Game information processing method, game information processing device, and computer program
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- RASENGLE CO LTD
- Filing Date
- 2022-08-05
- Publication Date
- 2026-08-03
AI Technical Summary
【0013】 本開示によれば、ユーザは、ゲームを再開できたタイミングに、その時点までに完成したゲームコンテンツを回収してから、ゲームの増加の仕方を向上させる操作が可能となる。ゲームコンテンツの上限までの増加工程を待つことなしに、好きなタイミングに操作ができるので、利便性が向上し、満足度も向上することが期待できる。
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Abstract
Description
Technical Field
[0001] The present invention relates to a game information processing method, a game information processing method, and a computer program.
Background Art
[0002] Game applications (hereinafter referred to as game apps) that can be executed on a communicable information terminal device such as a so-called smartphone or tablet terminal carried by a user have become widespread. In this type of game app, it is devised so that game content can be continuously played over a long period, such as by sequentially adding game content through communication connection with a game server device.
[0003] In addition, in this type of game app, a mechanism is provided to increase game content such as items over time. Patent Document 1 discloses that when requesting the production of an item, the item becomes available to the user after a predetermined time has elapsed.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In the example disclosed in Patent Document 1, items are created one by one. In a game app that has a function to generate and make items available over time, it is only possible to receive an item once it is completed. This is obvious when items are generated one by one, but even when there is a function to generate multiple items, it is only possible to receive them once all of those multiple items are completed. In game apps, instead of automatically granting items to the user as they are completed, the user is required to perform an operation to receive the items, and the user is then required to give instructions for creation or production, and the results obtained depend on the plan, thereby enhancing the gameplay.
[0006] For example, in a game app, if there is a farm or factory where items are produced, multiple items can be generated, but the user often cannot collect them until a predetermined number (maximum number) has been completed. And, of course, once the predetermined number of items has been completed, the timer stops, and item generation will not continue beyond that number until the user performs an item acquisition operation. Therefore, the user needs to time their actions to quickly acquire the generated items as soon as they are completed. By quickly acquiring the items as soon as they are completed and then instructing the next generation operation, production can be continued efficiently, but if the timer stops after the predetermined number has been completed, the user will not be able to benefit from the passage of time. However, game app users cannot always perform the operation to acquire items at the desired time.
[0007] On the other hand, features that increase game content such as items over time may allow players to shorten the completion time or increase the number of items gained through paid upgrades or by consuming specific items. In this case, players must either interrupt the progression of time to upgrade or wait until completion before upgrading. This reduces convenience and satisfaction for users who cannot always operate the game app at their desired time.
[0008] The present invention aims to provide a game information processing method, a game information processing device, and a computer program that enable the acquisition and upgrade of game content at any time, thereby improving convenience. [Means for solving the problem]
[0009] A game information processing method according to one embodiment of the present disclosure includes a computer that stores a parameter, which is the number of items or point values owned by a user in the game, associated with a user ID, for each content ID that identifies the item or point; associates the quantity of a specific item or point associated with an object provided in the game, increasing it in predetermined units up to an upper limit corresponding to the level of the object, until a predetermined time corresponding to the level of the object has elapsed; accepts a granting process to the user to own an item or point at any time during the generation of the specific item or point associated with the object, regardless of whether the generated specific item or point has reached the upper limit; and accepts an improvement in the level of the object at any time.
[0010] A game information processing device according to one embodiment of the present disclosure includes a storage unit that stores parameters, which are the number of items or point values owned by a user in the game, associated with a user ID, for each parameter ID that identifies the item or point; and a processing unit that, associated with an object provided in the game, increases the quantity of a specific item or point associated with an object up to an upper limit corresponding to the level of the object, in predetermined units, until a predetermined time corresponding to the level of the object has elapsed. The processing unit accepts a granting process to the user to own an item or point at any time during the generation of the specific item or point associated with the object, regardless of whether the generated specific item or point has reached the upper limit, and accepts an increase in the level of the object at any time.
[0011] A computer program in one embodiment of the present disclosure stores a parameter for each content ID that identifies an item or point, which is the number of items or point values owned by a user in the game and associated with a user ID; associates with an object provided in the game, and increases the quantity of a specific item or point associated with the object up to an upper limit corresponding to the level of the object, in predetermined units, until a predetermined time corresponding to the level of the object has elapsed; accepts a granting process to the user to own an item or point at any time during the generation of the specific item or point associated with the object, regardless of whether the generated specific item or point has reached the upper limit; and executes a process to accept an increase in the level of the object at any time.
[0012] The game information processing method, game information processing device, and computer program disclosed herein allow for the acquisition of game content, which is a specific item or point that increases to an upper limit over time, at any time, and also allows for the improvement of the rate at which the game content increases at any time. Since the acquisition operation is possible even if the game content has not increased to its upper limit, it becomes possible to collect the game content completed up to that point and then perform a level-up operation to improve the rate at which the game content increases. [Effects of the Invention]
[0013] According to this disclosure, users will be able to retrieve the game content they have completed up to that point when they are able to resume the game, and then perform actions to improve the rate at which the game content increases. Since they can perform actions at their preferred time without having to wait for the game content to reach its limit, it is expected that convenience and satisfaction will be improved. [Brief explanation of the drawing]
[0014] [Figure 1]It is a schematic diagram of the game system of the present disclosure. [Figure 2] It is a block diagram showing the internal configuration of the information processing device. [Figure 3] It is a block diagram showing the internal configuration of the information terminal device. [Figure 4] It is an explanatory diagram of game content stored in association with the user ID. [Figure 5] It is a flowchart showing an example of the procedure for generating a strengthening item in the facility and the procedure for granting it to the user. [Figure 6] An example screen of the event map is shown. [Figure 7] Another example screen of the event map is shown. [Figure 8] It is an enlarged view of the attraction information. [Figure 9] Another example screen of the event map is shown. [Figure 10] Another example screen of the event map is shown. [Figure 11] Another example screen of the event map is shown. [Figure 12] The screen displayed when an icon is selected is shown. [Figure 13] Another example screen of the event map is shown.
Mode for Carrying Out the Invention
[0015] The present disclosure will be specifically described with reference to the drawings showing its embodiments. In the following embodiments, a game system to which the game information processing method of the present disclosure is applied will be described.
[0016] FIG. 1 is a schematic diagram of a game system 100 of the present disclosure. The game system 100 includes information terminal devices 2 each used by a plurality of users, and an information processing device 1 communicable with the information terminal devices 2. The information terminal devices 2 and the information processing device 1 can transmit and receive data to and from each other via a network N. The network N includes the Internet N1, a carrier network N2, a base station BS, and an access point AP, and the information terminal devices 2 can transmit and receive data to and from the information processing device 1 via the network N wirelessly or by wire.
[0017] In the game system 100, all game contents cannot be used by the information terminal device 2 alone on which a game application program (hereinafter referred to as a game app) is installed. The information terminal device 2 communicates with the information processing device 1 periodically and according to the progress, and appropriately acquires game contents from the content database (DB: Data Base) 110 of the information processing device 1 via the network N to proceed with the game. The game contents include scenario data, character data, and item data (battle items, enhancement items). These game contents have different available data depending on the user and the game progress, and also have different acquired data depending on the user.
[0018] Hereinafter, the configurations of each device will be shown, and the details of the processing content for the user to proceed with the game will be described.
[0019] FIG. 2 is a block diagram showing the internal configuration of the information processing device 1. The information processing device 1 is a game server capable of transmitting and receiving data to and from the information terminal devices 2. In the following description, the information processing device 1 will be described as one game server, but a mode in which a plurality of server computers are communicably connected by a network for distributed processing may also be used.
[0020] The information processing device 1 comprises a processing unit 10, a storage unit 11, and a communication unit 12. The processing unit 10 is a processor using a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit). The processing unit 10 executes processing as a game server based on the information processing program 1P stored in the storage unit 11.
[0021] The storage unit 11 uses non-volatile memory such as a hard disk, flash memory, or SSD (Solid State Drive). The storage unit 11 stores data that the processing unit 10 references. The storage unit 11 stores the information processing program 1P. The information processing program 1P may be a copy of the information processing program 9P stored in the storage medium 9, read by the processing unit 10 and stored in the storage unit 11. The information processing program 1P may also be a copy of the information processing program 1P downloaded by the processing unit 10 from another program server via the communication unit 12 and stored.
[0022] The memory unit 11 includes a content database 110 that stores game content used in the game. The game content stored in the content database 110 includes scenario data, battle data, character data, battle item data, enhancement item data, etc.
[0023] Scenario data is data used for gameplay processing. Scenario data includes image data (animations, videos, etc.), text data (dialogue, etc.), and audio data. Battle data includes character movement and audio data (enemies and allies, etc.) during gameplay, images of bottle items during gameplay, battle background data, and audio data.
[0024] Character data refers to the data of characters that appear in the game. Character data includes name (identification data), attribute data (type, characteristics, etc.), image data (animation, video, etc.), audio data, and level-specific parameters (strength, defense, attribute, etc.), and rarity. Character data also includes identification data and data on the number of enhancement items necessary for strengthening the character. The identification data and number of enhancement items are separated according to the differences in the character's enhancement elements. Character data may be stored for different variations of the same character (different clothing, different colors, etc.).
[0025] Battle item data refers to data on items applied to characters during battle, essentially items that assist in battle. Battle items include, for example, equipment such as weapons and armor, healing or offensive tools other than weapons and armor, and items for temporary enhancement. Battle item data includes the name and image data, as well as numerical data representing the effect on battle parameters (attack amount, defense amount, etc.) applied to the character during battle. Battle item data may also include identification data and data on the number of enhancement items required for each enhancement element of the battle item.
[0026] Enhancement item data refers to data on items used to strengthen characters outside of battle. Examples of enhancement items include enhancement materials and synthesis materials. Enhancement item data includes the name and image data. Enhancement item data may also include rarity.
[0027] The game implemented in the game system 100 of this disclosure further uses points, settings, etc., which can be exchanged for various game content. The content DB 110 includes a content table that associates the actual contents of this game content with content identification data (hereinafter referred to as content ID).
[0028] The storage unit 11 stores the content IDs of game content usable by each user on each information terminal device 2, associating them with the user ID that identifies the user. For example, the storage unit 11 stores the content IDs and quantities of characters, battle items, enhancement items, etc., that the user owns on game application 2P, associating them with the user ID. The processing unit 10 reads a copy of the game content data from the content table and provides it to the requester in response to an acquisition request specifying a content ID.
[0029] The communication unit 12 enables communication with the information terminal device 2 via the network N. Specifically, the communication unit 12 is a network card. The communication unit 12 may be a wireless communication module connected to a carrier network N2, or a wireless communication module for WiFi. The processing unit 10 can send and receive data with the information terminal device 2 via the communication unit 12.
[0030] Figure 3 is a block diagram showing the internal configuration of the information terminal device 2. The information terminal device 2 is a device equipped with a display unit 23 and a communication unit 22. The information terminal device 2 is, for example, a smartphone or a tablet terminal. The information terminal device 2 may also be a dedicated gaming device.
[0031] The information terminal device 2 comprises a processing unit 20, a storage unit 21, a communication unit 22, a display unit 23, an audio output unit 24, and an operation unit 25. The processing unit 20 is a processor using a CPU and / or a GPU. The processing unit 20 executes game-related processing based on a game application program (hereinafter referred to as "game app") 2P stored in the storage unit 21.
[0032] The storage unit 21 uses non-volatile memory such as flash memory or an SSD. The storage unit 21 stores data that the processing unit 20 references. Game application 2P is downloaded from the information processing device 1 or another program server device via the communication unit 22 and stored in an executable format.
[0033] The memory unit 21 stores the user ID of game application 2P. The memory unit 21 also stores the content ID and quantity of characters, battle items, enhancement items, etc., owned by the user on game application 2P, associated with the user ID. The relationship between the user ID and the content ID and quantity stored in the memory unit 21 is the same as the content ID and quantity stored in the information processing device 1 associated with the user ID.
[0034] The communication unit 22 enables communication with the information processing device 1 via a network N including the Internet or a carrier network. Specifically, the communication unit 22 may be a wireless communication device connected to a carrier network or a wireless communication device for Wi-Fi. The processing unit 20 can send and receive data with the information processing device 1 via the communication unit 22.
[0035] The display unit 23 is a display such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 23 is, for example, a touch panel-integrated display. The processing unit 20 displays game content such as images and text provided by the information processing device 1 on the display unit 23 based on the game application 2P.
[0036] The audio output unit 24 includes a speaker, etc. The processing unit 20 outputs game content such as audio and music provided by the information processing device 1 from the audio output unit 24 based on the game application 2P.
[0037] The operation unit 25 is a user interface that enables input and output with the processing unit 20, and is a touch panel built into the display unit 23. The operation unit 25 may also consist of physical buttons. The operation unit 25 may also consist of an audio input unit.
[0038] Figure 4 is an explanatory diagram of game content stored in association with a user ID. Game content is stored in association with a content ID, either in terms of quantity or value. The explanatory diagram in Figure 4 shows an example where information for multiple users is stored in the storage unit 11 of the information processing device 1. In the explanatory diagram in Figure 4, for example, the user ID "123456789" is associated with the quantity of "item X" with content ID "10010001" being "30", and the value of "event points" with content ID "10080001" being "1800". For user ID "567891234", the user ID "10010001" is associated with the quantity of "item X" being "100", and the value of "event points" with content ID "10080001" being "4500". In the information terminal device 2, only the quantity associated with the user ID of the corresponding user is stored.
[0039] In the example in Figure 4, the user with user ID "123456789" is processed as owning 30 "item X" and 1800 "event points". The user with user ID "567891234" is processed as owning 100 of the same "item X" and 4500 "event points".
[0040] The game implemented by the game system 100 configured in this way progresses as the information terminal device 2 plays game content such as scenario data, battle data, and character data in predetermined execution units (hereinafter referred to as quests) based on the game application 2P. A quest involves the user's owned character battling characters that are not controlled by the user (hereinafter referred to as NPCs (Non-Player Characters)) using various methods such as actions, commands, and puzzles. The content of a quest is not limited to this. Once a quest to be executed is selected and this data is played, the user can operate the operation interface for executing the battle. In response to the operation, the scenario and battle progress, the characters and background move, and sound is output.
[0041] In the game system 100 disclosed herein, events with limited durations are held in parallel with the progression of the main story in response to the completion of the aforementioned quests. Event quests are provided to the user in an executable manner sequentially according to the progress of the event scenario. The event quests may be provided sequentially as a connected story, sequentially in ascending order of difficulty, or simply in a sequential order. The progress of the event quests is stored in both the information terminal device 2 and the information processing device 1, associated with the user ID.
[0042] In the events described below, you can place objects on the event map by completing event-specific quests. For example, the protagonist, who corresponds to the user, can choose to place facilities such as shops, schools, fields, and attractions. Placing objects requires the consumption of event-specific items.
[0043] Associated with these objects, enhancement items or specific points usable in the game increase in predetermined units up to a predetermined quantity (maximum). In other words, when the quantity of enhancement items or specific points reaches the maximum value, their generation stops. The generated enhancement items or specific points are granted to the user as owned game content when the user performs an acquisition operation (collection, harvesting). In other words, through the acquisition operation, the enhancement items or specific points associated with the objects become enhancement items or specific points owned by the user.
[0044] Specifically, the information processing device 1 or information terminal device 2 performs a process over time to increase the number of enhancement items or specific points up to the upper limit, associated with the identification data of objects. This process is mainly executed by the game application 2P on information terminal device 2. In response to an acquisition operation from the user, the information processing device 1 or information terminal device 2 performs the process of granting enhancement items or specific points to the user by updating the quantity of enhancement items or specific points associated with the user ID and resetting the enhancement items or specific points associated with objects.
[0045] Each object has a level. The level of each piece of equipment can be increased by consuming event-specific items. It may also be necessary to complete specific quests that involve consuming event-specific items. Each piece of equipment has different units for increasing the quantity of enhancement items or specific points generated depending on its level. Depending on the level, the generation time until enhancement items or specific points increase in predetermined units may change. For equipment, the increase in level may only increase the unit of increase, only shorten the generation time, or both.
[0046] Figure 5 is a flowchart illustrating an example of the procedure for generating and providing enhancement items to users in the equipment. Enhancement items can be interpreted as specific points. The following processing procedure is executed by either the information processing device 1 or the information terminal device 2.
[0047] The processing unit 20 of the information terminal device 2 executes the equipment installation process (step S201). The process in step S201 is executed when the user selects a quest for equipment installation and consumes event-specific items necessary for installing the equipment.
[0048] The processing unit 20 stores identification data of the equipment installed in association with the user ID (hereinafter referred to as equipment identification data) (step S202). The equipment identification data associated with the user ID is also stored in the information processing device 1. Step S202 is equivalent to unlocking (activating / newly installing) the equipment on the map of the user's events.
[0049] The processing unit 20 receives an operation to start the generation of enhancement items for the equipment in the stored equipment identification data (step S203). The generation start operation may be omitted. In other words, the generation of enhancement items corresponding to the equipment may start simply by the equipment being installed.
[0050] The processing unit 20 stores the time when the generation start operation was received (generation start time), the equipment level, the quantity unit of increase, and the generation time in association with the equipment identification data (step S204). The generation start time and the equipment level are also stored in the information processing device 1 in association with the user ID. Storing the generation start time is not mandatory.
[0051] When the processing unit 20 starts measuring the generation time of the enhancement item (step S205), the processing unit 20 determines whether the generation time associated with the equipment identification data and the equipment level has elapsed (step S206). If it is determined that the generation time has elapsed (S206: YES), the processing unit 20 increases the quantity of the enhancement item in predetermined units (step S207). Specifically in step S207, the processing unit 20 stores the number of generated items associated with the facility identification data associated with the user ID, and updates that number of generated items by increasing it by a predetermined amount.
[0052] After increasing the quantity of enhancement items (S207), the processing unit 20 determines whether the number of generated items has reached the upper limit associated with the facility identification data (step S208). If it is determined that the upper limit has been reached (S208: YES), the processing unit 20 terminates the measurement of generation time (step S209) and proceeds to step S210.
[0053] If it is determined that the upper limit has not been reached (S208: NO), the processing unit 20 proceeds to step S210.
[0054] If it is determined in step S206 that the generation time has not elapsed (S206: NO), the processing unit 20 determines whether the number of generated items is 1 or more and whether an acquisition operation has been performed (step S210). If it is determined that the number of generated items is 1 or more and an acquisition operation has been performed (S210: YES), the processing unit 20 updates the number of enhancement items associated with the user ID by increasing it by the number of generated items (step S211). The processing unit 20 resets the number of generated items associated with the equipment identification data to zero (step S212). Steps S211 and S212 correspond to the process of granting enhancement items or specific points generated at the facility to the user.
[0055] The processing unit 20 resets the generation time (step S213), returns to step S205, and starts generation again.
[0056] If it is determined in step S210 that the acquisition operation has not been performed (S210: NO), the processing unit 20 determines whether or not a level-up operation has been performed on the equipment (step S214).
[0057] If it is determined that a level-up operation has been performed (S214: YES), the processing unit 20 resets the number of generated units associated with the equipment identification data to zero (step S215). The processing unit 20 resets the number of generated units even if there are any remaining units.
[0058] Next, the processing unit 20 improves and updates the level of the equipment associated with the equipment identification data (step S216), stores the quantity unit of increase and the generation time corresponding to the level, associated with the equipment identification data (step S217), and returns the process to step S205. In this case, the generation time is reset and measurement resumes. The equipment level updated in step S216 is also updated in the information processing device 1, associated with the user ID.
[0059] If it is determined that no level-up operation has been performed (S214: NO), the processing unit 20 returns to step S206. The above processing procedure continues to be executed until the end of the event period. In this case, the number of enhancement items generated up to the end of the event period may be automatically granted to the user.
[0060] Of the processing steps shown in Figure 5, the determination of whether the generation time has elapsed (S206), the determination of whether the upper limit has been reached (S208), the determination of whether the acquisition operation has been performed (S210), and the determination of whether the level-up operation has been performed (S214) may be executed independently and in parallel with each other.
[0061] The above processing procedure will be explained using the game app 2P, referring to the diagrams of the displayed screen examples. In the following explanation, the event will be the adventure of the characters in an amusement park, and the facilities on the map will be the attractions within the park. In the event story, the protagonist corresponding to the user will construct multiple attractions in the amusement park on the map to advance the event. Instead of "construction," it may be presented as restoration or simply operating the attractions. For each attraction, enhancement items will be generated as a reward for operating that attraction each time a predetermined generation time has elapsed. It should be noted that "facilities" are not limited to the attractions described below.
[0062] Figure 6 shows an example of the event map screen. Figure 6 shows the portal screen 230 that appears when an operation to play the event is received. The portal screen 230 includes a map image 231 and a construction icon 232 for starting a quest to build an attraction. When the user selects the construction icon 232 on the portal screen 230, the process of step S201 in the flowchart of Figure 5 is executed. It is preferable that a specific battle or story playback is performed before the process of step S201 is executed. Multiple attractions can be built, and five construction icons 232 are displayed on the portal screen 230 in Figure 6.
[0063] Figure 7 shows another example of the event map screen. The portal screen 230 in Figure 7 is the screen after one attraction, "Castle," has been constructed in the portal screen 230 shown in Figure 6. The map image 231 of the portal screen 230 after the attraction has been constructed has an image 233 of the constructed attraction added. The portal screen 230 includes a list 234 of the constructed attractions. The portal screen 230 includes an attraction icon 235 near the attraction image 233. The attraction icon 235 includes an image that represents the attraction or an image of the enhancement item that will be generated. Next to the icon 235, attraction information 236 is displayed. The attraction information 236 includes the name of the attraction and the level of that attraction.
[0064] Figure 8 is an enlarged view of the attraction information 236. The attraction information 236 further includes the number of enhancement items that have been generated as operational rewards for the user of the attraction (the protagonist in the game app 2P), the upper limit of that number, the time until the next increase in enhancement items, and the time until the number of enhancement items reaches the upper limit. The attraction information 236 includes a mini-icon 2361 that identifies the enhancement items that are generated for that attraction. Next to the mini-icon 2361 of the enhancement item, the number of enhancement items that have been generated and the upper limit of that enhancement item are displayed side by side. In the attraction related to the attraction information 236 shown in Figure 8, multiple enhancement items are generated, so the attraction information 236 includes two patterns of combinations of the mini-icon 2361 and the number of generated items and the upper limit. In the example of the portal screen 230 in Figure 8, it is shown that for the "Castle" attraction, 1 out of 3 "Feather" enhancement items have been generated, and 1 out of 2 "Pot" enhancement items have been generated.
[0065] The acquisition of generated enhancement items is handled on the portal screen 230, allowing for simultaneous acquisition of multiple attractions. Figure 9 shows another example screen of the event map. The portal screen 230 in Figure 9 shows the state after all five attractions have been constructed, compared to the portal screen 230 shown in Figure 7. The list on the portal screen 230 in Figure 9 includes all five attractions.
[0066] The portal screen 230 in Figure 9 displays a reward receiving button 237 for users to receive enhancement items generated at each attraction before reaching the maximum limit. In the portal screen 230 of Figure 9, the "Castle" attraction has generated 3 out of 15 enhancement items. Similarly, the "Merry-go-round" attraction has generated 5 out of 6 enhancement items, and the "Ferris Wheel" attraction has generated 2 out of 2 enhancement items, reaching the maximum limit. The "Shop" facility has generated 7 out of 15 items, and the "Haunted House" attraction has generated 2 out of 10 enhancement items.
[0067] When a user selects the reward claim button 237, they can receive not only the enhancement items for the "Ferris Wheel" that have reached their maximum value, but also other enhancement items that are in the process of being generated. The process in step S210 of the flowchart in Figure 5 is performed simultaneously for multiple objects. Note that the acquisition of enhancement items is not limited to selecting the reward claim button 237, but may also be performed by selecting the "receive quest" that appears when the icon 235 of each attraction is selected.
[0068] Figure 10 shows another example screen of the event map. The portal screen 230 in Figure 10 shows the state after the reward claim button 237 has been selected, compared to the portal screen 230 shown in Figure 9. The reward review screen 370 is overlaid on the portal screen 230 in Figure 10. The review screen 370 displays icons for 19 enhancement items that have been generated for all attractions as a review.
[0069] Figure 11 shows another example screen of the event map. The portal screen 230 in Figure 11 is the screen that appears after closing the review screen 370 shown in Figure 10. In the portal screen 230 of Figure 11, the number of enhancement items generated for each attraction has been reset to zero (S212). In the portal screen 230 of Figure 11, the reward claim button 237 is disabled because the number of generated items is zero. In this way, the number of operations required to obtain enhancement items generated for each of the multiple attractions can be reduced, improving user convenience. Furthermore, even if the number of generated enhancement items, which increases in association with the equipment identification data, has not reached the upper limit, the enhancement items generated as operational rewards for each attraction can still be obtained.
[0070] Figure 12 shows the screen displayed when icon 235 is selected. When icon 235 is selected, an image of the attraction corresponding to icon 235 and a list of executable quests associated with that attraction are displayed superimposed on the portal screen 230. The list includes quests to level up the attraction. When board 238 corresponding to the quest to level up is selected, it is determined that the level-up operation has been performed (S214: YES). In this case, even if there are still generated items remaining for the attraction, the generated number is reset to zero (S215). Since it can be reset to zero even if the number of generated enhancement items, which increases in association with the equipment identification data, has not reached the upper limit, there is no risk of zero reset associated with the level-up operation, and users can perform the level-up operation at any time without hesitation.
[0071] Figure 13 shows another example screen of the event map. The portal screen 230 in Figure 13 is the screen that appears when you select board 238, a quest to level up an attraction, from the list of attraction quests shown in Figure 12. After the story and movie of the quest corresponding to board 238 are played, you return to the portal screen 230 in Figure 13. In the portal screen 230 of Figure 13, the level of "Merry-go-round" has increased from "Level 1" to "Level 2," and the upper limit of the enhancement items that can be generated has also increased.
[0072] In this way, in an event within the 2P game app where enhancement items or specific points increase over time by associating them with in-game objects, the operation of acquiring enhancement items or specific points and the operation of leveling up objects can be performed at any time the user wishes. This allows users to collect enhancement items or specific points and level up at any time they like, even if all enhancement items or specific points have not reached their maximum limit. This allows users to perform any operation they like at any time they are able to play the 2P game app. This improves user convenience and increases satisfaction. Furthermore, the provision of an interface that allows simultaneous collection of enhancement items or specific points that increase from multiple objects improves user convenience.
[0073] In the embodiments described above, an example was given in which enhancement items increase over time at each attraction. However, the invention is not limited to this, and can also be applied to cases where points used in the game increase over time in relation to in-game objects. For example, it can be applied to parameters that increase over time, such as the so-called stamina required to perform quests in the game. For example, an item that can be used as stamina (stamina item) may be set to be generated in predetermined units up to a limit in a "kitchen" provided in the game. Then, the rate at which the quantity of stamina items increases can be increased in relation to this "kitchen" object, according to the kitchen's level. If stamina items cannot be collected until the limit is reached, players would have to wait until then. However, as described in this disclosure, the operation to increase the level can be performed at any time, and even if the limit has not been reached, the stamina items generated up to that point can be collected, allowing the user to perform any operation they like at any time they can play the 2P game app. This improves user convenience and satisfaction.
[0074] The embodiments disclosed above are illustrative in all respects and not restrictive. The scope of the present invention is indicated by the claims, and all modifications within the meaning and scope equivalent to the claims are included. [Explanation of symbols]
[0075] 1. Information Processing Device 10 Processing Unit P1 Information Processing Program 2. Information terminal device 20 Processing Units 2P game application program (game app)
Claims
1. A method for processing game information that a computer can execute, The system stores the quantity of items or points owned by the user in the game, associated with the user ID, and the content ID that identifies the said items or points. The quantity of a specific item or point associated with an object within the game is increased to an upper limit corresponding to the level of the object each predetermined unit of time that has elapsed. At any time before the quantity of the specific item or points associated with the object reaches the upper limit, regardless of whether the quantity of the specific item or points associated with the object has reached the upper limit, an instruction to grant the specific item or points associated with the object to the user's property is received. At any given time, it accepts instructions to raise the level of the aforementioned object. The remaining time until the aforementioned unit of time has elapsed is displayed along with the remaining time until a predetermined time corresponding to the object's level has elapsed. Game information processing methods.
2. The amount by which the aforementioned specific item or point increases each unit of time elapses is changed according to the level of the object. The game information processing method according to claim 1.
3. Multiple types of the aforementioned object are provided. The aforementioned assignment instructions are accepted collectively for each of the multiple types of objects associated with the specific item or point. The game information processing method according to claim 1.
4. The aforementioned specific items or points are used to improve the parameters of other game content within the game. A game information processing method according to any one of claims 1 to 3.
5. A storage unit that stores the quantity of items or points owned by a user in the game, associated with the user ID, and a content ID that identifies the said items or points, A processing unit that increases the quantity of a specific item or points associated with an object provided in the game up to an upper limit corresponding to the level of the object each predetermined unit of time that has elapsed. Equipped with, The aforementioned processing unit, At any time before the quantity of the specific item or points associated with the object reaches the upper limit, regardless of whether the quantity of the specific item or points associated with the object has reached the upper limit, an instruction to grant the specific item or points associated with the object to the user's property is received. At any given time, it accepts instructions to raise the level of the aforementioned object. The remaining time until the aforementioned unit of time has elapsed is displayed along with the remaining time until a predetermined time corresponding to the object's level has elapsed. Game information processing device.
6. On the computer, The system stores the quantity of items or points owned by the user in the game, associated with the user ID, and the content ID that identifies the said items or points. The quantity of a specific item or point associated with an object within the game is increased to an upper limit corresponding to the level of the object each predetermined unit of time that has elapsed. At any time before the quantity of the specific item or points associated with the object reaches the upper limit, regardless of whether the quantity of the specific item or points associated with the object has reached the upper limit, an instruction to grant the specific item or points associated with the object to the user's property is received. At any given time, it accepts instructions to raise the level of the aforementioned object. The remaining time until the aforementioned unit of time has elapsed is displayed along with the remaining time until a predetermined time corresponding to the object's level has elapsed. A computer program that executes a process.