Game program, game processing method, and information processing device.
The game program enhances player engagement by allowing the alteration of item properties through a pre-set procedure, addressing the limitations of existing games by enabling varied and unexpected item creation.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-07
- Publication Date
- 2026-04-08
AI Technical Summary
Existing games limit the range of use for first items, leading to a lack of novelty in the creation of new second items, restricting player creativity and engagement.
A game program that allows players to select and use first items to create second items by altering the nature of the second item through a pre-set procedure, involving multiple display components and conditions to change the effect of the created item based on the selected first item.
Enables players to freely alter the properties of created items, providing a highly engaging gaming experience by allowing unexpected and varied outcomes through the use of different material items.
Smart Images

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Abstract
Description
Technical Field
[0001] The present disclosure relates to a game program, a game processing method, and an information processing apparatus.
Background Art
[0002] Patent Document 1 describes providing a game that enables using a first item using one display component to enable using the first item using another display component when creating a new second item using the first item.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the above game, compared with a game of creating a new second item using the first item based on a recipe determined by the game provider, it is different in that one display component is used to enable using an item using another display component by using the selected item. Therefore, it is possible to provide an interesting game in that the player can freely select the first item used when creating a new second item.
[0005] However, when creating a new second item using the first item, the range of use of the first item is limited, and the novelty of the newly created second item may be lacking.
[0006] The present disclosure provides an interesting game capable of changing the nature of the second item created by using the first item.
Means for Solving the Problems
[0007] One embodiment provides a game program that causes a computer to execute a game process in which a first item is used to create a second item based on a pre-set procedure in a virtual space. The game program includes a process of displaying a plurality of display components, including a first display component and a second display component different from the first display component; a process of selecting the first item that satisfies a first condition for creating the second item from the first item; a process of determining whether the first item used satisfies a second condition when the first item selected using the first display component is used; and, if it is determined that the second condition is satisfied, a process of changing the effect of the second item created based on the selected first item. [Effects of the Invention]
[0008] In one aspect, this disclosure can provide an interesting game in which the properties of a second item created by using a first item can be altered. [Brief explanation of the drawing]
[0009] [Figure 1] A diagram showing an example configuration of a game system according to one embodiment. [Figure 2] This figure shows another configuration example of a game system according to one embodiment. [Figure 3] A diagram showing an example of the hardware configuration of a game console according to one embodiment. [Figure 4] A diagram showing an example of the functional configuration of a game console according to one embodiment. [Figure 5] A diagram showing an item possession table according to one embodiment. [Figure 6] A diagram showing a link information table according to one embodiment. [Figure 7] A diagram showing a recipe information table according to one embodiment. [Figure 8] A flowchart illustrating a game processing method according to one embodiment. [Figure 9]An example of a game screen according to one embodiment. [Figure 10] An example of a game screen according to one embodiment. [Figure 11] An example of a game screen according to one embodiment. [Figure 12] An example of a game screen according to one embodiment. [Modes for carrying out the invention]
[0010] The embodiments for implementing this disclosure will be described below with reference to the drawings. In this specification and the drawings, substantially identical components may be denoted by the same reference numerals to avoid redundant explanations.
[0011] [Game System] Figure 1 shows an example configuration of a game system 1 according to an embodiment. The game system 1 includes a game machine 3, which is an example of an information processing device, a game controller 5, and a display device 7. The game controller 5 and the display device 7 are each connected to the game machine 3 via wired or wireless communication.
[0012] Game console 3 is, for example, a stationary game console. However, it is not limited to this; game console 3 may also be, for example, a portable game console that has an integrated input unit, display unit, etc.
[0013] Furthermore, Game Console 3 is not limited to dedicated game consoles; it can also be a computer manufactured and sold as such, such as a desktop computer, notebook computer, or tablet computer, or a mobile device that also functions as a telephone, such as a smartphone, mobile phone, or phablet. These devices are normally used as general-purpose information processing terminals, but when a player runs an installed game program, they can play the game just like on a dedicated game console.
[0014] The game console 3 installs the game program of this embodiment. The game program is distributed in a state stored in an optical storage medium such as a CD-ROM or a semiconductor memory such as a USB memory, or is distributed in a form downloaded from a server device.
[0015] The player uses the game controller 5 to perform various operation inputs. In the example shown in FIG. 1, the game controller 5 has, for example, a cross key 9 and a plurality of buttons 8. Note that the game controller 5 may have, for example, a joystick, a touch pad, etc. instead of or in addition to the above. Further, the game controller 5 may include a microphone and be capable of voice operation. The game controller 5 may include a gyro sensor, an acceleration sensor, etc., and the operation may be possible by the player changing the posture of the game controller 5.
[0016] In addition, the game console 3 may further communicate with a server device on the network (see FIG. 2). Since a plurality of game consoles 3 that execute the same game program are connected to the server device, a so-called online game becomes possible. An online game refers to, for example, a game in which multiple players can cooperate to operate the same game program. The server device of the online game may perform processes such as receiving the positions and operation commands of other players and transmitting them to the game consoles 3 of other players. The game console 3 performs actual game processes such as drawing of each player and reflection processing of operation commands.
[0017] FIG. 2 is a diagram showing another configuration example of the game system 1 in the embodiment. The game system 1 of the embodiment provides various services related to games to players via a network N (for example, the Internet, etc.). The game system 1 has a server device 2 and a terminal device 30. The server device 2 is an example of an information processing device that provides various services related to games to the terminal device 30. The server device 2 may be a personal computer, a workstation, a cloud computer, etc.
[0018] Terminal device 30 is an example of an information processing device used by a player when playing a game. Terminal device 30 may be a game console, a computer, desktop computer, notebook computer, tablet computer, etc., which are manufactured and sold as computers, or a mobile terminal that also functions as a telephone, such as a smartphone, mobile phone, or phablet.
[0019] Terminal device 30 requests server device 2 to distribute various information related to the game (such as a game program describing the game processing method and game screens). When server device 2 receives the request for distribution of various information from terminal device 30, it distributes the game program and the web page containing the game screen to be played on terminal device 30.
[0020] Terminal device 30 has a web browser function that allows players to view web pages displaying game screens. This enables terminal device 30 to display web pages, such as game screens, distributed from server device 2. Server device 2 may provide games such as online games in which player characters and non-player characters are divided into allies and enemies and compete against each other.
[0021] Game system 1 may employ a so-called P2P (Peer-to-Peer) method in which the game console 3 exemplified in Figure 1 and the terminal device 30 exemplified in Figure 2 communicate with other game consoles 3 and other terminal devices 30. In this case, the server device 2 in Figure 2 does not need to be provided. Game system 1 may also be a so-called cloud game. Note that game system 1 in Figures 1 and 2 is just an example, and various system configurations can be considered depending on the application and purpose. Below, game system 1 of this embodiment will be described mainly using the configuration in Figure 1.
[0022] Game machine 3 can provide a wide variety of games, including competitive games, sports games, racing games, and city-building games. Furthermore, game machine 3 can provide games through methods such as gacha (loot boxes). However, the games executed by the game system 1 disclosed in this embodiment are preferably 3D or 2D games executed in a virtual space, in which a second item is created using a first item. This embodiment provides a highly engaging game in which the properties of the second item created by using the first item can be altered.
[0023] [Game console hardware configuration] Next, the hardware configuration of the game console 3 will be described with reference to Figure 3. Figure 3 is a diagram showing the hardware configuration of the game console 3 according to this embodiment. The game console 3 has a CPU (Central Processing Unit) 121, memory 122, communication device 123, input device 124, and display device 125. The CPU 121 controls the game console 3. The memory 122 is, for example, a storage medium within the game console 3 that the CPU 121 can directly access. The communication device 123 is a communication device such as a network circuit that controls communication with other devices. The input device 124 is an input device that is connected to the game console 3, like the game controller 5, and does not necessarily have to be located inside the game console 3. The input device 124 may be an input device such as a camera or a touch panel. The display device 125 is an output device such as a display. The display device 125 may be, for example, the display device 7 of the game console 3 shown in Figure 1.
[0024] Game console 3 may be equipped with various microprocessors such as a GPU (Graphics Processing Unit) and a DSP (Digital Signal Processor), as well as various types of memory such as VRAM, RAM, and ROM.
[0025] The game console 3 stores various game data necessary for gameplay in memory 122 through computational processing and has a game management function that controls and manages game processing. The CPU 121 performs computational processing based on a predetermined game program and game data, thereby executing the game processing method.
[0026] [Game console functionality] Next, the functional configuration of the game machine 3 will be described with reference to Figure 4. Figure 4 is a diagram showing an example of the functional configuration of the game machine 3 according to one embodiment. The game machine 3 has a control unit 11, a storage unit 12, and a communication unit 13.
[0027] The control unit 11 handles data transfer between each component and controls the game console 3. The control unit 11 is realized when the CPU 121 executes the game program stored in the memory 122.
[0028] The storage unit 12 stores a game program that causes the computer to run the game, various data, and various information. The game program includes a program that causes the computer to execute a process to create a second item based on a first item. The storage unit 12 is implemented by, for example, memory 122. The storage unit 12 has a ROM (Read Only Memory), which is a read-only storage area where the game program is stored, and a RAM (Random Access Memory), which is a rewritable storage area used as a work area for arithmetic processing by the control unit 11. The storage unit 12 is implemented by, for example, a non-volatile storage device such as flash memory or a hard disk. Part or all of the game program may be stored in RAM.
[0029] The memory unit 12 stores the possessed item table 21, the link information table 22, and the recipe information table 23.
[0030] (Item inventory table) An example of the possessed item table 21 is shown in Figure 5. The possessed item table 21 stores information about the items the player possesses. Items are items used to create items created by synthesis (hereinafter referred to as "synthesized items"), that is, items that serve as materials for creating synthesized items (hereinafter referred to as "material items"). Material items are an example of the first item. Synthesized items are an example of the second item created in the virtual space using the first item based on a pre-set procedure. Figures 9 and 10 show examples of the recipe display component P displayed on the game screen. In the examples of Figures 9 and 10, the recipe display component P includes multiple base masses B1 to B3 and masses M4 to M9. The pre-set procedure is not limited to the recipes shown in Figures 9 and 10. The pre-set procedure can be any guide that shows how to make something, such as a recipe, blueprint, compounding table, pattern, template, model, etc. In the following, a recipe will be used as an example of a pre-set procedure.
[0031] The item possession table 21 stores the item ID, item name, serial number, quality, attribute value (attribute value if the attribute is "fire", "water", "earth", or "lightning"), and effect of each material item. The item name is the name of the material item for each item ID. The serial number is a number assigned in ascending order to multiple material items with the same item ID. For example, material items with item ID "1" and item name "Sekinetsu Ore" are assigned serial numbers from "1" to "4". Even with the same item ID, each material item with a serial number from "1" to "4" will have its own quality, attribute, and effect. In other words, a player can possess multiple material items with the same item ID but different serial numbers.
[0032] The attributes indicate the attribute values of the material items for each item ID. For example, the attribute for item ID "1" and serial number "1" is "Fire," and the attribute value is "0." Also, the effects of the material items for item ID "1" and serial number "1" are "a1" and "a5." A material item may have one effect or multiple effects.
[0033] The quality value, attribute values, and effects assigned to each material item are determined when the player acquires the material item or when the material item appears in the game field. Attribute values may be random numbers or values assigned by other means.
[0034] (Link Information Table) Next, an example of the link information table 22 is shown in Figure 6. The link information table 22 stores link information for cells and connection information with adjacent cells for each recipe, which are used to input material items and perform compounding according to the recipe. In Figure 6, link information 1 to 3, which has a hierarchical structure linked to each recipe, is stored as the link information for cells. In this embodiment, the cells are approximately hexagonal (see Figure 9, etc.), and any of the six corners of one cell can be connected to any corner of another cell. Through such connections, multiple cells are connected by branching.
[0035] For example, in the example of recipe R1 shown in link information table 22 in Figure 6, cell No. "B1" shown in link information 1 is branched and connected to cells No. "B2", "B3", "M4", and "M9" shown in link information 2. Cell No. "B2" is further branched and connected to cells No. "M7" and "M8" shown in link information 3. Cell No. "B3" is further connected to cell No. "M5" shown in link information 3. Cell No. "M4" is further connected to cell No. "M6" shown in link information 3.
[0036] As a result, as shown in Figure 9 as an example, nine cells B1-B3 and M4-M9 are displayed on the screen connected based on link information 1-3 stored in the link information table 22. The base cells B1-B3 and cells M4-M9 can be connected in up to six directions. These base cells B1-B3 and cells M4-M9 are examples of display components on the screen, and their shape may be a triangle, a quadrilateral, or a polygon with five or more sides. The base cells are an example of a first display component. Cells M4-M9 are examples of a second display component different from the base cells. The link information for each recipe stored in the link information table 22 is pre-set and defines the placement of each base cell and each cell, as well as the connections (links) with adjacent cells. However, the link information for each recipe stored in the link information table 22 and the connection conditions described below can be changed by the placement of material items.
[0037] The connection conditions indicate the conditions for connecting a cell identified by its cell number with an adjacent cell. In other words, the connection conditions are the conditions for the material items that are placed in a cell to open an adjacent cell from a closed state. By opening an adjacent cell, it becomes possible to place material items that utilize that adjacent cell. In Figure 3, connection conditions between adjacent cells are set for all cells of base cells B1-B3 and cells M4-M9 in recipe "R1". For example, the connection condition "C11" is set between base cell "B1" and the adjacent base cell "B2", and the connection condition "C12" is set between base cell "B1" and the adjacent base cell "B3". Also, the connection condition "C13" is set between base cell "B1" and the adjacent cell "M4", and the connection condition "C14" is set between base cell "B1" and the adjacent cell "M9". Additionally, connection condition "C23" is set between base cell "B2" and adjacent cell "M7", and connection condition "C24" is set between base cell "B2" and adjacent cell "M8". Furthermore, connection condition "C25" is set between base cell "B3" and adjacent cell "M5", and connection condition "C26" is set between cell "M4" and adjacent cell "M6". Each connection condition may be the same as any other connection condition, or different connection conditions may be set for each cell.
[0038] The connection condition for each adjacent square may be set to the number of material items. In this case, if you put more than the set number of material items into an open square, the adjacent square connected to that square will open, and you will be able to put material items into the opened adjacent square. For example, in the example in Figure 9, base squares B1 to B3 are open, and squares M4 to M9 are closed. When the connection conditions for each of squares M4 to M9 are met, they will connect to base squares B1 to B3, the adjacent squares whose connection conditions are met will open, and the adjacent squares will become usable. The connection condition for each adjacent square may include at least one of the attributes (fire, etc.) and attribute values (integers of 1 or more) of the material items put into the square. In this case, based on the connection condition, which adjacent square will open among the adjacent squares with different connection conditions will depend on the attributes and attribute values of the material items put into the square. For example, when multiple material items are put into a square, the attribute values of the material items' attributes are added according to the attributes of the material items put in. When the sum of the attribute values of the predetermined attributes exceeds a predetermined value, the connection condition is met, the adjacent square connected to that square will open, and the adjacent squares will become usable. If you do not place material items with specific attributes and attribute values set in the connection conditions, you will not be able to open adjacent squares, and those adjacent squares will not be usable for synthesis. Furthermore, as a prerequisite for opening squares M4-M9, it is necessary that material items have been placed (used) in all base squares B1-B3.
[0039] In the example of the mixing recipe display component P in Figure 9, mixing cannot be performed unless at least the minimum number of material items are placed in base masses B1 to B3. In other words, mixing starts and the resulting item can be created when at least the minimum number of material items are placed in base masses B1 to B3. Furthermore, the effect of the resulting item can be changed by adding more material items after the initial material items have been placed in base masses B1 to B3. The process of changing the effect of the resulting item will be described later.
[0040] (Recipe Information Table) Next, an example of the recipe information table 23 is shown in Figure 7. The recipe information table 23 stores information about the compounding game for each recipe identified by the recipe number. Specifically, the recipe information table 23 stores information such as the recipe number, the number of times ingredients are added, the open / closed state of each square, the addition conditions (changed addition conditions), the compounded item, and the effect of the compounded item. In the recipe information table 23 of Figure 7, the procedure for creating the compounded item is set for each recipe identified by the recipe number. For example, "addition conditions" indicate the first condition for adding material items to each square in order to create the compounded item.
[0041] The input conditions (first condition) for each square may include, for example, at least one of "item name," "quality," and "attribute." The input conditions (first condition) for each of the squares M4 to M9 further include that material items have been placed in all of the base squares B1 to B3. After material items have been placed in all of the base squares B1 to B3, a material item with the specified item name, specified quality, and / or specified attribute is placed in at least one of the squares M4 to M9. When the player completes the input operation or the input count condition is reached, the synthesis is performed according to the procedure set in the recipe, and the synthesized item is created. During synthesis, the material items that the player possesses among the material items required for recipe "R1" are displayed. The player selects the material items to be placed in the base squares B1 to B3 from the material items they possess and performs the input operation. When the player has performed the input operation for material items in all of the base squares B1 to B3, at least one of the squares M4 to M9 that satisfy the connection conditions is opened based on the connection conditions in the link information table 22. Players use their available material items to add material items to open or base squares. When the addition conditions are met, the combined item specified in the recipe is created, and the player can then possess that item. The number of times material items can be added is predetermined in Recipe Information Table 23 and varies depending on the recipe. The number of times material items can be added increases as the character's level rises, and in some cases, it becomes possible to add more material items.
[0042] Returning to Figure 4, the communication unit 13 has the function of communicating with terminal devices and / or other devices. The communication unit 13 has the function of a receiving unit that receives various data transmitted from terminal devices and / or other devices, and the function of a transmitting unit that transmits various data to terminal devices and / or other devices in accordance with commands from the control unit 11. The communication unit 13 is implemented, for example, by a NIC (Network Interface Card).
[0043] The control unit 11 includes a game execution unit 14, a selection unit 15, a determination unit 16, and a display control unit 17. The game execution unit 14 executes a game in a virtual space in which a second item is created using a first item based on a recipe.
[0044] The display control unit 17 displays multiple display components, including a base mass and masses different from the base mass. Material items are placed in the base mass and masses according to the player's operation. The selection unit 15 selects material items that satisfy the first condition for creating a synthesized item from the material items. An example of the first condition is the input condition in the recipe information table 23 (see Figure 7). In the case of a base mass, the input condition (first condition) defines the material items that can be placed in each base mass. In the case of a mass, the input condition (first condition) defines the material items that can be placed in each mass. Furthermore, the input condition (first condition) includes the condition that material items have been placed in all base masses.
[0045] The determination unit 16 determines whether the material item used satisfies the second condition when the material item selected using the base mass is used, that is, when the selected material item is put into the base mass (used). An example of the second condition is the change input condition in the recipe information table 23 (see Figure 7). In the case of base masses, the change input condition (second condition) defines the material items that can be changed and put into each base mass. Furthermore, the change input condition (second condition) includes the use of a newly selected material item using any of the base masses, after material items have been put into all base masses. In the case of masses, the change input condition (second condition) is not defined.
[0046] For example, suppose that in a certain recipe R1, the resulting item is a "bomb," and that base masses B1-B3 and masses M4-M9 are connected as shown in Figure 9. Figure 9 shows multiple display components on the screen, including a first display component showing base masses B1-B3 and a second display component showing masses M4-M9. Other example display components include display component 101 which displays the resulting item, and display component 102 which shows a list of the effects of the resulting item.
[0047] In the example in Figure 9, base squares B1-B3 are open, and squares M4-M9 are closed. No material items have been placed in any of the base squares B1-B3. Therefore, the first condition for creating a synthesized item from material items is not met, synthesis does not start, and no material items can be placed in any of the squares M4-M9. Using the synthesis recipe display component P in Figure 9, material items are placed in all of the base squares B1-B3, and synthesis begins. Display component 101 then shows information about the synthesized item that will be created, and display component 102 shows a list of the effects of the synthesized item. After material items have been placed in all of the base squares B1-B3 and synthesis has started, the synthesized item will be created after the player places a material item in any square and completes the placement operation. However, even after material items have been placed in all of the base squares B1-B3 and synthesis has started, the synthesized item may be created if no material items are placed in any square and the player completes the placement operation.
[0048] Assume that the material items "Sekinetsu Ore" and "Aqua Steel" are set as input conditions (first condition) for base mass B1, and the material items "Burning Sand" and "Soft Sand" are set as input conditions (first condition) for base masses B2 and B3. When material items that meet the input conditions (first condition) are placed in each base mass, the display control unit 17 displays "Start Mixing". After that, when the player places material items in the base mass or open mass up to the limit of the number of times they can place items, and the system accepts the end operation from the player, the mixed item "Bomb" is completed. In order to move from Figure 9 to P, in the recipe display component P of Figure 10, material item G1 of "Sekinetsu Ore" is placed in base mass B1, and material items G2 and G3 of "Burning Sand" are placed in base masses B2 and B3. The crafted item "Bomb" shown in display component 101 (which is planned to be created) is assumed to have the effect of "burn" as effect 1 and the effect of "minor fire damage" as effect 2, as shown in display component 102.
[0049] If each square, identified by its square number, has an attribute, when the player places a selected material item into the square, the resulting crafted item will level up according to the attribute and attribute value of the material item placed in it. Examples of leveling up a crafted item include increasing its quality or increasing the level of its effect. For example, when the material item "Sekinetsu Ore" is placed into base square B1, the level of the "Fire Damage" effect of effect 2 in display component 102 will level up from "Slight" to "Small," as shown in Figure 10.
[0050] The number of times an item can be added is set for each recipe and indicates the maximum number of ingredient items a player can add to all the squares specified in the recipe. For example, in the recipe information table 23 shown in Figure 7, an item can be added a total of 10 times to squares B1-B3 and M4-M9 specified in recipe "R1".
[0051] Each square is either open or closed. When a square is open, you can place a material item into it. On the other hand, when a square is closed, you cannot place a material item into it. At the start of the game, as shown in Figure 9, squares M4 to M9, which are marked with a key icon, are closed.
[0052] When material items are placed in all base squares B1-B3, the squares M4-M9 that meet the connection conditions (see Figure 6) will open, and material items can be placed in the opened squares. In the example in Figure 10, the material item "Sekinetsu Ore" is placed in base square B1, and the material items "Burning Sand" are placed in base squares B2 and B3. Assume that when material items are placed in all base squares B1-B3, the connection conditions are set so that only squares M4, M5, and M7-M9 adjacent to base squares B1-B3 open. In this case, as shown in Figure 10, the key marks on squares M4, M5, and M7-M9 will disappear, squares M4, M5, and M7-M9 will open, and material items can be placed in the opened squares M4, M5, and M7-M9. However, the squares that open when material items are placed in all base squares B1-B3 are not limited to these.
[0053] As shown in Figure 11(a), the first condition is met when material items are placed in all base squares B1 to B3. From this state, the player can further change the material items placed in the base squares (re-placing material items). Note that in Figure 11(a), all squares M4 to M9 are open, but this is not the only option. In Figure 11(a), the material item G1 of "Sekinetsu Ore" is placed in base square B1. Figure 11(b) shows an example where the material item G4 of "Aqua Steel" is re-placed (used) in base square B1 from this state.
[0054] In this case, the determination unit 16 refers to the modification input condition E19 for recipe R1 in the recipe information table 23 to determine whether the "Aqua Steel" material item used satisfies the modification input condition (second condition). If the determination unit 16 determines that the modification input condition (second condition) is satisfied, the display control unit 17 changes the display of the connections of the display components indicating multiple squares to display the change in the recipe used to create the item after compounding. If the determination unit 16 determines that the modification input condition (second condition) is satisfied, the display control unit 17 changes the display of the display components indicating multiple squares to change the available material items for multiple squares.
[0055] In the example in Figure 11(b), the display control unit 17 changes a part P2 of the display component P for the compounding recipe, changes the display of connections between display components that show multiple squares, and displays the change in the recipe used to create the compounded item. Note that in the remaining part P1 of the display component P for the compounding recipe, square M9 is hidden. The method of change may be random, or it may be defined in advance in the recipe information table 23. The number and location of squares may change, the number and location of base squares may change, or the number and location of both squares may change. In the example in Figure 11(b), squares M10~M12 branching off from adjacent square M4 connected to base square B1 are newly added. As a result, if the game execution unit 14 determines that the change input condition (second condition) is met, it changes the effect of the compounded item created based on the selected material items. In the example in Figure 12, for the compounded item "Bomb" shown in display component 101, the effect of "Freeze" is added to effect 1 shown in display component 102, and the effect of "Small Ice Damage" is added to effect 2.
[0056] When the resulting item is a "bomb," its attribute is usually "fire," and its effect is burn or fire damage. In this embodiment, by changing the use of material items in the base square, that is, by re-adding material items to the base square, even if the resulting item is a "bomb," its attribute can become "ice," or its effect can be changed to include freezing or ice damage. This allows players to freely create highly unexpected resulting items. Furthermore, by changing the use of material items in the base square, the display component P of the synthesis recipe can be changed, altering the material items that can be added to each square. This also allows players to change the effect of the resulting item or increase its level by changing the material items they add to each square in response to the change in display component P. This provides a highly engaging game where the properties of the resulting item created by using material items can be altered.
[0057] [Game Processing Method] The game processing method according to one embodiment described above will now be explained with reference to Figure 8. Figure 8 is a flowchart of the game processing method according to one embodiment.
[0058] When the game processing method is started, the game execution unit 14 starts the mixing game, and the display control unit 17 displays multiple display components including a base square and squares (see Figure 9). In step S1, the selection unit 15 selects material items according to the player's operation and puts the selected material items into the squares (see Figure 10).
[0059] Next, in step S3, the determination unit 16 determines whether material items have been placed in all base cells. If it is determined that no material items have been placed in any base cells, the process returns to step S1 and the processing of step S1 is performed. If it is determined in step S3 that material items have been placed in all base cells (see Figure 11), the process proceeds to step S5.
[0060] In step S5, the determination unit 16 determines whether a material item has been re-added to the base square. If the determination unit 16 determines that a material item has not been re-added to the base square (see Figure 11(a)), in step S7, the game execution unit 14 refers to the link information table 22 and connects adjacent squares that satisfy the connection information. Next, in step S9, the game execution unit 14 hides the key mark of the adjacent square that satisfies the connection information and displays the open state of that adjacent square (see Figure 10).
[0061] Next, in step S11, the determination unit 16 determines whether the maximum number of inputs has been reached or whether the mixing has ended. If the determination unit 16 determines that the maximum number of inputs has not been reached and that the mixing has not ended, it proceeds to step S13 and determines whether the game has ended. If the determination unit 16 determines that the game has ended, it terminates this process. If the determination unit 16 determines that the game has not ended, it returns to step S1 and executes the processes from step S1 onward.
[0062] In step S1, the material item selected is placed into the cell. In step S3, the determination unit 16 determines that material items have been placed into all base cells, and if in step S5 it determines that the placement of the material item is a re-placement into a base cell (see Figure 11(b)), the process proceeds to step S15.
[0063] In step S15, the display control unit 17 displays the newly changed arrangement of squares and changes the recipe (see Figure 11(b)). The game execution unit 14 also changes the effect of the synthesized item, and the display control unit 17 displays the changed effect of the synthesized item (see Figure 12). Next, the process returns to step S1, and the game execution unit 14 performs the processing from step S1 onward.
[0064] In step S1, the material item selected is placed into the cell. In step S3, the determination unit 16 determines that material items have been placed into all base cells, and in step S5, if it determines that the placement of the material item is not a re-placement into a base cell, the process proceeds to step S7, and the processing from step S7 onward is performed.
[0065] After executing steps S7 and S9, in step S11, the determination unit 16 determines whether the maximum number of inputs has been reached again or whether the mixing has been terminated. If the determination unit 16 determines that the maximum number of inputs has been reached or the mixing has been terminated, the process proceeds to step S17. In step S17, the game execution unit 14 receives the instruction to terminate mixing, and in step S19, it creates the mixed item according to the recipe and saves it to the player's item table 21. The item table 21 also stores the effects of the mixed item. Next, in step S21, the display control unit 17 displays the finally created mixed item and its effects (see Figure 12), and terminates this process.
[0066] As described above, according to the game processing method of one embodiment, after adding material items to all base squares, the effect of the synthesized item can be changed by adding or re-adding material items to the base squares or squares. The effect can be changed not only by adding to base squares but also by adding to regular squares. Furthermore, the effect can be changed not only by adding to base squares but also by re-adding to regular squares. In addition, by re-adding material items to base squares, the display component P of the synthesis recipe can be changed, and the material items that can be added to each square can be changed. This allows players to freely create items and create unexpected items. This makes it possible to provide a highly interesting game in which the properties of the synthesized item created by using material items can be changed.
[0067] Although the game program, game processing method, and information processing device have been described above in accordance with the above embodiments, the game program, game processing method, and information processing device relating to this disclosure are not limited to the above embodiments, and various modifications and improvements are possible within the scope of these embodiments. Furthermore, if there are multiple embodiments and modifications, they can be combined to the extent that they do not contradict each other. [Explanation of Symbols]
[0068] 1. Game System 2 Server devices 3 game consoles 11 Control Unit 12 Storage section 13 Communications Department 14 Game Execution Unit 15 Selection Section 16 Judgment section 17 Display Control Unit 21. Inventory Table 22 Link Information Table 23 Recipe Information Table
Claims
1. A game program that causes a computer to execute a game process in which it creates a second item using a first item based on a pre-set procedure in a virtual space, A process for displaying a plurality of display components, including a first display component and a second display component different from the first display component, A process of selecting the first item that satisfies the first condition for creating the second item from the first item, When the first item selected using the first display component is used, a process is performed to determine whether the used first item satisfies the second condition, If it is determined that the second condition is met, the process of changing the effect of the second item created based on the selected first item is performed. Perform a process that includes this, The aforementioned display process is a game program that, when it is determined that the second condition is met, changes the display of the connections of the plurality of display components and displays the changes in the procedure used to create the second item.
2. The process for making the determination involves determining whether the first item selected using the first display component satisfies the second condition each time the first item is used. The display process, if it is determined that the second condition is met, changes the effect of the second item to be created according to the first item used. The game program according to claim 1.
3. The second condition includes the first item being used after all of the first display components have been used and a new first item has been selected using any of the first display components. The game program according to claim 1.
4. The first condition includes that the first item selected using all of the first display components displayed is used. The game program according to claim 1.
5. If the display process determines that the second condition is met, it changes the display of the multiple display components and changes the first item that can be used using the multiple display components. A game program according to any one of claims 1 to 4.
6. A game processing method in which a computer executes a game process in which it creates a second item using a first item based on a pre-set procedure in a virtual space, A process for displaying a plurality of display components, including a first display component and a second display component different from the first display component, A process of selecting the first item that satisfies the first condition for creating the second item from the first item, When the first item selected using the first display component is used, a process is performed to determine whether the used first item satisfies the second condition, If it is determined that the second condition is met, the process of changing the effect of the second item created based on the selected first item is performed. The computer performs a process that includes this, The aforementioned display process is a game processing method that, when it is determined that the second condition is met, changes the display of the connections of the plurality of display components and displays the changes in the procedure used to create the second item.
7. An information processing device that executes a game process in which a second item is created using a first item based on a pre-set procedure in a virtual space, A display control unit that displays a plurality of display components, including a first display component and a second display component different from the first display component, A selection unit that selects the first item that satisfies the first condition for creating the second item from the first item, When the first item selected using the first display component is used, a determination unit determines whether the used first item satisfies the second condition, If it is determined that the second condition is met, the game execution unit changes the effect of the second item created based on the selected first item, It has, The display control unit, when it determines that the second condition is met, changes the display of the connections of the plurality of display components and displays the change in the procedure used to create the second item, as an information processing device.
Citation Information
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