Information processing program, information processing method, and information processing apparatus
The game system enhances strategic depth by generating and training game objects from multiple material objects, saving trained objects for reuse, and integrating them across phases, addressing the lack of strategic depth in existing technologies.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KOEI TECMO GAMES CO LTD
- Filing Date
- 2026-02-06
- Publication Date
- 2026-06-25
AI Technical Summary
Existing game technologies lack strategic depth in nurturing game objects, limiting player engagement and strategic decision-making.
A game system that includes a production part, training part, and battle part, where game objects are generated from multiple material objects, trained based on selected commands, and saved for reuse across phases, enhancing strategic depth through updatable training data and material object reuse.
Improves the strategic aspects of nurturing game objects, allowing for efficient resource utilization and maintaining player motivation by enabling reusable trained objects, reducing fixation of breeding combinations, and enhancing gameplay longevity.
Smart Images

Figure 0007880507000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to an information processing program, an information processing method, and an information processing apparatus.
Background Art
[0002] Patent Document 1 discloses a technique for growing a game medium used by a player in a main battle game in a growing game included in a game including the main battle game and the growing game. In this technique, a grown game medium selected by a player from a group of grown game media including a plurality of grown game media whose growth has been completed in the growing game is received as an inherited game medium.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the technique described in Patent Document 1, there is room for improvement from the viewpoint of improving the strategic nature of growing a game object to be grown.
[0005] An object of the present disclosure is to provide an information processing program, an information processing method, and an information processing apparatus capable of improving the strategic nature of growing a game object to be grown.
Means for Solving the Problems
[0006] The first embodiment of the information processing program causes the computer to perform the following processes in a game including a production part, a training part, and a battle part: in the production part, generate a game object to be trained based on two or more selected first material objects; upon transition from the production part to the training part, save the generated game object to be trained as updatable training data in the training part; in the training part, train the game object to be trained generated in the production part according to a selected training command; and after the completion of the training part, save the trained game object to be trained as data usable in the battle part and as data usable as the material object in subsequent production parts.
[0007] The second aspect of the information processing method involves a game including a production part, a training part, and a battle part, wherein in the production part, a game object to be trained is generated based on two or more selected first material objects; upon transition from the production part to the training part, the generated game object to be trained is saved as updatable training data in the training part; in the training part, the game object to be trained generated in the production part is trained according to a selected training command; and after the completion of the training part, the trained game object to be trained is saved as data usable in the battle part and as data usable as material objects in subsequent production parts.
[0008] The third embodiment of the information processing device includes a processor, which, in a game including a production part, a training part, and a battle part, generates a game object to be trained based on two or more selected first material objects in the production part, saves the generated game object to be trained as updatable training data in the training part upon transition from the production part to the training part, trains the game object to be trained generated in the production part in accordance with a selected training command in the training part, and after the completion of the training part, saves the trained game object to be trained as data usable in the battle part and as data usable as the material object in subsequent production parts. [Effects of the Invention]
[0009] According to this disclosure, it is possible to improve the strategic aspects of raising the game objects that are being nurtured. [Brief explanation of the drawing]
[0010] [Figure 1] This is a block diagram showing an example of the hardware configuration of an information processing device. [Figure 2] This is a diagram to explain the general flow of the game. [Figure 3] This is a block diagram showing an example of the functional configuration of an information processing device. [Figure 4] This is a diagram showing an example of a formulation screen. [Figure 5] This figure shows an example of a compatibility check screen. [Figure 6] This diagram shows examples of settings for compatible bloodlines. [Figure 7] This figure shows an example of characteristics that can be assigned to a warlord. [Figure 8] This is a diagram to explain the progression of time within the game. [Figure 9] This flowchart shows an example of the process for training warlords. [Figure 10]This is a flowchart showing an example of the process for assigning material objects. [Modes for carrying out the invention]
[0011] Hereinafter, with reference to the drawings, examples of embodiments for carrying out the technology of this disclosure will be described in detail.
[0012] First, the hardware configuration of the information processing device 10 according to this embodiment will be described with reference to Figure 1. The information processing device 10 is, for example, a home game console, a portable game console, an arcade game machine, a smartphone, a tablet terminal, and a personal computer. The information processing device 10 is an example of a computer.
[0013] As shown in Figure 1, the information processing device 10 includes a CPU (Central Processing Unit) 11, memory 12, storage 13, external interface 14, communication interface 15, and input interface 16. Each of the CPU 11, memory 12, storage 13, external interface 14, communication interface 15, and input interface 16 is connected to each other via a bus 20 so that they can communicate with one another.
[0014] The CPU 11 is a central processing unit that executes various programs and controls various parts. The CPU 11 is an example of a processor. The memory 12 temporarily stores programs or data as a working area. The storage 13 consists of a storage device such as an HDD (Hard Disk Drive), SSD (Solid State Drive), or flash memory, and stores various programs and various data.
[0015] Storage 13 stores an information processing program 30 for executing a predetermined game on the information processing apparatus 10. The game here refers to a collection of activities and rules for playing and competing. The game is played, for example, by a player making full use of strategies and techniques to achieve a specific goal. The game is played, for example, to achieve various goals such as a competitive goal such as winning, a combat goal such as defeating an enemy, an educational goal such as learning, and a narrative goal such as the completion of a scenario progression. The game may be in a competitive format or a non-competitive format.
[0016] The CPU 11 reads out the information processing program 30 from the storage 13 and executes the information processing program 30 using the memory 12 as a working area. Note that the information processing program 30 is not limited to being stored in the storage 13 and may be stored in a recording medium such as an optical disk, a USB (Universal Serial Bus) memory, or an SD memory card. Also, the information processing program 30 may be downloadable to the information processing apparatus 10 via the communication I / F 15. Further, the information processing program 30 can be provided as a program product. A program product includes any form of product for providing a program. For example, a program product includes a program provided through a network such as the Internet and a non-temporary computer-readable recording medium such as an optical disk storing the program.
[0017] The external I / F 14 is an interface for connecting various external devices to the information processing apparatus 10. In the present embodiment, a speaker 21 and a display 22 are connected to the external I / F 14.
[0018] Speaker 21 outputs various sounds. Speaker 21 may be integrated with information processing device 10 or may be integrated with display 22. Display 22 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display and displays various types of information. Display 22 may integrally have a touch panel. Also, display 22 may be integrated with information processing device 10.
[0019] Communication I / F 15 is an interface for connecting information processing device 10 to a network. For communication I / F 15, for example, a standard for wired communication such as Ethernet (registered trademark) or FDDI (Fiber Distributed Data Interface), or a standard for wireless communication such as 4G, 5G, or Wi-Fi (registered trademark) is used.
[0020] Input I / F 16 is an interface for connecting input device 23 to information processing device 10. Input device 23 is a game controller having operation buttons and direction keys, a mouse, a keyboard, etc., and is used to perform various inputs. The user operates the game using input device 23. The operation information indicating the content of the input operation performed by the user using input device 23 is stored in memory 12. Input device 23 may be integrated with information processing device 10. Also, input device 23 may be detachable from information processing device 10. Also, the number of input devices 23 may be one or a plurality. Also, input device 23 may be a touch panel integrated with display 22.
[0021] The information processing device 10 according to this embodiment provides a simulation game in which a player, who is a user of the information processing device 10, trains a warlord in a virtual space within the game. A warlord is an example of a game object that can be trained. The game object that can be trained is not limited to warlords; it may also be a person other than a warlord, an animal other than a person such as a horse, or an object other than an animal such as a weapon. Hereinafter, when distinguishing a warlord that a player trains from other warlords, it will be referred to as the "warlord to be trained."
[0022] Storage 13 stores material object data 32 and material object data 34. Material object data 32 contains material objects that can be used for synthesis. These material objects include warlords with various parameters according to historical fact. The material objects initially included in material object data 32 are pre-set, and material objects are added to material object data 32 according to the player's gameplay. For example, a warlord who has been trained by the player and has retired is added to material object data 32 as a material object.
[0023] Material Object Data 34 contains material objects that can be used for breeding and training target warlords. Material Object Data 34 also includes material objects acquired by the player, such as material objects obtained through lottery (so-called gacha) and material objects obtained as rewards in the training part described later. The material objects included in Material Object Data 32 and Material Object Data 34 are treated as material objects owned by the player in the game. Hereinafter, material objects used for breeding will be referred to as "first material objects," and material objects included in Material Object Data 34 will be referred to as "second material objects." The material objects included in Material Object Data 32 are used as first material objects for breeding. The second material objects included in Material Object Data 34 can be used for training target warlords, as well as for breeding as first material objects. The second material objects are given to the player as game objects in a pre-set format, such as warlord cards. The second material objects are not subject to training by the player.
[0024] Referring to Figure 2, an overview of the game flow provided by the information processing device 10 according to this embodiment will be explained. Figure 2 shows an example of the gameplay flow when a player is training one target warlord. As shown in Figure 2, the game provided by the information processing device 10 according to this embodiment includes a production part, a training part, and a battle part.
[0025] In the production phase, the player produces a general to be trained by selecting a father general and a mother general as examples of two first material objects and combining them.
[0026] Once the production phase is complete, the game transitions to the training phase. The training phase begins with the target general having grown to a predetermined age, such as having come of age. In the training phase, the player selects one training command from several available commands and executes the selected command. This allows the player to train the target general according to the selected command. Each target general has parameters that affect their individual abilities, such as stamina, military strength, and intelligence, and these parameters can be increased by executing training commands. The parameters set for the target general may also include parameters that affect the ability of the troops they lead, such as leadership. Furthermore, some parameters set for the target general may decrease when training commands are executed. Each time a training command is executed, the game time advances by a unit of time. This unit of time can be set to a time such as one week or one month. The unit of time may be the same for multiple training commands, or it may differ for each training command.
[0027] The selection and execution of training commands are repeated throughout the training phase. After executing a training command, a waiting period in real time is set, and after the waiting period has elapsed, the training command becomes selectable again. This waiting period is also called a cooldown. The training phase ends when the conditions for ending the training phase are met. Examples of conditions for ending the training phase include reaching the maximum number of times training commands have been executed, the age of the training target general reaching the maximum value due to the passage of time in the game caused by the execution of training commands, and the player inputting an action to signal the end of the training phase.
[0028] Once the training phase is complete, the game moves on to the battle phase. The battle phase is the part where the trained general battles against generals trained by other players within the game, in other words, the player-versus-player battle phase. In this embodiment, the battle phase is explained using the example of generals fighting each other, but the disclosed technology is not limited to this form. The battle phase may take the form of a race, contest, or a competition where players compete for total points in a scoring format. Furthermore, the battles between generals may be one-on-one duels, or battles between units led by or belonging to the generals.
[0029] In the game according to this embodiment, the production part, the training part, and the battle part proceed irreversibly in that order. That is, if a player progresses the game to the training part with a particular general to be trained, they cannot return to the production part and produce that general again. Also, if a player progresses the game to the battle part with a particular general to be trained, they cannot return to the training part and train that general again.
[0030] Next, with reference to Figure 3, the functional configuration of the information processing device 10 according to this embodiment will be described. As shown in Figure 3, the information processing device 10 includes a display control unit 40, a first receiving unit 42, a determination unit 44, a generation unit 46, a first storage unit 48, a second receiving unit 50, a training processing unit 52, a second storage unit 54, a battle processing unit 56, and an assignment unit 58. The CPU 11 executes the information processing program 30, thereby enabling the display control unit 40, the first receiving unit 42, the determination unit 44, the generation unit 46, the first storage unit 48, the second receiving unit 50, the training processing unit 52, the second storage unit 54, the battle processing unit 56, and the assignment unit 58 to function.
[0031] The display control unit 40 controls the display of the formulation screen on the display 22 in the production part. Figure 4 shows an example of the formulation screen displayed on the display 22. As shown in Figure 4, the formulation screen includes display area A1 and display area A2.
[0032] Display area A1 shows information about the father and mother warlords used in the breeding process. Since the same information is displayed for both the father and mother warlords, this explanation will focus on the father warlord information displayed on the left side of display area A1.
[0033] On the breeding screen, information about the father general is displayed, including his name, an image representing his appearance, his battlefield suitability, and his general type. Battlefield suitability indicates his suitability for various battlefields, such as battles on plains, naval battles, and marches into mountainous areas, and is represented in four stages: "×", "△", "○", and "◎", with suitability increasing in that order. The general type indicates whether he is a strategic strategist or a fierce warrior.
[0034] In display area A1, the player can switch between the father and mother warriors to be used in the breeding process by pressing the right-triangle button or the left-triangle button next to the name. The father and mother warriors used in this breeding process are examples of the first material objects, and can be selected from the material objects included in material object data 32 and material object data 34.
[0035] Display area A2 shows an evaluation of the breeding combination of the father and mother warlords selected in display area A1, the expected ability tendencies of the breeding target warlord, and comments related to the breeding.
[0036] The display control unit 40 controls the display area A2 to display a first evaluation based on the abilities inherited from the father and mother warlords, which are examples of two first material objects selected in display area A1, as an evaluation of the combination of the warlord to be trained, and a second evaluation based on the compatibility between the father and mother warlords. Figure 4 shows an example where the first evaluation is displayed as a talent evaluation and the second evaluation is displayed as a compatibility evaluation. In this embodiment, the talent evaluation and compatibility evaluation are internally managed as numerical values and presented to the player with letters corresponding to the numerical values. The letters are E, D, C, B, A, and S, in order of increasing evaluation. The first evaluation and the second evaluation are determined by the determination unit 44, which will be described later.
[0037] In the production part, the display control unit 40 performs control to display the first evaluation and the second evaluation before the generation unit 46, which will be described later, generates the target warlord for training.
[0038] Furthermore, the display control unit 40 controls the display area A2 to display the target general's preferred battlefield, preferred troop type, general type, and special notes as the expected ability tendencies of the general to be trained. The preferred battlefield is determined based on the battlefield aptitude of the father general and the mother general. The preferred troop type is determined based on the aptitude of the father general and the mother general for each troop type. Examples of troop types include the six types of troop types: "ashigaru" (foot soldiers), "cavalry," "bow," "spear," "gun," and "shield." The general type is determined based on the general type of the father general and the mother general. In the special notes, for example, the name of the parameter with the highest growth potential among the abilities inherited from the father general and the mother general is displayed. In the breeding comments, the content of characteristic items from the breeding evaluation and expected tendencies is displayed.
[0039] By referring to the breeding screen, players can understand the evaluation of the target general that will be produced when the selected father and mother generals are bred, before actually producing the target general. In this embodiment, instead of displaying the expected values of the various parameters of the target general, they are presented concisely in the form of potential evaluation and compatibility evaluation, allowing players to quickly understand the evaluation of the target general. Therefore, players can efficiently search for the desired combination of father and mother generals by switching between them.
[0040] The display control unit 40 controls the display of a compatibility confirmation screen on the display 22 so that the player can check the compatibility of the combination. For example, when the player performs an input operation via the input device 23 to check the compatibility of the father general and mother general selected on the combination screen, the compatibility confirmation screen is displayed on the display 22. Figure 5 shows an example of the compatibility confirmation screen displayed on the display 22.
[0041] As shown in Figure 5, the display control unit 40 controls the compatibility confirmation screen to display information about the bloodlines of the selected father and mother generals, including the father general, the mother general, and ancestor objects going back a predetermined number of generations from the father and mother generals. Ancestor objects are objects from previous generations in the production part. In the example in Figure 5, the ancestor objects displayed are generals up to three generations before the father and mother generals. Also, in the example in Figure 5, the names of the ancestor objects are given in a way that shows their relationship from the perspective of the general being trained. For example, "Father's Father's Father" represents the father's father's father, that is, the paternal great-grandfather general. Also, in the example in Figure 5, male generals and female generals are displayed in a distinguishable way by different background colors. A lineage is set for the father general, mother general, and ancestor objects. The lineage may be a bloodline lineage or a classification of generals. Examples of lineages include family, affiliated faction, and weapons used.
[0042] Furthermore, in this embodiment, combinations of compatible bloodlines are set. Specifically, as shown in Figure 6 as an example, combinations of compatible bloodlines are set between the paternal bloodline and the maternal bloodline. This combination is set as a group that includes multiple paternal bloodlines and multiple maternal bloodlines. In addition, each group is assigned a symbol to identify the group.
[0043] The display control unit 40 controls the compatibility confirmation screen to display, in an identifiable manner, the compatible lineages set for each lineage of the father's general and mother's general, and the ancestor objects going back a predetermined number of generations from the father's general and mother's general. In the example in Figure 5, the symbols set for the group are superimposed on the ancestor objects of the lineages included in the group set for good compatibility, making it possible to identify the compatible lineages. In addition, in the example in Figure 5, the star symbol and triangle symbol are present in both the paternal and maternal lineages, indicating that a compatible lineage combination has been established. The player can easily determine whether or not a compatible lineage combination has been established by the presence or absence of the symbols.
[0044] It should be noted that the method of displaying the compatibility system set as favorable is not limited to the example in Figure 5. For example, the compatibility system set as favorable may be displayed in an identifiable manner by differences in the font or color of the characters of the warlord's name, or by the blinking of the characters of the warlord's name.
[0045] On the breeding screen, the player decides on a combination of father and mother warlords and then, via the input device 23, performs an input operation to instruct the start of production. In response to this input operation, the first reception unit 42 accepts the selection of father and mother warlords from among multiple material objects included in the material object data 32 and material object data 34.
[0046] The determination unit 44 determines the compatibility between the father and mother warriors based on the lineages of the father warrior and mother warrior, and the ancestor objects going back a predetermined number of generations from the father and mother warriors. Specifically, the determination unit 44 determines that the combination is compatible if a combination of lineages set as compatible exists between the father warrior and paternal ancestor objects and the mother warrior and maternal ancestor objects. Furthermore, the determination unit 44 determines a higher degree of compatibility the more combinations of lineages set as compatible exist. This determination result is displayed as a second evaluation on the breeding screen (see Figure 4).
[0047] Furthermore, the judgment unit 44 determines compatibility based on the degree of agreement between the characteristics set for the father general and the mother general. As an example, as shown in Figure 7, each general has characteristics such as situations in which they can easily demonstrate their abilities, preferred weapons, and titles representing their historical achievements. The judgment unit 44 determines a higher degree of compatibility the greater the degree of agreement between the characteristics set for the father general and the mother general, that is, the greater the number of matching characteristics. This judgment result is also taken into consideration in the second evaluation.
[0048] Furthermore, the judgment unit 44 determines whether the selected father and mother generals satisfy any of the theories set as breeding theories for the father and mother generals. If the judgment unit 44 determines that the father and mother generals satisfy a theory, it improves at least one of the first evaluation and the second evaluation. Examples of these breeding theories include theories that there is one or more identical generals in the father's bloodline and the mother's bloodline, theories that there are no identical generals in the father's bloodline and the mother's bloodline, and theories that there are generals with the factor of a famous general in the father's bloodline and the mother's bloodline, among other theories set in the game. The more theories that the father and mother generals satisfy, the more points are added, resulting in a higher evaluation. For each theory, it is set to how much the first evaluation and the second evaluation will be improved.
[0049] Furthermore, the determination unit 44 performs a first evaluation according to the parameter values of the abilities of the father general and the mother general. In this embodiment, the higher the parameter values of the abilities of the father general and the mother general, the higher the first evaluation.
[0050] The generation unit 46 generates a target general for training in the production part based on the selected father general and mother general. At this time, the generation unit 46 also grants a bonus effect that improves the abilities of the target general in the production part, according to the compatibility between the father general and mother general. This compatibility is evaluated by the judgment unit 44. In other words, the higher the first and second evaluations mentioned above, the higher the abilities of the target general for training that will be generated.
[0051] The first storage unit 48 saves the target warlords for training, generated by the generation unit 46, as training data that can be updated in the training part, as the transition from the production part to the training part. As a result, it becomes impossible to return from the training part to the production part.
[0052] The second reception unit 50 accepts the selection of one of several training commands in the training part. Training commands include, for example, instructional training, special training, battle with the CPU, and adjustment. Instructional training is a training command in which the player selects a general being trained by another player as the instructor general and executes the command. In other words, the training commands in the training part include commands in which the player selects a general to be trained and a general being trained by another player and executes the command. When the player selects instructional training as the training command, they also select a general being trained by another player as the instructor general. In this case, the second reception unit 50 also accepts the selection of the instructor general. The general to be trained is an example of a first training target game object related to the disclosed technology, and the general being trained by another player is an example of a second training target game object related to the disclosed technology.
[0053] Special training is a type of training in which the player designates a second material object. In other words, special training is an example of a training command that uses a second material object on the general being trained. Battles against the CPU are battles against generals that are pre-prepared in the game. Adjustments are training commands that improve the condition of the general being trained, such as improving their physical condition. The training part may also include battles against generals trained by other players. In this case, battles refer to battles in a training-only mode, which differs from battles in the battle part. For example, in battles in this training-only mode, unlike battles in the battle part, the generals trained by other players may also be in the process of being trained in the training part, the abilities that can be displayed will vary depending on the general's growth type (e.g., early bloomer or late bloomer), the outcome of the battle will affect the popularity of bloodlines in the game, and special rewards may be distributed to the player.
[0054] The training processing unit 52, in the training part, trains the target warlords generated in the production part according to the selected training command.
[0055] When instruction training is selected, the training processing unit 52 adjusts the effect of the training command on the target general according to the selected instruction general. Specifically, the training processing unit 52 increases the parameter values of the target general according to the selected instruction general. For example, the training processing unit 52 may adjust the degree of parameter value increase according to the compatibility between the target general and the instruction general. In this case, the training processing unit 52 may increase the degree of parameter value increase the better the compatibility between the target general and the instruction general. In this case, compatibility may be determined to be good if the degree of agreement between the characteristics of the target general and the characteristics of the instruction general is high.
[0056] Furthermore, for example, the training processing unit 52 may have the training target general acquire traits possessed by the training general. Examples of traits in this case include effects that activate only during combat, such as improved combat abilities only during a specific season (the term "season" here includes each season if the game system is season-based) or improved combat abilities only on a specific terrain. The effects of traits activate even if the player does not set them.
[0057] Furthermore, multiple types of instruction and training may be provided. In this case, the types of parameter values to be increased may differ for each instruction and training session.
[0058] Furthermore, in the training part, if special training is selected as an example of a training command that uses a second material object on the target general, the training processing unit 52 trains the target game object by granting it special abilities corresponding to the second material object. In this case, special abilities include effects that are activated only during battle, such as improving abilities at the beginning of battle or improving abilities at the end of battle. The player can set a number of special abilities up to a predetermined limit on the target general, and only the set special abilities will be activated. Thus, the second material object can be used for synthesis as the first material object, and can also be used as a training material. Therefore, even if a second material object is not useful in the synthesis part, it may be useful in the training part, and so on, as there are many situations in which the second material object can be used, the strategic depth of training the target general can be improved. In addition, the strategic depth of the game can be improved by selecting a second material object whose effects manifest according to specific seasons and event conditions.
[0059] Furthermore, the training processing unit 52 advances the in-game time when a training command is selected during the training part. Also, during the training part, the training processing unit 52 sets a waiting period after the completion of a training command before the next training command can be executed. In other words, when the execution of a training command is complete, the training processing unit 52 advances the in-game time and sets a waiting period. Once the waiting period has elapsed in the real world, the player can execute the next training command.
[0060] In the game according to this embodiment, players can train multiple target generals in parallel. As an example, as shown in Figure 8, the training processing unit 52 advances the in-game time on a different time axis for each target general when multiple target generals exist in the game. In the example in Figure 8, executing one training command causes one week to pass in the game. Also in the example in Figure 8, the player executes training commands differently for each of the three target generals within a single day in the real world, resulting in different in-game dates and times. In this way, by independently managing the in-game time for each target general, players can train multiple target generals in parallel. Furthermore, it is possible to prevent multiple target generals from retiring at the same time, allowing players to enjoy the game for a longer period of time.
[0061] Furthermore, the training processing unit 52 reduces the waiting time when the training is performed with a general being trained by another player who is set to have a friendly relationship with the player selected as the training general. A player who is set to have a friendly relationship here refers to, for example, a player who has been registered as a friend through the friend function implemented in the game. This reduces the waiting time, thus incentivizing players to use the friend function.
[0062] The second storage unit 54 saves the trained general as data usable in the battle part after the training part is completed. For example, the second storage unit 54 saves the data of the trained general in the strongest state during the training part as data usable in the battle part.
[0063] Furthermore, after the training part is completed, the second storage unit 54 saves the trained general as data that can be used as a material object in subsequent production parts. In this case, the second storage unit 54 may extract only the parameters that are referenced in the breeding process from among the various parameters possessed by the trained general and save them as data that can be used as a material object in subsequent production parts. This data is added to the material object data 32.
[0064] The battle processing unit 56 conducts battles in the battle part between the general trained by the player and the general trained by another player. In other words, the battle part according to this embodiment is a player-versus-player battle part. The battle processing unit 56 conducts these battles by referring to various parameters such as the abilities and aptitudes of each general. The opponent general may be selected by the player, or it may be automatically selected by the battle processing unit 56.
[0065] The granting unit 58 grants the second material object to the player by lottery. Specifically, the granting unit 58 selects the second material object by lottery and saves the selected second material object by adding it to the material object data 34. This lottery may be performed in at least one of the production part, training part, and battle part, or it may be performed between the time the player starts the game screen and the start of the production part.
[0066] Furthermore, the granting unit 58 may grant the second material object to the player as a reward in the training part. Specifically, the granting unit 58 may grant the second material object to the player as a reward for fulfilling the clear conditions of the battle against the CPU in the training part. In addition, the granting unit 58 may grant the second material object to the player as a reward in the battle part.
[0067] Next, the operation of the information processing device 10 will be explained with reference to Figures 9 and 10. The CPU 11 executes the information processing program 30, thereby executing the warrior training process shown in Figure 9 and the material object assignment process shown in Figure 10.
[0068] In step S10 of Figure 9, the display control unit 40 controls the display of the breeding screen on the display 22 in the production part. Each time the player switches between the father general and the mother general, the judgment unit 44 evaluates the breeding, and the evaluation in display area A2 changes. Also, when the player performs an input operation via the input device 23 to check the compatibility of the father general and mother general selected on the breeding screen, the display control unit 40 controls the display of the compatibility check screen on the display 22.
[0069] On the breeding screen, the player decides on a combination of father and mother warriors and then, via the input device 23, performs an input operation to instruct the start of production. This input operation confirms the player's selection of father and mother warriors. In step S12, the first reception unit 42 accepts the selection of father and mother warriors from among multiple material objects included in the material object data 32 and material object data 34.
[0070] In step S14, the determination unit 44 determines the evaluation of the breeding by performing various determinations, such as determining the compatibility of the father general and mother general selected in step S12, and determining whether or not the selected father general and mother general satisfy any of the theories set as breeding theories. In step S16, the generation unit 46 generates a breeding target general in the production part based on the father general and mother general selected in step S12. The abilities of the breeding target general are reflected in the determination results of the determination unit 44 in step S14. The display control unit 40 may, after the breeding is completed, control the display 22 to display a moving or still image related to the birth scene of the breeding target general by a cut-in or other effect.
[0071] In step S18, the first storage unit 48, upon transitioning from the production part to the training part, saves the training target general generated in step S16 as training data that can be updated in the training part. In this embodiment, steps S20 to S28 constitute the training part.
[0072] In step S20, the second reception unit 50 accepts the selection of one of several training commands in the training part. In step S22, the training processing unit 52 trains the target warlord generated in the production part in the training part according to the training command selected in step S20.
[0073] In step S24, the training processing unit 52 advances the in-game time. In step S26, the training processing unit 52 sets a waiting time after the completion of a training command until the next training command can be executed. If the training command is a mentoring training command, and the mentoring training is performed with a general being trained by another player who is set to have a friendly relationship with the player selected as the mentoring general, the training processing unit 52 reduces the waiting time.
[0074] In step S28, the training processing unit 52 determines whether the conditions for ending the training part are met. If this determination is negative, the process returns to step S20. In this case, once the waiting time has elapsed in the real world, the player can select the training command again. On the other hand, if the determination in step S28 is positive, the process proceeds to step S30. The display control unit 40 may also control the display 22 to display moving or still images related to each training process executed by the training command after the training command is completed, using effects such as cut-ins.
[0075] In step S30, the second storage unit 54 saves the trained general as data usable in the battle part. The second storage unit 54 also saves the trained general as data usable as material objects in subsequent production parts. In step S32, the battle processing unit 56 conducts a battle in the battle part between the trained general developed by the player and a general developed by another player. When step S32 is completed, the general training process is finished.
[0076] In step S40 of Figure 10, the allocation unit 58 waits until it receives an instruction to execute the lottery. When the player performs an input operation to instruct the execution of the lottery via the input device 23, the determination in step S40 becomes a positive determination, and the process moves on to step S42.
[0077] In step S42, the granting unit 58 grants the second material object to the player by lottery. When step S42 is completed, the material object granting process is finished.
[0078] As explained above, according to this embodiment, the production part, training part, and battle part proceed irreversibly in that order, and the trained general who has completed training can be fed back as the parent general in subsequent production parts. Therefore, the strategic aspect of training the game object to be trained can be improved. Furthermore, by making the trained general who has completed training reusable as the first material object of the next generation, it is possible to suppress the loss of value of the time and resources that the player has invested in the past, maintain the motivation for medium- to long-term gameplay, and suppress the fixation of bloodlines and effect expression through training using the second material object.
[0079] Furthermore, according to this embodiment, the compatibility between the father and mother warriors is determined based on the lineage of each of the father and mother warriors and the ancestor objects going back a predetermined number of generations from the father and mother warriors. As a result, if the combination of compatible lineages and the training effects granted fluctuate with the player's and other players' battle records and the season, these fluctuations can be reflected in real time, further suppressing the fixation of breeding combinations.
[0080] In the above embodiment, the game object to be cultivated may be an object generated by combining three or more first material objects. In this case, the player may be able to select three or more first material objects on the combination screen. In this case, the generation unit 46 may generate the game object to be cultivated in the production part based on the three or more selected first material objects.
[0081] Furthermore, the various processes that the CPU 11 reads and executes in the above embodiment may be executed by various processors other than the CPU. Examples of such processors include PLDs (Programmable Logic Devices) such as FPGAs (Field-Programmable Gate Arrays) whose circuit configuration can be changed after manufacturing, and dedicated electrical circuits that are processors with circuit configurations specifically designed to execute specific processes, such as ASICs (Application Specific Integrated Circuits). In addition, the various processes may be executed by one of these various processors, or by a combination of two or more processors of the same or different types (for example, multiple FPGAs, and a combination of a CPU and an FPGA). More specifically, the hardware structure of these various processors is an electrical circuit that combines circuit elements such as semiconductor elements. [Explanation of Symbols]
[0082] 10 Information Processing Devices 11 CPU 30 Information Processing Programs 32, 34 Material object data 40 Display Control Unit 42. First Reception Department 44 Judgment section 46 Generation part 48 1st preservation section 50 Second Reception Desk 52 Growth Processing Section 54 2nd preservation section 56 Battle Processing Section 58 Granting section
Claims
1. In a game that includes production, training, and battle parts, In the production part, a game object to be cultivated is generated based on two or more selected first material objects. Upon transitioning from the production part to the training part, the generated game object to be trained is saved as training data that can be updated in the training part. In the aforementioned training part, the game object to be trained, which was generated in the production part, is trained according to the selected training command. After the completion of the training part and prior to the battle part, the game object to be trained, whose training has been completed, is saved as data that can be used in the battle part and as data that can be used as material objects in subsequent production parts. An information processing program that causes a computer to perform a task.
2. A second material object, which can be used as the first material object and is not subject to training, is either given to the player by lottery or given to the player as a reward in the training part. An information processing program according to claim 1 for causing a computer to perform processing.
3. In the aforementioned training part, if the training command is selected to use the second material object on the game object to be trained, the game object to be trained is trained by granting the game object a special ability corresponding to the second material object. An information processing program according to claim 2 for causing a computer to perform processing.
4. In the production part, a bonus effect is granted that improves the abilities of the game object to be nurtured, depending on the compatibility of the two or more first material objects. An information processing program according to any one of claims 1 to 3 for causing a computer to perform processing.
5. The compatibility is determined based on the lineage of each of the two or more first material objects and the ancestor objects going back a predetermined number of generations from the two or more first material objects. An information processing program according to claim 4 for causing a computer to perform processing.
6. The system controls the display of the lineages of the two or more first material objects and the ancestor objects from the two or more first material objects up to a predetermined number of generations prior, in a way that allows identification of the lineages that have been set as having good compatibility. An information processing program according to claim 5 for causing a computer to perform processing.
7. The compatibility is determined according to the degree of matching of the features set for each of the two or more first material objects. An information processing program according to claim 4 for causing a computer to perform processing.
8. In the production part, before generating the game object to be cultivated, control is performed to display a first evaluation based on the abilities inherited from the two or more first material objects, and a second evaluation based on the compatibility of the two or more first material objects, as an evaluation of the game object to be cultivated. An information processing program according to any one of claims 1 to 3 for causing a computer to perform processing.
9. Among the theories set as the formulation theory for the first material object, it is determined whether or not the selected two or more first material objects satisfy a theory. If it is determined that there is a theory that satisfies the two or more first material objects, then at least one of the first evaluation and the second evaluation will be improved. An information processing program according to claim 8 for causing a computer to perform processing.
10. In the aforementioned training part, if the training command is selected, the in-game time will advance. If multiple game objects to be nurtured exist within the game, the game time progresses on a different timeline for each of these game objects. An information processing program according to any one of claims 1 to 3 for causing a computer to perform processing.
11. The aforementioned training command includes a command that is executed when a first game object to be trained by the player and a second game object to be trained by another player are selected. Depending on the selected second game object to be nurtured, the effect of the nurture command on the first game object to be nurtured is varied. An information processing program according to any one of claims 1 to 3 for causing a computer to perform processing.
12. In the aforementioned training part, after the completion of the training command, a waiting period is set until the next training command can be executed. If the aforementioned training command is executed when the second training target game object, which is being trained by the other player who is set to have a friendly relationship with the aforementioned player, is selected, the waiting time will be reduced. An information processing program according to claim 11 for causing a computer to perform processing.
13. In a game that includes production, training, and battle parts, In the production part, a game object to be cultivated is generated based on two or more selected first material objects. Upon transitioning from the production part to the training part, the generated game object to be trained is saved as training data that can be updated in the training part. In the aforementioned training part, the game object to be trained, which was generated in the production part, is trained according to the selected training command. After the completion of the training part and prior to the battle part, the game object to be trained, whose training has been completed, is saved as data that can be used in the battle part and as data that can be used as material objects in subsequent production parts. An information processing method in which a computer performs the processing.
14. Equipped with a processor, The aforementioned processor, In a game that includes production, training, and battle parts, In the production part, a game object to be cultivated is generated based on two or more selected first material objects. Upon transitioning from the production part to the training part, the generated game object to be trained is saved as training data that can be updated in the training part. In the aforementioned training part, the game object to be trained, which was generated in the production part, is trained according to the selected training command. After the completion of the training part and prior to the battle part, the game object to be trained, whose training has been completed, is saved as data that can be used in the battle part and as data that can be used as material objects in subsequent production parts. Information processing device.