System, method, and program for generating a game screen including a gauge that displays a character's attribute value
The system uses processors to create a game screen with attribute value gauges that extend or contract based on character actions, addressing the challenge of limited display space in game screens to clearly show changing attribute values.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-10-23
- Publication Date
- 2026-03-04
AI Technical Summary
Game screens often lack sufficient display space to clearly show character attribute values and gauges, especially when multiple characters are involved, making it difficult to visualize the attribute values required to activate game effects.
A system that includes processors to generate a game screen with separate gauges for first and second attribute values, which change based on character actions, allowing clear display of these values using circular gauge elements that extend or contract based on value changes.
The system effectively displays changing attribute values with good visibility, enabling players to track progress towards activating game effects.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The disclosure of this specification mainly relates to a system, method, and program for generating a game screen including a gauge that displays a character's attribute value. [Background technology]
[0002] An information processing device is known in which attribute information is set for each of multiple characters used by a user, and a game effect is generated when the attribute value associated with this attribute information satisfies an activation condition (see Patent Publication No. 2021-53299). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-53299 Summary of the Invention [Problem to be solved by the invention]
[0004] When an attribute value related to the attribute information set for a character is updated as the game progresses and whether or not a condition for activating a game effect is satisfied is determined based on the attribute value, it is desirable to display a gauge indicating the attribute value on the game screen. By displaying the gauge indicating the attribute value on the game screen, the user can check at any time while playing the game the remaining attribute value required to satisfy the condition for activating a game effect.
[0005] However, game screens often lack sufficient display space for displaying additional information. This becomes particularly true when multiple characters are included in a game screen. Furthermore, game screens must include not only gauges indicating attribute values related to the conditions for activating game effects and character images, but also various other display elements, such as character parameters such as life and other information set for each character, control buttons, and information display panels. This presents a problem: it is difficult to clearly display gauges indicating character attribute values on a game screen.
[0006] An object of the various inventions described in this specification is to provide a system, method, and program that can display, with good visibility, the attribute values of a character that change during game play on the game screen.
[0007] The various inventions disclosed in this specification may solve or alleviate at least part of the problems described in the "Mode for Carrying Out the Invention" of this specification, or that can be understood from the description of the "Mode for Carrying Out the Invention," instead of or in addition to the above-mentioned problems. When the present specification describes the effects of an embodiment, the problems of the invention corresponding to that embodiment can be understood based on the description of the effects. [Means for solving the problem]
[0008] The inventions described in this specification may be collectively referred to as "the present invention." A system according to one aspect of the present invention includes one or more processors. The one or more processors change a first attribute value in response to the action of a first-attribute character, of a user's multiple characters, to which a first attribute is assigned, and change a second attribute value in response to the action of a second-attribute character, of the multiple characters, to which a second attribute is assigned. In one aspect, the one or more processors generate a game screen to include an attribute value gauge including a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value. [Effects of the Invention]
[0009] According to an embodiment of the present invention, the attribute values of a character that change during game play can be displayed on the game screen with good visibility. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a block diagram illustrating a gaming system according to one embodiment. [Figure 2] 2 is a schematic diagram for explaining transitions between game modes in the game system of FIG. 1. FIG. [Figure 3] 2 is a diagram illustrating user management data stored in the game system of FIG. 1. FIG. [Figure 4] 2 is a diagram illustrating game content management data stored in the game system of FIG. 1. FIG. [Figure 5a] FIG. 10 is a schematic diagram illustrating the initial state of an attribute value gauge. [Figure 5b] FIG. 10 is a schematic diagram illustrating an updated attribute value gauge. [Figure 5c] FIG. 10 is a schematic diagram illustrating an updated attribute value gauge. [Figure 6a] FIG. 10 is a schematic diagram illustrating an updated attribute value gauge. [Figure 6b] FIG. 10 is a schematic diagram illustrating an updated attribute value gauge. [Figure 7] FIG. 1 is a flow diagram illustrating the flow of game progression in one embodiment. [Figure 8] FIG. 10 is a flowchart illustrating the flow of a battle process in one embodiment. [Figure 9] FIG. 10 is a schematic diagram illustrating information associated with a user character included in a party. [Figure 10] FIG. 10 is a schematic diagram showing an example of a game screen in normal mode. [Figure 11] FIG. 10 is a schematic diagram showing an example of a game screen in normal mode. [Figure 12]FIG. 10 is a schematic diagram showing an example of a game screen in an event mode. DETAILED DESCRIPTION OF THE INVENTION
[0011] Various embodiments of the present invention will be described below with reference to the drawings as appropriate. Note that components common to multiple drawings are assigned the same reference numerals throughout the multiple drawings. The embodiments of the present invention described below do not limit the invention according to the claims. Elements described in the following embodiments are not necessarily essential to the solution of the invention.
[0012] A game system 1 according to one embodiment of the present invention will be described with reference to Figures 1 to 4. The game system 1 is an example of a system to which the invention disclosed in this specification can be applied.
[0013] 1 Overview of Game System 1 First, an overview of a game system 1 according to one embodiment will be described with reference to FIG. 1. FIG. 1 is a block diagram illustrating the game system 1. As illustrated in FIG. 1, the game system 1 includes a user device 10 and a server 20. The game system 1 may also include a storage 30. Although FIG. 1 illustrates one user device 10 for simplicity, the game system 1 may include multiple user devices. The user device 10, the server 20, and the storage 30 are communicatively connected to each other via a network 5. The network 5 may be a single network or may be configured by connecting multiple networks. The network 5 may be, for example, the Internet, a mobile communication network, or a combination thereof. The network 5 may be any network that enables communication between electronic devices.
[0014] The user device 10 executes a set of instructions contained in a computer program to realize various game-related functions. The server 20 can provide various game-related services to the user device 10. The user device 10 and the server 20 can cooperate with each other as necessary to realize various game functions.
[0015] The game system 1 shown in FIG. 1 is an example of a system to which the present invention can be applied. Not all of the elements of the game system 1 shown in FIG. 1 are necessarily required to realize the present invention. For example, the user device 10 may provide a game on a stand-alone basis. In this case, the server 20 is not an essential component of the game system 1.
[0016] 2. Overview of games provided by game system 1 The game system 1 can provide games of various genres. Games provided by the game system 1 can include multiple game parts. For example, games provided by the game system 1 can include a battle game part in which a user's character fights an enemy character. In the battle game part, a user party consisting of multiple user characters fights the enemy character. In this specification, a character controlled by a user in the battle game part may be referred to as the user's "user character." The multiple user characters included in the user party may be divided into multiple categories, including frontline and rearline. Frontline characters positioned in the frontline are primarily responsible for fighting enemy characters. For example, frontline characters attack enemy characters and are also attacked by enemy characters. Rearline characters positioned in the rearline are responsible for supporting the battle. For example, rearline characters perform buff actions that enhance the abilities of frontline characters and debuff actions that weaken the abilities of enemy characters. The actions of rearline characters in battle may be more limited than those of frontline characters. For example, rearline characters may not be able to perform some of the game functions that frontline characters can perform. The frontline character and the rearline character may be switched during or before the start of a battle in response to an operation by the user. The game provided by the game system 1 may have an exploration part in which the player explores the game field. If an enemy character is encountered during play in the exploration part, the game may switch from the exploration part to a fighting game part.
[0017] As shown in FIG. 2, the battle game part of the game provided by the game system 1 has a normal mode M1 and an event mode M2. The battle game part starts in normal mode M1. When an enabling condition is satisfied in normal mode M1, the battle game part can transition from normal mode M1 to event mode M2. In event mode M2, a predetermined game event is executed. Details of the game event executed in event mode M2 will be described later. When the game event ends in event mode M2, the battle game part returns from event mode M2 to normal mode M1. If the enabling condition is satisfied again after returning to normal mode M1, it can transition back to event mode M2.
[0018] In normal mode M1, battles between the user's party and enemy characters are conducted in a turn-based or real-time manner. When battles are conducted in a turn-based manner, a first turn in which the user character takes action and a second turn in which the enemy character takes action alternately. In this case, the user can input an operation for each character in the first turn to cause the character to perform an action corresponding to the operation. When battles are conducted in real-time, each character is given an opportunity to act at a predetermined interval, and the user can control the character given the opportunity to act to cause the character to perform an action corresponding to the operation. The interval at which the opportunity to act is provided may be determined, for example, by one or more parameters (speed, agility, etc.) set for each character, the previous action of each character, and / or other factors. For example, a character with a higher speed parameter may be given an opportunity to act more frequently.
[0019] A user character is set with either a first attribute or a second attribute as attribute information. In one aspect, only one of the first attribute and the second attribute may be set for one user character. In another aspect, both the first attribute and the second attribute may be set for one user character. In this specification, a user character set with the first attribute may be referred to as a "first attribute character," and a user character set with the second attribute may be referred to as a "second attribute character." When both the first attribute and the second attribute are set for one user character, the user character is both a first attribute character and a second attribute character. In normal mode M1, when a user character performs an action, an attribute value corresponding to the attribute of the user character performing the action changes. For example, when a first attribute character performs an action, the first attribute value corresponding to the first attribute changes. Similarly, when a second attribute character performs an action, the second attribute value corresponding to the second attribute changes. The activation condition is determined in relation to the first attribute value and the second attribute value. Details of the activation condition will be described later.
[0020] 3. Server equipment Next, a further description will be given of the server 20. The server 20 includes a processor 21, a memory 22, a user interface 23, a communication interface 24, and a storage 25.
[0021] The processor 21 is an arithmetic device that loads an operating system and various other programs from the storage 25 or other storage into the memory 22 and executes instructions included in the loaded programs. The processor 21 is, for example, a CPU, an MPU, a DSP, a GPU, various other arithmetic devices, or a combination of these. The processor 21 may be realized by an integrated circuit such as an ASIC, a PLD, an FPGA, or an MCU.
[0022] The memory 22 is used to store instructions to be executed by the processor 21 and various other data. The memory 22 is a main memory that can be accessed at high speed by the processor 21. The memory 22 is configured by, for example, a RAM such as a DRAM or an SRAM.
[0023] The user interface 23 includes an input interface that accepts input from a user or operator, and an output interface that outputs various information under the control of the processor 21. The input interface is a keyboard, a pointing device such as a mouse, a touch panel, or any other information input device that can input user input. The output interface is, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, a display panel, or any other information output device that can output the calculation results of the processor 11.
[0024] The communication interface 24 is implemented as hardware, firmware, or communication software such as a TCP / IP driver or a PPP driver, or a combination of these. The server 20 can send and receive data to and from other information devices, including the user device 10, via the communication interface 24.
[0025] The storage 25 is an external storage device that is accessed by the processor 21. The storage 25 is, for example, a magnetic disk, an optical disk, a semiconductor memory, or any other storage device capable of storing data.
[0026] The storage 25 stores user management data 25a, character management data 25b, and other data necessary for providing the game.
[0027] The user management data 25a will be described with reference to Fig. 3. The user management data 25a is a data set in which various data related to users who play games provided by the game system 1 are structurally stored. The user management data 25a may include user account information, user parameters which are various parameters set for the user, owned game media information related to game media owned by the user, used game media information related to used game media used by the user in the game, and various other data related to the user.
[0028] The account information is, for example, a user ID that identifies a user. The account information may also include a username. In the game system 1, a user is uniquely identified by the user ID. The username indicates the name of the user used in the game.
[0029] The user parameters of a user may include the user's rank, experience points, acquired points, and other user parameters associated with the user that change as the user plays the game. The user's rank is a parameter that indicates the user's proficiency with the game. The rank may increase as the user plays the game.
[0030] The owned game media information of a user is information about game media owned by the user in a game. Game media is electronic data used in a game. Game media may include, for example, characters, cards, items, points, in-service currency (or in-game currency), tokens (e.g., Non-Fungible Tokens (NFTs)), tickets, characters, avatars, parameters, and other electronic data used in the game. Game media may be acquired, owned, used, managed, exchanged, combined, enhanced, sold, discarded, or gifted by a user in a game. Game media may also be used in ways other than those described above. The owned game media information may include a game media ID that identifies game media owned by the user in a game. When a game medium is acquired by a user, the game media ID that identifies the game medium is stored as owned game media information in association with the user ID of the user. Hereinafter, unless otherwise specified, game media "owned" by a user refers to the game media associated with the user ID of the user. Furthermore, "granting" game media to a user means associating the game media with the user's user ID as game media "owned" by the user. "Discarding" game media owned by a user means dissociating the game media from the user's user ID. "Consuming" game media owned by a user means generating an in-game effect in response to dissociating the game media from the user's user ID. "Selling" game media owned by a user means dissociating the game media from the user's user ID and associating other game media (e.g., virtual currency or items) with the user ID as game media owned by the user. "Transferring" game media owned by user A to user B means dissociating the game media from user A's user ID and associating the game media with user B's user ID. "Creating" game media means defining or determining at least a portion of the information related to the game media.
[0031] The used game medium information is information indicating the game medium used by the user in a game part (e.g., a battle game part). The game medium used by the user in the battle game part is selected from among the owned game media. The character used by the user in the battle game part (i.e., the user character) may be selected in response to a selection operation by the user or automatically from among the used game media. When multiple user characters are selected to execute the battle game part, a party may be formed from the selected multiple user characters. In this case, the used game medium information may include a party ID for identifying the party formed from the user characters selected as the used game medium.
[0032] The user management data 25a may include friend information. The friend information for a user indicates the user IDs of users who are friends with the user. For example, if user A is friends with users B and C, the friend information for user A includes the user IDs of users B and C. Users who are friends can play games together.
[0033] Some of the data stored as the user management data 25a is updated as the game progresses. For example, a user's rank increases as the user plays the game. Some of the data stored as the user management data 25a is not updated as the game progresses. For example, the user ID remains unchanged even as the game progresses.
[0034] The character management data 25b will be described with reference to FIG. 4. The character management data 25b is a data set in which various data related to characters used by users in games provided by the game system 1 is structurally stored. The character management data 25b includes data related to user characters. The character management data 25b may include game content identification information, attribute information, levels, character information representing the characteristics of the game content of various user characters, and various other data related to the user characters.
[0035] The character identification information of the user character is, for example, a character ID that identifies the character. The character identification information may include a character name that indicates the name of each character.
[0036] The attribute information of a user character is information indicating the attributes set for the user character. The attribute information includes a "first attribute" and a "second attribute." In this specification, one or both of the first attribute and the second attribute are set for the user character as attribute information. The first attribute and the second attribute are determined appropriately to reflect the worldview of the game. A pair of attributes can be set as the first attribute and the second attribute. For example, if the first attribute is "yin," the second attribute may be "yang." Only one of the first attribute or the second attribute may be set for each user character, or both the first attribute and the second attribute may be set. The attributes of a user character may be changeable after the game has started.
[0037] The level of a user character indicates the degree of growth of the user character. For example, the higher the level value, the greater the degree of growth of the user character. In this embodiment, the level value may increase as the user plays the game. The level of a user character may be broadly divided into "higher levels" and "lower levels." Furthermore, the "higher levels" and "lower levels" may be further classified. For example, the higher levels may be classified as levels A1, A2, etc., in ascending order, and the lower levels may be classified as levels B1, B2, etc., in descending order. In this specification, if a user character is set to a level classified as a high level, the user character may be referred to as a "high-level character." If a user character is set to a level classified as a low level, the user character may be referred to as a "lower-level character." In another aspect, a user character may be classified as a high-level character or a low-level character based on parameters other than the level set for the user character. Parameters other than the level may include rarity, rank, and other parameters representing character characteristics. In yet another aspect, step-up conditions for a lower-level character to become a higher-level character may be defined, and when the step-up conditions are met for a certain character, the classification of the character may be changed from a lower-level character to a higher-level character. For example, the step-up condition may be collecting a predetermined number of predetermined game items. The step-up condition may be collecting a predetermined number of predetermined game items and then performing a predetermined action in the game. As explained above, the classification of a character as a higher-level character or a lower-level character is not necessarily based solely on the character's level.
[0038] The character information of a user character includes various information indicating the characteristics of the user character. The character information includes, for example, rarity, cost, life, attack power, defense power, and game function information. Rarity is information indicating the rarity (scarcity value) of the user character. In other words, the rarity associated with a certain user character indicates the difficulty of obtaining the user character.
[0039] The cost is a parameter used when determining the deck to be used in the battle game part. For example, a party (sometimes called a deck) is set with an upper limit on the total cost of the user characters that can be included in the party. The user can select the user characters to be included in the party so that the total cost does not exceed the upper limit.
[0040] Life is a parameter used to determine whether a user wins or loses in a battle game part. In the battle game part, the user's character loses life when attacked by an enemy character. Life may be restored to an upper limit or a lower limit by using a recovery item. When the lives of all characters included in the user's deck reach zero, the user may be determined to have lost the battle game part.
[0041] The attack power of a user character is a parameter that contributes to the amount of damage inflicted on an enemy character by an attack from the user character. The larger the attack power value, the greater the amount of damage inflicted on an enemy character. The defense power of a user character is a parameter that contributes to the amount of damage the user character receives from an attack from an enemy character. The larger the defense power value, the greater the amount of damage the user character receives from an attack from an enemy character.
[0042] The character information may include game function information. The game function information associated with a user character represents a game function for the user character to generate a game effect in a game part. In the technical field of the present invention, a game function may also be called a skill or an ability. In some games, a "spell" used by a character may also be considered a game function. When a game function is executed in a game part, a game effect associated with that game function is generated. Game effects generated by executing a game function in a battle game part include an increase in attack power, an increase in defense power, recovery of life, and other effects that affect the outcome of a battle against an enemy character.
[0043] Some game functions can only be set to higher level characters. In this specification, game functions that can only be set to higher level characters are called "higher level game functions," and game effects associated with higher level game functions are called "higher level game effects." Game functions include higher level game functions that are set only to higher level characters, and game functions that can be set not only to higher level characters but also to lower level characters. Game functions that can also be set to lower level characters are called "normal game functions" when they need to be distinguished from higher level game functions. Furthermore, game effects associated with normal game functions are called "normal game effects."
[0044] The higher-level game function may be available only in the event mode M2. In other words, the higher-level game effect may be generated only in the event mode M2. The higher-level game effect may include a first attribute effect that can be generated by a first attribute character and a second attribute effect that can be generated by a second attribute character. In one aspect, the first attribute effect can be generated only by a first attribute character among the higher-level characters, and the second attribute effect can be generated only by a second attribute character among the higher-level characters. In the character management data 25b, the first attribute effect is stored in association with the character ID of the first attribute character, and the second attribute effect is stored in association with the character ID of the second attribute character. In another aspect, a first attribute user character among the higher-level characters may be able to generate both the first attribute effect and the second attribute effect, and a second attribute user character among the higher-level characters may be able to generate both the first attribute effect and the second attribute effect.
[0045] The normal game function may be available in both normal mode M1 and event mode M2. In normal mode M1, both higher-level characters and lower-level characters may be able to generate normal game effects corresponding to the normal game function. The normal game effect generated by a higher-level character may be stronger in event mode M2 than in normal mode M1. For example, if a normal game effect can cause damage to an enemy character, the higher-level character may be able to cause more damage to the enemy character when the normal game effect is generated in event mode M2 than when the higher-level character generates the normal game effect in normal mode M1.
[0046] At least a portion of the user management data 25a and the character management data 25b is referenced by the user device 10 as needed. At least a portion of the user management data 25a and the character management data 25b may be stored in the user device 10 as needed.
[0047] The processor 21 of the server 20 functions as a game control unit 21a by executing an instruction set included in a program stored in the storage 25 and, as necessary, other instruction sets. The game control unit 21a processes requests and notifications from the user device 10 based on predetermined game logic, and also provides the user device 10 with various game data for executing the game, thereby controlling the progress of the game.
[0048] 4 User Device Next, the user device 10 will be described.
[0049] 4-1 User device configuration The user device 10 may be a smartphone, a personal computer (PC), a mobile phone, a tablet terminal, a personal computer, an e-book reader, a wearable computer, a game console, a head-mounted display, or any other type of information processing device. The user device 10 is intended to be used by a first user. The first user can input data into the user device 10 and play a game using images and sounds output from the user device 10.
[0050] The user device 10 includes a processor 11, a memory 12, a user interface 13, a communication interface 14, and a storage 15. The descriptions of the processor 21, the memory 22, the user interface 23, the communication interface 24, and the storage 25 of the server 20 also apply to the processor 11, the memory 12, the user interface 13, the communication interface 14, and the storage 15 of the user device 10.
[0051] 4-2 Data stored in Storage 15 The storage 15 stores a game application 15a for providing various game functions, as well as various other data.
[0052] Instructions included in the game application 15a can be executed by the processor 11. Details of functions realized by executing the game application 15a will be described later. The game application 15a may be downloaded to the user device 10, for example, from an application distribution platform (not shown). The user device 10 can obtain data necessary to progress through the game part from the server 20 as needed, and store the obtained data in the storage 15.
[0053] 4-3 User Device Functions The processor 11 of the user device 10 functions as a game progression unit 11a, an attribute value update unit 11b, a judgment unit 11c, and an event execution unit 11d by executing the instruction set included in the game application 15a and other instruction sets as necessary.
[0054] 4-3-1 Game Progression Section 11a The game progression unit 11a progresses the game in accordance with an instruction set included in the game application 15a and, as necessary, based on input from the first user via the user interface 13 (e.g., a touch panel) of the user device 10. The game progression unit 11a can also progress the game in cooperation with the server 20. Operational inputs from the user include, for example, inputs for specifying the movement of the user character within the game field, inputs for specifying the action of the user character in battle with enemy characters, inputs for instructing the use of items, inputs for changing game settings, and various other inputs related to the progress of the game. The game progression unit 11a can generate requests related to the progress of the game based on, for example, an instruction set included in the game application 15a and input from the user, and send the generated requests to the server 20. The game progression unit 11a can also receive various game data related to the progress of the game from the server 20 and progress the game based on the game data. The game progression unit 11a can display images corresponding to the progress of the game on the user interface 13 (e.g., a display). The game progression unit 11a can execute processing related to a battle between a user party made up of multiple user characters and an enemy character, for example, by performing processing based on game logic corresponding to the battle game part.
[0055] The game progression unit 11a may obtain data necessary for the progression of the game from the various types of data stored in storage 25 of the server 20, and store the obtained data in storage 15. When necessary for game processing, the game progression unit 11a can read data from storage 15 as appropriate, and perform calculations using the read data.
[0056] 4-3-2 Attribute Value Update Unit 11b When the fighting game part starts in normal mode M1, initial values of the first attribute value and the second attribute value are set for the user party that will fight against the enemy character. The attribute value update unit 11b updates the first attribute value and the second attribute value in accordance with the action of the user character in normal mode M1. The attribute value update unit 11b updates the initial value of the first attribute value, for example, based on the action of the first attribute character in the fighting game part executed in normal mode M1. The attribute value update unit 11b can also update the initial value of the second attribute value based on the action of the second attribute character in the fighting game part executed in normal mode M1. In one aspect, in normal mode M1, the first attribute character may be able to perform an action to update (increase or decrease) the second attribute value. In normal mode M1, one or both of the first attribute value and the second attribute value may be updated in accordance with the action executed by the first attribute character. In one aspect, in normal mode M1, the second attribute character may be able to perform an action to update (increase or decrease) the first attribute value. In normal mode M1, one or both of the first attribute value and the second attribute value may be updated depending on the action performed by the second attribute character. The attribute value update unit 11b may update the first attribute value and the second attribute value only if the user party includes a higher-level character. If the user party does not include a higher-level character, the first attribute value and the second attribute value do not need to be updated. If the first attribute value and the second attribute value are not updated, transition to event mode M2 cannot be made, as described below. Therefore, if the user party does not include a higher-level character, the battle game part is always executed in normal mode M1.
[0057] Actions of a first-attribute character that change the first attribute value may include an attack action that attacks an enemy character, a recovery action that restores the life of an ally character, a buff action that strengthens the abilities of an ally character, a debuff action that weakens the abilities of an enemy character, and various other actions. Similarly, actions of a second-attribute character that change the second attribute value may include an attack action, a recovery action, a buff action, a debuff action, and various other actions. Actions of a first-attribute character that change the second attribute value, actions of a second-attribute character that change the first attribute value, and actions of a second-attribute character that change the second attribute value may be the same type of action as the actions of a first-attribute character that change the first attribute value.
[0058] The amount of change in the first attribute value due to the action of the first attribute character may be a predetermined constant value. The amount of change in the first attribute value due to the action of the first attribute character may differ for each type of action. The amount of change in the first attribute value due to the action of the first attribute character may differ depending on the parameters set for the first attribute character. For example, the amount of change in the first attribute value due to the action of the first attribute character may be set so that the greater the attack power set as a parameter (character information) for the first attribute character, the greater the amount of change in the first attribute value due to the action of the first attribute character. A constant amount of change in the first attribute value may be set for each action. The amount of change in the first attribute value due to the action of the first attribute character may vary depending on the effect caused by the action, even if the type of action is the same. For example, when the first attribute character performs an attack action, the amount of change in the first attribute value due to the attack action may be calculated based on the damage inflicted on an enemy character. The amount of change in the first attribute value due to the action of the first attribute character may be a positive value or a negative value. In other words, the first attribute value may change in an increasing direction or a decreasing direction due to the action of the first attribute character. The explanation regarding the amount of change in the first attribute value due to the action of a first attribute character also applies to the amount of change in the second attribute value due to the action of a first attribute character, the amount of change in the first attribute value due to the action of a second attribute character, and the amount of change in the second attribute value due to the action of a second attribute character.
[0059] The first attribute value and the second attribute value are indicated by an attribute value gauge included in the game screen. Fig. 5a shows an attribute value gauge 41 displayed on the game screen together with the user character and the enemy character. As shown in Fig. 5a, the attribute value gauge 41 includes a first gauge element 41a indicating the first attribute value of the user party and a second gauge element 41b indicating the second attribute value of the user party.
[0060] The first gauge element 41a is a display element that extends clockwise around the periphery of the attribute value gauge 41, starting from the 12 o'clock position, and its length in the periphery represents the first attribute value. When the party's first attribute value increases due to the action of the first attribute character, the length of the first gauge element 41a extends clockwise by a length equivalent to the increase in the first attribute value in response to that action, as shown in FIG. 5b. Conversely, when the party's first attribute value decreases due to the action of the first attribute character, the length of the first gauge element 41a shortens by a length equivalent to the decrease in the first attribute value in response to that action.
[0061] The second gauge element 41b is a display element that extends counterclockwise around the periphery of the attribute value gauge 41, starting from the 12 o'clock position, and its length in the circumferential direction represents the second attribute value. When the party's second attribute value increases due to the action of the second attribute character, the length of the second gauge element 41b extends counterclockwise by a length equivalent to the increase in the second attribute value in response to that action, as shown in Figure 5c. Conversely, when the party's second attribute value decreases due to the action of the second attribute character, the length of the second gauge element 41b shortens by a length equivalent to the decrease in the first attribute value in response to that action.
[0062] The display mode of the attribute value gauge 41 shown in the figure is an example, and attribute value gauges to which the invention described in this specification can be applied are not limited to the mode shown in the figure. For example, the origin of the first gauge element 41 a and the second gauge element 41 b may be in a different direction (e.g., 3 o'clock, 6 o'clock, or 9 o'clock) rather than 12 o'clock.
[0063] When the attribute value update unit 11b updates the first or second attribute value of the party in response to the action of the first or second attribute character, it expands or contracts the length of the first gauge element 41a or the second gauge element 41b in accordance with the amount of update of the first or second attribute value. Thus, the attribute value gauge 41 can display the latest values of the first and second attribute values.
[0064] When the attribute value update unit 11b updates the first attribute value or the second attribute value, it changes the length of the first gauge element 41a or the second gauge element 41b to represent the updated first attribute value or the second attribute value, and generates a game screen including an attribute value gauge 41 including the first gauge element 41a or the second gauge element 41b having the changed length. The generated game screen is displayed on the display of the user device 10.
[0065] When a first attribute or a second attribute is set for the user character, the attribute value gauge 41 includes a first gauge element 41a representing the first attribute and a second gauge element 41b representing the second attribute. In another aspect, one of the first attribute, the second attribute, or the third attribute is set for the user character. In this case, the attribute value gauge 41 may include a third gauge element representing the third attribute in addition to the first gauge element 41a representing the first attribute and the second gauge element 41b representing the second attribute.
[0066] The attribute value gauge 41 may have a circular shape as shown in the figure, but may also have another shape. The shape of the attribute value gauge 41 can be determined according to the shape of the area in which the attribute value gauge 41 can be displayed on the game screen.
[0067] 4-3-3 Judgment section 11c The determination unit 11c determines whether or not an enabling condition for transitioning from the normal mode M1 to the event mode M2 is satisfied. If the determination unit 11c determines that the enabling condition is satisfied, the determination unit 11c displays a mode transition icon that accepts an operation from the user on the game screen. In order to save display space, the determination unit 11c may change a display element that has been displayed on the game screen before the enabling condition was satisfied to the mode transition icon, rather than displaying a new mode transition icon on the game screen.
[0068] In one embodiment, the activation condition is determined in relation to the first attribute value and the second attribute value. One example of the activation condition is that a total attribute value, representing the sum of the party's first attribute value and second attribute value, is equal to or greater than a predetermined threshold. This threshold may be a value corresponding to one circumference of the attribute value gauge 41. If the threshold used to determine the activation condition is a value corresponding to one circumference of the attribute value gauge 41, the total attribute value is equal to or greater than the threshold and the activation condition is met when the combined length of the first gauge element 41a and the second gauge element 41b is equal to or greater than the outer periphery of the attribute value gauge 41. By setting the threshold value to a value corresponding to one circumference of the attribute value gauge 41, the attribute value gauge 41 can visually indicate to what extent the activation condition is met. For example, as shown in FIG. 5B or 5C, if the combined length of the first gauge element 41a and the second gauge element 41b covers approximately half the circumference of the attribute value gauge 41, the user can easily understand that the activation condition is about half met.
[0069] The threshold used to determine whether the activation condition is satisfied may be determined so that one of the first attribute value and the second attribute value is greater than the other when the activation condition is satisfied. For example, the threshold used to determine whether the activation condition is satisfied is set to a value that is not divisible by the number of attribute values used in the determination using the threshold. More specifically, if the attribute values used to determine whether the activation condition is satisfied are two, that is, the first attribute value and the second attribute value, the number of attribute values used to determine whether the activation condition is satisfied is "2," so the threshold used to determine whether the activation condition is satisfied is set to a value that is not divisible by "2" (i.e., an odd number). As an example, if the first attribute value and the second attribute value are updated in increments of 5 points, the threshold can be set to 101 points. As another specific example, if the attribute values used to determine whether the activation condition is satisfied are three, that is, the first attribute value to the third attribute value, the number of attribute values used to determine whether the activation condition is satisfied is "3," so the threshold used to determine whether the activation condition is satisfied is set to a value that is not divisible by "3." In this way, by setting the threshold value used to determine whether an activation condition is met to a value that is not divisible by the number of attribute values used to determine the activation condition, it is possible to prevent the multiple attribute values used to determine the activation condition from all being equal when the activation condition is met. This makes it possible to execute different game events in event mode M2 when the activation condition is met, based on the magnitude of the attribute value used to determine the activation condition. For example, if the first attribute value is greater than the second attribute value when the activation condition is met, a first game event can be executed in event mode M2, and conversely, if the second attribute value is greater than the first attribute value, a second game event can be executed in event mode M2.
[0070] 4-3-4 Event Execution Department 11d When it is determined that the enabling conditions are satisfied and a mode transition icon is selected, the event execution unit 11d transitions the competitive game part from normal mode M1 to event mode M2 and executes a game event in event mode M2. When it is determined that the enabling conditions are satisfied, the event execution unit 11d may automatically transition the game mode to event mode M2 without any operation by the user. When the transition to event mode M2 is performed automatically without any operation input by the user, the mode transition icon may not be displayed.
[0071] The event execution unit 11d executes game events in the event mode M2. Game events are executed in the event mode M2. In one aspect, a game event executed in the event mode M2 is an event that creates a situation more advantageous to the user than a battle in the normal mode M1. A game event may be an event in which one or more user characters among a plurality of frontline characters concentrate attacks on the enemy character C31 without being attacked by the enemy character C31. Such an event is sometimes called a "burst" or "burst attack" in the technical field of video games. A game event executed in the event mode M2 may be a burst attack. A game event executed in the event mode M2 may be an event in which a higher-level character among the frontline characters of the user party executes a game function corresponding to a normal game effect set for the higher-level character without being attacked by an enemy character. A game event executed in the event mode M2 may be an event that generates a higher-level game effect set for the higher-level character. A game event executed in the event mode M2 may be an event that executes a combination of two or more of the above-mentioned events.
[0072] Among multiple user characters included in a user party, lower-level characters may be prevented from participating in game events in event mode M2. In other words, event mode M2 may be designed so that lower-level characters cannot perform game functions.
[0073] In the example shown in FIG. 6a, the activation condition is met because the entire circumference of the attribute value gauge 41 is covered by the first gauge element 41a and the second gauge element 41b, and because the first gauge element 41a extends longer than the second gauge element 41b, the first attribute value is greater than the second attribute value when the activation condition is met. The event execution unit 11d may execute different game events in the event mode M2 depending on whether the first attribute value or the second attribute value is greater when the activation condition is met. For example, if the first attribute value is greater than the second attribute value when the activation condition is met, the event execution unit 11d may execute a first game event in the event mode M2, and conversely, if the second attribute value is greater than the first attribute value, the event execution unit 11d may execute a second game event in the event mode M2.
[0074] When executing a first game event, the event execution unit 11d generates a higher level game effect set for a higher level character to which a first attribute is set, but does not generate a higher level game effect set for a higher level character to which a second attribute is set. In other words, in a first game event that is executed when the action of a first attribute character is more active than the action of a second attribute character in normal mode M1, only the first attribute effect set for a first attribute character is generated among the higher level game effects.
[0075] On the other hand, when executing the second game event, the event execution unit 11d generates the higher level game effect set for the higher level character to which the second attribute is set, but does not generate the higher level game effect set for the higher level character to which the first attribute is set. In other words, in the second game event that is executed when the action of the second attribute character is more active than the action of the first attribute character in normal mode M1, only the second attribute effect set for the second attribute character is generated among the higher level game effects.
[0076] 5. Processing flow Next, the flow of processing in the battle game part will be described with reference to Fig. 7 to Fig. 12. Fig. 7 is a flow diagram illustrating the general flow of game progress in the battle game part. In the battle game part, first, in step S11, a user party to participate in the battle is determined. The user party includes multiple user characters. User characters included in the user party can participate in the battle with enemy characters.
[0077] Once the user party that will engage in the battle with the enemy character has been determined, a battle process for battling the enemy character is performed in step S12. The battle process may be started, for example, in response to an encounter with an enemy character while moving within the game field.
[0078] Next, the flow of the battle processing in the battle game part will be described more specifically with reference to FIGS.
[0079] FIG. 8 is a flow diagram illustrating the flow of the battle processing. First, the battle processing starts in step S21. When the battle processing starts, a game screen for progressing through the battle processing is displayed on the display of the user device 10. In the following description, it is assumed that the user's party includes six user characters: a first character C11, a second character C12, a sixth character C16, and so on. FIG. 9 shows an excerpt of the character management data 25b to explain the information set for each of the six user characters. FIG. 10 also shows a game screen 50 displayed on the display of the user device 10 at the start of the battle processing. At the start of the battle processing, the mode of the battle game part is set to normal mode M1. Therefore, FIG. 10 shows the game screen 50 in normal mode M1.
[0080] As shown in Fig. 9, a first attribute is set as attribute information for the first character C11, the third character C13, and the fifth character C15. Therefore, in the example shown in Fig. 9, the first character C11, the third character C13, and the fifth character C15 are all first attribute characters. Furthermore, a second attribute is set as attribute information for the second character C12, the fourth character C14, and the sixth character C16. Therefore, in the example shown in Fig. 9, the second character C12, the fourth character C14, and the sixth character C16 are all second attribute characters.
[0081] Next, the level of each user character will be described. The first character C11, the second character C12, and the fifth character C15 are set to levels A2, A1, and A3, respectively, which correspond to higher levels. Therefore, the first character C11, the second character C12, and the fifth character C15 are all higher-level user characters. The first character C11, the second character C12, and the fifth character C15 are set to game effects AE1, AE2, and AE3, respectively, which correspond to higher-level game effects. In addition to the higher-level game effects, the first character C11, the second character C12, and the fifth character C15 are also set to some of GE1 to GE9, which correspond to normal game effects. As described above, user characters may be classified as higher-level or lower-level characters based on factors other than level. The character management data 25b may store a flag indicating whether each character is classified as a higher-level or lower-level character, in association with the character identification information of each character.
[0082] On the other hand, the third character C13, the fourth character C14, and the sixth character C16 are set to levels B1, B3, and B2, which correspond to lower levels, respectively. Therefore, the third character C13, the fourth character C14, and the sixth character C16 are all low-level user characters. Some of GE1 to GE9, which correspond to normal game effects, are set to the third character C13, the fourth character C14, and the sixth character C16 as game effects, but no higher-level game effects are set to them.
[0083] When a battle begins between a user party including six user characters shown in FIG. 9 and an enemy character C31, a game screen 50 shown in FIG. 10 is displayed on the display of the user device 10. The game screen 50 is divided into a first area 50a and a second area 50b. The first area 50a displays user characters that attack the enemy character C31 and are attacked by the enemy character C31. In the example of FIG. 10, the first area 50a includes a first character C11 to a fourth character C14. The first area 50a also includes the enemy character C31. The game screen 50 includes multiple user characters and one or more enemy characters. The game screen 50 is an image that constitutes a video displayed on the display of the user device 10 during a battle process of a game. The game screen 50 may include images for illustrating attacks by the user characters and attacks by the enemy characters during the battle process.
[0084] The first area 50a includes an image of each character, as well as an attribute value gauge 41 and a status display icon 42. As described above, the attribute value gauge 41 includes a first gauge element 41a representing the first attribute value and a second gauge element 41b representing the second attribute value. Therefore, on the game screen 50, both the first attribute value and the second attribute value can be displayed using a single attribute value gauge 41. Therefore, compared to when the first attribute value and the second attribute value are displayed using separate gauges, the first attribute value and the second attribute value can be displayed using fewer gauges, and the display space on the game screen 50 can be saved.
[0085] The status display icon 42 is an icon for displaying the status of the battle processing. In the example shown in FIG. 10, the status display icon 42 displays the word "attack." This word "attack" can indicate that it is the user's turn to attack. The text included in the status display icon 42 may be updated as needed depending on the status of the battle processing.
[0086] The second area 50b displays icon images C11a to C16a corresponding to the first character C11 to the sixth character C16 included in the user's party. The first area 50a displays four user characters among the first character C11 to the sixth character C16. Attack and defense in a battle are conducted between the first character C11 to the fourth character C14 included in the first area 50a and the enemy character C31. Of the characters included in the user's party, the characters included in the first area 50a may be called battle participating characters. Of the characters included in the user's party, the characters participating in the battle may be called vanguard characters.
[0087] In response to an instruction from the user, a user character that is included in the user party but not participating in the battle (i.e., a user character displayed in the second area 50b that is not included in the first area 50a) can be swapped with a user character included in the first area 50a. A character that is included in the user party but not participating in the battle may be called a rearguard character. That is, in the fighting game part, a vanguard character and a rearguard character may be interchangeable. The swapping between a vanguard character and a rearguard character may be performed automatically, regardless of a user selection, when a predetermined condition is met. The allocation of user characters included in the user party as vanguard characters and rearguard characters may be performed before the start of the fighting game part. The allocation of vanguard characters and rearguard characters may be performed immediately after the start of the fighting game part. The swapping between vanguard characters and rearguard characters may be set to be possible only before the start of the fighting game part, and not possible after the start of the fighting game part. The swapping between vanguard characters and rearguard characters may be set to be possible at any time in the fighting game part.
[0088] In each of the first area 50a and the second area 50b, a life gauge indicating the life of each character may be displayed in association with an object or icon image of each character. In the illustrated embodiment, a life P1 is set for each character in the party. A life may also be set for the enemy character C31. When each character is attacked, the life P1 decreases. When the life P1 of all characters included in the user's party reaches zero, the user may be determined to have lost the fighting game part. Conversely, when the life P1 of the enemy character C31 reaches zero before the life P1 of all characters included in the user's party reaches zero, the user may be determined to have won the fighting game part.
[0089] In the game screen 50, the attribute value gauge 41 is set to an initial state. Specifically, an initial value is set for each of the first attribute value and the second attribute value at the start of the battle. Therefore, the first gauge element 41a of the attribute value gauge 41 included in the game screen 50 extends clockwise from the 12 o'clock direction by a length representing the initial value of the first attribute value. Similarly, the second gauge element 41b of the attribute value gauge 41 extends counterclockwise from the 12 o'clock direction by a length representing the initial value of the second attribute value. The initial values of the first attribute value and the second attribute value may be constant or may vary depending on the party. For example, the initial value of the first attribute value may be increased as the number of first attribute characters included in the party increases, or as the number of first attribute characters positioned as frontline characters increases. Similarly, the initial value of the second attribute value may be increased as the number of second attribute characters included in the party increases, or as the number of second attribute characters positioned as frontline characters increases.
[0090] When the battle process starts in step S21, the battle process proceeds to step S22. In step S22, the first character C11 to the fourth character C14 and the enemy character C31 perform various actions related to the battle. The actions performed by the first character C11 to the fourth character C14 may include an attack action to attack the enemy character C31, a recovery action to recover the life of an ally character, and various other actions.
[0091] In step S22, when the first character C11 executes an attack action to attack the enemy character C31, damage to the enemy character C31 is calculated based on the attack power of the first character C11 and the defense power of the enemy character C31. As a result, the life of the enemy character C31 is reduced by an amount corresponding to the damage caused by the attack from the first character C11. Furthermore, since the first character C11 is assigned a first attribute, not only is an attack performed on the enemy character C31 in response to the attack action of the first character C11, but the first attribute value is also updated. For example, the first attribute value increases by an amount calculated based on the attack action of the first character C11. When the first attribute value changes, this change is reflected in the attribute value gauge 41. When the first attribute value increases, the display of the attribute value gauge 41 is changed so that the length of the first gauge element 41a indicating the first attribute value increases, as already described with reference to FIG. 5b. When the first character C11 performs an action other than an attack action, the first attribute value is changed by an amount corresponding to the action performed. The amount of change in the first attribute value may be constant regardless of the type of action performed by the first character C11.
[0092] In step S22, when the third character C13 performs an action, the first attribute is also set for the third character C13, and therefore, a first attribute value update process is performed similarly to the first attribute value update process performed when the first character C11 performs an action. The display of the attribute value gauge 41 is also changed to reflect this change in the first attribute value. When the third character C13 performs the same action as the first character C11, the amount of change in the first attribute value due to the action of the third character C13 may be equal to the amount of change in the first attribute value due to the action of the first character C11, or the amount of change in the first attribute value due to the action of the first character C11 may be greater than the amount of change in the first attribute value due to the action of the third character C13. The amount of change in the first attribute value due to the action of a higher-level character (e.g., the first character C11) may be greater than the amount of change in the first attribute value due to the action of a lower-level character (e.g., the third character C13).
[0093] In step S22, when the second character C12 performs an action, an update process is performed to update the second attribute value because the second character C12 has a second attribute set. For example, the second attribute value increases by an amount calculated based on the action of the second character C12. When the second attribute value changes, this change is reflected in the attribute value gauge 41. When the second attribute value increases, as already described with reference to FIG. 5c, the display of the attribute value gauge 41 is changed so that the length of the second gauge element 41b indicating the second attribute value increases. The amount of change in the second attribute value may vary depending on the type of action performed by the second character C12, or may be constant regardless of the type of action performed by the second character C12. When the fourth character C14 performs an action, an update process is performed to update the second attribute value, similar to the process when the second character C12 performs an action. The display of the attribute value gauge 41 is also changed to reflect this change in the second attribute value.
[0094] As described above, when a user character performs an action in the battle processing, the first attribute value or the second attribute value is updated according to the attribute information set for that user action. In one aspect, the first attribute value or the second attribute value may be changed according to the action of the user character in the battle processing only when a higher-level character is included in the user party. Conversely, when a higher-level character is not included in the user party (when the party is composed only of lower-level characters), the first attribute value or the second attribute value may not be changed even when the user character performs an action in the battle processing.
[0095] Once the first attribute value or the second attribute value is updated in step S22, the battle processing proceeds to step S23. In step S23, it is determined whether an activation condition, which is a condition for transitioning the game mode to the event mode M2, is satisfied based on the first attribute value and the second attribute value updated in step S22. The activation condition is, for example, that the total attribute value, which represents the sum of the first attribute value and the second attribute value, is equal to or greater than a threshold value corresponding to one circumference of the attribute value gauge 41. When a determination is made based on this activation condition, as shown in FIG. 5b or 5c, if the total length of the first gauge element 41a and the second gauge element 41b in the attribute value gauge 41 is shorter than the outer circumference of the attribute value gauge 41, the total attribute value is equal to or less than the threshold value, and it is determined that the activation condition is not satisfied. If the activation condition is not satisfied, the battle processing returns to step S22. If the next action is performed by the user character in step S22, the first attribute value or the second attribute value is updated again, and a determination is made again as to whether the activation condition is satisfied based on the updated first attribute value and second attribute value.
[0096] If it is determined in step S23 that the activation condition is satisfied, the battle processing proceeds to step S24. In step S24, it is determined whether the first game event or the second game event will be executed in the event mode M2. Whether the first game event or the second game event will be executed in the event mode M2 is determined, for example, depending on which of the first attribute value and the second attribute value is greater at the time the activation condition is satisfied. More specifically, it may be determined that the first game event will be executed if the first attribute value is greater than the second attribute value at the time the activation condition is satisfied, as shown in FIG. 6a, or conversely, it may be determined that the second game event will be executed if the second attribute value is greater than the first attribute value, as shown in FIG. 6b.
[0097] Next, the battle processing proceeds to step S25. In step S25, processing is performed to transition the mode of the battle game part from normal mode M1 to event mode M2. In step S25, because the activation condition is satisfied, a game screen 60 shown in FIG. 11 is displayed on the display of the user device 10 instead of the game screen 50. In the game screen 60, the display of the attribute value gauge 41 is changed compared to the game screen 50. Because the activation condition is satisfied, a mode transition icon that can accept a user operation to transition from normal mode M1 to event mode M2 is displayed on the game screen 60. In the illustrated embodiment, the status display icon 42 on the game screen 50 has been changed to a mode transition icon 44 that can accept a user operation. The mode transition icon 44 is an example of a control that can detect a user operation. The mode transition icon 44 may have the same appearance as the status display icon 42. The mode transition icon 44 may be displayed so as to be distinguishable from the status display icon 42 by using a dramatic effect (such as glowing or flashing) in the image. The mode transition icon 44 may be displayed on the game screen 60 as an icon that has an appearance different from that of the status display icon 42. For example, the attribute value gauge 41 may be changed to the mode transition icon.
[0098] The display manner of the mode transition icon 44 may be changed depending on whether the first attribute value or the second attribute value is greater. For example, the mode transition icon 44 displayed when the first attribute value is greater than the second attribute value may be displayed in a different color from the mode transition icon 44 displayed when the second attribute value is greater than the first attribute value.
[0099] In step S25, for example, when an input to select the mode transition icon 44 by a touch operation on the touch screen of the user device 10 is received, the battle processing proceeds to step S26. In step S26, the battle game part is executed in the event mode M2. FIG. 12 shows a game screen 70 displayed on the display of the user device 10 in the event mode M12. Because the first attribute value and the second attribute value are reset upon transition to the event mode M12, the first gauge element 41a and the second gauge element 41b are not displayed in the attribute value gauge 41 on the game screen 70 (the lengths of the first gauge element 41a and the second gauge element 41b are zero). Display of the attribute value gauge 41 may be omitted on the game screen 70. On the game screen 70, the mode transition icon 44 on the game screen 60 has been changed to a status display icon 46. Similar to the status display icon 42, the status display icon 46 is an icon for displaying the status of the battle processing. On the game screen 70, because the battle process is being executed in the event mode M2, the word "executing" is displayed on the status display icon 46. This word "executing" indicates that the event mode M2 is being executed.
[0100] The first attribute value and the second attribute value accumulated in normal mode M1 may be reset upon transition to event mode M2. For example, the first attribute value and the second attribute value may each be decreased by a predetermined value upon transition from normal mode M1 to event mode M2. In this case, when a first game event is executed in event mode M2, the first attribute value may be decreased by the predetermined value, but the second attribute value may not be decreased. In other words, when a first game event is executed in event mode M2, only the first attribute value may be consumed. Conversely, when a second game event is executed in event mode M2, the second attribute value may be decreased by the predetermined value, but the first attribute value may not be decreased. In another aspect, when a transition from normal mode M1 to event mode M2 is executed, the first attribute value and the second attribute value may each be decreased by an amount corresponding to an action executed in event mode M2. The amount of decrease in the first attribute value and the second attribute value in event mode M2 may be determined according to the elapsed time or the number of turns in event mode M2. In event mode M2, both the first attribute value and the second attribute value may be set to zero.
[0101] As described above, a game event executed in event mode M2 may be an event in which a higher-level character among the frontline characters of the party executes a game function corresponding to a normal game effect set for that higher-level character. In event mode M2, an attack turn may not be assigned to an enemy character. In other words, in event mode M2, a higher-level character may be able to execute a game function without being attacked by an enemy character.
[0102] Execution of game functions by higher-level characters in the event mode M2 will be further described with reference to FIG. 12. When a normal game function is executed by a higher-level character, as shown in FIG. 12, among the four frontline characters, only the first character C11 and the second character C12, which are higher-level characters, are displayed in the first area 50a, and the third character C13 and the fourth character C14, which are lower-level characters, may not be displayed in the first area 50a. In order to allow the player to select a game function to be executed by the first character C11, function display icons 43a to 43e indicating candidate game functions to be executed by the first character C11 may be displayed on the game screen 70. The function display icons 43a to 43e may be displayed on the game screen 70 by, for example, selecting the icon image C11a of the first character C11 displayed in the second area 50b. The function display icons 43a to 43e may be associated with game effects GE1 to GE5 (see FIG. 9) associated with the first character C11. For example, the function display icon 43a corresponds to the game effect GE1. The function display icons 43a to 43e are displayed on the game screen 70 to accept user operations. For example, when an input to select the function display icon 43a is accepted by a touch operation on the touch screen of the user device 10, the game effect GE1 corresponding to the function display icon 43a is selected as the game effect to be generated by the first character C11. Similarly, for the second character C12, a function display icon for selecting one of the game effects GE2, GE5, GE6, GE7, and GE8 associated with the second character C12 is displayed on the game screen 70, and the game effect to be executed by the second character C12 can be determined in response to a selection operation on the function display icon. The status display icon 46 on the game screen 70 may be capable of accepting a selection operation from the user. After the game effects to be generated by the first character C11 and the second character C12 have been selected, the function corresponding to the selected game effect can be executed by the first character C11 and the second character C12 by selecting the status display icon 46, for example, by a touch operation.As a result, the execution of a game function by the higher-level characters (the first character C11 and the second character C12) causes the selected normal game effect to occur. While a game function is being executed by a higher-level character, the display of the status display icon 46 may be changed. For example, the word "activate" may be displayed inside the status display icon 46 instead of "execute." The status display icon 46 displaying the word "activate" can indicate that the higher-level character is executing a game function (i.e., activating a game effect corresponding to the game function).
[0103] As normal game effects executed on higher level characters in event mode M2, a game effect of attacking enemy character C31 using a specific weapon, a game effect of attacking enemy character C31 using magic, a game effect of improving the defensive power of an ally character, and various other game effects can be applied.
[0104] In the event mode M2, in addition to or instead of executing a game function corresponding to a normal game effect, a higher-level game effect set for a higher-level character may be generated. When it is determined in step S24 to execute the first game event in the event mode M2, the higher-level game effect set for the higher-level character to which the first attribute is set may be generated, but the higher-level game effect set for the higher-level character to which the second attribute is set may not be generated. In the example shown in FIG. 12, the first character C11 and the second character C12 included in the vanguard characters are higher-level characters, but only the first character C11 has the first attribute. Therefore, when it is determined to execute the first game event in the event mode M2, a process is performed to generate the higher-level game effect AE1 set for the first character C11, but a process is not performed to generate the higher-level game effect AE2 set for the second character C12. Conversely, if it is determined in step S24 that the second game event will be executed in event mode M2, a process is performed to generate a higher level game effect set for a higher level character to which the second attribute is set, but a process is not performed to generate a higher level game effect set for a higher level character to which the first attribute is set. If it is not determined in step S24 whether the first game event or the second game event will be executed in event mode M2, or if it is determined that both the first game event and the second game event will be executed in event mode M2, both the higher level game effect set for a higher level character to which the first attribute is set and the higher level game effect set for a higher level character to which the second attribute is set may be generated.
[0105] In the event mode M2, the higher level game effect may occur automatically (without receiving a command from the user). The higher level game effect in the event mode M2 may occur in parallel with the execution of the normal game function by the above-mentioned higher level character.
[0106] The higher level game effects generated by higher level characters of the first attribute in event mode M2 may improve the effectiveness of the normal game effects generated by characters of the first attribute in event mode M2. However, the higher level game effects generated by higher level characters of the first attribute do not have to improve the effectiveness of the normal game effects generated by characters of the second attribute in event mode M2. The higher level game effects generated by higher level characters of the second attribute in event mode M2 may improve the effectiveness of the normal game effects generated by characters of the second attribute in event mode M2. However, the higher level game effects generated by higher level characters of the second attribute in event mode M2 do not have to improve the effectiveness of the normal game effects generated by characters of the first attribute in event mode M2.
[0107] When all higher-level characters included in the frontline characters have generated game effects (normal game effects and higher-level game effects), the game event in event mode M2 ends, and in step S27, a process of returning from event mode M2 to normal mode M1 is performed. Upon returning to normal mode M1, the battle with the enemy character C31 resumes in the same manner as before the transition to event mode M2. When normal mode M1 is resumed, the first attribute value and the second attribute value are each set to their initial values. When returning to normal mode M1 after transitioning from normal mode M1 to event mode M2, the initial values of the first attribute value and the second attribute value may have changed from the initial values in normal mode M1 before the transition to event mode M2. For example, if the level, rank, or other parameters of a higher-level character included in the user's party improves in the process of returning to normal mode M1 after transitioning to event mode M2, the initial values of the first attribute value and the second attribute value may be increased.
[0108] The above battle process continues until either the user's party or the enemy character wins. For example, the user's party can win by reducing the life of the enemy character C31 to zero.
[0109] 6. Effects Next, some of the effects achieved by the above embodiment will be described.
[0110] In a game provided by the game system 1, a first attribute value and a second attribute value, each corresponding to separate attribute information set for a user character, are displayed by a single attribute value gauge 41. Because the first attribute value is not a parameter related to all characters in the user party but a parameter associated with the attribute information set for the first attribute character, it is common practice in the gaming field to display a gauge indicating the first attribute value near each first attribute character. This also applies to the second attribute value. Displaying the first attribute value and the second attribute value near each first attribute character and each second attribute character requires a gauge for each first attribute character and each second attribute character, resulting in multiple gauges being displayed on the game screen. In contrast, in the game system 1, the first attribute value updated by the action of the first attribute character is displayed by a first gauge element 41a, which is a display element in the attribute value gauge 41, and the second attribute value updated by the action of the second attribute character is displayed by a second gauge element 41b, which is a display element in the attribute value gauge 41. In this way, in the game system 1, the first attribute value and the second attribute value can be displayed using a single attribute value gauge 41, which reduces the congestion of display elements included in the game screen 50 compared to when the first attribute value and the second attribute value are displayed using separate gauges. This improves the visibility of the gauges indicating the first attribute value and the second attribute value.
[0111] While the first attribute value is a parameter that changes depending on the actions of a first-attribute character, the second attribute value is a parameter that changes depending on the actions of a second-attribute character. Therefore, when the first attribute value changes due to the action of a first-attribute character, a gauge indicating the change in the first attribute value due to the action is displayed near the first-attribute character to correlate the change in the first attribute value with the character that contributed to the change. The same is true for the second attribute value; a gauge indicating the second attribute value is displayed near the second-attribute character. However, in games in which a party including multiple user characters battles enemy characters, multiple characters are displayed on the game screen, making it difficult to secure sufficient display space around each character. In the game system 1, instead of providing individual gauges representing the first or second attribute value for each character, a single attribute value gauge 41 is used for the user party, and this attribute value gauge represents the first and second attribute values. Therefore, the connection between the attribute value gauge 41 and each character is weak. Therefore, there is little need to display the attribute value gauge 41 near each character, and as a result, it becomes easier to ensure space for displaying other display elements near the characters.
[0112] 7 Notes The game system 1 shown in FIG. 1 is an example of a system to which the present invention can be applied, and game systems to which the present invention can be applied are not limited to the one shown in FIG. 1. The game system 1 to which the present invention can be applied may not include some of the components shown in the figure. For example, the game system 1 may not include the storage 30. The game system 1 may include components that are not shown. Although FIG. 1 shows only one user device 10 for the sake of simplicity, the game system 1 may include any number of user devices 10 greater than or equal to two. The game system 1 may also include a cloud environment for distributing and processing processes to be executed by the user devices 10 or the server 20.
[0113] In the game system 1, there are no particular limitations on where data is stored. For example, various data that can be stored in storage 15 may be stored in a storage (e.g., storage 30) or a database server that is physically separate from storage 15. In this specification, data described as being stored in storage 15 may be stored in a single storage, or may be distributed and stored across multiple storages. Furthermore, in this specification and claims, when the term "storage" is used simply, it may refer to either a single storage or a collection of multiple storages, as long as the context allows. The above description of data that can be stored in storage 15 also applies to data stored in storage 25 as much as possible.
[0114] The embodiments of the present invention are not limited to the above-described embodiments, and various modifications are possible within the scope of the gist of the present invention. For example, some or all of the functions executed by processor 11 and processor 21 may be implemented by a processor not explicitly described herein, without departing from the spirit of the invention. Although processor 11 is illustrated as a single component in FIG. 1, processor 11 may be a collection of multiple physically separate processors. The same applies to processor 21. In this specification, programs or instructions included in the programs described as being executed by processor 11 and processor 21 may be executed by a single processor or may be distributed and executed by multiple processors. Furthermore, programs or instructions included in the programs executed by processor 11 and processor 21 may be executed by one or more virtual processors.
[0115] The programs executed by processor 11 and / or processor 21 may be stored in various types of non-transitory computer-readable media other than the illustrated storage. Non-transitory computer-readable media include various types of tangible storage media. Examples of non-transitory computer-readable media include magnetic recording media (e.g., flexible disks, magnetic tapes, hard disk drives), magneto-optical recording media (e.g., magneto-optical disks), Compact Disc Read Only Memory (CD-ROM), CD-R, CD-R / W, and semiconductor memory (e.g., mask ROM, programmable ROM (PROM), erasable PROM (EPROM), flash ROM, random access memory (RAM)).
[0116] Although processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, multiple software, multiple components, and / or multiple modules. Furthermore, although data, tables, or databases described herein are described as being stored in a single memory, such data, tables, or databases may be stored in multiple memories within a single device or multiple memories distributed across multiple devices. Furthermore, the software and hardware elements described herein may be realized by combining them into fewer components or by breaking them down into more components.
[0117] In the processing procedures described herein, particularly those described using flow charts or sequence diagrams, it is possible to omit some of the steps constituting the processing procedures, add steps not explicitly stated as constituting the processing procedures, and / or change the order of the steps. Processing procedures with such omissions, additions, or changes in order are also included within the scope of the present invention as long as they do not deviate from the spirit of the present invention. For example, in the flow chart shown in Figure 8, the processing of step S24 may be omitted. If step S24 is omitted, event mode M2 is started without determining whether the first game event or the second game event will be executed in event mode M2.
[0118] The terms "first," "second," "third," etc. used in this specification and claims are used to identify components and do not necessarily limit the number, order, or content of the components. Furthermore, numbers used to identify components are used context-specifically, and numbers used in one context do not necessarily indicate the same configuration in another context. Furthermore, this does not prevent a component identified by a certain number from also fulfilling the function of a component identified by another number.
[0119] 8. Supplementary Notes This specification also discloses the following techniques:
[0120] [Appendix 1] 1. A system comprising one or more processors, the one or more processors: changing a first attribute value in accordance with an action of a first attribute character to which a first attribute is set among a plurality of characters of the user; changing a second attribute value in accordance with an action of a second attribute character to which a second attribute is set among the plurality of characters; generating a game screen to include an attribute value gauge including a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value; system. [Appendix 2] the one or more processors enable a game event when an enabling condition defined in association with the first attribute value and the second attribute value is satisfied; The system described in [Appendix 1]. [Appendix 3] When the activation condition is satisfied, a controller for executing the game event is displayed on the game screen; The game event is executed in response to an operation on the operator. A system described in [Appendix 1] or [Appendix 2]. [Appendix 4] the enabling condition is defined for a total attribute value obtained by adding up the first attribute value and the second attribute value; A system according to any one of [Appendix 1] to [Appendix 3]. [Appendix 5] The enabling condition is that the total attribute value is equal to or greater than a threshold value. A system according to any one of [Appendix 1] to [Appendix 4]. [Appendix 6] The level of the first attribute character is equal to or higher than a reference level; In the game event, the first attribute character generates a first game effect. A system according to any one of [Appendix 1] to [Appendix 5]. [Appendix 7] the first game effect is set by the user after the activation condition is satisfied; A system according to any one of [Appendix 1] to [Appendix 6]. [Appendix 8] The level of the second attribute character is equal to or higher than the reference level, In the game event, the second attribute character generates a second game effect. A system according to any one of [Appendix 1] to [Appendix 7]. [Appendix 9] the second game effect is set by the user after the activation condition is satisfied. A system according to any one of [Appendix 1] to [Appendix 8]. [Appendix 10] When the level of the second attribute character is lower than the reference level, the second attribute character does not participate in the game event. A system according to any one of [Appendix 1] to [Appendix 9]. [Appendix 11] the game events include a first game event and a second game event; the first game event is executed if the total attribute value satisfies the activation condition and the first attribute value is greater than the second attribute value; the second game event is executed if the total attribute value satisfies the activation condition and the second attribute value is greater than the first attribute value. A system according to any one of [Appendix 1] to [Appendix 10]. [Appendix 12] A first attribute effect is associated with the first attribute character, In the first game event, the first attribute effect occurs. A system according to any one of [Appendix 1] to [Appendix 11]. [Appendix 13] A second attribute effect is associated with the second attribute character, In the second game event, the first attribute effect does not occur, but the second attribute effect occurs. A system according to any one of [Appendix 1] to [Appendix 12]. [Appendix 14] The one or more processors execute the computer-readable instructions, changing a first attribute value in accordance with an action of a first attribute character to which a first attribute is set among a plurality of characters of the user; changing a second attribute value in accordance with an action of a second attribute character to which a second attribute is set among the plurality of characters; generating a game screen to include an attribute value gauge including a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value; A game processing method comprising: [Appendix 15] one or more processors, changing a first attribute value in accordance with an action of a first attribute character to which a first attribute is set among a plurality of characters of the user; changing a second attribute value in accordance with an action of a second attribute character to which a second attribute is set among the plurality of characters; generating a game screen to include an attribute value gauge including a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value; A game program that executes the above. [Explanation of symbols]
[0121] 1. Game System 10 User Device 11 processors 11a Game Progression Section 11b Attribute value update section 11c Judgment section 11d Event Planning Department 15. Storage 15a Game Applications 20 servers 41 Attribute Gauge 41a First gauge element 41b Second gauge element
Claims
1. 1. A system comprising one or more processors, the one or more processors: changing a first attribute value of the user party in accordance with an action of a first attribute character to which a first attribute is set among a plurality of characters included in the user party; changing a second attribute value of the user party in accordance with an action of a second attribute character to which a second attribute is set among the plurality of characters; generating a game screen to include a single attribute value gauge including a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value; enabling a game event when an enabling condition defined in association with the first attribute value and the second attribute value is satisfied; the enabling condition is defined for a total attribute value obtained by adding up the first attribute value and the second attribute value, the game events include a first game event and a second game event; the first game event is executed if the total attribute value satisfies the activation condition and the first attribute value is greater than the second attribute value; the second game event is executed when the total attribute value satisfies the activation condition and the second attribute value is greater than the first attribute value; system.
2. When the activation condition is satisfied, a controller for executing the game event is displayed on the game screen; The game event is executed in response to an operation on the operator. The system of claim 1 .
3. The enabling condition is that the total attribute value is equal to or greater than a threshold value. The system of claim 1 .
4. the level of the first attribute character is equal to or higher than a reference level; In the game event, the first attribute character generates a first game effect. The system of claim 2 .
5. the first game effect is set by the user after the activation condition is satisfied; The system of claim 4.
6. the level of the second attribute character is equal to or higher than the reference level; In the game event, the second attribute character generates a second game effect. The system of claim 4.
7. the second game effect is set by the user after the activation condition is satisfied; The system of claim 6.
8. When the level of the second attribute character is lower than the reference level, the second attribute character does not participate in the game event. The system of claim 4.
9. a first attribute effect is associated with the first attribute character; In the first game event, the first attribute effect occurs. The system of claim 1 .
10. a second attribute effect is associated with the second attribute character; In the second game event, the first attribute effect does not occur but the second attribute effect occurs. The system of claim 9.
11. The one or more processors execute the computer-readable instructions, changing a first attribute value of the user party in accordance with the action of a first attribute character to which a first attribute is set among a plurality of characters included in the user's user party; changing a second attribute value of the user party in accordance with an action of a second attribute character to which a second attribute is set among the plurality of characters; generating a game screen to include a single attribute value gauge including a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value; enabling a game event when an enabling condition defined in association with the first attribute value and the second attribute value is satisfied; Run the enabling condition is defined for a total attribute value obtained by adding up the first attribute value and the second attribute value, the game events include a first game event and a second game event; the first game event is executed if the total attribute value satisfies the activation condition and the first attribute value is greater than the second attribute value; the second game event is executed when the total attribute value satisfies the activation condition and the second attribute value is greater than the first attribute value; Game processing method.
12. one or more processors, changing a first attribute value of the user party in accordance with the action of a first attribute character to which a first attribute is set among a plurality of characters included in the user's user party; changing a second attribute value of the user party in accordance with an action of a second attribute character to which a second attribute is set among the plurality of characters; generating a game screen to include a single attribute value gauge including a first gauge element indicating the first attribute value and a second gauge element indicating the second attribute value; enabling a game event when an enabling condition defined in association with the first attribute value and the second attribute value is satisfied; Run the enabling condition is defined for a total attribute value obtained by adding up the first attribute value and the second attribute value, the game events include a first game event and a second game event; the first game event is executed if the total attribute value satisfies the activation condition and the first attribute value is greater than the second attribute value; the second game event is executed when the total attribute value satisfies the activation condition and the second attribute value is greater than the first attribute value; Game program.
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