Program, information processing method, and information processing apparatus
The information processing device simplifies character selling and synthesizing operations in games by allowing single-touch selection across screen positions, improving user operability and reducing errors.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SEGA CORP
- Filing Date
- 2025-11-21
- Publication Date
- 2026-04-14
AI Technical Summary
Existing game systems require multiple time-consuming operations for selling and synthesizing characters, which complicates user interaction and reduces operability.
An information processing device and program that simplifies these operations by allowing users to select characters for selling and synthesizing through a single touch-based movement across screen positions, with display adjustments to facilitate easier selection.
This approach reduces the complexity of character selling and synthesizing operations, enhancing user usability and reducing the likelihood of errors.
Smart Images

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Abstract
Description
Technical Field
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[0001] The present invention relates to an information processing apparatus and a program.
Background Art
[0002] There is known an information processing apparatus that allows a user to play a game in which a character as an example of content is sold or a character serving as a synthesis material is synthesized with a character serving as a synthesis source (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] When a user sells a character, the user needs to perform an operation to display a selling screen and then an operation to select a character to be sold. Also, when performing synthesis of a character serving as a synthesis source, the user needs to perform an operation to display a synthesis screen and then an operation to select a character serving as a synthesis material. When there are multiple types of operation items for a character, such as selling and synthesis, each operation requires time and effort, making it difficult for the user to operate.
[0005] The present invention has been made in view of such circumstances, and its object is to simplify various operations performed by the user and improve the operability.
Means for Solving the Problems
[0006] The main invention of the present invention for solving the above problems is, An information processing device that allows users to play a game in which they sell content to be sold and combine content to be used as synthesis material with content to be used as synthesis material, A screen display unit that displays a screen including one or more first contents, one or more second contents that serve as the source for synthesis, and a third content that is different from the first and second contents, An operation input receiving unit that, while the aforementioned screen is being displayed, receives a first operation input to select the first content as the content to be used as the material for the second content when the indicated position on the screen instructed by the user moves between the display position of any first content and the display position of any second content, and when the movement of the indicated position ends at the display position of the first content or the display position of the second content, and receives a second operation input to select the first content as the content to be sold when the indicated position on the screen instructed by the user moves between the display position of any first content and the display position of a third content, and when the movement of the indicated position ends at the display position of the first content or the display position of the third content, This is an information processing device characterized by having the following features. Such information processing devices simplify the various operations performed by the user, thereby improving usability.
[0007] Furthermore, it is desirable that the operation input receiving unit, while moving between the display position of the first content and the display position of the third content, receives the second operation input indicating that the other first content is also selected as content to be sold when its indicated position passes the display position of the other first content. This allows users to select multiple pieces of content to be sold at once, thus improving usability.
[0008] Furthermore, an information processing device that allows users to play a game in which content to be sold is sold, and content to be used as synthesis material is synthesized with content to be used as synthesis material, A screen display unit that displays a screen including one or more first contents and one or more second contents that serve as the source for synthesis, An operation input receiving unit that, while the aforementioned screen is being displayed, receives a first operation input to select the first content as the material to be used for the synthesis of the second content when the indicated position on the screen instructed by the user moves between the display position of either the first content or the display position of either the second content, and receives a second operation input to select the first content as the content to be sold when the indicated position on the screen instructed by the user is located at the display position of either the first content, This is an information processing device characterized by having the following features. Such information processing devices simplify the various operations performed by the user, thereby improving usability.
[0009] Furthermore, it is desirable that the operation input receiving unit, while moving between the display position of the first content and the display position of the second content, receives the first operation input to select the other first content as well as the other first content to be used as material for the second content, when the indicated position passes the display position of the other first content. This allows for the selection of multiple content pieces to be used as synthesis materials for the second content, thereby improving usability.
[0010] Furthermore, it is desirable to include a display control unit that controls the screen display so that the display position of the first content with a lower rarity is placed closer to the display position of the third content. This means that the first piece of content, which is more likely to be selected by users as content to be sold, will be displayed closer to the third piece of content, making it easier for users to perform the second action input.
[0011] Furthermore, it is desirable to include a display control unit that controls the screen display so that the display position of the first content, which is set specifically for synthetic materials, is positioned closer to the display position of the second content. This means that the first piece of content, which is more likely to be selected by the user as material for synthesis, will be displayed closer to the second piece of content, making it easier to perform the first operation input.
[0012] Furthermore, it is desirable that the display control unit controls the screen display so as to change the display position of the first content according to the rarity set for the first content. This makes it easier to select the first content when performing the first or second operation input.
[0013] Furthermore, it is desirable that the display control unit controls the screen display so as to change the size of the display area for the second content according to the number of second contents displayed on the screen. This reduces the likelihood of errors when performing the first operation input.
[0014] Furthermore, a computer that allows users to play a game in which content to be sold is sold, and in which content to be used as a synthesis material is synthesized with content to be used as a synthesis base, A screen display means for displaying a screen that includes one or more first contents, one or more second contents that serve as the source for synthesis, and a third content that is different from the first and second contents. An operation input receiving means that, while the aforementioned screen is being displayed, receives a first operation input to select the first content as the content to be used as the material for the second content when the indicated position on the screen instructed by the user moves between the display position of any first content and the display position of any second content, and when the movement of the indicated position ends at the display position of the first content or the display position of the second content, and receives a second operation input to select the first content as the content to be sold when the indicated position on the screen instructed by the user moves between the display position of any first content and the display position of a third content, and when the movement of the indicated position ends at the display position of the first content or the display position of the third content, This is a program designed to function as such. Such programs simplify various operations performed by the user, thereby improving usability.
[0015] Furthermore, a computer that allows users to play a game in which content to be sold is sold, and in which content to be used as a synthesis material is synthesized with content to be used as a synthesis base, A screen display means that displays a screen including one or more first contents and one or more second contents that serve as the source for synthesis. An operation input receiving means that, while the aforementioned screen is being displayed, receives a first operation input to select the first content as the material to be used for the synthesis of the second content when the indicated position on the screen instructed by the user moves between the display position of either the first content or the display position of either the second content, and receives a second operation input to select the first content as the content to be sold when the indicated position on the screen instructed by the user is located at the display position of either the first content. This is a program designed to function as such. According to such a program, various operations performed by the user are simplified, so it is possible to improve its operability.
Brief Explanation of Drawings
[0016] [Figure 1] It is a configuration diagram showing an example of an information processing system. [Figure 2] It is a hardware configuration diagram showing an example of a computer. [Figure 3] It is a functional block diagram showing an example of a server device. [Figure 4] It is a functional block diagram showing an example of a client terminal. [Figure 5] It is a flowchart showing an example of the process when the user selects a character on the acquisition screen. [Figure 6] It is a configuration diagram showing an example of user information. [Figure 7] It is a configuration diagram showing an example of character information. [Figure 8] It is a configuration diagram showing an example of quest information. [[ID=~31]] [Figure 9] It is a configuration diagram showing an example of lottery game information. [Figure 10] It is an image diagram showing an example of the first acquisition screen. [Figure 11] It is an image diagram showing an example of the confirmation screen. [Figure 12] It is a flowchart showing an example of the process when the user selects a character on the possession screen. [Figure 13] It is an image diagram showing an example of the first possession screen. [Figure 14] It is a flowchart showing another example of the process when the user selects a character on the acquisition screen. [Figure 15] It is an image diagram showing an example of the second acquisition screen. [Figure 16] It is a flowchart showing another example of the process when the user selects a character on the possession screen. [Figure 17]This is an image diagram showing an example of the second inventory screen. [Figure 18] This flowchart shows another example of the process when a user selects a character on the acquisition screen. [Figure 19] This is an image illustrating an example of the third acquisition screen. [Figure 20] This flowchart shows another example of the process when a user selects a character on the acquisition screen. [Figure 21] This is an image illustrating an example of the fourth acquisition screen. [Modes for carrying out the invention]
[0017] The following describes in detail an information processing device, program, and information processing system according to an embodiment of the present invention. The present invention can be broadly applied to information processing devices, programs, and information processing systems that employ games that allow for the use of multiple types of operation items (such as selling and combining content).
[0018] [Embodiment] <System Configuration> Figure 1 is a configuration diagram showing an example of an information processing system 1 according to this embodiment. As shown in Figure 1, in this embodiment, the information processing system 1 has one or more client terminals 10 and a server device 20 connected via a network N.
[0019] The client terminal 10 is a terminal device operated by a user, such as a PC, smartphone, or tablet, or a terminal device dedicated to home or business gaming. The server device 20 manages and controls the game played by the user on the client terminal 10, and handles in-game billing. The network N is the internet, etc., and includes mobile wireless base stations.
[0020] Furthermore, in addition to the client-server type information processing system 1 shown in Figure 1, the present invention can also be applied to a standalone game device (information processing device) by separately providing a mechanism for processing in-game charges. The information processing system 1 in Figure 1 is just one example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the server device 20 in Figure 1 may be configured by distributing it across multiple computers.
[0021] <Hardware Configuration> Client terminals and server devices Figure 2 is a hardware configuration diagram showing an example of a computer 50 according to this embodiment. The client terminal 10 and server device 20 according to this embodiment are realized by a computer 50 with the hardware configuration shown in Figure 2, for example. Note that the computer 50 is an example of an information processing device.
[0022] As shown in Figure 2, the computer 50 is equipped with a CPU 51, RAM 52, ROM 53, communication interface 54, input device 55, display device 56, external interface 57, and HDD 58, and each is interconnected via bus line B. In the server device 20, the input device 55 and display device 56 may be connected and used only when necessary.
[0023] The CPU 51 is a computing unit that controls and implements the functions of the entire computer by reading programs and data from storage devices such as ROM 53 and HDD 58 onto RAM 52 and executing various processes based on the read programs and data.
[0024] RAM52 is an example of volatile semiconductor memory (storage device) for temporarily holding programs and data, and is also used as a work area when the CPU51 performs various processes.
[0025] ROM53 is an example of non-volatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off. ROM53 stores programs and data such as the BIOS, OS settings, and network settings that are executed when the computer 50 starts up.
[0026] The communication interface 54 is an interface for connecting the computer 50 to the network N. This allows the computer 50 to perform data communication via the communication interface 54.
[0027] The input device 55 is a device used by the user or administrator to input various signals. The input device 55 is, for example, an operating device such as a touch panel, operation keys or buttons, a keyboard or mouse.
[0028] The client terminal 10 in this embodiment has at least a touch panel. The touch panel is composed of a pressure-sensitive or electrostatic panel, for example, which is stacked on top of the display device 56, and detects the indicated position (contact position) on the screen by touch operation by the user's finger or stylus.
[0029] The display device 56 is a device for displaying various information on a screen to the user or administrator. The display device 56 is, for example, a display such as a liquid crystal or organic EL.
[0030] The external interface 57 is an interface for connecting to an external device in a data communication manner. This allows the computer 50 to read and / or write to a recording medium via the external interface 57. The external device is a recording medium such as a flexible disk, CD, DVD, SD memory card, or USB memory.
[0031] HDD58 is an example of a non-volatile storage device that stores programs and data. The programs and data stored include the operating system (OS), which is the basic software that controls the entire computer, and applications that provide various functions on the OS.
[0032] Alternatively, instead of the HDD58, a drive device that uses flash memory as a storage medium (for example, a solid-state drive: SSD) may be used.
[0033] The client terminal 10 and server device 20 according to this embodiment can perform various processes as described later by executing a program on the computer 50 with the hardware configuration described above.
[0034] <Software Configuration> Server equipment Figure 3 is a functional block diagram showing an example of a server device 20 according to this embodiment. The server device 20 according to this embodiment is realized by, for example, the functional blocks shown in Figure 3.
[0035] In this embodiment, the server device 20 implements a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.
[0036] The server control unit 200 has the function of executing various game-related processes on the server device 20. This server control unit 200 includes a request processing unit 201 and an information management unit 202.
[0037] The request processing unit 201 receives a request from the client terminal 10, performs processing corresponding to the request, and sends the processing results, etc., as a response to the client terminal 10.
[0038] The information management unit 202 stores various information about the user playing the game as user information in the user information storage unit 222. The information management unit 202 also accesses and updates user information in response to requests from the request processing unit 201.
[0039] The server memory unit 220 has the function of storing information related to various games. This server memory unit 220 includes a character information memory unit 221, a user information memory unit 222, a quest information memory unit 223, and a lottery game information memory unit 224.
[0040] The character information storage unit 221 is an example of a content information storage unit and stores character information (content information) related to a character as an example of content. The character information stored in the character information storage unit 221 includes various characters used in battle games, lottery games, and synthesis games.
[0041] The user information storage unit 222 stores user information about the user. The user information stored in the user information storage unit 222 includes the user's rank, the various characters and point amounts the user possesses, and so on.
[0042] The quest information storage unit 223 stores quest information related to quests. The quest information stored by the quest information storage unit 223 includes settings such as the various characters that can be obtained in that quest and the amount of points that can be consumed.
[0043] The lottery game information storage unit 224 stores lottery game information related to the lottery game. The lottery game information stored in the lottery game information storage unit 224 includes various characters and other items that can be obtained in that lottery game.
[0044] The server communication unit 240 has the function of communicating with the client terminal 10 via the network N.
[0045] Client terminal Figure 4 is a functional block diagram showing an example of a client terminal 10 according to this embodiment. The client terminal 10 according to this embodiment is implemented, for example, by the functional blocks shown in Figure 4.
[0046] In this embodiment, the client terminal 10 implements a client control unit 100, a client storage unit 120, a client communication unit 140, an operation input reception unit 150, and a screen display unit 160 by executing a program.
[0047] The client control unit 100 has the function of executing various game-related processes. This client control unit 100 includes a game execution unit 101, an assignment unit 102, a server access unit 103, and a display control unit 104.
[0048] The game execution unit 101 controls the progress of various games, such as competitive games, lottery games, and synthesis games, which will be described later, based on game operations received from the user by the client terminal 10.
[0049] The granting unit 102 grants the user one or more characters from among the multiple characters set in the character information described later, during the processing of the battle game or lottery game.
[0050] The server access unit 103 sends requests for various processes to the server device 20 and receives responses such as processing results from the server device 20 when it becomes necessary to access the server device 20 during the processing of the game execution unit 101.
[0051] The display control unit 104 controls the screen display of the client terminal 10 according to the progress of a game such as a competitive game, a lottery game, or a synthesis game, which is performed by the game execution unit 101. Details of the screen display processing performed by this display control unit 104 will be described later.
[0052] The operation reception unit 150 receives operations from the user operating the client terminal 10. As mentioned above, the client terminal 10 according to this embodiment is equipped with a touch panel, and can therefore receive operations specific to touch panels, such as taps, swipes, and flicks, from the user.
[0053] The client storage unit 120 stores various information necessary for the client terminal 10. The client communication unit 140 communicates with the server device 20. The screen display unit 160 displays information on the client terminal 10's screen according to the control from the display control unit 104.
[0054] As mentioned above, in the information processing system 1 according to this embodiment, the game progress and display control are performed on the client terminal 10, but this may also be performed on the server device 20. Specifically, at least one of the game execution unit and the display control unit may be configured not to be provided in the client control unit 100 of the client terminal 10, while it may be provided in the server control unit 200 of the server device 20.
[0055] Furthermore, the client control unit 100 of the client terminal 10 is a browser type that receives page data written in HTML (Hyper Text Markup Language), scripts contained within the page data, etc., from the server device 20 and performs processing related to the game. In addition, the client control unit 100 of the client terminal 10 is an application type that performs processing related to the game based on the installed application. Figure 4 shows an example of the application type.
[0056] <Game Overview> This section describes the overview of the game in this embodiment. The game in this embodiment includes at least a competitive game, a lottery game, and a synthesis game.
[0057] The competitive game in this embodiment is a game in which an enemy character appears against a party consisting of multiple characters, and the appearing enemy character is made to fight against each character in the party.
[0058] This battle game features multiple quests of varying difficulty levels, all aimed at defeating enemy characters. Users can form a party using their own characters and select a quest to battle enemy characters. During the battle, the user may be granted characters that are obtainable in the selected quest.
[0059] If a user defeats an enemy character in this battle and successfully completes the quest, they will receive the character that was awarded to them. Users can then use the acquired character to play a synthesis game.
[0060] The lottery game in this embodiment is a game in which, upon receiving an operation from the user to perform a character lottery, the game assigns a character selected from a group of characters that are subject to the lottery based on the lottery conditions to the user. The user can then use the assigned character to play battle games or synthesis games.
[0061] The synthesis game in this embodiment is a game in which, upon receiving an operation from the user to perform character synthesis, the player combines a character to be synthesized (synthesis character) with a character to be synthesized (material character), thereby strengthening the abilities of the synthesis character (enhancement synthesis) or evolving the synthesis character to the next stage into a target character (evolutionary character) (evolutionary synthesis).
[0062] Users can select a base character and material characters from their owned characters to perform enhancement or evolution synthesis. In enhancement synthesis, the material characters are removed from the user's possession, but the base character's abilities are improved or new skills are added. In evolution synthesis, all material characters that are pre-associated with the base character are synthesized with that base character. In exchange for removing all of the material characters from the user's possession, the user can acquire an evolved character that has grown from the base character.
[0063] <Operation> 《Specific Example 1》 (Character selection on the acquisition screen) Figure 5 is a flowchart showing an example of the process when a user selects a character on the acquisition screen.
[0064] When the user completes a quest, the client terminal 10 displays a first acquisition screen on the screen display unit 160, which includes one or more acquired characters (first character), one or more characters to be used for synthesis (second character), and a character for selling instructions (third character) (step S11).
[0065] Specifically, when a user completes a quest, the game execution unit 101 of the client terminal 10 requests the server access unit 103 to execute the clear process. When the server access unit 103 of the client terminal 10 receives a request from the game execution unit 101 to execute the clear process, it sends a quest completion request along with the user ID to the server device 20.
[0066] When the request processing unit 201 of the server device 20 receives the request, it requests the information management unit 202 to execute the data acquisition process. When the information management unit 202 of the server device 20 receives a request from the request processing unit 201 to execute the data acquisition process, it refers to the user information stored in the user information storage unit 222 and obtains the user information of the user corresponding to the transmitted user ID. The request processing unit 201 then sends the user information obtained by the information management unit 202 to the client terminal 10.
[0067] Figure 6 is a diagram showing an example of user information. The user information shown in Figure 6 includes items such as user ID, name, rank, owned characters, source characters for synthesis, quest data, and party.
[0068] The User ID is information used to uniquely identify a user. The Name is information indicating the username. The Rank is information indicating the user's game level. The Owned Characters is information indicating the characters owned by the user. This includes characters obtained by playing various quests set in the quest information stored in the quest information storage unit 223, and various lottery games set in the lottery game information stored in the lottery game information storage unit 224. In other words, these owned characters are any of the characters set in the character information stored in the character information storage unit 221. The Synthesis Source Character is information indicating one or more synthesis source characters that have been registered in advance by the user. The Quest Data is information indicating the quest being played. Here, as shown in parentheses in the diagram, one or more acquired characters granted by the granting unit 102 during quest play are also set. The Party is information indicating each character that makes up the user's party.
[0069] Figure 7 is a diagram showing an example of character information. The character information shown in Figure 7 includes items such as character ID, name, rarity, specialization, ability parameters, skills, evolved character, and material character.
[0070] Character ID is information used to uniquely identify each character. Name is information indicating the character's name. Rarity is information indicating the character's rarity value. Here, one of several rarity levels (for example, 5 levels) is set. Specialization is information indicating that the character has a specific use, such as for synthesis or sale. Ability parameters are information indicating the character's abilities. Here, ability values such as attack, defense, and HP are set. Skills are information indicating special abilities that can be activated. Skills can be activated by using special characters as material characters in enhancement synthesis. Evolution character is information indicating the evolved character that will be synthesized when evolution synthesis is performed. It is also possible to set more than one type of evolution character for a single character. Material character is information indicating the character that will be used as material, which is pre-associated with the character to be synthesized. This material character is the character required for evolution synthesis.
[0071] Figure 8 is a diagram showing an example of quest information. The quest information shown in Figure 8 includes items such as quest ID, name, obtainable characters, points consumed, and enemy characters.
[0072] The Quest ID is information used to uniquely identify a quest. The Name is information indicating the name of the quest. The Obtainable Characters are information indicating the various characters that can be obtained based on a predetermined probability upon clearing the quest. The Points Consumed are information indicating the amount of points consumed when playing the quest. The Enemy Characters are information indicating the various characters that appear in the quest. This includes enemy characters set as the main boss character and enemy characters set as sub-characters other than the boss.
[0073] Figure 9 is a diagram showing an example of lottery game information. The lottery game information shown in Figure 9 includes items such as lottery ID, name, obtainable character, and probability.
[0074] The lottery ID is information used to uniquely identify the lottery game. The name is information indicating the name of the lottery game. The obtainable characters are information indicating the various characters that can be obtained when playing that lottery game. The probability is information indicating the probability of drawing that obtainable character.
[0075] Returning to Figure 5, the game execution unit 101 of the client terminal 10 then receives information transmitted from the server device 20 and requests the display control unit 104 to execute screen display processing. When the display control unit 104 of the client terminal 10 receives a request from the game execution unit 101 to execute screen display processing, it generates the first acquisition screen based on the user information transmitted from the server device 20 and displays it on the screen display unit 160.
[0076] Figure 10 is an illustrative diagram showing an example of the first acquisition screen. This first acquisition screen 510 displays a source character display area 511, an acquired character display area 512, a character for sale instruction 513, and an operation button 514 for confirming the character selection.
[0077] The source character display area 511 displays one or more source characters that have been pre-registered by the user, based on the source characters set in the user information shown in Figure 6. In this case, multiple source characters are displayed.
[0078] The acquired character display area 512 displays one or more acquired characters obtained by the user by clearing quests, based on the quest data set in the user information shown in Figure 6. In this case, multiple acquired characters are displayed.
[0079] The character 513 used for sales instructions is the character used when selecting the character to be sold. Here, only one character (icon) shaped like a trash can is displayed.
[0080] Returning to Figure 5, the display control unit 104 of the client terminal 10 then determines whether or not it has received a first operation input based on the user's operation while the first acquisition screen 510 of Figure 10 is displayed (step S12).
[0081] This first operation input is an operation input in which the user performs a touch operation on the touch panel to select the material character of the source character displayed in the source character display area 511 from among the acquired characters displayed in the acquired character display area 512.
[0082] In this embodiment, when the first acquisition screen 510 is displayed, the instruction position on the screen instructed by the user moves between the display position of a certain acquired character and the display position of a certain source character, and when the movement of the instruction position ends at the display position of that acquired character or the display position of that source character, the operation input reception unit 150 receives the first operation input.
[0083] Furthermore, if, while moving between the display position of a certain acquired character and the display position of a certain source character for synthesis, the indicated position passes over the display position of another acquired character, the first operation input can be accepted in order to select the other acquired character as a material character as well.
[0084] For example, as shown in Figure 10, the user selects the character to be acquired by touching the display position of "Character G" in the acquired character display area 512, and then slides that position on the screen to reach the display position of "Character B" in the source character display area 511 to select the source character. As a result, the first operation input is received by the operation input reception unit 150, and "Character G," the acquired character, is selected as the material character for "Character B," the source character. At this time, the display of the selected "Character G" may be changed to let the user know that it is selected. This makes it possible to reduce the chances of the user making an incorrect selection.
[0085] Furthermore, in this case, during the movement from the display position of "Character G" to the display position of "Character B," the indicated position does not pass through the display positions of any other acquired characters. Therefore, no other acquired characters other than "Character G" are selected.
[0086] Furthermore, this first input operation may involve selecting "Character G" as the material character when the user's finger, which is touching the screen, reaches the display position of "Character B," or selecting "Character G" as the material character when the user's finger, which has reached the display position of "Character B," leaves the screen.
[0087] Alternatively, for example, one can specify the source character by touching the display position of "Character B" in the source character display area 511, and then slide that indicated position on the screen to reach the display position of "Character G" in the acquired character display area 512 to specify the acquired character. This allows the first operation input to be received by the operation input reception unit 150, and the acquired character "Character G" to be selected as the material character for the source character "Character B".
[0088] In this way, if it is determined that the first operation input by the user has been received by the operation input reception unit 150 (step S12: "YES"), the acquired character specified by the user is selected from the acquired character display area 512 as the material character for the synthesis source character specified by the user from the synthesis source character display area 511 (step S13).
[0089] On the other hand, if it is determined that the first operation input by the user was not received by the operation input reception unit 150 (step S12: "NO"), the process proceeds to the subsequent step S14.
[0090] Next, the display control unit 104 of the client terminal 10 determines whether or not it has received a second operation input based on the user's operation while the first acquisition screen 510 in Figure 10 is displayed (step S14).
[0091] This second operation input is an operation input in which the user performs a touch operation on the touch panel to select the character to be sold from the acquired characters displayed in the acquired character display area 512.
[0092] In this embodiment, when the first acquisition screen 510 is displayed, the instruction position on the screen instructed by the user moves between the display position of a certain acquired character and the display position of a character for sale instruction, and when the movement of the instruction position ends at the display position of that acquired character or the display position of the character for sale instruction, the operation input reception unit 150 receives a second operation input.
[0093] Furthermore, if, while moving between the display position of a certain acquired character and the display position of a character designated for sale, the designated position passes the display position of another acquired character, a second operation input can be accepted to select the other first character as well as a character to be sold.
[0094] For example, as shown in Figure 10, the user touches the display position of "Character D" in the acquired character display area 512 to specify the character to acquire, and then slides that indicated position on the screen to reach the display position of the character to be sold 513. During this movement from the display position of "Character D" to the display position of the character to be sold 513, the indicated position passes over the display position of "Character H". As a result, the second operation input is received by the operation input reception unit 150, and the acquired characters "Character D" and "Character H" are selected as characters to be sold. At this time, the display of the selected "Character D" and "Character H" may be changed to let the user know that they are selected. This makes it possible to reduce the chances of the user making an incorrect selection.
[0095] Furthermore, this second input operation may be performed by selecting "Character D" and "Character H" as characters to be sold when the user's finger, which is touching the screen, reaches the display position of the designated character 513 for sale, or by selecting "Character D" and "Character H" as characters to be sold when the user's finger, which has reached the display position of the designated character 513 for sale, leaves the screen.
[0096] Alternatively, for example, the user may touch the display position of the character 513 designated for sale, then slide that position across the screen to sequentially reach the display positions of "Character H" and "Character D" displayed in the acquired character display area 512 to designate them. This allows the second operation input to be received by the operation input reception unit 150, and the acquired characters "Character H" and "Character D" to be selected as characters to be sold.
[0097] In this way, if the operation input receiving unit 150 determines that the second operation input by the user has been received (step S14: "YES"), the acquired character specified by the user is selected from the acquired character display area 512 as the character to be sold (step S15).
[0098] On the other hand, if it is determined that the second operation input by the user was not received by the operation input reception unit 150 (step S14: "NO"), the process proceeds to step S16.
[0099] Next, the display control unit 104 of the client terminal 10 determines whether the first operation input and the second operation input have been completed based on the user's operation while the first acquisition screen 510 in Figure 10 is displayed (step S16). In other words, it determines whether the operation button 514 has been selected by the user while the acquisition screen 510 is displayed.
[0100] If, as a result of this determination, the user does not select the operation button 514 (step S16: "NO"), the process returns to step S12 described above to determine again whether or not the first operation input was performed.
[0101] On the other hand, if the user selects the operation button 514 (step S16: "YES"), it is determined whether or not there are any acquired characters remaining in the acquired character display area 512 that have not been selected by the user (step S17).
[0102] If, as a result of this determination, there are still acquired characters in the acquired character display area 512 that have not been selected by the user (step S17: "YES"), then the acquired characters that have not been selected by the user are set as the user's owned characters (step S18).
[0103] On the other hand, if there are no acquired characters in the acquired character display area 512 that have not been selected by the user (step S17: "NO"), the process proceeds to the subsequent step S19.
[0104] Next, the display control unit 104 of the client terminal 10 generates a confirmation screen based on the selection status of each character set in the processes of steps S13, S15, and S18 described above, and displays it on the screen display unit 160.
[0105] Figure 11 is an illustrative diagram showing an example of a confirmation screen. This confirmation screen 550 displays a combined character display area 551, a sellable character display area 552, an owned character display area 553, an operation button 554 for confirming character selection, and an operation button 555 for canceling character selection.
[0106] The combined character display area 551 displays the character selected by the user in the first operation input and the acquired characters that will be used as materials for the combination. The sold character display area 552 displays the acquired characters to be sold, selected by the user in the second operation input. The owned character display area 553 displays the acquired characters that were not selected in the first or second operation input as owned characters.
[0107] Returning to Figure 5, the display control unit 104 of the client terminal 10 then determines whether or not the operation button 554 has been selected based on the user's operation while the confirmation screen 550 of Figure 11 is displayed (step S20).
[0108] If, as a result of this determination, the user does not select operation button 554, that is, if operation button 555 is selected (step S20: "NO"), the process returns to step S11 described above, and the user is prompted to select the acquired character again on the first acquisition screen 510.
[0109] On the other hand, if the user selects operation button 554 (step S20: "YES"), various processes related to character synthesis, selling, and possession are executed by the game execution unit 101 (step S21).
[0110] Subsequently, the game execution unit 101 of the client terminal 10 sends a request from the server access unit 103 to the server device 20 indicating that character selection is complete, along with the user information and user ID held on the client terminal 10 side.
[0111] When the request processing unit 201 of the server device 20 receives the request, it instructs the information management unit 202 to update the user information stored in the user information storage unit 222. As a result, on the first acquisition screen in Figure 10, characters that have been sold or used as synthesis materials by the user's selection are set as characters not owned by the user, while characters that were not selected by the user are set as characters owned by the user.
[0112] (Character selection on the inventory screen) Figure 12 is a flowchart illustrating an example of the process when a user selects a character on the possession screen. The present invention is not limited to the process of selecting a character on the acquisition screen as described above, but can also be applied to the process of selecting a character on the possession screen.
[0113] Note that the processes from step S32 to step S36 shown in Figure 12 are the same as the processes from step S12 to step S16 shown in Figure 5. Also, the processes from step S37 to step S39 shown in Figure 12 are the same as the processes from step S19 to step S21 shown in Figure 5. Therefore, the explanation of each process from step S32 onwards shown in Figure 12 will be omitted.
[0114] In response to user operations, the client terminal 10 displays a first ownership screen on the screen display unit 160, which includes one or more owned characters (first character), one or more characters to be used for synthesis (second character), and a character for sale instructions (third character) (step S31).
[0115] Specifically, the game execution unit 101 of the client terminal 10 requests the server access unit 103 to execute the character viewing process in response to user operations. When the server access unit 103 of the client terminal 10 receives a request from the game execution unit 101 to execute the character viewing process, it sends a request to view its own character along with the user ID to the server device 20.
[0116] When the request processing unit 201 of the server device 20 receives the request, it requests the information management unit 202 to execute the data acquisition process. When the information management unit 202 of the server device 20 receives a request from the request processing unit 201 to execute the data acquisition process, it refers to the user information stored in the user information storage unit 222 and obtains the user information of the user corresponding to the transmitted user ID. The request processing unit 201 then sends the user information obtained by the information management unit 202 to the client terminal 10.
[0117] Subsequently, when the game execution unit 101 of the client terminal 10 receives user information transmitted from the server device 20, it requests the display control unit 104 to execute screen display processing. When the display control unit 104 of the client terminal 10 receives a request from the game execution unit 101 to execute screen display processing, it generates a first owned screen based on the user information transmitted from the server device 20 and displays it on the screen display unit 160.
[0118] Figure 13 is an illustrative diagram showing an example of the first inventory screen. This first inventory screen 580 displays a source character display area 581, an inventory character display area 582, a character for sale instruction 583, and an operation button 584 for confirming character selection.
[0119] The source character display area 581 displays one or more source characters that have been pre-registered by the user, based on the source characters set in the user information shown in Figure 6. In this case, multiple source characters are displayed.
[0120] The character ownership display area 582 shows one or more characters owned by the user, based on the characters set in the user information shown in Figure 6, acquired by the user through playing battle games (quests) or lottery games. In this case, multiple characters are displayed.
[0121] The character 583 used for sales instructions is the character used when selecting the character to be sold. Here, only one character shaped like a trash can is displayed.
[0122] Thus, when the first inventory screen 580 in Figure 12 is displayed, the user can select any of their owned characters by performing either the first or second operation input and easily perform actions such as synthesis or sale.
[0123] 《Specific Example 2》 (Character selection on the acquisition screen) Figure 14 is a flowchart illustrating another example of the process when a user selects a character on the acquisition screen. In the first example described above, the case where a character for sale instructions (the third character) is displayed on the acquisition screen was used as an example, but in this second example, the case where a character for sale instructions is not displayed on the acquisition screen will be explained.
[0124] Note that the processes from step S45 to step S51 shown in Figure 14 are the same as the processes from step S15 to step S21 shown in Figure 5. Therefore, the explanation of each process from step S32 onwards shown in Figure 14 will be omitted.
[0125] When the user completes a quest, the client terminal 10 displays a second acquisition screen on the screen display unit 160, which includes one or more acquired characters (first characters) and one or more characters used as synthesis bases (second characters) (step S41).
[0126] Figure 15 is an illustrative diagram showing an example of the second acquisition screen. This second acquisition screen 590 displays a source character display area 591, an acquired character display area 592, and operation buttons 594 for confirming the character selection.
[0127] Next, the display control unit 104 of the client terminal 10 determines whether or not it has received a first operation input based on the user's operation while the second acquisition screen 590 in Figure 15 is displayed (step S42). This first operation input is the same as the process in step S12 shown in Figure 5 above.
[0128] If, as a result of this determination, it is determined that the first operation input by the user has been received by the operation input reception unit 150 (step S42: "YES"), the acquired character specified by the user from the acquired character display area 592 is selected as the material character for the synthesis source character specified by the user from the synthesis source character display area 591 (step S43).
[0129] On the other hand, if the first operation input by the user is determined not to have been received by the operation input reception unit 150 (step S42: "NO"), the process proceeds to step S44.
[0130] Next, the display control unit 104 of the client terminal 10 determines whether or not a second operation input has been received based on the user's operation while the second acquisition screen 590 in Figure 15 is displayed (step S44).
[0131] This second operation input is an operation input in which the user performs a touch operation on the touch panel to select the character to be sold from the acquired characters displayed in the acquired character display area 592.
[0132] In this embodiment, when the second acquisition screen 590 is displayed, the operation input receiving unit 150 receives a second operation input when the indicated position on the screen instructed by the user is located at the display position of a certain acquired character.
[0133] Furthermore, if the indicated position passes over the display position of the other acquired character while moving between the display positions of one acquired character and another acquired character, a second operation input can be received to select the other first character as well as a character to be sold.
[0134] For example, as shown in Figure 15, the user touches the display position of "Character D" in the acquired character display area 592 to select the character to acquire, and then slides that indicated position on the screen to move it to the display position of "Character F". During this movement from the display position of "Character D" to the display position of "Character F", the indicated position passes over the display position of "Character E". As a result, the second operation input is received by the operation input reception unit 150, and the acquired characters "Character D", "Character E", and "Character F" are selected as characters to be sold. At this time, the display appearance of the selected "Character D", "Character E", and "Character F" may be changed to let the user know that they are selected. This makes it possible to reduce the chances of the user making an incorrect selection.
[0135] Furthermore, this second input may be used to select "Character D," "Character E," and "Character F" as characters to be sold when the user's finger, which is touching the screen, reaches the display position of "Character F," or it may be used to select "Character D," "Character E," and "Character F" as characters to be sold when the user's finger, which has reached the display position of "Character F," leaves the screen.
[0136] Thus, when the second acquisition screen 590 in Figure 15 is displayed, the user can select any acquired character by performing either the first or second operation input and easily perform synthesis, sale, etc.
[0137] (Character selection on the inventory screen) Figure 16 is a flowchart illustrating an example of the process when a user selects a character on the possession screen. The present invention is not limited to the process of selecting a character on the acquisition screen as described above, but can also be applied to the process of selecting a character on the possession screen. Furthermore, while the first specific example described above used the case where a character for sale instruction (third character) is displayed on the possession screen, this second specific example describes the case where a character for sale instruction is not displayed on the possession screen.
[0138] Note that the processes from step S62 to step S36 shown in Figure 16 are the same as the processes from step S42 to step S46 shown in Figure 14. Also, the processes from step S67 to step S69 shown in Figure 16 are the same as the processes from step S49 to step S51 shown in Figure 14. Therefore, the explanation of each process from step S62 onwards shown in Figure 16 will be omitted.
[0139] In response to user operations, the client terminal 10 displays a second ownership screen on the screen display unit 160, which includes one or more owned characters (first characters) and one or more characters used as synthesis bases (second characters) (step S61).
[0140] Figure 17 is an illustrative diagram showing an example of the second inventory screen. This second inventory screen 600 displays a source character display area 601, an inventory character display area 602, and an operation button 604 for confirming character selection.
[0141] The source character display area 601 displays one or more source characters that have been pre-registered by the user, based on the source characters set in the user information shown in Figure 6. In this case, multiple source characters are displayed.
[0142] The owned character display area 602 displays one or more owned characters that the user has acquired by playing battle games (quests) or lottery games, based on the owned characters set in the user information shown in Figure 6. In this case, multiple owned characters are displayed.
[0143] Thus, when the second inventory screen 600 in Figure 16 is displayed, the user can select any of their owned characters by performing either the first or second operation input and easily perform actions such as synthesis or sale.
[0144] 《Specific Example 3》 (Character selection on the acquisition screen) Figure 18 is a flowchart illustrating another example of the process when a user selects a character on the acquisition screen. In Specific Example 3, unlike Specific Examples 1 and 2 described above, the characters to be acquired are displayed separately on the acquisition screen.
[0145] Note that the processes from step S72 to step S81 shown in Figure 18 are the same as the processes from step S12 to step S21 shown in Figure 5. Therefore, the explanation of each process from step S72 onwards shown in Figure 18 will be omitted.
[0146] When the user completes a quest, the client terminal 10 displays a third acquisition screen on the screen display unit 160, which includes one or more acquired characters (first character), one or more characters to be used for synthesis (second character), and a character for selling instructions (third character) (step S71).
[0147] Specifically, when a user completes a quest, the game execution unit 101 of the client terminal 10 requests the server access unit 103 to execute the clear process. When the server access unit 103 of the client terminal 10 receives a request from the game execution unit 101 to execute the clear process, it sends a quest completion request along with the user ID to the server device 20.
[0148] When the request processing unit 201 of the server device 20 receives the request, it requests the information management unit 202 to execute the data acquisition process. When the information management unit 202 of the server device 20 receives a request from the request processing unit 201 to execute the data acquisition process, it refers to the user information stored in the user information storage unit 222 and obtains the user information of the user corresponding to the transmitted user ID. The information management unit 202 also refers to the character information stored in the character information storage unit 221 and obtains the character information of each character acquired that is included in the quest data set in the acquired user information. The request processing unit 201 transmits the user information and character information acquired by the information management unit 202 to the client terminal 10.
[0149] Subsequently, when the game execution unit 101 of the client terminal 10 receives information transmitted from the server device 20, it requests the display control unit 104 to execute screen display processing. When the display control unit 104 of the client terminal 10 receives a request from the game execution unit 101 to execute screen display processing, it generates a third acquisition screen based on the user information and character information transmitted from the server device 20 and displays it on the screen display unit 160.
[0150] Figure 19 is an illustrative diagram showing an example of the third acquisition screen. This third acquisition screen 610 displays a source character display area 611, an acquired character display area 612, a character for sale instruction 613, and operation buttons 614 for confirming character selection.
[0151] In the source character display area 611, one or more source characters pre-registered by the user are displayed based on the source characters set in the user information shown in Figure 6. In this case, multiple source characters are displayed.
[0152] In the acquired character display area 612, one or more acquired characters obtained by the user by clearing quests are displayed based on the quest data set in the user information shown in Figure 6. In this case, multiple acquired characters are displayed.
[0153] Furthermore, in the acquired character display area 612, based on the specialization set in the character information shown in Figure 7, the acquired characters used for synthesis are positioned closer to the display position of the source characters for synthesis. As a result, the distance traveled from the acquired characters most likely to be used as synthesis materials to the source characters displayed in the source character display area 611 is shortened, making it easier to select characters to use as synthesis materials.
[0154] Furthermore, in the acquired character display area 612, based on the rarity set in the character information shown in Figure 7, the display position of acquired characters with lower rarity is positioned closer to the sell instruction character 613. In other words, the display position of acquired characters is controlled to change according to the rarity set for each acquired character. As a result, the distance from acquired characters that are likely to be sold to the sell instruction character 613 is shortened, making it easier to select characters to sell.
[0155] The character 613 used for sales instructions is the character used when selecting the character to be sold. Here, only one character shaped like a trash can is displayed.
[0156] Thus, when the third acquisition screen 610 in Figure 19 is displayed, the user can select any acquired character by performing either the first or second operation input and easily perform synthesis, sale, etc.
[0157] In this specific example 3, as in specific example 2 described above, it is also possible to select the acquired character to be sold by not displaying the character 613 for sale instructions on the third acquisition screen 610.
[0158] 《Specific Example 4》 (Character selection on the acquisition screen) Figure 20 is a flowchart showing another example of the process when a user selects a character on the acquisition screen. In Specific Example 4, unlike Specific Examples 1-3 described above, the source character for synthesis, which has the same skills as the acquired character, is displayed on the acquisition screen.
[0159] Note that the processes from step S92 to step S101 shown in Figure 20 are the same as the processes from step S12 to step S21 shown in Figure 5. Therefore, the explanation of each process from step S92 onwards shown in Figure 20 will be omitted.
[0160] When the user completes a quest, the client terminal 10 displays a fourth acquisition screen on the screen display unit 160, which includes one or more acquired characters (first character), one or more characters to be used for synthesis (second character), and a character for selling instructions (third character) (step S91).
[0161] Specifically, when a user completes a quest, the game execution unit 101 of the client terminal 10 requests the server access unit 103 to execute the clear process. When the server access unit 103 of the client terminal 10 receives a request from the game execution unit 101 to execute the clear process, it sends a quest completion request along with the user ID to the server device 20.
[0162] When the request processing unit 201 of the server device 20 receives the request, it requests the information management unit 202 to execute the data acquisition process. When the information management unit 202 of the server device 20 receives a request from the request processing unit 201 to execute the data acquisition process, it refers to the user information stored in the user information storage unit 222 and obtains the user information of the user corresponding to the transmitted user ID. The information management unit 202 also refers to the character information stored in the character information storage unit 221 and obtains the character information of each acquired character included in the quest data set in the acquired user information. Furthermore, the information management unit 202 refers to the character information and user information and obtains owned characters that have the same skills as the acquired character. The request processing unit 201 transmits the user information and character information etc. obtained by the information management unit 202 to the client terminal 10.
[0163] Subsequently, when the game execution unit 101 of the client terminal 10 receives information transmitted from the server device 20, it requests the display control unit 104 to execute screen display processing. When the display control unit 104 of the client terminal 10 receives a request from the game execution unit 101 to execute screen display processing, it generates the fourth acquisition screen based on the user information and character information transmitted from the server device 20 and displays it on the screen display unit 160.
[0164] Figure 21 is an illustrative diagram showing an example of the fourth acquisition screen. This fourth acquisition screen 620 displays a source character display area 621, an acquired character display area 622, a character for sale instruction 623, and an operation button 624 for confirming the character selection.
[0165] In the source character display area 621, based on the user information shown in Figure 6 and the character information shown in Figure 7, owned characters with the same skills as the acquired character in the acquired character display area 622 are displayed. Multiple owned characters are displayed here.
[0166] In the acquired character display area 622, one or more acquired characters obtained by the user by clearing quests are displayed based on the quest data set in the user information shown in Figure 6. In this case, multiple acquired characters are displayed.
[0167] Furthermore, in the acquired character display area 622, based on the skills set in the character information shown in Figure 7, acquired characters with skills are placed closer to the source character display area 621. In addition, owned characters and acquired characters with the same skill are connected by auxiliary lines. This makes it easier to combine characters with the same skill. Moreover, by using acquired characters with the same skill as synthesis material, the skill level of the owned character used as the synthesis source can be increased. However, if the owned character used as the synthesis source has the maximum skill level, it is not necessary to place it near the source character display area 621.
[0168] Furthermore, in the acquired character display area 622, based on the rarity set in the character information shown in Figure 7, the display position of acquired characters with lower rarity is placed closer to the sell instruction character 623. As a result, the distance from acquired characters that are likely to be sold to the sell instruction character 623 is shortened, making it easier to select characters to sell.
[0169] The character 623 used for sales instructions is the character used when selecting the character to be sold. Here, only one character shaped like a trash can is displayed.
[0170] Thus, when the fourth acquisition screen 620 in Figure 21 is displayed, the user can select any acquired character by performing either the first or second operation input and easily perform synthesis, sale, etc.
[0171] <Summary> As described above, according to the information processing system 1 of this embodiment, while the acquisition screen or possession screen is displayed, the user can easily select any acquired or possessed character and perform actions such as character synthesis or selling. Therefore, even if there are multiple types of operations on characters, such as character synthesis and selling, each operation does not require extra effort. As a result, the various operations performed by the user are simplified, thereby improving usability.
[0172] [Other embodiments] The embodiments described above are for the purpose of facilitating understanding of the present invention and are not intended to limit its interpretation. The present invention can be modified and improved without departing from its spirit, and equivalents thereof are also included. In particular, embodiments described below are also included in the present invention.
[0173] <Acquisition screen. Possession screen.> In the above-described embodiment, the screen display may be controlled to change the size of the display area for each character in the acquisition screen or possession screen, according to the number of characters displayed in the source character display area. For example, the display control unit 104 may control the screen display so that the display area for each character becomes larger the fewer characters are displayed in the source character display area. This makes it easier to select the characters displayed in the source character display area, thereby reducing user errors.
[0174] In the above-described embodiment, the number of characters displayed in the acquired character display area may also be displayed.
[0175] Furthermore, in the above-described embodiment, the display mode of the character selected by the first or second operation input may be changed when the acquisition screen or possession screen is displayed. For example, the display mode may be changed so that the character selected by the first operation input is displayed in red and the character selected by the second operation input is displayed in green, so as to distinguish them from each other. This makes it possible to reduce the chances of the user making a wrong selection.
[0176] Furthermore, in the aforementioned embodiment, when the acquisition screen or possession screen is displayed, it is also possible to control the display so that the character selected as a synthesis material by the first operation input and the original character from which it was synthesized are connected by auxiliary lines. It is also possible to control the display so that the character to be sold selected by the second operation input and the character for issuing the sell instruction are connected by auxiliary lines. This can reduce the likelihood of user errors.
[0177] Furthermore, in the embodiments described above, an example was given in which multiple characters acquired as a result of playing are displayed on the acquisition screen when a quest is completed and are the target of the first and second operation inputs. However, the present invention is not limited to this. For example, at the end of a lottery game, multiple characters acquired as a result of playing may be displayed on the acquisition screen and are the target of the first and second operation inputs.
[0178] <First operation input, second operation input> In the embodiment described above, a first operation input is received by flicking to the right (flicking upwards) at the display position of the acquired character, and that acquired character is selected as a character to be used as synthesis material. A second operation input is received by flicking to the left (flicking downwards) at the display position of the acquired character, and that acquired character is selected as a character to be sold. In this case, the first and second operation inputs may be made customizable according to the user's settings. In this case, after the selection, the user may be redirected to a screen for selecting a source character for synthesis (for example, an inventory screen) and allowed to select one of the source characters for synthesis.
[0179] Furthermore, in the above-described embodiment, when the acquisition screen or possession screen is displayed, the user may cancel the selection of the character selected by the first or second operation input by further tapping the display position of the character. Alternatively, the selected character may be canceled by sliding when the user's finger touching the screen reaches a cancellation area on the screen (such as the screen's outer frame or blank area), or when the finger leaves the screen.
[0180] Furthermore, in the above-described embodiment, when the acquisition screen or possession screen is displayed, the display position of the character selected by the first operation input or the second operation input may be locked so that the selection cannot be deselected by the user double-tapping it.
[0181] <Content> In the above embodiment, the content was a character set in the character information, but the content is not limited to this. For example, the content may be an item, card, figure, avatar, icon, etc. [Explanation of Symbols]
[0182] 1 Information processing system, 10 Client terminal, 20 Server device, 50 Computer, 51 CPU, 52 RAM, 53 ROM, 54 Communication interface, 55 Input device, 56 Display device, 57 External interface, 58 HDD, 100 Client control unit, 101 Game execution unit, 102 Assignment unit, 103 Server access unit, 104 Display control unit, 120 Client storage unit, 140 Client communication unit, 150 Operation input reception unit, 160 Screen display unit, 200 Server control unit, 201 Request processing unit, 202 Information management unit, 220 Server storage unit, 221 Character information storage unit, 222 User information storage unit, 223 Quest information storage unit, 224 Lottery game information storage unit, 240 Server communication unit, 510 First acquisition screen, 511 Source character display area, 512 Acquired character display area, 513 Character for sale instruction, 514 Operation buttons, 550 Confirmation screen, 551 Synthesizing character display area, 552 Selling character display area, 553 Owned character display area, 554 Operation buttons, 555 Operation buttons, 580 1st Owned screen, 581 Synthesizing source character display area, 582 Owned character display area, 583 Character for selling instructions, 584 Operation buttons, 590 2nd Acquisition screen, 591 Synthesizing source character display area, 592 Acquired character display area, 594 Operation buttons, 600 2nd Owned screen, 601 Synthesizing source character display area, 602 Owned character display area, 604 Operation buttons, 610 3rd Acquisition screen, 611 Synthesizing source character display area, 612 Acquired character display area, 613 Character for selling instructions, 614 Operation buttons, 620 4th Acquisition screen, 621 Synthesizing source character display area, 622 Acquired character display area, 623 Character for selling instructions, 624 Operation buttons, B Bus lines, N network
Claims
1. The computer functions as a user operation receiving means that accepts input for selecting which acquired characters to be sold from among all acquired characters obtained by the user by clearing the game, based on touch operations performed by the user on the screen. The user operation receiving means is a program characterized in that, in order to enable the user to input the selection of acquired characters to be sold, the user selects an operation image by tapping, and then, based on the user selecting one of the character images representing each of the acquired characters by sliding, the program accepts a selection input to sell the acquired character indicated by one of the character images.
2. The program according to Claim 1, wherein the user operation receiving means receives a selection input to sell both the acquired character shown by the first character image and the acquired character shown by the other character image, based on the fact that the user selects the operation image by tapping, then the user selects one of the character images representing each of the acquired characters by sliding, and subsequently selects another character image from among the character images representing each of the acquired characters.
3. The program according to claim 2, characterized in that the user operation receiving means accepts a selection input to sell both the acquired character shown by the first character image and the acquired character shown by the other character image, even when the user's slide operation moves through the gap provided between the first character image and the other character image.
4. The computer performs a user operation reception process that accepts input for selecting which acquired characters to be sold from among all acquired characters obtained by the user by clearing the game, based on touch operations performed by the user on the screen. The user operation reception process is an information processing method characterized in that, in order to enable the user to input the selection of acquired characters to be sold, the user selects an operation image by tapping, and then, based on the user selecting one of the character images representing each of the acquired characters by sliding, the system accepts a selection input to sell the acquired character indicated by one of the character images.
5. The information processing method according to claim 4, characterized in that the user operation reception process receives a selection input to sell both the acquired character shown by the first character image and the acquired character shown by the other character image, based on the fact that the user selects the operation image by tapping, then the user selects one of the character images representing each of the acquired characters by sliding, and subsequently selects another character image from among the character images representing each of the acquired characters.
6. The information processing method according to claim 5, characterized in that the user operation reception process accepts a selection input to sell both the acquired character shown by the first character image and the acquired character shown by the other character image, even when the user's slide operation moves through the gap provided between the first character image and the other character image.
7. A user operation receiving means that receives input for selecting which acquired characters to be sold from among all acquired characters obtained by the user upon clearing the game, based on touch operations performed by the user on the screen, The user operation receiving means is characterized in that, in order to enable the user to input the selection of acquired characters to be sold, the user selects an operation image by tapping, and then, based on the user selecting one of the character images representing each of the acquired characters by sliding, the information processing device receives a selection input to sell the acquired character indicated by one of the character images.
8. The information processing apparatus according to claim 7, wherein the user operation receiving means receives a selection input to sell both the acquired character shown by the first character image and the acquired character shown by the other character image, based on the fact that the user selects the operation image by tapping, then the user selects one of the character images showing each of the acquired characters by sliding, and subsequently selects another character image from the character images showing each of the acquired characters.
9. The information processing apparatus according to claim 8, characterized in that the user operation receiving means accepts a selection input to sell both the acquired character shown by the first character image and the acquired character shown by the other character image, even when the user's slide operation moves through the gap provided between the first character image and the other character image.
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