Program, game processing method, and game processing device.

The program enhances user motivation in cultivation games by incorporating a first object setting process, panel progression, and effect-based display to execute nurturing menus, thereby improving gameplay engagement.

JP7867161B2Active Publication Date: 2026-05-29RUDEL INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
RUDEL INC
Filing Date
2024-04-30
Publication Date
2026-05-29

AI Technical Summary

Technical Problem

Existing cultivation games lack mechanisms to enhance user motivation through innovative gameplay elements.

Method used

A program that includes a first object setting process, a progress process on arranged panels, and a display process to reflect effects associated with panel progression, featuring panels that enable execution of predetermined nurturing menus.

Benefits of technology

Enhances user motivation by introducing dynamic and engaging gameplay elements that improve character nurturing experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To further enhance a user's motivation to play a game.SOLUTION: A program causes a computer to execute first object setting processing that accepts from a user the setting of a first object to be developed in a game, progression processing that progresses on multiple arranged panels in the game, development menu execution processing that executes a development menu for developing the first object after the progression processing, and display processing that displays the multiple arranged panels. The program also reflects effects associated with the panel to which the player progresses in the progression processing to the development menu execution processing.SELECTED DRAWING: Figure 8
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Description

Technical Field

[0001] The present disclosure relates to a program, a game processing method, and a game processing apparatus.

Background Art

[0002] Conventionally, a cultivation simulation game (hereinafter referred to as a cultivation game) for cultivating characters in a game has been proposed (see, for example, Patent Document 1). A player cultivates a character by causing the character to undergo training or the like in the game.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In a cultivation game, it is known to execute a cultivation menu such as training in each turn, but there has been a demand to further improve the user's motivation for game play with new game properties.

[0005] The present disclosure aims to further improve the user's motivation for game play.

Means for Solving the Problems

[0006] One aspect of the present disclosure is a program for causing a computer to execute a first object setting process for receiving from a user a setting of a first object to be nurtured in a game, a progress process for progressing on a plurality of arranged panels in the game, a nurturing menu execution process for executing a nurturing menu for nurturing the first object after the progress process, and a display process for displaying the plurality of arranged panels, the program causing the nurturing menu execution process to reflect an effect associated with the panel to be progressed to in the progress process.

[0007] One aspect of the present disclosure is a program for causing a computer to execute a first object setting process for receiving from a user a setting of a first object to be nurtured in a game, a progress process for progressing on a plurality of arranged panels in the game, and a display process for displaying the plurality of arranged panels, wherein an effect related to the nurturing of the first object occurs as an effect associated with the panel to be progressed to in the progress process, and the plurality of panels include a panel that enables execution of a predetermined nurturing menu.

Advantages of the Invention

[0008] According to the present disclosure, the motivation of the user for game play can be further improved.

Brief Description of the Drawings

[0009] [Figure 1] It is a configuration diagram of an example of a game system according to the present embodiment. [Figure 2] It is a hardware configuration diagram of an example of a game server according to the present embodiment. [Figure 3] It is a hardware configuration diagram of an example of a user terminal according to the present embodiment. [Figure 4] It is a diagram showing an example of a home screen of a nurturing game according to the present embodiment. [Figure 5] It is a diagram showing an example of a selection screen of a nurturing target character of a nurturing game according to the present embodiment. [Figure 6] This figure shows an example of the team formation screen at the start of training in the training game according to this embodiment. [Figure 7] This is an example diagram illustrating the progression of a training scenario consisting of multiple turns. [Figure 8] This is a functional block diagram of an example of a user terminal according to this embodiment. [Figure 9] This flowchart shows an example of the processing procedure of the game system according to this embodiment. [Figure 10] This flowchart shows an example of the processing procedure in the game system according to this embodiment, as shown in S5 of Figure 9, when the character to be trained moves one square and a training menu is executed according to the user's selection. [Figure 11] This figure shows an example of an enlarged screen displayed by the mass execution unit according to this embodiment. [Figure 12] This figure shows an example of an enlarged screen displayed by the mass execution unit according to this embodiment. [Figure 13] This figure illustrates the types of cells displayed on the enlarged screen according to this embodiment. [Figure 14] This figure illustrates a list of icons that represent the effects associated with each of the multiple cells according to this embodiment. [Figure 15] This diagram shows an example of a screen displayed when a character being trained moves to a square where a special training card appears, according to the game system of this embodiment. [Figure 16] This diagram shows an example of a screen displayed in the game system according to this embodiment when an event is associated with the square that has been advanced to. [Figure 17] This diagram shows an example of a screen displayed when a player progresses to a rare training square in the game system according to this embodiment. [Figure 18] This diagram shows an example screen displaying the lottery results when the player reaches an EX bonus square in the game system according to this embodiment. [Figure 19]In the game system according to this embodiment, an example of a screen on which the lottery result when advancing to a specific status bonus cell (all) is displayed is shown. [Figure 20] In the game system according to this embodiment, it is a diagram illustrating a training screen in which a character to be trained executes a training menu.

Mode for Carrying Out the Invention

[0010] Hereinafter, embodiments for implementing the present disclosure will be described with reference to the drawings.

[0011] [Game System] FIG. 1 is a configuration diagram of an example of a game system 1 according to this embodiment. The game system 1 shown in FIG. 1 includes a game server 10 and one or more user terminals 12. The game server 10 and the user terminal 12 are communicably connected via a network 18.

[0012] The network 18 is, for example, the Internet. Note that the network 18 is not limited to the Internet, and any network that can communicably connect the game server 10 and one or more user terminals 12 may be used. The network 18 may be, for example, a dedicated line, a public line, or a LAN (Local Area Network). The network 18 may be a combination of the Internet, a dedicated line, a public line, or a LAN.

[0013] The game server 10 is realized by, for example, a personal computer, a workstation, or cloud computing. The game server 10 provides functions necessary for the game to the user terminal 12 by transmitting and receiving data to and from the user terminal 12.

[0014] The user terminal 12 is realized by, for example, a personal computer, a dedicated game machine, a smartphone, a mobile phone, a tablet terminal, an industrial game machine, or the like. The user terminal 12 receives operations from a user who plays the game and allows the user to play the game.

[0015] Note that the game server 10 is an example of a game processing unit. Similarly, the user terminal 12 is also an example of a game processing unit. The game processing unit may also consist of a game server 10 and a user terminal 12 that are capable of communication.

[0016] [Hardware configuration] Figure 2 is a hardware configuration diagram of an example of a game server 10 according to this embodiment. The game server 10 shown in Figure 2 has a CPU (Central Processing Unit) 20, ROM (Read Only Memory) 21, RAM (Random Access Memory) 22, auxiliary storage device 23, and communication control unit 24. The CPU 20, ROM 21, RAM 22, auxiliary storage device 23, and communication control unit 24 are connected via a bus line 25.

[0017] The CPU 20 executes programs such as game programs and controls the entire game server 10. The ROM 21 stores programs necessary for controlling the game server 10, such as the BIOS (Basic Input Output System). The auxiliary storage device 23 is a storage device that stores programs such as game programs and various data used by those programs. The auxiliary storage device 23 is, for example, an HDD (Hard Disk Drive) or an SSD (Solid State Drive). The RAM 22 is the main memory used by the CPU 20 for its operations.

[0018] The communication control unit 24 controls communication with the user terminal 12 via the network 18. The communication control unit 24 is a communication device such as a network card that controls communication.

[0019] Figure 3 is a hardware configuration diagram of an example of a user terminal 12 according to this embodiment. The user terminal 12 shown in Figure 3 has a CPU 30, ROM 31, RAM 32, image processing unit 33, display unit 34, audio processing unit 35, audio input unit 36, audio output unit 37, auxiliary storage device 38, communication control unit 39, operation input unit 40, and recording medium drive 41. The CPU 30, ROM 31, RAM 32, image processing unit 33, display unit 34, audio processing unit 35, audio input unit 36, audio output unit 37, auxiliary storage device 38, communication control unit 39, operation input unit 40, and recording medium drive 41 are connected via a bus line 42.

[0020] The CPU 30 executes programs such as game programs and controls the entire user terminal 12. The ROM 31 stores programs necessary for controlling the user terminal 12, such as the BIOS. The auxiliary storage device 38 is a storage device that stores programs such as game programs and various data used by those programs. The RAM 32 is the main memory used by the CPU 30 for its operations.

[0021] The image processing unit 33 controls the display unit 34 according to instructions from the CPU 30 and displays an image on the screen of the display unit 34. The display unit 34 is a display device such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 34 may be built into the user terminal 12 or may be externally connected to the user terminal 12.

[0022] The audio processing unit 35 converts the analog audio signal input from the audio input unit 36 ​​into a digital audio signal. The audio processing unit 35 also generates an analog audio signal according to the instructions of the CPU 30 and outputs it to the audio output unit 37. The audio input unit 36 ​​is an input device, such as a microphone, that is built into or externally attached to the user terminal 12. The audio output unit 37 is an output device, such as a speaker, that is built into or externally attached to the user terminal 12. The communication control unit 39 controls communication with the game server 10 via the network 18.

[0023] The operation input unit 40 receives user operation input and outputs a signal corresponding to the operation input to the CPU 30 via the bus line 42. The operation input unit 40 is, for example, a touch panel, touchpad, controller, mouse, or keyboard. The voice input unit 36 ​​may also receive voice operation input using known voice recognition technology.

[0024] The recording medium drive 41 is a device that reads data from a recording medium 43, such as a CD (Compact Disk), DVD (Digital Versatile Disc), BD (Blu-ray Disk), HDD, or SSD. For example, the recording medium 43 reads programs such as game programs to be installed on the user terminal 12.

[0025] [Game Overview] In this embodiment, as an example of a game in which a character is trained, an example of a training game in which a warrior character who engages in combat is trained will be described. The character to be trained is not limited to warrior characters. The character to be trained is not limited to characters used in combat, but may be, for example, a character from a sports game such as soccer, baseball, or tennis. The character to be trained may be a character from a game of various genres, such as a role-playing game, a simulation game, or an adventure game. The character to be trained may be a group of characters from multiple games (for example, a unit). Furthermore, the character to be trained is not limited to a character, but may be any object that can be trained within the game.

[0026] In this embodiment of the training game, a warrior character (hereinafter referred to as the training target character), which is an example of a training target, is trained and battled within the game to develop the warrior. The training target character is an example of the first object.

[0027] The character to be trained has a plurality of parameters such as physical strength, physical stamina, resourcefulness, courage, leadership (ability), and charm. The plurality of parameters is an example of an index indicating the strength of the character to be trained and may be referred to as status. The plurality of parameters of the character to be trained increases, for example, by executing a training menu on the character to be trained in a training scenario for training the character to be trained. The training menu is an example of a training menu.

[0028] The training menu includes, for example, types such as martial arts, practicing martial arts, military strategy, training troops, and meditation. The parameters that increase by executing the training menu vary depending on the type of the training menu.

[0029] In the training game according to the present embodiment, a plurality of squares (an example of panels) are arranged from the start to the end of the game to advance the character to be trained. In the training game according to the present embodiment, the character to be trained is advanced one square at a time with respect to the plurality of arranged squares. And in the training game, every time the character to be trained is advanced one square, the character to be trained is made to perform training or a battle. In the training game according to the present embodiment, when the character to be trained is advanced to the end (goal) of the plurality of squares like a board game, the training of the character to be trained is completed.

[0030] For example, the user selects a training menu or rest at each of the plurality of arranged squares and makes the character to be trained perform the training indicated by the training menu. The user advances the character to be trained along the plurality of squares while selecting, at each of the plurality of squares, the training menu to be executed on the character to be trained so that the parameters of the character to be trained approach the ideal parameters.

[0031] In the training game according to the present embodiment, the screen displayed according to the operation of the user is switched. FIG. 4 is a diagram showing an example of the home screen of the training game according to the present embodiment.

[0032] In the home screen 1000 shown in Figure 4, two buttons are shown for starting the game: a training selection button 1001 and a practice selection button 1002. Furthermore, the home screen 1000 also shows buttons for switching between screens: a first screen switching button 1011, a second screen switching button 1012, a third screen switching button 1013, a fourth screen switching button 1014, and a fifth screen switching button 1015.

[0033] In the example shown in Figure 4, the third screen switching button 1013 is selected, and the home screen 1000 corresponding to the third screen switching button 1013 is displayed.

[0034] The first screen switching button 1011, the second screen switching button 1012, the fourth screen switching button 1014, and the fifth screen switching button 1015 are buttons for switching from the home screen 1000 to other screens. The screen to which the user moves when the first screen switching button 1011, the second screen switching button 1012, the fourth screen switching button 1014, or the fifth screen switching button 1015 is pressed can be any screen. Examples of destination screens include screens for adding warlords, various items, and scene cards, and screens for checking the warlords (characters) and scene cards owned by the user. In this way, by pressing the first screen switching button 1011, the second screen switching button 1012, the third screen switching button 1013, the fourth screen switching button 1014, or the fifth screen switching button 1015, the user can check various information.

[0035] In this embodiment, the case where the training selection button 1001 is pressed will be described. In the training game according to this embodiment, when the training selection button 1001 is pressed, a training scenario is started. Further, in the training game according to this embodiment, when the training selection button 1001 is pressed, a plurality of training scenarios are displayed so as to be selectable, and when a selection of any one of the plurality of training scenarios is received from the user, the selected training scenario may be started. In the training game according to this embodiment, after a training scenario is selected, the screen transitions to the selection screen of the character to be trained.

[0036] In the training game according to this embodiment, the user can select a character to be trained from the characters they own. FIG. 5 is a diagram showing an example of the selection screen for the character to be trained in the training game according to this embodiment. Note that "owned" may mean that a character is associated with the user's ID. Characters such as military officers and scene cards can be obtained through game rewards or so-called gachas.

[0037] On the selection screen 1050 shown in FIG. 5, a selection of the character to be trained is received from the display area 1054 of the list of owned characters. On the selection screen 1050, it is assumed that the column 1054A is selected.

[0038] When the column 1054A is selected, an enlarged image 1051 of the selected character, the status 1052 of the selected character, and the name, level, etc. 1053 related to the selected character are displayed. The user checks these contents and determines whether to train the character.

[0039] In addition, in order to support the search for the character to be trained, an item 1055 for narrowing down characters by a filter or the like is also displayed.

[0040] On the selection screen 1050, a back button 1057 and a next button 1056 are displayed. In the cultivation game according to this embodiment, when the pressing of the back button 1057 is accepted, control is performed to return to the previously displayed screen (for example, the home screen 1000).

[0041] In the cultivation game according to this embodiment, when the pressing of the next button 1056 is accepted, the currently selected character is determined as the cultivation target character, and control is performed to move to the next screen (the formation screen 1100 shown in FIG. 6).

[0042] On the selection screen 1050, as screen switching buttons, a first screen switching button 1011, a second screen switching button 1012, a third screen switching button 1013, a fourth screen switching button 1014, and a fifth screen switching button 1015 are shown. The description of the screen switching buttons 1011 to 1015 is omitted as the same as in FIG. 4. In the screens shown below, the description of the screen switching buttons 1011 to 1015 is omitted as the same.

[0043] In the cultivation game according to this embodiment, the effect of cultivation by the training menu on the cultivation target character changes depending on the formation at the start of cultivation selected by the user. FIG. 6 is a diagram showing an example of the formation screen at the start of cultivation of the cultivation game according to this embodiment.

[0044] The formation screen 1100 shown in FIG. 6 is an example of a screen for performing formation for the cultivation of the cultivation target character selected by the user. In the formation screen 1100 shown in FIG. 6, the user includes a formation name display column 1101, an auxiliary general selection column 1102, and a scene card selection column 1103.

[0045] The formation name display column 1101 is a column for displaying the name of the combination of the auxiliary general and the scene card selected on the formation screen 1100. The name displayed in the formation name display column 1101 can be edited by the user.

[0046] The support general selection field 1102 displays the support generals selected by the user in order to change the effect of training the target character through the training menu. The user can select support generals to be used for training from generals they own or generals belonging to other users. For example, the user can select four support generals from multiple generals they own and one support general from another user. In this embodiment, "other users" may mean any user other than the user themselves, and may include, for example, users who are not registered as friends.

[0047] The Scene Card Selection field 1103 displays the Scene Card selected by the user to change the effect of training the target character through the training menu. For example, the user can select and set up to three Scene Cards that they own. It may also be possible to select Scene Cards to use for training from Scene Cards owned by other users, regardless of whether they are registered as friends or not.

[0048] Additionally, by pressing the "Auto Formation" button 1110 on the formation screen 1100, users can automatically form the support generals displayed in the support general selection area 1102 and the scene cards displayed in the scene card selection area 1103.

[0049] The support officers displayed in the support officer selection field 1102 and the scene cards displayed in the scene card selection field 1103 are examples of second objects. Support officers and scene cards affect the parameter changes of the character being trained through the training menu. The formation shown in Figure 6 at the start of training may also be called a unit or army. In the formation screen 1100 shown in Figure 6, five support officers can be selected, and four support officers are selected. Also, in the formation screen 1100 shown in Figure 6, three scene cards can be selected, and one scene card is selected. Note that the number of support officers and scene cards shown in the formation screen 1100 shown in Figure 6 is just an example and does not limit the number of support officers and scene cards.

[0050] Each support general and scene card is associated with a training menu card. The training menu cards associated with support generals and scene cards are special training menu cards that allow players to perform predetermined training menus that are more effective for character development than regular training menus. These special training menu cards are displayed (or superimposed) on regular martial arts cards (an example of a regular training menu card) in the training screen described later (see Figure 20), and are displayed as martial arts cards with a different color, such as gold. The same applies to training menu cards other than martial arts cards.

[0051] By forming the initial team composition shown in Figure 6, the special training menu cards associated with support generals and scene cards will be displayed randomly as one of the training menu cards that the user can select. A random selection means that multiple options have set probabilities, and one option is selected from among them based on probability. For example, in the training game, if a special training menu card is selected through the random selection in each turn, it will be displayed as a training menu card and become available for execution. Conversely, if it is not selected through the random selection, the special training menu card will not be displayed and cannot be executed in that turn.

[0052] Figure 7 is an example diagram illustrating the progression of a training scenario consisting of multiple turns. Figure 7 shows an example where the training scenario totals 30 turns from start to finish, with the training game progressing from 30 turns remaining to 1 turn remaining. In the training scenario, multiple squares are arranged in a straight line like a board game, and as shown in Figure 7, the character being trained moves one square each turn, performing either training or battle at each square. When the character being trained moves one square, it is also possible to rest to restore the character's stamina instead of training. Note that if the number of turns is extended, the number of turns may exceed 30, and in this case, the number of squares will also increase accordingly. Turn extensions can occur due to the effects of squares, events, or special training menus.

[0053] In this embodiment, an example is described in which multiple squares are arranged in a straight line, like a board game, from the start to the end of the training scenario. However, this embodiment does not limit the panels arranged from the start to the end of the training scenario to (rectangular) squares; for example, panels of any shape such as circular, triangular, or polygonal shapes may be used. Furthermore, this embodiment is not limited to the method of arranging multiple squares in a straight line; any shape is acceptable as long as the squares are continuous from the start to the end of the training scenario.

[0054] As shown in Figure 7, several squares are provided for battles in the training scenario, from the beginning to the end. A battle takes place when the character being trained moves to one of these squares. A battle event is an example of an event in which the character being trained is used. The timing of a battle event (hereinafter referred to as "battle") may be a predetermined turn or a randomly determined turn. Alternatively, the timing of a battle may be a combination of a predetermined turn and a randomly determined turn. In the example shown in Figure 7, battles as events occur in the squares with 27 turns, 24 turns, and 1 turn remaining.

[0055] As shown in Figure 7, a branching point occurs along a linear arrangement of multiple squares from the start to the end of the training scenario. During turns in which a branching point occurs, the user selects one of the multiple squares. Each of the selectable squares has a different effect. The user refers to the effect displayed on each of the multiple squares and selects the square they determine to be appropriate for training the character being trained.

[0056] The branching of the squares may occur in a preset turn or in a randomly determined turn. In the present embodiment, the character merges back into the same square in the next turn after the branching of the square occurs. Note that the present embodiment is not limited to the method of merging back into the same square in the next turn after the branching of the square occurs, and may merge after a plurality of turns have passed, or may not merge until the end (goal).

[0057] In the example shown in FIG. 7, the branching of the squares occurs at the remaining 28 turns and the remaining 25 turns. For example, at the 28th remaining turn, the square progression 701 to the first square and the square progression 702 to the second square are presented to the user. The user compares the effects of the first square and the second square and selects the square progression 702 to the second square. The game system 1 advances the character to be trained to the second square according to the user's selection. The effects associated with the squares will be described later.

[0058] For example, at the 25th remaining turn, the square progression 711 to the first square and the square progression 712 to the second square are presented to the user. The user compares the effects of the first square and the second square and selects the square progression 711 to the first square. The game system 1 advances the character to be trained to the first square according to the user's selection.

[0059] [Functional Configuration and Processing] A user terminal 12 as an example of a game processing device that realizes the training game according to the present embodiment has, for example, a functional configuration shown in FIG. 8. FIG. 8 is a functional block diagram of an example of the user terminal 12 according to the present embodiment.

[0060] The user terminal 12 according to the present embodiment includes an input management unit 50, an output management unit 52, a communication management unit 54, an owned object management unit 56, a first object setting unit 60, a second object setting unit 62, a square generation unit 63, a square progression execution unit 64, a square privilege state generation unit 66, a training menu execution unit 68, a privilege granting unit 70, a first increase unit 74, a second increase unit 76, and a control unit 80.

[0061] The input management unit 50, output management unit 52, communication management unit 54, owned object management unit 56, first object setting unit 60, second object setting unit 62, square progression execution unit 64, square bonus state generation unit 66, training menu execution unit 68, bonus granting unit 70, first increase unit 74, and second increase unit 76 are realized when the CPU 30 of the user terminal 12 executes a program such as the game program according to this embodiment.

[0062] The input management unit 50 notifies the control unit 80 of user inputs to the operation input unit 40. The output management unit 52 outputs the results of processing the user inputs from the display unit 34 and the audio output unit 37. The communication management unit 54 communicates with the game server 10 via the communication control unit 39.

[0063] The owned object management unit 56 stores and manages information about characters, support generals, and scene cards owned by the user in the game, for example, in RAM 32 or auxiliary storage device 38. Characters are an example of first-order objects that can be selected as targets for development. Support generals and scene cards are examples of second-order objects that affect the parameter changes resulting from the development of the target character.

[0064] The first object setting unit 60 accepts from the user the setting of the character to be trained from the characters the user owns in the game. The second object setting unit 62 accepts from the user the setting of the support generals and scene cards from the characters the user owns in the game. The second object setting unit 62 may also accept from the user the setting of support generals and scene cards owned by other users (for example, friends) in the game.

[0065] The square generation unit 63 generates multiple squares from the start to the end (goal) of the training scenario. These multiple squares from the start to the end may all be generated at the start of the training scenario, or they may be generated as turns progress. The square generation unit 63 also generates branching of squares from the multiple squares from the start to the end of the training scenario at a predetermined number of turns or randomly. Furthermore, if the turns are extended, the square generation unit 63 generates squares according to the number of extended turns.

[0066] Furthermore, the square generation unit 63 associates each of the multiple effects related to the training of the character to be trained with each square it generates. The number of effects that are associated may be determined according to the training event, or it may be random. Each of the multiple effects will be described later.

[0067] The square movement execution unit 64 includes a square selection reception unit 64a and executes a process to move the character being trained one square at a time in each of multiple turns. In the training game according to this embodiment, the character being trained moves one square per turn. However, this embodiment is not limited to the example of moving the character being trained one square per turn; for example, the character may move multiple squares in one turn by rolling dice, etc.

[0068] The square selection receiving unit 64a accepts the selection of one of the multiple squares that are branching in the current turn, via the operation input unit 40, if a branch exists in the squares. The operation input unit 40 is, for example, a touch panel and accepts taps on the squares displayed on the display unit 34. In this embodiment, the case of selecting a square to proceed to from two squares as a branch is described, but the branch is not limited to two squares; it may be a branch involving three or more squares.

[0069] If the squares are branched, the square progression execution unit 64 executes a process to advance the character to be trained to the square selected by the user by the square selection reception unit 64a from among the multiple branching squares.

[0070] The square bonus state generation unit 66 generates an effect associated with the square each time the character being trained moves one square. The effects to be generated will be described later. The generated effects may also be applied to the training menus that can be selected in that square.

[0071] The training menu execution unit 68 includes a menu selection reception unit 68a and executes the processing of the training menu described below in each of multiple turns.

[0072] The training menu execution unit 68 displays multiple training menu cards on the display unit 34 for selection. The menu selection reception unit 68a receives a selection of one of the multiple training menu cards via the operation input unit 40. The training menu execution unit 68 then executes the training menu processing corresponding to the selected training menu card.

[0073] The reward granting unit 70, when a training menu card selected has a square effect attached to it, performs a process to allow the training target character to acquire a reward corresponding to the attached square effect by lottery or other means.

[0074] The first increasing unit 74 increases the parameter bonus value obtained by the character being trained when the training menu is processed, according to the square effect attached to the training menu and the result of the rate of increase lottery that takes place each time the training menu is selected.

[0075] The second increasing unit 76 increases the status of the character being trained by adding the parameter values ​​obtained when the character participates in battles. In this embodiment, the second increasing unit 76 may perform a lottery to determine the rate of increase before increasing the status, and adjust the added value according to the lottery result.

[0076] The control unit 80 controls the input management unit 50, output management unit 52, communication management unit 54, owned object management unit 56, first object setting unit 60, second object setting unit 62, mass generation unit 63, mass progress execution unit 64, mass reward state generation unit 66, training menu execution unit 68, reward granting unit 70, first increase unit 74, and second increase unit 76 to execute various processes based on user operation input to the operation input unit 40.

[0077] Note that the functional configuration of the user terminal 12 shown in Figure 8 is just one example, and the game server 10 may have some of the functional configurations. In this embodiment, the game system 1 may have, for example, the game server 10 having the owned object management unit 56, the first object setting unit 60, the second object setting unit 62, the square generation unit 63, the square progress execution unit 64, the square bonus state generation unit 66, the training menu execution unit 68, the bonus granting unit 70, the first increase unit 74, and the second increase unit 76 of the functional configuration shown in Figure 8, and the user terminal 12 may utilize the results of processing by the game server 10.

[0078] Figure 9 is a flowchart showing an example of the processing procedure of the game system 1 according to this embodiment.

[0079] In this embodiment, the control unit 80 accepts the selection of a training scenario for the training game via the operation input unit 40 of the user terminal 12 (S1).

[0080] Next, the first object setting unit 60 receives a selection (setting) of a character to be trained from among the characters owned by the user in the training game via the operation input unit 40 of the user terminal 12 (S2).

[0081] The second object setting unit 62 accepts the selection of support generals from characters owned by the user or other users, and the selection of scene cards owned by the user or other users, via the operation input unit 40 (S3). The second object setting unit 62 accepts the selection (setting) of support generals and scene cards from, for example, the formation screen 1100 shown in Figure 6.

[0082] The square generation unit 63 places (generates) multiple squares from the start to the end of the selected training scenario, and determines an effect (square effect) related to the training of the target character for each placed square (S4). Note that the generated multiple squares may include squares that do not have an associated effect. Figure 9 shows an example of generating multiple squares from the start to the end at the start of training, but a procedure of generating squares each time the squares progress may be used.

[0083] The square progression execution unit 64 executes the process of moving the character being trained one square, and the training menu execution unit 68 executes the training menu and events selected by the user (S5). The events that occur here include events associated with squares, such as (guerrilla) events caused by effects associated with squares, or battles associated with squares. In addition, the events that occur here may also include events unrelated to squares, such as events linked to the scenario, or events linked to support generals or scene cards participating in the training menu executed in that turn. There may also be turns in which no events occur.

[0084] The square progression execution unit 64 determines whether the processing of all squares has been completed by the progress of the character being trained (S6). If it is determined that the processing of all squares has not been completed (S6:NO), the process of S5 is executed again.

[0085] On the other hand, if the square progression execution unit 64 determines that the processing of all squares has been completed due to the progress of the character being trained (S6:YES), it terminates the training scenario of the training game according to this embodiment.

[0086] As shown in Figure 9, in the training game according to this embodiment, for each of the multiple turns, the process of advancing to a square and the process of executing a training menu are executed. The training menu execution unit 68 then reflects the square effect associated with the destination square in the training menu for each of the multiple turns. The training menu that is reflected will be described later.

[0087] Figure 10 is a flowchart showing an example of the processing procedure in the game system 1 according to this embodiment, as shown in S5 of Figure 9, when the character to be trained moves one square and a training menu is executed according to the user's selection. Note that if the character to be trained moves one square and an event associated with the square moved to is executed, the same processing procedure is performed and the explanation is omitted.

[0088] The square progression execution unit 64 displays an enlarged screen (S11) for the character being trained to advance to a square. The enlarged screen displayed differs depending on whether the destination square (hereinafter also referred to as the progression square) is branched or not. The square progression execution unit 64 determines whether the progression square is branched or not (S12-1). If it is determined that it is branched (S12-1: YES), the square selection reception unit 64a accepts the selection of one of the multiple progression squares (S12-2).

[0089] When a selection is received, the square progression execution unit 64 displays a movement indicator to move the character to be trained one square to the selected square (S13).

[0090] On the other hand, if the square progression execution unit 64 determines that there is no branching (S12-1: NO), it displays a movement indicator to move the character to be trained one square forward in the progression square (S13). Next, the enlarged screen will be explained in detail.

[0091] Figure 11 shows an example of an enlarged screen 1150 displayed by the square progression execution unit 64 according to this embodiment. In the enlarged screen 1150 shown in Figure 11, an image 1156 representing the character to be trained progresses over squares 1152 to 1155. Square 1152 is a square that has already been progressed (passed), square 1153 is the square where the character to be trained is currently located, square 1154 is the square the character to be trained will progress to in the current turn, and square 1155 is the square the character to be trained will progress to in the next turn. The number of squares displayed in the enlarged screen shown in Figure 11 is shown as an example, and the number of squares displayed may vary depending on the embodiment.

[0092] As shown in Figure 11, an icon 1154a representing the square effect associated with square 1154 is displayed above square 1154. Similarly, an icon 1155a representing the event (battle) associated with square 1155 is displayed above square 1155.

[0093] Furthermore, column 1151 displays a specific description of the square effect associated with square 1154, which is being advanced to in the current turn. Therefore, the user can understand what effects the character being trained will gain when they advance to a square.

[0094] In the enlarged screen 1150 shown in Figure 11, when the square selection receiving unit 64a receives a tap (press) of square 1154 via the operation input unit 40, the square progression execution unit 64 executes the process of moving the character to be trained to square 1154. Specifically, the square progression execution unit 64 may display an animation such that the image 1156 representing the character to be trained moves to square 1154.

[0095] Figure 12 shows an example of an enlarged screen 1200 displayed by the mass progression execution unit 64 according to this embodiment. The enlarged screen 1200 shown in Figure 12 differs from the enlarged screen 1150 shown in Figure 11 in that a branching of the mass occurs.

[0096] In the enlarged screen 1200 shown in Figure 12, an image 1207 representing the character to be trained moves across squares 1201 to 1206. Squares 1201 and 1202 are squares that have already been moved (passed), and square 1203 is the square where the character to be trained is currently located. Squares 1204 and 1205 are squares where the character to be trained branches off in the current turn.

[0097] The character being trained can only progress through either square 1204 or square 1205.

[0098] On one of the branching squares 1204, an icon 1204a representing the effect associated with square 1204 is displayed, and on the other branching square 1205, an icon 1205a representing the effect associated with square 1205 is displayed.

[0099] The square selection receiving unit 64a receives the selection of either square 1204 or square 1205 via the operation input unit 40, and then, upon receiving a tap (confirmation operation) for the selected square, determines which square to proceed to.

[0100] Furthermore, when either square 1204 or square 1205 is selected, column 1208 displays a specific description of the effect associated with the selected square (either square 1204 or square 1205). In the example shown in Figure 12, a specific description of the effect of square 1205 is displayed. Therefore, the user can refer to the effects displayed in the two selectable squares and choose the square with the appropriate effect for the character currently being trained. As will be discussed later, the user can roughly understand the effects of squares 1204 and 1205 simply by looking at icons 1204a and 1205b.

[0101] When the square to move to is determined, the square movement execution unit 64 executes a process to move the character to be trained to the determined square. Specifically, the square movement execution unit 64 may display an animation in which the image 1207 representing the character to be trained moves to the determined square (square 1204 or square 1205).

[0102] Square 1206 is the square to which the character being trained will advance in the next turn. In other words, in the process of advancing between two branching squares, the square advancement execution unit 64 in this embodiment controls the advancement so that after advancing to one square selected by the user, the two branching squares merge into the same square in the next turn.

[0103] Furthermore, an icon 1206a, which indicates the effect associated with square 1206, is displayed above square 1206. This allows the user to choose either square 1204 or square 1205 while considering the effect that can be obtained in the next turn. In addition, although the illustrations in Figures 11 and 12 are partially simplified, it is preferable that the degree (color) and type (shape) of the icon indicating the effect that will occur in each square that will be played in the future are also displayed at the top of the screen.

[0104] Next, we will explain the types of squares displayed on the enlarged screen. Figure 13 is an example of the types of squares displayed on the enlarged screen according to this embodiment. As shown in Figure 13, there are two types of squares: normal squares and extension squares. Normal squares include black squares that the character being trained has already moved to, and white squares that the character being trained is currently located on or will move to. Furthermore, there are light blue extension squares that are displayed when the character being trained gains an effect such as turn extension. The example shown in Figure 13 is an example of the square colors, and the square colors can be arbitrarily determined. Also, the types of squares shown in Figure 13 are just examples, and there may be other types of squares besides those shown in Figure 13.

[0105] In this embodiment, each of the multiple squares (an example of a panel) is associated with one of several effects related to the training of the character being trained. Each effect associated with a square has a type of effect and a degree of effect. Next, the icons indicating the type and degree of effect will be explained.

[0106] Figure 14 is an example of a list of icons that indicate the effects associated with each of the multiple cells according to this embodiment.

[0107] In the icons representing effects shown in Figure 14, the shape of the icon (an example of a type display method) indicates the type of effect, and the color of the icon (an example of a degree display method) corresponds to the degree of the effect.

[0108] In the example shown in Figure 14, multiple different types of effects are each assigned a different icon shape (an example of a type display pattern).

[0109] Icons representing the types of effects include, for example, a "?" square, an EX bonus square, a specific status bonus square (stamina), a specific status bonus square (courage), a specific status bonus square (strategy), a specific status bonus square (leadership), a specific status bonus square (charisma), a specific status bonus square (physical strength), a rare training square, a dedicated training card appearance square, a battle square, and a morale consumption reduction square, but are not limited to these. For example, although not shown in Figure 14, there may be squares that increase the probability of effects associated with support generals and scene cards occurring, which significantly increase the stats obtained through the training menu.

[0110] In the example shown in Figure 14, the icon color is set as a way to indicate the degree of effect. Specifically, the icon color is set to blue (an example of the first color) for the least degree of effect, red (an example of the second color) for degrees greater than blue, and gold for degrees greater than red.

[0111] Furthermore, in this embodiment, with the exception of battle squares, the appearance probability differs depending on the color of the icon. For example, the appearance probability is highest for blue, second highest for red, and lowest for gold. In other words, in this embodiment, icons with a small degree of effect have a high appearance probability, and the appearance probability decreases as the degree of effect increases.

[0112] As shown in Figure 14, the degree of the effect is represented by blue, red, and gold, regardless of the type of effect. In other words, the icon color (an example of a degree indication method) is set commonly for multiple different types of effects. In this embodiment, an example using icon color as a degree indication method is described, but the degree indication method is not limited to icon color; other display methods such as the blinking interval of the icon or the effect that occurs on the icon may also be used. Next, the types of icons will be described in detail.

[0113] The "?" squares are squares where guerrilla events linked to training scenarios, etc., occur. In this embodiment, the guerrilla events that occur, and the amount of status or skills obtained from those guerrilla events, may differ depending on the color of the icon.

[0114] EX Bonus squares are squares that grant an extra bonus to the training menu. Extra bonuses can be granted to all training menus selectable by the user on the training screen described later, or to specific training menus. When an extra bonus is granted, the multiplier for the amount of status gained from performing the training menu on that square increases. In this embodiment, the multiplier for the amount of status gained differs depending on the color of the EX Bonus square icon. For example, a blue EX Bonus square may increase the multiplier for the amount of status gained by 50% (one stage), while a red EX Bonus square may increase the multiplier for the amount of status gained by 100% (two stages). A detailed explanation of extra bonuses will be given later. Note that this manner in which the status gained increases (or the degree of the effect increases) according to the color of the square icon is common to other types of squares as well.

[0115] The specific status bonus squares (Stamina), specific status bonus squares (Courage), specific status bonus squares (Intelligence), specific status bonus squares (Leadership), specific status bonus squares (Charisma), and specific status bonus squares (Physical Strength) are squares that, when the training menu is executed, generate a bonus (e.g., an addition to the base value) for the specific status indicated in parentheses. In this embodiment, the value of the bonus (e.g., an addition to the base value) is varied depending on the color of the icon.

[0116] Although not shown in Figure 14, there are also specific status bonus squares (all). These specific status bonus squares (all) grant a bonus to all stats when a training menu is executed. Even in the specific status bonus squares (all), the bonus amount (for example, the addition to the base value) differs depending on the color of the icon.

[0117] Rare training spaces are spaces that increase the probability of rare training menus, such as special training menu cards associated with support generals and scene cards. In this embodiment, the degree to which the probability of training menu cards appear is increased varies depending on the color of the icon of the rare training space.

[0118] A square where a special training card appears is a square where a special training card for that square will appear. Special training cards allow you to perform a designated training menu that has a higher training effect than the regular training menu. When a special training card for a square appears, one of the five training menus that the user can select will be switched to the training menu indicated by the special training card on the training screen described later.

[0119] In this embodiment, the training menu card that appears varies depending on the color of the square on which the training card appears. For example, when moving to a square on which a training card appears, a training menu card that matches the color of that square may appear, or a lottery may be held according to the color of the square on which the training card appears, and a training menu card that matches the result of the lottery may appear.

[0120] For example, there may be three types of colors for the Mass-exclusive training menu cards: blue, red, and gold, or (if a lottery is held) there may be more than three types. If there are three types, the effects of the Mass-exclusive training menu cards will be, for example, blue < red < gold. The Mass-exclusive training menu cards will cause the degree of increase in the training character's stats to differ depending on the color of the card. Furthermore, the skills that can be acquired may differ depending on the color of the Mass-exclusive training menu card. If the Mass-exclusive training menu card is a color with a high effect (for example, gold), it may have a more useful skill compared to a color with a low effect (for example, blue).

[0121] Furthermore, if a training menu card for a specific square is of a color with a high effect (for example, gold), it may have effects such as extending turns. When the training screen described later accepts the selection of a training menu card for a specific square that has the effect of extending turns, the aforementioned extension square will appear. The location where the extension square appears can be any location; for example, it may appear in front of a battle square that is in the path of the character being trained.

[0122] Furthermore, for each square-specific training menu card, an event corresponding to the color of that square-specific training menu card may occur. For example, if the square-specific training menu card is gold, a special event corresponding to the character being trained may occur, and if the square-specific training menu card is blue, a general event applicable to any character being trained may occur.

[0123] Battle squares are squares where battles linked to the training scenario take place. In this embodiment, battle squares are placed in predetermined positions among multiple squares from the start to the end of the training scenario. The color of the battle squares is also predetermined for each position. For example, early battle squares may be blue, mid-game battle squares may be red, and late-game battle squares may be gold. In this embodiment, the color of the square itself is also different depending on the color of the icon of the battle square. For example, if a blue icon is displayed, the color of the square itself will be blue; if a red icon is displayed, the color of the square itself will be red; and if a gold icon is displayed, the color of the square itself will be gold. Note that this embodiment is not limited to the example where battle squares are placed in predetermined positions, but may be placed randomly.

[0124] Morale Consumption Reduction Squares are squares that reduce the amount of morale consumed when performing training menus. In this embodiment, the character being trained has a morale setting. Morale is a parameter that is consumed each time a training menu is performed or a battle is fought. In this embodiment, the rate of morale consumption reduction varies depending on the color of the icon of the Morale Consumption Reduction Square. Morale is recovered if the character rests instead of performing a training menu each turn.

[0125] Then, the cell progression execution unit 64 displays cells containing icons according to the shape (an example of degree display mode) and color (type display mode) described above in the enlarged screen display processing. This embodiment describes an example in which the shape and color of the icons displayed in the cells represent the type and degree of the effect. However, this embodiment is not limited to the example in which the shape and color of the icons displayed in the cells represent the type and degree of the effect. For example, a method may be used in which only the color is displayed in the cells, and only the degree of the effect associated with the cell is represented.

[0126] In this embodiment, an example was described in which different colors were used to indicate the degree of effect. However, this embodiment is not limited to the method of indicating the degree of effect with color. As a variation, different characters may be used to indicate the degree of effect. In other words, color display or character display may be set to indicate the degree of effect.

[0127] As a variation, if the characters are different, for example, no character may be set for the least effective degree, "Super" may be set for degrees greater than the "No Character" degree, and "Intense" may be set for degrees greater than "Super". In this way, the degree of effect may be set in the order of "No Character" < "Super" < "Intense" for each cell.

[0128] In this embodiment, when the character being trained moves to a square, they acquire an effect associated with that square. Furthermore, when the character being trained moves to a square, a screen corresponding to the acquired effect may be displayed.

[0129] For example, the multiple panels arranged as a training scenario include spaces on which space-specific training cards are placed, in other words, spaces that enable the execution of predetermined training menus. When the character being trained moves to such a space, a screen corresponding to the effect associated with that space is displayed, showing that the space-specific training card linked to the training scenario of the training game has been acquired. Note that this embodiment does not limit the training cards that can be acquired when moving to a space to space-specific training cards linked to the training scenario; predetermined training cards unrelated to the training scenario may also be acquired. It is preferable that the acquired training cards have stronger effects than normal training cards.

[0130] Figure 15 shows an example of a screen displayed when a character being trained moves to a square where a special training card appears. The special training card appearance screen 1250 shown in Figure 15 is an example of a screen where the character being trained has acquired the special training card associated with the square they moved to.

[0131] The special training card appearance screen 1250 shown in Figure 15 is a screen that appears when the character being trained progresses in the enlarged screen shown in Figure 13 or Figure 14, and displays the acquired special training card 1252 along with the text 1251 that says "Special training card for this square has been acquired." The acquired special training card 1252 is displayed in a color (for example, blue, red, or gold) corresponding to the degree of the acquired effect. Furthermore, the acquired special training card 1252 may have an effect corresponding to the degree of the effect. The user can infer the degree of the effect of the special training card 1252 by referring to its color or effect.

[0132] Returning to Figure 10, after the character being trained moves to a square, the square bonus state generation unit 66 determines the content of the square effect corresponding to the square the character moved to (S14). For example, if the square the character moved to is an EX bonus square, the square bonus state generation unit 66 determines by lottery, from one or more stages, the multiplier of the status amount to be increased, depending on the color. For example, if the square is blue, either a 1-stage increase (e.g., +50%) or a 2-stage increase (e.g., +100%) is determined by lottery; if the square is red, either a 2-stage increase (e.g., +100%) or a 3-stage increase (e.g., +120%) is determined by lottery; and if the square is gold, either a 3-stage increase (e.g., +120%) or a 4-stage increase (e.g., +150%) is determined by lottery. This embodiment is shown as an example of a lottery for the status amount multiplier and is not limited to the lottery described above. For example, any one of three or more stages may be determined by lottery. The specific relationship between the stages and the increasing multiplier will be described later. Furthermore, this embodiment is not limited to a method of randomly selecting the degree of effect (stage) according to the color, and the color and the degree of effect (stage) may be uniquely associated. For example, if the square is blue, it may be determined to be stage 1 (e.g., +50%). In this embodiment, an example of the process of determining the content of the square effect in S14 has been described. However, this embodiment is not limited to a method of determining the content of the square effect, and for example, the content of the square effect may be predetermined. Also, if no effect is associated with the square that has been advanced to, or if an event that does not produce an effect is associated with the square, the determination of the degree of effect (square effect) by the square benefit state generation unit 66 is omitted.

[0133] The square progression execution unit 64 then displays the content of the square effect determined in S14 (S15). In addition, if an event is associated with the square that has been advanced to, the square progression execution unit 64 displays that the event has occurred.

[0134] Figure 16 shows an example of a screen that appears when an event is associated with the square that has been advanced. The event occurrence screen 1300 shown in Figure 16 is superimposed on the training screen 1301 described later, and the text "Guerrilla event occurred!" is displayed in area 1302. As shown in Figure 16, the training screen 1301 is shown with reduced brightness.

[0135] After the event occurrence screen 1300 is displayed, the event associated with that square proceeds. In this event, for example, a conversation may occur between the character being trained and other characters. Furthermore, the character being trained may acquire status values ​​or skills corresponding to the event.

[0136] In addition, another event associated with the square the player has advanced to is a battle. If the square the player has advanced to is associated with a battle, the event screen shown in Figure 16 may display "Battle Start!" instead of "Guerrilla Event Occurred!".

[0137] Furthermore, there are various forms of the determination results of the square effect displayed on the display unit. Figure 17 shows an example of a screen displayed when progressing to a rare training square. The rare training square progression screen 1350 shown in Figure 17 is superimposed on the training screen 1351 described later, and an area 1352 indicating that progress has been made to a rare progression square is displayed. Area 1352 displays the icon shown on the square progressed to, and the text "Rare training menu appearance rate increased". When progressing to a rare training square, a process is performed to increase the probability of special training menu cards (rare training menus) associated with support generals and scene cards appearing. Note that, as shown in Figure 17, the training screen 1351 is displayed with reduced brightness.

[0138] Furthermore, special training menu cards (rare training menus) associated with support generals and scene cards may be drawn each time a space is moved, regardless of whether or not the space is one that increases the probability of a rare training menu appearing. The special training menu cards (rare training menus) that are won can be used to train the character being trained this turn.

[0139] Figure 18 shows an example screen displaying the results of a lottery when advancing to an EX bonus square. The extra bonus occurrence screen 1400 shown in Figure 18 is superimposed on the training screen 1401 described later, and displays an area 1402 showing special effects that occur during training. Area 1402 displays the icon shown on the square advanced to, the text "Extra Bonus during all training" and the extra bonus multiplier "+N stages up". "Extra Bonus during all training" shown in Figure 18 indicates that a bonus will be applied to all training cards shown on the training screen 1401. The extra bonus multiplier "+N stages up" is determined by the square bonus state generation unit 66. "N" is a natural number of 1 or more and is determined by lottery. Specifically, it is displayed as "+2 stages up". Note that this embodiment is not limited to representing the extra bonus in stages, and it may also be displayed as a percentage such as "+100%".

[0140] In this embodiment, in addition to the "Extra Bonus during all training sessions," an "Extra Bonus during (training session name)" may also occur. In the case of the "Extra Bonus during (training session name)," the character being trained can acquire the extra bonus only if the training menu selected by the user on the training screen described later matches the name of the training session for the "Extra Bonus during (training session name)."

[0141] An extra bonus is a bonus that increases the multiplier of the status amount obtained by performing a training menu by one or more levels. Normally, when performing a training menu, one multiplier is determined from a predetermined set of multipliers such as 50%, 100%, 120%, 150%, 200%, ..., 500%. In this embodiment, each of the predetermined multipliers is defined as a level. When an extra bonus occurs, the multiplier determined by performing the training menu is increased by one or more levels. For example, if 100% is determined in the lottery when performing a training menu, and the extra bonus increases it by one level, it will be determined to be 120%, and if the extra bonus increases it by two levels, it will be determined to be 150%. The actual amount of status obtained is then determined by multiplying the determined multiplier by the base value. The upper limit of the multiplier may be 500%. The base value will be described later. Furthermore, this embodiment illustrates one form of an extra bonus, and is not limited to the method described above, as long as it involves increasing the multiplier from a normal bonus, or increasing the status after a normal bonus.

[0142] Figure 19 shows an example screen displaying the results of a lottery when a player lands on a specific status bonus square (all). The all-status bonus screen 1450 shown in Figure 19 is superimposed on the training screen 1451 described later, and displays area 1452 which shows special effects that occur during training. Area 1452 displays the icon shown on the square the player lands on, the text "All Basic Ability Bonus", and the bonus multiplier "+NNN%" for the basic abilities. The "All Basic Ability Bonus" shown in Figure 19 indicates the bonus that is added to all basic values ​​(for example, the basic values ​​of stamina, courage, strategy, leadership, charm, and physical strength) when a training card is executed on the training screen 1401. The amount of the bonus added is determined by the color of the icon.

[0143] Furthermore, when you move to a specific status bonus square (Stamina), specific status bonus square (Courage), specific status bonus square (Intelligence), specific status bonus square (Leadership), specific status bonus square (Charm), or specific status bonus square (Physical Strength), a "Specific Basic Ability Bonus (Stamina, Courage, Intelligence, Leadership, Charm, or Physical Strength (hereinafter, Status Name))" will be generated. The Status Name corresponds to the type of effect of the square you moved to. In the case of a "Specific Basic Ability Bonus (Status Name)", when you execute a training card on the training screen 1401, the bonus will be added to the base value indicated by the Status Name. The amount of the bonus added will be determined by a lottery conducted by the square bonus state generation unit 66 according to the color of the icon.

[0144] Furthermore, if you move to a morale reduction square, a "morale reduction (small, medium, or large)" will occur. The (small, medium, or large) corresponds to the color of the icon. For example, a blue icon indicates "small," a red icon indicates "medium," and a gold icon indicates "large." When a "morale reduction (small, medium, or large)" occurs, the amount of morale consumed when executing a training card on the training screen 1401 will be reduced.

[0145] Returning to Figure 10, the training menu execution unit 68 displays the training screen and also displays a list of training menu cards (e.g., martial arts) that can be selected on the training screen (S16).

[0146] Thus, in this embodiment, the square progression execution unit 64 determines the content of the effect of the square to which the player progresses during the progression process. The training menu execution unit 68 then reflects the effect (including the content of the effect) associated with the square to which the player progresses during the progression process (an example of a panel) on the training screen for executing the training menu. Specifically, the effect of the square progressed to can be reflected in the training menu for that turn.

[0147] Then, the menu selection reception unit 68a accepts the selection of a training menu card from the list of training menus via the operation input unit 40 (S17).

[0148] The bonus granting unit 70 and the first increase unit 74 update the status of the character being trained to match the training menu indicated on the training menu card that was selected (S18). In this way, the training menu execution unit 68 and the bonus granting unit 70 according to this embodiment execute a training menu to train the character being trained after the progress of the squares. When a training menu is executed, the first increase unit 74 increases the status of the character being trained according to the effects (including square effects) attached to the training menu and the result of the lottery for the rate of increase that is performed each time a training menu is selected. As a result, the training menu execution process is executed as a training game according to this embodiment.

[0149] Figure 20 is an example of a training screen where a character being trained performs a training menu. The training screen 1500 shown in Figure 20 displays the progress of the squares 1501, the square effect display area 1502, the parameters 1504 of the character being trained 1503 selected by the user, the training menu display area 1505 for the user to select a training menu, and a rest button 1506.

[0150] In the progress screen for square 1501, a "▽" is displayed on squares where the character to be trained exists. Furthermore, the progress screen for square 1501 displays two squares to be advanced and six squares to be advanced. Each square also displays an icon indicating its effect. This allows the user to understand what effects they can gain from the squares they will advance to.

[0151] The square effect display area 1502 displays, for example, the effects acquired by the character being trained as they progress through the squares. In the example shown in Figure 20, the square effect display area 1502 displays "Square-Specific Training Card Acquired," indicating that a square-specific training menu card has been acquired. Note that the displayed effects are not limited to "Square-Specific Training Card Acquired," but vary depending on the type of square. For example, "Extra Bonus N Stages Up During All Training," "(Training Name) Extra Bonus N Stages Up," "Basic Ability Bonus (Status Name) + NNN%", or "Morale Consumption Reduction (Small, Medium, or Large)" may be displayed. Note that "N Stages Up" or "+NNN%" displays the result of a lottery determined by the square benefit state generation unit 66. Furthermore, the color of the text displayed in the square effect display area 1502 may vary depending on the degree of the square's effect.

[0152] The training menu display section 1505 includes the regular training menu cards 1505-1, 1505-2, 1505-3, and 1505-4, which, when selected, execute the regular training menu, as well as the training menu card 1505-5, which is exclusive to the training menu.

[0153] The Mass-exclusive training menu card 1505-5 is a training menu card that allows you to perform a predetermined training menu that has a higher training effect than the regular training menu, and is displayed (in place of the regular training menu). A specific example of the Mass-exclusive training menu card 1505-5 is as described above, so the explanation will be omitted.

[0154] Furthermore, when executing the training menus corresponding to Training Menu Cards 1505-1, 1505-2, 1505-3, and 1505-4, and the Square-Specific Training Menu Card 1505-5, support (e.g., bonuses) may be obtained from support generals or scene cards. Training menu cards that provide support from support generals or scene cards (for example, Training Menu Cards 1505-1 to 1505-4, or Square-Specific Training Menu Card 1505-5) have icons indicating the support generals or scene cards. In the example shown in Figure 20, Training Menu Cards 1505-2 and 1505-3 have icons indicating support generals or scene cards. Although not shown in Figure 20, the "□" indicated by symbols 1511-1 to 1511-4 displays illustrations of support generals or scene cards so that the user can understand which support generals or scene cards are participating in the training menu.

[0155] Furthermore, if the menu selection reception unit 68a receives a selection of a training menu card on which an icon indicating an auxiliary general or scene card is placed (for example, training menu cards 1505-2, 1505-3), the training menu execution unit 68 may execute an event related to the auxiliary general or scene card on which the icon is placed.

[0156] The top edge of the Mass-exclusive training menu card 1505-5 is marked with "Mass Effect." This indicates that Mass-exclusive training menu card 1505-5 is a training menu card that has been switched due to the Mass Effect.

[0157] By selecting and executing the Mass-exclusive training menu card 1505-5 from the Mass effect display area 1502, the user can perform a predetermined training menu that has a higher training effect (larger parameter increase) than the regular training menu. It is preferable that the Mass-exclusive training menu card 1505-5 be displayed with a special color or name so that it is clear that it is different from the regular training menu cards 1505-1 to 1505-4, etc.

[0158] As shown in Figure 20, by selecting one of the training cards in the training menu display area 1505, the user can see the base values ​​of the stats that will increase when that training card is executed. For example, when the training menu card 1505-5, which is exclusive to the squares, is selected, the user can see that the base values ​​will increase Strength by "236", Stamina by "50", and Charm by "50". The numbers shown in Figure 20 are the base values ​​of the stats that will increase. In other words, the actual stats that increase will vary depending on the result of a lottery conducted when executing the training menu, based on the base values. For example, if the lottery result is 200%, the stats will increase by twice the base value (200%). The range of percentages (upper and lower limits) and the probability of winning determined by the lottery will also change depending on the morale of the character being trained.

[0159] When the rest button 1506 is pressed, it will restore the morale of the character being trained without executing any training menus during this turn.

[0160] In this embodiment, the training menu execution unit 68 displays to the user multiple training menu cards (an example of a training menu) for selection as part of the training menu execution process. When the menu selection reception unit 68a receives a selection of one training menu card from the multiple training menu cards, the training menu execution unit 68 executes the training menu corresponding to the selected training menu card. If a mass effect is associated with the selected training menu card, the training menu execution unit 68 reflects the mass effect in the training menu.

[0161] As described above, in the training menu execution process related to the training menu execution unit 68, when a square is acquired, or in other words, when a square that allows the execution of a square-specific training menu card is moved to a square, the square-specific training menu card is displayed on one of the multiple training menu cards.

[0162] The game system 1, game server 10, and user terminal 12 according to this embodiment have the above-described configuration, allowing the user to easily recognize the effects of the training in the training game that occur depending on the square as they progress through the squares. Multiple types of squares are assigned a common color to indicate the degree of the square's effect. In other words, by simply looking at the colors blue, red, and gold, the user can immediately grasp the degree of the square's effect. Such a setting is also useful when new types of squares are introduced as the game specifications are added. Therefore, the user can enjoy the training game by anticipating the effects of training the character they are training, thereby increasing the user's motivation to play the game.

[0163] Furthermore, in the game system 1, game server 10, and user terminal 12 according to this embodiment, the effect is determined for each square the player moves across, and the determined effect is reflected in the training menu execution process. This provides the user with the enjoyment of moving across the squares, or in other words, the enjoyment of progressing through the training game.

[0164] In this embodiment, the path forward branches, allowing the user to choose their destination. By entrusting the user with the selection of effects in this way, the effects of character development are diversified. This diversification of effects allows users to experience the enjoyment of character development and increases their motivation to play the game.

[0165] The game system 1, game server 10, and user terminal 12 according to this embodiment should be considered illustrative and not restrictive. The above embodiments can be modified and improved in various ways without departing from the scope and spirit of the attached claims. Furthermore, the matters described in the above embodiments can be configured in other ways and combined in a non-contradictory manner. [Explanation of Symbols]

[0166] 1. Game System 10 game servers 12 User terminals 18 Network 60 First Object Setting Section 62 Second Object Setting Section 64 Execution Unit 64a Selection Reception Section 66 Squares Bonus State Activation Section 68 Training Program Implementation Department 68a Menu Selection Reception Section 70. Special Offer Section 74 First Increase Section 76 Second Increase Section

Claims

1. On the computer, The first object setting process accepts the setting of the first object to be nurtured within the game from the user, Within the aforementioned game, a progression process is performed to ensure that the first object moves across multiple panels that are placed on it. After the aforementioned progress processing, the user is presented with a selection of multiple training menus for training the first object, and a training menu execution process is performed to execute the training menu selected by the user from among the multiple training menus. A program to execute, The effects of the panels included in the plurality of panels, which are associated with the panel on which the first object progresses through the progress process, are reflected in the training menu execution process. The plurality of panels include a first panel that enables the execution of a predetermined training menu, and a second panel that is different from the first panel. In the aforementioned progression process, when the user proceeds to the second panel, the multiple training menus presented to the user in the training menu execution process are all common training menus that are presented regardless of the type of panel the user proceeds to. In the aforementioned progression process, if the user proceeds to the first panel, one of the multiple training menus presented to the user in the training menu execution process is the predetermined training menu, and the other training menus are common training menus that are presented regardless of the type of panel the user proceeds to. program.

2. In the training menu execution process, one training menu selected by the user from the multiple training menus presented to the user is executed. The effect associated with the panel on which the first object progresses through the aforementioned progress process is reflected in the single training menu. The program according to claim 1.

3. In the aforementioned process, the panels are advanced one by one. The program according to claim 1.

4. In the aforementioned process, the user selects one panel from two or more panels. The program according to claim 1.

5. In the aforementioned progress process, after proceeding to one panel selected by the user, in subsequent turns, the two or more panels merge into the same panel. The program according to claim 4.

6. In the aforementioned game, the progress process and the training menu execution process are executed for each of the multiple turns. For each of the aforementioned multiple turns, the effect of one panel determined by the progress processing is reflected in the training menu. The program according to claim 1.

7. The computer, Further, a second object setting process is executed to set a second object related to the growth of the first object. The aforementioned second object is associated with a specific training menu, The aforementioned common training menu includes the regular training menu and the aforementioned specific training menu. The aforementioned training menu execution process determines by lottery whether or not to present the specific training menu as one of the multiple training menus presented to the user, regardless of the type of panel that progressed in the aforementioned progress process. The program according to claim 1.

8. The plurality of panels include a third panel associated with an effect that increases the probability of the particular training menu being presented, When the process proceeds to the third panel, the probability of the specific training menu being presented in the lottery during the training menu execution process increases. The program according to claim 7.

9. The aforementioned predetermined training menu is linked to the game's scenario. The program according to claim 1.

10. Computers The first object setting process accepts the setting of the first object to be nurtured within the game from the user, Within the aforementioned game, a progression process is performed to ensure that the first object moves across multiple panels that are placed on it. After the aforementioned progress processing, the user is presented with a selection of multiple training menus for training the first object, and a training menu execution process is performed to execute the training menu selected by the user from among the multiple training menus. A game processing method that performs the following: The effects of the panels included in the plurality of panels, which are associated with the panel on which the first object progresses through the progress process, are reflected in the training menu execution process. The plurality of panels include a first panel that enables the execution of a predetermined training menu, and a second panel that is different from the first panel. In the aforementioned progression process, when the user proceeds to the second panel, the multiple training menus presented to the user in the training menu execution process are all common training menus that are presented regardless of the type of panel the user proceeds to. In the aforementioned progression process, if the user proceeds to the first panel, one of the multiple training menus presented to the user in the training menu execution process is the predetermined training menu, and the other training menus are common training menus that are presented regardless of the type of panel the user proceeds to. Game processing method.

11. The first object setting unit accepts settings from the user for the first object to be nurtured within the game, Within the aforementioned game, a grid progression execution unit executes a progression process in which the first object moves across multiple panels that are placed on the grid, After the aforementioned progress processing, a training menu execution unit presents the user with a selection of training menus for training the first object, and executes the training menu selected by the user from among the multiple training menus. Equipped with, The effects of the panels included in the plurality of panels and associated with the panel on which the first object progresses by the mass progression execution unit are reflected in the training menu. The plurality of panels include a first panel that enables the execution of a predetermined training menu, and a second panel that is different from the first panel. In the aforementioned progression process, when the user proceeds to the second panel, the multiple training menus presented to the user by the training menu execution unit are all common training menus that are presented regardless of the type of panel the user proceeds to. In the aforementioned progression process, when the user proceeds to the first panel, one of the multiple training menus presented to the user by the training menu execution unit is the predetermined training menu, and the other training menus are common training menus that are presented regardless of the type of panel the user proceeds to. Game system.