Program, information processing device, method, and system
The game program and system simplify the comprehension of party characteristics by associating index information with game media and calculating scores, making it easier for players to understand and manage party compositions.
Patent Information
- Application Number
- JP2022151122
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-22
- Publication Date
- 2025-11-04
- Estimated Expiration
- 2041-06-21
AI Technical Summary
As the number of game media and parties formed increases, it becomes difficult for players to grasp the characteristics of each party in games where parties are formed, regardless of the game type.
A game program and system that utilizes a setting mechanism to associate index information with game media in a deck, calculates scores based on predetermined data, and determines index information to be displayed on the game screen, facilitating easy understanding of party characteristics.
Enables easy grasping of party characteristics by displaying relevant index information, enhancing player understanding and enjoyment.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and the like, and more particularly to a program and the like for a game executed on an information processing device that accepts player input. [Background technology]
[0002] In recent years, the widespread use of information processing devices such as smartphones has been increasing rapidly, and many games that can be executed on information processing devices have been released. In this type of game, a game in which a player selects a main character and a sub-character and combines the sub-character with the main character to improve the abilities of the main character is known. For example, in a game in which a player fights an enemy character, a game in which the player improves the abilities of the main character by adding the abilities of the sub-character, such as attack power or recovery power, to the abilities of the main character, such as attack power or recovery power (see, for example, Patent Document 1). In this type of game, a game in which a player forms a party of multiple characters and uses the party in the game is also known. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5938451 Summary of the Invention [Problem to be solved by the invention]
[0004] The organized party may have characteristics based on the characteristics of the game content, such as the characters that make up the party. In such cases, the player can understand the characteristics of the party by organizing the party after understanding the characteristics of the game content. The player can also attach a tag or other mark to the party that indicates the understood party characteristics.
[0005] However, with this method, as the number of game media that can form a party increases or the number of parties that are formed increases, it may become difficult for the player to grasp the characteristics of each party. This problem applies to games in which parties are formed, regardless of the type of game. Note that a party may also be referred to as a team or a group.
[0006] The present invention has been made to solve such problems, and aims to provide a program, information processing device, method, and system that can easily grasp the characteristics of an organized party. [Means for solving the problem]
[0007] A program according to one aspect of the present invention is a game program executed by an information processing device, characterized in that the information processing device functions as a setting means for setting two or more game media into a deck to which index information is associated, an index information score calculation means for determining a score for each piece of index information based on predetermined data associated with the game media, and an index information determination means for determining the index information to be displayed on a game screen based on the score for each piece of index information obtained by the index information score calculation means, and associating the determined index information with the deck.
[0008] An information processing device as one aspect of the present invention is an information processing device that executes a game, and is characterized by comprising: a setting means for setting two or more game media into a deck to which index information is associated; an index information score calculation means for determining a score for each piece of index information based on predetermined data associated with the game media; and an index information determination means for determining the index information to be displayed on the game screen based on the score for each piece of index information obtained by the score calculation means, and associating the determined index information with the deck.
[0009] A method according to one aspect of the present invention is a game method executed by an information processing device, characterized by comprising: a setting step of setting two or more game media into a deck to which index information is associated; an index information score calculation step of determining a score for each piece of index information based on predetermined data associated with the game media; and an index information determination step of determining the index information to be displayed on the game screen based on the score for each piece of index information obtained by the score calculation step, and associating the determined index information with the deck.
[0010] A system according to one aspect of the present invention is a game system, comprising an electronic device and a server connected to the electronic device via a network, wherein the electronic device or the server functions as a setting means for setting two or more game media into a deck to which index information is associated, the electronic device or the server functions as an index information score calculation means for determining a score for each piece of index information based on predetermined data associated with the game media, and the electronic device or the server functions as an index information determination means for determining the index information to be displayed on the game screen based on the score for each piece of index information obtained by the score calculation means, and associating the determined index information with the deck. [Effects of the Invention]
[0011] According to the present invention, it is possible to easily grasp the characteristics of an organized party. [Brief explanation of the drawings]
[0012] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing apparatus according to an embodiment of the present invention; [Figure 2] 1 is a functional block diagram illustrating an example of an information processing apparatus according to an embodiment of the present invention. [Figure 3] FIG. 10 is a diagram showing an example of a game screen. [Figure 4]This figure shows an example of a game screen, and shows a skill in which the player character corresponding to the leading object stops at a position in the game field when the skill is activated for a predetermined period of time and fires a beam upward to damage enemy objects. [Figure 5] FIG. 2 is an example of a functional block diagram of a game control unit. [Figure 6] 10 is an example of a party formation screen. [Figure 7] 10 is an example of a SET editing screen. [Figure 8] 10 is an example of a flowchart of a party formation process executed in an information processing device according to one embodiment of the present invention. [Figure 9] 10 is an example of a flowchart of a game process executed in an information processing device according to one embodiment of the present invention. [Figure 10] 1 is a diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0013] A game system according to an embodiment of the present invention will be described with reference to the drawings. For the sake of convenience, more detailed explanations than necessary may be omitted in this specification. For example, detailed explanations of well-known matters and redundant explanations of substantially identical configurations may be omitted.
[0014] This game system can be realized by a system in which multiple information processing devices are connected via a network, but it can also be realized by a single information processing device. First, an embodiment realized by a single information processing device will be described, and then a system connected to a network will be described.
[0015] [Embodiment realized by an information processing device] [composition] FIG. 1 is a block diagram showing the hardware configuration of an information processing device 10 according to one embodiment of the present invention. The information processing device 10 includes a processor 11, a display device 12, an input device 13, a storage device 14, and a communication device 15. The components 11 to 15 are connected by a bus 16. Note that an interface may be interposed between the bus 16 and the components 11 to 15 as needed. In this embodiment, the information processing device 10 is a smartphone. However, the information processing device 10 may be a terminal such as a tablet computer or a computer equipped with a contact-type input device such as a touchpad, as long as it has the above configuration.
[0016] The processor 11 controls the overall operation of the information processing device 10 and is, for example, an electronic circuit such as a CPU or MPU. The processor 11 performs various processes by reading and executing programs and data stored in the storage device 14. In one example, the processor 11 is made up of multiple processors.
[0017] The display device 12 displays an application screen or the like to a user, i.e., a player, of the information processing device 10 under the control of the processor 11. The display device 12 may be a liquid crystal display, an organic EL display, a plasma display, or the like.
[0018] The input device 13 is a user interface that accepts input from a user to the information processing device 10, and is, for example, a touch panel, a touch pad, a keyboard, or a mouse. Since the information processing device 10 of this embodiment is a smartphone, the information processing device 10 is provided with a touch panel, which functions as both the display device 12 and the input device 13. The display device 12 and the input device 13 may be separate devices located at different positions.
[0019] The storage device 14 includes a main memory, a buffer memory, and storage, and is a storage device typically found in a smartphone or computer, such as a storage device using volatile memory RAM and non-volatile memory such as flash memory eMMC, UFS, or SSD, or a magnetic storage device. The storage device 14 may also include external memory. The storage device 14 stores, for example, a game application. The game application includes a game program for executing a game and various data and tables referenced when the game program is executed. The game program is launched in response to a user's operation on the information processing device 10 and is executed on an operating system (OS) pre-installed on the information processing device 10.
[0020] In one example, the storage device 14 includes a main storage device and an auxiliary storage device. The main storage device is a volatile storage medium capable of high-speed reading and writing of information, and is used as a storage area and a working area when the processor 11 processes information. The auxiliary storage device stores various programs and data used by the programs when they are executed. The auxiliary storage device is, for example, an SSD or a hard disk drive, but may be any non-volatile storage or non-volatile memory capable of storing information, and may be removable. The auxiliary storage device stores, for example, an operating system (OS), middleware, application programs, and various data that may be referenced in the execution of these programs.
[0021] The communication device 15 transmits and receives data to and from other computers, such as servers, via a network. For example, the communication device 15 connects to a network through wireless communication such as mobile communication or wireless LAN. In one example, the information processing device 10 downloads a program from a server using the communication device 15 and stores the program in the storage device 14. However, the communication device 15 may also perform wired communication using an Ethernet (registered trademark) cable or the like. If data is not transmitted or received between the information processing device 10 and other computers, the information processing device 10 does not need to include the communication device 15.
[0022] FIG. 2 is an example of a functional block diagram of an information processing device 10 according to one embodiment of the present invention. The information processing device 10 includes an input unit 21, a display unit 22, and a game control unit 23. In this embodiment, these functions are realized by the processor 11 executing a program. For example, the program to be executed is a game program stored in the storage device 14 or received via the communication device 15. As various functions are realized by loading a program in this way, part or all of one part (function) may be possessed by another part. Various functions are realized as each means by executing a program. These functions may also be realized by hardware by configuring electronic circuits or the like to realize part or all of each function.
[0023] The input unit 21 is configured using the input device 13, and receives input from a user to the information processing device 10. In this embodiment, a touch detection function that is generally provided in a smartphone equipped with a touch panel can be used.
[0024] The display unit 22 is configured using a display device 12 that displays a game field 50, and displays a game screen on the display device 12 in response to the progress of the game and user operations. The game control unit 23 performs basic control for executing the game of this embodiment. The game of this embodiment is a pinball game, but it may be any game in which game content is set in a deck (described later) and a party is organized, and may be an action game that progresses in real time, such as a competitive game. The party may also be referred to as a team or group.
[0025] FIG. 3 is a diagram illustrating an example of a game screen. The game control unit 23 sets a game field 50 to be displayed on the display device 12 as a virtual space for progressing through the game. The game screen illustrated in FIG. 3 is a screen displayed on the entire screen or a large portion of the touch panel 13a of the information processing device 10, which functions as the display device 12. On the touch panel 13a, a position is identified by coordinates using a coordinate plane consisting of vertical and horizontal axis directions. The game control unit 23 identifies a position within the game field 50 using the coordinates. The game control unit 23 sets the lengths of the game screen in the vertical and horizontal directions to predetermined lengths, for example, 1920 pixels and 1080 pixels, and uses these pixel values when identifying a distance or position within the game field 50, regardless of the size or image resolution of the touch panel 13a. Note that the method for identifying a position within the game field 50 is not limited to the above. The game control unit 23 may use any known method capable of identifying a position within the game field 50 displayed at a size corresponding to the size of the game screen on the touch panel 13a of a different size or screen resolution.
[0026] The game control unit 23 generates a game field 50 configured as a virtual space surrounded by virtual walls 54c, and places various objects in accordance with the progress of the game. A party object 51, a collision object 54, and an operation object 55 are placed in the game field 50 shown in FIG.
[0027] The party objects 51 are composed of a leading object 52 that moves within the game field 50 and following objects 53 that move following the leading object 52. In one example, as shown in FIG. 3, the party objects 51 are composed of one leading object 52 that moves at the front, one following object 53 that moves second following the leading object 52, and a following object 53 that moves third following the second following object 53.
[0028] Each of the objects 52 and 53 constituting the party object 51 is a player object corresponding to a game content selected by the user (player). The game content is electronic data of a player character, a weapon, an item, a card, or other equipment item that can be selected by the user, and the player object is an object that corresponds to the game content and can be operated directly or indirectly by the user. In this embodiment, the game content is a player character, and the player objects corresponding to the player characters selected by the user are the leading object 52 and the following objects 53 constituting the party object 51. The number of player objects constituting the party object 51 may be one or more, and is not particularly limited. For example, the leading object 52 alone may constitute the party object 51, and the following objects 53 may be one, two, three, or more. A group of characters corresponding to the player objects constituting the party object 51 corresponds to a party or team in an RPG game.
[0029] In this embodiment, a game administrator or the like predefines multiple player characters, and each player character is assigned individual parameters and skills. Individual parameters include, for example, level, attack power, defense power, hit points (HP), and special abilities. Special abilities are abilities that can be activated by satisfying certain conditions, such as the ability to increase attack power by a certain number or recover HP by a certain number each time a certain number of enemy objects 54a are defeated, or the ability to increase attack power by a certain number or increase damage to enemy objects 54a by a skill by a certain percentage at the start of a game or battle. Thus, activation conditions and the effect (parameter change amount) upon activation of an ability are associated with each ability. Each ability is also associated with one or more categories. Skills are techniques unique to each player character that are activated by input from the player via the input device 13.
[0030] Since the player object and the player character are associated with each other, the individual parameters and skills may be associated with at least one of the player object and the player character. That is, the game control unit 23 may set the individual parameters and skills to the player character associated with the player object, or may set the individual parameters and skills to the player object associated with the player character. In one example, the game control unit 23 may associate the player object, the player character, the individual parameters, and the skills with each other using a unique ID. This method of setting the individual parameters and skills is similar for other objects. Unless otherwise specified, the individual parameters will be simply referred to as parameters.
[0031] The collision objects 54 are objects with which the player objects constituting the party object 51 can collide, and may include, for example, enemy objects 54a, attack objects 54b, and installation objects.
[0032] The enemy object 54a and the attack object 54b are objects that attack and damage the player object. The enemy object 54a corresponds to an enemy character. The attack object 54b corresponds to a flying object such as a bullet, beam, or arrow fired in a predetermined direction from the enemy object 54a.
[0033] The installed objects are objects placed within the game field 50, and the player object collides with them, affecting the movement of the player object within the game field 50. The installed objects may include walls 54c that make up the game field 50, blocks (not shown) placed within the game field 50, obstacles (not shown), and the like. The installed objects may be fixed and placed at predetermined positions within the game field 50, or may be movable within the game field 50.
[0034] In the game of this embodiment, a game administrator or the like sets corresponding individual parameters for each of the characters etc. associated with the collision objects 54 or for each of the collision objects 54. For example, for the enemy characters associated with the enemy object 54a, individual parameters corresponding to each enemy character are set in the same way as for the player characters. These individual parameters include attack power, defensive power, hit points (HP), special abilities, etc.
[0035] The game of this embodiment includes multiple game fields 50 corresponding to multiple game stages, and the game control unit 23 can arrange each object differently in each game field 50. Figure 3 shows an example of one game field 50.
[0036] The game control unit 23 sets virtual gravity in the game field 50. Virtual gravity is a phenomenon similar to gravity in the real world, reproduced in a virtual space. The game control unit 23 performs physical calculations using dynamic parameters including the virtual gravity and a restitution coefficient. A known physics engine can be used for the physical calculations. The game control unit 23 sets dynamic parameters such as mass, shape, position, speed, and restitution coefficient for each of the player object, collision object 54, and operation object 55. These dynamic parameters are parameters for physical calculations that differ from individual parameters corresponding to the player character. Dynamic parameters such as mass, shape, and restitution coefficient are set in advance by a game administrator or the like.
[0037] The leading object 52 is an object that moves at the head of the party objects 51, and is equivalent to a ball in a pinball game. Therefore, the leading object 52 is an object that can move in the same way as a ball. The game control unit 23 controls the operation of the leading object 52 so that the leading object 52 moves within the game field 50 according to virtual gravity, and the leading object 52 accelerates in the direction of gravity under the influence of the virtual gravity. In the game field 50 shown in FIG. 3, the direction of gravity is downward.
[0038] The game control unit 23 controls the operation of the following objects 53 so that they move within the game field 50, following the trajectory of the leading object 52. Therefore, the party objects 51 move in a single line as a whole. Preferably, the game control unit 23 controls the following objects 53 to move following the leading object 52 while maintaining a fixed interval between them. Also preferably, the game control unit 23 controls the following objects 53 to move following each other while maintaining a fixed interval between them.
[0039] The game control unit 23 determines a collision between the leading object 52 of the party objects 51 and the collision objects 54 including the enemy object 54a and the attack object 54b, and the operation object 55. A known method can be used for the collision determination (hit determination).
[0040] When the game control unit 23 determines that the leading object 52 and the enemy object 54a have collided, it uses the dynamic parameters of each object to calculate the physical amount acting on the leading object 52 at the time of the collision. The game control unit 23 determines the speed of the leading object 52 using the physical amount obtained as a result of the calculation, and moves the leading object 52. In this way, the game control unit 23 performs physical calculations related to the rebounding motion of the leading object 52 at the time of the collision. The same applies when the leading object 52 collides with the control object 55 or an installed object such as a virtual wall 54c.
[0041] When the game control unit 23 determines that the leading object 52 and the enemy object 54a have collided, it changes the individual parameters set for the enemy object 54a that has been determined to have collided, based on the individual parameters set for the leading object 52.
[0042] In one example, when the game control unit 23 determines that the leading object 52 and the enemy object 54a have collided, it determines that the player character associated with the leading object 52 has inflicted damage on the enemy character associated with the enemy object 54a. At this time, the game control unit 23 calculates the amount of damage from individual parameters such as attack power set for the player character associated with the leading object 52. Next, the game control unit 23 uses the calculated amount of damage to change the individual parameters of the enemy character associated with the enemy object 54a that has been determined to have collided, such as by decreasing the HP of the enemy character.
[0043] By making the collision objects 54, including the enemy object 54a, objects that are not affected by virtual gravity, the game control unit 23 can continuously place the enemy object 54a in a position that enhances the game's appeal. In one example, the enemy object 54a (enemy character) launches an attack object 54b, and when any player object of the party object 51 collides with the attack object 54b, the game control unit 23 determines that the collided player object has received damage. At this time, the game control unit 23 changes the parameters of the player character associated with the player object, such as by reducing the HP of the player character. However, the collision object 54 may also be an object that is not affected by virtual gravity.
[0044] The control object 55 is an object controlled by the user, and is a ball-hitting object equivalent to a flipper in a pinball game. As shown in Fig. 3, the control object 55 is a pair of ball-hitting objects. The pair of ball-hitting objects rotates around one outer end 55a by a predetermined angle or a predetermined distance so that the other end 55b is displaced up and down.
[0045] In one example, when it is determined that the leading object 52 and the control object 55 have collided, the game control unit 23 performs a physics calculation regarding the rebound motion at the time of the collision and determines the speed of the leading object 52 using the result of the physics calculation. Preferably, the game control unit 23 corrects the force and angle applied from the control object 55 to the leading object 52, taking into consideration the operability of the user. Note that the control object 55 may be one hitting object, or may be three or more hitting objects.
[0046] The game control unit 23 operates the control object 55 based on a user's touch detected by the touch panel 13a of the information processing device 10. Specifically, when the touch panel 13a receives a touch, the game control unit 23 displaces the other end 55b of each of the hitting objects to a predetermined position above compared to when the touch panel 13a does not detect a touch. The game control unit 23 holds the other end 55b of the hitting object at a predetermined position while the touch panel 13a receives a touch. In one example, the game control unit 23 can receive touches at all positions detectable by the touch panel 13a and perform similar processing. The control object 55 collides with the player object, similar to the collision object 54, but differs from the collision object 54 in that it operates in response to a user's input.
[0047] In the game of this embodiment, a player can generate special effects by activating a skill. A skill is associated with each player character, and each character possesses only one skill. Examples of skills include a skill that inflicts great damage on an enemy character, or a skill that generates an effect such as restoring the player character's HP. A skill can be activated, for example, by consuming the entire skill gauge, which accumulates at a predetermined speed, when it is filled to its maximum.
[0048] In one example, a skill can be activated by a swipe input. A swipe input is an operation input in which the player touches the touch panel 13a of the information processing device 10 with a finger or the like, moves the finger while maintaining contact, and then releases the finger from the touch panel 13a, and includes slide and flick operations. In one example, the swipe direction for activating a skill can be set to a different direction for each player character corresponding to a player object constituting the party object 51. Provided that the skill gauge is at its maximum, for example, the skill of the leading object 52 can be activated by swiping leftward, the skill of the second following object 53 following the leading object 52 can be activated by swiping upward, and the skill of the third following object 53 can be activated by swiping rightward. The game control unit 23 of this embodiment executes skill processing associated with the player object based on a player input such as a swipe input, thereby activating the skill of the player object.
[0049] A wide variety of skills are preset for each player character. Examples of skills include a skill that stops for a predetermined time at a position in the game field 50 when the skill is activated and fires a beam upward to damage enemy objects 54a; a skill that moves for a predetermined time or a predetermined number of pixels in a predetermined direction (e.g., to the right) and damages enemy objects 54a it collides with; a skill that moves according to virtual gravity and creates an attack aura around itself to damage enemy objects 54a located within its range; and a skill that shoots an arrow to damage enemy objects 54a it hits and recovers a predetermined amount of HP for all player characters corresponding to player objects constituting the party object 51 each time an arrow is shot. Figure 4 shows a skill in which the player character corresponding to the lead object 52 stops for a predetermined time at a position in the game field 50 when the skill is activated and fires a beam B upward to damage enemy objects 54a.
[0050] The skill processing is a series of processes for executing a skill associated with a player character, and may include some processes associated with a priority and other processes not associated with a priority. The some processes associated with a priority may include one or more of a movement process, a skill effect display process, and a skill effect process. The movement process is a process for moving a player object constituting a party object 51 on which a skill has been activated within the game field 50 in accordance with a movement pattern included in the skill of the player character corresponding to the player object. The skill effect display process is a process for displaying the effect of the skill on the display device 12. The skill effect processing may include a process for changing individual parameters associated with skill effects, such as increasing attack power by a predetermined amount or recovering HP by a predetermined amount, during skill activation.
[0051] 5 is an example of a functional block diagram of the game control unit 23. The game control unit 23 includes a setting unit 231, an index information score calculation unit 232, and an index information determination unit 233.
[0052] The setting unit 231 includes the processor 11 and sets two or more game media to a deck associated with index information. The deck is a medium for organizing a party (team) and has two or more setting slots for player characters. The two or more game media are player characters selected by the player via the input unit 21 (input device 13). A party (team) is made up of multiple player characters selected by the player. In one example, the setting unit 231 sets a party by associating a common party ID with the selected player character and storing it in the storage device 14. A party is a group of game media used in a game. Index information is information indicating the characteristics of the party, and will be described in detail below.
[0053] In addition to the above player characters, the setting unit 231 can accept a player's selection of other player characters to be associated with each selected player character. A player character constituting a party is referred to as a first player character, and a player character associated with the first player character is referred to as a second player character. In one example, the setting unit 231 accepts a player's selection of a first player character and a second player character via the input unit 21 (input device 13), and sets the association between the selected first player character and the second player character by storing the association between the selected first player character and the second player character in the storage device 14. This allows the composition of the party to be set.
[0054] In this embodiment, the player selects a player character by selecting a first player character from a common group of player characters that has been set in advance, and selecting a second player character from the remaining group of player characters. This is because a greater number of combinations can be created than when selecting from a group of characters for the first player character and a group of characters for the second player character, allowing for more diverse formations and enhancing the enjoyment of the game. Note that the selection order may be reversed, with the second player character selected first and then the first player character selected from the remaining characters. In addition to the above selection, the characters may be selected from the group of characters for the first player character and the group of characters for the second player character, respectively.
[0055] The relationship between the first player character and the second player character may be equal, but the setting unit 231 of this embodiment sets a master-slave relationship. That is, the first player character is the main character, and the second player character is the supporting character that supports the first player character. The first player character is selected to determine the main character, and the second player character is selected to determine the supporting character that supports the main character. As with the above, the selection order may be reversed, and the supporting character may be determined first, and then the main character may be determined.
[0056] When a first player character and a second player character are in a master-slave relationship, the auxiliary character can be regarded as an equipment item for the main character and can assist the main character. Because the auxiliary character is equipped (unison) with the main character, it is also called a unison character. As an example of assistance, since the auxiliary character itself has attack power, HP, skills, and abilities, the attack power, HP, skills, and abilities of the auxiliary character, including at least the skills of the main character, can be taken into account.
[0057] In one example, a swipe in a predetermined direction triggers the activation (typically simultaneously) of a skill of the main character and a skill of a supporting character associated with the main character. In one example, a skill effect display process and a skill effect process included in the skill processing of the main character are executed in parallel (typically simultaneously) with a skill effect display process and a skill effect process included in the skill processing of the supporting character. Collision determination processing may also be executed as necessary. For example, the skill effect of the main character (e.g., being surrounded by an attack aura) and the skill effect of the supporting character (firing arrows around) are displayed superimposed on the display device 12, and if an enemy object 54a is located within the range of the attack aura, a predetermined amount of damage is inflicted. If it is determined that the arrow has collided with the enemy object 54a, a skill effect process is executed in which the predetermined amount of damage is inflicted on the enemy object 54a.
[0058] In this embodiment, by setting the master-slave relationship, the game control unit 23 displays the player object corresponding to the main character in the game field 50, but does not display the auxiliary object corresponding to the auxiliary character. In other words, the auxiliary object is not to be displayed. However, the auxiliary object may also be displayed in the game field 50, or if the first player object and the second player object have a flat relationship without a master-slave relationship, both may be displayed. Note that the leading object 52 and the following object 53 are player objects corresponding to the main character, and are not auxiliary objects.
[0059] The setting unit 231 can set an association between a first player character and a second player character for each of the multiple player objects. In the example shown in Fig. 3, since there are three player objects constituting the party object 51, an association between a main character corresponding to the leading object 52 and an auxiliary character assisting the main character, an association between a main character corresponding to the second following object 53 and an auxiliary character assisting the main character, and an association between a main character corresponding to the third following object 53 and an auxiliary character assisting the main character are set. Therefore, in this case, six characters are selected from a common group of characters.
[0060] The setting unit 231 can set one of the multiple player characters (for example, the first player character) as the leader of the party.
[0061] The setting unit 231 can set equipment items for each player character (for example, the first player character, the second player character, or both). Equipment items are a type of game media, and are selected by the player from a group of equipment items owned by the player. The selected equipment items are associated with the selected player characters, and the association is stored in the storage device 14.
[0062] The indicator information score calculation unit 232 includes the processor 11 and determines a score for each piece of indicator information based on predetermined data associated with the game media. The indicator information is information indicating the characteristics of a party, and multiple pieces of indicator information are set in association with the game. In one example, the indicator information is a predetermined character string, image, or a combination of these, which indicates the characteristics of the party for which the character string or image is configured, and can also be called a tag. This character string can be set as appropriate. The character string of the indicator information can be, for example, "enemy defeat," "HP condition," "number of skill activations," etc. "Enemy defeat" is associated with an activation condition such as each time a predetermined number of enemies are defeated. "HP condition" is associated with an activation condition such as when HP is above or below a predetermined percentage. "Skill activation number" is associated with an activation condition such as each time a skill is activated.
[0063] The predetermined data associated with the game medium may be data related to the activation conditions or effects of an ability associated with the game medium, data related to the activation conditions or effects of a skill associated with the game medium, data related to the activation conditions or effects of an ability of an equipment item associated with the game medium, or a combination of two or more of these data. In this embodiment, the predetermined data associated with the game medium is data related to the activation conditions of an ability associated with the game medium.
[0064] In one example, if the ability increases attack power by a predetermined amount each time a predetermined number of enemy objects 54a are defeated, the data regarding the activation condition or effect of the ability is the number of enemy objects 54a defeated and the value of the increase in attack power. In one example, if the skill is activated when a player operates after a skill gauge reaches its maximum, the data regarding the activation condition or effect of a skill associated with the game content is the skill gauge reaching its maximum, the player's operation, and the effect amount associated with the activation of the skill. In one example, if the ability restores a predetermined amount of HP each time a predetermined number of enemy objects 54a are defeated, the data regarding the activation condition or effect of an ability of an equipment item associated with the game content is the number of enemy objects 54a defeated and the value of HP restored.
[0065] An ability is a capability that can be manifested by satisfying certain conditions, and its activation condition is associated with the effect (parameter change) when activated. Abilities may include skills. Each ability is also associated with one or more categories. That is, even within a single ability, an ability category that depends on the game content is associated. For example, an ability is associated with a leader category when the game content is a player character who is the leader of a party, a character category when the game content is a simple player character (e.g., a main character or a support character) that is not a leader, or an equipment category when the game content is an equipment item. Note that abilities in the leader category are activated only when the game content is the leader. Abilities in the character category are activated whether the game content is the leader or not.
[0066] The index information score calculation unit 232 includes an index information type determination unit 232a and a score determination unit 232b.
[0067] The indicator information type determination unit 232a determines the type of indicator information associated with the specified data based on the indicator information type determination table Ta and the specified data. The indicator information type determination table Ta is data in which the specified data is associated with the type of indicator information. Here, the activation condition of the ability associated with the game media is associated with the type of indicator information. In one example, the indicator information of "enemy defeat" is associated with the ability activation condition of defeating the enemy a specified number of times. In another example, the indicator information of "HP condition" is associated with the ability activation condition of HP being a specified percentage or more.
[0068] In other words, when the game content is set by the setting unit 231, the type of indicator information corresponding to the ability of the game content can be determined using the indicator information type determination table Ta. In one example, the indicator information type determination table Ta is pre-stored in the storage device 14.
[0069] The score determination unit 232b determines scores based on the score determination table Tb and categories related to the predetermined data. The score determination table Tb is data in which categories related to the predetermined data are associated with scores. The categories related to the predetermined data are categories associated with the predetermined data, and scores are respectively associated with these categories. The categories related to the predetermined data are, for example, categories associated with abilities, skills, or equipment item abilities. Here, categories associated with abilities associated with game content are associated with scores. In one example, one ability is associated with categories such as a leader category, a character category, and an equipment item category, and scores are allocated to each category. Abilities in the leader category are activated when the game content is the leader, and since many of them are powerful abilities, they can be highly important. The strength of abilities can be appropriately designed by game developers, and the score allocation can also be designed according to the strength of the abilities. For example, the leader category can be assigned a score of 30 points, and the scores of other player characters and equipment items can be assigned 20 points and 10 points, respectively.
[0070] In other words, when a game content is set by the setting unit 231, the score determination table Tb can be used to determine the score for the index information corresponding to the ability of the game content. In one example, the score determination table Tb is stored in advance in the storage device 14.
[0071] The indicator information score calculation unit 232 adds up the scores for each type of indicator information determined by the score determination unit 232b for each piece of indicator information. For each piece of indicator information, a score based on the abilities of one or more game media may be added. For example, if six player characters, consisting of three main characters and three supporting characters, are associated with one ability each, zero to six scores may be added up for each piece of indicator information. In one example, for the first piece of indicator information, a score based on the ability of one main character is added up, and for the second piece of indicator information, a score based on the abilities of the three main characters and a score based on the ability of one supporting character are added up. For the third piece of indicator information, the added score is zero (i.e., the ability added to the third indicator information is not associated with the six player characters), and for the fourth piece of indicator information, points based on the abilities of two supporting characters are added up.
[0072] The indicator information determination unit 233 determines the indicator information to be displayed on the game screen based on the score for each piece of indicator information obtained by the indicator information score calculation unit 232, and associates the determined indicator information with the deck. Specifically, the indicator information determination unit 233 determines a predetermined number of pieces of indicator information with the highest scores from among all the indicator information as the indicator information to be displayed on the game screen. The predetermined number of pieces of indicator information with the highest scores can be, for example, three, but is not limited to this. The game screen can be a party (team) formation screen, a party selection screen (not shown) for selecting a party to be used in the game, or a game screen such as that shown in FIG. 3. In this embodiment, as shown in FIG. 6, the indicator information determination unit 233 displays the determined predetermined number of pieces of indicator information on the party formation screen.
[0073] The indicator information determination unit 233 determines the position of the indicator information on the game screen based on the score. In one example, the indicator information determination unit 233 can arrange the indicator information from the left on the game screen in descending order of score.
[0074] Furthermore, the indicator information determination unit 233 may determine only indicator information with scores equal to or greater than a predetermined value as indicator information to be displayed on the game screen. The number of indicator information to be displayed on the game screen determined by the indicator information determination unit 233 is not particularly limited, but is three in the example shown in FIG. 6. Furthermore, when there are two or fewer pieces of indicator information with scores equal to or greater than a predetermined value, zero to two pieces of indicator information may be displayed. Furthermore, when there are zero pieces of indicator information with scores equal to or greater than a predetermined value, the indicator information determination unit 233 may display "no characteristics" or "no features" instead of indicator information.
[0075] In the above, when a game medium is set in a deck, the indicator information to be displayed on the game screen is determined based on the activation conditions of an active ability previously associated with the game medium, but the abilities associated with the game medium may be enabled or changed in response to a parameter change such as a level-up of the game medium, and the indicator information to be displayed on the game screen may be determined by the indicator information score calculation unit 232 and the indicator information determination unit 233 based on the enabled ability. That is, a plurality of abilities may be previously associated with a game medium in accordance with the level of the game medium or the level of the player (also simply referred to as "level" here), and abilities whose levels do not reach the ability level may be disabled, and abilities whose levels reach the ability level may be enabled (i.e., made available for use in the game).
[0076] Fig. 6 is an example of a party organization screen. As shown in Fig. 6, the setting unit 231 displays a party organization screen G1 on the display device 12 and accepts selection of the player's player character, equipment items, etc. via the input device 13. In one example, the party organization screen G1 can be displayed by pressing an organization button displayed on a home screen (not shown).
[0077] In the example shown in FIG. 6, the party formation screen G1 includes a first player character setting area R11, a second player character setting area R12, an equipment item setting area R13, a player character information display area R14, an indicator information display area R15, a party name display area R16, a party switching area R17, a SET switching tab R18, and a SET editing button R19.
[0078] The first player character setting area R11 is an area for setting a first player character. When the player taps on this area R11, the party organization screen G1 transitions to a player character group display screen (not shown), and the player's selection of the first player character from among the multiple player characters displayed on the player character group display screen is accepted. After accepting the selection and returning to the party organization screen G1, an image of the selected first player character is displayed in the first player character setting area R11. If the first player character has not been set, an indication indicating that the first player character has not been set (for example, a "+" mark) is displayed, as in the rightmost first player character setting area R11 in FIG. 6.
[0079] One of the first player character setting areas R11 may be used as an area for setting a first player character to be the leader.
[0080] The second player character setting area R12 is an area for setting a second player character. When the player taps on this area R12, the party organization screen G1 transitions to a player character group display screen (not shown), and the player's selection of a second player character from among the multiple player characters displayed on the player character group display screen is accepted. After accepting the selection and returning to the party organization screen G1, an image of the selected second player character is displayed in the second player character setting area R12. If a second player character has not been set, an indication indicating that the second player character has not been set (for example, a "+" mark) is displayed, as in the second player character setting area R12 on the far right in FIG. 6.
[0081] The equipment item setting area R13 is an area where an equipment item is set. When the player taps on this area R13, the screen transitions from the party organization screen G1 to an equipment item group display screen (not shown), and the player's selection of an equipment item from among the multiple equipment items displayed on the equipment item group display screen is accepted. After accepting the selection and returning to the party organization screen G1, an image of the selected equipment item is displayed in the equipment item setting area R13. If an equipment item has not been set, a display indicating that it has not been set (for example, a "+" mark) is displayed in the equipment item setting area R13. In the example shown in FIG. 6, equipment items can be set for each of the first player characters, but they may also be set for each of the second player characters.
[0082] The player character information display area R14 is an area that displays information about the game media set in areas 11 to 13. In the example shown in Fig. 6, the names of the first player character, the second player character, and the equipment items, as well as various parameters of the first player character or various parameters that take into account the parameters of the first and second player characters and the equipment items, are displayed.
[0083] The indicator information display area R15 is an area where indicator information determined by the indicator information determination unit 233 is displayed. In the example shown in FIG. 6, three indicator information T1 to T3 are displayed. For example, indicator information with higher scores is displayed from left to right. In other words, the position of indicator information T1 is the position where the indicator information with the highest importance in representing the characteristics of the party is placed, and the position of indicator information T3 is the position where indicator information with relatively lower importance is placed. Note that "relatively lower importance" here means that the indicator information is relatively lower in importance among the displayed indicator information, but is higher in importance among all the indicator information. What is displayed here may be a character string or an image indicating the characteristics of the indicator information. The indicator information display area R15 can be displayed in a prominent position on the party organization screen G1. In the example shown in FIG. 6, it is displayed in the center of the party organization screen G1, but it may also be displayed at the top of the party organization screen G1.
[0084] The party name display area R16 is an area for displaying the name of the party. In this area R16, the party name can be input by the player and the input name can be displayed.
[0085] The party switching area R17 is an area that accepts operations for switching the party to be organized. Area R17 displays circles equal to the number of parties that can be organized, with the circles displayed larger for parties to be organized. To switch the party to be edited, the player swipes area R17 to switch to the party organization screen G1 to be organized. In the example shown in FIG. 6, 10 circles are displayed in area R17. In other words, 10 parties can be set and organized per SET.
[0086] The SET switching tab R18 is a tab for switching between party SETs. Each SET can set and organize multiple parties. In the example shown in FIG. 6, six SET switching tabs R18 are displayed. Therefore, in the example shown in FIG. 6, a total of 60 parties can be set and organized.
[0087] The SET edit button R19 is a button for editing each SET, such as changing the order of parties in each SET, deleting parties, etc. When the SET edit button R19 is pressed, the screen transitions to the SET edit screen G2.
[0088] 7 shows an example of the SET editing screen G2. The SET editing screen G2 includes a SET switching tab R21, a party display area R22, a copy button R23, a color setting button R24, and a back button R25.
[0089] The SET switching tab R21 is a tab for switching between party SETs. In the example shown in Fig. 7, six SET switching tabs R21 are displayed, and the SETa tab is selected.
[0090] A plurality of party display areas R22 are provided on the SET editing screen G2. Each party display area R22 displays the name of the party, images of the set player character and equipment items, indicator information for the party, and a copy button R23. In the example shown in FIG. 7, equipment items are set for each player character. Each party display area R22 displays indicator information T1 to T15 indicating the characteristics of the party. Each party display area R22 can be edited by the player tapping via the input device 13. Furthermore, the order of the parties within the SET can be rearranged by the player long pressing each party display area R22 via the input device 13.
[0091] The copy button R23 copies the party corresponding to the selected party display area R22 and allows the party to be organized into another SET, thereby reducing the effort required to organize the same party again.
[0092] The color setting button R24 is a button for setting a color for each SET. When the color setting button R24 is pressed, a color setting screen (not shown) is displayed on the display device 12, and the player's selection of a color is accepted. The accepted color can be reflected in the SET switching tab R21 and each party display area R22. This allows the characteristics of the party group in each SET to be grasped by color.
[0093] The back button R25 is a button for returning to the party formation screen G1.
[0094] [Operation] (Party formation process) Using FIG. 8, a party formation process 100 executed in an information processing device 10 according to one embodiment of the present invention will be described.
[0095] First, the information processing device 10 receives a selection of game media (player character, equipment items, etc.) by the player via the input device 13 through the setting unit 231, and sets the game media to be used to form the party (S102). As a result, the selected game media, such as the player character and equipment items, are associated with the deck, and the party is formed.
[0096] Next, the indicator information score calculation unit 232 determines a score for each piece of indicator information based on predetermined data associated with the game media (S104). The predetermined data associated with the game media here is the activation condition of the ability associated with the game media. The indicator information score calculation unit 232 determines the type of indicator information to which points will be added based on the activation condition of the ability and the indicator information type determination table Ta. The indicator information score calculation unit 232 also determines the score for the determined type of indicator information based on the category associated with the ability and the score determination table Tb. In this way, the indicator information score calculation unit 232 determines scores for all of the indicator information. Note that in step S104, the score added to indicator information that does not correspond to the indicator information to which points are to be added according to the indicator information type determination table Ta can be set to 0 points.
[0097] The indicator information determination unit 233 determines the indicator information to be displayed on the game screen (S106). Specifically, the indicator information to be displayed on the game screen is determined based on the score for each piece of indicator information obtained in S104, and the determined indicator information is associated with the deck. In one example, a predetermined number of pieces of indicator information with the highest scores are determined as the indicator information to be displayed on the game screen.
[0098] The indicator information determined and displayed in this manner can be used to understand the characteristics of the organized party, for example, when the player selects which of the organized parties to use in the game, or when editing the organized party.
[0099] (Game processing) Using Figure 9, a game process 200 executed in an information processing device 10 according to one embodiment of the present invention will be described. Note that in this embodiment, a smartphone is used as the information processing device 10, and smartphones are generally set to a frame rate of 30 fps, 60 fps, or the like. The information processing device 10 preferably executes processing at regular intervals corresponding to the frame rate. In addition, the following description will be given assuming that the party used in the game has already been organized through party organization process 100.
[0100] First, the information processing device 10 accepts a player's selection of a game and a party to be used in the game (S202). When selecting a party, indicator information is displayed on the display device 12 as shown in FIG. 6 or 7, allowing the player to understand the characteristics of the party. This improves convenience for the player.
[0101] When the information processing device 10 starts a game, it displays a game screen including a game field 50 as shown in Fig. 3 (S204). Next, the information processing device 10 executes operation information acquisition processing to acquire information about a touch input by a player to the touch panel 13a functioning as the input unit 21 (S206). The game control unit 23 continuously executes skill processing in parallel with the game processing 200 until the game ends. The skill processing is executed based on the operation information acquired in the game processing 200.
[0102] Next, the information processing device 10 updates the game state (S208). The game state includes dynamic parameters and individual parameters of various objects, collision detection, and information about the game field 50. For example, the information processing device 10 updates the positions and velocities of various objects by updating the dynamic parameters of the various objects based on the dynamic parameters in the previous frame, the elapsed time since the previous frame, virtual gravity, and the collision detection result in the previous frame. For example, the elapsed time is calculated from the frame rate and the number of elapsed frames.
[0103] The information processing device 10 performs collision determination based on the updated dynamic parameters of the various objects. Furthermore, the information processing device 10 updates the individual parameters of the various objects based on the collision determination result for the current frame, the activated skill, the individual parameters for the previous frame, etc. It will be understood by those skilled in the art that collision determination can be performed by various methods using the dynamic parameters of the leading object 52 and the enemy object 54a or the attacking object 54b to determine whether the leading object 52 and the enemy object 54a or the attacking object 54b have collided.
[0104] Next, the information processing device 10 updates the game screen by drawing the game screen based on the updated game state (S210). For example, the information processing device 10 determines the positions and states of various objects from the updated dynamic parameters and individual parameters of the various objects, draws the game screen, and displays the updated game screen on the display device 12. For example, when the HP of the updated individual parameter of the enemy object 54a is zero, the enemy object 54a disappears from the game field 50 included in the updated game screen.
[0105] In S210, unless the game is ended, this process returns to S206. This process can be executed in parallel with other processes such as collision detection process and skill process, while maintaining synchronization with these processes, as necessary.
[0106] Note that the processing of each step in this flowchart is merely an example, and the processing order of each step may be changed, or other processing may be performed in addition to or instead of the processing of each step, as long as the same results are obtained. For example, the processing order of S202 to S210 may be changed.
[0107] [Actions and Effects] (1) The information processing device 10 of this embodiment is an information processing device that executes a game, and is equipped with a setting unit 231 that sets two or more game media into a deck to which index information is associated, an index information score calculation unit 232 that determines a score for each piece of index information based on predetermined data associated with the game media, and an index information determination unit 233 that determines index information to be displayed on the game screen based on the score for each piece of index information obtained by the index information score calculation unit 232, and associates the determined index information with the deck.
[0108] This allows the index information to be automatically added to the deck, making it easier to understand the characteristics of the organized party, which increases convenience for players, such as by providing reference information when organizing a party or using the party in a game.
[0109] (2) The indicator information determination unit 233 determines a predetermined number of indicator information items with the highest scores as the indicator information items to be displayed on the game screen. This makes it easier to understand the overall or dominant characteristics of the deck (team) without being limited by the detailed characteristics of the deck.
[0110] (3) The indicator information determination unit 233 determines the position of the indicator information on the game screen based on the score. This allows the player to understand the importance of the characteristics indicated by the displayed indicator information based on the position displayed on the game screen, thereby improving convenience for the player.
[0111] (4) The indicator information determination unit 233 determines only indicator information with a score equal to or greater than a predetermined value as indicator information to be displayed on the game screen. This allows players to understand that the characteristics of the deck (team) are at a certain level, and can provide reference for whether the set team composition will be effective in a game with a high level of difficulty, thereby improving convenience for players.
[0112] (5) The index information score calculation unit 232 has an index information type determination table Ta in which specified data is associated with the type of index information, an index information type determination unit 232a that determines the type of index information associated with the specified data based on the specified data, a score determination table Tb in which categories related to the specified data are associated with scores, and a score determination unit 232b that determines the score based on the category related to the specified data, and is configured to determine the score for each index information based on the score determined by the score determination unit 232b for the type of index information determined by the index information type determination unit 232a.
[0113] This allows the determination of the type of indicator information to be separated from the determination of the score for that indicator information, making it easier for the game administrator to manage the automatic assignment of indicator information. For example, if the game administrator wants to change the association between predetermined data and the type of indicator information, he or she can simply change the indicator information type determination table Ta, eliminating the need to change the score determination table Tb. Furthermore, if the game administrator wants to change the point allocation between the category and score for predetermined data, he or she can simply change the score determination table Tb, eliminating the need to change the indicator information type determination table Ta.
[0114] (6) The predetermined data associated with the game medium may be data relating to the activation conditions or effects of an ability associated with the game medium, data relating to the activation conditions or effects of a skill associated with the game medium, data relating to the activation conditions or effects of an ability of an equipment item associated with the game medium, or a combination of one or more of these data, thereby enabling the acquisition of index information indicating characteristics that affect the progress of the game.
[0115] (7) When the first level, which is the level of the game media or the player's level set by the setting unit 231, changes (e.g., increases), the indicator information score calculation unit 232 may activate predetermined data associated with the game media (e.g., ability activation conditions, etc.) and determine the score for each piece of indicator information based on the activated predetermined data. This allows the indicator information associated with the deck to be automatically determined even when the first level changes, thereby saving the player the trouble of assigning indicator information. Furthermore, because the indicator information displayed on the game screen can change depending on the first level, the player can be made aware that a party they once organized may have new characteristics.
[0116] [Embodiments realized by the system] FIG. 10 is a diagram showing an example of the overall configuration of a game system according to one embodiment of the present invention. As shown in FIG. 10, the game system 1 includes a plurality of information processing devices 10. At least one of the plurality of information processing devices 10 is a server 10B, and the other information processing devices 10 are electronic devices 10A, which are user terminals used by each player. The electronic device 10A and the server 10B are connected to a network N, such as the Internet, so as to be able to communicate with each other. Note that the game system 1 of this embodiment will be described assuming a server-client system, but it may also be configured as a system that does not include a server 10B, such as a P2P system.
[0117] The electronic device 10A and the server 10B have the same hardware configuration as that shown in Fig. 1, and the electronic device 10A is also a smartphone in this embodiment. The server 10B is a server device that provides games that can be executed on the electronic device 10A, and is configured with one or more computers.
[0118] The server 10B stores various programs such as a control program for controlling the progress of the online game, and various data used in the game.
[0119] In one example, the server 10B is configured to provide the electronic device 10A with a game application executable on the electronic device 10A. When the electronic device 10A executes the downloaded game application, the electronic device 10A transmits and receives data to and from the server 10B periodically or as needed to progress the game. For example, the server 10B stores various setting information and history information required for the game executed on the electronic device 10A. In this case, the electronic device 10A has the functions of the input unit 21, the display unit 22, the game control unit 23, and each functional unit within the game control unit 23.
[0120] In one example, the server 10B is a web server that provides a game service to the electronic device 10A. The electronic device 10A acquires HTML data for displaying a web page from the server 10B, analyzes the acquired HTML data, and displays the web page. In this case, the server 10B, which communicates with the electronic device 10A, has some of the functions of the game control unit 23. For example, the electronic device 10A accepts a player's selection of game content, such as a player character and equipment items, via the input unit 21 (input device 13), and sets an association between these game content using the setting unit 231 of the server 10B. The electronic device 10A accepts a player's input for activating a skill via the input unit 21 (input device 13), and executes skill processing using the game control unit 23 of the server 10B to display a skill effect on the display unit 22 (display device 12) of the electronic device 10A.
[0121] In one example, the game system 1 provides a game that can be played by multiple users on one game field 50. For example, the collision object 54 can be an object controlled by another user, and the party object 51 can be composed of player objects corresponding to multiple users.
[0122] [Other embodiments] In other embodiments of the present invention, the present invention may be a program that realizes the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts, or a computer-readable storage medium that stores the program.In still other embodiments, the present invention may be a method that realizes the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts.In still other embodiments, the present invention may be a server that can supply a program that realizes the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts to a computer.In still other embodiments, the present invention may be a virtual machine that realizes the functions of the embodiments of the present invention described above and the information processing shown in the flowcharts.
[0123] In the processes or operations described above, the processes or operations can be freely changed as long as no inconsistencies in the processes or operations occur, such as the use of data that should not yet be available in a certain step. Furthermore, the embodiments described above are merely examples for explaining the present invention, and the present invention is not limited to these embodiments. The present invention can be embodied in various forms without departing from the spirit of the invention.
[0124] For example, in the above embodiment, the game is a pinball game, but is not limited to this. The game may be any game in which a party is organized and progresses using the organized party, and such games are included within the scope of the present invention. For example, the scope of the present invention includes a card game in which game media representing a plurality of cards (e.g., several tens of cards) are organized into a deck and played.
[0125] In the above embodiment, the score for each piece of indicator information was calculated using the indicator information type determination table Ta and the score determination table Tb. Alternatively, the predetermined data associated with the game content may be indicator information determination data that associates the game content with the score for each piece of indicator information, and the indicator information score calculation unit 232 may calculate the score for each piece of indicator information based on the indicator information determination data. This also allows indicator information to be automatically assigned to the deck, improving player convenience.
[0126] The information processing device 10 may have an index information determination data determination unit that sets index information determination data that associates game content with scores for each piece of index information, or changes the scores for the index information determination data, based on player input. In this case, predetermined data associated with the game content may be used as the index information determination data. This also allows index information to be automatically assigned to the deck, improving player convenience. In particular, because the index information determination data is determined by player input, index information that matches the player's sense can be automatically assigned to the deck. [Explanation of symbols]
[0127] 1. Game System 10. Information processing equipment 10A electronic equipment 10B Server 11 processors 12 Display device 13 Input Devices 13a Touch panel 14 Storage device 15. Communications equipment 16 Bus 21 Input section 22 Display section 23 Game control unit 231 Setting section 232 Indicator information score calculation section 232a Indicator information type determination section 232b Point determination section 233 Indicator information determination unit 50 Game Fields 51 Party Objects 52 First Object 53 Follower Object 54 Collision Objects 54a Enemy Object 54b Attack Object 54c wall 55 Operation Objects 55a One end 55b Other end N Network G1 Party Organization Screen G2 SET editing screen Ta index information type determination table Tb score determination table
Claims
1. A game program executed by an information processing device, The information processing device includes: a setting means for setting two or more game media into a deck associated with a plurality of index information; an index information score calculation means for determining a score for each of the index information items based on predetermined data associated with the game content; functioning as index information determination means that determines and associates an order of display positions of the index information on the game screen in accordance with the points for each of the index information determined by the index information point calculation means; the display position indicates the importance of the characteristics of the party consisting of the two or more game media set in the deck, which is indicated by the index information displayed at the display position; program.
2. the indicator information determination means determines the indicator information to be displayed on the game screen based on the score for each of the indicator information, and associates the determined indicator information with the deck; The program according to claim 1.
3. the index information determination means determines the index information of a predetermined number of the top scores as the index information to be displayed on the game screen; The program according to claim 1 or 2.
4. the indicator information determination means determines the indicator information having a top predetermined number of points indicating high importance of the indicator information as the indicator information to be displayed on the game screen; The program according to any one of claims 1 to 3.
5. a plurality of the display positions on the game screen are arranged in a row on the game screen, the index information determination means determines the display positions such that the display positions of the index information of the higher scores are arranged in the column from the end of the column in order from the highest score. The program according to any one of claims 1 to 4.
6. a plurality of the display positions on the game screen are arranged in a row on the game screen, the index information determination means determines the display positions such that the display positions of the index information of the scores indicating high importance of the index information are arranged in order from the top to the bottom of the column, from the end of the column. The program according to any one of claims 1 to 5.
7. a plurality of the display positions on the game screen are arranged in a row on the game screen, the indicator information determination means determines a top predetermined number of the indicator information having the highest scores as the indicator information to be displayed on the game screen, and determines the display positions such that the display positions of the indicator information having the highest scores are arranged in the column from the end of the column in descending order of the scores. The program according to any one of claims 1 to 6.
8. The index information score calculation means an index information type determination table in which the predetermined data and the type of index information are associated with each other, and an index information type determination means for determining the type of index information associated with the predetermined data based on the predetermined data; a score determination table in which categories related to the predetermined data and the scores are associated with each other, and a score determination means for determining the scores based on the categories related to the predetermined data; and determining the score for each of the index information based on the score determined by the score determination means for the type of index information determined by the index information type determination means; The program according to any one of claims 1 to 7.
9. The predetermined data associated with the game medium is data relating to the activation conditions or effects of abilities associated with the game medium, data relating to the activation conditions or effects of skills associated with the game medium, data relating to the activation conditions or effects of abilities of equipment items associated with the game medium, or a combination of two or more of these data; The program according to any one of claims 1 to 8.
10. the predetermined data associated with the game content is index information determination data in which the game content is associated with the score of each of the index information; the index information score calculation means calculates the score for each piece of index information based on the index information determination data; The program according to any one of claims 1 to 9.
11. The information processing device includes: and causing the device to function as index information determination data determination means that sets index information determination data in which the game medium and the score of each piece of index information are associated with each other, or that changes the score of the index information determination data, based on a player input; The predetermined data associated with the game content is the index information determination data. The program according to any one of claims 1 to 10.
12. An information processing device that executes a game, a setting means for setting two or more game media into a deck associated with a plurality of index information; an index information score calculation means for determining a score for each of the index information items based on predetermined data associated with the game content; an index information determination means for determining and associating an order of display positions of the index information on the game screen according to the score for each of the index information determined by the index information score calculation means; Equipped with the display position indicates the importance of the characteristics of the party consisting of the two or more game media set in the deck, which is indicated by the index information displayed at the display position; Information processing device.
13. the indicator information determination means determines the indicator information to be displayed on the game screen based on the score for each of the indicator information, and associates the determined indicator information with the deck; The information processing device according to claim 12.
14. The index information score calculation means an index information type determination table in which the predetermined data and the type of index information are associated with each other, and an index information type determination means for determining the type of index information associated with the predetermined data based on the predetermined data; a score determination table in which categories related to the predetermined data and the scores are associated with each other, and a score determination means for determining the scores based on the categories related to the predetermined data; and determining the score for each of the index information based on the score determined by the score determination means for the type of index information determined by the index information type determination means; The information processing device according to claim 12 or 13.
15. The predetermined data associated with the game medium is data relating to the activation conditions or effects of abilities associated with the game medium, data relating to the activation conditions or effects of skills associated with the game medium, data relating to the activation conditions or effects of abilities of equipment items associated with the game medium, or a combination of two or more of these data; The information processing device according to any one of claims 12 to 14.
16. the predetermined data associated with the game content is index information determination data in which the game content is associated with the score of each of the index information; the index information score calculation means calculates the score for each piece of index information based on the index information determination data; 16. The information processing device according to claim 12.
17. an index information determination data determination means for setting index information determination data in which the game content and the score of each of the index information are associated based on a player input, or for changing the score of the index information determination data; The predetermined data associated with the game content is the index information determination data.
17. The information processing device according to claim 12.
18. A gaming method executed by an information processing device, comprising: a setting step of setting two or more game media into a deck associated with a plurality of index information; an index information score calculation step of determining a score for each of the index information items based on predetermined data associated with the game medium; an index information determination step of determining and associating an order of display positions of the index information on the game screen according to the score for each of the index information determined in the index information score calculation step; Equipped with the display position indicates the importance of the characteristics of the party consisting of the two or more game media set in the deck, which is indicated by the index information displayed at the display position; method.
19. the indicator information determination step determines the indicator information to be displayed on the game screen based on the score for each of the indicator information, and associates the determined indicator information with the deck; 20. The method of claim 18.
20. The index information score calculation step includes: an index information type determination step of determining the type of index information associated with the predetermined data based on an index information type determination table in which the predetermined data and the type of index information are associated with each other and the predetermined data; a score determination step of determining the score based on a score determination table in which categories related to the predetermined data and the scores are associated with each other and the category related to the predetermined data; and determining the score for each of the index information based on the score determined in the score determination step for the type of index information determined in the index information type determination step; 20. The method of claim 18 or 19.
21. The predetermined data associated with the game medium is data relating to the activation conditions or effects of abilities associated with the game medium, data relating to the activation conditions or effects of skills associated with the game medium, data relating to the activation conditions or effects of abilities of equipment items associated with the game medium, or a combination of two or more of these data; The method according to any one of claims 18 to 20.
22. the predetermined data associated with the game content is index information determination data in which the game content is associated with the score of each of the index information; the index information score calculation step calculates the score for each of the index information based on the index information determination data; The method according to any one of claims 18 to 21.
23. an index information determination data determination step of setting index information determination data in which the game content and the score of each of the index information are associated based on a player input, or changing the score of the index information determination data; The predetermined data associated with the game content is the index information determination data. The method according to any one of claims 18 to 22.
24. A game system, The system includes an electronic device and a server connected to the electronic device via a network; The electronic device or the server functions as a setting means for setting two or more game media into a deck associated with a plurality of index information; the electronic device or the server functions as index information score calculation means that determines a score for each piece of index information based on predetermined data associated with the game medium; the electronic device or the server functions as index information determination means that determines and associates an order of display positions of the index information on the game screen in accordance with the score for each of the index information determined by the index information score calculation means; the display position indicates the importance of the characteristics of the party consisting of the two or more game media set in the deck, which is indicated by the index information displayed at the display position; system.
25. the indicator information determination means determines the indicator information to be displayed on the game screen based on the score for each of the indicator information, and associates the determined indicator information with the deck; 25. The system of claim 24.
26. The index information score calculation means an index information type determination table in which the predetermined data and the type of index information are associated with each other, and an index information type determination means for determining the type of index information associated with the predetermined data based on the predetermined data; a score determination table in which categories related to the predetermined data and the scores are associated with each other, and a score determination means for determining the scores based on the categories related to the predetermined data; and determining the score for each of the index information based on the score determined by the score determination means for the type of index information determined by the index information type determination means; 26. A system according to claim 24 or 25.
27. The predetermined data associated with the game medium is data relating to the activation conditions or effects of abilities associated with the game medium, data relating to the activation conditions or effects of skills associated with the game medium, data relating to the activation conditions or effects of abilities of equipment items associated with the game medium, or a combination of two or more of these data; A system according to any one of claims 24 to 26.
28. the predetermined data associated with the game content is index information determination data in which the game content is associated with the score of each of the index information; the index information score calculation means calculates the score for each piece of index information based on the index information determination data; A system according to any one of claims 24 to 27.
29. the electronic device or the server functions as index information determination data determination means that sets index information determination data in which the game content and the score of each of the index information are associated with each other, or that changes the score of the index information determination data, based on a player input; The predetermined data associated with the game content is the index information determination data. A system according to any one of claims 24 to 28.
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