Information processing program, information processing method, and information processing system
The information processing system dynamically manages in-game currency stock levels, enabling players to utilize excess currency for gameplay enhancements, thereby improving playability and customization.
Patent Information
- Application Number
- JP2022115199
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-07-20
- Publication Date
- 2025-10-27
- Estimated Expiration
- 2041-10-14
AI Technical Summary
In-game currency that exceeds the possession limit is automatically stored in a bank, rendering it unusable for other games, limiting gameplay enhancements.
An information processing system that allows players to manage and display in-game currency stock levels dynamically, enabling operations to change these levels regardless of the presence of a specific medium, and displaying specific images based on these changes.
Enhances gameplay by allowing players to utilize excess currency effectively, improving overall playability and customization options.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] Conventionally, as shown in Non-Patent Document 1, for example, a system is known in which in-game currency obtained from game treasure chests, sales, or events in excess of a player's possession limit is automatically sent to a bank. [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] GameCenter GX strategy and analysis, [Romancing SaGa 3] money, bank, warehouse, [online], April 9, 2021, [Retrieved October 6, 2021], Internet〈URL: https: / / gamecentergx.at-ninja.jp / rs3 / bank.html〉 Summary of the Invention [Problem to be solved by the invention]
[0004] In the system described in Non-Patent Document 1, in-game currency that exceeds the possession limit is automatically stored in a bank, but cannot be used for other games, and further improvements in game play have been desired.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can improve the playability of a game. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program a process of storing first information relating to the amount of elements possessed by the player that can be used in the first game content in association with player identification information; a process of storing activation information that enables stocking of the element in association with the player identification information based on an operation by a player; a process of storing, in association with the player identification information, second information regarding the stock amount of the element in response to acquisition of the element, when the activation information is stored in association with the player identification information and the first information indicating that the possessed amount of the element has reached an upper limit value that the player can possess is stored; The activation information is stored in association with the player identification information. In the second game content, a player performs an operation to place a specific medium. case, The aforementioned a process of displaying a specific image on a display unit in the second game content; The computer executes the following. The process of storing the second information in association with the player identification information includes: The second information can be changed regardless of whether the specific medium is installed or not. do.
[0007] Also, The process of displaying the specific image on the display unit changes the specific image based on the second information. That's fine.
[0013] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: a process of storing first information relating to the amount of elements possessed by the player that can be used in the first game content in association with player identification information; a process of storing activation information that enables stocking of the element in association with the player identification information based on an operation by a player; a process of storing, in association with the player identification information, second information regarding the stock amount of the element in response to acquisition of the element, when the activation information is stored in association with the player identification information and the first information indicating that the possessed amount of the element has reached an upper limit value that the player can possess is stored; The activation information is stored in association with the player identification information. In the second game content, a player performs an operation to place a specific medium. case, The aforementioned a process of displaying a specific image on a display unit in the second game content; Including fruit, The process of storing the second information in association with the player identification information includes: The second information can be changed regardless of whether the specific medium is installed or not. .
[0014] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer a process of storing first information relating to the amount of elements possessed by the player that can be used in the first game content in association with player identification information; a process of storing activation information that enables stocking of the element in association with the player identification information based on an operation by a player; a process of storing, in association with the player identification information, second information regarding the stock amount of the element in response to acquisition of the element, when the activation information is stored in association with the player identification information and the first information indicating that the possessed amount of the element has reached an upper limit value that the player can possess is stored; The activation information is stored in association with the player identification information. In the second game content, a player performs an operation to place a specific medium. case, The aforementioned a process of displaying a specific image on a display unit in the second game content; Carry out death, The process of storing the second information in association with the player identification information includes: The second information can be changed regardless of whether the specific medium is installed or not. . [Effects of the Invention]
[0015] According to the present invention, the playability of the game can be improved. [Brief explanation of the drawings]
[0016] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2]Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen, and Fig. 3B is a diagram illustrating an example of an ally character confirmation screen. [Figure 4] FIG. 4 is a diagram illustrating an example of the room screen. [Figure 5] FIG. 5 is a diagram illustrating an example of the menu screen. [Figure 6] FIG. 6 is a diagram illustrating an example of the currency shop screen. [Figure 7] FIG. 7 is a diagram showing an example of the first currency purchase screen. [Figure 8] FIG. 8 is a first diagram illustrating an example of the present screen. [Figure 9] Fig. 9A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 9B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 9C is a diagram illustrating an example of a party selection screen. [Figure 10] Fig. 10A is a diagram illustrating an example of a battle screen, Fig. 10B is a diagram illustrating an example of a result screen, and Fig. 10C is a diagram illustrating an example of a report screen. [Figure 11] FIG. 11 is a second diagram illustrating an example of the present screen. [Figure 12] FIG. 12 is a first diagram illustrating an example of a room menu screen. [Figure 13] FIG. 13 is a second diagram illustrating an example of the room menu screen. [Figure 14] Figure 14A is a first diagram illustrating an example of a change in the external shape of the first currency stock furniture, Figure 14B is a second diagram illustrating an example of a change in the external shape of the first currency stock furniture, and Figure 14C is a third diagram illustrating an example of a change in the external shape of the first currency stock furniture. [Figure 15] FIG. 15 is a diagram illustrating an example of the first currency withdrawal dialogue screen. [Figure 16]FIG. 16 is a diagram illustrating an example of the withdrawal result screen. [Figure 17] FIG. 17 is a diagram illustrating an example of the upper limit exceeded dialogue screen. [Figure 18] FIG. 18 is a first diagram illustrating an example of the skip result dialog screen. [Figure 19] FIG. 19 is a second diagram illustrating an example of the skip result dialog screen. [Figure 20] FIG. 20 is a diagram illustrating an example of the setting screen. [Figure 21] FIG. 21 is a diagram illustrating an example of the first currency shortage dialog screen. [Figure 22] FIG. 22 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 23] FIG. 23 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 24] FIG. 24 is a sequence diagram illustrating basic processing of the player terminal and the server. [Figure 25] FIG. 25 is a flowchart illustrating an example of the first asset control process. [Figure 26] FIG. 26 is a flowchart illustrating an example of the appearance change process. [Figure 27] FIG. 27 is a flowchart illustrating an example of the second asset control process. [Figure 28] FIG. 28 is a flowchart illustrating an example of the third asset control process. DETAILED DESCRIPTION OF THE INVENTION
[0017] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0018] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 100, and a communication network 200 having a communication base station 200a.
[0019] A player terminal (information processing device) 1 can establish communication with the server 100 via a communication network 200. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 100. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0020] The server 100 is communicatively connected to a plurality of player terminals 1. The server 100 accumulates various types of information (hereinafter referred to as player information) for each player identification information (hereinafter referred to as player ID) for identifying a player playing a game.
[0021] The communication base station 200a is connected to the communication network 200 and wirelessly transmits and receives information to and from the player terminal 1. The communication network 200 is made up of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 100.
[0022] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 100.
[0023] (Hardware Configuration of Player Terminal 1 and Server 100) Fig. 2A is a diagram illustrating the hardware configuration of a player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of a server 100. As shown in Fig. 2A, the player terminal 1 is configured to include one or more CPUs (Central Processing Units) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0024] As shown in FIG. 2B, the server 100 includes one or more CPUs 110, a memory 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.
[0025] The configurations and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 100 will be omitted.
[0026] The CPU 10 runs programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0027] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0028] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0029] The communication unit 20 is wirelessly connected to the communication base station 200a for communication, and transmits and receives information such as various data and programs to and from the server 100 via the communication network 200. In the player terminal 1, the programs and the like received from the server 100 are stored in the memory 12 or the storage unit 18.
[0030] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0031] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0032] (Game Contents) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which ally characters battle against enemy characters. Specifically, in the game of this embodiment, multiple ally characters are provided. A player selects multiple ally characters (here, five) from the provided ally characters to form a party. In addition, a player can play multiple types of battle games with different enemy characters and difficulty levels. In a battle game, the objective is for the ally characters formed into a party to defeat enemy characters and earn rewards.
[0033] FIG. 3A is a diagram illustrating an example of a home screen. FIG. 3B is a diagram illustrating an example of an ally character confirmation screen. FIG. 4 is a diagram illustrating an example of a room screen. FIG. 5 is a diagram illustrating an example of a menu screen. A game screen is displayed on the display 26 of the player terminal 1. In this embodiment, the game screen is broadly divided into a normal screen and a battle screen.
[0034] The normal screen is a screen that is mainly used by the player to confirm various settings and information. On the other hand, the battle screen is a screen that is displayed on the display 26 from the start to the end of the battle game. Here, all screens other than the battle screen are normal screens. The normal screen includes a home screen shown in FIG. 3A, an ally character confirmation screen shown in FIG. 3B, a quest screen (see FIG. 9A), a shop screen (not shown), a guild screen (not shown), a room screen (FIG. 4), and a menu screen (FIG. 5).
[0035] On the normal screen, as shown in FIG. 3A, for example, a menu bar 30 is displayed at the bottom of the display 26. The menu bar 30 has a plurality of operation sections that can be operated (tapped) by the player. The menu bar 30 has a home screen selection operation section 30a labeled "HOME" and an ally character confirmation screen selection operation section 30b labeled "CHARACTER" and a quest screen selection operation section 30c labeled "QUEST" and a room screen selection operation section 30d labeled "ROOM" and a menu screen selection operation section 30e labeled "MENU."
[0036] When home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on display 26. When ally character confirmation screen selection operation unit 30b is tapped, the ally character confirmation screen shown in FIG. 3B is displayed on display 26. Similarly, when quest screen selection operation unit 30c is tapped, the quest screen shown in FIG. 9A is displayed on display 26. When room screen selection operation unit 30d is tapped, the room screen shown in FIG. 4 is displayed on display 26. When menu screen selection operation unit 30e is tapped, the menu screen shown in FIG. 5 is displayed on display 26. Although detailed explanation will be omitted, the game settings and various information can be confirmed on the menu screen.
[0037] In the menu bar 30, the operation sections corresponding to each screen are highlighted so that the screen currently being displayed on the display 26 can be identified.
[0038] 3A corresponds to an initial screen, and has at its top a header display area 31. The header display area 31 displays level information 31a indicating the player level associated with the player ID, a stamina display bar 31b indicating the stamina of the player associated with the player ID, and the amounts of the first currency and the second currency held associated with the player ID.
[0039] Stamina is a parameter required to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game has a set stamina consumption value required to play, a number of challenges per day, etc. When playing a battle game in which a stamina consumption value required to play is set, the player consumes stamina to play the battle game, and therefore, if the player does not have enough stamina, the player cannot play the battle game.
[0040] Although a detailed explanation will be omitted, when a player clears a battle game, the player can acquire a predetermined value as player experience points. Each time the player experience points reach a certain value, the player's player level increases. A management upper limit is set for the player level, and even if player experience points are acquired, the player level will not increase beyond the set management upper limit. The management upper limit is set by the operator and increases at predetermined times. For example, the management upper limit is manually updated by the operator in a regular update that is performed once a month. However, the present invention is not limited to this, and the management upper limit may be automatically updated mechanically by a program in a regular update that is performed once a month. The update timing and update contents are set in advance in this program.
[0041] Additionally, a stamina upper limit is set for each player level, and as the player level increases, the stamina upper limit also increases. Stamina recovers by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit. The stamina display bar 31b displays the current remaining stamina in relation to the upper limit so that the player can visually grasp it.
[0042] The first currency and the second currency are currencies that can only be used in the game. For example, when a battle game is cleared, a predetermined amount of the first currency can be acquired according to the battle game cleared. The second currency can be acquired for free or for a fee. The first currency and the second currency can be acquired in various ways, but a detailed explanation will be omitted.
[0043] A notification selection operation section 32 may be displayed on the right edge of the home screen. Although details are omitted, for example, if a guild battle, which is one type of battle game, is being held, a notification selection operation section 32 labeled "Guild Battle" will be displayed.
[0044] A home menu 33 is displayed on the home screen between the menu bar 30 and the notification selection operation unit 32. The home menu 33 is provided with a shop screen selection operation unit 33a labeled "Shop," a guild screen selection operation unit 33b labeled "Guild," a notice screen selection operation unit 33c labeled "Notice," and a gift screen selection operation unit 33d labeled "Present."
[0045] When the shop screen selection operation unit 33a is tapped, a shop screen (not shown) where items can be purchased is displayed. When the guild screen selection operation unit 33b is tapped, a guild screen (not shown) is displayed on the display 26. When the notice screen selection operation unit 33c is tapped, a notice screen (not shown) that displays update information, maintenance information, etc. is displayed on the display 26. When the gift screen selection operation unit 33d is tapped, a gift screen shown in FIG. 8 is displayed on the display 26. As will be described in more detail later, the gift screen displays items distributed by the administrator, for example.
[0046] The ally character confirmation screen shown in FIG. 3B displays all images of ally characters corresponding to the ally character IDs associated with the player ID. That is, the ally character confirmation screen displays all ally characters owned by the player. Note that the ally character IDs are used to identify ally characters, and a different ID is assigned to each ally character. When a player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is associated with the player ID of the player.
[0047] A party screen selection operation section 34 labeled "Party" is displayed on the right edge of the ally character confirmation screen. When the party screen selection operation section 34 is tapped, a party organization screen (not shown) is displayed on the display 26, and a party consisting of up to five ally characters can be organized and saved.
[0048] Various parameters such as stars (rarity), experience points, character level, skill level, equipment rank, etc. are stored in association with each ally character. Experience points increase when a character wins a battle game (described later) or when a predetermined item is used. Character levels are set in accordance with experience points, and increase each time the experience points reach a predetermined value. The player level is set as the upper limit of character level progression. Therefore, character levels can increase up to the player level.
[0049] Furthermore, base values of combat power such as life points, attack power, and defense power are set for ally characters based on their stars (rarity) and character level. The higher the combat power of an ally character, the more advantageously the player can progress through the battle game. Furthermore, the base values set for an ally character increase as the number of stars (rarity) increases and as the character level increases.
[0050] Each ally character is assigned four skills that are executed (activated) in the battle game. Each skill has a skill level, and the higher the skill level, the greater the effect of the skill. The character level is set as the upper limit for skill level progression. Therefore, the skill level can be increased up to the character level.
[0051] Furthermore, allied characters can be equipped with weapons and armor. Each piece of equipment has a character level at which it can be equipped and an additional value for its attack power, defense power, and the like. Increasing the character level of an allied character allows the allied character to be equipped with newer and stronger equipment, further strengthening the allied character. When an allied character is equipped with equipment, the additional value of each piece of equipment is added to the base value, thereby increasing the allied character's combat power. The player can also increase the rank of the allied character's weapon and armor. Increasing the weapon rank and armor rank increases the additional value of each piece of equipment, thereby increasing the allied character's combat power. Thus, in this embodiment, when strengthening an allied character, the player can increase the star (rarity), character level, skill level, weapon rank, and armor rank. Increasing the star (rarity), skill level, weapon rank, and armor rank of an allied character consumes the first currency.
[0052] When the room screen selection operation unit 30d is tapped, the room screen shown in FIG. 4 is displayed on the display 26. The room screen displays a room (game space) 35 as the player's own room. The player can freely place and decorate the room 35 with furniture 36 purchased with in-game currency (third currency). The third currency as in-game currency can be obtained, for example, as a reward for clearing a battle game described below. In addition, the player can freely place his or her favorite ally characters in the room 35 and enjoy various motions of the ally characters. In this way, the game of this embodiment includes a game element as a customization function (second game content) that allows the player to decorate (customize) his or her own room to suit his or her preferences.
[0053] As shown in Figure 4, furniture 36 can be placed in a room 35. Some of the furniture 36 has special effects that can give players an advantage in the game. For example, the furniture 36 includes potion-producing furniture 36a, stamina-producing furniture 36b, ticket-producing furniture 36c, and first currency-producing furniture 36d.
[0054] The potion-producing furniture 36a produces potions at regular intervals. Potions are used to increase the experience points of ally characters. By tapping the potion-producing furniture 36a, the player can obtain the potions produced from the potion-producing furniture 36a. The stamina-producing furniture 36b produces stamina at regular intervals. By tapping the stamina-producing furniture 36b and obtaining the stamina produced by the stamina-producing furniture 36b, the player can recover the player's stamina, which is indicated on the stamina display bar 31b.
[0055] The ticket-producing furniture 36c produces skip tickets at regular intervals. By tapping the ticket-producing furniture 36c, the player can obtain the skip tickets produced from the ticket-producing furniture 36c. Details about skip tickets will be explained in the battle game section below. The first currency-producing furniture 36d produces the first currency at regular intervals. By tapping the first currency-producing furniture 36d, the player can obtain the first currency produced from the first currency-producing furniture 36d.
[0056] Also displayed on the room screen is a furniture operation unit 37. The furniture operation unit 37 includes a movement operation unit 37a, an information operation unit 37b, a storage operation unit 37c, and a first currency stock furniture operation unit 37d. The movement operation unit 37a changes the state of furniture 36 placed in the room 35 to one that is movable. Furniture 36 that is now in a movable state can be moved to any position within the room 35 by the player tapping the furniture 36.
[0057] The information operation unit 37b displays detailed information about the furniture 36 on the display 26. For example, detailed information about furniture 36 with special effects displays an explanation of the special effects that the furniture 36 has. The storage operation unit 37c stores the furniture 36 placed in the room 35 in a storage box (not shown). The stored furniture 36 is removed from the room screen. The first currency stock furniture operation unit 37d will be described later.
[0058] When the menu screen selection operation unit 30e is tapped, the menu screen shown in FIG. 5 is displayed on the display 26. The menu screen displays a currency shop operation unit 38a and a setting operation unit 38b. When the currency shop operation unit 38a is tapped, the currency shop screen shown in FIG. 6 is displayed on the display 26. When the setting operation unit 38b is tapped, the setting screen shown in FIG. 20 is displayed on the display 26. The setting screen will be described later.
[0059] Fig. 6 is a diagram illustrating an example of a currency shop screen. As shown in Fig. 6, the currency shop screen displays a first currency purchase operation section 39a and a stamina recovery operation section 39b. When the first currency purchase operation section 39a is tapped, the first currency purchase screen shown in Fig. 7 is displayed.
[0060] Fig. 7 is a diagram showing an example of a first currency purchase screen. As shown in Fig. 7, the first currency purchase screen displays the quantity of first currency currently possessed by the player (hereinafter also referred to as possessed first currency) and the quantity of second currency currently possessed by the player. In addition, the first currency purchase screen displays a purchase operation section 40a and a cancel operation section 40b.
[0061] When the purchase operation unit 40a is tapped, a predetermined amount of the second currency is consumed to purchase a fixed amount of the first currency or a random amount selected by lottery or the like. When the cancel operation unit 40b is tapped, the purchase of the first currency is canceled and the currency shop screen shown in Fig. 6 is displayed. Furthermore, when the stamina recovery operation unit 39b shown in Fig. 6 is tapped, a predetermined amount of the second currency is consumed and the player's stamina is recovered by a certain amount.
[0062] FIG. 8 is a first diagram illustrating an example of a present screen. When the present screen selection operation unit 33d shown in FIG. 3A is tapped, the present screen shown in FIG. 8 is displayed on the display 26. As shown in FIG. 8, the present screen displays items obtained in in-game content, such as items distributed by the operator and rewards obtained upon clearing a battle game such as a guild battle. Each item is displayed in association with a receiving operation unit 41. When a player taps a receiving operation unit 41, the player can obtain the item corresponding to the tapped receiving operation unit 41. However, if the item to be obtained reaches the upper limit of items that the player can possess, the player cannot obtain the item and the item is maintained (stored) in the present box.
[0063] The present screen also displays an all-receive operation section 42a, a cancel operation section 42b, and a history operation section 42c. When the all-receive operation section 42a is tapped, the items are stocked in the present box, and the player receives all of the items they have not yet received. In this case, too, items that reach the player's upper limit of items that can be possessed cannot be received by the player, and are kept in the present box.
[0064] When the cancel operation section 42b is tapped, the process of receiving the item displayed on the present screen is canceled, and the home screen shown in Fig. 3A is displayed on the display 26. When the history operation section 42c is tapped, the reception history of the items received from the present box is displayed.
[0065] Fig. 9A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 9B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 9C is a diagram illustrating an example of a party selection screen.
[0066] When the quest screen selection operation unit 30c is tapped on the home screen shown in Fig. 3A, the quest screen shown in Fig. 9A is displayed on the display 26. Note that in this embodiment, three types of battle games, namely, normal quest, hard quest, and very hard quest, are described as examples, but other types of battle games (such as guild battle) may also be provided.
[0067] Note that some types of battle games have unlocking conditions. Examples of unlocking conditions include a player level being equal to or greater than a predetermined value, or clearing other predetermined battle games. Each battle game type includes multiple battle games (hierarchies). Each of these battle games also has an unlocking condition. When an unlocking condition is met, the game unlocking information included in the player information is updated.
[0068] The quest screen is provided with a normal quest selection operation unit 43a for selecting a normal quest, a hard quest selection operation unit 43b for selecting a hard quest, and a very hard quest selection operation unit 43c for selecting a very hard quest. On the quest screen, one of the normal quest selection operation unit 43a, hard quest selection operation unit 43b, and very hard quest selection operation unit 43c is always selected, with the normal quest selection operation unit 43a being selected as the initial state. The following describes the case where the normal quest selection operation unit 43a is selected, but the same applies when the hard quest selection operation unit 43b or very hard quest selection operation unit 43c is selected.
[0069] When the normal quest selection operation section 43a is selected, a quest operation section 44 for selecting one of a plurality of battle games (levels) belonging to the normal quest is displayed on the quest screen.
[0070] The quest operation unit 44 also displays information on whether each battle game has been completed. The information on whether the battle game has been completed is indicated by, for example, three stars. When a battle game is completed, stars are earned according to the number of ally characters whose life points are 0 at the time of completion. For example, if there are no ally characters whose life points are 0, three stars are earned; if there is one ally character whose life points are 0, two stars are earned; and if there are two or more ally characters whose life points are 0, one star is earned.
[0071] In the example of Figure 9A, three stars are earned in the battle game "21-1," two stars are earned in the battle game "21-2," and two stars are earned in the battle game "21-3." In addition, no stars are earned in the battle game "21-4," and it is announced that this battle game has not been cleared.
[0072] In addition, the unlocking condition for quests (normal quests, hard quests, very hard quests) is set to be clearing the previous battle game. For example, in the example of Figure 9A, clearing battle games up to "21-3" unlocks battle game "21-4," but subsequent battle games ("21-5" and beyond, not shown) are not unlocked.
[0073] On the quest screen, for example, when the quest operation unit 44 for the battle game "21-1" is operated (tapped), the quest selection screen shown in FIG. 9B is displayed on the display 26. The quest selection screen displays enemy characters that appear in that battle game and items (rewards) that can be acquired in that battle game. The quest selection screen also displays the stamina before and after the battle game is played and the remaining number of attempts. The remaining number of attempts indicates the number of attempts that can be made in a day, and is set to infinite for normal quest battle games. In this embodiment, the stamina consumed in normal quest battle games is set to 10. However, the stamina consumed in normal quest battle games may be set to different for each battle game.
[0074] The quest selection screen also displays a cancel operation section 45 and a challenge operation section 46 marked "Challenge" for challenging the battle game.
[0075] When the cancel operation unit 45 is operated (tapped), the quest screen shown in FIG. 9A is displayed on the display 26, and the challenge to the selected battle game "21-1" is canceled.
[0076] On the other hand, when the challenge operation unit 46 is operated (tapped), the party selection screen shown in Fig. 9C is displayed on the display 26. The party selection screen displays all of the ally characters owned by the player, and below it, a selected ally character display area 48 that displays the selected ally character.
[0077] The party selection screen also displays a cancel operation section 45 and a battle start operation section 49 labeled "Start Battle."
[0078] On the party selection screen, when the player operates (tap) a displayed ally character, the operated ally character is displayed in the selected ally character display area 48. That is, here, an ally character ID to be used in the battle game (to determine the party) is selected from among a plurality of ally character IDs associated with the player ID.
[0079] Then, when an ally character (ally character ID) is selected and the battle start operation unit 49 is operated (tapped), the battle game begins.
[0080] Fig. 10A is a diagram illustrating an example of a battle screen. Fig. 10B is a diagram illustrating an example of a result screen. Fig. 10C is a diagram illustrating an example of a report screen. When the battle start operation unit 49 is operated (tapped) on the party selection screen shown in Fig. 9C, the battle game starts.
[0081] During the battle game, a battle screen is displayed as shown in FIG. 10A. On the battle screen, ally characters and enemy characters are displayed on the display 26. The ally characters are controlled by a computer and can inflict damage on enemy characters or receive damage from them. The enemy characters are also controlled by a computer and can inflict damage on ally characters or receive damage from them.
[0082] When damage points are awarded to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are awarded to an ally character, the damage points are subtracted from the ally character's life points. When the life points of all enemy characters reach 0, the player wins (clears), and when the life points of all ally characters reach 0 (defeats), the player loses.
[0083] As shown in FIG. 10A, an ally character display area 50 is provided at the bottom of the battle screen. The ally character display area 50 displays life points 50a and a skill gauge 50b for each ally character. The skill gauge 50b increases when the ally character receives damage from an enemy character or inflicts damage on the enemy character. When the skill gauge 50b reaches a predetermined maximum value, the ally character can use a skill. A skill may inflict more damage points on the enemy character than a normal attack, restore the ally character's life points, or impart a special effect to the enemy character.
[0084] Here, two patterns are provided for using skills. One is a method in which the player operates (tap) an ally character displayed in the ally character display area 50 when the skill gauge 50b has reached its maximum value. The other is a method in which, when the skill gauge 50b has reached its maximum value in the auto mode, the ally character uses a skill under computer control. An auto selection operation unit 51 is displayed on the battle screen, and it is possible to switch between the auto mode and the manual mode depending on the operation of the auto selection operation unit 51. When the auto selection operation unit 51 is operated in the manual mode, the mode switches to the auto mode in which a skill is automatically used. When the auto selection operation unit 51 is operated in the auto mode, the mode switches to the manual mode in which a skill is manually used. Even in the auto mode, when the skill gauge 50b has reached its maximum value and a skill is not being used under computer control, the player can operate (tap) the ally character to use a skill.
[0085] Then, when the battle game ends normally (normal end), a result screen is displayed on the display 26, as shown in Fig. 10B. Fig. 10B shows, as an example, the result screen when the battle game is cleared.
[0086] The result screen displays at least a portion of the game result information of the battle game, such as acquired experience point information and reward information, as well as a report display operation section 52 marked "Report" and an end operation section 53 marked "Close." As shown in Fig. 10B, the reward information includes information about the items, first currency, and third currency obtained as rewards when the battle game is cleared.
[0087] The game result information includes the ally character ID (party) of the ally character, the enemy character ID of the enemy character, the remaining status of the ally character and the enemy character at the end of the battle (whether or not the life points are 0 at the end of the battle game), the damage points inflicted (total value), whether the game is in manual or automatic mode, the battle log ID, the type of battle game (normal quest, hard quest, very hard quest, etc.), information associated with each type of battle game (clear information, battle game level, etc.), information about the items granted, the first currency and the third currency granted, etc. A unique battle log ID is assigned to each battle game. The information associated with each type of battle game varies depending on the type of battle game. When a battle game is cleared, the server 100 determines by lottery whether to grant to the player each item preset for the cleared battle game. The items granted to the player are then added to the game result information and displayed on the result screen.
[0088] When the end operation unit 53 is operated (tapped) on the result screen, the display on the display 26 switches from the battle screen to the normal screen. In other words, the result screen is a part of the battle screen. The normal screen that the result screen switches to may be the screen that was displayed immediately before switching to the battle screen, or may be a predetermined screen such as the home screen. In this way, the battle game ends when the display of the result screen ends.
[0089] When report display operation unit 52 is operated (tapped) on the result screen, the report screen shown in Fig. 10C is displayed on display 26. The report screen displays the damage points (total value) inflicted by ally characters and enemy characters, and also displays end operation unit 53.
[0090] When the end operation unit 53 is operated (tapped), the result screen shown in FIG. 10B is displayed on the display 26.
[0091] 9B also has a ticket display area 47. Ticket display area 47 displays the number of skip tickets owned by the player (the number of skip tickets associated with the player ID), and also has a ticket use challenge operation unit 47a, a minus operation unit 47b, and a plus operation unit 47c. These ticket use challenge operation unit 47a, minus operation unit 47b, and plus operation unit 47c are only valid for battle games in which three stars have been acquired as clear information, and cannot be operated in battle games in which three stars have not been acquired as clear information.
[0092] When the ticket use challenge operation unit 47a, minus operation unit 47b, and plus operation unit 47c are enabled, each time the plus operation unit 47c is operated (tapped), the characters written on the ticket use challenge operation unit 47a increase by one, such as "Use 2 tickets," "Use 3 tickets," etc. Also, each time the minus operation unit 47b is operated (tapped), the characters written on the ticket use challenge operation unit 47a decrease by one, such as "Use 2 tickets," "Use 1 ticket," etc.
[0093] For example, if the text written on the ticket use challenge operation unit 47a reads "Use 5 tickets," when the ticket use challenge operation unit 47a is operated (tapped), 5 tickets and 50 stamina are consumed, the creation of a party on the party selection screen shown in Fig. 9C and the execution of the battle game on the battle screen shown in Fig. 10A are omitted (skipped), and it is treated as if all (5) battle games have been cleared, and a result screen such as that shown in Fig. 10B is displayed. This result screen displays all the items, first currency, and third currency acquired in the 5 battle games.
[0094] In this way, by consuming a skip ticket, the battle game for which the player has earned three stars as clear information is skipped, and the battle game is treated as cleared. This allows the player to collect items in a shorter amount of time.
[0095] Incidentally, an upper limit (hereinafter referred to as the first currency possession upper limit) is set for the amount of first currency that a player can possess. When a player acquires the first currency and the amount of the first currency that the player possesses exceeds this first currency possession upper limit, the excess first currency is basically sent to a present box as shown in FIG. 8. Here, the first currency is a type of item in the game and is an item that can be stored in the present box. In addition to the first currency, items include other items such as second currency, third currency, potions, stamina, and tickets, each of which can be stored in the present box. These items are sent to the present box when the player's item holding upper limit is exceeded. The present box can store the amount of items that exceeds the item holding upper limit that the player can hold. Here, when the item is the first currency, the item holding upper limit is the first currency possession upper limit. As such, the game of this embodiment includes a game element as a storage function (third game content) that stores the amount of items that exceeds the item holding upper limit that the player can hold.
[0096] However, there may be cases where the player frequently acquires the first currency, and first currency exceeding the upper limit of the first currency possession amount is frequently sent to the present box.
[0097] 11 is a second diagram illustrating an example of the present screen. As shown in FIG. 11, if the first currency exceeds the first currency possession upper limit and is frequently sent to the present box, the display area related to the first currency will take up a large proportion of the present screen, which may reduce the visibility of the present screen.
[0098] Therefore, in this embodiment, as shown in FIG. 4, a first currency stock furniture (stock item) 36e capable of stocking the first currency is provided as part of the room function (customization function). In this embodiment, an example in which the first currency stock furniture 36e stocks the first currency will be described. However, this is not limiting. The first currency stock furniture 36e may be configured to stock other items, such as a second currency, a third currency, potions, stamina, or tickets. The stock amount (accumulation amount) of the first currency that can be stocked by the first currency stock furniture 36e is greater than the upper limit of the first currency that the player can possess. However, the stock amount of the first currency that can be stocked by the first currency stock furniture 36e may be the same as or smaller than the upper limit of the first currency that the player can possess. For example, if the upper limit of the first currency that the player can possess is "999,999,999," the stock amount of the first currency that can be stocked by the first currency stock furniture 36e is "99,999,999,999."
[0099] The first currency stock furniture 36e can be purchased by consuming in-game currency (third currency) like the other furniture 36. A menu operation section 54 is displayed on the room screen shown in Fig. 4. When the menu operation section 54 is tapped, a room menu screen is superimposed on the room screen.
[0100] Fig. 12 is a first diagram illustrating an example of a room menu screen. Fig. 13 is a second diagram illustrating an example of a room menu screen. As shown in Fig. 12, the room menu screen includes a furniture shop operation section 55 and a first currency stock furniture operation section 37d.
[0101] When the furniture shop operation unit 55 is tapped, a list of furniture that the player can purchase is displayed, and the player can consume the in-game currency (third currency) to purchase, for example, the first currency stock furniture 36e.
[0102] If the player has not yet purchased the first currency stock furniture 36e, or if the first currency is not stored in the first currency stock furniture 36e after purchasing the first currency stock furniture 36e, the first currency stock furniture operation unit 37d is displayed in gray as shown in Fig. 12. When the first currency stock furniture operation unit 37d is displayed in gray, the first currency stock furniture operation unit 37d is set to be unable to accept tap operations by the player.
[0103] When a player purchases the first currency stock furniture 36e and the first currency is stored in the first currency stock furniture 36e, the first currency stock furniture operation unit 37d is not grayed out and is set to be able to accept tap operations by the player, as shown in FIG. 13.
[0104] Figure 14A is a first diagram illustrating an example of a change in the external shape of the first currency stock furniture 36e. Figure 14B is a second diagram illustrating an example of a change in the external shape of the first currency stock furniture 36e. Figure 14C is a third diagram illustrating an example of a change in the external shape of the first currency stock furniture 36e.
[0105] As shown in FIGS. 14A to 14C, when the first currency stock furniture 36e is placed in the room 35, the external shape of the first currency stock furniture 36e changes depending on the stock amount (accumulation amount) of the first currency. The larger the stock amount of the first currency, the larger the external shape of the first currency stock furniture 36e. Also, the smaller the stock amount of the first currency, the smaller the external shape of the first currency stock furniture 36e. Note that the first currency stock furniture 36e can stock the first currency even when not placed in the room 35. However, when the first currency stock furniture 36e is not placed in the room 35, the change in the external shape of the first currency stock furniture 36e depending on the stock amount of the first currency cannot be visually recognized.
[0106] In this embodiment, the external shape of the first currency stock furniture 36e changes each time the stock amount of the first currency reaches a predetermined value. For example, when the stock amount of the first currency stock furniture 36e is less than 10,000,000, it has the size shown in FIG. 14A. When the stock amount of the first currency stock furniture 36e is equal to or greater than 10,000,000 and less than 100,000,000, it has the size shown in FIG. 14B. When the stock amount of the first currency stock furniture 36e is equal to or greater than 100,000,000, it has the size shown in FIG. 14C.
[0107] In this way, the size of the first currency stock furniture 36e becomes the smallest first size when the stock amount of the first currency is less than the first specified value. Furthermore, the size of the first currency stock furniture 36e becomes the second size, which is larger than the first size, when the stock amount is equal to or greater than the first specified value and less than the second specified value. Furthermore, the size of the first currency stock furniture 36e becomes the largest third size, which is larger than the second size, when the stock amount is equal to or greater than the second specified value. This makes it easier for the player to visually grasp the stock amount of the first currency stocked in the first currency stock furniture 36e.
[0108] While an example in which the size (dimensions) of the first currency stock furniture 36e is changed has been described above, the present invention is not limited thereto. For example, the appearance (external shape, color, etc.) of the first currency stock furniture 36e may be changed according to the amount of the first currency stocked. Furthermore, the image of the first currency stock furniture operation unit 37d shown in FIGS. 4 and 13 does not change according to the amount of the first currency stocked. However, the image of the first currency stock furniture operation unit 37d may be changed according to the amount of the first currency stocked, similar to the first currency stock furniture 36e.
[0109] When the first currency stock furniture 36e in FIG. 4 or the first currency stock furniture operation unit 37d in FIGS. 4 and 13 is tapped, a first currency withdrawal dialogue screen is displayed on the display 26 to withdraw the first currency stored in the first currency stock furniture 36e. Note that the first currency stored in the first currency stock furniture 36e can be withdrawn regardless of whether the first currency stock furniture 36e is installed in the room 35. For example, after purchasing the first currency stock furniture 36e, the player can withdraw the first currency stored in the first currency stock furniture 36e by tapping the first currency stock furniture operation unit 37d shown in FIGS. 4 and 13 even if the first currency stock furniture 36e has not been installed in the room 35.
[0110] 15 is a diagram illustrating an example of a first currency withdrawal dialogue screen. As shown in FIG. 15, the first currency withdrawal dialogue screen displays information about the amount of the first currency currently stocked in the first currency stock furniture 36e and information about the amount of the first currency the player has after withdrawing the first currency.
[0111] The first currency withdrawal dialogue screen also displays a MAX selection operation section 56a, a numerical value input operation section 56b, a reset selection operation section 56c, a decision selection operation section 57a, and a cancel selection operation section 57b.
[0112] The MAX selection operation unit 56a specifies the total amount of the first currency currently stored in the first currency stock furniture 36e as the withdrawal amount (withdrawal value) of the first currency to be withdrawn from the first currency stock furniture 36e. However, if the amount of the first currency held by the player reaches the first currency possession upper limit when the first currency is withdrawn from the first currency stock furniture 36e, the difference between the first currency possession upper limit and the amount of the first currency currently held by the player is specified as the withdrawal amount.
[0113] The numerical value input operation unit 56b specifies an input value input by the player as the amount of the first currency to be withdrawn from the first currency stock furniture 36e. Here, if the input value input by the player exceeds the total amount of the first currency currently stocked in the first currency stock furniture 36e, the value of that total amount is specified as the input value.
[0114] The reset selection operation unit 56c resets the value of the withdrawal amount of the first currency specified by the MAX selection operation unit 56a and the numerical input operation unit 56b. In response to operations of the MAX selection operation unit 56a, the numerical input operation unit 56b, and the reset selection operation unit 56c, the stock amount information of the first currency on the first currency withdrawal dialogue screen and the amount information of the first currency held by the player after withdrawal are changed as needed.
[0115] The decision selection operation unit 57a decides to withdraw the first currency from the first currency stock furniture 36e by the withdrawal amount specified by the MAX selection operation unit 56a or the numerical value input operation unit 56b. The cancel selection operation unit 57b cancels the process of withdrawing the first currency from the first currency stock furniture 36e.
[0116] When the decision selection operation unit 57a is tapped, a withdrawal process for the first currency is executed, and the withdrawal result screen shown in Fig. 16 is displayed on the display 26. Note that if the amount of the first currency held by the player has reached the first currency holding upper limit, the decision selection operation unit 57a is displayed in gray out and is set to be unable to accept tapping operations. In this case, when the decision selection operation unit 57a is tapped, a dialog may be displayed confirming that the withdrawal process cannot be performed because the amount of the first currency held has reached the first currency holding upper limit.
[0117] 16 is a diagram illustrating an example of a withdrawal result screen. As shown in FIG. 16, the withdrawal result screen displays a confirmation message that the specified amount of first currency has been withdrawn, information about the amount of first currency currently stocked in the first currency stock furniture 36e, and information about the amount of first currency the player has after the first currency has been withdrawn. The withdrawal result screen also displays a close selection operation unit 58, and when the close selection operation unit 58 is tapped, the withdrawal result screen is closed.
[0118] 10B, when the player is given the first currency as a reward upon clearing the battle game, the amount of first currency possessed by the player may exceed the first currency possession upper limit. If the player has purchased (activated) the first currency stock furniture 36e and the amount possessed exceeds the first currency possession upper limit, a limit exceeded dialogue screen shown in FIG. 17 is displayed on the display 26.
[0119] 17 is a diagram illustrating an example of the limit exceeded dialogue screen. As shown in Fig. 17, the limit exceeded dialogue screen displays a confirmation message that the player's amount of first currency has exceeded the first currency possession limit, and a confirmation message that the first currency that has exceeded the limit will be automatically sent to the first currency stock furniture 36e.
[0120] Furthermore, the limit exceeded dialogue screen displays a check box 59 for setting whether or not the limit exceeded dialogue screen will be displayed from the next time onwards. The player can check or uncheck the check box 59 by tapping the check box 59. Checking the check box 59 changes the setting so that the limit exceeded dialogue screen will not be displayed from the next time onwards. Unchecking the check box 59 changes the setting so that the limit exceeded dialogue screen will be displayed from the next time onwards.
[0121] Furthermore, the upper limit exceeded dialogue screen displays a decision selection operation section 60, and when the decision selection operation section 60 is tapped, the setting of the check box 59 is reflected and the upper limit exceeded dialogue screen is closed.
[0122] 9B, when the ticket use challenge operation unit 47a is tapped to skip and clear the battle game, and the player is given the first currency as a reward, the amount of first currency possessed by the player may exceed the first currency possession upper limit. If the player has purchased (activated) the first currency stock furniture 36e and the amount of first currency possessed by the player exceeds the first currency possession upper limit, a skip result dialog screen shown in FIG. 18 is displayed on the display 26.
[0123] 18 is a first diagram illustrating an example of a skip result dialog screen. As shown in FIG. 18, the skip result dialog screen displays a confirmation message that if the player's possession of the first currency exceeds the first currency possession upper limit, the excess first currency will be automatically sent to the first currency stock furniture 36e.
[0124] Furthermore, the skip result dialog screen displays a check box 61 that sets whether or not the skip result dialog screen will be displayed from the next time onwards. The player can check or uncheck the check box 61 by tapping the check box 61. Checking the check box 61 changes the setting so that the skip result dialog screen will not be displayed from the next time onwards. Unchecking the check box 61 changes the setting so that the skip result dialog screen will be displayed from the next time onwards.
[0125] Furthermore, the skip result dialog screen displays a decision selection operation section 62, and when the decision selection operation section 62 is tapped, the setting of the check box 61 is reflected and the skip result dialog screen is closed.
[0126] When the first currency is automatically sent to the first currency stock furniture 36e, the amount of the first currency stock furniture 36e stored may exceed the upper limit of the amount that can be stored (hereinafter referred to as the "first currency stock upper limit"). For example, when a battle game is skipped and cleared and a reward is obtained, the amount of the first currency possessed by the player may exceed the upper limit of the first currency possession, and the amount of the first currency stock furniture 36e stored may exceed the upper limit of the first currency possession. Also, when a battle game is skipped and cleared and a reward is obtained, the amount of the first currency possessed by the player may exceed the upper limit of the first currency possession, and the player may not have purchased the first currency stock furniture 36e. In such a case, the skip result dialog screen shown in FIG. 19 is displayed on the display 26 instead of FIG. 18.
[0127] FIG. 19 is a second diagram illustrating an example of a skip result dialog screen. As shown in FIG. 19, the skip result dialog screen displays a confirmation message indicating that any first currency that exceeds the first currency possession limit and the first currency stock limit will be automatically sent to the gift box. Note that when the first currency obtained by clearing the battle game without skipping is automatically sent to the first currency stock furniture 36e, the stock amount of the first currency stock furniture 36e may exceed the first currency stock limit. Also, there may be cases where the first currency obtained by clearing the battle game without skipping exceeds the first currency possession limit and the player has not yet purchased the first currency stock furniture 36e. In such cases, a limit-exceeded dialog screen containing content similar to that shown in FIG. 19 is displayed on the display 26 instead of that shown in FIG. 17.
[0128] The skip result dialog screen also displays a check box 61 for setting whether or not to display the skip result dialog screen from the next time onwards. The skip result dialog screen also displays a decision selection operation unit 62, and when the decision selection operation unit 62 is tapped, the setting of the check box 61 is reflected and the skip result dialog screen is closed.
[0129] When the setting operation section 38b is tapped on the menu screen shown in FIG. 5, the setting screen shown in FIG.
[0130] Fig. 20 is a diagram illustrating an example of a setting screen. As shown in Fig. 20, the setting screen displays a confirmation message indicating that a display setting for a confirmation dialog to be displayed when the first currency possession upper limit is reached when the first currency is acquired. The setting screen also displays a display selection operation unit 63a that displays the dialog, a non-display selection operation unit 63b that does not display the dialog, and a close selection operation unit 64.
[0131] When the display selection operation unit 63a is tapped, if the player exceeds the first currency possession upper limit when acquiring the first currency, a setting is made so that the limit exceeded dialogue screen shown in FIG. 17 or the skip result dialogue screen shown in FIGS. 18-19 is displayed. In other words, if the player acquires a first currency that exceeds the first currency possession upper limit, a setting is made so that the dialogue screens shown in FIGS. 17-19 are displayed. On the other hand, when the hide selection operation unit 63b is tapped, if the player exceeds the first currency possession upper limit when acquiring the first currency, a setting is made so that the limit exceeded dialogue screen shown in FIG. 17 or the skip result dialogue screen shown in FIGS. 18-19 is hidden. In other words, if the player acquires a first currency that exceeds the first currency possession upper limit, a setting is made so that the dialogue screens shown in FIGS. 17-19 are hidden. When the close selection operation unit 64 is tapped, either the display setting or the hide setting is saved, and the setting screen is closed.
[0132] When the shop screen selection operation unit 33a shown in FIG. 3A is tapped, a shop screen (not shown) where items can be purchased is displayed. Thus, the game of this embodiment includes a game element as a purchase function (first game content) in which a player purchases in-game items by consuming a price (e.g., a first currency). Here, when a player consumes the first currency to purchase an item, the amount of first currency possessed by the player may be insufficient to purchase the item. In this case, if the player has purchased the first currency stock furniture 36e and the first currency is stocked in the first currency stock furniture 36e, the stocked first currency can be withdrawn from the first currency stock furniture 36e. When withdrawing the stocked first currency from the first currency stock furniture 36e due to a shortage of the first currency at the time of purchasing an item, a first currency shortage dialog screen shown in FIG. 21 is displayed on the display 26. Note that when there is a shortage of the first currency at the time of purchasing an item, the stored first currency cannot be withdrawn from the gift box.
[0133] FIG. 21 is a diagram illustrating an example of a first currency shortage dialog screen. As shown in FIG. 21, the first currency shortage dialog screen displays a confirmation message indicating that the first currency required to purchase an item is insufficient, information regarding the quantity of the first currency required to purchase the item, and information regarding the amount of the first currency currently possessed by the player. The first currency shortage dialog screen shown in FIG. 21 may be displayed on a shop screen, for example, an allied character strengthening screen displayed when increasing the allied character's star (rarity), skill level, weapon rank, or armor rank. In any case, the first currency shortage dialog screen may be displayed on any screen in the game in which the first currency is used. Furthermore, without being limited thereto, if the first currency stock furniture (stock item) 36e is configured to stock items such as potions and stamina, an item shortage dialog screen with content corresponding to the content shown in FIG. 21 may be displayed on a screen in the game in which items such as potions and stamina are used.
[0134] The first currency shortage dialog screen also displays a withdrawal selection operation unit 65a and a cancel selection operation unit 65b. When the withdrawal selection operation unit 65a is tapped, the first currency withdrawal dialog screen shown in FIG. 15 is displayed, and as described above, the player can withdraw any amount of first currency from the first currency stock furniture 36e. In other words, while purchasing an item on the shop screen, the player can withdraw the first currency stored in the first currency stock furniture 36e (one of the furniture 36) without displaying the room screen shown in FIG. 4. After purchasing the first currency stock furniture 36e, the player can withdraw the first currency from the first currency stock furniture 36e by tapping the withdrawal selection operation unit 65a shown in FIG. 21, even if the first currency stock furniture 36e has not yet been placed in the room 35. When the cancel selection operation unit 65b is tapped, the first currency shortage dialog screen is closed.
[0135] In this manner, in this embodiment, the first currency stock furniture 36e is implemented as one of the furniture 36 in the room function.
[0136] When a player acquires a first currency as a reward for clearing the battle game shown in Figure 10B, the first currency is added to the amount of first currency currently held by the player, provided that the amount does not exceed the first currency holding limit.
[0137] On the other hand, if the first currency possession limit is exceeded, the player purchases (owns) the first currency stock furniture 36e, and if the first currency does not exceed the first currency stock limit, the first currency is added to the first currency stock furniture 36e.
[0138] Furthermore, if the first currency possession limit and the first currency stock limit are exceeded, the first currency will be sent to the present box shown in Figures 8 and 11. Furthermore, if the first currency possession limit is exceeded and the player has not yet purchased (owned) the first currency stock furniture 36e, the first currency will be sent to the present box shown in Figures 8 and 11.
[0139] When a player receives the first currency from the present box shown in Figures 8 and 11, the first currency is added to the amount of first currency currently held by the player, provided that the amount does not exceed the upper limit of the first currency that can be held.
[0140] On the other hand, if the first currency possession limit is exceeded, the player purchases (owns) the first currency stock furniture 36e, and if the first currency does not exceed the first currency stock limit, the first currency is added to the first currency stock furniture 36e.
[0141] Furthermore, if the first currency possession upper limit value and the first currency stock upper limit value are exceeded, the first currency is maintained in the present box without being obtained from the present box shown in Figures 8 and 11. Furthermore, if the first currency possession upper limit value is exceeded and the player has not yet purchased (owned) the first currency stock furniture 36e, the first currency is maintained in the present box without being obtained from the present box shown in Figures 8 and 11.
[0142] When a player purchases a first currency on the currency purchase screen shown in FIG. 7, the first currency is added to the amount of first currency currently possessed by the player, provided that the amount does not exceed the upper limit of the first currency possessed.
[0143] On the other hand, if the first currency exceeds the upper limit of the first currency possession, the first currency is sent to the gift box if the player purchases (owns) the first currency stock furniture 36e and the first currency stock upper limit is not exceeded. However, without being limited to this, the first currency may be added to the first currency stock furniture 36e if the player purchases (owns) the first currency stock furniture 36e and the first currency stock upper limit is not exceeded.
[0144] Furthermore, if the first currency possession limit and the first currency stock limit are exceeded, the first currency will be sent to the present box shown in Figures 8 and 11. Furthermore, if the first currency possession limit is exceeded and the player has not yet purchased (owned) the first currency stock furniture 36e, the first currency will be sent to the present box shown in Figures 8 and 11.
[0145] As a result, if the player's amount of the first currency has reached the first currency possession upper limit, when the player acquires the first currency, the first currency is stored in the first currency storage furniture 36e, thereby reducing the frequency with which the first currency is sent to the present box. As a result, the proportion of the display area related to the first currency on the present screen can be reduced, and the visibility of the present screen can be prevented from decreasing.
[0146] Furthermore, any first currency that exceeds the player's possession limit is stored in the first currency storage furniture 36e that can be used to decorate the room 35, thereby improving the enjoyment of the game.
[0147] Information regarding the first currency held by the player is associated with the player ID and managed by the server 100. Specifically, the server 100 stores, in association with the player ID, player holding information regarding the amount of first currency held by the player, furniture accumulation information regarding the amount of first currency stocked in the first currency stock furniture 36e, and present box storage information regarding the amount of first currency stored in the present box. Furthermore, the server 100 updates each piece of information associated with the player ID (player holding information, furniture accumulation information, present box storage information) every time the player acquires the first currency. However, if the player purchases the first currency with a fee, such as cash, the purchased first currency is not stocked in the first currency stock furniture 36e. If the player purchases the first currency with a fee, the purchased first currency is held by the player if it is equal to or less than the first currency holding limit, and is stored (saved) in the present box if it exceeds the first currency holding limit. Therefore, when a player purchases the first currency for a fee, the server 100 updates the player possession information and the present box storage information in association with the player ID, without updating the furniture accumulation information.
[0148] Next, a description will be given of the basic configuration and communication processing of the player terminal 1 and the server 100. Note that here, a description will be given of the basic communication processing for progressing the game and an example of the main communication processing related to free parameter increase, and a description of other processing will be omitted.
[0149] (Functional configuration of player terminal 1) 22 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0150] The terminal-side game control program includes a game execution control program 80, a battle game execution program 81, an activation control program 82, an asset control program 83, and a display control program 84. Note that the programs listed in Fig. 22 are just examples, and the terminal-side game control program includes many other programs.
[0151] The data storage area 12b is provided with, as storage units for storing data, a game information storage unit 90 and a player information storage unit 91. Note that the above-mentioned storage units are examples, and the data storage area 12b is provided with many other storage units.
[0152] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a game execution control unit 80a, a battle game execution unit 81a, an activation control unit 82a, an asset control unit 83a, and a display control unit 84a.
[0153] Specifically, the CPU 10 runs a game execution control program 80, causing the computer to function as a game execution control unit 80a. Similarly, the CPU 10 runs a battle game execution program 81, an activation control program 82, an asset control program 83, and a display control program 84, causing them to function as a battle game execution unit 81a, an activation control unit 82a, an asset control unit 83a, and a display control unit 84a, respectively.
[0154] The game execution control unit 80a controls the overall progress of the game. For example, when logging in, the game execution control unit 80a transmits login information to the server 100. The game execution control unit 80a also controls the transition of the normal screen. When the overall game information for the game is updated, the game execution control unit 80a receives the game information from the server 100 and stores it in the game information storage unit 90.
[0155] The battle game executing unit 81a is responsible for control for executing the battle game. For example, the battle game executing unit 81a updates the battle screen, controls the actions of ally characters and enemy characters, and derives damage points based on operations input to the player terminal 1.
[0156] The activation control unit 82a activates the first currency stock furniture 36e when the player purchases (owns) the first currency stock furniture 36e at a furniture shop. When the player purchases the first currency stock furniture 36e, the activation control unit 82a associates the purchase with the player ID and stores the information (activation information) in the player information storage unit 91 as ownership information (activation information) indicating that the player owns the first currency stock furniture 36e. The first currency stock furniture 36e is a special item that can stock a first currency that can be used to strengthen allied characters or purchase items. The first currency stock furniture 36e can also be used as a decoration item for the player's room 35. In other words, the activation control unit 82a can activate a special item that can stock elements used in the first game content and can be used as an item in the second game content. Here, the first game content is, for example, a function to strengthen allied characters or a function to purchase in-game items. The second game content is a room function that allows the player to customize their own room 35. The special item is the first currency stock furniture 36e that can be placed in the room 35, and the elements are the player's assets such as the first currency, the second currency, the third currency, and stamina required to start the battle game.
[0157] When a predetermined condition is satisfied, the asset control unit 83a causes the first currency to be stocked in the first currency stock furniture 36e. When the first currency stock furniture 36e is enabled, the asset control unit 83a automatically causes the first currency to be stocked in the first currency stock furniture 36e when the player's maximum amount of first currency that can be held by the player has been reached, regardless of whether the first currency stock furniture 36e is installed in the room 35.
[0158] Furthermore, the asset control unit 83a can execute a process to withdraw the first currency stored in the first currency storage furniture 36e on the shop screen or the room screen, regardless of whether the first currency storage furniture 36e is installed in the room 35. In other words, the asset control unit 83a can execute a process to withdraw the first currency stored in the first currency storage furniture 36e in the first game content or the second game content, regardless of whether the first currency storage furniture 36e is installed in the room 35.
[0159] Furthermore, when the first currency stock furniture 36e is not enabled, the asset control unit 83a performs a process of saving the first currency that exceeds the first currency possession upper limit in the present box. Furthermore, when the stock amount of the first currency reaches the first currency stock upper limit, the asset control unit 83a performs a process of saving the first currency that exceeds the first currency stock upper limit in the present box. In this way, the present box is a game element having a storage function (third game content) for storing, for example, items distributed by the operator or items that exceed the number of items that the player can hold. In other words, when the first currency stock furniture 36e is not enabled or when the stock amount of the first currency reaches the first currency stock upper limit, the asset control unit 83a performs a process of saving the first currency that exceeds the first currency possession upper limit or the first currency stock upper limit in the third game content. Note that in this embodiment, on the shop screen (first game content) where an item is purchased, if the player does not have enough first currency at the time of purchasing an item, the asset control unit 83a cannot perform a process of withdrawing the first currency saved in the present box.
[0160] Furthermore, the asset control unit 83a can execute a process of withdrawing the first currency using a dedicated withdrawal operation unit (withdrawal selection operation unit 65a in FIG. 21) that functions when the first currency stock furniture 36e is enabled on the shop screen. Furthermore, every time the player acquires the first currency, the asset control unit 83a updates each piece of information (player possession information, furniture accumulation information, present box storage information), and stores the updated information in the player information storage unit 91 in association with the player ID.
[0161] The display control unit 84a generates a screen to be displayed on the display 26 and displays the generated screen on the display 26. The display control unit 84a can execute processing to change the appearance of the first currency stock furniture 36e installed in the room 35 depending on the stock amount of the first currency stock furniture 36e. Furthermore, the display control unit 84a can execute processing to display a first currency shortage dialogue screen and a dedicated withdrawal operation unit (withdrawal selection operation unit 65a) shown in FIG. 21 on the display when the player's first currency is insufficient when purchasing an item on the shop screen. Furthermore, the display control unit 84a can execute processing to display various dialogue screens on the display 26 when the amount of first currency held by the player exceeds an upper limit.
[0162] (Functional configuration of server 100) 23 is a diagram illustrating the configuration of the memory 112 in the server 100 and its functions as a computer. The memory 112 is provided with a program storage area 112a and a data storage area 112b. When a game starts, the CPU 110 stores a server-side game control program (module) in the program storage area 112a.
[0163] The server-side game control program includes a game execution control program 180, a battle game execution program 181, an activation control program 182, an asset control program 183, and a display control program 184. Note that the programs listed in Fig. 23 are just examples, and the server-side game control program includes many other programs.
[0164] The data storage area 112b is provided with, as storage units for storing data, a game information storage unit 190 and a player information storage unit 191. Note that the above-mentioned storage units are examples, and the data storage area 112b is provided with many other storage units.
[0165] The CPU 110 runs each program stored in the program storage area 112a and updates data in each storage unit in the data storage area 112b. The CPU 110 runs each program stored in the program storage area 112a, causing the server 100 to function as a server-side game control unit 100A. The server-side game control unit 100A includes a game execution control unit 180a, a battle game execution unit 181a, an activation control unit 182a, an asset control unit 183a, and a display control unit 184a.
[0166] Specifically, the CPU 110 runs a game execution control program 180, causing the computer to function as a game execution control unit 180a. Similarly, the CPU 110 runs a battle game execution program 181, an activation control program 182, an asset control program 183, and a display control program 184, causing them to function as a battle game execution unit 181a, an activation control unit 182a, an asset control unit 183a, and a display control unit 184a, respectively.
[0167] The game execution control unit 180a controls the progress of the entire game. For example, when the game execution control unit 180a receives login information from the player terminal 1, it enables the player terminal 1 to download the player information stored in the player information storage unit 191 from the server 100. Furthermore, when the game information for the entire game is updated, the game execution control unit 180a reads the updated game information from the game information storage unit 190 and enables the player terminal 1 to download it from the server 100.
[0168] The battle game execution unit 181a is responsible for control for executing the battle game.
[0169] The validation control unit 182a, the asset control unit 183a, and the display control unit 184a have the same functions as the validation control unit 82a, the asset control unit 83a, and the display control unit 84a described above, and therefore detailed description thereof will be omitted. When a player purchases the first currency stock furniture 36e, the validation control unit 182a associates this with the player ID as ownership information (validation information) that the player owns the first currency stock furniture 36e and stores this in the player information storage unit 191. Furthermore, every time the player acquires the first currency, the asset control unit 183a updates each piece of information (player possession information, furniture accumulation information, present box storage information), and stores the updated information in the player information storage unit 191 in association with the player ID.
[0170] (Communication processing between player terminal 1 and server 100) 24 is a sequence diagram illustrating basic processing of the player terminal 1 and the server 100. In the following description, processing performed in the player terminal 1 will be referred to as Pn (n is an arbitrary integer), and processing performed in the server 100 will be referred to as Sn (n is an arbitrary integer).
[0171] When a player launches a game application on the player terminal 1 (P1), the game execution control unit 80a transmits login information to the server 100. Upon receiving the login information, the game execution control unit 180a of the server 100 identifies a player ID associated with the login information and performs login processing (S1). Here, the game execution control unit 180a reads player information corresponding to the identified player ID from the player information storage unit 191 and enables the player terminal 1 to download the player information from the server 100. Furthermore, if the game information stored in the game information storage unit 190 is changed, the game execution control unit 180a enables the player terminal 1 to download the changed game information from the server 100.
[0172] When the furniture shop operation unit 55 is tapped on the player terminal 1 and the player purchases the first currency stock furniture 36e, the activation control unit 82a transmits furniture purchase information to the server 100. Upon receiving the furniture purchase information, the activation control unit 182a of the server 100 performs an activation process for the first currency stock furniture 36e, assuming that the player has purchased and owned the first currency stock furniture 36e (S2). The activation process is, for example, a process of associating ownership information (activation information) of the first currency stock furniture 36e with a player ID, updating the information, and saving it. The activation control unit 182a enables the player terminal 1 to download the updated player information from the server 100 as update information.
[0173] When the receiving operation unit 41 or the all receiving operation unit 42a is tapped on the player terminal 1 and an operation to acquire the first currency from the present box is performed, the asset control unit 83a transmits receiving information to the server 100. Upon receiving the receiving information, the asset control unit 183a of the server 100 executes a first asset control process (S3).
[0174] 25 is a flowchart illustrating an example of the first asset control process. As shown in FIG. 25, the asset control unit 183a determines whether the amount of the first currency possessed by the player after receiving the first currency is greater than the first currency possession upper limit (S3-1). If the possession amount is equal to or less than the first currency possession upper limit (NO in S3-1), the asset control unit 183a executes an addition process to add the received first currency to the current amount of the first currency possessed by the player (S3-2).
[0175] If the amount of the first currency held is greater than the upper limit of the first currency held (YES in S3-1), the asset control unit 183a determines whether the player holds the first currency stock furniture 36e (S3-3). If the player does not hold the first currency stock furniture 36e (NO in S3-3), the asset control unit 183a determines that the first currency cannot be received from the present box and executes a maintenance process to maintain the first currency in the present box (S3-4).
[0176] If the first currency stock furniture 36e is in possession of the user (YES in S3-3), the asset control unit 183a determines whether a predetermined condition is met to allow the received first currency to be stored in the first currency stock furniture 36e (S3-5). The predetermined condition is, for example, that the stock amount of the first currency stock furniture 36e after receiving the first currency is equal to or less than the first currency stock upper limit. If the predetermined condition is met (YES in S3-5), the asset control unit 183a executes a stock process to add the received first currency to the stock amount of the first currency stock furniture 36e and store it (S3-6). If the predetermined condition is not met (NO in S3-5), the asset control unit 183a determines that the first currency cannot be received from the present box and executes a maintenance process to maintain the first currency in the present box (S3-4). In addition, the asset control unit 183a updates the player information with the various pieces of information changed by the processes of S3-2, S3-6, and S3-8, and makes the updated player information available for download from the server 100 to the player terminal 1 as update information.
[0177] Returning to FIG. 24, in the player terminal 1, the display control unit 84a performs an appearance change process when the stock amount of the first currency stock furniture 36e changes beyond a specified value.
[0178] FIG. 26 is a flowchart illustrating an example of the appearance change process. As shown in FIG. 26, the display control unit 84a determines whether the stock amount of the first currency stock furniture 36e has changed beyond a specified value (P2-1). If the stock amount has changed beyond the specified value (YES in P2-1), the display control unit 184a executes an appearance change process to change the appearance of the first currency stock furniture 36e (P2-2), for example, as shown in FIGS. 14A to 14C. On the other hand, if the stock amount has not changed beyond the specified value (NO in P2-1), the display control unit 84a terminates the appearance change process without changing the appearance of the first currency stock furniture 36e. This appearance change process is executed by the display control unit 84a every time update information is obtained from the server 100. Specifically, the display control unit 84a executes this process after the second asset control process (S4), the withdrawal process (S5), and the third asset control process (S7), which will be described later.
[0179] Furthermore, when the purchase operation unit 40a is tapped on the player terminal 1 and the player purchases the first currency, the asset control unit 83a transmits first currency purchase information to the server 100. Upon receiving the first currency purchase information, the asset control unit 183a of the server 100 executes a second asset control process, assuming that the player has purchased the first currency by consuming the second currency (S4).
[0180] 27 is a flowchart illustrating an example of the second asset control process. As shown in FIG. 27, the asset control unit 183a determines whether the amount of the first currency possessed by the player after purchasing the first currency is greater than the first currency possession upper limit (S4-1). If the possessed amount is equal to or less than the first currency possession upper limit (NO in S4-1), the asset control unit 183a executes an addition process to add the purchased first currency to the current amount of the first currency possessed by the player (S4-2).
[0181] If the amount of the first currency held is greater than the first currency holding upper limit (YES in S4-1), the asset control unit 183a executes a storage process to store the purchased first currency in the present box regardless of whether the player holds the first currency stock furniture 36e (S4-3). In addition, the asset control unit 183a updates the player information with the various information changed by the processes of S4-2 and S4-3, and makes the updated player information available for download from the server 100 to the player terminal 1.
[0182] 24, when the purchase operation unit 40a is tapped, the asset control unit 83a of the player terminal 1 executes processing similar to the second asset control processing described in Fig. 27 during the first currency purchase presentation displayed on the display 26 (P3). However, the player information updated in the processing of P3 is overwritten and saved by the player information updated in the processing of S4 downloaded from the server 100.
[0183] In the player terminal 1, when the shop screen selection operation unit 33a is tapped and the player does not have enough first currency to purchase an item on the shop screen, the display control unit 84a executes a display control process (P4). In the display control process, the display control unit 84a displays a first currency shortage dialogue screen shown in FIG. 21 on the display 26. Furthermore, when the withdrawal selection operation unit 65a is tapped on the first currency shortage dialogue screen and the decision selection operation unit 57a is tapped on the first currency withdrawal dialogue screen shown in FIG. 15, the asset control unit 83a transmits withdrawal information to the server 100.
[0184] When the asset control unit 183a of the server 100 receives the withdrawal information, it executes a withdrawal process to withdraw the first currency from the first currency stock furniture 36e (S5). In addition, the asset control unit 183a updates the player information with stock information related to the stock amount of the first currency stock furniture 36e changed by the withdrawal process, and makes the updated player information available for download from the server 100 to the player terminal 1.
[0185] Assume that an operation to start a battle game is performed on the player terminal 1 (P5). In this case, start information is transmitted from the player terminal 1 to the server 100. This start information includes information about the party selected by the player, information about the type of battle game, and the like. In response to the input of the start information, the server 100 enables the player terminal 1 to download from the server 100 battle game start information required to start the battle game (S6). Then, upon receiving the battle game start information, the battle game executing unit 81a of the player terminal 1 performs a battle game start process to start the battle game (P6). Here, for example, an area in the memory 12 for progressing the battle game is reserved, and a predetermined program is read from the storage unit 18 into the memory 12.
[0186] Thereafter, the battle game executing unit 81a of the player terminal 1 performs a battle game control process for controlling the battle game (P7). In this battle game control process, an update process for updating various pieces of information is repeatedly executed on a frame-by-frame basis. The number of frames is not particularly limited, and the number of frames per second is, for example, 30 to 60. Therefore, during the battle game, information is updated in the player terminal 1 approximately every 16 ms to 33 ms (milliseconds).
[0187] Then, when the end condition of the battle game is met, the battle game executing unit 81a of the player terminal 1 performs a battle game end process to end the battle game (P8). In the battle game end process, for example, game result information is transmitted to the server 100. Furthermore, the display control unit 84a of the player terminal 1 displays a result screen on the display 26 (P9).
[0188] When the battle game executing unit 181a of the server 100 acquires the game result information, it updates the player information and executes the third asset control process (S7).
[0189] Figure 28 is a flowchart illustrating an example of the third asset control process. Here, the third asset control process is similar to the first asset control process shown in Figure 25, and explanations of the content that overlaps with the first asset control process will be omitted, and only the content that differs from the first asset control process will be explained. Specifically, the third asset control process differs only in that the maintenance process of S3-4 of the first asset control process has been changed to the saving process of S7-4 shown in Figure 28.
[0190] In FIG. 28, after YES in S7-1, if the player does not possess the first currency stock furniture 36e (NO in S7-3), or if the specified conditions are not met (NO in S7-5), the asset control unit 183a executes a storage process to store the first currency received as a reward for clearing the battle game in the present box (S7-4).
[0191] As described above, the player terminal 1 is provided with a game execution control program 80, a battle game execution program 81, an validation control program 82, an asset control program 83, and a display control program 84. The player terminal 1 also includes a game execution control unit 80a, a battle game execution unit 81a, an validation control unit 82a, an asset control unit 83a, and a display control unit 84a. However, some or all of these programs and functional units may be provided in the server 100. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 100.
[0192] The server 100 is also provided with a game execution control program 180, a battle game execution program 181, an activation control program 182, an asset control program 183, and a display control program 184. The server 100 also includes a game execution control unit 180a, a game execution control unit 180a, a battle game execution unit 181a, an activation control unit 182a, an asset control unit 183a, and a display control unit 184a. However, some or all of these programs and functional units may be provided in the player terminal 1. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 100.
[0193] The information processing program in the above embodiment may be stored in a computer-readable storage medium and provided as a storage medium. Furthermore, the information processing program may be provided as a player terminal or an information processing system including the storage medium. The above embodiment may also be an information processing method that realizes each function and step shown in the flowchart.
[0194] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention. [Explanation of symbols]
[0195] 1. Player terminal 100 servers 82a Activation control section 83a Asset Control Department 84a Display control unit 182a Activation control section 183a Asset Control Department 184a Display control unit S Information Processing System
Claims
1. a process of storing first information relating to an amount of elements usable in a first game content held by a player in association with player identification information; a process of storing activation information that enables stocking of the element in association with the player identification information based on an operation by a player; a process of storing, in association with the player identification information, second information regarding the stock amount of the element in response to acquisition of the element, when the activation information is stored in association with the player identification information and the first information indicating that the possessed amount of the element has reached an upper limit value that the player can possess is stored; the activation information is stored in association with the player identification information, and when a player performs an operation to place a specific medium in the second game content, a process of displaying a specific image on a display unit in the second game content; The computer executes the following: The process of storing the second information in association with the player identification information includes: The second information can be changed regardless of whether the specific medium is installed. Information processing program.
2. The process of displaying the specific image on the display unit includes: changing the specific image based on the second information; The information processing program according to claim 1 .
3. 1. An information processing method performed by one or more computers, comprising: a process of storing first information relating to an amount of elements usable in a first game content held by a player in association with player identification information; a process of storing activation information that enables stocking of the element in association with the player identification information based on an operation by a player; a process of storing, in association with the player identification information, second information regarding the stock amount of the element in response to acquisition of the element, when the activation information is stored in association with the player identification information and the first information indicating that the possessed amount of the element has reached an upper limit value that the player can possess is stored; the activation information is stored in association with the player identification information, and when a player performs an operation to place a specific medium in the second game content, a process of displaying a specific image on a display unit in the second game content; Including, The process of storing the second information in association with the player identification information includes: The second information can be changed regardless of whether the specific medium is installed. Information processing methods.
4. An information processing system comprising one or more computers, The computer a process of storing first information relating to an amount of elements usable in a first game content held by a player in association with player identification information; a process of storing activation information that enables stocking of the element in association with the player identification information based on an operation by a player; a process of storing, in association with the player identification information, second information regarding the stock amount of the element in response to acquisition of the element, when the activation information is stored in association with the player identification information and the first information indicating that the possessed amount of the element has reached an upper limit value that the player can possess is stored; the activation information is stored in association with the player identification information, and when a player performs an operation to place a specific medium in the second game content, a process of displaying a specific image on a display unit in the second game content; and The process of storing the second information in association with the player identification information includes: The second information can be changed regardless of whether the specific medium is installed. Information processing system.
Citation Information
Patent Citations
Entertainment system, entertainment device, recording medium and program
JP2001300144A