attached additional objects to the object in use.

[0111] If the combination of the additional objects attached to the object in use is not recorded in the additional object combination DB 302, the additional object combination DB 302 adds the respective functions of the attached additional objects to the object in use.

[0112] In this way, in the case of the object in use DB 218 in FIG. 12, the object function addition unit 322 can attach an additional object to the object in use by the user character with the maximum number of attachable additional objects as the upper limit number, and add a function to the object in use. The functions of the object in use added by attaching each additional object are shown as additional function details in the additional object DB 300 and the additional object combination DB 302 in FIG. 13.

[0113] Further, the usage object function addition unit 322 may change the appearance such as the shape and color of the usage object that the user character is using in the battle against the enemy character, using the image data of the usage object and the image data of the additional object attached to the usage object.

[0114] If it is not determined to create an additional object in step S110, the process of step S112 is skipped. In step S114, the game control unit 230 determines whether the battle between the user character and the enemy character has ended.

[0115] If the battle has not ended, the game control unit 230 returns to step S102 and repeats the processes of steps S102 to S114. If the battle has ended, the usage object additional function cancellation unit 324 proceeds to the process of step S116. In step S116, with the end of the battle between the user character and the enemy character, the game control unit 230 returns the usage object in a state where functions are added by one or more additional objects to the state before the functions are added, and ends the process of the flowchart in FIG. 15.

[0116] For example, the addition of functions to the usage object and the cancellation of the added functions according to the flowchart in FIG. 15 are as shown in FIG. 16. FIG. 16 is an explanatory diagram of an example of the addition of functions to the usage object and the cancellation of the added functions.

[0117] FIG. 16 shows the time from the start to the end of the battle on the horizontal axis and represents the functions of the usage object on the vertical axis. Immediately after the start of the battle, since no additional object is attached to the usage object, the function of the usage object is the basic function of the usage object DB218 in FIG. 12.

[0118] Assume that after a certain period of time has passed since the start of the battle, the user character has obtained a material object that can create additional object a. By creating additional object a and attaching it to the object in use, the user character can enhance the function of the object in use with the additional function content of additional object a. After additional object a is attached, the function of the object in use is the sum of the basic function of the object in use and the additional function by additional object a.

[0119] Furthermore, assume that after a certain period of time has passed since the start of the battle, the user character has obtained a material object that can create additional object b. By creating additional object b and attaching it to the object in use, the user character can add, as a function of the object in use, the additional function content resulting from the combination of additional object a and additional object b recorded in the additional object combination DB302.

[0120] When the battle ends, the object in use whose function has been added by additional object a and additional object b is restored to the state before the function was added by additional object a and additional object b. Therefore, due to the end of the battle, the function of the object in use has reverted to the basic function of the object in use DB218 in FIG. 12.

[0121] According to this embodiment, during the battle, an additional object can be created from a material object that can be obtained during the battle, and by attaching that additional object to the object in use by the user character during the battle, the function of the object in use can be added during that battle.

[0122] [Supplementary Note] The description in the second embodiment is written so that a so-called person skilled in the art can implement the following invention. [1] An information processing apparatus that executes a game in which a user character battles an enemy character based on a user's operation, During the battle between the user character and the enemy character, a material object granting unit that grants a material object necessary for creating an additional object to the user character An additional object creation unit that creates an additional object that adds a function to an object used in the game from one or more of the granted material objects An object function adding unit that attaches the created additional object to the object used by the user character in the battle to add a function to the object An object additional function cancellation unit that returns the object with the added function to the state before the function is added when the battle ends An information processing apparatus having [2] During the battle, the object function adding unit visually displays the placement location of the object to which the additional object can be attached, and accepts the attachment of the additional object to the placement location The information processing apparatus according to [1], characterized in that [3] During the battle, when the object function adding unit visually displays the placement locations of the object to which a plurality of the additional objects can be attached and accepts the attachment of the plurality of additional objects to the plurality of placement locations, a new function combining the functions of the plurality of attached additional objects is added to the object The information processing apparatus according to [1] or [2], characterized in that [4] The object is a weapon object equipped as a weapon or an armor object equipped as an armor by the user character in the battle The information processing apparatus according to any one of claims [1] to [3], characterized in that [5] An information processing apparatus that executes a game in which a user character battles an enemy character based on a user's operation During the battle between the user character and the enemy character, a material object granting unit that grants a material object necessary for creating an additional object to the user character An additional object creation unit that creates an additional object that adds a function to an object used in the game from one or more of the granted material objects An object function addition unit that attaches the created additional object to the object used by the user character in the battle to add a function to the object An object additional function cancellation unit that returns the object with the added function to the state before the function was added when the battle ends A program for functioning as such [6] An object function addition method for an information processing apparatus that executes a game in which a user character battles an enemy character based on a user operation, comprising: During the battle between the user character and the enemy character, a step of granting a material object necessary for creating an additional object to the user character A step of creating an additional object that adds a function to an object used in the game from one or more of the granted material objects A step of attaching the created additional object to the object used by the user character in the battle to add a function to the object A step of returning the object with the added function to the state before the function was added when the battle ends An object function addition method having the above

[0123] [Summary] According to the present embodiment, the ability and function of an object used by a user character during a battle can be easily changed until the battle ends

[0124] The information processing apparatus of the disclosed embodiment should be considered as an example and not a restrictive one. The above embodiment can be modified and improved in various forms without departing from the scope and gist of the appended claims. Also, the matters described in the above plurality of embodiments can take other configurations within a non - conflicting range, and can be combined within a non - conflicting range.

Explanation of Signs

[0125] 10 Information processing apparatus 14 Server apparatus 18 Network 200 Control unit 202 Operation reception unit 204 Output control unit 206 Communication unit 210 Storage unit 212 Game program 214 User character DB 216 Enemy character DB 218 Use object DB 220 Material object DB 230 Game control unit 240 Image generation unit 242 Battle control unit 244 Part destruction determination unit 246 Material object granting unit 248 Use object enhancement unit 250 Use object enhancement cancellation unit 300 Additional object DB 302 Additional object combination DB 320 Additional object creation unit 322 Use object function addition unit 324 Use object additional function cancellation unit

Claims

1. An information processing apparatus that executes a game in which a user character battles an enemy character with a part durability value set for each part based on a user operation, During the battle between the user character and the enemy character, when it is determined that an attack from the user character to the enemy character is an attack on the part where the part durability value is set, a part destruction determination unit that determines whether or not the part destruction of the attacked part is successful based on the damage caused by the attack and the part durability value; When it is determined that the part destruction of the attacked part is successful, a material object granting unit that grants a material object corresponding to the part of the enemy character determined to have been successfully destroyed to the user character; A utilization object strengthening unit that attaches the granted material object to a utilization object that the user character is using in the battle and strengthens the ability of the utilization object; A utilization object strengthening cancellation unit that returns the utilization object in the state where the ability is strengthened to the state before the ability is strengthened when the battle ends; An information processing apparatus having the above.

2. The material object granting unit generates the material object that the user character can acquire in the game according to the result of an attack from the user character to the enemy character, and based on the operation of the user who acquires the material object, grants the material object to the user character. The information processing apparatus according to claim 1, characterized by the above.

3. The utilization object strengthening unit changes the type of the ability of the utilization object to be strengthened according to the attached material object. The information processing apparatus according to claim 1 or 2, characterized by the above.

4. The utilization object strengthening unit changes the appearance of the utilization object in the state where the ability is strengthened according to the attached material object. The information processing apparatus according to any one of claims 1 to 3, characterized by the above.

5. The utilization object is a weapon object equipped as a weapon or an armor object equipped as an armor by the user character in the battle. The information processing apparatus according to any one of claims 1 to 4, characterized by the above.

6. An information processing apparatus that executes a game in which a user character battles an enemy character with part durability values set for each part based on a user operation. During the battle between the user character and the enemy character, when it is determined that an attack from the user character to the enemy character is an attack on the part with the set part durability value, a part destruction determination unit that determines whether or not the part destruction of the attacked part is successful based on the damage caused by the attack and the part durability value. When it is determined that the part destruction of the attacked part is successful, a material object granting unit that grants a material object corresponding to the part of the enemy character for which the part destruction was successful to the user character. A utilization object strengthening unit that attaches the granted material object to a utilization object that the user character is using in the battle and strengthens the ability of the utilization object. A utilization object strengthening cancellation unit that returns the utilization object in the state where its ability has been strengthened to the state before its ability was strengthened when the battle ends. A program for functioning as such.

7. A method for strengthening a utilization object of an information processing apparatus that executes a game in which a user character battles an enemy character with part durability values set for each part based on a user operation, During the battle between the user character and the enemy character, when it is determined that an attack from the user character to the enemy character is an attack on the part with the set part durability value, a step of determining whether or not the part destruction of the attacked part is successful based on the damage caused by the attack and the part durability value; When it is determined that the part destruction of the attacked part is successful, a step of granting a material object corresponding to the part of the enemy character for which the part destruction was successful to the user character; A step of attaching the granted material object to a utilization object that the user character is using in the battle and strengthening the ability of the utilization object; A step of returning the utilization object in the state where its ability has been strengthened to the state before its ability was strengthened when the battle ends; A method for strengthening a utilization object executed by an information processing apparatus.

Citation Information

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