Game control program, game control method and game control system
By dynamically adjusting skill costs and incorporating cost reduction mechanisms, the game system promotes varied skill and character usage, enhancing player engagement and strategic depth.
Patent Information
- Application Number
- JP2024122218
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-07-29
- Publication Date
- 2025-08-29
- Estimated Expiration
- 2041-03-31
AI Technical Summary
Existing game systems lack mechanisms to dynamically adjust skill costs, leading to repetitive gameplay and limited use of diverse skills, reducing player engagement and variety.
Implement a system where skill costs increase after activation, with an upper limit, and include mechanisms for cost reduction under specific conditions, allowing for varied skill usage and character strategies.
Enhances gameplay interest by encouraging players to utilize a wider range of skills and characters, preventing monotony and promoting strategic depth.
Smart Images

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Figure 0007731163000003
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a game control program, a game control method, and a game control system. . [Background technology]
[0002] Patent Document 1 describes a turn-based battle game in which players use magic power (MP) to perform skills. A battle game is disclosed in which players can play a game, but the magic power they can use increases as the turn progresses. It is being done. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-67905 Summary of the Invention [Problem to be solved by the invention]
[0004] Game control program, game control method, and game that can provide highly entertaining games A control system is provided. [Means for solving the problem]
[0005] According to one embodiment, a game is provided in which a cost is set for each of a plurality of skills. a computer program for controlling a computer to select a set cost among the plurality of skills; The player receives a command to activate the first skill that is less than the points used to activate the skill. a skill activation unit that activates the first skill in response to the activation of the first skill; In response to the above, points corresponding to a cost set for the first skill are subtracted from the points. a point subtraction unit that subtracts a point set in the first skill in response to the activation of the first skill; A cost increase unit that increases the cost of the game is provided. will be done.
[0006] the computer; and a cost reduction unit that reduces the cost set for the first skill. It may also function as such.
[0007] The cost reduction unit reduces the cost set for the first skill up to an initial value of the cost of the first skill. This may reduce the costs incurred.
[0008] The cost reduction unit reduces the cost set for the first skill by a predetermined value. good.
[0009] The game includes a battle against an enemy game medium, and the cost reduction unit Even if the cost set for the first skill is reduced depending on the start or end of the match with good.
[0010] A second skill of the plurality of skills reduces the cost of the skill whose cost has been increased. In response to the activation of the second skill, the cost reduction unit You may reduce the cost set for one skill.
[0011] The game includes a battle against an opponent game medium, and the computer is further In response to an operation, some of the player game contents owned by the player are transferred to the enemy game contents. and setting some of the game media to a state where they can compete against the enemy game media, and setting the other part to a state where they cannot compete against the enemy game media. and the cost reduction unit functions as a game medium control unit, and during a match against the enemy game medium, The player game medium that is set to the battle-ready state and has activated the first skill, In response to the setting of the inability to battle, the cost set for the first skill is reduced. May be reduced.
[0012] The game is turn-based, and the cost reduction unit reduces the first skill by a predetermined number of turns. In response to the rule not being activated, the cost set for the first skill may be reduced.
[0013] The cost increase value that the cost increase unit increases in response to one skill activation is It may be common to any of the number of skills.
[0014] The cost increase value that the cost increase unit increases in response to one skill activation is The first skill may be different from the third skill of the plurality of skills.
[0015] A common upper limit value is set for the cost for all of the plurality of skills. That is, the cost increasing unit may increase the cost only up to the upper limit value.
[0016] The cost has an upper limit, and the upper limit of the cost set for the first skill is the value is different from the upper limit of the cost set for a fourth skill among the plurality of skills, The cost increasing unit may increase the cost only up to the upper limit value set for each cost. This fourth skill can be the same as the second and third skills, or they can be different.
[0017] The computer is further configured to function as a point adding unit that adds up the points. The upper limit of the cost may be equal to or less than the maximum value of the points.
[0018] The computer further comprises a point adding unit that adds up the points, and a plurality of point adding units. and a game media distribution unit that distributes game media for increasing points, The calculation unit calculates the points selected by the player from the point-increasing game media. Points may be added according to the number of additional game media.
[0019] The game is a turn-based battle between a player game medium and an enemy game medium. and the computer is further configured to include two or more player game media owned by the player. The upper game content functions as a game content control unit that sets the upper game content to a state in which the upper game content can be played against the enemy game content, and the front .... Each of the plurality of point-increasing game media is in a state where it can play against the enemy game media. Any of the player game media set in the above is set, and multiple points are distributed. When two or more of the player game media for increasing the point are set in common, As long as the player is a player who has a game medium for increasing points, the player may be able to select two or more game mediums for increasing points.
[0020] According to another aspect, a method for controlling a game in which a cost is set for each of a plurality of skills is provided. a skill activation unit that activates a skill by selecting a set cost from among the plurality of skills; The player receives a command to activate the first skill that is less than the points used to activate the skill. a point subtraction unit that subtracts a point from the first skill in response to the first skill being selected; In response to the activation of the kill, points corresponding to the cost set for the first skill are added to the first skill. a cost increasing unit that, in response to the activation of the first skill, subtracts from the point; Increasing the cost set for one skill.
[0021] According to another aspect, a method for controlling a game in which a cost is set for each of a plurality of skills is provided. a game control system in which a skill is issued that has a set cost among the plurality of skills; In response to receiving a command from the player to activate the first skill, which is less than the points used to activate it, In response, a skill activation unit that activates the first skill; and in response to the activation of the first skill, The points corresponding to the cost set for the first skill are subtracted from the points. a cost subtraction unit that subtracts the cost set for the first skill in response to the activation of the first skill; and a cost increase unit for increasing the cost of the game. [Effects of the Invention]
[0022] The interest of the game is improved. [Brief explanation of the drawings]
[0023] [Figure 1] FIG. 10 is a diagram illustrating an example of a battle screen displayed on the display of the game terminal at the start of a turn. [Figure 2] FIG. 10 is a diagram schematically illustrating an example of a skill selection screen. [Figure 3] FIG. 10 is a diagram schematically illustrating an example of a screen showing that the cost of a skill has increased. [Figure 4] 1 is a block diagram showing a schematic configuration of a terminal device 100 for controlling a game according to an embodiment. [Figure 5] FIG. 3 is a diagram showing information about a player character stored in a storage unit 3. [Figure 6] FIG. 3 is a diagram showing skill information stored in the storage unit 3. [Figure 7] 4 is a flowchart showing an example of a processing operation of the terminal device 100 according to an embodiment. [Figure 8] 10 is a flowchart showing an example of the processing operation of the terminal device 100 during the player character's turn. [Figure 9] FIG. 10 is a diagram showing skill information stored in the storage unit 3 (when the cost has increased). [Figure 10] FIG. 10 is a block diagram showing a schematic configuration of a game system according to another embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0024] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings. An example of a game to which an embodiment of the present invention can be applied will now be described.
[0025] This game can be played on mobile devices such as smartphones and tablets, as well as dedicated game consoles. The game can be run on any gaming device (computer). In this case, the game may be run via a web browser or a predetermined game program. You can run the game by installing the program on your mobile device (so-called net When a game is executed on a dedicated game console, the game may be executed in accordance with the designated game The game is played by reading the game cartridge with the program written into it with a dedicated game console. The program may be executable.
[0026] In this game, the player (user) owns one or more characters. They may be given at the start of the game, or may be available for purchase, or may be acquired as the game progresses. The bonus may be awarded when a predetermined condition is met during the process.
[0027] Players can select any character from their available characters to create a deck. There may be an upper limit to the number of characters that can be included in a deck. A unit is formed by arbitrarily selecting a predetermined number of characters (hereinafter, five characters) from the characters. However, if the player has fewer than five normal characters, Units can be constructed from rakuta.
[0028] Any character can be included in the deck, but depending on the character type, Specifically, normal characters (hereafter simply referred to as "characters") cannot be incorporated into the game. Characters (which refer to normal characters when used in a unit) can be incorporated into units, but "spirit characters" "Rakta" cannot be included in a unit.
[0029] Furthermore, the player sets three of the five characters as vanguards, and The character in the body is set as a rear guard. In the following, we will distinguish it from the enemy characters that appear in fighting games. Therefore, the character that the player owns is called the "player character." The player characters set as the frontline and rearline are called "frontline characters" and "rearline characters," respectively. It's called "character".
[0030] At a predetermined timing during the game, the player character and one or more enemy characters The battle is turn-based, and the player's actions affect the player's character. The turns in which the character acts and the turns in which the enemy character acts are repeated alternately. The enemy character's actions can be based on the actions of other players, or the game can automatically It may also be something that is done.
[0031] Figure 1 shows an example of the battle screen displayed on the game terminal display at the start of a turn. The battle screen shows three frontline characters 80a to 80c and one enemy character. Character 81 and 82 are displayed, and a battle takes place between them. does not participate in the battle, but attacks the enemy character 81 or is attacked by the enemy character 81. Therefore, it does not need to be displayed on the battle screen.
[0032] In this game, "Energy Points", "Spirit Points" and "Skill Points" are used. Three types of points are used:
[0033] Energy points are set for each of the three frontline characters 80a to 80c. Energy points can also be said to be points for activating special moves, which will be described later. Energy points are a parameter that changes during a battle, and their current value is Energy gauges 82a-82c associated with the respective actuators 80a-80c It is shown as follows.
[0034] Spirit points and skill points are common to the three vanguard characters 80a to 80c. (Therefore, spirit points and skill points are set by the player. (It is also possible that the spirit points are set.) Spirit points are points used to activate spirit skills, which will be explained later. Skill points are used to activate skills (different from spirit points), which will be explained later. Spirit points and skill points also change during the match. The current value is determined by the spirit gauge 83 and skill gauge 84. is shown.
[0035] These points have maximum values set, which correspond to the right ends of gauges 82 to 84. At the start of a match, the remaining points from the previous match may be carried over, but in this game, is initialized to a predetermined value (for example, half of the maximum value). Fight to increase your points and finish the match, then move on to a battle with a strong enemy character. This is because it helps to prevent underhanded play such as challenging the opponent. On each player's turn, the following process occurs:
[0036] At the start of a turn, a number of virtual cards (hereafter simply referred to as "cards") are prepared in advance in the deck. A plurality of cards (hereinafter, six cards) 86a to 86f are selected from a pile 85 of cards (hereinafter, referred to as "cards"). Of the six cards 86a to 86f that are dealt to your hand, one is a card. The top visible card of the deck 85, the other five cards were randomly selected. be.
[0037] Each of the cards 86a to 86f has a character and a type of point. Specifically, each of the cards 86a to 86f has a character, a front-line character, Each of the cards 86a to 86c is set. f is set to one of the following types: "Energy", "Spirit" and "Skill". Each of the cards 86a to 86f is displayed in a specific color according to its type.
[0038] For example, in FIG. 1, the card 86a includes a front-line character 80b and "energy" The card 86b also includes the front-line character 80a and "energy" is set.
[0039] In addition to these cards with "Energy", "Spirit" and "Skill" set, , a card with a "Special Move" (described below) set on it (hereinafter referred to as a "Special Move Card") is added to your hand. Special move cards are sometimes distributed. Special move cards are tied to one of the frontline characters 80a to 80c. These are special cards that are displayed in rainbow colors, for example.
[0040] The player selects one of the cards 86a to 86c that have been distributed. In this case, the player can switch between the front-guard characters 80a to 80c and the rear-guard characters. In this case, one or more of the frontline characters 80a to 80c are changed to rearguard characters according to the operation of the player. , the same number of rear guard characters can be changed to front guards. If the player is changed, the player who is no longer in the front line among the cards 86a to 86f dealt to his / her hand will be Cards 86a to 86f, which had been assigned as a player character, are now assigned as a player character. Any of the frontline characters, including the ear character, will be changed to the set card.
[0041] For example, in FIG. 1, the front-line character 80c is changed to the rear-line character, and another player character When the player 80d (not shown) is set as the vanguard, at least the card 86f is changed. The changed card has one of the frontline characters 80a, 80b, or 80d set. do.
[0042] Then, the player chooses one or more of the six cards 86a to 86f that are distributed to the player's hand. However, if two or more of the six cards 86a to 86f are selected, You can select two or more cards only if they share the same character or type (but However, the special move card acts as a wild card and can be combined with any other card 86a to 86f. Of the six cards 86a to 86f, the set character or If there are multiple cards of the same type, you can intuitively select those multiple cards, You can easily experience the feeling of comfort.
[0043] For example, in FIG. 1, a player can select two or more cards with the same character. As a result, two cards 86a and 86c may be selected, or cards 86b, 86d, and 86 Alternatively, the player may select two or more cards of the same type. As the cards, two cards 86a and 86b may be selected, or cards 86c and 86e , 86f may also be selected.
[0044] The points will increase according to the type and number of cards selected. In this respect, the card can also be considered a point-increasing card.
[0045] Specifically, cards with "energy" set (hereinafter referred to as "energy cards"). ) is selected, the energy points of the frontline character set on that energy card will For example, if the energy card 86a in Figure 1 is selected, the vanguard character The energy points of the player 80b are increased and reflected in the energy gauge 82b. For example, the maximum number of energy points is 100, and one energy card is selected. When selected, the energy points increase by 10. The energy points may increase in proportion to the number, and the more the number, the greater the increase in points. The energy points of a certain frontline character reach a predetermined value (for example, the maximum value). Then, the special move card associated with that front-line character will be dealt to your hand on the next turn.
[0046] A card with a "spirit" set (hereinafter referred to as a "spirit card"). For example, card 86 in Figure 1 If d) is selected, the spirit points will increase and be reflected in the spirit gauge 83. The maximum number of spirit points is 100, and when one spirit card is selected, Energy points increase by 10 points. Energy points increase in proportion to the number of spirit cards selected. The spirit points may be increased, or the more points there are, the greater the increase in points. When this number is reached, all the cards in the player's deck but not in the unit are You can activate the skills of spirit characters who are not present (see below).
[0047] A card with a "skill" set (hereinafter referred to as a "skill card"). For example, the card in Figure 1 If 86c, 86e, or 86f) is selected, the skill points will increase and the skill gauge will be filled by 8. For example, the maximum number of skill points is 100, and one skill card is When a skill card is selected, 10 skill points are added. The skill points can be increased in proportion to the number, or the more the number, the greater the increase in points. Once you reach a certain number of skill points, you can activate a skill (see below).
[0048] If an energy card is selected, spirit points will be awarded in addition to energy points. and / or skill points may be increased. In that case, the increase in energy points The increase in spirit points and / or skill points is small compared to the value. The same is true for skill cards.
[0049] When the player has finished selecting cards, the player's The character attacks the enemy character 81. For example, in FIG. When the card 86a is selected, the front character 80b attacks. When selected, the frontline characters 80b and 80a will attack. The hit of the enemy character 81 is determined according to the attack power of the frontline character and the defense power of the enemy character 81. The points will decrease.
[0050] In addition, if the selected card 86 includes a special move card, When a special move is activated, the front-line character will use the special move that they possess. The energy points are reduced by a certain amount or to a predetermined value (e.g., a minimum value). .
[0051] There may be various types of special moves. For example, There are special moves that can reduce the HP of a specific target (for example, a single player character). A certain occurrence is performed for each character (player character, all player characters, one enemy character, all enemy characters). With a probability (it can be 100%), a certain parameter (for example, attack power, defense power, hit points) It can also be said that this increases or decreases the value of the target by a specific value in a specific turn.
[0052] Also, if the spirit points reach a certain value (for example, the maximum value) by selecting a card, Layer can now select the Spirit Skill Activation Button 87. When the Spirit Points reach a certain value, (i.e., the Spirit Skill Activation Button 87 can be selected) When the user selects the spirit skill activation button 87, The spirit skills possessed by the included spirit characters (not shown in Figure 1) are activated. When a spiritual skill is activated, it will increase by a certain number of points or up to a certain value (for example, the minimum value). Spirit points will decrease. The decreased spirit points will be reflected in the spirit gauge 83.
[0053] There can be various spirit skills. For example, to activate the following skills: There are spirit skills that can reduce the cost of a certain target (for example, one player). Layer character, all player characters, one enemy character, all enemy characters) Then, with a certain probability (it can be 100%), a certain parameter (for example, attack power, defense power) , hit points) by a specific value for a specific turn. .
[0054] Each spirit character has a spirit skill that corresponds to the spirit character. When you have many spirit characters, you can choose the player character to incorporate into the unit. Considering the compatibility with the enemy characters, which spirit characters should be included in the deck? This requires players to think carefully, which makes the game more interesting.
[0055] Also, when skill points are accumulated by selecting cards, the player can activate skills. Skills are associated with each character, so for example, Rakuta has two skills. Each skill has a cost. The cost is the skill points required to activate it. When it reaches or exceeds the cost of a certain skill, that skill can be activated.
[0056] Specifically, skills are activated as follows: The player activates the skill on the battle screen. In response to this, the skill selection screen shown in FIG. On this screen, the front-line characters 80a to 80c possess and can activate the A list of skills (i.e. skills that cost less than or equal to skill points) is displayed for selection. This skill selection screen displays the cost of each skill and further explains the effect of each skill. may be displayed in.
[0057] For example, on the screen of FIG. 2, skill selection buttons 91a to 91d for selecting skills are The skill selection button 91a is associated with the character 80b. The skill selection button 91a indicates that the skill can be activated. , the cost of activating that skill is "30". The selection button 91a has a mark 92 that resembles a sword, which indicates that the skill increases attack power. When this skill selection button 91a is provisionally selected, the skill description field 93 When the skill selection button 91a is selected, a description of the skill that will be activated is displayed. The same applies to the skill selection buttons 91b to 91d.
[0058] Then, when the player selects one of the skill selection buttons 91a to 91d, When you select a skill, the selected skill will be activated and the desired effect will occur. When activated, the skill points will be reduced by the cost set for the activated skill. The skill points gained will be reflected in the skill gauge 84.
[0059] There may be various skills. For example, These include skills that increase the energy points of other frontline characters, and skills that increase the energy points of other frontline characters. A skill can be applied to a target (e.g., one player character, all player characters, one For each enemy character, there is a certain probability (it can be 100%). Parameter (e.g. attack power, defense power, hit points) can be set to a specific value for a specific turn. It can also be said to raise or lower.
[0060] As a specific example of the above-mentioned special move, spirit skill, and skill, "When the skill is activated, one player Attacks irritable characters (characters that use special moves, etc.) with an 80% probability. Increases power by 10% for 3 turns (required cost: 10)" and "When appearing in battle, 100% chance of causing a 50% decrease in defense for all enemy characters for 1 turn. Examples include "(required cost is 30)".
[0061] One of the features of this game is that the cost is not constant but can vary. If a skill is activated during a turn on the player character's side, The cost of activating the same skill in subsequent turns increases. If a skill with a cost of 30 is activated, the cost will be 40 points on the next turn. It is desirable that the increase in skill points (number of points) be the same for all skills. This is because it is easy to understand.
[0062] When a skill is activated in a certain turn, the cost increases, and the same cost is applied in the next turn. When the skill is activated, the cost will increase further. However, the cost will increase without limit. There is no cost limit, but rather a cost cap. This limit can be equal to or less than the maximum skill points. It is possible.
[0063] To let you know that the skill cost has increased, for example, during the skill activation animation, It would be ideal if a visual effect was displayed to indicate that the cost had increased. Or, on the screen that appears after the performance, the cost increase is shown numerically. Alternatively, the cost may be displayed in a color corresponding to the increase in cost.
[0064] As an example, in FIG. 2, when the skill activation button 91a with a cost of 30 is selected, In this case, as shown in FIG. 3, the cost associated with the skill activation button 91a increases to " The fact that the number has reached 40 will be prominently displayed.
[0065] This completes the player character's turn. When the turn ends, the enemy character's turn begins. Actions can be taken that reduce the character's hit points.
[0066] Repeat this process until all enemy characters' hit points reach 0. The battle ends with the Layer side winning. When the hit points of a character reach 0, one of the rear guard characters automatically becomes a front guard character. The battle continues. Then, all player characters included in the unit When the hit points of the player reach 0, the player loses and the match ends. This will reset the skill cost to its initial value.
[0067] In such a game, if the cost of a skill is constant, the player can You will end up using only good (specifically, low-cost and high-effective) skills, In this case, it is best to use only player characters with such skills as vanguards. This can make the game tend to become monotonous.
[0068] In contrast, in this game, when you activate a skill, the cost of that skill increases, making it more effective. The rate of profits decreases (specifically, costs increase but the effect remains the same). This will motivate Layer to use other skills in the next turn. As a result, players will have to choose different skills, and as a result, players will Various player characters will be used.
[0069] In this way, by increasing the cost of activated skills, players can Not only layer characters and skills, but also many player characters and skills are used. This will increase the interest of the game. As a result, players will desire new player characters with different skills. By distributing player characters like these to players for a fee, game creators can make a profit. It can be secured.
[0070] The terminal device 100 capable of implementing the above-described game will now be described.
[0071] FIG. 4 is a block diagram showing a schematic configuration of a terminal device 100 for controlling a game according to an embodiment. Unless otherwise specified, the terminal device 100 (user terminal) is a smartphone. Let's say that.
[0072] The terminal device 100 includes a display 1 and a touch panel 2. Therefore, for example, the selectable position of the display 1 is When a corresponding icon is displayed on the touch panel 2, the The terminal device 100 can recognize that the icon has been selected.
[0073] In the following, the player's operations are performed by touching the touch panel 2 with a finger or a touch pen. However, (especially when the terminal device 100 is not a smartphone) Use other input interfaces such as the touchpad, directional pad, mouse, keyboard, or microphone. It may be replaced by the operation
[0074] The terminal device 100 includes a storage unit 3. The storage unit 3 is configured with RAM, ROM, etc. It stores various information, data, programs, etc. A specific description will be given below.
[0075] FIG. 5 is a diagram showing information about the player character stored in the storage unit 3. As shown in the figure, For the character ID that identifies the character, the character name, The skills possessed by the character, status parameters such as hit points (HP), and ability parameters such as attack power. parameters, whether it is incorporated into a unit, and if so, whether it is in the front or rear The information indicating whether the setting is for the camera or the camera guard is stored in association with the camera.
[0076] Possessed skills are skills that the character can activate. Although the example shows a character with two skills, there is no particular limit to the number of skills that can be possessed. Each character may have a different number of skills. Also, skills are unique to each character. There may be multiple characters with the same skill, or multiple characters may have the same skill.
[0077] State parameters are parameters that can change during a match, and their maximum and current values are recorded. Hit points, one of the status parameters, indicate the player character's physical strength. If this value becomes a certain value (for example, 0), the player will be unable to play and will be unable to continue as a front-line player. (You will not be able to attack enemy characters or use skills.) The meter can be a fixed value that does not change during a match, or it can change depending on some skill. In the latter case, the maximum and current values are also stored.
[0078] In the example in Figure 5, the character incorporated in the unit is associated with "1". otherwise, it is associated with "0". It can also be incorporated into a unit and set as a vanguard. A character set as a backguard is associated with a "1" and a character set as a backguard is associated with a "0". Can be associated.
[0079] FIG. 6 is a diagram showing the skill information stored in the storage unit 3. As shown in the figure, the skills are The skill name, cost, and effect are associated with the specified skill ID and stored. Costs have an initial value, a maximum value, an increment value, and a current value. These are explained below. The effect can be achieved by, for example, changing the parameters (status parameters) of the player character or enemy character. A specific example is the fluctuation of an enemy character's lower the hit points of the player character, increase the attack power of the enemy character, The amount of parameter fluctuation can be a fixed value or within a specified range. It may be a random value.
[0080] Note that the effect does not necessarily have to be specific to the skill ID. For example, For kill ID, target, occurrence probability, parameters, number of turns, and increase or decrease value The effect is achieved by combining at least one of the values arbitrarily or randomly selected. May be set.
[0081] In addition, the memory unit 3 stores the current value and maximum value of one or more types of points related to the game progress. The value of the skill is stored in the memory. One of the points is a skill point for skill activation, and the other points are There may be other types of points (such as the energy points and spirit points mentioned above).
[0082] Returning to FIG. 4, the terminal device 100 includes a game control unit 4. The game control unit 4 A character control unit 41, a card distribution unit 42, a point addition unit 43, and a skill activation unit 44. a point subtraction unit 45, a cost increase unit 46, a cost reduction unit 47, and a game progress control unit 48. Some or all of these units are implemented by the processor (not shown) of the terminal device 100. ) may be realized by executing a game program stored in the storage unit 3. Alternatively, at least some of these units may be implemented by the OS (Operating System) of the terminal device 100. It may be a function of the above or may be implemented in hardware.
[0083] The character control unit 41 controls the player selected in response to an operation by the player before the start of the battle. Before the start of a battle, the character control unit 41 configures a deck from the player's character. A unit is made up of player characters selected in response to operations by the player. Furthermore, the character control unit 41 controls the players that make up the unit in response to the operation by the player. Some of the enemy characters are set as frontline characters, and some are set as rearline characters. The rear guard is in a state where he can fight against the enemy character, and the rear guard is in a state where he cannot fight against the enemy character. .
[0084] Furthermore, the character control unit 41 switches the front-guard character to the rear-guard character during the battle. This switching is performed by the player. This may be done in response to an operation by a user, or automatically when a predetermined condition is met. (For example, if the frontline character's hit points reach 0, the player A character is set as a rear guard, and one of the rear guard characters with non-zero hit points is a front guard. is set to ).
[0085] As a specific example of processing, the character control unit 41 assigns the following to each player character: On the other hand, whether or not they are included in a unit, they are in the vanguard against the included player characters. The information on whether the player is a forward or a rear guard is stored in the storage unit 3 in association with the player (see FIG. 5).
[0086] The card distribution unit 42 distributes one or more cards. The distributed cards are then played by the players. If certain rules are met, the player can select multiple cards. The predetermined rule is, for example, that the characters or types set on the cards are common. When the card distribution unit 42 distributes multiple cards, the same cards are not distributed in duplicate. The cards may be distributed in a set, or all of the cards may be different from each other. Some or all of the cards to be played may be random or may be predetermined. In the latter case, the player may know or be able to guess the cards that will be dealt. As a specific example of processing, the card dealing unit 42 controls the display 1 to deal cards. Control the display.
[0087] The point adding unit 43 adds skill points associated with the player. The timing is arbitrary, for example, when a specific card is selected by a player. The point adding unit 43 may add points at the timing when a specific card is selected. You can add skill points only at the timing of the skill being added, or you can add skill points at other timings. Kill points may be added at other times, such as at the start of a turn, or at a specific time. When a skill is activated, when a front-line character attacks an enemy character, For example, when attacked by an enemy character.
[0088] As a specific example of processing, the point adding unit 43 adds the skill points stored in the memory unit 3. The current value of the skill points is read out, and the value after addition is stored in the memory unit 3 as the new current value of the skill points. The point adding unit 43 stores the added skill points in a display such as a gauge. It may be displayed on display 1.
[0089] Here, "addition" ("adding") means that the point adding unit 43 adds the points by itself. In addition to the above, the result of addition by another device (for example, a server that can communicate with the terminal device 100) The point adding unit 43 may acquire the result of the addition. The "value obtained" is the value obtained by the point adding unit 43 in the terminal device 100 performing the adding process itself. This includes not only values obtained by adding other devices, but also values obtained by adding other devices. The same applies to "change," "subtract," "increase," "reduction," etc.
[0090] In addition, if there are other types of points in addition to skill points, the point adding unit 43 Other types of points can also be added. Also, the point adding unit 43 can be omitted, and the point adding unit 43 can be omitted. At certain times, skill points are awarded, but they do not increase during the battle. It can also be set to
[0091] The skill activation unit 44 activates a skill that has a set cost equal to or less than skill points among multiple skills. Activate a skill in response to a command to activate that skill received through player operation. This will cause the effect associated with the skill being activated.
[0092] As a specific example of processing, the skill activation unit 44 refers to the memory unit 3 and The current value is compared with the current value of the cost set for each skill. 44 is the skill selection screen (i.e., the screen where the player selects skills where the latter is greater than or equal to the former). The screen for selecting the skill is displayed on Display 1. If the parameter is associated with an effect of varying the parameter, the skill activation unit 44 stores the parameter in the memory unit 3. The current value of the specific parameter stored in the The value obtained by the above calculation is stored in the storage unit 3 as a new current value. A performance corresponding to the selected skill may be displayed on the display 1.
[0093] The point subtraction unit 45 subtracts points. More specifically, the point subtraction unit 45 subtracts points. In response to a kill activation, a skill corresponding to the current value of the cost set for the activated skill is activated. The point subtraction unit 45 subtracts points from the current value of skill points when a skill is activated. You may subtract skill points only at the beginning of the game, or at any other time. may be subtracted.
[0094] As a specific example of processing, the point subtraction unit 45 subtracts the skill points stored in the memory unit 3. The current value of skill points is read and subtracted, and the resulting value is used as the new current value of skill points. The skill points after subtraction are stored in the storage unit 3. The point subtraction unit 45 stores the skill points after subtraction in the gauge. It may be displayed on the display 1 by the above.
[0095] The cost increase unit 46 increases the cost set for the skill. More specifically, In response to the activation of a skill, the increase unit 46 increases the cost set for that skill. In addition, the cost increasing unit 46 increases the cost set for a skill only when the skill is activated. The cost may be increased at any other time. For example, when a front-line character is replaced by a rear-line character, the enemy character may use a specific skill. For example, when a
[0096] The cost increase (increase) can be the same for all skills, or it can be different depending on the skill. The cost may be different for each game or may be a random value. It is preferable that the cost increasing unit 46 increases the cost only up to the upper limit. It can be the maximum value of points that can be added or a value less than the maximum value. The value and upper limit can be common to all skills or can be different depending on the skill. For some skills, the initial cost and the upper limit may be the same (and (This means no additional costs.)
[0097] For example, if you prioritize clarity for players, the initial cost The increase and upper limit may be common to all skills (see Figure 6). (see).
[0098] Another example is to make each skill have different initial cost, maximum cost, and increase cost. For example, a skill with a high initial cost and a low upper limit can be Although it is difficult to use in the early turns, it is easy to use as the turn progresses because the upper limit is low. On the other hand, skills with low initial cost and high upper limit are easy to use in the early turns, As the turn progresses, the cost increases, making it more difficult to use.
[0099] Also, a certain skill may be possessed by multiple player characters. 6 only pays the cost for the player character who activated the skill to activate the same skill. Increases the cost of other player characters to activate the same skill. In this case, it is acceptable to set multiple characters with the same skill as the vanguard. This can be an effective strategy.
[0100] Alternatively, the cost increasing unit 46 may increase the cost not only of the player character who activated the skill but also of other players. The cost for other player characters to activate the same skill may also be increased. In this case, instead of setting multiple characters with the same skill as the front line, One effective strategy is to assign a character with the necessary skills to the front line.
[0101] The increase value does not necessarily have to be constant, and may vary depending on the current value. For example, you can set the current value and the increase value to be equal, and the cost will double each time the skill is activated. You can do this.
[0102] As a specific example of processing, the cost increase unit 46 increases the cost The current cost and increased cost of the target skill are read and added together to calculate the cost. The value obtained by increasing the cost is stored in the storage unit 3 as the new current value of the cost. Specifically, the cost increasing unit 46 performs a predetermined calculation on the current value of the cost of the skill to be increased. The value obtained by performing the calculation may be set as the current value of the new cost. The increased cost may be displayed on the display 1.
[0103] The cost reduction unit 47 reduces the cost. The cost reduction unit 47 reduces the cost. The cost may be reduced to the initial value of the cost, or the increased cost may be reduced by a predetermined value. This predetermined value may be the same as the increase value, may be smaller than the increase value, or may be greater than the increase value. It can be larger than the added value, can vary depending on the current value, or can be a random value. The timing for reducing the cost is arbitrary, and the cost reduction unit 47 can be triggered by some kind of trigger. It may be reduced accordingly.
[0104] For example, the cost reduction unit 47 may reduce the cost depending on the start or end of a battle with an enemy character. Alternatively, the cost reduction unit 47 may select a strategy for reducing the cost. In response to the activation of the rule, the cost may be reduced. In response to the frontline character who activated the skill being set to the rearline, the cost is reduced. In addition, the cost reduction unit 47 may set a value that indicates that the same skill has not been activated for a predetermined number of turns. This may reduce the cost of the skill.
[0105] As a specific example of processing, the cost reduction unit 47 Read the current cost of the target skill, reduce the cost, and set the resulting value as the new cost. More generally, the cost reduction unit 47 stores the current value of the cost reduction The value obtained by performing a predetermined calculation on the current value of the cost of the target skill is used as the new cost. The cost reduction unit 47 may display the reduced cost on the display 1. It may be possible.
[0106] The game progress control unit 48 controls the overall progress of the game.
[0107] FIG. 7 is a flowchart showing an example of a processing operation of the terminal device 100 according to an embodiment. Hereinafter, the terminal device 100 shown in FIG. 4 executes the above-described game illustrated with reference to FIGS. An example of this will be explained.
[0108] The character control unit 41 configures the deck in advance, and the characters included in the deck are Of the player characters, a unit is made up of five player characters. Furthermore, the character control unit 41 assigns three of the five characters to frontline characters and the others to The two characters are set as rear guard characters. Although it may be included, it is not included in the unit.
[0109] The game progress control unit 48 starts the battle at a predetermined timing, and the battle screen shown in FIG. The game progress control is displayed on the display 1 (step S1). The control unit 48 stores the energy points of each player character and the three player characters. and the spirit points and skill points common to the above are set to predetermined initial values. The game progress control unit 48 executes the turn on the player character side (step S2).
[0110] FIG. 8 is a flowchart showing an example of the processing operation of the terminal device 100 during the player character's turn. This is a flow chart.
[0111] At the start of a turn, the card distribution unit 42 draws six cards from the deck. The card distribution unit 42 distributes one of the six cards to the player's hand (step S11). One card is the top visible card in the deck, and the other five cards are randomly selected. After distributing six cards, the card distribution unit 42 randomly selects one card. This card is dealt at the start of the next turn. do.
[0112] The card contains a character (one of three frontline characters) and a type ("E "Energy", "Spirit" and "Skill" are set. If the energy points reach a predetermined value in the game, the card distribution unit 42 and distributing at least one special move card with no type set.
[0113] During each turn, the player can switch between the frontline and rearline characters. If the player performs an operation to switch (YES in step S12), The character control unit 41 controls the player to select one of the frontline characters. A character is set as a rear guard, and a player selected from the rear guard characters The character is set as a vanguard (step S13).
[0114] In response to the exchange of the front-line characters and rear-line characters, the card distribution unit 42 exchanges cards. Specifically, the card distribution unit 42 exchanges the six cards that were distributed to the player's hand (step S14). At least one of the cards has a player character that has been switched to the rear guard. The card with the player character set as the new front line will be replaced with a card with the player character set as the new front line. do.
[0115] The player must choose one of the six cards in their hand, or You can select multiple cards with the same character or type (except for special move cards). In other words, the game progress control unit 48 receives the The point adding unit 43 then accepts the selection of the card through the operation of the above. Points are added according to the mode (step S15).
[0116] For example, if an energy card is selected, the point adding unit 43 adds the energy card Increase the energy points of the frontline character set to . The addition unit 43 may increase spirit points and skill points.
[0117] When a spirit card is selected, the point adding unit 43 increases the spirit points. At this time, the point adding unit 43 adds the energy points and skill points of each player character. The amount of the ion exchange may be increased.
[0118] When a skill card is selected, the point adding unit 43 increases the skill points. At this time, the point adding unit 43 adds the energy points and spirit points of each player character. The point may be increased.
[0119] Here, the current value of skill points is the current cost of the skills possessed by the frontline character. If the value is equal to or greater than the skill value, the skill can be activated. In order to receive instructions to activate skills from the user, the skill selection screen is displayed on Display 1. When a skill is activated by a player's operation, that is, when a skill is activated, If a skill is specified (YES in step S16), the skill invoking unit 44 invokes the skill. The skill is activated to produce an effect according to the skill (step S17). Section 44 shows the parameters corresponding to the effect of the activated skill (the ability parameters of the player character). This changes the parameters of the enemy character, such as the character's character status.
[0120] Then, the point subtraction unit 45 subtracts the points of the activated skill from the current value of skill points. The current value of the skill points is subtracted from the current value of the skill points, and the result is set as the new current value of the skill points (step S18).
[0121] In addition, the cost increasing unit 46 increases the cost of the activated skill (step S19). Specifically, the cost increase unit 46 refers to the memory unit 3 (FIG. 6) and calculates the cost of the activated skill. The current cost is calculated by adding the increase to the current cost. If exceeds the upper limit, the cost increasing unit 46 increases the current value of the cost up to the upper limit.
[0122] A specific example of steps S16 to S18 will be described with reference to FIG. If the current value is 25, then there are two skills: Skill K11, whose initial cost is 10, and Skill K20, whose initial cost is 20. Kill K12 can be activated. Therefore, you can select skills K11 and K12 as shown in Figure 2. The skill selection screen for the skill K11 is displayed on display 1. This will activate skill K11, reducing the enemy character's hit points by 20. Then, the current cost of skill K11 increases by the increase of 30, and the new skill K1 The cost of 1 is 40. As a result, the skill information stored in the memory unit 3 is as shown in FIG. The state is updated from the state shown in FIG.
[0123] Returning to FIG. 8, the game progress control unit 48 executes the player character set on the selected card. Attack an enemy character with Kuta to reduce their hit points. (Step S20).
[0124] In addition, if the selected cards include a special move card, the game progress control unit 48 must This activates a killing technique that reduces the enemy character's hit points by a large amount compared to a normal attack.
[0125] In addition, when the spirit points reach a certain value, the game progress will be controlled according to the player's operation. The spirit character in the deck activates the spirit skills possessed by the spirit character, and the specified effect is achieved. For example, if a spirit skill that reduces the cost of a skill is activated, The cost reduction unit 47 reduces the current value of the cost of the skill possessed by the player character. The skill to be reduced in cost can be linked to the spirit skill being activated, or can be used each time you play. It may be specified by a user operation.
[0126] In addition, skill activation (steps S16 to S19), attack (step S20), and special move The order of activation and spirit skill activation is arbitrary and may be reversed as appropriate.
[0127] In addition, when a special move is activated, the cost increasing unit 46 increases the cost required to activate the same special move. It is possible to increase the energy points required, but it is preferable not to do so. It is tied to a specific player character and, unlike skills, is a choice made by the player. This is because there is no cost (it just becomes harder to activate). Part 46 shows how when a spirit skill is activated, the spirit points required to activate the same spirit skill are calculated. Although it is possible to increase the point, it is preferable not to do so. This completes the player character's turn.
[0128] Returning to Figure 7, the attack on the player character's turn will cause all enemy characters to lose their health. If the number of points reaches 0 (YES in step S3), the player character wins. The game progress control unit 48 then ends the match (step S6).
[0129] On the other hand, if the hit points of at least one enemy character are not 0 (step S3 If NO, the game progress control unit 48 executes the enemy character's turn (step S4). .
[0130] During the enemy character's turn, the enemy character's attack will cause the player character to be hit. During the enemy character's turn, the player is the one who is attacked. Only frontline characters are affected. When the points become 0, the character control unit 41 selects the rear guard character from the player. The player character specified by these operations or randomly selected will be displayed in front. Set it to Guard.
[0131] At this time, the game progress control unit 48 executes the hit point calculation for the front-line character whose hit points have reached 0. Depending on the energy points, other characters (e.g., other surviving characters, other The surviving vanguard characters and / or the characters newly set as vanguard) Specifically, the game progression unit 48 may increase the hit points. If the energy of a frontline character reaches 0, you can allocate that energy to another character. stomach.
[0132] If there are multiple characters to allocate, the energy points of each character There are various ways to allocate the characters. For example, Or, you can allocate it evenly according to the energy points of the character to be allocated. More specifically, the current value of the energy points may be allocated according to the Characters with higher values may allocate more (or fewer) energy points. Alternatively, the energy point may be increased according to (for example, proportional to) the difference between a predetermined value and the current value of the energy point. You can also allocate Gee points. Also, the upper limit can be reached by allocating energy points. If any character exceeds this limit, the excess energy points and the other characters Add the energy points to be allocated and divide it equally among the other characters. You may reassign the ball.
[0133] All player characters included in the unit are killed by an attack on the enemy character's turn. If the hit points of the enemy character become 0 (YES in step S5), the enemy character wins. The game progress control unit 48 then ends the match (step S6).
[0134] On the other hand, if at least one player character's hit points are not 0 (step If step S5 is NO, the game progress control unit 48 executes the player character's turn again. (Step S2). After that, if the hit points of all enemy characters become 0 or all players The player character's turn and the enemy character's turn continue until the character's hit points reach 0. The process of turning the power supply side is repeated (steps S2 to S5).
[0135] When the match is over (step S6), the cost reducing unit 47 performs the cost increasing unit 46. The cost of the skill whose cost has been increased is reduced to the initial value (step S7). Therefore, the next battle will start with the cost of each skill set at its initial value. The stored skill information is updated (initialized) from the state shown in FIG. 9 to the state shown in FIG.
[0136] In this way, in this embodiment, when a skill is activated, the next time the same skill is activated, The cost increases. Therefore, the efficiency of the skill decreases, and the player can use the same skill more efficiently. This makes it harder to use. This motivates the player to use other skills. As a result, the player will be able to use a variety of skills, which will increase the interest of the game.
[0137] Below, some variations of the game are described.
[0138] As a first modification, the cost increase unit 46 may increase the cost during a turn in addition to or instead of when a skill is activated. When a front-line character is switched to a rear-line character during a match, the skill held by that player character is In this case, the cost of the system may be increased. It is desirable that some kind of merit is given to the player. For example, a point adding section 43 is considered to have the advantage of adding energy points to rear guard characters every turn. can be done.
[0139] With this configuration, characters who remain in the vanguard will not have their skill costs increase. (Or the increase is relatively small) so it is easier to use the skill. Characters who are unable to use skills will have increased skill costs, making it harder for them to use skills and participating in battles. However, the energy points will increase (by setting it to the front again). ) It becomes easier to use special moves. In this way, each player character's skills and special moves The strategy is to switch between frontline and rearline depending on the battle situation while considering which is more important. It becomes necessary and increases interest.
[0140] As a second modified example, the cost reduction unit 47 may add / replace the cost reduction amount at the end of the battle with the enemy character. If a player switches from a front-line character to a back-line character during a turn, may reduce the cost of skills possessed by.
[0141] With this configuration, players will be more proactive in switching between front and rear guard positions, By using many characters as vanguards, the game becomes more interesting. If you want to use a skill with high cost, you may not need to set a maximum cost. If it becomes difficult to activate skills, you can set that player character to the rear guard. This is because costs can be easily reduced by doing so.
[0142] As a third modified example, the cost reduction unit 47 may add / replace the cost reduction amount at the end of the battle with the enemy character. If you do not activate a skill for one or more turns, the cost of that skill will be reduced. As a more specific example, for a certain skill, the cost increase unit 46 may Each time the skill is activated, the cost is multiplied by a predetermined factor (for example, doubled). On turns where the effect is not activated, the effect may be reduced by a predetermined value (for example, 10 points).
[0143] With this configuration, which skills are most effective when activated? The next action of the enemy character is predicted, and the cost of the skill at each timing is considered. This makes the game more interesting.
[0144] As a fourth variant, after eliminating energy points, special moves are also given the same effect as skills. A cost may be set. If the current number of skill points is equal to or greater than the current cost of the special move, When this happens, the special move possessed by the front-line character selected according to the player's operation will be skipped. When the special move is activated, the cost increase unit 46 increases by the amount of the special move. Increases the cost of skills possessed by the frontline character who activated the skill. If this is done, the cost activation part is the cost of the special move possessed by the frontline character who activated the skill. Increase the
[0145] According to this configuration, the player character who mainly activates skills and the player character who mainly uses special moves can be It becomes necessary to consider the division of roles between the player character and the character who activates the game, which increases the interest of the game. To rise.
[0146] In FIG. 4, the game control unit 4 is provided in the terminal device 100, and the terminal device 100 In contrast to this, as shown in FIG. 10, the terminal device 100a and the server A game system in which the server 200 cooperates may provide the game.
[0147] Specifically, the terminal device 100a includes a communication unit 5 and communicates with the server 200. Furthermore, the terminal device 100a includes a display 1 and a touch panel 2. The game system includes a storage unit 3a and a game control unit 4a.
[0148] The server 200 also includes a communication unit 6, a storage unit 3b, and a game control unit 4b. The communication unit 6 communicates with the terminal device 100a. A part or the whole of the game control unit 4 is The processor (not shown) of the computer 1 executes the game program stored in the memory unit 3b. This may be realized.
[0149] Each of the storage units 3a and 3b stores the information described as being stored in the storage unit 3a in FIG. The game control units 4a and 4b may store part or all of the information. 4 executes some or all of the processing operations described as being performed by each unit in the system.
[0150] Then, the game control is performed by referring to the memory unit 3a and / or the memory unit 3b as necessary. The units 4a and 4b may cooperate to perform the above-mentioned processes.
[0151] According to the embodiment shown in FIG. 10, a player and another player cooperate to defeat an enemy character. It will also be possible to play cooperative battles against other players.
[0152] In a cooperative battle, the game control units 4a and 4b control the player character of a certain player. When increasing the cost of a skill, the player character of another player You may increase the cost of skills of the same type. The skill type is set in advance. There are skills that increase the attack power of the player character, and skills that increase the defense power of the player character. Skills of the same type are groups of skills that have the same effect or correspond to each other. These can be considered skills that are pre-associated with each other.
[0153] In addition, the game control units 4a and 4b may store the skills of a player's player character. When reducing the cost of a card, the cost of the same card held by another player's character is reduced. You may also reduce the cost of skills. The specific methods and timing for increasing and reducing are described above. That is exactly what I did.
[0154] This increases the sense of solidarity between cooperating players.
[0155] Also, according to the embodiment shown in FIG. 10, a battle game in which a player battles another player is performed. In this case, the enemy character in the above explanation can be played by another player. It will be replaced with the Ya character.
[0156] In such a battle, the game control units 4a and 4b control the player's player character. If you increase the cost of a skill that you have, the opponent's player character The cost of the skills held by each player may also be increased. The player's side may have a larger increase, or the opponent's side may have a larger increase. When a player activates a skill, the opponent's cost is increased without increasing the player's cost. It is also possible to increase only the cost.
[0157] In the above examples, characters and cards are used. In addition to the game media, any game media such as avatars and items may be used. acquired, purchased, held, used, managed, exchanged, synthesized, enhanced, sold, disposed of and / or may be electronic data that can be given as a gift.
[0158] The program mentioned in this specification is non-temporarily stored in a computer-readable recording medium. It may be recorded and distributed, or may be distributed via communication lines such as the Internet (including wireless communication). It may be distributed in a state where it is installed on any device.
[0159] The inventions described in this specification are not limited to the individual embodiments described above. Various additions, modifications, combinations and partial deletions are possible as appropriate. For example, what is described herein as one device (as shown in the drawings) Conversely, the present specification may be implemented by multiple devices. What is described as multiple devices in the document (or depicted as multiple devices in the drawings) Alternatively, the various functions may be implemented by a single device (e.g., a server). Some or all of the means and functions included in the server may be included in other devices (e.g., user terminals). It may be included in the
[0160] Furthermore, a part of one embodiment may be incorporated into another embodiment to the extent that no contradiction occurs. Furthermore, not all of the items described in this specification are essential. Anything mentioned in the specification but not claimed is optional and additional. .
[0161] The applicant of the present invention is aware of the inventions disclosed in the documents in the "Prior Art Documents" column of this specification. The inventions described in this specification are merely examples of the prior art disclosed in the literature, and the inventions described in this specification are not necessarily the same as those disclosed in the literature. The invention does not aim to solve the problems described in the claims. The problem to be solved should be determined in light of the entire specification. In the document, when a specific configuration produces a specified effect (in addition to when it is explicitly stated) (including cases where it can be read from the configuration), and the problem that is the reverse of the specified effect is solved. However, it is not necessarily intended to require such a specific configuration as an essential requirement of the invention. It's not delicious. [Explanation of symbols]
[0162] 100,100a terminal equipment 200 servers 1 Display 2 Touch Panel 3,3a,3b Storage section 4, 4a, 4b Game control unit 5,6 Communications Department 41 Character control section 42 Card Distribution Department 43 Points Addition Section 44 Skill Activation Unit 45 point subtraction section 46 Cost Increase Section 47 Cost Reduction Department 48 Game Progress Control Unit 80a~80c Frontline characters 81 Enemy characters 82a~82c Energy Gauge 83 Spirit Gauge 84 Skill Gauge 85 Card stack 86a~86f Cards 87 Spirit Skill Activation Button 88 Skill activation button
Claims
1. A game control program for controlling a game using a plurality of characters, in which a cost is set for each of a plurality of skills, comprising: a card distributing unit that distributes a plurality of cards, each of which is set with one of the plurality of characters and one of a plurality of types; accepting a selection of one or more of the plurality of cards; The character set on the selected card attacks the enemy character; a game progress control unit that adds points that can be used by a player to activate a skill when the type set for the selected card is a specific type; a skill activation unit that activates a first skill in response to receiving an activation instruction from a player of a first skill among the plurality of skills that satisfies the relationship of the following formula (1); Points corresponding to the cost set for the first skill≦Points that the player can use to activate the skill... (1) a point subtraction unit that, in response to the activation of the first skill, subtracts points corresponding to the cost set for the first skill from the points that the player can use to activate the skill.
2. The game control program of claim 1, further causing the computer to function as a cost increase unit that increases the cost set for the first skill in response to the activation of the first skill or in response to the activation of a specific skill by an opponent.
3. 3. The game control program of claim 2, further causing the computer to function as a cost reduction unit that reduces the cost set for the first skill by a predetermined value after the cost set for the first skill has been increased by the cost increase unit (excluding a game control program in which the cost reduction unit resets the cost set for the first skill upon completion of a match).
4. The game control program according to claim 3, wherein the cost reduction unit reduces the cost set for the first skill in response to activation of a second skill having the effect of reducing the cost of a skill whose cost has been increased among the plurality of skills.
5. 5. The game control program according to claim 1, wherein the game progress control unit accepts the selection of two or more cards only if the characters or types set on two or more of the plurality of cards are the same.
6. 6. The game control program according to claim 5, wherein, when the type set for the selected card is a specific type, the game control program adds points that the player can use to activate a skill according to the number of selected cards.
7. A game control system for controlling a game using a plurality of characters, in which a cost is set for each of a plurality of skills, a card distributing unit that distributes a plurality of cards, each of which is set with one of the plurality of characters and one of a plurality of types; accepting a selection of one or more of the plurality of cards; The character set on the selected card attacks the enemy character; a game progress control unit that adds points that can be used by a player to activate a skill when the type set for the selected card is a specific type; a skill activation unit that activates a first skill in response to receiving an activation instruction from a player of a first skill among the plurality of skills that satisfies the relationship of the following formula (1); Points corresponding to the cost set for the first skill≦Points that the player can use to activate the skill... (1) A game control system comprising: a point subtraction unit that, in response to the activation of the first skill, subtracts points corresponding to the cost set for the first skill from the points that the player can use to activate the skill.
8. A game control method for controlling a game using a plurality of characters, in which a cost is set for each of a plurality of skills, comprising: a card distribution unit distributing a plurality of cards, each of which is set with one of the plurality of characters and one of a plurality of types; a game progress control unit that accepts a selection of one or more of the plurality of cards; The character set on the selected card attacks the enemy character; If the type set for the selected card is a specific type, adding points that the player can use to activate a skill; a skill activation unit, in response to receiving from a player an activation instruction for a first skill among the plurality of skills that satisfies the relationship of the following formula (1), activates the first skill; Points corresponding to the cost set for the first skill≦Points that the player can use to activate the skill... (1) A game control method including: a point subtraction unit that, in response to the activation of the first skill, subtracts points corresponding to a cost set for the first skill from the points that the player can use to activate the skill.
Citation Information
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