Programs and Information Processing Systems
Patent Information
- Application Number
- JP2024007183
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-01-22
- Publication Date
- 2026-10-16
- Estimated Expiration
- 2044-01-22
AI Technical Summary
【0008】 本開示によれば、プレイヤの利便性をより向上させることができる。
Smart Images

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Abstract
Description
Technical Field
[0001] The present disclosure relates to a program and an information processing system.
Background Art
[0002] Conventionally, games are known in which a game player can form a deck by selecting a plurality of characters from among characters owned by the player, and use the deck to play events such as battles against enemy characters.
[0003] For example, Patent Document 1 discloses a computer system that determines recommended objects recommended to be included in a player's object group, based on the attributes of each object included in the object group organized by the player and the attributes of each object included in the opponent object group.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of Invention
Problems to be Solved by the Invention
[0005] The present disclosure aims to further improve the convenience for players.
Means for Solving the Problems
[0006] A program according to an embodiment shown in the present disclosure is causing a computer to automatically select a first object corresponding to the progress of an event from a first type of object group owned by a player, on the basis of a task associated with the event and the content of the event, Based on the aforementioned problem and the content of the event, the player automatically selects a second object from among the second group of objects owned by the player that corresponds to the progress of the event. The selected first object is organized with the selected second object associated with it.
[0007] The information processing system according to one embodiment shown in this disclosure is: An information processing system comprising one or more information processing devices, Based on the tasks associated with the event and the content of the event, the system automatically selects a first object from the first type of object group owned by the player that corresponds to the progress of the event. Based on the aforementioned problem and the content of the event, the player automatically selects a second object from the second group of objects owned by the player that corresponds to the progress of the event. The selected first object is organized with the selected second object associated with it. [Effects of the Invention]
[0008] This disclosure can further improve the convenience for players. [Brief explanation of the drawing]
[0009] [Figure 1] Figure 1 is a diagram showing the configuration of an information processing system according to an embodiment of this disclosure. [Figure 2] Figure 2 is a block diagram showing the configuration of a server according to an embodiment of this disclosure. [Figure 3] Figure 3 is a diagram illustrating the overview of the game provided in the information processing system shown in Figure 1. [Figure 4] Figure 4 shows an example of the manual train scheduling screen displayed on the terminal shown in Figure 1. [Figure 5] Figure 5 is a diagram illustrating the equipment objects of the character shown in Figure 3. [Figure 6] FIG. 6 is a flowchart for explaining the outline of the flow of automatic character selection by the character selection unit shown in FIG. 2. [Figure 7] FIG. 7 is a flowchart for explaining the operation flow when the first character is selected by the character selection unit. [Figure 8] FIG. 8 is a diagram for explaining the selection method of the first character by the character selection unit. [Figure 9] FIG. 9 is a flowchart for explaining the operation flow when the second character is selected by the character selection unit. [Figure 10] FIG. 10 is a diagram for explaining an example of the selection method of the second character by the character selection unit. [Figure 11] FIG. 11 is a flowchart for explaining the operation flow when the third and fourth characters are selected by the character selection unit. [Figure 12] FIG. 12 is a diagram for explaining the method of determining the weapon attribute of a character by the character selection unit. [Figure 13] FIG. 13 is a diagram for explaining an example of the weapon selection method by the weapon selection unit. [Figure 14] FIG. 14 is a diagram for explaining an example of the stone tablet selection method by the stone tablet selection unit. [Mode for Carrying Out the Invention]
[0010] Hereinafter, embodiments of this technical concept will be described in detail with reference to the drawings. In the following description, the same components and the like are denoted by the same reference numerals. Their names and functions are also identical. Therefore, detailed descriptions thereof will not be repeated.
[0011] [Configuration of Information Processing System] Figure 1 is a diagram showing the configuration of an information processing system 1 according to an embodiment of the present disclosure. As shown in Figure 1, the information processing system 1 includes a plurality of terminals 10 respectively used by a plurality of users, and a server (computer) 20, and these devices are communicably connected to each other via a network 13.
[0012] The terminal 10 is, for example, a smartphone, a phablet, or a tablet. The terminal 10 may be a portable terminal, or may be a stationary terminal such as a wearable device worn on the body, a PC (Personal Computer), or a game console. When the user operates the terminal 10, data related to a game is transmitted and received between the server 20 and the terminal 10. Thereby, the user can play the game.
[0013] The server 20 manages various data related to the game of each user who plays the game, and transmits images, audio, text, and other data to the terminal 10 in accordance with the progress of each user's game. In addition, the server 20 can, for example, identify a plurality of users participating in multiplayer, and communicate with the terminal 10 of each user, thereby providing each user with an environment for playing the game in multiplayer.
[0014] [Configuration of Server] Figure 2 is a block diagram showing the configuration of the server 20 according to the embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit 22, a storage unit 23, and a memory 24.
[0015] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when screen data of a game play screen is generated by the control unit 22, the communication unit 21 transmits the screen data to the terminal 10. In addition, when the communication unit 21 receives operation information indicating the content of a user's operation on the terminal 10 from the terminal 10, the communication unit 21 outputs the operation information to the control unit 22.
[0016] The storage unit 23 includes a storage device such as an HDD (Hard Disk Drive) or flash memory. Specifically, the storage unit 23 stores programs 41, game information 42, and user information 43, etc.
[0017] Program 41 is a program for server 20 to execute various processes. Game information 42 includes information used to generate the play screen, and information used to generate various objects included in the play screen. User information 43 includes information about users who play the game, such as identification information for each terminal 10 and identification information for each user.
[0018] Memory 24 includes a storage device such as ROM (Read Only Memory) or RAM (Random Access Memory). Various data generated in conjunction with the operation of the control unit 22 are temporarily stored in Memory 24. For example, Memory 24 stores game media information related to the user's various game media, such as the character operated by the user (first object), equipment objects such as accessories equipped to the character (second object), and virtual currency held by each user.
[0019] The control unit 22 is a processor, for example, including a CPU (Central Processing Unit), an MPU (Micro Processing Unit), or a GPU (Graphics Processing Unit). The control unit 22 operates according to the program 41, performing the functions of the game progress unit 31 and the automatic team building unit 32.
[0020] The game progress unit 31 performs various processes related to the progress of the game based on operation information received from the terminal 10 via the communication unit 21. For example, the game progress unit 31 moves the character controlled by the user, progresses events in the game, generates and controls other characters and objects such as buildings that appear in the game, and generates screen data for the play screen.
[0021] When a user plays an event, the automatic formation unit 32 automatically forms a set of multiple characters (first objects) to be used in the event (hereinafter referred to as a "deck") from among multiple characters (first type object group) stored in memory 24, in response to the user's operation.
[0022] Furthermore, the automatic formation unit 32 automatically selects equipment objects (second-type object group) such as weapons and accessories to be equipped to each character that makes up the deck from among multiple equipment objects (second-type object group) stored in memory 24.
[0023] [Game Overview] Figure 3 is a diagram illustrating the overview of the game provided in the information processing system 1 shown in Figure 1. Referring to Figure 3, the information processing system 1 provides, as an example, a game that includes multiple events.
[0024] Specifically, suppose the player selects one of several events in the game by operating terminal 10. In this case, for example, as shown in Figure 3, the player's terminal 10 displays an event start screen G1 showing the clear conditions for the selected event and one or more sub-missions (tasks) associated with that event.
[0025] In the example shown in Figure 3, the area R1 included in the event start screen G1 displays the text "Clear condition: Defeat the boss." Additionally, the area R2 included in the event start screen G1 displays the text "Clear without anyone being defeated," "Clear with a deck of 2 or more people," and "Clear with a deck that includes one of the following job classes (sword, fist, or shining sword)" as sub-missions.
[0026] Players play events using one or more characters that make up their deck. Players can clear an event if they meet the clear conditions, regardless of whether they complete any sub-missions. Once a player clears an event, they can then play other events, for example.
[0027] The amount and type of rewards awarded to players upon clearing an event will vary depending on their progress in completing sub-missions. Rewards can be in the form of in-game currency such as experience points, points, items, or coins.
[0028] Furthermore, area R3, included in the event start screen G1, displays one or more characters that make up the deck. In the example shown in Figure 3, the deck consists of four characters. The player can play the event by switching between these four characters during the event.
[0029] Additionally, one of the characters that make up the deck is designated as the leader. The leader character has special skills compared to the other characters in the deck and has a greater influence on the progress of the event. For example, in area R4, which is included in the event start screen G1, the special skill of the leader character is displayed as "Deck movement speed and attack speed are increased (effect value 30)".
[0030] [Manual deck building] (Manual character assignment) Players can manually assemble their decks by selecting the characters that make up the deck. Specifically, the event start screen G1 displays a manual assemble button B1 for selecting manual deck assembly, an automatic assemble button B2 for selecting automatic deck assembly, and a challenge button B3 for selecting to start the event using the deck currently displayed on the event start screen G1.
[0031] Suppose the player operates terminal 10 and selects the manual deck formation button B1. In this case, the game progress unit 31 shown in Figure 2 acquires operation information indicating the player's actions via the communication unit 21. The game progress unit 31 then generates, for example, the manual deck formation screen G2 and sends the screen data of the manual deck formation screen G2 to terminal 10. As a result, the manual deck formation screen G2 is displayed on terminal 10.
[0032] Figure 4 shows an example of the manual formation screen G2 displayed on terminal 10 shown in Figure 1. As shown in Figure 4, for example, the manual formation screen G2 includes an area R11 that displays a list of characters owned by the player, and an area R12 that displays multiple character setting frames 61 that make up the deck. In the example shown in Figure 4, four setting frames 61 are displayed.
[0033] For example, the player drags and drops one of the characters displayed in area R11 on the screen of terminal 10 to one of the setting slots 61. In this case, the game progress unit 31 in server 20, as shown in Figure 2, acquires operation information indicating the player's actions and sets the character selected by the player in the setting slot 61 based on that operation information. By performing the above operations on each setting slot 61, the player can manually assemble multiple characters that make up the deck.
[0034] Each character has multiple attribute types assigned to them. Specifically, each character is assigned a profession such as swordsman or martial artist, and has profession attributes corresponding to that profession. Profession attributes include "sword," "fist," "dual swords," "axe," "spear," "bow," "staff," and "shining sword." For example, a character whose profession is swordsman has the "sword" profession attribute. Similarly, a character whose profession is martial artist has the "fist" profession attribute.
[0035] In area R11 of the manual formation screen G2 shown in Figure 4, each character is marked with a mark indicating their occupation attribute. For example, character C1 is marked with mark M1 indicating that its occupation attribute is "sword," and character C2 is marked with mark M2 indicating that its occupation attribute is "spear." The player can select characters to make up their deck while referring to the occupation attribute of each character.
[0036] Furthermore, each character has a weapon attribute assigned to them according to their job attribute. There are four types of weapon attributes, for example, "Slashing," "Blunt," "Thrusting," and "Magic." Characters whose job attribute is "Sword" or "Dual Swords" have the "Slashing" weapon attribute. Characters whose job attribute is "Fist" or "Axe" have the "Blunt" weapon attribute. Characters whose job attribute is "Spear" or "Bow" have the "Thrusting" weapon attribute. Characters whose job attribute is "Staff" or "Shining Sword" have the "Magic" weapon attribute.
[0037] Furthermore, each character has an elemental attribute that is different from their job attribute and weapon attribute. Elemental attributes are, for example, attributes corresponding to the skills a character possesses, such as "fire," "water," "lightning," "darkness," and "light."
[0038] (Manual selection of equipment objects) Referring again to Figure 3, the player can select equipment objects to equip to each character that makes up the deck. Equipping characters with equipment objects can enhance their skills or increase their healing amount.
[0039] Figure 5 is a diagram illustrating the equipment objects of the character shown in Figure 3. For example, suppose a player selects one of several characters displayed in area R3 of the event start screen G1. In this case, as shown in Figure 5, the player's terminal 10 displays the character details screen G3, which shows the equipment objects currently equipped by the selected character.
[0040] On the character details screen G3, the equipment objects set for the character are displayed. Here, multiple equipment object setting slots 70 are provided for each character. Specifically, there is one setting slot 71 for a weapon (an example of an equipment object), two setting slots 72 for an accessory (an example of an equipment object), and four setting slots 73 for a stone tablet (an example of an equipment object).
[0041] In the character details screen G3 shown in Figure 5, it is displayed that for the character selected by the player, weapon A is set in setting slot 71, accessories A and B are set in the two setting slots 72 respectively, and stone tablets A, B, C, and D are set in the four setting slots 73 respectively.
[0042] On the character details screen G3, when the player selects one of the multiple setting slots 70, a list of equipment objects that can be set in the selected setting slot 70 is displayed, and the player can change the equipment object set in that setting slot 70.
[0043] For example, when the player selects a setting slot 71, the game progress unit 31 shown in Figure 2 refers to the memory 24 to generate a list screen of weapons owned by the player and sends the screen data of this list screen to the terminal 10. The player can then select a weapon to set in the setting slot 71 from among the multiple weapons included in the weapon list screen displayed on the terminal 10.
[0044] Each character has pre-assigned weapons and accessories that are compatible with them. These weapons are called "theme weapons," and these accessories are called "theme accessories." In addition, each weapon, like the characters mentioned above, has an elemental attribute such as "water," "lightning," "darkness," and "light."
[0045] Players can select which equipment objects to equip to each character, while referring to the character's motif weapon, motif accessory, and the elemental attributes of each weapon.
[0046] Furthermore, each equipment object is associated with the character it is equipped to. Therefore, an equipment object equipped to one character cannot be assigned to another character.
[0047] [Overview of automatic deck building] Referring again to Figure 3, let's assume that the player operates terminal 10 and selects the automatic formation button B2 displayed on the event start screen G1. In this case, the automatic formation unit 32 shown in Figure 2 automatically forms a deck suitable for the progress of the event. More specifically, the automatic formation unit 32 includes a character selection unit 51, a weapon selection unit 52, an accessory selection unit 53, and a stone tablet selection unit 54.
[0048] The character selection unit 51 automatically selects one or more characters to make up the deck from among the multiple characters owned by the player, based on the user information stored in the memory 24.
[0049] The weapon selection unit 52 automatically selects weapons to equip each character selected by the character selection unit 51 from among multiple weapons owned by the player, based on the user information stored in the memory 24.
[0050] The accessory selection unit 53 automatically selects accessories to equip each character selected by the character selection unit 51 from among multiple accessories owned by the player, based on the user information stored in the memory 24.
[0051] The tablet selection unit 54 automatically selects tablets from among the multiple tablets owned by the player to be equipped to each character selected by the character selection unit 51, based on the user information stored in the memory 24.
[0052] Then, once the automatic deck formation by the automatic formation unit 32 is complete, the area R3 in the event start screen G1 shown in Figure 3 displays the multiple characters that make up the automatically formed deck.
[0053] Furthermore, as described later, the automatic deck building unit 32 automatically builds a deck suitable for the progress of the event based on the content of the event selected by the player. Therefore, the automatic deck building unit 32 can automatically build a deck when an event is selected by the player.
[0054] [Automatic selection process for GLOBAL] Figure 6 is a flowchart illustrating the general flow of automatic character selection by the character selection unit 51 shown in Figure 2. First, the character selection unit 51 identifies the event selected by the player based on the operation information transmitted from the terminal 10 (step S11).
[0055] Next, the character selection unit 51 refers to the game information 42 stored in the memory unit 23 to identify one or more sub-missions associated with the event identified in step S11 (step S12).
[0056] Next, the character selection unit 51 determines the number of characters to make up the deck based on the contents of the one or more identified submissions (step S13).
[0057] For example, if one of the identified submissions is related to the number of characters that make up a deck, the character selection unit 51 will determine the number of characters according to the content of that submission. Specifically, if the submission is "Clear with a deck of 3 characters", the character selection unit 51 will determine the number of characters to be "3".
[0058] Furthermore, if, for example, a sub-mission is included such as "Clear with a deck of two or more characters," the character selection unit 51 determines the number of characters to be "2" or more. Here, let's assume that the maximum number of characters that can make up a deck is "4." In this case, the character selection unit 51 determines the number of characters to be "4."
[0059] Furthermore, if the event does not include any submissions related to the number of characters, the character selection unit 51 determines that the number of characters to make up the deck is "4".
[0060] Next, the character selection unit 51 determines the first character to be the leader (step S14). Details of how the first character is determined will be described later. Next, the character selection unit 51 checks whether the number of characters that make up the deck is two or more (step S15), and if the number is two or more (YES in step S15), it determines the second character (step S16). Details of how the second character is determined will also be described later.
[0061] Next, the character selection unit 51 checks whether the number of characters constituting the deck is 3 or more (step S17). If the number is 3 or more ("YES" in step S17), it determines the third character (step S18). The method for determining the third character will be described in detail later.
[0062] Next, the character selection unit 51 checks whether the number of characters constituting the deck is 4 (step S19), and if the number is 4 (YES in step S19), it determines the fourth character (step S20). The method for determining the fourth character will be described in detail later.
[0063] Furthermore, if the character selection unit 51 has determined the first character and the number of characters constituting the deck is 1 (NO in step S15), the automatic character selection process ends.
[0064] Furthermore, if the character selection unit 51 has determined a second character and the number of characters constituting the deck is 2 (NO in step S17), the automatic character selection process ends.
[0065] Furthermore, if the character selection unit 51 has determined the third character and the number of characters constituting the deck is 3 (NO in step S19), the automatic character selection ends.
[0066] In addition, the submissions identified in step S12 may include submissions related to the occupational attributes of the characters that make up the deck. In this case, the character selection unit 51 will select characters according to the submission in the processing of steps S14, S16, S18, and 20. Specifically, if there is a submission such as "Clear with a deck of only swords and fists," the character selection unit 51 will exclude characters with occupational attributes other than "sword" or "fist" from the selection.
[0067] [Selecting the first character] Figure 7 is a flowchart illustrating the flow of operations when the character selection unit 51 selects the first character. Figure 8 is a diagram illustrating how the character selection unit 51 selects the first character. The character selection unit 51 selects the first character according to the event clear conditions, such as "defeating the boss".
[0068] Here, for example, an event may feature multiple enemy characters. These enemy characters include boss characters, first monsters, and second monsters. Furthermore, each enemy character has pre-defined weaknesses to specific weapon and elemental attributes.
[0069] Referring to Figures 7 and 8, first, the character selection unit 51 identifies the weapon attribute and element attribute that are the weaknesses of the boss character of the event if the event's clear condition is "defeat the boss" (step S31). Here, it is assumed that the weapon attribute that is the boss character's weakness is "slash" and the element attribute that is the boss character's weakness is "water".
[0070] Next, as shown in Figure 8, the character selection unit 51 arranges multiple characters with the weapon attribute "Slash" from among the multiple characters owned by the player in order of their appearance in the game (hereinafter referred to as "appearance order") (step S32). The higher the appearance order number, the closer the character is to the present time. Also, the higher the appearance order number, the more likely the character has a higher skill level. In the example shown in Figure 8, multiple characters are arranged in the order of character numbers No. 11, No. 12, No. 13, No. 14, ...
[0071] Next, the character selection unit 51 checks whether any of the arranged characters have the element attribute "Water" within a predetermined rank (step S33). Here, "within a predetermined rank" means within the top 3.
[0072] Then, the character selection unit 51 checks whether any of the first three characters have the same element attribute as the character identified in step S31 (step S33).
[0073] For example, suppose that among the first three characters, there is a character whose element attribute is "Water" (YES in step S33). In this case, the character selection unit 51 determines that character to be the first character (step S34). In the example shown in Figure 8, the element attribute of character number 13 is "Water". Therefore, the character selection unit 51 determines that character to be the first character.
[0074] On the other hand, suppose that none of the first three characters have the element attribute "Water" (NO in step S33). In this case, the character selection unit 51 determines, for example, the first character, character number 11, as the first character (step S35).
[0075] [Selecting the second character] Figure 9 is a flowchart illustrating the flow of operations when the character selection unit 51 selects a second character. Figure 10 is a diagram illustrating an example of how the character selection unit 51 selects a second character. The character selection unit 51 selects a second character to make up the deck, for example, based on the element attribute which is the weakness of the first monster that appears in the event.
[0076] First, the character selection unit 51 identifies the element attribute, which is the weakness of the first monster in the event (step S41).
[0077] Next, the character selection unit 51 arranges, in order of appearance, characters from among the multiple characters owned by the player that have the same elemental attribute as the elemental attribute identified in step S41, excluding the character determined as the first character (step S42). Then, the character selection unit 51 determines, for example, the first character from the arranged multiple characters as the second character (step S43).
[0078] As shown in Figure 9, for example, let's assume that the element attribute of the first monster's weakness is "Water". In this case, multiple characters are arranged in the order of character numbers No. 21, No. 22, ... Then, the first character, that is, character number No. 21, is determined to be the second character to make up the deck.
[0079] [Selecting the 3rd and 4th characters] Figure 11 is a flowchart illustrating the flow of operations when the character selection unit 51 selects the third and fourth characters. Here, we assume that the number of characters making up the deck is four. The character selection unit 51 selects the third and fourth characters to make up the deck based, for example, on the content of the sub-mission, weapon attributes, and the weapon attributes that are the weaknesses of the second monster appearing in the event.
[0080] First, the character selection unit 51 checks whether there is a submission among the submissions identified in step S12 shown in Figure 6 that specifies that a particular occupation attribute is included (step S51).
[0081] For example, suppose there is a sub-mission that says "Clear with a deck that includes a sword" (YES in step S51). In this case, the character selection unit 51 checks whether the occupation attribute of at least one of the first and second characters, which have already been decided, is the same as a specific occupation attribute (step S52).
[0082] Here, we assume that the occupation attribute of at least one of the first and second characters is "sword" (YES in step S52). In this case, the character selection unit 51 determines the weapon attribute of the third character and the weapon attribute of the fourth character, for example, according to the weakness of the second monster that appears in the event.
[0083] Figure 12 is a diagram illustrating how the character selection unit 51 determines the weapon attributes of a character. Specifically, as shown in Figure 12, among the second monsters that appear in the event, there are "3" second monsters A whose weakness is the weapon attribute "Slash", and there are "10" second monsters B whose weakness is the weapon attribute "Slash" and "Blunt". Also, among the second monsters that appear in the event, there is "1" second monster C whose weakness is the weapon attribute "Pierce" and "Magic", and there are "5" second monsters D whose weakness is the weapon attribute "Magic".
[0084] In this case, the character selection unit 51 obtains the number of corresponding second monsters for each of the four weapon attributes, that is, the number of second monsters that are weak against that weapon attribute (step S53). In the example shown in Figure 12, the total number of second monsters that are weak against the weapon attribute "Slash" is 13 (=3+10), and the total number of second monsters that are weak against the weapon attribute "Blunt" is 10. Also, the total number of second monsters that are weak against the weapon attribute "Thrust" is 1, and the total number of second monsters that are weak against the weapon attribute "Magic" is 6 (=1+5).
[0085] Next, the character selection unit 51 determines the priority order of weapon attributes (step S54). In the example shown in Figure 12, the number of corresponding second monsters is highest for each attribute in the order of "slashing," "blunt," "magic," and "piercing." In this case, the character selection unit 51 determines the priority order of weapon attributes to be "slashing," "blunt," "magic," and "piercing."
[0086] Next, the character selection unit 51 determines the weapon attributes of the third character and the fourth character according to the priority of weapon attributes (step S55). For example, if the weapon attribute with the highest priority is "Slash" and neither the first nor the second character's weapon attribute is "Slash", then "Slash" is determined as the weapon attribute of the third character. Then, the character selection unit 51 determines "Blunt", which has the next highest priority after "Slash", as the weapon attribute of the fourth character.
[0087] Furthermore, for example, if at least one of the weapon attributes of the first and second characters is "Slash," the character selection unit 51 determines "Blunt," which has the next highest priority after "Slash," as the weapon attribute for the third character. Then, the character selection unit 51 determines "Magic," which has the next highest priority after "Blunt," as the weapon attribute for the fourth character.
[0088] Next, the character selection unit 51 determines the third and fourth characters (step S56). For example, if the character selection unit 51 determines "Slash" as the weapon attribute for the third character, it extracts characters with the weapon attribute "Slash" from among the characters owned by the player. Then, the character selection unit 51 determines the character that appeared latest in the game, that is, the character with the highest number of appearances, as the third character.
[0089] Similarly, for the fourth character, if the character selection unit 51 determines that "blunt" is the weapon attribute for the fourth character, it extracts characters with the weapon attribute "blunt" from among the characters owned by the player. Then, the character selection unit 51 determines that the character with the highest number in the appearance order among the extracted characters will be the fourth character.
[0090] Furthermore, if there is no submission in step S51 that specifies that a particular occupation attribute is included (i.e., "NO" in step S51), the character selection unit 51 performs the operations from step S53 onward.
[0091] On the other hand, there is a submission that specifies that a particular occupation attribute is included (YES in step S51), and the occupation attributes of the first character and the second character are not the aforementioned specific occupation attribute (NO in step S52).
[0092] For example, suppose there is a sub-mission to "clear with a deck that includes a sword," and neither the first nor the second character's job attribute is "sword." In this case, the character selection unit 51 extracts characters with the job attribute "sword" from the characters owned by the player and arranges the extracted characters in the order they appear. Then, the character selection unit 51 determines that the character with the highest number in the order of appearance among the arranged characters will be the third character (step S57).
[0093] Next, the character selection unit 51 checks whether the weapon attributes of each of the three determined characters are all different (step S58).
[0094] Then, if the weapon attributes of the first, second, and third characters are all different (YES in step S58), the character selection unit 51 determines the weapon attribute of the fourth character so that the weapon attributes of each of the four characters are all different (step S60).
[0095] For example, suppose the weapon attributes of the first, second, and third characters are "slashing," "blunt," and "piercing," respectively. In this case, the character selection unit 51 determines that the weapon attribute of the fourth character is "magic." The character selection unit 51 then extracts characters with the weapon attribute "magic" from the characters owned by the player and arranges them in order of appearance. The character selection unit 51 then determines that the character with the highest number of appearances among the arranged characters is the fourth character (step S60).
[0096] On the other hand, let's assume that at least two of the three characters that have already been selected have the same weapon attribute (NO in step S58). In this case, the character selection unit 51 obtains the number of corresponding second monsters for each of the four types of weapon attributes, as in step S53 described above (step S61).
[0097] Then, the character selection unit 51 determines the priority of weapon attributes based on the number of second monsters corresponding to each weapon attribute, similar to step S54 described above (step S62).
[0098] Next, the character selection unit 51 determines the weapon attribute of the fourth character according to the priority of weapon attributes (step S63). For example, as described above, if the weapon attribute with the highest priority is "Slash", and none of the weapon attributes of the first, second, and third characters are "Slash", then "Slash" is determined as the weapon attribute of the fourth character.
[0099] Then, the character selection unit 51 determines the fourth character according to the weapon attribute of the determined fourth character (step S64). For example, if the character selection unit 51 determines "Slash" as the weapon attribute for the fourth character, it extracts characters with the weapon attribute "Slash" from among the characters owned by the player. Then, the character selection unit 51 determines the character with the highest number of appearances among the extracted characters to be the fourth character.
[0100] Similarly, if the number of characters making up the deck is "3", the character selection unit 51 will determine the third character, for example, according to the weakness of the second monster that appears in the event.
[0101] As described above, the character selection unit 51 selects the first character according to the event's clear conditions. The character selection unit 51 also selects the second character based on the element attribute which is the weakness of the first monster. Furthermore, the character selection unit 51 selects the third and fourth characters based on the content of the sub-mission, the weapon attribute, and the weapon attribute which is the weakness of the second monster. This allows for the automatic formation of a deck suitable for clearing the event and completing the sub-missions.
[0102] The character selection unit 51 may select a character not only based on the attributes that are weak against the first monster or the second monster, but also based on the attributes and number of objects that are not subject to the player's control. For example, the character selection unit 51 may select a character using the attributes and number of characters controlled by other players participating in the same event simultaneously.
[0103] (Details on automatic weapon selection) Referring again to Figure 2, the weapon selection unit 52 automatically selects weapons to equip each character, starting with the first character, after the characters constituting the deck have been selected by the character selection unit 51.
[0104] More specifically, weapons can be evolved using game elements such as experience points, points, items, or coins. Each weapon is assigned an ID (Identification) that changes according to its evolution stage. For example, as a weapon evolves, the last digit of the ID increases in the order of "0", "1", "2", ... The weapon selection unit 52 prioritizes selecting weapons that have progressed further in evolution.
[0105] Figure 13 illustrates an example of how the weapon selection unit 52 selects a weapon. For example, the weapon selection unit 52 extracts weapons from among the multiple weapons owned by the player whose last digit of the ID is "2" or greater. Then, if the extracted weapons include a motif weapon that is compatible with the character to be equipped with it, the weapon selection unit 52 decides that motif weapon will be equipped to that character.
[0106] Furthermore, if the weapon selection unit 52 does not include a motif weapon among the extracted weapons, it selects a weapon that has the same elemental attribute as the character to be equipped with it. For example, suppose the character to be equipped with it has the elemental attribute "water". In this case, as shown in Figure 13, the weapon selection unit 52 decides to equip the weapon with the elemental attribute "water" from among the extracted weapons.
[0107] Furthermore, suppose that among the extracted weapons, there are two or more weapons that have the same elemental attribute as the character to whom they will be equipped. In this case, the weapon selection unit 52 will, for example, determine that the weapon that has evolved the most among these two or more weapons, that is, the one with the largest last digit of its ID, will be equipped to the character.
[0108] Furthermore, suppose that none of the extracted weapons have the same elemental attribute as the character to whom they will be equipped. In this case, the weapon selection unit 52 will, for example, determine that the weapon that has evolved the most among the extracted weapons, that is, the one with the largest last digit of its ID, will be equipped to the character.
[0109] The weapons equipped to the second and subsequent characters are determined in the same way. In this case, any weapon already equipped to any one of the characters that make up the deck is excluded from selection.
[0110] (Details on automatic accessory selection) Referring again to Figure 2, the accessory selection unit 53 automatically selects accessories to equip to each character, starting with the first character, after the characters constituting the deck have been selected by the character selection unit 51.
[0111] More specifically, the accessory selection unit 53 checks whether the motif accessory of the character to be equipped is included among the multiple accessories owned by the player. If the motif accessory is included, the accessory selection unit 53 determines that the motif accessory will be equipped to the character.
[0112] On the other hand, if no motif accessories are included, the accessory selection unit 53 determines, for example, the one acquired most recently by the player as the accessory to be equipped to the character.
[0113] The same method is used to determine which accessories are equipped to the second and subsequent characters. In this case, any accessories already equipped to any one of the characters that make up the deck are excluded from selection.
[0114] (Details of automatic selection of stone tablets) Referring again to Figure 2, the stone tablet selection unit 54 automatically selects the stone tablets to equip to each character, starting with the first character, after the characters constituting the deck have been selected by the character selection unit 51.
[0115] More specifically, the stone tablets can be evolved by using game media such as experience points, points, items, or coins. The stone tablet selection unit 54 prioritizes selecting the most evolved stone tablets from among the multiple stone tablets owned by the player.
[0116] Figure 14 is a diagram illustrating an example of how the stone tablet selection unit 54 selects stone tablets. For example, the stone tablet selection unit 54 arranges multiple stone tablets owned by the player in order of their evolutionary progress. The character selection unit 51 then selects stone tablets that have evolved to the point where all four setting slots 73 (see Figure 5) for the character are filled.
[0117] Here, the stone tablets include stone tablets that are set for one setting slot 73 and stone tablets that are set for two setting slots 73. Stone tablets set for two setting slots 73 can be set on a character if there are two or more setting slots 73 of the character to which the stone tablet is equipped that do not have a stone tablet set.
[0118] In the example shown in Figure 14, multiple stone tablets numbered No. 31, No. 32, No. 33, ... are arranged in order of increasing evolution. Of these multiple stone tablets, the tablet set for one setting frame 73 is shown as a sector shape obtained by dividing a circle into four equal parts, and the tablet set for two setting frames 73 is shown as a semicircle shape.
[0119] For example, stone tablets with numbers 31, 32, and 33 can be set in one setting slot 73, while stone tablets with numbers 34 and 36 can be set in two setting slots 73.
[0120] In this case, the tablet selection unit 54 first selects three tablets with tablet numbers No. 31, No. 32, and No. 33 as the tablets to be set for the first character. At this point, since there is only one of the four setting slots 73 that is not yet set, the tablet selection unit 54 excludes tablet No. 34, which requires two setting slots 73, and selects tablet No. 35 as the fourth tablet.
[0121] Next, the tablet selection unit 54 selects a tablet to equip to the second character. At this time, the tablet selection unit 54 prioritizes selecting tablets that were excluded when selecting tablets for the first character. Also, at this time, the tablet selection unit 54 excludes tablets that are already equipped to the first character from the selection.
[0122] In the example shown in Figure 14, the stone tablet selection unit 54 selects stone tablet No. 34, which requires two setting slots 73, and stone tablet No. 36, which also requires two setting slots 73, as stone tablets to be equipped to the second character.
[0123] The same method is used to determine which tablets will be equipped to the third and subsequent characters. For example, in the example shown in Figure 14, the tablet selection unit 54 selects four tablets, each requiring one setting slot 73 and with tablet numbers No. 37, No. 38, No. 39, and No. 40, as the tablets to be equipped to the third character. Also, for example, the tablet selection unit 54 selects two tablets, each requiring one setting slot 73 and with tablet numbers No. 41 and No. 42, and one tablet, with tablet number No. 44, requiring two setting slots 73, as the tablets to be equipped to the fourth character.
[0124] [Regarding equipment objects equipped through automatic sorting] Referring again to Figure 2, when a deck is manually assembled by the player, manual deck information indicating the configuration of that deck is saved in memory 24. Also, when a deck is automatically assembled by the automatic assembly unit 32, automatic deck information indicating the configuration of that deck is saved in memory 24.
[0125] Even when manual deck information is stored in memory 24, the automatic deck building unit 32 can use the equipment objects equipped to characters in a manually built deck when building an automatic deck.
[0126] For example, even if character C1 in a manually assembled deck is equipped with weapon A, the automatic deck assembly unit 32 can equip weapon A to characters other than character C1 during the automatic deck assembly process. Furthermore, even if weapon A is equipped to a character in the automatically assembled deck, the state in which character C1 is equipped with weapon A is maintained in the manually assembled deck.
[0127] Furthermore, if the deck information of an automatically generated deck is stored in memory 24, and the equipment objects equipped to the characters in that deck are no longer owned by the player due to being sold by the player or for other reasons, this also applies.
[0128] In such cases, the equipment object in question is removed from the automatically generated deck. Furthermore, the character who was equipped with the equipment object may be newly equipped with another equipment object in its place. This newly equipped object could be, for example, the initial equipment object equipped to the character at the start of the game.
[0129] Furthermore, if the deck information of an automatically generated deck is stored in memory 24, and the equipment objects equipped to the characters in that deck have evolved compared to when the deck was formed, then the deck information of that deck will be updated to reflect the evolution of the equipment objects.
[0130] Furthermore, the objects selected as equipment objects by the automatic organization unit 32 are not limited to weapons, accessories, and tablets as described above, but may also include skills to be equipped to characters.
[0131] [Differentiation] As described above, the information processing system 1 can provide multiple users with an environment for playing games in multiplayer mode. In this case, these multiple users can participate in a common event simultaneously.
[0132] When such multiplayer is played, the automatic deck building unit 32 shown in Figure 2 may select characters to make up a deck from among the characters owned by each of these multiple users. The automatic deck building unit 32 may also select equipment objects to equip each character from among the equipment objects owned by each of these multiple users. In this case, users can play the event using decks that include characters and equipment objects they do not own.
[0133] [Additional Notes] The contents of the embodiments of this disclosure are listed below. [assignment] The aim is to further improve convenience.
[0134] [Solution] (Item 1) On the computer, Based on the tasks associated with the event and the content of the event, the player automatically selects a first object from the first type of object group owned by the player that corresponds to the progress of the event. Based on the aforementioned problem and the content of the event, the player automatically selects a second object from among the second group of objects owned by the player that corresponds to the progress of the event. The selected first object is organized with the selected second object associated with it.
[0135] This configuration allows for the automatic creation of a deck containing a first object that corresponds to the progress of an event selected by the player, and to which a second object corresponding to the progress of that event is associated. This further improves the convenience for the player.
[0136] (Item 2) On the computer, The program described in item 1, which prioritizes selecting from the first object and the second object that have a greater impact on the progress of the event.
[0137] This configuration ensures that objects with a significant impact on the event's progression are included in the deck, and then allows for the selection of other types of objects to associate with those objects.
[0138] (Item 3) The first object is a character that the player can use in the event, The second object is an object that can be equipped to the character, The program described in item 2, in which the influence on the progress of the event is greater for the character than for the equipable object.
[0139] In this way, by prioritizing character selection, it becomes possible to select more appropriate accessories to equip to the selected character, for example.
[0140] (Item 4) On the computer, It is possible to select multiple of the aforementioned first objects, A program described in any one of items 1 to 3, which, in selecting from multiple first objects, causes the first object to be selected from those that have a greater influence on the progress of the event.
[0141] This configuration ensures that the first object, which has a significant impact on the progress of the event, is included in the deck.
[0142] (Item 5) The aforementioned event will feature one or more enemy characters. On the computer, In addition to the aforementioned issues and the content of the aforementioned events, the program further causes the player to select at least one of the first object and the second object based on at least one of the attributes and number of objects that are not subject to the player's control and appear in the aforementioned events, according to any one of items 1 to 4.
[0143] This configuration allows for the automatic creation of a deck better suited to battling enemy characters that appear in events.
[0144] (Item 6) On the computer, It is possible to select multiple of the aforementioned first objects, A program described in any one of items 1 to 5, which, in selecting multiple first objects, makes the attributes of the first objects different from each other.
[0145] This configuration allows for the automatic creation of a deck capable of handling situations such as events where multiple types of enemy characters with different attributes appear.
[0146] (Item 7) On the computer, A program according to any one of items 1 to 6, which, in selecting at least one of the first object and the second object, prioritizes selecting the one obtained later by the player.
[0147] In this scenario, objects acquired later by the player often have a greater impact on the event's progression compared to objects acquired earlier, such as possessing higher attack power against enemy characters. Therefore, the above configuration allows for the automatic creation of a deck that is more suitable for the event's progression.
[0148] (Item 8) Furthermore, to the computer, The system accepts manual deck construction by the aforementioned player. The program described in any one of items 1 to 7, wherein the association between the first object and the second object in the deck automatically assembled by the computer is not reflected in the deck manually assembled by the player.
[0149] Here, let's assume that the association between the first and second objects in an automatically generated deck is reflected in a deck manually generated by the player. In this case, if an object that makes up a manually generated deck is selected as a component object for an automatically generated deck, that object will disappear from the manually generated deck.
[0150] In contrast, as described above, by configuring the system so that the associations between objects in automatically generated decks are not reflected in manually generated decks, it is possible to avoid situations where objects unintentionally disappear from manually generated decks.
[0151] (Item 9) Multiple players can play the aforementioned event simultaneously using a common deck. When the aforementioned multiple players play the event simultaneously, the computer will: Each of the aforementioned multiple players is asked to select a first object to include in the deck from among the first type of object group owned by each of the aforementioned multiple players. A program described in any one of items 1 to 8, which causes each of the multiple players to select a second object to associate with the first object from among the second type of object group owned by each of the multiple players.
[0152] This configuration allows for the creation of stronger decks more suitable for cooperative play among multiple players, by selecting from a wider range of objects, thereby further enhancing the players' enjoyment of the game.
[0153] Furthermore, the solutions constructed in the above program may be adapted to the fields of devices, systems, methods, and media as appropriate.
[0154] Furthermore, each operation performed by the control unit 22 in the server 20 of the above embodiment may be performed by one processor or by multiple processors. For example, some or all of the operations performed by the control unit 22 may be performed by the terminal 10 shown in Figure 1.
[0155] Furthermore, the embodiments described above are merely illustrative examples to facilitate understanding of the present invention and are not intended to limit its interpretation. The present invention may be modified, improved, or have parts of its embodiments deleted without departing from its spirit, and it goes without saying that the present invention includes equivalents thereof. [Explanation of Symbols]
[0156] 1: Information processing system, 10: Terminal, 13: Network, 20: Server, 21: Communication unit, 22: Control unit, 23: Memory unit, 24: Memory, 31: Game progress unit, 32: Automatic organization unit, 41: Program, 42: Game information, 43: User information, 51: Character selection unit, 52: Weapon selection unit, 53: Accessory selection unit, 54: Stone tablet selection unit, 61, 70, 71, 72, 73: Setting frame
Claims
1. On the computer, Based on the tasks associated with the event and the content of the event, the player automatically selects a first object from the first type of object group owned by the player that corresponds to the progress of the event. Based on the aforementioned problem and the content of the event, the player automatically selects a second object from among the second type of object group owned by the player that corresponds to the progress of the event. A program that organizes the selected first object while associating it with the selected second object, A program in which, when multiple first objects are selected, and the clear condition for the event is the defeat of a first enemy character appearing in the event, the first first object is selected based on the attributes of the first enemy character, and the second first object is selected based on the attributes of a second enemy character, which is an enemy character appearing in the event but is different from the first enemy character.
2. On the computer, The program according to claim 1, wherein the program prioritizes selecting from the first object and the second object that have a greater influence on the progress of the event.
3. The first object is a character that the player can use in the event, The second object is an object that can be equipped to the character, The program according to claim 2, wherein the influence on the progress of the event is greater for the character than for the equipable object.
4. On the computer, It is possible to select multiple of the first objects, The program according to claim 1, wherein, in selecting from a plurality of the first objects, the program selects from the first objects that have a greater influence on the progress of the event.
5. On the computer, The program according to claim 1, further comprising, in addition to the aforementioned problem and the content of the event, causing the player to select at least one of the first object and the second object based on at least one of the attributes and number of objects that are not subject to the player's operation and appear in the event.
6. On the computer, It is possible to select multiple of the first objects, The program according to claim 1, wherein, in selecting a plurality of the first objects, the attributes of the first objects are made to differ from those of the first objects.
7. On the computer, The program according to claim 1, wherein, in the selection of at least one of the first object and the second object, the program prioritizes selecting the one obtained by the player at a later timing.
8. Furthermore, to the computer, The system accepts manual deck construction by the aforementioned player. The program according to claim 1, wherein the association between the first object and the second object in the deck automatically assembled by the computer is not reflected in the deck manually assembled by the player.
9. Multiple players can play the aforementioned event simultaneously using a common deck. When the aforementioned multiple players play the event simultaneously, the computer will: Each of the aforementioned multiple players is asked to select a first object to include in the deck from among the first type of object group owned by each of the aforementioned multiple players. The program according to claim 1, which causes each of the plurality of players to select a second object to associate with the first object from among the second type of object group owned by each of the plurality of players.
10. Equipped with one or more information processing devices, Based on the tasks associated with the event and the content of the event, the player automatically selects a first object from the first type of object group owned by the player that corresponds to the progress of the event. Based on the aforementioned problem and the content of the event, the player automatically selects a second object from the second group of objects owned by the player that corresponds to the progress of the event. An information processing system that organizes the selected first object in a state in which the selected second object is associated with the selected first object, An information processing system in which, when multiple first objects are selected, and the clear condition of the event is the defeat of a first enemy character appearing in the event, the first first object is selected based on the attributes of the first enemy character, and the second first object is selected based on the attributes of a second enemy character, which is an enemy character appearing in the event but is different from the first enemy character.
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