Program and information processing device

The program and device facilitate skill recognition and acquisition in character training games by displaying skills that match game conditions, improving gameplay strategy and performance.

JP7810072B2Active Publication Date: 2026-02-03SEGA CORP
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Patent Information

Application Number
JP2022097106
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-16
Publication Date
2026-02-03
Estimated Expiration
2041-07-05

AI Technical Summary

Technical Problem

Players in character training games cannot immediately confirm which skills will be effective in subsequent games, making it difficult to strategize skill acquisition effectively.

Method used

A program and information processing device that allows players to recognize skills through a skill acquisition screen, displaying skills that match game conditions and offering them for acquisition using awarded skill points, with skills that meet conditions being activated advantageously in target games.

Benefits of technology

Enables players to easily identify and acquire skills that are beneficial for upcoming games, enhancing gameplay strategy and performance.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To allow a player to easily recognize skills that should be acquired by a character to be trained. [Solution] The program causes the computer to function as: a control means 52 that executes a training game and a target game in which the character to be trained challenges a goal in a predetermined order in a training scenario in which the character to be trained is trained; an granting means 54 that grants skill points to the character to be trained based on the execution of the training game or the target game; and a display means 56 that displays a skill acquisition screen that allows the character to be trained to acquire one or more skills from the skills that the character to be trained can acquire by consuming the granted skill points; and when the character to be trained has acquired a skill that matches the conditions included in the target game, the control means 52 activates the skill to allow the character to play the target game advantageously, and information regarding the conditions included in the target game that will be executed subsequently is displayed on the skill acquisition screen.
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Description

[Technical Field]

[0001] The present invention relates to a program and an information processing device.

[0002] 2. Description of the Related Art Games that allow a player to train a character associated with the player have been known.

[0003] In this regard, Patent Document 1 discloses a technique in which a player develops a character he or she owns, thereby varying the parameters and skills of the character, and using the character in a game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 6787513 Summary of the Invention [Problem to be solved by the invention]

[0005] In such games, a player may be able to select a skill to be acquired by a character to be trained from among a plurality of skills. However, when selecting a skill to be acquired by a character to be trained, the player is unable to immediately confirm which skill will be effective in the game to be played thereafter.

[0006] The present invention has been made in consideration of such problems, and its purpose is to provide a program and an information processing device that allows a player to easily recognize the skills that a character being trained should acquire. [Means for solving the problem]

[0007] In order to solve the above problem, the program of the first aspect of the present invention causes a computer to function as: a control means for executing a training game and a target game in which the training character challenges a goal in a predetermined order in a training scenario for training a character to be trained; an awarding means for awarding skill points to the character to be trained based on the execution of the training game or the target game; and a display means for displaying a skill acquisition screen that allows the character to acquire one or more skills from the skills that the character to be trained can acquire by consuming the awarded skill points; and if the character to be trained has acquired a skill that matches the conditions included in the target game, the control means activates the skill to allow the character to play the target game advantageously, and the skill acquisition screen displays information regarding the conditions included in the target game that will be played subsequently.

[0008] In addition, a program relating to a second aspect of the present invention causes a computer to function as: a control means for executing a training game and a target game in which the training character challenges a goal in a predetermined order in a training scenario for training a character to be trained; an awarding means for awarding skill points to the character to be trained based on the execution of the training game or the target game; and a display means for displaying a skill acquisition screen that allows the character to acquire one or more skills from the skills that the character to be trained can acquire by consuming the awarded skill points; and if the character to be trained has acquired a skill that matches the conditions included in the target game, the control means activates the skill to allow the character to play the target game advantageously, and the skill acquisition screen displays the acquireable skills in a list, and in the list, skills that match the conditions included in the target game to be executed subsequently and skills that do not match the conditions are displayed in different forms.

[0009] In addition, in a third aspect of the present invention, the control means adds a skill drawn with a predetermined probability by playing the training game or the target game to the acquireable skills.

[0010] In addition, in a fourth aspect of the present invention, the predetermined probability is changed depending on the support character used by the player in the development scenario.

[0011] In a fifth aspect of the present invention, the control means limits the continuation of the development scenario when the performance of the development target character in the target game does not satisfy a clear condition.

[0012] In a sixth aspect of the present invention, the target game is a race in which a character to be trained competes at a racetrack, and the clearing condition is to finish within a predetermined order of finish.

[0013] In a seventh aspect of the present invention, the conditions included in the target game include at least one of attributes of the race track, race distance, lap direction, season, and weather.

[0014] In addition, an information processing device according to an eighth aspect of the present invention comprises a control means for executing a training game and a target game in which the character to be trained challenges a goal in a predetermined order in a training scenario for training a character to be trained; an awarding means for granting skill points to the character to be trained based on the execution of the training game or the target game; and a display means for displaying a skill acquisition screen that allows the character to acquire one or more skills from the skills that the character to be trained can acquire by consuming the awarded skill points, and if the character to be trained has acquired a skill that matches the conditions included in the target game, the control means activates the skill to allow the character to play the target game advantageously, and the skill acquisition screen displays information regarding the conditions included in the target game that will be played subsequently.

[0015] In addition, an information processing device according to a ninth aspect of the present invention comprises a control means for executing a training game and a target game in which the training character challenges a goal in a predetermined order in a training scenario for training a character to be trained; an awarding means for granting skill points to the character to be trained based on the execution of the training game or the target game; and a display means for displaying a skill acquisition screen that allows the character to acquire one or more skills from the skills that the character to be trained can acquire by consuming the awarded skill points, and if the character to be trained has acquired a skill that matches the conditions included in the target game, the control means activates the skill to allow the character to play the target game advantageously, and the skill acquisition screen displays the acquireable skills in a list, and in the list, skills that match the conditions included in the target game to be executed subsequently and skills that do not match the conditions are displayed in different forms. [Effects of the Invention]

[0016] According to the present invention, it is possible to allow a player to easily recognize the skills that a character to be trained should acquire. [Brief explanation of the drawings]

[0017] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. FIG. [Figure 4] FIG. 2 is a block diagram illustrating an example of functional means of a server device. [Figure 5] 5 is a flowchart showing an example of the flow of processing performed by each functional unit shown in FIG. 4 in the game system according to the present embodiment. [Figure 6] FIG. 10 is a diagram showing an example of a skill acquisition screen according to the present embodiment. [Figure 7]FIG. 10 is a diagram showing an example of a target game information screen according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0018] Hereinafter, an embodiment of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0019] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.

[0020] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0021] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to players of each terminal device 12 via the communication network NT. In this embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.

[0022] Each terminal device 12 is an information processing device owned by each player, and is an information processing device that provides a game to each player by installing and executing a game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0023] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0024] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0025] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0026] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0027] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.

[0028] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.

[0029] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG.

[0030] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0031] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connection destinations.

[0032] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In this embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.

[0033] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0034] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0035] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0036] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and player information of the game program 14. The play data may also be stored in the server device 10.

[0037] The speaker 42 has a function of outputting game sounds and the like.

[0038] <Game Overview> The game according to this embodiment includes a development scenario for developing characters to be developed, a fighting game, and the like.

[0039] The development scenario according to this embodiment includes a development game and a goal game. In this development scenario, the development game and the goal game are executed in a predetermined order. For example, the development scenario includes a predetermined number of turns (e.g., 50) from start to finish. Each turn is associated with a development game or a goal game. For example, in the development scenario, a player can progress to a game (e.g., a goal game) associated with the next turn (e.g., turn 6) by executing a game (e.g., a development game) associated with the current turn (e.g., turn 5). For example, a player can acquire (own) a character to be trained or a support character by playing a lottery game (e.g., gacha). These characters to be trained and support characters are added one after another by updating the game (e.g., updates). Furthermore, for example, before starting a training scenario, a player arbitrarily selects one character to be trained from among the characters owned, and then arbitrarily selects one or more support characters to be used from among the characters owned. Then, by starting the training scenario, the player can change various parameters of the character to be trained, or have the character to be trained acquire skills, using the basic parameters and basic skills of the character to be trained as initial values. Note that the player can train the same character to be trained (character owned) multiple times in the training scenario. The training scenario ends when the results of the character to be trained in the target game associated with a turn in the middle of the game do not satisfy the clearing condition, or when the final turn (for example, turn 50) is executed.

[0040] The training game according to this embodiment is a game in which various parameters of a character to be trained can be changed (increased or decreased) and skill points can be granted to the character to be trained. For example, in the training game, various parameters of the character to be trained (e.g., speed, stamina, power, determination, intelligence, physical strength, motivation, etc.) can be changed by having the character to be trained perform one of training, rest, or practice races in one turn. There are multiple types of training, and the parameters that change and the amount of change vary depending on the type of training selected by the player. Furthermore, in this training game, skill points can be granted (acquired) to the character to be trained by having the character to be trained perform training or practice races. These skill points are points that are consumed so that the character to be trained can acquire skills.

[0041] The target game according to this embodiment is a game in which the character to be trained challenges a target. For example, the target game is a race (target race) in which the character to be trained competes at a racetrack. The outcome of this target game depends, for example, on the various parameters and skills of the character to be trained in the current turn. For example, before executing the target game, the player can consume skill points granted to the character to be trained on a skill acquisition screen to have the character to be trained acquire one or more skills from the skills that the character to be trained can acquire. Furthermore, in the target game, if the performance of the character to be trained does not satisfy the clearing condition, the continuation of the training scenario (progression to the next turn) is restricted. This clearing condition may be, for example, finishing within a predetermined order (for example, within the top three) in a race (competition). For example, if the character to be trained does not finish within a predetermined order, the training scenario ends.

[0042] The fighting game according to this embodiment is a game in which a character to be trained, which has been trained in a training scenario, competes against an enemy character. Examples of the enemy character include characters to be trained by other players and NPCs (Non-Player Characters). The fighting game also includes a fighting race that uses various parameters and skills of the characters to be trained. If a player wins the fighting game, the player can earn rewards such as items and coins.

[0043] <Functional means> FIG. 4 is a block diagram schematically illustrating an example of functional means of the server device 10. As shown in FIG.

[0044] 4, the server device 10 has, as its functional configuration, a storage means 50, a control means 52, an assignment means 54, and a display means 56. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage devices 28 or the like.

[0045] The storage means 50 has a function of storing player information 50A, character information 50B, training game information 50C, target game information 50D, training scenario information 50E, skill information 50F, event information 50G, and the like.

[0046] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned content information, stamina information, etc.

[0047] The owned content information includes owned character information, owned item information, owned coin information, etc. The owned character information includes the character ID of each owned character owned by the player, as well as each character's basic parameters, current parameters, basic skills, acquired skills, acquireable skills, and current skill points. The owned characters include characters to be trained and support characters that support the training of the characters to be trained in the training scenario. The basic parameters include parameters before the start of the training scenario. The current parameters include parameters after the start of the training scenario. The basic parameters and current parameters of characters to be trained include, for example, speed, stamina, power, guts, intelligence, physical strength, and motivation. The basic parameters and current parameters of support characters include, for example, the rate of change (increase) of various parameters of the characters to be trained in the training scenario and the amount of change (e.g., increase rate) in the event occurrence rate. The basic skills include unique skills (skill IDs) that the characters to be trained have already acquired before the start of the training scenario. The acquired skills include skills (skill IDs) that the characters to be trained have acquired after the start of the training scenario. Acquirable skills include skills (skill IDs) that the character being trained can acquire after the start of the training scenario. These acquireable skills are added, for example, when an event occurs in the training scenario. Current skill points include the skill points that the character being trained possesses after the start of the training scenario.

[0048] The owned item information includes the item IDs and quantities of various items owned by the player. These items include paid stones, unpaid stones, stamina recovery items, and strengthening material items. The paid stones and unpaid stones are consumed when playing the lottery game or when recovering stamina. Strengthening material items are consumed, for example, when strengthening the basic parameters of the character to be trained before the start of the training scenario.

[0049] The owned coin information includes the number of coins owned by the player. These coins are consumed, for example, when strengthening the basic parameters of a support character.

[0050] The stamina information includes the player's current stamina value and stamina upper limit. The current stamina value is the value consumed when the player executes the development scenario. This current stamina value increases by a predetermined amount (e.g., 1) over a certain period of time (e.g., 3 minutes), recovering to the stamina upper limit. In addition, this current stamina value can be recovered beyond the stamina upper limit by the player consuming paid stones, unpaid stones, stamina recovery items, etc. This stamina upper limit can be a fixed value (e.g., 100) or a value corresponding to the player's player rank.

[0051] Character information 50B is stored for each character in association with the character ID of the character. Character information 50B includes, for example, the character's name, image, parameter information, and rarity. This character information 50B is updated as the game operator updates the game.

[0052] The parameter information includes the initial and maximum values ​​of various parameters of the character.

[0053] Rarity includes, for example, a numerical value ranging from 1 to 6. This numerical value may be expressed, for example, as the number of stars. For example, a character to be trained with a high rarity is set with advantageous parameters and skills in a target game, a fighting game, etc. Also, for example, a support character with a high rarity is set with a rate of change that advantageously changes the parameters of the character to be trained in a training game.

[0054] The training game information 50C is stored for each training game in association with the training game ID of the training game. The training game information 50C includes outcome information according to the execution of the training game (e.g., various training). This outcome information includes the amount of change in parameters and the amount of skill points awarded. For example, in this embodiment, the training game includes a first training game and a second training game. The first training game is a normal training game in which training can be performed at a normal training facility. On the other hand, the second training game is a special training game in which training can be performed at a training camp. For example, the special training game has a larger amount of change in parameters (e.g., increase) based on the execution of training and a larger amount of skill points awarded than the normal training game.

[0055] The target game information 50D is stored for each target game in association with the target game ID of the target game. The target game information 50D includes race conditions, rival character information, and reward information. The race conditions include the race name, racetrack attributes, race distance, lap direction (counterclockwise or clockwise), season (time), weather (clear, cloudy, rainy, snowy), gate number (1 to 6), rival character strategy, and clear conditions. The racetrack attributes include the racetrack name and condition (good, slightly heavy, heavy, poor). The race distance includes the distance from the start to the finish line at the racetrack. Examples of this distance include short distance, medium distance, and long distance. For example, if the race distance is long distance (2500m to 3600m), a character to be trained with a high stamina parameter will have an advantage. The clear conditions include the conditions for progressing to the next turn. An example of this clear condition is that the result in the target game (target race) must be within a predetermined finishing order. The rival character information includes the character ID, parameters, and skills of a character that will race alongside the character to be trained. This rival character may be, for example, an NPC. The reward information includes a reward based on the performance (e.g., finishing order) in the target game. Examples of this reward include skill points, various parameters, items, etc. In this embodiment, the higher the performance in the target game, the more reward (e.g., skill points) is awarded.

[0056] The development scenario information 50E is stored for each development scenario in association with the development scenario ID of the development scenario. The development scenario information 50E includes the name of the development scenario, consumed stamina, turn information, and the like.

[0057] The consumed stamina includes the amount of stamina consumed to execute a single training scenario. For example, the consumed stamina for a certain training scenario is 30. For example, the consumed stamina for another training scenario is 40.

[0058] The turn information includes the number of turns included in the development scenario and game information associated with each turn. For example, the number of turns in a certain development scenario is 50. The game information includes a development game ID or a target game ID. For example, in a certain training scenario, turns 1 to 5, 7 to 15, 27 to 35, and 37 to 45 are associated with a first training game (normal training game), turns 17 to 25 are associated with a second training game (special training game), and turns 6, 16, 26, 36, and 46 to 50 are associated with a target game (target race).

[0059] The skill information 50F is stored for each skill in association with the skill ID of the skill. The skill information 50F includes the skill's effect, activation conditions, and consumed skill points. The effect is an effect exerted in the target game or the competitive game. Examples of such effects include "become good at racetrack A," "become good at long distances," "become good at good conditions," "become good at summer races," "become good at rainy races," "become good at clockwise races," "become good at races with gate numbers 1 to 3," and "become good at races where there are no rival characters using the same strategy." The activation conditions include the race conditions under which the skill is activated. For example, the activation conditions include race conditions related to the attributes (name and condition) of the racetrack, the race distance, the lap direction, the season, the weather, the gate number (starting gate), the strategy of the rival character, etc. For example, if the effect of a skill is "become good at racetrack A," the activation condition is that the name of the racetrack included in the race conditions is "racetrack A." For example, if the effect of a skill is "to be good at long distances," the activation condition is that the race distance included in the race conditions is "long distance (2500m to 3600m)." For example, if the effect of a skill is "to be good at good conditions," the activation condition is that the race track conditions included in the race conditions are "good." For example, if the effect of a skill is "to be good at summer races," the activation condition is that the season included in the race conditions is "summer (June to August)." For example, if the effect of a skill is "to be good at rainy races," the activation condition is that the weather included in the race conditions is "rain." For example, if the effect of a skill is "to be good at clockwise races," the activation condition is that the lap direction included in the race conditions is "clockwise." For example, if the effect of a skill is "to be good at races with gate numbers 1 to 3," the activation condition is that the gate number included in the race conditions is one of "1 to 3." For example, if the effect of a skill is "to become good at races where there are no rival characters with the same strategy," the activation condition may be that the strategies of all rival characters included in the race conditions are different from the strategy of the character being trained. The consumed skill points include the number of points consumed to acquire the skill.

[0060] The event information 50G is stored for each event in association with the event ID of the event. The event information 50G includes the name of the event, the event effect, the occurrence rate, an event image, and the like. The event effect includes the amount by which the parameters of the character to be trained are changed when the event occurs and the skill (skill ID) that is added to the acquireable skills of the character to be trained. The occurrence rate includes a predetermined probability that the event will occur. In this embodiment, an event lottery is performed based on this occurrence rate when the training game or the target game is played. For example, the total occurrence rate (predetermined probability) of each event is 40%. In other words, the probability that an event will not occur is 60%. Furthermore, this predetermined probability (occurrence rate) changes depending on the support character used by the player in the training scenario. For example, if support character A is used in the training scenario, the occurrence rate of event Z increases by 3%, and the occurrence rates of the remaining events decrease by a total of 3%. The event image is an image displayed when an event occurs. This event image includes, for example, an image indicating the event effect (the amount of change in parameters and the acquireable skills).

[0061] The control means 52 is a functional means for controlling the entire game. In this embodiment, the control means 52 executes a training game and a goal game in which the training target character challenges a goal in a predetermined order in a training scenario in which the training target character is trained. For example, the control means 52 references the turn information in the training scenario information 50E and executes the training game or the goal game in a predetermined order for each turn.

[0062] Furthermore, in this embodiment, when the character to be trained has acquired a skill that matches the conditions (race conditions) included in the target game, the control means 52 activates the skill to allow the character to play the target game advantageously. For example, the control means 52 references the basic skills and acquired skills of the character to be trained (owned character) in the player information 50A, the race conditions in the target game information 50D, and the activation conditions in the skill information 50F, and extracts skills (basic skills or acquired skills) of the character to be trained that match the race conditions and the activation conditions. Next, the control means 52 activates the extracted skill in the target game (target race), and controls the character to be trained so that the results in the target game are advantageous (high ranking).

[0063] In this embodiment, the control means 52 sets the skill drawn with a predetermined probability by executing the training game or the target game as the acquireable skill of the character to be trained. For example, the control means 52 executes the training game or the target game for each turn in response to a request (operation instruction) from the player. Next, the control means 52 references the occurrence rate of the event information 50G, draws an event according to the occurrence rate, and draws an event to be generated. Next, the control means 52 references the skill in the event information 50G, and adds the skill corresponding to the drawn event to the acquireable skills of the character to be trained. Note that this predetermined probability is changed depending on the support character used by the player in the training scenario.

[0064] In this embodiment, the control means 52 limits the continuation of the training scenario if the performance of the character to be trained in the target game does not satisfy the clearing condition. For example, the control means 52 refers to the clearing condition of the race conditions in the target game information 50D, and ends the training scenario if the performance (e.g., finishing order) of the character to be trained in the target game (target race) does not satisfy the clearing condition (e.g., within the top three).

[0065] The granting means 54 is a functional means for granting rewards and the like to the character to be trained. In this embodiment, the granting means 54 changes (e.g., increases) the parameters of the character to be trained or grants skill points to the character to be trained based on the execution of the training game or the target game by the control means 52. For example, the granting means 54 references the achievement information in the training game information 50C and changes (e.g., increases) the parameters of the character to be trained in accordance with the execution of a training game (e.g., various trainings) selected by the player. Also, for example, the granting means 54 references the granted skill points in the training game information 50C and grants skill points in accordance with the execution of the selected training game. Also, for example, the granting means 54 references the reward information in the target game information 50D and grants skill points according to the results of the target game (target race).

[0066] The display means 56 is a functional means for displaying various screens related to the game on the touch panel 32. In the present embodiment, the display means 56 displays a skill acquisition screen for allowing the character to be trained to acquire one or more skills from among the skills that the character can acquire by consuming the skill points (current skill points) granted by the granting means 54. For example, the display means 56 displays the skill acquisition screen on the touch panel 32 by referring to the skills that the character to be trained can acquire and the current skill points in the player information 50A, and the effects and activation conditions of the skills in the skill information 50F and the consumed skill points.

[0067] Furthermore, for example, information regarding the conditions included in the target game to be executed subsequently is displayed on the skill acquisition screen. For example, the display means 56 refers to the race conditions in the target game information 50D and the turn information in the training scenario information 50E, and displays information regarding the race conditions included in one or more target games (target races) associated with the current turn and thereafter on the skill acquisition screen. This information may be the race conditions themselves, or may be a button for popping up the race conditions, or a transition button (a target game information transition button, described later) for transitioning to a screen displaying the race conditions. Note that when the transition button is displayed on the skill acquisition screen, the display means 56 may refer to the race conditions in the target game information 50D and the turn information in the training scenario information 50E, and display the race conditions included in the target game (target race) in response to pressing the transition button.

[0068] Furthermore, for example, the skill acquisition screen displays a list of skills that can be acquired by the character to be trained. For example, the display means 56 refers to the acquireable skills of the character to be trained (owned character) in the player information 50A, and displays a list (view) of the skills that can be acquired by the character to be trained on the skill acquisition screen. For example, in this list, skills that match the conditions included in the target game to be executed subsequently and skills that do not match the conditions are displayed in different forms. Specifically, the display means 56 refers to the turn information in the training scenario information 50E and the activation conditions in the skill information 50F, and displays skills that match the race conditions included in one or more target games associated with the current turn onwards with a mark, and displays skills that do not match the conditions without a mark.

[0069] <Processing flow> 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in the game system according to this embodiment. The processing of the following steps is initiated, for example, when a player selects one development scenario from the development scenario menu. The order and content of the following steps can be changed as appropriate.

[0070] (Step SP10) The display means 56 refers to the owned character information in the player information 50A and causes the touch panel 32 to display a list of characters to be trained from among the characters owned by the player. Then, the control means 52 accepts from the player a selection of one character to be trained from the displayed list of characters to be trained. Then, the display means 56 refers to the owned character information in the player information 50A and causes the touch panel 32 to display a list of support characters from among the characters owned by the player. Then, the control means 52 accepts from the player a selection of a predetermined number (for example, five) of support characters to be used from the displayed list of characters to be trained. Then, the processing proceeds to the processing of step SP12.

[0071] (Step SP12) The control means 52 starts the development scenario by substituting the initial value of 1 for the current turn of the development scenario. Then, the process proceeds to step SP14.

[0072] (Step SP14) The control means 52 refers to the turn information of the development scenario information 50E and determines whether or not a target game is associated with the current turn. For example, if a development game (first development game or second development game) is associated with the current turn, the control means 52 denies the determination. If the determination is affirmative, the process proceeds to step SP16. On the other hand, if the determination is negative, the process proceeds to step SP30.

[0073] (Step SP16) The display means 56 displays a target game start screen including a target game start button and a skill button on the touch panel 32. Next, the control means 52 determines whether or not the skill button has been pressed by the player. For example, if the target game start button has been pressed by the player, the control means 52 denies the determination. If the determination is affirmative, the process proceeds to step SP18. On the other hand, if the determination is negative, the process proceeds to step SP24.

[0074] (Step SP18) The display means 56 displays a skill acquisition screen on the touch panel 32 by referring to the acquireable skills and current skill points of the character to be trained in the player information 50A, and the skill effects, activation conditions, and consumed skill points in the skill information 50F.

[0075] FIG. 6 is a diagram showing an example of a skill acquisition screen 60 according to this embodiment.

[0076] As shown in FIG. 6 , the skill acquisition screen 60 includes an acquireable skill information area 62, an acquire button 63, an acquisition cancel button 64, a skill point information area 65, a confirm button 66, and a transition button 68. The acquireable skill information area 62 displays a list of multiple skills (acquirable skills) that the character to be trained can acquire along with the skill points consumed. In this list, skills that match the race conditions (e.g., race name, racetrack attributes, race distance, lap direction, season, weather) of a target race to be executed subsequently are displayed in different formats from skills that do not match the race conditions. For example, in this list, skills that match the race conditions of the target race to be executed next (e.g., the target race associated with the current turn) are marked with a “recommended” symbol, while skills that do not match the race conditions are not marked with a “recommended” symbol. Furthermore, in this list, skills that the character to be trained has already acquired are displayed in different formats from skills that the character to be trained has not yet acquired. For example, in this list, skills that the character to be trained has already acquired are displayed in gray. The acquire button 63 is a button for acquiring the associated skill. For example, when the Acquire button 63 is pressed, the consumed skill points of the associated skill are consumed (subtracted) from the current skill points. The Acquire Cancel button 64 is a button for canceling the acquisition of the associated skill. When the Acquire Cancel button 64 is pressed, the consumed skill points of the associated skill are added to the current skill points. This Acquire Cancel button 64 can be pressed, for example, after the corresponding Acquire button 63 is pressed and before the Confirm button 66 is pressed. The skill point information area 65 displays the current skill points possessed by the character to be trained. The Confirm button 66 is a button for confirming the acquisition of the skill in the list for which the Acquire button 63 was pressed. The Transition button 68 is a button for displaying a target game information screen including the race conditions included in the target race. When the Transition button 68 is pressed, the screen transitions to the target game information screen.

[0077] When the transition button is pressed on the skill acquisition screen, the display means 56 displays a target game information screen showing the race conditions included in the target game (target race) by referring to the race conditions of the target game information 50D and the turn information of the development scenario information 50E.

[0078] FIG. 7 is a diagram showing an example of a target game information screen 70 according to this embodiment.

[0079] As shown in FIG. 7, the target game information screen 70 has a condition information area 72 and a back button 74. The condition information area 72 displays the race conditions for each target race, such as the race name, attributes of the race track (the name and state of the race track), race distance, lap direction, season, weather, and clearing conditions. The condition information area 72 is marked with a mark indicating the next target race (the target race associated with the current turn). Also, in the condition information area 72, target races that the character to be trained has already cleared are displayed grayed out. The back button 74 is a button for transitioning to a skill acquisition screen (the screen that was displayed immediately before).

[0080] Returning to FIG. 5, the process proceeds to step SP20.

[0081] (Step SP20) The control means 52 causes the character to be trained to acquire the skill determined to be acquired on the skill acquisition screen. Then, the display means 56 causes the touch panel 32 to display the target game start screen including the target game start button and the skill button. Then, the processing proceeds to the processing of step SP22.

[0082] (Step SP22) The control means 52 determines whether or not the target game start button has been pressed by the player. For example, if the skill button has been pressed by the player, the control means 52 denies the determination. If the determination is affirmative, the process proceeds to step SP24. On the other hand, if the determination is negative, the process proceeds to step SP18.

[0083] (Step SP24) The display means 56 displays a strategy selection screen on the touch panel 32, including selection buttons for selecting a strategy (breakaway, leading, overtaking, or chasing) for the character to be trained. The control means 52 then accepts the player's selection of one of the displayed selection buttons. The control means 52 then executes the target game (target race) associated with the current turn based on the selected strategy. In this embodiment, the control means 52 determines the results (ranking) of the target game by referring to the selected strategy, the current parameters and acquired skills of the character to be trained in the player information 50A, the race conditions and parameters of the rival character information in the target game information 50D, and the like. Here, if the character to be trained has acquired a skill that matches the race conditions included in the target game (target race), the control means 52 activates the skill to raise the ranking of the character to be trained. Then, the process proceeds to step SP26.

[0084] (Step SP26) The control means 52 refers to the clearing conditions of the race conditions in the target game information 50D and determines whether or not the results of the character to be trained in the target game executed in step SP24 satisfy the clearing conditions (for example, finishing in the top five). If the determination is affirmative, the process proceeds to step SP28. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG. 5.

[0085] (Step SP28) The display means 56 displays a result screen including the performance of the character to be trained in the target game executed in step SP24 on the touch panel 32. Next, the granting means 54 refers to the reward information in the target game information 50D and grants a reward (skill points, etc.) according to the performance of the target game executed in step SP24. Next, the display means 56 displays a reward screen including the granted reward on the touch panel 32. Then, the processing proceeds to the processing of step SP34.

[0086] (Step SP30) The display means 56 displays a training game start screen including selection buttons for various trainings, rest, and practice races on the touch panel 32. Next, the control means 52 accepts the player's selection of one of the displayed selection buttons. Then, the processing proceeds to step SP32.

[0087] (Step SP32) The control means 52 executes the training game selected in step SP30. Next, the granting means 54 refers to the achievement information in the training game information 50C, and changes (e.g., increases) the parameters of the character to be trained in accordance with the execution of the selected training game, or grants skill points to the character to be trained in accordance with the training game. Then, the process proceeds to step SP34.

[0088] (Step SP34) The control means 52 refers to the occurrence rate of the event information 50G and draws a lottery to determine which event will occur. For example, the control means 52 changes the occurrence rate depending on the support character selected in step SP10. Also, for example, the control means 52 changes the occurrence rate depending on the performance of the character to be trained in the target game executed in step SP24 or the training game (e.g., type of training) selected in step SP30. Then, the processing proceeds to the processing of step SP36.

[0089] (Step SP36) The display means 56 refers to the event image in the event information 50G and causes the touch panel 32 to display an event screen showing the event selected in step SP34. Next, the control means 52 refers to the skills in the event information 50G and adds the skill corresponding to the event to the acquireable skills of the character to be trained. Note that if the occurrence of an event is not selected in step SP34, the event screen is not displayed and the acquireable skill is not added. Then, the processing proceeds to step SP38.

[0090] (Step SP38) The control means 52 adds 1 to the current turn of the development scenario. Then, the process proceeds to step SP40.

[0091] (Step SP40) The control means 52 determines whether the development scenario has ended. For example, the control means 52 refers to the turn information in the development scenario information 50E, and if the current turn exceeds the number of turns included in the development scenario, the control means 52 makes a positive determination. If the determination is positive, the process ends the series of processes shown in FIG. 5. On the other hand, if the determination is negative, the process proceeds to step SP14.

[0092] <Effects> As described above, in this embodiment, the computer functions as a control means 52 that executes a training game and a target game in which the character to be trained challenges a goal in a predetermined order in a training scenario for training a character to be trained; an granting means 54 that grants skill points to the character to be trained based on the execution of the training game or the target game; and a display means 56 that displays a skill acquisition screen that allows the character to be trained to acquire one or more skills from the skills that the character to be trained can acquire by consuming the granted skill points.If the character to be trained has acquired a skill that matches the conditions included in the target game, the control means 52 activates the skill to allow the character to play the target game advantageously, and the skill acquisition screen displays information regarding the conditions included in the target game that will be played subsequently.

[0093] According to this configuration, the skill acquisition screen displays information regarding the conditions included in the target game to be executed subsequently, allowing the player to easily recognize the skills that the character to be trained should acquire.

[0094] In addition, in this embodiment, the computer functions as: control means 52 that executes a training game and a target game in which the character to be trained challenges a goal in a predetermined order in a training scenario for training a character to be trained; granting means 54 that grants skill points to the character to be trained based on the execution of the training game or the target game; and display means 56 that displays a skill acquisition screen that allows the character to be trained to acquire one or more skills from the skills that the character to be trained can acquire by consuming the granted skill points; and when the character to be trained has acquired a skill that matches the conditions included in the target game, the control means 52 activates the skill to allow the character to play the target game advantageously, and the skill acquisition screen displays the acquireable skills in a list, and in the list, skills that match the conditions included in the target game to be executed subsequently and skills that do not match the conditions are displayed in different forms.

[0095] According to this configuration, skills that meet the conditions included in the target game to be executed subsequently and skills that do not meet the conditions are displayed in different forms on the skill acquisition screen, allowing the player to easily recognize the skills that the character to be trained should acquire.

[0096] Furthermore, in this embodiment, the control means 52 adds a skill selected with a predetermined probability by playing the training game or the target game to the acquireable skills.

[0097] With this configuration, even if a skill that the player is not familiar with is added to the acquireable skills, a display regarding the target game that will be played subsequently is displayed, allowing the player to easily recognize the skills that the character being trained should acquire.

[0098] In addition, in this embodiment, the predetermined probability is changed depending on the support character used by the player in the development scenario.

[0099] With this configuration, even if a skill that the player is not familiar with is added to the acquireable skills by using a new support character, a display regarding the target game that will be played subsequently is displayed, allowing the player to easily recognize the skills that the character to be trained should acquire.

[0100] Furthermore, in this embodiment, the control means 52 limits the continuation of the development scenario when the performance of the development target character in the target game does not satisfy the clearing condition.

[0101] According to this configuration, the skill acquisition screen displays information about the target game to be executed subsequently, thereby assisting the player so that the continuation of the training scenario is not restricted.

[0102] In this embodiment, the target game is a race in which the character to be trained competes at a racetrack, and the clearing condition is to finish within a predetermined order of finish.

[0103] According to this configuration, the skill acquisition screen displays information about the target game to be executed subsequently, thereby assisting the player in ensuring that the character to be trained is within a predetermined finishing order and that the continuation of the training scenario is not restricted.

[0104] In this embodiment, the conditions included in the target game include at least one of the attributes of the race track, the race distance, the direction of the circuit, the season, and the weather.

[0105] With this configuration, the conditions of the target game to be executed subsequently and the skills that match those conditions can be confirmed on the skill acquisition screen, allowing the player to easily recognize the skills that the character being trained should acquire.

[0106] <Modification> The present invention is not limited to the above-described specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above-described specific examples are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.

[0107] For example, in this embodiment, the battle game is described as a game in which a character to be trained that has been trained in a training scenario competes against an enemy character, but it may also be a team battle in which a team consisting of multiple characters to be trained competes against a team consisting of multiple enemy characters.

[0108] In addition, in this embodiment, the control means 52 has been described as accepting the selection of a predetermined number (for example, 5) of support characters to be used from among the characters owned by the player, but a portion (for example, 1) of this predetermined number may be selected from support characters owned by other players. Examples of other players include the player's friend players and players with a player rank similar to that of the player.

[0109] In addition, in this embodiment, the control means 52 has been described as ending the development scenario when the clearing conditions are not met in the target game, but the player may be allowed to choose whether to continue the development scenario (target game) or end the development scenario. For example, the control means 52 may permit the player to continue by consuming paid stones, free stones, or continue items owned by the player.

[0110] Furthermore, in this embodiment, the control means 52 has been described as adding a skill corresponding to an event that occurs through an event lottery to the acquireable skills of the character being trained, but if a skill that is the same as the acquireable skill of the character being trained is added, the skill points consumed for that skill may also be reduced.

[0111] In addition, in the present embodiment, the control means 52 performs an event lottery after the training game or the target game is executed, but the event lottery may be performed before the training game or the target game is executed (at the start of a turn). This allows the display means 56 to display a preview of the training in which an event will occur on the training game start screen.

[0112] In the present embodiment, the granting means 54 grants skill points to the character to be trained, but it may also grant skill points to the player. In the present embodiment, the granting means 54 grants skill points based on the performance of the target game, but it may also grant skill points based on the performance of a practice race.

[0113] Furthermore, in the present embodiment, the display means 56 displays, on the skill acquisition screen, a skill that matches the race conditions included in the target game (target race) to be executed next, with a mark. However, the display form (such as the color or format of the text, or the background color) representing the matching skill may be changed. Furthermore, on this skill acquisition screen, the display means 56 may use different display forms to represent skills that match the race conditions included in some or all of the target games to be executed subsequently and skills that do not match the race conditions. For example, the display means 56 may mark, on the skill acquisition screen, skills that match the race conditions included in a predetermined number (e.g., three) or more target games to be executed subsequently.

[0114] In addition, the display means 56 may not mark a skill on the skill acquisition screen if the current skill points assigned to the character to be trained are lower than the skill points consumed for the skill that matches the race conditions included in the subsequent target game (target race).

[0115] Furthermore, in this embodiment, the display means 56 is described as displaying the skill acquisition screen before the start of the target game, but the skill acquisition screen may be displayed before the start of the training game.

[0116] Furthermore, in this embodiment, the display means 56 displays the race name, racetrack attributes (racetrack name and condition), race distance, lap direction, season, weather, and clear conditions as race conditions for each target race on the target game information screen, but it may also display only information that is confirmed in the current turn. For example, the display means 56 may display the racetrack condition and weather of the target race associated with the target race before the current turn on the target game information screen, but may not display the racetrack condition and weather of the target race associated with the target race after the current turn.

[0117] Furthermore, the display means 56 may display the gate number (starting gate) of the character to be trained on the target game information screen. Even in this case, for example, the display means 56 may display the gate number for a target race associated with a race before the current turn on the target game information screen, but may not display the gate number for a target race associated with a race after the current turn. Note that the display means 56 may display on the target game information screen whether the character to be trained will start from an inner gate (gates 1 to 3) or an outer gate (gates 4 to 6).

[0118] Furthermore, the display means 56 may display the strategy (breakaway, leading, overtaking, chasing) of the rival character in the target game (target race) on the target game information screen. Note that the display means 56 may display the number of rival characters adopting each strategy on the target game information screen.

[0119] Furthermore, in this embodiment, the target game is described as a race, but it may also be various sports games (e.g., soccer games, baseball games, basketball games, etc.) or battle games (e.g., shooting games, battle royale games, fighting games), etc. [Explanation of symbols]

[0120] 10...server device, 12...terminal device, 50...storage means, 52...control means, 54...providing means, 56...display means

Claims

1. Computer, a control means for executing a training game and a target game in which the character to be trained challenges a target in a predetermined order in a training scenario for training a character to be trained, and for activating a skill acquired by the character to be trained when the skill matches a condition included in the target game, thereby advantageously executing the target game; a display means for displaying a skill acquisition screen for allowing the character to be trained to acquire one or more skills from the skills that can be acquired by the character to be trained by consuming skill points that have been granted to the character to be trained based on the execution of the training game or the target game; It functions as skills that match conditions included in the plurality of target games to be subsequently executed and skills that do not match conditions are displayed in different forms on the skill acquisition screen; the control means adds a skill selected with a predetermined probability by executing the training game or the target game to the acquireable skill. program.

2. The predetermined probability is changed depending on the support character used by the player in the development scenario. The program according to claim 1.

3. the control means restricts continuation of the development scenario when the performance of the development target character in the target game does not satisfy a clear condition. The program according to claim 1 or 2.

4. the target game is a race in which a character to be trained competes at a racetrack, The clearing condition is to finish within a predetermined order of arrival. The program according to claim 3.

5. The conditions included in the target game include at least one of attributes of the race track, race distance, lap direction, season, and weather. The program according to claim 4.

6. When a skill that is the same as an acquireable skill of the character to be trained is to be added, the control means reduces the number of skill points consumed to acquire the skill. The program according to claim 1.

7. a control means for executing a training game and a target game in which the character to be trained challenges a target in a predetermined order in a training scenario for training a character to be trained, and for activating a skill acquired by the character to be trained when the skill matches a condition included in the target game, thereby advantageously executing the target game; a display means for displaying a skill acquisition screen for allowing the character to acquire one or more skills from the skills that can be acquired by the character to be trained by consuming skill points that have been granted to the character to be trained based on the execution of the training game or the target game; Equipped with skills that match conditions included in the plurality of target games to be subsequently executed and skills that do not match conditions are displayed in different forms on the skill acquisition screen; the control means adds a skill selected with a predetermined probability by executing the training game or the target game to the acquireable skill. Information processing device.

Citation Information

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