Program, information processing device, and information processing method
The program automates the selection of suitable characters for missions by restricting actions and displaying compatible characters, enhancing input convenience and gaming experience for players.
Patent Information
- Application Number
- JP2023009004
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-01-24
- Publication Date
- 2025-10-22
- Estimated Expiration
- 2042-01-04
AI Technical Summary
Players with little gaming experience find it difficult to select a suitable character for completing missions, requiring them to manually check each character's information, which is cumbersome.
A program that includes input receiving units to restrict actions and display information about characters that meet specific mission conditions, automatically identifying suitable characters based on their actions and initial status, and providing rewards for mission completion.
Enhances input convenience by automatically selecting suitable characters for missions, reducing the need for manual character evaluation and improving the gaming experience.
Smart Images

Figure 0007758694000001 
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Figure 0007758694000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, an information processing device, and an information processing method for a game in which an action of a character to be trained is selected and the character is trained based on the results of the selected action. [Background technology]
[0002] Games that allow players to develop characters of their choice have been known for some time, and one of the game features is a mission function that allows players to earn rewards by completing missions through gameplay using characters selected by the player (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6952847 Summary of the Invention [Problem to be solved by the invention]
[0004] However, with the conventional mission function, selecting a character suitable for completing a mission was difficult for players with little playing experience, and the player had to view the individual information of each character and determine for themselves whether the character was suitable for completing the mission, which was a cumbersome element.
[0005] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a program, an information processing system, and an information processing method that improve input convenience for players. [Means for solving the problem]
[0006] (1) The present invention relates to a program for a game in which an action of a character to be trained is selected, the character is trained based on the results of the selected action, and a reward associated with the mission is provided if the character is completed during training, the program causing a computer to function as a first input receiving unit that receives input to select an action of the character to be trained, and a second input receiving unit that receives input to select the mission and controls the display of information associated with the selected mission, in which a required action according to the type of character is set for each of the characters to be trained, the first input receiving unit restricts the selection of an action other than the required action in a situation in which the selection of the required action is accepted, specific conditions associated with the completion of the mission are set for the mission, and the second input receiving unit refers to information on the required action linked to the character that can be selected as the character to be trained, extracts the character that satisfies the specific condition corresponding to the mission being selected, and displays information about the extracted character.
[0007] (2) In the program of the present invention, the second input receiving unit may refer to information on the required actions linked to the character that can be selected as a development target and information on the initial status of the character, and extract the character that satisfies the specific conditions corresponding to the mission being selected.
[0008] (3) In the program of the present invention, the second input receiving unit may receive the selection of the character extracted in association with the selected mission and perform processing to pass the selection information of the character to an input interface for selecting a target to be developed.
[0009] (4) The present invention relates to an information processing system for a game in which an action of a character to be trained is selected, the character is trained based on the results of the selected action, and a reward associated with the mission is provided if the character is completed during training, the information processing system including a first input receiving unit that receives input to select an action of the character to be trained, and a second input receiving unit that receives input to select the mission and controls the display of information associated with the selected mission, in which a required action according to the type of character is set for each of the characters to be trained, the first input receiving unit restricts the selection of an action other than the required action in a situation in which the selection of the required action is accepted, specific conditions associated with the completion of the mission are set for the mission, and the second input receiving unit refers to information on the required action linked to the character that can be selected as the character to be trained, extracts the character that satisfies the specific condition corresponding to the mission being selected, and displays information about the extracted character.
[0010] (5) The present invention relates to an information processing method for a game in which an action of a character to be trained is selected, the character is trained based on the result of the selected action, and a reward associated with the mission is provided if the character is accomplished during training, the information processing method including a first input receiving step for receiving an input for selecting an action of the character to be trained, and a second input receiving step for receiving an input for selecting the mission and controlling the display of information associated with the selected mission, wherein a required action according to the type of character is set for each of the characters to be trained, the first input receiving step restricts the selection of an action other than the required action in a situation in which the selection of the required action is accepted, and specific conditions associated with the accomplishment of the mission are set for the mission, and the second input receiving step refers to information on the required action linked to the character selectable as the character to be trained, extracts the character that satisfies the specific condition corresponding to the mission being selected, and displays information about the extracted character.
[0011] The above-mentioned program, information processing system, and information processing method refer to the required actions according to the type of character and extract and display characters that meet specific conditions associated with completing the mission, thereby enabling the player to identify characters that are suitable for completing the mission without having to check each of the character's required actions themselves, thereby improving input convenience for the player.
[0012] Furthermore, if information on the initial status of the character is also referenced when extracting the character, it is possible to present the player with a character that is more suited to completing the mission, thereby further improving input convenience.
[0013] Furthermore, if the selection information of the extracted character is carried over to the input interface for selecting the character to be developed, the player will no longer need to remember the extracted character, thereby further improving input convenience. [Brief explanation of the drawings]
[0014] [Figure 1] FIG. 1 is a diagram illustrating an overall configuration of an information processing system. [Figure 2] FIG. 2 is a functional block diagram of a server related to a character development function among the functions realized by the information processing system. [Figure 3] 10 is a functional block diagram of a player terminal related to a character development function among functions realized by the information processing system. FIG. [Figure 4] 10 is a flowchart showing an example of processing related to a character development function. [Figure 5] FIG. 10 is a diagram showing an example of a character to be trained selection screen displayed on a player terminal. [Figure 6] FIG. 10 is a diagram showing an example of an inheritance character selection screen displayed on the player terminal. [Figure 7] FIG. 10 is a diagram showing an example of an inherited character list screen displayed on the player terminal. [Figure 8] FIG. 10 is a diagram showing an example of an inheritance character selection screen displayed on the player terminal. [Figure 9] FIG. 10 is a diagram showing an example of an inheritance character selection screen displayed on the player terminal. [Figure 10] FIG. 10 is a diagram showing an example of a support formation screen displayed on a player terminal. [Figure 11] FIG. 10 is a diagram showing an example of a final confirmation screen displayed on the player terminal. [Figure 12] FIG. 10 is a diagram showing an example of a training home screen displayed on the player terminal. [Figure 13] FIG. 10 is a diagram showing an example of a training screen displayed on a player terminal. [Figure 14]FIG. 10 is a diagram showing an example of a race list screen displayed on a player terminal. [Figure 15] FIG. 10 is a diagram showing an example of a training home screen displayed on the player terminal. [Figure 16] FIG. 10 is a diagram showing an example of a race list screen displayed on a player terminal. [Figure 17] FIG. 10 is a diagram showing an example of a goal achievement notification screen displayed on the player terminal. [Figure 18] FIG. 10 is a diagram showing an example of a target list screen displayed on a player terminal. [Figure 19] FIG. 10 is a diagram showing an example of a training goal completion screen displayed on the player terminal. [Figure 20] FIG. 10 is a diagram showing an example of a target list screen displayed on a player terminal. [Figure 21] 10 is a flowchart illustrating an example of a process related to a special mission. [Figure 22] FIG. 10 is a diagram showing an example of a mission list screen displayed on a player terminal. [Figure 23] FIG. 10 is a diagram showing an example of a race details dialog box displayed on a player terminal. [Figure 24] FIG. 10 is a diagram showing an example of an extraction result dialog box displayed on a player terminal. [Figure 25] FIG. 10 is a diagram showing an example of a character to be trained selection screen displayed on a player terminal. [Figure 26] FIG. 10 is a diagram showing an example of a training home screen displayed on the player terminal. [Figure 27] FIG. 10 is a diagram showing an example of a race list screen displayed on a player terminal. DETAILED DESCRIPTION OF THE INVENTION
[0015] The following describes an embodiment of the present invention. Note that the embodiment described below does not unduly limit the content of the invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.
[0016] 1. Information processing system configuration Fig. 1 is a diagram showing the overall configuration of an information processing system 10 of this embodiment. As shown in Fig. 1, in the information processing system 10, a server 20 and multiple player terminals 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, thereby constructing a so-called client-server communication system. Each of the multiple player terminals 40 communicates with the server 20 via the network 30 to send and receive various information. Each of the multiple player terminals 40 also communicates with the other player terminals 40 via the network 30 and the server 20 to send and receive various information.
[0017] The server 20 includes a control unit 21 consisting of a processor such as a CPU, a storage unit 22 consisting of a main storage device such as a ROM or RAM and an auxiliary storage device such as an HDD or SSD, and a communication unit 23 consisting of a communication module and a communication interface. In the server 20, the control unit 21 executes various processes in accordance with the programs stored in the storage unit 22. The server 20 also receives information from the player terminals 40 via the communication unit 23, and transmits information relating to the results of the processes executed by the control unit 21 to the player terminals 40.
[0018] The player terminal 40 may be a smartphone, tablet, personal computer, portable game console, or stationary game console installed in a store or at home. The player terminal 40 includes a control unit 41 consisting of a processor such as a CPU; a storage unit 42 consisting of a main storage device such as ROM or RAM and an auxiliary storage device such as flash memory, HDD, or SSD; an operation / input unit 43 consisting of a touch panel, keyboard, microphone, or the like; a display unit 44 consisting of a liquid crystal display, organic EL display, or the like; and a communication unit 45 consisting of a communication module or communication interface. The player terminal 40 also executes various processes according to the programs stored in the storage unit 42. The player terminal 40 also receives information from the server 20 via the communication unit 45 and transmits information to the server 20 or other player terminals 40.
[0019] The information processing system 10 of this embodiment has a function of providing, via the player terminal 40, a game in which a player trains a character based on a racehorse, and when a mission is accomplished during the training, a reward associated with the accomplished mission is awarded. In particular, the information processing system 10 of this embodiment has a function of accepting an input to select an action for the character to be trained, a function of accepting an input to select a mission, and a function of displaying information associated with the selected mission, and the following describes a case in which these functions are mainly realized by the player terminal 40. However, the functions described above may be mainly realized by the server 20, or may be shared between the server 20 and the player terminal 40.
[0020] FIG. 2 is a functional block diagram showing the main functions of the server 20.
[0021] The server 20 in the information processing system 10 has the function of managing players, characters, etc. using various types of identification information, the function of performing calculations necessary for the progress of the game in response to requests from the player terminals 20, and the function of transmitting the calculation results to the player terminals 40, and these functions are realized by the server data storage unit 50 and the game calculation unit 60 working together.
[0022] The server data storage unit 50 includes a player management database 51, and is mainly realized by the storage unit 22. In this embodiment, the player management database 51 stores a character list, an item list, a training target list, mission achievement data, and the like, linked to a player ID assigned to each player.
[0023] The character list includes, for example, an individual character ID assigned to each trained character, a character type ID indicating the character's type, the character's status (rarity, evaluation points, course suitability, distance suitability, running style suitability, running style, speed, stamina, power, tenacity, intelligence, possessed skills, acquired titles), lock status (locked, unlocked), and the character's training history (training conditions, results of races entered during training).
[0024] In this embodiment, a "trained character" means a character that has been trained using a training function, which is one of the game functions realized by the information processing system 10 of this embodiment, and whose training has been completed and whose status has been determined.
[0025] In this embodiment, there are a "character individual ID" and a "character type ID", and the difference between them is as follows.
[0026] First, the "character individual ID" is an ID that is assigned when character training is completed using the training function and the trained character is registered in the character management database 51, and is used to identify each trained character linked to the player ID.
[0027] In addition, in this embodiment, the training function is designed so that the player can select the character to train from multiple types of characters, and the "character type ID" is an ID assigned to identify the type of character that has been trained.
[0028] The "locked state" indicates whether or not a trained character can be transferred (deleted from the character list). If the character is unlocked, it can be transferred, and if the character is locked, it cannot be transferred. Examples of situations in which a character can be locked include when the player selects an individual character from a list of trained characters, or when a trained character is registered to run in a race.
[0029] The training target list stores data in which information indicating whether a character type ID is released or not is associated with the character. In this embodiment, characters associated with information indicating released in the training target list are characters that the player can select as a training target in the training function. In this embodiment, new characters can be released by using release items or by drawing lots to acquire characters, and the number of characters that can be selected as a training target varies depending on the player.
[0030] The item list includes data related to the items, enhancement points, and in-game currency owned by the player. In this embodiment, for example, the content and quantity of items owned, the quantity of enhancement points owned, the quantity of in-game currency owned, etc. are stored as an item list in the player management database 51.
[0031] In this embodiment, items are used, for example, to support character development or to change the starting conditions of a race, and can be obtained based on the results of a race or by consuming in-game currency.
[0032] Further, the strengthening points are used, for example, to strengthen support items, which are items that support character development, and the stronger the support items are, the more advantageous the character development environment can be.
[0033] The mission achievement data is data that is linked to the player ID and manages the mission achievement history. In this embodiment, multiple special missions that can be achieved using the training function are set for a limited time, and information indicating whether each special mission is "achieved" or "unachieved" is stored as the mission achievement data, linked to the mission ID assigned to each special mission.
[0034] The game calculation unit 60 performs a process of performing calculations required for the progress of the game in response to a request from the player terminal 20, transmitting the calculation results to the player terminal 40, and a process of transmitting data required for the progress of the game to the player terminal 40 in response to a request from the player terminal 20, and is mainly realized by the control unit 41 and the communication unit 45. For example, when a request for training instructions is received from the player terminal 20 in the training function, the game calculation unit 60 calculates whether the training is successful or unsuccessful and transmits the calculation result to the player terminal 40. Also, for example, when a request for participation in a race is received in the training function, the game calculation unit 60 performs a simulation of a race run by multiple characters including a character to be trained and non-player characters (NPCs), and transmits the results of the running simulation to the player terminal 40.
[0035] FIG. 3 is a functional block diagram showing the main functions of the player terminal 40. As shown in FIG.
[0036] As shown in FIG. 3, the player terminal 40 in the information processing system 10 of this embodiment realizes, in cooperation with the terminal data storage unit 70 and the game execution unit 80, the function of accepting input to select the action of the character to be trained, and the function of accepting input to select a special mission and displaying information associated with the selected special mission.
[0037] The terminal data storage unit 70 stores data used by the game execution unit 80 to perform various processes, and is mainly realized by the storage unit 42.
[0038] The terminal data storage unit 70 includes a player data storage unit 71, which stores data related to a character list, a development target list, and an item list corresponding to a player ID. In this embodiment, when an application is launched or terminated, or in other necessary situations, synchronization processing is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20 regarding data linked to the player ID (such as the character list, development target list, and item list), and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, when the character list, development target list, or item list needs to be changed in conjunction with the execution of various game processes, the contents stored in the player data storage unit 71 are updated and the updated contents are backed up in the player management database 51 of the server 20, thereby synchronizing the contents of both databases. Note that data linked to a player ID, such as the character list, development target list, and item list, may be downloaded from the player management database 51 to the player data storage unit 71 as needed, such as when an application is launched.
[0039] The terminal data storage unit 70 also includes a training progress data storage unit 72, which stores data (training progress data) necessary for the progress of the training function of characters that can be selected as training targets in the training function (characters with character type IDs associated with released information in the training target list). In this embodiment, training goals, game events, etc. are prepared for each character in relation to the training function, and training progress data including at least the setting contents of the training goals and the setting contents of the game events is stored in the training progress data storage unit 72 in association with the character type ID.
[0040] The terminal data storage unit 70 also includes a mission data storage unit 73, which stores a completion deadline, completion conditions, and completion rewards, etc., linked to a mission ID assigned to each special mission. The completion deadline sets the period until the special mission is released and is set to, for example, seven days. The completion conditions are set as conditions that can be achieved by training a character using the training function. For example, completing character training a predetermined number of times or achieving a predetermined finishing position in a predetermined race during character training are set as achievement conditions for each special mission. The achievement reward sets a reward, such as an item, to be provided when the achievement conditions of the special mission are met, and is managed by assigning a reward ID corresponding to the reward content. Furthermore, in this embodiment, if participation in a race is required to complete a special mission, the race ID of the race that requires participation is stored in the mission data storage unit 73 as a specific condition, linked to the mission ID of the special mission.
[0041] The game execution unit 80 performs processes such as starting a game when a game start condition is satisfied, executing a selected game mode from a plurality of game modes, progressing the game, generating an event when an event occurrence condition is satisfied, calculating a game result, ending the game when a game end condition is satisfied, requesting calculations from the server 20, obtaining calculation results and necessary data from the server 20, and transmitting calculation results and data of the player terminal 40 to the server 20, and is realized mainly by the control unit 41 and the communication unit 45. In this embodiment, the game execution unit 60 includes a first input acceptance unit 81 and a second input acceptance unit 82 that provide an input interface for accepting inputs from the player.
[0042] The first input receiving unit 81 and the second input receiving unit 62 perform processing to display a display screen on the display unit 44 according to the progress of the game, and to provide an input interface that receives input from the player via the display screen.
[0043] The first input receiving unit 81 performs processing to receive input for selecting an action of a character to be trained in a training function, which is a game function for training a character. In this embodiment, when training a character in the training function, it is required to select an action that will consume a turn for each turn. Actions that will consume a turn include training, entering a race, going out, and visiting the nurse's office. The first input receiving unit 81 receives the selection of an action that will consume a turn via the training home screen displayed on the display unit 44, and requests the server 20 to calculate the result of the selected action.
[0044] In this embodiment, a training goal is set according to the type of character to be trained, and a required action that must be selected in a given turn is included in the training goal. For example, a training goal may involve participating in a given race or achieving a given finishing position in a given race. In this case, in a turn in which a given race associated with the training goal is set, participating in the race is a required action, and actions that consume turns other than participating in the race cannot be selected. In this way, the first input receiving unit 81 performs control to restrict the selection of actions other than the required action in a turn in which the selection of a required action is accepted.
[0045] The second input accepting unit 82 accepts an input to select a special mission and controls the display of information associated with the selected special mission. In this embodiment, there are multiple special missions, and by using a training function to fulfill the conditions for each special mission, a reward set for the special mission for which the conditions for completion have been fulfilled is provided. The second input accepting unit 82 displays a mission list screen on the display unit 44 so that the unlocked special missions can be confirmed, and when it accepts an input from the mission list screen to select a special mission that has not been completed and requires participation in a race, it causes a race details dialog box to be displayed on the display unit 44, displaying detailed information about the race required to complete the special mission.
[0046] In this embodiment, when a predetermined input is made in the race details dialog box, it is possible to view information about characters suitable for completing the special mission, and when a predetermined input is made in the race details dialog box, second input accepting unit 82 references information such as required actions linked to characters selectable as characters to be trained, extracts characters suitable for completing the selected special mission, and causes an extraction result dialog box displaying a list of the extracted characters to be displayed on display unit 44. To extract characters, the training function searches for the training goals of each character selectable as a character to be trained, and extracts characters that meet either the condition that a race associated with the completion of the special mission (mission target race) is set as a target race that is the target of the training goal, or that a target race is not set on the turn in which the mission target race is set.
[0047] Characters may be extracted by also referring to the initial status of each character that can be selected as a character to be trained. For example, the distance suitability (short distance, mile, middle distance, long distance) and course suitability (turf, dirt) of each character may be referenced. Specifically, characters may be extracted with an additional extraction condition that the distance suitability and course suitability in the character's initial status for the mission target race are both B or higher (A or B).
[0048] 2. Control method of this embodiment The control method of this embodiment will be described below by taking as an example a case where the game program of this embodiment is applied to a game application of a player terminal 40 provided as a smartphone.
[0049] The game program of this embodiment is configured to provide multiple types of game functions. In the training function, which is the main game function, a character to be trained is selected from multiple types of characters, and the character's status changes as the game progresses. When a predetermined end condition is met, the character's status is finalized and training ends. This trained character can race against characters trained by other players in a racing function, which is another game function. In this embodiment, the number of characters that have been trained (the number that can be registered in the character list) is predetermined, and when the upper limit of the number of characters that can be registered (e.g., 230) is reached, new characters cannot be trained using the training function. Therefore, it is necessary to delete trained characters from the character list to free up space.
[0050] In the information processing system 10 to which the game program of this embodiment is applied, there are special missions that are only available for seven days, and by using the training function to complete the special missions, rewards such as in-game currency can be obtained.
[0051] Before explaining the functions related to the special missions, the character development function will be explained.
[0052] In the training function, the player can select one character from multiple types of characters to train. Each of the multiple types of characters that can be selected for training has its own initial status. Furthermore, characters to be trained acquire unique skills (unique skills) according to their type from the start of training, and the conditions for activating and the effects of activating these skills are different for each type of character. Furthermore, the growth correction rates for parameters such as speed, stamina, power, tenacity, and intelligence are set according to the character, and parameters that are easy to increase are set for each type of character.
[0053] Once you select a character to train and begin character training, you can train them by giving training instructions each turn, up to a maximum of 75 turns in total. Specifically, by giving training instructions associated with performance parameters such as speed, stamina, power, tenacity, and intelligence, the performance parameters will change and skill points will be acquired depending on the training results. You can also spend one turn by ordering a race, which will change the performance parameters and earn skill points depending on the race results. Furthermore, if the conditions for an event are met during training, an event will occur, increasing the number of skills that can be acquired and causing changes to the performance parameters. The aforementioned skill points are used to allow the character to acquire skills, and skills can be acquired by spending the skill points you have from a list of available skills.
[0054] Furthermore, in character development, multiple development goals are set for each character depending on the type of character being developed. Development goals include participating in a target race, finishing within a specified position in the target race, and gaining a specified number of fans by a specified turn. In this embodiment, when a character being developed enters a race, the character can gain a number of fans according to its finishing position, and race entry conditions are set according to the number of fans depending on the race.
[0055] In this embodiment, multiple training goals are set for each character up to turn 72, and the final race is from turn 73 to turn 75. The final race takes place over three turns: a qualifying race, a semi-final race, and a final race, and training instructions can be given before each race begins.
[0056] In this embodiment, when a character is trained with a goal of finishing within a specified position in a target race, a continue function is provided as a rescue function for when the player does not achieve the specified position. This continue function provides the player with an opportunity to retry the target race, and the player can retry the target race by using up a pre-allocated number of continues. In this embodiment, the number of continues is three times for the training of one character.
[0057] In the training game function, when any one of a plurality of predetermined termination conditions is met, the state transitions to a training termination confirmation state.
[0058] First, if you reach the final race, that is, if you reach the 75th turn, your training will end with the end of the final race. If you finish second or lower in the final race, you can try again if you have any continues remaining, but if you finish second or lower in the final race after using up all your continues, your training will end at that point. It is up to the player to decide whether or not to use the continue function, and if you choose not to use the continue function, your training will end at that point.
[0059] Furthermore, if the character's training goal is not achieved within the first 72 turns, training will also end.
[0060] For example, if the goal is to acquire a certain number of fans, the training will end if the number of fans set in the training goal is not reached in the turn set. In this case, the continue function cannot be used, so the training will end if the number of fans has not reached the specified number at the time of the turn to be judged.
[0061] For example, if the training goal is to enter a target race, the training goal will be achieved as long as the horse can enter the target race, regardless of the horse's finishing position in that race.However, each race requires the horse to have acquired the number of fans that meets the entry conditions set for that race, and if the horse has not acquired the number of fans that meets the entry conditions for that race on the turn of the target race, the horse will not be able to enter the target race and training will end.
[0062] For example, if the training goal is to finish within a specified position in a target race, and the conditions for entering the target race are not met, training will end at that point, and if the horse does not finish within the specified position even after entering the target race and there are no more continues remaining, training will also end. As mentioned above, the use of the continue function is at the player's discretion, and if the player chooses not to use the continue function even if there are remaining continues, the training goal will not be achieved and training will end.
[0063] If you have progressed past the 73rd turn, you can advance to the next turn by finishing first in the qualifying race for the final race and the semi-final race, but if you finish second or lower and have no more continues, your training will end. In this case, if the player chooses not to use the continue function, your training will end at that point.
[0064] In this embodiment, when the training termination condition is met, the system transitions to a training termination confirmation state. This training termination confirmation state provides a final opportunity to acquire skills before the status is finalized, and the player can acquire skills by consuming the skill points they currently possess. In addition, the training termination confirmation state provides an input interface for inputting confirmation that training has been completed. When the player inputs confirmation that training has been completed, the status of the character being trained is finalized, and information about that character is registered as a trained character in the character list of the player data storage unit 71 and the character list of the player management database 51.
[0065] Once the status of the character being trained has been confirmed through the training completion confirmation state, a reward is provided according to the training results. In this embodiment, in-game currency, strengthening points, etc. are provided as rewards according to the total number of fans acquired by the end of training. In this embodiment, if the conditions for completing a special mission are met during character training, a reward is also provided for completing the special mission. In this embodiment, there are multiple special missions, and rewards such as in-game currency are individually set for each special mission. The conditions for completing each special mission include achieving a specified finishing position in a specified race and training the character a specified number of times, and rewards can be received by meeting the conditions within the seven-day period in which the special mission is unlocked.
[0066] The game progress of the character training function will be described in more detail below with reference to FIG.
[0067] First, before starting character training, a selection of a character to be trained is accepted (step S101). In this embodiment, as shown in FIG. 5, a character icon 301 for identifying a character can be tapped on the character selection screen to select the character to be trained. Information on characters selectable as characters to be trained (trainable characters) is managed in a training target list in the player data storage unit 71, and the character type ID of the trainable character is acquired from the training target list to display the character selection screen. On the character selection screen, initial status information for the selected character can be confirmed. In this embodiment, the following initial status information can be confirmed on the character selection screen: performance parameters (speed, stamina, power, tenacity, intelligence), course suitability (turf, dirt), distance suitability (short distance, mile, middle distance, long distance), and running style suitability (breaker, leading, overtaking, chasing).
[0068] When the character icon 301 of the character to be trained is selected on the training character selection screen shown in Figure 5 and a tap is made on the progress button 302, the display screen transitions to the inheritance character selection screen as shown in Figure 6, and the selection of the inheritance character is accepted (step S102).
[0069] In this embodiment, the player can select two characters that have been previously trained as inherited characters when training a new character, and the status of the character to be trained can be reinforced based on the inheritance factors (parameters acquired by the inherited characters during training) linked to the two selected inherited characters.
[0070] When selecting an inheritance character, a list of selectable inheritance characters is displayed by tapping either inheritance slot 303 or inheritance slot 304, which are provided for two characters. When a tap input is made on inheritance slot 303 (or inheritance slot 304) on the inheritance character selection screen shown in FIG. 6, the character list in player data storage unit 71 is referenced, and a list of characters that have been trained (inheritance character list) is referenced, and an inheritance character list screen is generated and displayed as shown in FIG. 7. On the inheritance character list screen, a character can be selected by tapping character icon 306, and when a tap input is made on progress button 309 while any of the inheritance characters is selected, the screen returns to the inheritance character selection screen as shown in FIG. 8.
[0071] In addition, the inherited character can be selected not only from a character trained by the player himself, but also from a character trained by another character registered as a friend of the player. In this embodiment, a character trained by another character can be rented up to three times per day. The inherited character list screen shown in FIG. 7 has a trained character tab 307 and a rental tab 308. When the rental tab 308 is tapped, a rental character acquisition request is sent to the server 20. Upon receiving the rental character acquisition request, the server 20 references the friend registration information (profile information of other players registered as friends) associated with the player ID of the sender of the rental character acquisition request and transmits to the player terminal 40 a list of rental characters (rental character list) set in the profile information of other players registered as friends. The player terminal 40 then generates and displays an inherited character list screen based on the received rental character list.
[0072] In addition, in order to start character development, it is necessary to select two inherited characters; as shown in Figure 8, if only one inherited character is selected, the progress button 305 will be grayed out, and you will not be able to proceed with preparations to start character development.
[0073] When two inheritance characters are selected on the inheritance character selection screen as shown in FIG. 9 and a tap is made on the progress button 305, the display screen transitions to a support formation screen as shown in FIG. 10, and the selection of a support item is accepted (step S103).
[0074] In this embodiment, there is a support item modeled after a card as an item for supporting the growth of a character. By using the support item, it is possible to obtain an effect of increasing performance parameters and increase the types of skills that can be acquired. When growing a character, it is necessary to compile six support items. Among the six support items, five are selected from the support items owned by the player himself / herself, and the remaining one is a rental specification that rents the support items owned by other players as a friend slot.
[0075] Support items are classified into six categories according to their performance: speed, stamina, power, determination, wisdom, and friend. For speed, stamina, power, determination, and wisdom, as the name implies, they exert an effect of increasing parameters during training corresponding to the performance parameters of the character. For friend, it exerts an effect such as recovering physical strength and motivation. The category of the support item can be identified by the category icon, and the player selects the six support items to be used in this growth relying on the category icon. In addition, there are three levels of rarity for support items: Rare (R), Super Rare (SR), and Special Super Rare (SSR). In this embodiment, the rarity increases in the order of R < SR < SSR, and basically, the higher the rarity, the higher the support effect.
[0076] As shown in FIG. 10 , the support organization screen has five player support slots 310-314 and one friend support slot 315. When a tap input is performed on any of the player support slots 310-314, the item list in the player data storage unit 71 is referenced to acquire a list of support items (player support list). Then, based on the acquired player support list, a screen displaying a list of support items possessed by the player is generated and a selection of a support item is accepted. When a tap input is performed on the friend support slot 315, a friend support acquisition request is sent to the server 20. Upon receiving the friend support acquisition request, the server 20 references the friend registration information linked to the player ID of the sender of the friend support acquisition request and transmits to the player terminal 40 a list of support items (friend support list) that other players registered as friends have set in their profile information. Based on the received friend support list, the player terminal 40 generates a screen displaying a list of support items that can be set in the friend support slot 315 and accepts a selection of a support item.
[0077] As shown in Fig. 10, when six support items are organized on the support organization screen, if a tap input is made on the training start button 316, the display screen transitions to a final confirmation screen as shown in Fig. 11, and the player's input to confirm the start of training is accepted (step S104). The final confirmation screen displays the organization details of the character to be trained, the inherited character, and the support items selected by the player.
[0078] Then, when a tap input is made on the training start button 317 on the final confirmation screen, a training progress process for training the character is performed (step S105). In this embodiment, when a tap input is made on the training start button 317 on the final confirmation screen in the preparation stage for starting training, the character to be trained is set as the default character. This setting of the default character is intended to make the default character the initially selected character on the training target selection screen the next time training is performed, and is highly convenient for players who repeatedly train the same character.
[0079] FIG. 12 shows an example of a character training home screen, which is a type of display screen during character training.
[0080] In the character training function of this embodiment, the screen basically transitions from the training home screen to a screen for giving instructions for various actions such as training. The training home screen displays an animated image of the character to be trained, and also has a status display field 401 that displays the current character status (speed, stamina, power, tenacity, intelligence, skill points).
[0081] The training home screen also displays a stamina gauge 402 and a motivation icon 403. The stamina gauge 402 is a gauge that indicates stamina, a parameter that affects the failure rate of training, and fluctuates depending on training during training, race participation, game events that occur during training, etc. As stamina decreases, the character becomes more likely to fail training and their motivation decreases. The motivation icon 403 indicates motivation, a parameter that indicates the state of the character being trained. In this embodiment, there are five settings: extremely poor, poor, normal, good, and excellent. This motivation parameter affects training effectiveness and performance parameters at the time of race entry. When the character is in poor or poor form, a downward correction is applied to the training effectiveness and performance parameters at the time of race entry compared to normal, and when the character is in good or excellent form, a upward correction is applied to the training effectiveness and performance parameters at the time of race entry compared to normal.
[0082] The training home screen also has buttons for selecting various actions, such as training: a rest button 404, a training button 405, a skill button 406, a nurse's office button 407, a trip button 408, and a race button 409. In this embodiment, as a rule, one instruction for one type of action can be given per turn (specifically, one of the following: rest, training, nurse's office, trip, or race). When the action corresponding to the instruction given in the current turn is completed, the current turn is consumed, and the game moves on to the next turn. Note that in this embodiment, as an exception, skill acquisition does not consume a turn. In this embodiment, the training function has five types of actions that consume one turn, as described above: rest, training, nurse's office, trip, and race. These may be referred to as turn-consuming actions as needed.
[0083] Rest button 404 is a button for issuing a rest instruction to restore stamina, and when rest button 404 is tapped, a rest confirmation dialog box is displayed to confirm the rest instruction. Subsequently, when the enter button in the rest confirmation dialog box is tapped, a rest result request is sent to server 20. Upon receiving the rest result request, server 20 performs calculations regarding the amount of restored stamina and whether or not a game event has occurred, and sends a rest result response including the calculation results to player terminal 40. Upon receiving the rest result response, player terminal 40 displays an animation that restores stamina gauge 402 based on the calculation results included in the rest result response, and, if a game event has occurred, executes processing related to the game event.
[0084] The training button 405 is a button for issuing training instructions to vary the performance parameters of a character, and when a tap input is made on the training button 405, the display screen transitions to a training screen as shown in FIG.
[0085] On the training screen, the area where the various buttons were arranged on the training home screen is now arranged with a speed button 410, a stamina button 411, a power button 412, a guts button 413, and an intelligence button 414. In this embodiment, for the sake of convenience, the buttons for issuing instructions for each training may be collectively referred to as training buttons.
[0086] On the training screen, training instructions are given by tapping on the selected training button, and the selected training button can be changed by tapping on a training button different from the selected training button.
[0087] The training screen displays the degree to which each performance parameter will increase and the amount of skill points that can be earned by issuing a training command using a selected training button. In the example shown in FIG. 13, when the speed button 410 is selected and speed training is instructed, it can be seen that speed increases by 10, power increases by 4, and 3 skill points can be earned. In this embodiment, speed training increases speed and power, stamina training increases stamina and perseverance, power training increases power and stamina, perseverance training increases perseverance, power, and speed, and intelligence training increases intelligence and speed. Skill points can be earned regardless of the type of training.
[0088] In this embodiment, the support items organized before the start of training are randomly associated with training items by lottery by the server 20 each turn, and for training items to which support items are associated, the effect of the support items will increase the amount of increase in performance parameters and the amount of skill points acquired when training is performed.
[0089] When training is performed, stamina is consumed. The amount of stamina consumed by training can be seen in advance from the stamina gauge 402 on the training screen. Stamina is a parameter that affects the failure rate in training, and as stamina decreases, the failure rate tends to increase. In this embodiment, when a training instruction is given, the server 20 conducts a lottery based on the failure rate to determine whether the training has failed. If the training is not a failure (if the training is successful), the performance parameter corresponding to the training instruction increases, and if the training is a failure, the performance parameter does not increase and stamina is consumed.
[0090] When a tap input is made on a selected training button on the training screen, a training result request is sent to server 20, and server 20, which has received the training result request, performs calculations regarding the training results and whether or not a game event has occurred, and sends a training result response including the calculation results to player terminal 40. Player terminal 40, which has received the training result response, performs display processing regarding the training result (display regarding the success / failure of training and display that varies performance parameters) based on the calculation results included in the training result response, and, if a game event has occurred, executes processing related to the game event.
[0091] The skill button 406 is a button for causing the character to acquire a skill, and when a tap input is made on the skill button 406, a skill acquisition screen showing a list of skills that the character can acquire at that time is displayed. When a skill is selected on the skill acquisition screen and a tap input is made on the acquire button, a skill acquisition request is sent to the server 20, and the server 20 that receives the skill acquisition request registers the skill specified in the skill acquisition request as an acquired skill in the status information of the character being trained, and sends a skill acquisition completion response to the player terminal 40. When the player terminal 40 receives the skill acquisition completion response, it displays a message that skill acquisition has been completed, and executes processing to display the acquired skill on the skill acquisition screen as an acquired skill.
[0092] The infirmary button 407 is a button used to eliminate a bad status given to a character being developed, and input is accepted only when a bad status has been given as a result of a game event during development. In this embodiment, a bad status such as lack of sleep may be given due to the occurrence of a game event. When a bad status is given, game events that are unfavorable to development, such as a decrease in stamina or a decrease in motivation, are more likely to occur. If a bad status has not been given to the character being developed, the infirmary button 407 is displayed grayed out. If a bad status has been given to the character being developed, the infirmary button 407 is displayed normally and accepts tap input. When an instruction to eliminate a bad status is given using the infirmary button 407, a request for the infirmary result is sent to the server 20. Upon receiving the request, the server 20 conducts a lottery to determine whether the bad status has been eliminated, and sends a response for the infirmary result including the determination to the player terminal 40. When the bad status is resolved, the player terminal 40 that has received the nurse's office result response notifies the player that the bad status has been resolved, and performs processing to erase the bad status from the character's status display.
[0093] The go out button 408 is a button used to increase the motivation of a character being trained, and when the go out button 408 is tapped, an go out confirmation dialog box is displayed to confirm that the character is to go out. Subsequently, when the enter button in the go out confirmation dialog box is tapped, an go out result request is sent to the server 20, and the server 20, having received the go out result request, conducts a lottery regarding a motivation increase event and transmits an go out result response including information about the motivation increase event determined by the lottery to the player terminal 40. The player terminal 40, having received the go out result response, executes processing related to the motivation increase event based on the information included in the go out result response.
[0094] The race button 409 is a button used to enter a character being trained in a race, and when a tap is made on the race button 409, the display screen transitions to a race list screen showing a list of races being held in the current turn, as shown in Figure 14.
[0095] On the race list screen, a user can select a race in which to enter a character being trained by tapping on a race selection box 415. The selected race can be identified by the presence or absence of a selection mark 416, and race condition information for the selected race, such as the season (spring, summer, fall, winter), weather (sunny, cloudy, rainy, snowy), course condition (good, slightly heavy, heavy, poor), number of characters participating, and the turn in which the race is held, is displayed in a race condition display area 417. When the selected race is changed, the content displayed in the race condition display area 417 also changes to match the selected race. Furthermore, entry conditions for each race are set based on the number of fans the character being trained has acquired, and for races in which the character being trained does not meet the entry conditions, the race selection box 415 is grayed out and the character cannot be entered.
[0096] In addition, in this embodiment, a target race may be set as a training goal, and the display mode of the training home screen changes in a turn in which a target race is set, and only the skill button 406 and the race button 409 are displayed as buttons for selecting actions, as shown in Fig. 15. In other words, in a turn in which a target race is set, the only action that can be taken in a turn is to enter the race.
[0097] 16 is a diagram showing an example of a race list screen in a turn where a target race has been set. When a target race has been set as a training goal, the race list screen is controlled so that only the target race can be selected. In this embodiment, on the race list screen that includes a target race, the race selection box 415 for the target race is marked with a target badge 416, making it possible to identify it as a target race, and the race selection box 415 for races other than the target race is grayed out and the race cannot be entered.
[0098] When the selection box 415 for the race to be entered is selected on the race list screen and the enter button 418 is tapped, a request to enter is sent to the server 20. Upon receiving the request to enter, the server 20 performs a running simulation for the race to be entered, involving the character being trained and an NPC (non-player character), and sends a race result response including the results of the running simulation to the player terminal 40. Upon receiving the race result response, the player terminal 40 executes display processing that allows the player to watch the race based on the results of the running simulation.
[0099] In this embodiment, when a character being trained is entered in a race, the performance parameters are adjusted according to the level of motivation at the turn the character is instructed to enter the race; if the character's motivation is extremely low or poor, the performance parameters are adjusted downward compared to when the character's motivation is normal, and if the character's motivation is good or at its best, the performance parameters are adjusted upward compared to when the character's motivation is normal.
[0100] In a turn in which a development goal is set in character development, a determination is made as to whether the development goal has been achieved, and if the development goal has been achieved, a goal achievement notification screen is displayed as shown in FIG. 17. In the example shown in FIG. 17, the development goal is to finish in the top five in the target race, the "CCC Award," and if the character being developed is able to finish in the top five in the "CCC Award," the goal achievement notification screen is displayed after displaying the results of the target race. The goal achievement notification screen has a progress button 420, and when the progress button 420 is tapped, the display screen transitions to a goal list screen as shown in FIG. 18.
[0101] On the goal list screen, a list of the training goals set for the character being trained is displayed in the order of turn progression. In the example shown in FIG. 18, six training goals have been set for the character being trained, and a clear mark 421 indicating that the training goal has been achieved is given for each of the training goals up to the third training goal, "Finish within the top five in the CCC Awards." A progress button 422 is provided on the goal list screen, and tapping the progress button 422 advances to the next turn and returns to the training home screen.
[0102] In this embodiment, each development goal is set for the period up to turn 72, and the number and content of development goals are set individually depending on the type of character. When all development goals for a character being developed are achieved, the character can advance to the final race from turn 73 onwards.
[0103] For example, when the last training goal set for the character being trained is achieved, a training goal completion screen is displayed as shown in FIG. 19. The training goal completion screen is provided with a progress button 423, and when a tap input is made on the progress button 423, a goal list screen is displayed as shown in FIG. 20. On the goal list screen shown in FIG. 20, clear marks 421 are added to all six training goals set for the character being trained, allowing the user to understand that all training goals have been achieved. Then, when a tap input is made on the close button 424 on the goal list screen, the screen proceeds to the next turn and returns to the training home screen.
[0104] If all character development goals are achieved, from turn 73 onward, the character will first compete in a qualifying race. If the character comes first in the qualifying race, they will compete in the semifinal race. If the character comes first in the semifinal race, they will compete in the final race. If the character comes first in the final race, they will win the final race and their development will end. Training instructions can also be given before the start of each of the qualifying, semifinal, and final races. The final race from turn 73 onward is an extra turn in which no development goals are set. If the character comes in anything other than first place in the qualifying or semifinal races, they can try again using the continue function, but if they run out of continues, their development will end. As mentioned earlier, use of the continue function is at the player's discretion. Therefore, if the player chooses not to use the continue function even when it is available, they will lose the final race and their development will end.
[0105] Furthermore, if the development goal set for the character being developed is not achieved, development ends at that point. In particular, in this embodiment, if the development goal is to achieve a result within a predetermined finishing position in the target race, it is possible to try again by using the continue function even if the development goal is not achieved within the predetermined finishing position in the target race, but if the development goal is to gain a predetermined number of fans by a predetermined turn or to run in the target race, it is not possible to use the continue function if the development goal is not achieved, and development ends at the time the development goal judgment turn is reached.
[0106] Then, when the training termination condition is met in the training progress processing (Y in step S106), a termination confirmation process is performed (step S107). In the termination confirmation process, a termination confirmation screen is displayed on which the status of the character being trained can be confirmed. The termination confirmation screen is provided with a skill acquisition button and a training termination button, and when a tap input is made on the skill acquisition button, a list of skills that can be acquired is displayed and skills can be acquired within the range of the skill points owned, and when a tap input is made on the training termination button, the training termination process is performed (step S108).
[0107] First, in the training end process, the trained character is registered. The registration of the trained character is completed by calculating the evaluation points and determining the inheritance factors to confirm the character's status, linking it to the character's individual ID, and saving the status in the character list in the player data storage unit 71. The evaluation points are calculated based on the character's performance parameters and acquired skills, and the inheritance factors are determined by lottery.
[0108] In addition, in the training end process, a reward is provided for the training results. In this embodiment, the reward is provided by adding the item to the item list in the player data storage unit 71, and the reward is determined as in-game currency and support points according to the number of fans acquired during training, and the more fans the player has, the more in-game currency and support points the player can obtain.
[0109] In addition, in the training termination process, a training termination request is sent to the server 20, and upon receiving the training termination request, the server 20 registers the trained character in the character list of the player management database 51 and adds a reward for the training results to the item list of the player management database 51.
[0110] In addition, in this embodiment, it is possible to use the training function to achieve special missions that are unlocked for a limited time. Special missions include completing character training a predetermined number of times, or achieving a predetermined finish in a predetermined race during training.
[0111] When a character needs to participate in a specific race during character development to achieve a special mission, the character being developed may not be able to participate in the mission target race. Specifically, this occurs when a target race different from the mission target race is set on the turn in which the mission target race is set. In the example of character development shown in Figure 16, character N needs to participate in the "CCC Award" to achieve the development goal, but if the special mission is set to "win the DDD Award" (winning means coming in first place), the character cannot participate in the mission target race, "DDD Award." In other words, if character N is selected as the development target, the conditions for achieving the special mission, which requires participation in the "DDD Award," cannot be met.
[0112] Therefore, when attempting a special mission that requires participation in a specified race, the player is forced to select a character that can participate in the mission target race from multiple characters that can be selected for development. However, players with little playing experience may not know which characters are capable of participating in the mission target race, and it may not be easy to select a character that is suitable for completing the special mission, which may reduce their motivation to attempt the special mission.
[0113] Therefore, in this embodiment, when a special mission that requires participation in a specified race is set, a method is adopted that makes it possible to provide information about characters that are suitable for completing the special mission.
[0114] FIG. 21 is a diagram showing the flow of a process for providing information related to a special mission.
[0115] In this embodiment, a mission list screen is displayed in the mission selection acceptance process, and the selection of a special mission is accepted through the mission list screen (step S201). Figure 22 shows an example of the mission list screen, and on the mission list screen, mission boxes 501 corresponding to each of the unlocked special missions are displayed based on the special mission data stored in the mission data storage unit 73.
[0116] In addition to text explaining the contents of the special mission, the mission box 501 is provided with a reward icon 502 indicating the type of reward to be provided when the conditions for achieving the special mission are met, a mission achievement gauge 503 visually displaying the number of attempts remaining until the conditions are met, and a challenge button 504 that enables transition to the training function. For special missions whose conditions for achievement have already been met, the mission box 501 is displayed grayed out with a clear mark 505 attached. The mission list screen is also provided with a receive all button 506, so that even if there are multiple special missions whose conditions for achievement have been met and the rewards for those special missions have not yet been claimed, it is possible to claim all of the unclaimed rewards at once by tapping the receive all button 506.
[0117] When the challenge button 504 is tapped on the mission list screen, it is determined that a mission has been selected (Y in step S202), and a check is made to see if the selected special mission has a mission target race (step S203). In this embodiment, it is determined whether the special mission has a mission target race based on whether the race ID of the mission target race is linked to the mission ID that identifies the special mission.
[0118] In the example shown in Figure 22, special missions are set that do not have a mission target race, such as "Complete training once," and special missions that have a mission target race, such as "Finish in the top three in the DDD Award through training."
[0119] If the selected special mission does not have a mission target race (N in step S203), a training function transition process is performed (step S213), and the process moves to a stage where character training preparations are made, such as selecting a character to be trained.
[0120] On the other hand, if the selected special mission has a mission target race (Y in step S203), a race summary display process is performed to display a race summary dialog box 601 that provides information about the mission target race, as shown in Figure 23, based on the race ID of the mission target race (step S204).
[0121] 23, various information about the mission target race, such as the racecourse, distance, season, weather, course conditions, number of characters participating, and time of the race, is displayed in race summary display area 602. Race summary dialog box 601 also has a recommendation button 603, a challenge button 604, and a cancel button 605, and tapping on these buttons performs the following processes.
[0122] When the Cancel button 605 is tapped while the Race Summary dialog box 601 is displayed (Y in step S205), the Race Summary dialog box 601 is closed and the screen returns to the mission list screen.
[0123] Furthermore, when the race summary dialog box 601 is displayed, if a tap is made on the challenge button 604 (Y in step S206), a training function transition process is performed (step S213), and the process moves to a stage where character training preparations are made, such as selecting the character to be trained.
[0124] Furthermore, when the race summary dialog box 601 is displayed, if a tap is made on the recommendation button 603 (Y in step S207), a character extraction process is performed to extract characters (recommended characters) suitable for completing the special mission (step S208).
[0125] In the character extraction process, characters that can compete in the mission target race corresponding to the selected special mission are extracted. Specifically, by referencing the training progress data stored in the training progress data storage unit 72 and the mission data stored in the mission data storage unit 73, a search is performed based on the race ID of the mission target race and the race ID of the target race for the training goals of each character that can be selected as a training target, and characters for which the mission target race is set as the target race and characters for which no target race is set in the turn in which the mission target race is set are extracted as recommended characters.
[0126] When the character extraction process is performed, as shown in FIG. 24, an extraction result dialog box 701 is displayed in which character icons linked to the character type IDs of the extracted recommended characters are arranged in a predetermined display order, and a character selection acceptance process is performed to accept the selection of a recommended character (step S209). The display order of the character icons may be, for example, in ascending order of the character type IDs of the extracted recommended characters. The display order of the character icons may also be any display order, such as in alphabetical order or alphabetical order of the character names of the recommended characters, or in order of the rarity of the recommended characters. If no extracted characters exist, the challenge button 704 is grayed out, and tapping the grayed-out challenge button 704 displays a dialog box notifying that no corresponding characters exist.
[0127] In the example shown in FIG. 24, four characters, character D, character H, character J, and character K, are extracted as recommended characters and displayed. In the extraction result dialog box 701, the initial position of the selection mark 703 attached to the character icon 702 is set to the character icon of the recommended character with the highest display order. In this embodiment, the character icon located at the left end of the top row is treated as the character with the highest display order, and in the example shown in FIG. 24, the initial position of the selection mark 703 is the character icon of character D. In the extraction result dialog box 701, by performing a tap input on any of the displayed character icons 702, the selection mark 703 is attached to the character icon to which the tap input was made. In the example shown in FIG. 24, the selection mark 703 is attached to the character icon 702 of character K, indicating that character K has been selected. In addition, in the extraction result dialog box 701, by performing a long press input on any of the displayed character icons 702, the initial status of the character can be viewed.
[0128] Furthermore, extraction result dialog box 701 is provided with a challenge button 704 and a close button 705, and when a tap input is made on challenge button 704 (Y in step S210), a default character update process is performed (step S212) to update the setting of the default character, which is information specifying the character initially selected on the character to be trained selection screen, which is an input interface for selecting a character to be trained, and then a training function transition process is performed (step S213), and the process moves to a stage in which character training preparations are made, such as selecting a character to be trained. For example, as shown in Fig. 24, when a tap input is made on challenge button 704 when character K is selected in extraction result dialog box 701, character K is set as the default character.
[0129] In this embodiment, when the character to be raised is confirmed, the default character is updated, and the character to be raised is set as the default character. When the stage of selecting a character to be raised in the raising function is entered, the setting of the default character is referenced and the raising character selection screen is displayed with the character icon of the character to be raised in the previous raising event selected. For example, if the user transitions to the raising function with character K selected in the extraction result dialog box 701, the raising character selection screen is displayed with character K initially selected as the default character, as shown in FIG.
[0130] In this embodiment, when the training function is started via the extraction result dialog box 701, the selection result of the recommended character is reflected in the default character setting, eliminating the need for the player to memorize the recommended character, and the player can smoothly decide on the recommended character selected by the player as the character to be trained.
[0131] If the close button 705 in the extraction result dialog box 701 is tapped (Y in step S211), the extraction result dialog box 701 is closed and the race summary dialog box 601 is displayed.
[0132] The control method of this embodiment described above refers to the development goals set for each character and extracts and displays recommended characters suitable for completing special missions. This allows the player to identify characters suitable for completing special missions without having to check the individual development goals for each character, thereby improving input convenience for the player.
[0133] In this embodiment, the case where recommended characters are extracted by referring to the development goals of characters that can be selected as development targets has been described as an example, but information on the initial status of the characters may also be referenced when extracting recommended characters. In this way, recommended characters that are more suitable for completing missions can be presented to the player, further improving input convenience.
[0134] Specifically, in order to accomplish the special mission of finishing within a specified order in the mission target race, it is preferable that the distance and course suitability for the mission target race are high. Therefore, by extracting as recommended characters not only those who can run in the mission target race, but also those whose initial status indicates both distance suitability and course suitability as "B" or higher, the accuracy of the information on recommended characters can be improved.
[0135] Furthermore, in this embodiment, the condition for extracting recommended characters is that they are able to run in the mission target race, specifically that the mission target race is set as the target race, or that a target race is not set on the turn in which the mission target race is set, but it is also possible to extract as recommended characters only characters for which the mission target race is set as the target race. This eliminates the inconvenience of the player forgetting to enter a character they are training in a mission target race.
[0136] Furthermore, in this embodiment, the recommended characters are characters that can compete in mission target races, so if the mission target race is not the target race, as mentioned above, there is a risk that the player may forget to enter the character in the mission target race during training.
[0137] Therefore, the above inconvenience can be resolved by notifying the player that it is a turn in which a mission target race is set using a badge icon indicating that the race is a mission target race on the training home screen or race list screen.
[0138] For example, on the training home screen shown in FIG. 26, a mission badge 430 is attached to the race button 409, allowing the player to understand that a mission target race is set for the current turn.
[0139] Also, for example, on the race list screen shown in FIG. 27, a mission badge 430 is attached to the race selection box 415 for the "DDD Prize," which is a mission target race, allowing the player to understand that the mission target race is available for participation.
[0140] The badge icon indicating a mission-targeted race can be displayed only if the special mission required to participate in the mission-targeted race has not been completed. This eliminates the need for the player to check whether the special mission has been completed, improving the convenience of input for the player.
[0141] Furthermore, even if a mission target race is set on the training home screen, the mission badge 430 may not be displayed if a target race is set or if the participation conditions for the mission target race based on the number of fans are not met. That is, the training home screen can be configured to display the mission badge 430 on the condition that the character being trained is eligible to run in the mission target race. Note that when recommended characters are extracted with reference to distance suitability and course suitability, and a character that is not displayed as a recommended character because of low suitability is being trained as a character to be trained, the mission badge 430 can be displayed if that character is eligible to run in the mission target race.
[0142] In this embodiment, the explanation has been given using the example of a special mission in which the condition for achievement is to achieve a specified result in a specified race, but there may also be special missions in which the condition for achievement can be met simply by participating in a specified race, and the control method of this embodiment described above can be equally applied to special missions in which the condition for achievement is to participate in a specified race.
[0143] In this embodiment, the same race may be held multiple times during a series of training. Specifically, the first to 72nd turns of a character's training are divided into four periods: the pre-debut period from the first to 12th turns, the junior period from the 13th to 24th turns, the classic period from the 25th to 48th turns, and the senior period from the 49th to 72nd turns. The same race may be set for the classic period and the senior period, and such a multiple-event race will have two opportunities to race during the series of training. Among the characters that can be selected for training, there are characters (character 1) whose training goal is a multiple-event race in both the classic period and the senior period, and characters (character 2) whose training goal is a multiple-event race in either the classic period or the senior period, but not the other period. In this embodiment, characters who are able to compete in mission target races are extracted as recommended characters, so if a multiple-event race is set as the mission target race, both Character 1 and Character 2 are extracted as recommended characters, but if a race other than a multiple-event race held in a turn where a multiple-event race is set is the mission target race, Character 1 will not be extracted as a recommended character, and Character 2 will be extracted as a recommended character.
[0144] In this embodiment, the training function allows one type of turn-consuming action to be performed per turn, but there may be a limit to the number of actions per turn, and multiple actions may be performed within the limit. In this case, in a turn where a required action must be selected, the selection of the required action may be included within the limit of the number of actions. The player may also decide the end of the turn at their discretion, and once the decision to end the turn is made, the game may proceed to the next turn. There may also be a time limit for selecting an action in one turn.
[0145] Although the present embodiment has been described using an example of a game in which players can train characters and earn rewards by completing missions during the training, the functions of the information processing system 10 may be configured to be provided in other games. For example, the present invention may be applied to sports games such as baseball games and soccer games in which players can train characters to participate in competitions and earn rewards by completing missions during the training. The present invention may also be applied to games of other genres, such as card battle games, fighting games, action games, battle royale games, and role-playing games, in which players can train game media such as characters, cards, items, and equipment and earn rewards by completing missions during the training. [Explanation of symbols]
[0146] 10 Information processing systems, 20 server, 40 player terminal, 21, 41 control unit, 22, 42 storage unit, 23, 45 communication unit, 43 operation input unit, 44 display unit, 50 server data storage unit, 51 player management database, 60 game calculation unit, 70 terminal data storage unit, 71 player data storage unit, 72 training progress data storage unit, 73 Mission data storage unit, 80 game execution unit, 81 first input reception unit, 82 second input reception unit,
Claims
1. A program for a game in which an action of a character to be trained is selected, the character is trained based on the result of the selected action, and when a mission is accomplished in the training, a reward associated with the mission is provided, a first input receiving unit that receives an input for selecting an action of the character to be raised; causing the computer to function as a second input receiving unit that receives an input for selecting the mission and controls displaying information associated with the selected mission; A behavioral aptitude is set for each of the characters to be raised according to the type of the character; The first input receiving unit, performing control to vary executable actions depending on the type of the character to be trained; Specific conditions associated with the achievement of the mission are set for the mission; The second input receiving unit, A program characterized by referring to information on behavioral aptitude linked to the characters that can be selected as targets for development, extracting characters that have the behavioral aptitude that meets the specific conditions corresponding to the mission being selected and are capable of performing the actions necessary to complete the mission, and displaying information about the extracted characters.
2. In claim 1, The first input receiving unit, A program characterized by displaying actions required to accomplish the mission in an identifiable manner on a display screen for selecting actions for the character to be trained.
3. In claim 1 or 2, The second input receiving unit, A program characterized by accepting the selection of the character extracted in association with the selected mission and performing processing to transfer the selection information of the character to an input interface for selecting a target to be developed.
4. An information processing system for a game in which an action of a character to be trained is selected, the character is trained based on the result of the selected action, and when a mission is accomplished in the training, a reward associated with the mission is provided, a first input receiving unit that receives an input for selecting an action of the character to be raised; a second input receiving unit that receives an input for selecting the mission and performs control to display information associated with the selected mission, A behavioral aptitude is set for each of the characters to be raised according to the type of the character; The first input receiving unit, performing control to vary executable actions depending on the type of the character to be trained; Specific conditions associated with the achievement of the mission are set for the mission; The second input receiving unit, An information processing system characterized by referring to information on behavioral aptitude linked to the characters that can be selected as targets for development, extracting characters that have the behavioral aptitude that satisfies the specific conditions corresponding to the mission being selected and are capable of performing the actions necessary to complete the mission, and displaying information about the extracted characters.
5. An information processing method for a game in which an action of a character to be trained is selected, the character is trained based on the result of the selected action, and a reward associated with a mission is provided when the character accomplishes the mission, a first input receiving step of receiving an input for selecting an action of the character to be raised; a second input receiving step of receiving an input for selecting the mission and performing control to display information associated with the selected mission; A behavioral aptitude is set for each of the characters to be raised according to the type of the character; In the first input receiving step, performing control to vary executable actions depending on the type of the character to be trained; Specific conditions associated with the achievement of the mission are set for the mission; In the second input receiving step, An information processing method characterized by referring to information on behavioral aptitude linked to the characters that can be selected as targets for development, extracting characters that have the behavioral aptitude that satisfies the specific conditions corresponding to the mission being selected and are capable of performing the actions necessary to complete the mission, and displaying information about the extracted characters.
Citation Information
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