Program, information processing system, and information processing method
Patent Information
- Application Number
- PCT/JP2026/006096
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2025-02-21
- Filing Date
- 2026-02-19
- Publication Date
- 2026-08-27
Smart Images

Figure JP2026006096_27082026_PF_FP_ABST
Abstract
Description
Program, Information Processing System, and Information Processing Method
[0001] The present invention relates to a program, an information processing system, and an information processing method for a game that allows a player to select a command in the cultivation of a game medium.
[0002] Conventionally, in a cultivation game that cultivates a game medium selected by a player, the progress of cultivating the game medium is managed in a turn-based manner. In each turn, the player is allowed to select a command from a plurality of commands, and the parameters of the game medium to be cultivated change according to the result of the action corresponding to the selected command (see Patent Document 1).
[0003] Japanese Patent No. 7218078
[0004] In the cultivation game as described above, since command selection is required in each turn, the input burden on the player until the cultivation of the game medium is completed is large. Therefore, for the above-described cultivation game, a technique for reducing the input burden on the player is desired.
[0005] The present invention has been made in view of the above problems, and an object thereof is to provide a program, an information processing system, and an information processing method for reducing the input burden on a player in the cultivation of a game medium.
[0006] (1) The present invention is a program for a game that changes parameters of a game medium to be cultivated by executing a command determined as an execution target from a plurality of commands, and includes a first progress mode for determining the execution target command based on a player's input, and a progress mode setting process that enables setting of a second progress mode for determining the execution target command without requiring the player's input. When in the second progress mode, an evaluation point setting process for setting an evaluation point for each command according to the game situation at the opportunity of determining the execution target command from the plurality of commands, and when in the second progress mode, a command determination process for determining a command whose evaluation point satisfies an execution condition as the execution target command. It relates to a program that causes a computer to execute.
[0007] (2) The program of the present invention can cause a computer to execute a training plan selection acceptance process that allows the computer to select a training plan in the second progress mode from among a plurality of training plans with different criteria for setting the evaluation points.
[0008] (3) The program of the present invention can cause a computer to execute a training plan editing acceptance process that allows the training plan to be edited based on the player's input.
[0009] (4) The program of the present invention, when in the second progression mode, can cause the computer to execute an automatic stop process that automatically stops the progression of the game medium's development based on the fact that predetermined stop conditions have been met.
[0010] (5) The present invention relates to an information processing system for a game that changes the parameters of a game medium to be trained by executing a command selected as the target of execution from among a plurality of commands, and includes: a first progress mode setting unit that can set a first progress mode in which the target of execution is determined based on player input and a second progress mode in which the target of execution is determined without requiring player input; an evaluation point setting unit that, when in the second progress mode, sets evaluation points for each command according to the game situation at the opportunity to determine the target of execution from among the plurality of commands; and a command determination unit that, when in the second progress mode, determines a command whose evaluation points satisfy the execution conditions as the target of execution.
[0011] (6) The present invention relates to an information processing method for a game in which the parameters of a game medium to be trained are changed by executing a command that has been determined to be the target of execution from among a plurality of commands, the method comprising: a progress mode setting process that allows setting a first progress mode in which the target of execution is determined based on player input and a second progress mode in which the target of execution is determined without requiring player input; an evaluation point setting process that, when in the second progress mode, sets evaluation points for each command according to the game situation at the opportunity to determine the target of execution from among the plurality of commands; and a command determination process that, when in the second progress mode, determines a command whose evaluation points satisfy the execution conditions as the target of execution.
[0012] In the program, information processing system, and information processing method of the present invention described above, an evaluation point is set for each command according to the game situation when determining which command to execute from among multiple commands, and a second progression mode is set in which a command whose evaluation point satisfies the execution conditions is determined as the command to be executed without requiring player input. This reduces the input burden on the player necessary for developing the game medium.
[0013] This is a diagram showing the overall configuration of the information processing system. This is a functional block diagram of the server related to the character development function, which is one of the functions implemented in the information processing system. This is a functional block diagram of the player terminal related to the character development function, which is one of the functions implemented in the information processing system. This is a flowchart showing an example of the processing related to the character development function. This is a diagram showing an example of the character development selection screen displayed on the player terminal. This is a diagram showing an example of the inheritance character selection screen displayed on the player terminal. This is a diagram showing an example of the inheritance character list screen displayed on the player terminal. This is a diagram showing an example of the inheritance character selection screen displayed on the player terminal. This is a diagram showing an example of the inheritance character selection screen displayed on the player terminal. This is a diagram showing an example of the support formation screen displayed on the player terminal. This is a diagram showing an example of the final confirmation screen displayed on the player terminal. This is a flowchart showing an example of the turn preparation process in the development function. This is a diagram showing an example of the development home screen displayed on the player terminal. This is a diagram showing an example of the training screen displayed on the player terminal. This is a diagram showing an example of the race list screen displayed on the player terminal. This is a diagram showing an example of the development home screen displayed on the player terminal. This is a diagram showing an example of the race list screen displayed on the player terminal. This is a diagram showing an example of the goal achievement notification screen displayed on the player terminal. This is a diagram showing an example of the goal list screen displayed on the player terminal. This is a diagram showing an example of the development goal completion screen displayed on the player terminal. This is a diagram showing an example of the goal list screen displayed on the player's terminal. This is a flowchart showing an example of the progress mode setting process in the training function. This is a diagram showing an example of the plan selection dialog displayed on the player's terminal. This is a diagram showing an example of the automatic progress mode display screen displayed on the player's terminal. This is a diagram showing an example of the plan details dialog displayed on the player's terminal. This is a diagram showing an example of the plan details dialog displayed on the player's terminal. This is a diagram showing an example of the plan details dialog displayed on the player's terminal. This is a diagram showing an example of the plan details dialog displayed on the player's terminal.This diagram illustrates the contents of the plan details dialog displayed on the player's terminal. This diagram shows an example of the priority skill selection dialog displayed on the player's terminal. This flowchart shows an example of the process executed in the automatic progression mode of the training function. This diagram shows an example of the evaluation point table referenced in the automatic progression mode of the training function. This diagram shows an example of the evaluation point table referenced in the automatic progression mode of the training function. This diagram explains the result of determining action commands according to the training plan in the automatic progression mode of the training function.
[0014] The following describes embodiments of the present invention. These embodiments are not intended to unduly limit the scope of the invention as described in the claims. Furthermore, not all configurations described in these embodiments are necessarily essential components of the present invention.
[0015] 1. Diagram 1 of the information processing system configuration shows an example of the overall hardware configuration of the information processing system 10 according to this embodiment. In the information processing system 10 according to this embodiment, the server 20 and the player terminal 40 are connected by a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, and a so-called client-server communication system is established.
[0016] The server 20 includes a CPU 21 (control unit), ROM 22, RAM 23, communication unit 24, and storage device 25.
[0017] The CPU 21 reads programs and data stored in the ROM 22 and executes various processes. The RAM 23 is used as the CPU 21's main memory, work area, and other temporary storage areas. The communication unit 24 consists of a communication module and a communication interface and performs communication processing with the player terminal 40 and other external devices via the network 30. The storage device 25 is an auxiliary storage device such as flash memory, HDD, or SSD, and stores programs related to the game, identification information such as the ID of the player using the player terminal 40, and other various player-specific information necessary for the game.
[0018] The player terminal 40 is a device for playing the game according to this embodiment, and is, for example, a smartphone, tablet, personal computer, portable game console, or stationary game console installed in a store or home. The player terminal 40 includes a CPU / GPU 41 (control unit), ROM 42, RAM 43, communication unit 44, operation / input unit 45, display unit 46, storage device 47, and speaker 48.
[0019] The CPU / GPU 41 reads programs and data stored in the ROM 42 into the RAM 43 and executes various processes. The ROM 42 stores programs necessary to operate the player terminal 40. Flash memory (NVRAM) may be used instead of ROM 42. The RAM 43 is used as the main memory, work area, and other temporary storage area of the CPU / GPU 41. The communication unit 44 is composed of a communication module and a communication interface and performs communication processing with the server 20 and other external devices (including other player terminals 40) via the network 30. The operation / input unit 45 is a device that accepts various operations and inputs from the player, and includes touch panels, keyboards, mice, game controllers, microphones, etc. If the display unit 46 is a display panel equipped with a touch panel, the touch panel is included in the operation / input unit 45. The display unit 46 is a liquid crystal display or an organic EL display that displays various information such as game images provided by the information processing system 10 of this embodiment. The storage device 47 is an auxiliary storage device such as flash memory, HDD, or SSD, and mainly stores game programs and various data related to the game. The speaker 48 is a device that outputs background music and various sounds of the game provided by the information processing system 10 of this embodiment.
[0020] The functions and processing of the player terminal 40 are realized by the CPU / GPU 41 reading a program stored in the ROM 22 or storage device 47 and executing this program. Alternatively, the CPU / GPU 41 may read a program stored in a storage medium that is removable from the player terminal 40 and execute this program. Furthermore, the form in which the program is supplied to the player terminal 40 may be a computer-readable storage medium such as a CD-ROM on which the program is recorded, or a transmission medium such as the Internet for transmitting the program. In this embodiment, the player terminal 40 is described as a smartphone equipped with a touch panel display.
[0021] The information processing system 10 of this embodiment has a training function as its main game function, which provides a game through the player terminal 40 in which the player trains a character based on a racehorse (an example of a game medium) and races the trained character against other characters. The following describes the case in which the training function is shared between the server 20 and the player terminal 40. However, the function described above may be implemented mainly by the server 20 or mainly by the player terminal 40.
[0022] Figure 2 is a functional block diagram showing the main functions of server 20.
[0023] The server 20 in the information processing system 10 has the function of managing players and characters using various identification information, and the function of performing calculations necessary for the game to progress in response to requests from the player terminal 40 and transmitting the calculation results to the player terminal 40. These functions are realized through the cooperation of the server data storage unit 50 and the game calculation unit 60.
[0024] The server data storage unit 50 includes a player management database 51 and is primarily implemented by a storage device 25. In this embodiment, a character list, item list, and training target list are stored in the player management database 51, linked to the player ID assigned to each player.
[0025] The character list includes, for example, the individual character ID assigned to each trained character, the character type ID indicating the character's type, the character's stats (rarity, evaluation points, course suitability, distance suitability, running style suitability, running technique, speed, stamina, power, tenacity, intelligence, possessed skills, acquired titles, factor information), lock status (locked, unlocked), and the character's training history (training conditions (information on the selection of inherited characters and support card formation information, etc.), race results during training).
[0026] In this embodiment, "trained character" means a character that has been trained using the training function, which is one of the game functions implemented in the information processing system 10 of this embodiment, and whose training has been completed and whose status has been determined.
[0027] In this embodiment, there are both a "character individual ID" and a "character type ID," and the difference between them is as follows.
[0028] First, the "Character Individual ID" is an ID assigned when a character's training is completed in the training function and the trained character is registered in the character list. It is used to identify each trained character linked to the player ID.
[0029] Furthermore, in this embodiment, the training function allows the player to select a character to train from multiple types, and the "character type ID" is an ID assigned to identify the type of character being trained.
[0030] Furthermore, "locked status" indicates whether or not a trained character can be transferred (removed from the character list). If unlocked, a character can be transferred; if locked, a character cannot be transferred. Situations that result in a character being locked include when the player has individually selected a character from the list of trained characters, or when a trained character is registered to participate in a race.
[0031] The training target list stores data where information such as whether a character is unlocked or not is associated with the character type ID. In this embodiment, whether each character is unlocked or not is managed in each player's training target list, and when a character is acquired for the first time, an unlocked flag is set, linked to the character type ID of the acquired character. In this embodiment, characters with an unlocked flag associated with them in the training target list become characters that the player can select as training targets in the training function. In this embodiment, it is also possible to unlock new characters by using character pieces collected by using various game functions or by using the game medium acquisition function, and the number of characters that can be selected as training targets varies from player to player. Hereafter, characters that can be selected as training targets in the training function may be referred to as unlocked characters.
[0032] The item list includes data on items owned by the player, enhancement points, trainer points (TP), and in-game currency. In this embodiment, for example, the items owned and their quantities, the amount of enhancement points owned, the amount of trainer points (TP) owned, and the amount of in-game currency owned are stored in the player management database 51 as an item list.
[0033] The items in this embodiment are used, for example, to support character development or to change the conditions for participating in races, and can be acquired depending on the race results or by spending in-game currency.
[0034] Furthermore, enhancement points are used, for example, to enhance support cards, which are items that support character development. The more you enhance your support cards, the more advantageous the development environment becomes for raising your characters.
[0035] Trainer Points (TP) are points used to train characters using the training function. To start training a character, you must consume Trainer Points (TP) equivalent to the amount required for one training session.
[0036] Another piece of data stored in the player management database 51 is the friend list. In this embodiment, players can register other players as friends and rent trained characters and support cards from other registered friends in the training function. To register a friend, the player enters the player ID of another player on the friend registration screen displayed on the display unit 46 of the player terminal 40. If a player matching the player ID exists and it is possible to register that player as a friend, the player ID of the other player to be registered is added to the friend list by tapping the registration button provided on the friend registration screen. There is an upper limit on the number of friends that each player can register (for example, 50), and there is also an upper limit on the number of friends that can be registered to each player (for example, 100). As long as neither of these limits has been reached, it is possible to register new friends.
[0037] The player management database 51 also stores data for character development, which is used in the automatic progression mode described later. In this embodiment, the player selects a development plan from multiple development plans, and an automatic progression mode is provided that allows the character to be developed according to the selected development plan without requiring any input from the player. The player can edit the settings of the multiple development plans, and the player management database 51 stores data including the settings of each of the multiple development plans linked to the player ID. The data including the settings of the development plans stored in the player management database 51 is downloaded to the player terminal 40 when the development function starts character development. The timing at which the player terminal 40 acquires the data related to the development plan can be any timing until the player terminal 40 is able to accept input to start the automatic progression mode. For example, the player terminal 40 may acquire the data including the settings of the development plan from the server 20 when the player first transitions to the development home screen where the player selects actions related to character development.
[0038] The server data storage unit 50 also includes a training information database 52, which stores data for calculations performed by the training function.
[0039] In this embodiment, with respect to the training function, the server 20 performs various calculations in the process of training a character, such as the occurrence of events, the placement of support cards to training items, the determination of training success or failure, and the determination of factor information, by referring to the data stored in the training information database 52, and notifies the player terminal 40 of the results of these calculations.
[0040] The training information database 52 also includes a database of factor information. In this embodiment, information such as factor name, factor level, and factor type is stored in the training information database 52, linked to the factor ID. In this embodiment, even if the factor name is the same, if the factor level is different, a different factor ID is assigned. Factor information is information that is linked to a trained character when a character is trained using the training function. In this embodiment, when a character is trained using the training function, a factor inheritance event occurs as a game event for status enhancement that affects the abilities of the character being trained, such as an increase in skill acquisition level or an increase in performance parameters, based on the factor information linked to the trained character selected as the inheritance character.
[0041] There are four types of factor information: blue factors, red factors, unique factors, and white factors. Each type of factor information has three levels, and the higher the factor level, the more advantageous the effect on status enhancement. Furthermore, the factor types are further classified into blue factors, red factors, unique factors, and white factors. Blue factors are factor information named after performance parameters, influencing them, and the higher the factor level, the greater the increase in performance parameters. Red factors are factor information named after course suitability, distance suitability, or running style suitability, influencing them, and the higher the factor level, the easier it is for suitability to increase in factor inheritance events. Unique factors are factor information named after unique skills, enabling the acquisition of the unique skills of the inheriting character, and the higher the factor level, the easier it is to raise the hint level of the unique skill. The hint level of a skill affects the amount of skill points consumed when acquiring the skill, and the higher the hint level, the less skill points are consumed. White factors are factor information that does not belong to any of the blue, red, or unique factors, and include skill factors and race factors. Skill factors are factor information named after a skill, making it easier to raise the hint level of normal skills (skills other than unique skills), and exist for each type of skill. Race factors are factor information named after a race or race track, making it easier to raise at least one of the performance parameters and the acquisition level of normal skills, and their effects differ depending on the type of race. Furthermore, the factor types mentioned above classify factor information into five types: blue factors, red factors, unique factors, skill factors, and race factors.
[0042] The game arithmetic unit 60 performs arithmetic operations necessary for the progress of the game in response to requests from the player terminal 40, and transmits the arithmetic results to the player terminal 40. The game arithmetic unit 60 also performs processes such as transmitting data necessary for the progress of the game to the player terminal 40 in response to requests from the player terminal 40. The game arithmetic unit 60 is mainly realized by the CPU 21 and the communication unit 24. For example, when the game arithmetic unit 60 receives a request regarding a training instruction from the player terminal 40 in the training function, it calculates the result of whether the training is successful or failed, and transmits the arithmetic result to the player terminal 40. For another example, when the game arithmetic unit 60 receives a request regarding the start of a race in the training function, it performs a race simulation with a plurality of characters including the character to be trained and a non-player character (NPC), and transmits the result of the race simulation to the player terminal 40. For another example, when a character is trained in the training function, the game arithmetic unit 60 determines factor information associated with the trained character by lottery based on the training result.
[0043] FIG. 3 is a functional block diagram showing the main functions of the player terminal 40.
[0044] In the player terminal 40 of the information processing system 10 of the present embodiment, as shown in FIG. 3, the terminal data storage unit 70 and the game execution unit 80 cooperate to realize the training function.
[0045] The terminal data storage unit 70 stores data for the game execution unit 80 to perform various processes, and is mainly realized by the storage device 47.
[0046] The terminal data storage unit 70 includes a player data storage unit 71, which stores data such as a character list, training target list, item list, and friend list corresponding to the player ID. In this embodiment, when the application starts and ends, and in other necessary situations, synchronization processing is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20 regarding data associated with the player ID (character list, training target list, item list, friend list, etc.), and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, if changes to the character list, training target list, item list, and friend list are necessary due to the execution of various game processes, the contents of the player data storage unit 71 are updated, and the updated contents are backed up in the player management database 51 of the server 20, and the contents of both are synchronized. Alternatively, data associated with the player ID, such as the character list, training target list, item list, and friend list, may be downloaded from the player management database 51 to the player data storage unit 71 as needed, such as when the application starts.
[0047] Furthermore, the terminal data storage unit 70 includes a training progress data storage unit 72, which stores data (training progress data) necessary for the progress of the training function for characters that can be selected as training targets in the training function (characters with character type IDs associated with unlocked information in the training target list). In this embodiment, training goals and game events are provided for each character regarding the training function, and training progress data, including at least the settings for training goals and game events, is stored in the training progress data storage unit 72 linked to the character type ID.
[0048] In addition, the growth progress data storage unit 72 includes an evaluation point table storage unit 73. In the evaluation point table storage unit 73, an evaluation point table serving as a calculation criterion for evaluation points for each action command in the game situation of each turn of the growth function is stored. In the present embodiment, when growing a character in the growth function, it is required to select an action command that is the target of turn consumption every turn. Examples of action commands that are the targets of turn consumption include training, participating in a race, going out, and the school infirmary.
[0049] In addition, the growth progress data storage unit 72 includes a growth plan data storage unit 74. In the growth plan data storage unit 74, setting contents of a growth plan for controlling the growth of a character in the automatic progress mode are stored. In the present embodiment, in the growth plan, an important item for setting the weight of evaluation points for action commands, a stop condition for temporarily suspending the automatic progress mode, and a priority skill for prioritizing the acquisition of skill hints are set.
[0050] When the game start condition is satisfied, the game execution unit 80 performs processing to start the game, processing to execute the selected game mode among a plurality of types of game modes, processing to advance the game, processing to generate an event when the event occurrence condition is satisfied, processing to calculate the game result, processing to end the game when the game end condition is satisfied, processing to request calculation from the server 20, processing to acquire a calculation result and necessary data from the server 20, and processing to transmit the calculation result and data of the player terminal 40 to the server 20. The game execution unit 80 is mainly realized by the CPU / GPU 41 and the communication unit 44. In the present embodiment, the game execution unit 80 includes a growth function providing unit 81.
[0051] The growth function providing unit 81 performs processing to provide a growth function for growing a character. In the present embodiment, an input regarding the growth of a character is received, and the display of the calculation result for the input and the like are performed.
[0052] The training function provider 81 also receives the selection of action commands that will consume a turn through the training home screen displayed on the display unit 46, and requests the server 20 to calculate the action result for the selected action command. Upon receiving the request, the server 20 performs the calculation for the action result for the selected action command and sends the calculation result to the player terminal 40, and the training function provider 81 displays the display screen corresponding to the calculation result received from the server 20 on the display unit 46.
[0053] In this embodiment, training objectives are set according to the type of character being trained, and there may be mandatory action commands that must be selected in a predetermined turn as part of the training objective. For example, the training objective may be to participate in a predetermined race or to achieve a predetermined finishing position in a predetermined race. In this case, in the turn in which a predetermined race associated with the training objective is set, participating in the race becomes a mandatory action command, and action commands that consume a turn other than participating in the race cannot be selected. In this way, the training function provider 81 performs control that restricts the selection of action commands other than the mandatory action command in the turn in which the selection of a mandatory action command is accepted.
[0054] The training function provisioning unit 81 includes a progress mode setting unit 82. The progress mode setting unit 82 performs a progress mode setting process that allows setting a normal progress mode (an example of a first progress mode) in which the action command to be executed is determined based on the player's input, and an automatic progress mode (an example of a second progress mode) in which the action command to be executed is determined without requiring player input. In this embodiment, the progress mode setting unit 82 sets the default progress mode in the training function to the normal progress mode. When the training function provisioning unit 81 is in normal progress mode, it controls the progress of training the character to be trained based on the determination of the action command to be executed based on the player's input. When the progress mode setting unit 82 is in normal progress mode, it allows acceptance of automatic training start input, and sets the progress mode to automatic progress mode when automatic training start input is received. When the progress mode setting unit 82 is in automatic progress mode, it allows acceptance of automatic training end input, and sets the progress mode to normal progress mode when automatic training end input is received.
[0055] The training function provision unit 81 includes an input assist unit 83. When in automatic progression mode, the input assist unit 83 determines the action command to be executed and performs various processes to advance the training of the character being trained without requiring input from the player. In this embodiment, the state of the display screen shown on the display unit 46 of the player terminal 40 is managed on the player terminal 40 side, and based on the information indicating the state of the display screen, the input assist unit 83 performs the setting of evaluation points and the determination of the command to be executed without requiring input from the player. For example, if it is determined that the training home screen is displayed, evaluation points are set for the action commands that can be selected on the training home screen and the action command to be executed is determined. If it is determined that an event has occurred and the options for selecting an event command are displayed, it is determined which event command corresponding to which option will be executed.
[0056] The input assist unit 83 includes an evaluation point setting unit 84, a command determination unit 85, a training plan selection acceptance unit 86, a training plan editing acceptance unit 87, and an automatic stop unit 88.
[0057] The evaluation point setting unit 84, when in automatic progression mode, performs an evaluation point setting process to set evaluation points for each action command according to the game situation when it is time to decide which action command to execute from among multiple action commands. In this embodiment, when training a character in the training function, input is received each turn through the training home screen to select an action command. The evaluation point setting unit 84 refers to the evaluation point table stored in the evaluation point table storage unit 73 according to the game situation in each turn, such as the occurrence of events, the placement of support cards, the status of stamina, and the status of races, and sets evaluation points for each of the action commands that are candidates for selection.
[0058] The command determination unit 85, when in automatic progression mode, performs a command determination process to determine which action commands satisfy the execution conditions based on their evaluation points as the action commands to be executed. In this embodiment, the command determination unit 85 determines the action command with the highest evaluation points as the action command to be executed based on the results of the evaluation point setting unit 84 setting evaluation points for each of the candidate action commands according to the game situation of each turn. In other words, the command determination unit 85 determines that the action command with the highest evaluation points is an action command that satisfies the execution conditions. Alternatively, the command determination unit 85 may determine that any action command with an evaluation point equal to or greater than a threshold is an action command that satisfies the execution conditions, and may randomly select an action command to be executed from among the action commands with an evaluation point equal to or greater than the threshold by lottery.
[0059] The training plan selection reception unit 86 performs training plan selection reception processing, which allows the user to select a training plan for automatic progress mode from among multiple training plans with different evaluation point setting criteria. In this embodiment, the plan selection dialog can be called when the training home screen is displayed in normal progress mode. The training plan selection reception unit 86 receives input through the plan selection dialog to select a training plan to be used in automatic progress mode from among multiple training plans.
[0060] The training plan editing reception unit 87 performs training plan editing reception processing that makes the training plan editable based on the player's input. In this embodiment, the plan details dialog can be called up while the plan selection dialog is displayed. Through the plan details dialog, the training plan editing reception unit 87 receives input to edit the priority items (an example of criteria for setting evaluation points), stop conditions, and priority skills (an example of criteria for setting evaluation points) in the automatic progress mode.
[0061] The automatic stop unit 88, when in automatic progression mode, performs an automatic stop process that temporarily stops the progress of character development based on the fulfillment of predetermined stop conditions, and an automatic progress restart process that determines that the restart conditions have been met based on the player's input during the automatic stop and restarts the progress of character development in automatic progression mode. In this embodiment, when the aforementioned stop conditions are met during the process of character development in automatic progression mode, the automatic stop unit 88 temporarily stops the progress of character development, providing a situation in which the player can make inputs related to character development. Furthermore, when the progress of character development in automatic progression mode is temporarily stopped due to the stop conditions, the automatic stop unit 88 determines that the restart conditions have been met based on the input related to the selection of a command corresponding to the stop conditions, and restarts the progress of character development in automatic progression mode. The automatic stop unit 88 may also terminate automatic progression mode and return to normal progression mode based on the fulfillment of the stop conditions.
[0062] 2. Control Method of This Embodiment In the following, the control method of this embodiment will be explained using the example of applying the game program of this embodiment to a game application on a player terminal 40 provided as a smartphone.
[0063] The game program of this embodiment is configured to provide multiple types of game functions. In the main game function, the training function, players select a character to train from multiple types of characters, and the character's status changes as the game progresses. When predetermined termination conditions are met, the character's status is finalized and training is complete. This trained character can then race against characters trained by other players in the battle function, another game function. In this embodiment, the number of trained characters that can be registered in the character list is predetermined, and once the upper limit of the training slots (for example, 230 characters) is reached, it becomes impossible to train new characters using the training function. Therefore, it is necessary to remove trained characters from the character list to free up training slots.
[0064] The training function allows players to select one character from several types to train. Each of the selectable character types has its own set of initial stats. In addition, each character acquired a unique skill (unique skill) from the start of training, and the activation conditions and effects of these unique skills differ for each character type. Furthermore, each of the selectable character types has a set growth rate for parameters such as speed, stamina, power, tenacity, and intelligence, with some parameters being easier to increase depending on the character type.
[0065] Once you select a character to train and begin training, you can train the character by giving training instructions in each of the up to 75 turns. Specifically, giving training instructions related to performance parameters such as speed, stamina, power, tenacity, and intelligence will result in changes to those parameters and the acquisition of skill points depending on the training results. You can also spend one turn by instructing the character to participate in a race, and depending on the race results, changes to those parameters and the acquisition of skill points will occur. Furthermore, if you meet the conditions for an event to occur during training, an event will occur, increasing the types of skills that can be acquired and causing changes to performance parameters. The aforementioned skill points are points used to allow the character to acquire skills, and you can acquire skills by spending the skill points you possess from the list of acquireable skills. In the training function, when the character to be trained acquires a skill hint, they can acquire that skill by spending skill points in exchange for acquiring the skill hint. Skill hints have hint levels, and the higher the hint level, the less skill points you will spend to acquire the skill. If you acquire the same skill hint multiple times during a series of character training, you can increase the hint level of the skill hint.
[0066] Furthermore, in character development, multiple development goals are set for each character depending on the type of character being developed. These development goals include participating in a target race, achieving a certain position within the target race, and acquiring a certain number of fans by a set number of turns. In this embodiment, when a character being developed participates in a race, they acquire a number of fans according to their finishing position, and the conditions for participating in a race are determined by the number of fans.
[0067] Also, in this embodiment, the plurality of training goals set for each character are set in the turns up to the 72nd turn, and the 73rd to 75th turns are the final race. The final race is held over three turns of a preliminary race, a semi-final race, and a final race, and instructions regarding training can be given before the start of each race.
[0068] Also, in this embodiment, in the training of a character, when a training goal of achieving a result within a predetermined finishing position in the target race is set, as a relief function when a result within the designated finishing position cannot be obtained, there is a continue function. This continue function gives the opportunity to re-challenge the target race, and the player can re-challenge the target race by consuming the number of continue times given in advance. In this embodiment, the number of continue times is three times throughout the training of one character.
[0069] And in the training game function, it will shift to the training end confirmation state when any one of a plurality of predetermined end conditions is satisfied.
[0070] First, when reaching the final race of the final race, that is, when reaching the 75th turn, the training ends with the end of the final race. If the result is 2nd place or lower in the final race, and there are remaining continue times, the player can re-challenge. If the result is 2nd place or lower in the final race after consuming all the continue times, the training ends at that point. Whether to use the continue function or not is left to the player. If the choice is not to use the continue function, the training ends at that point.
[0071] Also, if the training goals set for each character are not achieved in the turns up to the 72nd turn, the training ends.
[0072] For example, if the training goal is to gain a predetermined number of fans, the training will end if the predetermined number of fans is not reached in the turn set for the training goal. In this case, the continue function cannot be used, so the training will end if the number of fans has not reached the predetermined number when the turn for evaluation arrives.
[0073] For example, if the training goal is to participate in a target race, then simply being able to participate in the target race will result in achieving the training goal regardless of the finishing position in that race. However, each race requires that the trainer has acquired a certain number of fans to qualify for it. If the trainer has not acquired the required number of fans by the time of the target race, they will be ineligible to participate in the target race, and the training will end.
[0074] For example, if the training goal is to finish within a certain position in a target race, training will end at that point if the conditions for participating in the target race are not met. Similarly, if the horse participates in the target race but fails to finish within the specified position and has no continues remaining, training will also end. As mentioned earlier, the use of the continue function is optional for the player, and even if continues are available, if the player chooses not to use the continue function, the training goal will be considered unfulfilled and training will end.
[0075] Furthermore, if the game has progressed beyond turn 73, in the final qualifying and semi-final races, winning first place in each race will allow the player to advance to the next turn. However, if the player finishes second or lower and has no continues remaining, the training will end. In this case as well, if the player chooses not to use the continue function, the training will end at that point.
[0076] In this embodiment, once the conditions for completing training are met, the system transitions to a training completion confirmation state. This training completion confirmation state provides a final opportunity to acquire skills before the status is finalized, allowing the player to acquire skills by consuming the skill points they currently possess. The training completion confirmation state also includes an input interface for confirming the completion of training. Once the player confirms the completion of training, the status of the character being trained is finalized, and information about that character is registered as a trained character in the character list of the player data storage unit 71 and the character list of the player management database 51.
[0077] Once the training completion confirmation state is reached and the character's stats are finalized, rewards are provided according to the training results. In this embodiment, in-game currency and enhancement points are provided as rewards based on the total number of fans acquired by the end of training.
[0078] Below, we will explain in more detail the game progression of the character development function, referring to Figure 4.
[0079] First, prior to starting character training, the player selects a character to be trained (step S101). In this embodiment, as shown in Figure 5, the player can select a character to train by tapping a character icon 301 to identify the character on the character selection screen. Information on characters that can be selected as training targets (trainable characters) is managed in the player data storage unit 71 in the training target list, and the character type ID of the trainable character is obtained from the training target list to display the character selection screen. On the character selection screen, the player can check the initial status information of the selected character. In this embodiment, the initial status information that can be checked on the character selection screen includes performance parameters (speed, stamina, power, tenacity, intelligence), course suitability (turf, dirt), distance suitability (short distance, mile, middle distance, long distance), and running style suitability (front-runner, lead-setter, stalker, closer).
[0080] When the character icon 301 of the character to be trained is selected on the training character selection screen shown in Figure 5, and the progress button 302 is tapped, the display screen transitions to the inheritance character selection screen, as shown in Figure 6, and the selection of the inheritance character is accepted (step S102).
[0081] In this embodiment, when a player trains a character they have previously trained, they can select two characters to inherit from that character. Based on the factor information (parameters acquired by the inherited characters during their training) associated with the two selected inherited characters, the stats of the character to be trained can be enhanced.
[0082] When selecting an inherited character, a list of selectable inherited characters is displayed by tapping either the inheritance slot 303 or inheritance slot 304, which are provided for two characters. When a tap is made on inheritance slot 303 (or inheritance slot 304) on the inherited character selection screen shown in Figure 6, the player data storage unit 71 refers to the character list, which refers to the list of trained characters (inherited character list), and generates and displays the inherited character list screen as shown in Figure 7. On the inherited character list screen, a character can be selected by tapping on the character icon 306, and when a tap is made on the progress button 309 while any inherited character is selected, the player returns to the inherited character selection screen as shown in Figure 8.
[0083] Furthermore, the selection of inherited characters is not limited to characters that the player has trained themselves; players can also rent and use trained characters trained by other characters that they have registered as friends. In this embodiment, players can rent trained characters trained by other characters up to three times per day. In the inherited character list screen shown in Figure 7, there is a tab 307 for trained characters and a tab 308 for rentals. When a tap is made on the rental tab 308, a rental character acquisition request is sent to the server 20. Upon receiving the rental character acquisition request, the server 20 refers to the friend registration information (profile information of other players who have been registered as friends) associated with the player ID that sent the rental character acquisition request, and sends a list of rental characters (rental character list) that other players who have been registered as friends have set in their profile information to the player terminal 40. The player terminal 40 then generates and displays the inherited character list screen based on the received rental character list.
[0084] Furthermore, in order to begin character development, it is necessary to select two inheritance characters. As shown in Figure 8, if only one inheritance character is selected, the progress button 305 will be grayed out, and it will not be possible to proceed with preparing to begin character development.
[0085] As shown in Figure 9, when two inherited characters are selected on the inherited character selection screen and the progress button 305 is tapped, the display screen transitions to the support formation screen, as shown in Figure 10, and accepts the selection of support items (step S103).
[0086] In this embodiment, support cards exist as items that support character development. These support cards can increase performance parameters and increase the types of skills that can be acquired. When developing a character, it is necessary to assemble a set of six support cards. Of the six support cards, five are selected from the player's own collection, and the remaining one is a friend slot where a support card owned by another player is rented.
[0087] Support cards are classified into six types of card attributes based on their performance: Speed, Stamina, Power, Guts, Intelligence, and Friendship. Speed, Stamina, Power, Guts, and Intelligence, as the name suggests, provide parameter-boosting effects during training, corresponding to the character's performance parameters, while Friendship provides effects such as restoring stamina and motivation. The card attributes of support cards can be identified by attribute icons, and players use these icons to select the six support cards to be used in the current training. Support cards also have three rarity levels: Rare (R), Super Rare (SR), and Special Super Rare (SSR). In this embodiment, the rarity increases in the order of R < SR < SSR, and generally, higher rarity cards provide stronger support effects.
[0088] In this embodiment, a bond parameter is provided as a parameter associated with support cards. The bond parameter is accumulated during character development by performing training on the training item where the support card is placed, and can be accumulated until it reaches the upper limit of 100. When a support card with a bond parameter of 80 or higher is placed on a training item that matches its own card attribute, friendship training occurs for that training item. Friendship training increases the amount of performance parameters and skill points granted more than normal training, and can significantly improve the status of the character being trained. The initial value of the bond parameter differs depending on the support card, and support cards with a high initial bond parameter can trigger friendship training earlier.
[0089] As shown in Figure 10, the support configuration screen is provided with five player support slots 310-314 and one friend support slot 315. When a tap is made on any of the player support slots 310-314, the item list in the player data storage unit 71 is referenced to obtain a list of support cards (player support list). Based on the obtained player support list, a screen is generated that displays a list of support cards owned by the player, and the player accepts the selection of a support card. When a tap is made on the friend support slot 315, a friend support acquisition request is sent to the server 20. Upon receiving the friend support acquisition request, the server 20 references the friend registration information associated with the player ID of the sender of the friend support acquisition request and sends a list of support cards (friend support list) set in the profile information of other registered friends to the player terminal 40. Based on the received friend support list, the player terminal 40 generates a screen that displays a list of support cards that can be set in the friend support slot 315, and the player accepts the selection of a support card.
[0090] As shown in Figure 10, when the player taps the "Start Training" button 316 with six support cards arranged on the support formation screen, the display screen transitions to the final confirmation screen, as shown in Figure 11, to accept the player's confirmation input to start training (step S104). The final confirmation screen displays the player's selected training target character, inheritance character, and support card formation details.
[0091] Then, when the player taps the "Start Training" button 317 on the final confirmation screen, the training process to train the character is initiated (step S105). In this embodiment, when the player taps the "Start Training" button 317 on the final confirmation screen during the preparation stage for starting training, the character to be trained is set as the default character. This setting of the default character is intended to make the default character the initial character selected on the training target selection screen when training is performed next time, which is highly convenient for players who repeatedly train the same character. In addition, data including the settings for the training plan in the automatic progress mode, which will be described later, is downloaded from the server 20 to the player terminal 40 at this training start stage.
[0092] In the training progression process, as a general rule, one action command (specifically, one of the following: rest, training, infirmary, outing, or race) can be executed per turn. Executing the action command selected for the current turn consumes the current turn, and the game proceeds to the next turn. In this embodiment, acquiring skills is an exception and does not consume a turn. In this embodiment, as described above, the training function has five action commands that consume one turn: rest, training, infirmary, outing, and race. These may be referred to as turn-consuming actions as needed.
[0093] During the character development process, server 20 performs turn preparation processing to determine whether events will occur and to set the training environment for each turn. Player terminal 40 receives the results of the turn preparation processing from server 20 and performs the character development processing for each turn.
[0094] Figure 12 is a flowchart showing an example of the turn preparation process performed by the server 20. The turn preparation process is performed prior to the start of each turn on the player terminal 40. The turn preparation process is performed in the following order: pre-action event setting process (step S201), support card placement process (step S202), status change amount setting process (step S203), and post-action event setting process (step S204).
[0095] In the turn preparation process, a pre-action event setting process (step S201) and a post-action event setting process (step S204) are performed to determine whether or not various events will occur in each turn during character development. Events that can occur in the development function include character events linked to the character being developed and support events linked to support cards. The events decided in the turn preparation process include pre-action events that may occur at the start of the turn and post-action events that may occur after performing an action that consumes the turn.
[0096] Each event can have various effects, such as increasing performance parameters, acquiring skill hints, restoring or consuming stamina, or increasing or decreasing motivation. A single event may involve a combination of multiple elements. When an event occurs, the player may be prompted to select an event command, and the content of the event and its impact on stats may vary depending on the selected command.
[0097] In the pre-action event setting process (step S201), it is possible to determine whether or not a character event will occur. If it is determined that a pre-action event will occur, the character event will be executed at the start of the turn, and then the player will be taken to the training home screen to select an action to consume the turn. In the post-action event setting process (step S204), it is possible to determine whether or not a support event will occur. In the post-action event, it is determined whether or not a support event will occur for the support cards included in the current training and support cards not included in the current training (regardless of whether the player owns them or not). If it is determined that a support event will occur, the support event will be executed after the action consumed the turn is performed. If it is determined that multiple support events will occur, a support event will be randomly selected from among the determined support events and executed. In addition, in the post-action event, it may be determined whether or not a support event will occur for each support card placed in a training item, and if training is performed for a training item where a support card for which a support event has been determined is placed, the support event will be executed.
[0098] Support cards are placed in one of the training items—speed, stamina, power, tenacity, or intelligence—with a placement probability based on the proficiency rate associated with each card. In the support card placement process (step S202), the base probability of placement in each training item is 16%, and there is a 20% chance that the card will not be placed in any training item. If a support card has a proficiency rate increase effect, the probability of placement in the same training item as the card attribute increases according to the amount of the proficiency rate increase effect, and the probability of placement in a training item different from the card attribute decreases. For example, if a support card with the speed attribute has a proficiency rate increase effect of 50%, the probability of placement in the speed training item becomes 1.5 times (150%), or 24%, and the probability of placement in other training items (stamina, power, tenacity, intelligence) becomes 14%. In other words, support cards with a higher proficiency rate increase effect are more likely to be placed in the same training item as their own card attribute.
[0099] In the support card placement process (step S202), it is determined whether or not a skill hint will be generated for support cards that have been decided to be placed in the training items. The probability of a skill hint being generated is 20% as a base probability, and if a support card has an effect that increases the hint generation rate, the probability of a skill hint being generated increases according to the amount of the hint generation rate increase effect. For example, if the amount of the hint generation rate increase effect is 60%, the probability of a skill hint being generated when that support card is placed in the training items will be 1.6 times (160%), or 32%, and support cards with a higher hint generation rate increase effect are more likely to generate skill hints for the skills associated with them.
[0100] In the status change amount setting process (step S203), the amount of increase in performance parameters and skill points for each training item is determined according to the placement of support cards and the training level of the character being trained. The amount of increase in performance parameters for each training item increases as the training level increases. The training level is managed for each training item, and the training level gradually improves each time the number of training executions for each training item reaches a predetermined number. In other words, by repeatedly performing training for the same training item, the training level improves and the amount of increase in performance parameters can be increased. When the card attribute of a support card matches the training item, the amount of increase in performance parameters is greater than when the card attribute and training item do not match. When training is performed for a training item in which a support card is placed, the bond parameter associated with the support card placed for that training item increases. When training is performed for a training item in which a support card with a bond parameter exceeding a predetermined value is placed, that training may become friendship training. Specifically, friendship training occurs when the card attribute of a support card matches the training item and the bond parameter of the support card exceeds a predetermined value. In some cases, friendship training may occur with multiple support cards within a single training item. The more friendship training sessions that occur simultaneously, the greater the increase in the performance parameters related to that training item.
[0101] Figure 13 shows an example of a training home screen, which is one type of display screen used during character development.
[0102] In this embodiment, the character training function basically transitions from the training home screen to a screen for executing various action commands such as training. If a pre-action event is determined to occur at the start of a turn, the pre-action event is executed at the start of the turn, and then the system transitions to the training home screen. If no pre-action event occurs at the start of a turn, the training home screen is displayed at the start of the turn. The training home screen displays the character being trained with animation, and also includes a status display area 401 that displays the character's current status (speed, stamina, power, tenacity, intelligence, skill points).
[0103] The training home screen also displays a stamina gauge 402 and a motivation icon 403. The stamina gauge 402 is a gauge that shows stamina, a parameter that affects the failure rate of training. It fluctuates depending on training, race participation, and game events that occur during training. When stamina decreases, training becomes more likely to fail and motivation decreases. The motivation icon 403 is a parameter that shows the condition of the character being trained. In this embodiment, there are five levels: very poor, poor, normal, good, and excellent. This motivation parameter affects the training effect and performance parameters when participating in races. When the character is very poor or poor, the training effect and performance parameters when participating in races are reduced compared to the normal case. When the character is in good or excellent condition, the training effect and performance parameters when participating in races are increased compared to the normal case.
[0104] The training home screen also features buttons for selecting various action commands such as training: a rest button 404, a training button 405, a skill button 406, a health room button 407, an outing button 408, a race button 409, and an auto-play button 450.
[0105] The rest button 404 is a button used to instruct the player to rest in order to recover stamina. When the rest button 404 is tapped, a rest confirmation dialog box is displayed to confirm the player's intention to rest. Subsequently, when the player taps the confirm button in the rest confirmation dialog box, rest is selected as the action command to be executed, and a rest result request is sent to the server 20. Upon receiving the rest result request, the server 20 performs calculations regarding the amount of stamina to be recovered and whether or not a game event has occurred, and sends a rest result response containing the calculation results to the player terminal 40. Upon receiving the rest result response, the player terminal 40 displays an animation to recover the stamina gauge 402 based on the calculation results included in the rest result response, and if a game event has occurred, it executes the processing related to the game event.
[0106] The training button 405 is used to perform training that changes the character's performance parameters. When the training button 405 is tapped, the display screen transitions to the training screen, as shown in Figure 14.
[0107] On the training screen, the area where various buttons were located on the training home screen is occupied by the speed button 410, stamina button 411, power button 412, tenacity button 413, and intelligence button 414. In this embodiment, for the sake of explanation, the buttons used to give instructions for each type of training may be collectively referred to as training buttons.
[0108] On the training screen, training instructions are given by tapping the selected training button. The selected training button can be changed by tapping a different training button.
[0109] The training screen displays how much each performance parameter will increase and how many skill points will be gained based on the training instructions given by the selected training button. In the example shown in Figure 14, the speed button 410 is selected, and it can be seen that if speed training is instructed, speed will increase by 10, power will increase by 4, and 3 skill points will be gained. In this embodiment, when speed training is performed, speed and power increase; when stamina training is performed, stamina and tenacity increase; when power training is performed, power and stamina increase; when tenacity training is performed, tenacity, power, and speed increase; and when intelligence training is performed, intelligence and speed increase. Skill points can be gained in any type of training.
[0110] In this embodiment, the support cards assembled before the start of training are randomly assigned to training items by the turn preparation process performed by the server 20 each turn. For training items to which a support card is assigned, the amount of increase in performance parameters and the amount of skill points gained when training are increased due to the effect of the support card. In the example shown in Figure 14, two support cards are placed for the speed training item. The support cards placed for training items can be confirmed by the support icon 460. Below the support icon 460, a bond gauge 461 is displayed, showing the accumulation status of the bond parameter associated with the support card. If there is a support card for which friendship training is occurring with respect to the support cards placed for the selected training item, that support card is highlighted.
[0111] Furthermore, on the training screen, the training buttons for training items where a support card generating a skill hint is located are marked with a skill hint mark 462. In the example shown in Figure 14, the speed button 410 and the intelligence button 414 are marked with a skill hint mark 462, indicating that skill hints can be obtained in speed training and intelligence training. Additionally, when the training button for a training item where a support card generating a skill hint is located is selected, the support icon 462 is also marked with a skill hint mark 462, allowing the user to understand which support card's associated skill hint can be obtained.
[0112] Training consumes stamina. The amount of stamina consumed by training can be determined in advance using the stamina gauge 402 on the training screen. Stamina is a parameter that affects the failure rate during training, and the failure rate tends to increase as stamina decreases. In this embodiment, when training is selected as the action command to be executed, the server 20 performs a lottery based on the failure rate to determine whether the training has failed or not. If the training is successful, the performance parameter corresponding to the training will increase, and if the training fails, the performance parameter will not increase, and stamina will be consumed.
[0113] On the training screen, when a tap is made on the selected training button, a training result request is sent to the server 20. Upon receiving the training result request, the server 20 performs calculations related to the training results and sends a training result response containing the calculation results to the player terminal 40. Upon receiving the training result response, the player terminal 40 performs display processing related to the training results (displaying whether the training was successful or unsuccessful, and displaying changes to performance parameters) based on the calculation results included in the training result response, and if a post-action event occurs, it executes processing related to the post-action event.
[0114] Skill button 406 is a button used to allow a character to acquire skills. When skill button 406 is tapped, a skill acquisition screen is displayed showing a list of skills that the character can acquire at that time. When a skill is selected on the skill acquisition screen and the acquisition button is tapped, a skill acquisition request is sent to server 20. Upon receiving the skill acquisition request, server 20 registers the skill specified in the request as an acquired skill in the status information of the character being trained and sends a skill acquisition completion response to the player terminal 40. Upon receiving the skill acquisition completion response, player terminal 40 displays a message indicating that skill acquisition is complete and executes a process to display the acquired skill as an acquired skill on the skill acquisition screen.
[0115] The infirmary button 407 is used to resolve bad statuses applied to a character being trained, and input is only accepted when a bad status is applied due to a game event during training. In this embodiment, bad statuses such as lack of sleep may be applied due to the occurrence of game events, and when a bad status is applied, game events that are unfavorable to training, such as a decrease in stamina or a decrease in motivation, are more likely to occur. If no bad status is applied to the character being trained, the infirmary button 407 is grayed out, and if a bad status is applied to the character being trained, the infirmary button 407 is normally displayed and accepts tap input. When an instruction to resolve a bad status is given using the infirmary button 407, an infirmary result request is sent to the server 20, and the server 20, upon receiving the infirmary result request, performs a lottery to determine whether or not the bad status has been resolved, and sends an infirmary result response including the decision to the player terminal 40. Upon receiving the health room result response, the player terminal 40, if the bad status is resolved, notifies the player that the bad status has been resolved and removes the bad status from the character's status display.
[0116] The Outing button 408 is used to increase the motivation of a character being trained. When the Outing button 408 is tapped, an Outing Confirmation dialog box is displayed to confirm that the character is going out. Subsequently, when the Confirm button in the Outing Confirmation dialog box is tapped, an Outing Result Request is sent to the Server 20. Upon receiving the Outing Result Request, the Server 20 conducts a lottery regarding motivation-boosting events and sends an Outing Result Response to the Player Terminal 40, which contains information about the motivation-boosting event determined by the lottery. Upon receiving the Outing Result Response, the Player Terminal 40 executes processing related to the motivation-boosting event based on the information contained in the Outing Result Response.
[0117] The race button 409 is used to enter a character being trained into a race. When the race button 409 is tapped, the display screen transitions to a race list screen, which shows a list of races being held in the current turn, as shown in Figure 15. In this embodiment, each race held in each turn is assigned a unique race ID, and the race selection box 415 is displayed in order of increasing race ID on the race list screen where the race to enter is selected.
[0118] On the race list screen, you can select a race in which the character you are training will participate by tapping the race selection box 415. The selected race can be identified by the presence or absence of a selection mark 416, and the race condition display area 417 displays race condition information for the selected race, such as the season (spring, summer, autumn, winter), weather (sunny, cloudy, rainy, snowy), course condition (good, slightly heavy, heavy, poor), number of participating characters, and the number of turns. When the selected race is changed, the display content in the race condition display area 417 also changes to match the selected race. In addition, each race has entry conditions that depend on the number of fans the character being trained has gained, and if the character being trained does not meet the entry conditions for a race, the race selection box 415 will be grayed out and the character cannot participate.
[0119] The race list screen includes a race reservation button 470. When the race reservation button 470 is tapped, the race reservation screen is displayed, allowing the user to reserve entry into races held in subsequent turns. Once a race reservation is made, the reserved race is displayed on the race list screen in a way that identifies it as a reserved race for the turn in which it is held.
[0120] In this embodiment, a target race may be set as a training objective. When a target race is set, the display of the training home screen changes, and as shown in Figure 16, only the skill button 406 and the race button 409 are displayed as buttons for selecting an action. In other words, when a target race is set, the only action that can be performed to consume a turn is to participate in a race.
[0121] Figure 17 shows an example of a race list screen in a turn when a target race has been set. When a target race is set as a training goal, the race list screen is controlled so that only the target race can be selected. In this embodiment, on the race list screen that includes the target race, the race selection box 415 for the target race is marked with a target badge 416 to identify it as a target race, and the race selection box 415 for races other than the target race is grayed out and cannot be entered.
[0122] When the player selects a race in the race selection box 415 on the race list screen and taps the start button 418, a race entry request is sent to the server 20. Upon receiving the race entry request, the server 20 performs a race simulation with the player's character and an NPC (non-player character) for the selected race, and sends a race result response, including the results of the simulation, to the player terminal 40. Upon receiving the race result response, the player terminal 40 performs a display process that allows the player to watch the race based on the results of the simulation.
[0123] In this embodiment, when a character being trained participates in a race, the performance parameters are adjusted according to the character's motivation level at the turn in which the race is ordered. If the character's motivation is extremely low or low, the performance parameters are adjusted downwards compared to when the motivation is normal. If the character's motivation is good or excellent, the performance parameters are adjusted upwards compared to when the motivation is normal.
[0124] In character development, during turns in which a development goal is set, a check is performed to determine whether the development goal has been achieved. If the development goal is achieved, a goal achievement notification screen is displayed, as shown in Figure 18. In the example shown in Figure 18, the development goal is to finish in the top five in the target race, the "CCC Prize." If the character being developed achieves a top five finish in the "CCC Prize," the goal achievement notification screen is displayed after the results of the target race are shown. The goal achievement notification screen is equipped with a progress button 420. When the progress button 420 is tapped, the display screen transitions to the goal list screen, as shown in Figure 19.
[0125] The objective list screen displays a list of training objectives set for the character being trained, in the order of turn progression. In the example shown in Figure 19, six training objectives are set for the character being trained, and a clear mark 421 is given to each objective up to the third objective, "Finish in the top 5 in the CCC Award," indicating that the objective has been achieved. The objective list screen has a progress button 422, and when the progress button 422 is tapped, the game proceeds to the next turn and returns to the training home screen.
[0126] In this embodiment, each training objective is set for the period up to turn 72, and the number and content of training objectives are set individually according to the type of character. When all training objectives are achieved for a character being trained, it becomes possible to advance to the final race from turn 73 onwards.
[0127] For example, when the final training goal set for a character being trained is achieved, a training goal completion screen is displayed, as shown in Figure 20. The training goal completion screen has a progress button 423, and when the progress button 423 is tapped, a goal list screen is displayed, as shown in Figure 21. In the goal list screen shown in Figure 21, all six training goals set for the character being trained are marked with a clear mark 421, indicating that all training goals have been achieved. When the close button 424 on the goal list screen is tapped, the game proceeds to the next turn and returns to the training home screen.
[0128] If all training objectives are achieved in character development, from turn 73 onwards, the character will first participate in a qualifying race. If they win the qualifying race, they will participate in the semi-final race. If they win the semi-final race, they will participate in the final race. If they win the final race, they will win the final race and their training will be complete. Training instructions can be given before each turn of the qualifying, semi-final, and final races. The final race from turn 73 onwards is an extra turn with no training objectives. If the character does not finish in first place in the qualifying or semi-final races, they can try again using the continue function. However, if they run out of continues, their training will end. As mentioned earlier, the use of the continue function is left to the player's discretion, so even if the continue function is available, if the player chooses not to use it, they will lose the final race and their training will end.
[0129] Furthermore, if the training objective set for a character being trained is not achieved, the training ends at that point. In particular, in this embodiment, if the training objective is to achieve a predetermined position in a target race, even if the character fails to achieve the predetermined position, they can try again using the continue function. However, if the training objective is to acquire a predetermined number of fans by a predetermined turn, or to participate in a target race, the continue function cannot be used if the training objective is not achieved, and the training ends when the turn for determining the training objective is reached.
[0130] Then, when the training completion conditions are met during the training progress process (Y in step S106), a completion confirmation process is performed (step S107). In the completion confirmation process, a completion confirmation screen is displayed where the status of the character being trained can be checked. The completion confirmation screen has a skill acquisition button and a training completion button. When the skill acquisition button is tapped, a list of available skills is displayed and skills can be acquired within the limits of the player's owned skill points. When the training completion button is tapped, the training completion process is performed (step S108).
[0131] First, in the training completion process, the trained characters are registered. The registration of trained characters is completed by calculating evaluation points and determining inheritance factors to finalize the character's status, and then saving the status to the character list in the player data storage unit 71, linked to the character's individual ID. Evaluation points are calculated based on the character's performance parameters and acquired skills, and inheritance factors are determined by lottery.
[0132] Furthermore, the training completion process also provides rewards for the training results. In this embodiment, rewards are provided by adding items to the item list in the player data storage unit 71, and the rewards are determined to be in-game currency and support points according to the number of fans acquired during training, with the more fans acquired, the more in-game currency and support points can be obtained.
[0133] Furthermore, during the training completion process, a training completion request is sent to server 20. Upon receiving the training completion request, server 20 registers the trained character in the character list of the player management database 51 and adds the reward for the training results to the item list of the player management database 51.
[0134] The character development function provided by the information processing system 10 of this embodiment requires the selection of action commands during character development, and the player must perform many input tasks before the development of one character is complete. Furthermore, in each turn in which an action command is selected, the game situation, such as the occurrence of events and the placement of support cards, is randomly set for each turn, so the player also needs to make judgments about command selection according to the game situation.
[0135] Therefore, the information processing system 10 of this embodiment allows the user to set between a normal progression mode in which the action command to be executed is determined based on the player's input, and an automatic progression mode in which the action command to be executed is determined without requiring player input. The automatic progression mode allows the character to be developed without requiring player input.
[0136] Figure 22 is a flowchart showing an example of the process for setting the progress mode in the training function.
[0137] In the training function, the default progress mode is set to normal progress mode, and it is possible to switch to automatic progress mode while training a character in normal progress mode and the training home screen is displayed. In other words, when in normal progress mode (Y in step S301), based on the input to start automatic training (Y in step S302), the progress mode is set to automatic progress mode (step S303).
[0138] In this embodiment, as shown in Figure 13, when the "Auto" button 450 on the training home screen is tapped, a plan selection dialog for selecting a training plan is displayed, as shown in Figure 23. When the "Confirm" button 501 on the plan selection dialog is tapped, it is determined that an automatic training start input has been made, and the action command to be executed from that turn is determined without requiring player input.
[0139] If the system is set to automatic progression mode, based on the input to end automatic training (Y in step S304), the system terminates automatic progression mode and sets to normal progression mode (step S305). In this embodiment, when the system is in automatic progression mode, as shown in Figure 24, the character training progresses with the end button 480 displayed on the display screen. When a tap input is made to the end button 480, it is determined that an automatic training termination input has been made, and the system switches to normal progression mode from the moment the automatic training termination input is received. Also, as shown in Figure 24, when the system is in automatic progression mode, the auto button 450 on the training home screen is displayed inverted. When the system is in automatic progression mode, the end button 480 is also displayed on display screens other than the training home screen, and the end button 480 is displayed and the automatic training termination input is accepted even during training, during game performances accompanying events, and while watching races. Therefore, if a tap input is made to the end button 480 while the race viewing video is being displayed, the system terminates automatic progression mode and switches to normal progression mode while the race viewing video at the time the input was received is being displayed.
[0140] In this embodiment, in the plan selection dialog shown in Figure 23, a training plan related to the automatic progression mode can be selected from five types of training plans. The five types of training plans are recommended plan (1), recommended plan (2), and recommended plan (3), which have pre-set items that are important in training, and custom plan (1) and custom plan (2), which allow the player to set the items that are important in training. When the plan selection dialog is displayed, the player can select a training plan using the radio buttons 502 provided for each training plan.
[0141] Furthermore, when the edit button 503, which is provided for each training plan in the plan selection dialog, is tapped, the plan details dialog is displayed, allowing the user to check the settings related to the training plan. The settings that can be checked in the plan details dialog are the training plan's priorities, stopping conditions, and priority skills.
[0142] Here, we will briefly explain the differences between the three recommended plans with pre-set priorities in automatic progression mode. In this embodiment, the three priorities—emphasis on friendship training, emphasis on skill hints, and emphasis on G1 races—can be weighted in three stages: strong, medium, and weak.
[0143] Recommended Plan (1) is a training plan that emphasizes balance in determining action commands by equally evaluating the execution of friendship training, acquisition of skill hints, and participation in G1 races. Figure 25 shows an example of the display of the plan details dialog for Recommended Plan (1). Since Recommended Plan (1) is a training plan that equally emphasizes the execution of friendship training, acquisition of skill hints, and participation in G1 races, a medium weight is set for each emphasis item.
[0144] Recommended Plan (2) is a training plan that prioritizes acquiring skill hints, followed by participation in G1 races, and does not prioritize performing friendship training. Figure 26 shows an example of the display of the plan details dialog for Recommended Plan (2). Since Recommended Plan (2) is a training plan that prioritizes acquiring skill hints, a strong weight is set for acquiring skill hints, a medium weight is set for participation in G1 races, and a weak weight is set for performing friendship training.
[0145] Recommended Plan (3) is a training plan that prioritizes friendship training and does not place much emphasis on acquiring skill hints or participating in G1 races. Figure 27 shows an example of the display of the plan details dialog for Recommended Plan (3). Since Recommended Plan (3) is a training plan that prioritizes friendship training, a strong weight is set for the execution of friendship training, and a weak weight is set for acquiring skill hints and participating in G1 races.
[0146] In the plan details dialog for the automated plan shown in Figures 25 to 27, the settings for the priority items cannot be changed, and radio buttons 511 are disabled and grayed out for weights different from the pre-set weights.
[0147] In contrast, Figure 28 shows an example of the display of the plan details dialog for custom plan (1), where the player can arbitrarily set the settings for the priority items. As shown in Figure 28, in custom plan (1), radio buttons corresponding to all weights (strong, medium, weak) are enabled for each priority item: performing friendship training, acquiring skill hints, and participating in G1 races, and the player can set the weight for each priority item by tapping the radio buttons 511. Although not shown in the illustration, in this embodiment, the player can arbitrarily set the settings for each priority item in custom plan (2) in the same way as in custom plan (1). In addition, the plan name 515 and description 516 can also be edited in the plan details dialog for custom plan (1) and custom plan (2). Specifically, by tapping the plan name change button 517, it becomes possible to input text to change the plan name 515, and by tapping the description change button 518, it becomes possible to input text to change the description 516.
[0148] The plan details dialog shown in Figures 25 to 28 is equipped with a confirm button 512, a cancel button 513, and a reset button 514. When the confirm button 512 is tapped while the plan details dialog is displayed, the settings at that time are overwritten and saved in the training plan data storage unit 74, and the plan details dialog is closed. When the cancel button 513 is tapped while the plan details dialog is displayed, the plan details dialog is closed without overwriting and saving the settings at that time in the training plan data storage unit 74. When the reset button 514 is tapped while the plan details dialog is displayed, the training plan is reset to its default settings.
[0149] Figure 29 is a diagram illustrating the contents of the plan details dialog. Since the important items have already been mentioned, a detailed explanation will be omitted.
[0150] The plan details dialog allows you to set the stop conditions for the automatic progress mode. In this embodiment, stop conditions can be set for two types of items: commands and events.
[0151] Regarding commands, if there are multiple commands that satisfy the conditions set in the command conditions, the automatic progression mode can be paused and the command can be selected based on the player's input. In this embodiment, when a check mark is displayed in checkbox 521, the command condition checkbox 522 is activated and the command conditions can be set. When a check mark is not displayed in checkbox 521, tapping on checkbox 521 will make a check mark appear in checkbox 521. In the example shown in Figure 29, a check mark is displayed in checkbox 521, so the command condition checkbox 522 is activated.
[0152] The command conditions that players can set include the occurrence of friendship training, the holding of reserved races, and the occurrence of skill hints. If multiple commands satisfy the conditions set in the command conditions, this includes cases where the same condition occurs multiple times. For example, if the command condition is set to the occurrence of friendship training, and friendship training occurs in multiple training items, it is determined that multiple commands satisfy the conditions set in the command conditions.
[0153] For events, it is possible to set the system to pause when a specific event that meets the event conditions occurs, and to select an option based on the player's input. In this embodiment, when a check mark is displayed in checkbox 531, the event condition checkbox 532 is enabled, and the event conditions can be set. When a check mark is not displayed in checkbox 531, tapping on checkbox 531 will make a check mark appear in checkbox 531. In the example shown in Figure 29, since no check mark is displayed in checkbox 531, the event condition checkbox 532 is disabled.
[0154] The event conditions that players can set are support events linked to the support cards the player has assembled prior to the start of training, and involve the occurrence of a support event where the player selects the event command to execute from a list of options corresponding to multiple event commands. The player can individually set whether or not each of the six support cards used in training should be subject to an event condition that causes temporary suspension using checkbox 532. In the event condition setting section, card icons 533, which are icons representing a portion of the card image of the support card, are displayed so that the six support cards assembled by the player can be identified.
[0155] The plan details dialog allows you to set priority skills. Priority skills are skills whose skill hints are prioritized for acquisition during the character development process in automatic progression mode. By using the add button 541 provided in the plan details dialog, a priority skill setting slot 542 is created and the priority skill selection dialog is displayed. The plan details dialog also has a skill selection button 543 corresponding to the priority skill setting slot 542, and when the skill selection button 543 is tapped, the priority skill selection dialog is displayed. The plan details dialog also has a delete button 544 corresponding to the priority skill setting slot 542, and when the delete button 544 is tapped, the priority skill setting slot 542 is deleted and the priority skill setting for that skill is removed.
[0156] Figure 30 shows an example of the display of the priority skill selection dialog.
[0157] Players can select their preferred skills through the preferred skill selection dialog. The preferred skill selection dialog displays a list of skills that can be set as preferred skills, and players can specify a preferred skill by tapping the radio button 551. When the confirm button 552 on the preferred skill selection dialog is tapped, the skill specified by radio button 551 is set as the preferred skill and displayed in the preferred skill setting frame 542 of the plan details dialog. The preferred skill selection dialog also has a skill filtering function, allowing players to easily search for desired skills by entering the skill name in the skill name input field 555. When the reset button 554 on the preferred skill selection dialog is tapped, the specified information of radio button 551 is reset. Specifically, if the preferred skill selection dialog is called up by tapping the skill selection button 543 corresponding to the existing preferred skill setting frame 542, tapping the reset button 554 will reset the specified information of radio button 551 to specify the skill corresponding to the preferred skill setting frame 542. If the cancel button 553 provided in the priority skill selection dialog is tapped, the priority skill selection dialog will be closed without saving the information regarding the priority skill settings. The number of priority skill setting slots 542 that can be created may be unlimited or may have an upper limit.
[0158] Figure 31 is a flowchart showing an example of the command determination process in automatic progress mode.
[0159] In character development, the player terminal 40 obtains turn preparation information, which is the result of the turn preparation process calculated by the server 20 prior to the start of a turn. Once the turn preparation information is obtained (Y in step S401), the player terminal 40 determines whether the current progression mode is automatic progression mode or not (step S402).
[0160] If it is determined that the game is in automatic progression mode (Y in step S402), the evaluation point setting process is executed (step S403), which sets evaluation points for action commands according to the game situation in the current turn. In the evaluation point setting process, the evaluation points are calculated according to the training plan by referring to the evaluation point table.
[0161] Figures 32 and 33 show examples of evaluation point tables referenced in the evaluation point setting process.
[0162] In this embodiment, a first evaluation point table, a second evaluation point table, a third evaluation point table, and a fourth evaluation point table are stored in the evaluation point table storage unit 73 as evaluation point tables.
[0163] The first evaluation point table shown in Figure 32 is an evaluation point table that sets evaluation points for action commands that are not affected by the game situation. In the evaluation point setting process, evaluation points that match the evaluation conditions of the second and third evaluation point tables are added to the evaluation points set in the first evaluation point table in each turn.
[0164] The second and third evaluation point tables shown in Figure 32 are evaluation point tables that set evaluation points according to the game situation of each turn. The second evaluation point table sets evaluation points that are not affected by the weighting of the emphasis items in the training plan, while the third evaluation point table sets evaluation points that are affected by the weighting of the emphasis items in the training plan. In particular, the third evaluation point table sets evaluation points corresponding to the weighting levels (strong, medium, weak) of the emphasis items in the training plan.
[0165] The fourth evaluation point table shown in Figure 33 is an evaluation point table for setting priority actions. In the training function, character training may end before all turns are used due to failure to achieve training goals. Setting priority actions sets high evaluation points to action commands when the judgment conditions are met, so that actions related to training goals are selected as priority actions, in order to avoid failure to achieve training goals as much as possible. Since the training goals differ for each character being trained, even if an inexperienced player uses the auto-progress mode without fully understanding the training goals, it is possible to prevent the character's training from ending due to failure to achieve the training goals. In addition, in the training function, players can reserve races they plan to participate in in advance, so if there are reserved races, the evaluation points are set so that the action command to participate in the reserved race is determined as a priority action and takes precedence over other action commands. Note that the evaluation points set for action commands determined as priority actions can be set to a value that, in relation to the evaluation points set for other action commands, may, in rare cases, result in other action commands such as training items being selected instead of the priority action.
[0166] Once evaluation points have been set for all action commands, a command determination process is executed to determine which action commands to be executed in the current turn, based on the results of the evaluation point setting (step S404).
[0167] When setting evaluation points for race action commands, evaluation points are set for each race held in each turn. If there are multiple races with the highest evaluation points, the action command to execute will be determined to be for the race with the lowest race ID.
[0168] Furthermore, during the command determination process, the amount of increase in status such as performance parameters and the amount of increase in skill points are disregarded when determining the action command. However, as an exception, if the performance parameters corresponding to certain training items have reached their upper limit, the training items for which the performance parameters have reached their upper limit can be excluded when determining the action command to be executed.
[0169] Figure 34 illustrates an example of determining the results of setting evaluation points and the action commands to be executed according to the game situation.
[0170] In this example, we assume that the horse has a stamina of 60, that there is a G1 race with both distance suitability and course suitability of A or higher, and that there is no target race for training purposes. Furthermore, we assume that the horse does not have any negative status effects. For the sake of explanation, we will assume that there is only one G1 race being held at the turn.
[0171] Furthermore, the placement of support cards is as follows: Speed training and power training each have two support cards, willpower training and intelligence training each have one support card, and stamina training has no support cards.
[0172] The support cards placed in Speed Training all have the Speed attribute, and Friendship Training is occurring for both of them. The support cards placed in Power Training have the Power and Guts attributes, Friendship Training is occurring for the Power support card, and a skill hint for an acquired skill is available for the Guts support card. The support card placed in Guts Training has the Friend attribute, and the Outing (Special) action command can be executed with this Friend support card. The support card placed in Intelligence Training has the Intelligence attribute, and a skill hint for an unacquired priority skill is available for that support card.
[0173] In the game situation during the turn described above, if the training plan is set to Automatic Plan (1), Speed Training will be the action command with the highest evaluation points, and Speed Training will be selected as the action command to be executed. Also, in the game situation during the turn described above, if the training plan is set to Automatic Plan (2), Intelligence Training will be the action command with the highest evaluation points, and Intelligence Training will be selected as the action command to be executed. Also, in the game situation during the turn described above, if the training plan is set to Automatic Plan (3), Speed Training will be the action command with the highest evaluation points, and Speed Training will be selected as the action command to be executed.
[0174] As shown in Figure 34, in the balanced automated plan (1), there is no significant difference in the evaluation points set for each action command, and the evaluation points for Speed Training, in which friendship training occurs on two support cards, are slightly higher than those of other action commands. Also as shown in Figure 34, in the automated plan (2) which emphasizes acquiring skill hints, the evaluation points for Power Training and Intelligence Training, in which skill hints occur, are significantly higher than those of other action commands, and Intelligence Training, in which skill hints for unacquired priority skills occur, is set to the highest evaluation point. Furthermore, as shown in Figure 34, in the automated plan (3) which emphasizes performing friendship training, the evaluation points for Speed Training and Power Training, in which friendship training occurs, are higher than those of other action commands, and in particular, the evaluation points for Speed Training, in which friendship training occurs on two support cards, are significantly higher.
[0175] Thus, the emphasis placed on the training plan in automatic progression mode greatly influences the setting of evaluation points, and players can expect to obtain their desired training results by comparing and considering the emphasis placed on the training plan and making their selections.
[0176] Next, we will explain how to pause and resume the automatic progress mode based on the stopping conditions.
[0177] In this embodiment, if a stop condition set by the player in the plan details dialog is met while character development is in progress using the automatic progression mode, the automatic progression mode is temporarily paused and awaits input from the player. The automatic progression mode is then resumed based on the player's input.
[0178] Firstly, in character development, there are situations where it is desirable for the player to compare and consider different options before selecting an action command.
[0179] For example, friendship training may occur in multiple training items, and the decision of which training to perform may differ depending on whether the player chooses the action command in normal progression mode or in automatic progression mode. In the example shown in Figure 34, friendship training occurs in both speed training and power training, but if the training plan is the automatic plan (1), speed training is selected as the action command to be performed. However, if the player wishes to increase the power performance parameter considering the character's training status, they may choose power training. There are also players who wish to speed up the occurrence of friendship training by selecting training items with support cards that have not accumulated enough bond parameters. For this reason, in this embodiment, the occurrence of friendship training can be set as an element of the stop condition.
[0180] For example, during a turn in which a reserved race is being held, the reserved race is the priority action, and in automatic progression mode, regardless of the placement of support cards, the action command to participate in the reserved race will be determined. However, even if there is a reserved race, depending on the placement of support cards, it may be better to perform training to improve the character's stats. For this reason, in this embodiment, the holding of a reserved race can be set as a stop condition.
[0181] For example, in a turn when a skill hint is available for a training item, the player may still want to acquire the skill hint even if friendship training is available for a different training item. In the example shown in Figure 34, if the automatic plan (2) is selected, intelligence training that allows the acquisition of a skill hint will be selected as the target command. However, if the automatic plan (3) is selected, training items that allow the acquisition of a skill hint are less likely to be selected. For this reason, in this embodiment, the occurrence of a skill hint can be set as an element of the stop condition.
[0182] In this embodiment, in order to temporarily suspend the automatic progression mode when it is desirable for the player to make a choice in determining the action command, the selection of the action command is left to the player in turns when multiple conditions set as command conditions are met.
[0183] For example, as shown in Figure 29, if the command conditions are set to "Friendship Training Occurrence" and "Reservation Race Held," the automatic progression mode will pause in the following game situations.
[0184] First, if friendship training is occurring in multiple training items, the auto-progress mode will pause because there are multiple action commands that satisfy the command conditions. Also, if friendship training is occurring in one training item and there is a reserved race among the races being held, the auto-progress mode will pause because there are multiple action commands that satisfy the command conditions. In this way, the auto-progress mode can be paused when there are multiple action commands that satisfy the same command conditions, and when there are multiple action commands that satisfy different command conditions.
[0185] If the automatic progression mode is paused due to the fulfillment of a command condition, the paused automatic progression mode will resume based on the determination of an action command. When the automatic progression mode is paused based on a command condition, the resumption of the automatic progression mode is not affected by the command condition, and the automatic progression mode will resume regardless of which action command is determined to be executed. Note that if the automatic progression mode is paused due to the fulfillment of a command condition, the automatic progression mode will be paused when transitioning to the training home screen.
[0186] Furthermore, in character development, there are situations where it is desirable for players to compare and consider options presented in events before making a choice.
[0187] For example, during the character development process, support events may occur with respect to support cards that the player has assembled prior to character development. In these support events, choices may be presented, and the outcome of the event may branch. More specifically, two event commands may be presented as choices, and different skill hints may be obtained depending on which event command is chosen. In this embodiment, in normal progression mode, when choices are presented in an event, the choice IDs that identify the event commands are displayed on the screen in ascending order. In automatic progression mode, the event command with the lowest choice ID is determined to be the event command to be executed. That is, since the player may want a different decision than in automatic progression mode, in this embodiment, event conditions specifying support cards can be set in the plan details dialog.
[0188] If the automatic progress mode is paused due to the fulfillment of an event condition, the paused automatic progress mode will be resumed based on the determination of the event command to be executed. Note that when the automatic progress mode is paused due to the fulfillment of an event condition, the automatic progress mode will be paused when the display screen showing the event command options changes.
[0189] In automatic progression mode, the decision on the choices presented in an event is influenced by the priority skill setting. For example, if two event commands are presented as choices, and different skill hints can be obtained from one event command and the other, and the skill hint obtainable from one event command is set as the priority skill, but the skill hint obtainable from the other event command is not set as the priority skill, then the event command corresponding to the choice ID that obtains the priority skill will be selected as the target for execution, rather than in order of the choice ID. If both the skill hint obtainable from one event command and the skill hint obtainable from the other event command are priority skills, then, as shown in the second evaluation point table in Figure 32, whether or not the skill hint has already been obtained can also be considered, and the event command to be executed will be determined by prioritizing the unobtained skill hint. However, if priority skills are set for multiple event commands, the event command to be executed can be determined in order of the choice ID, without considering whether or not the skill hint has been obtained.
[0190] In this embodiment, the game situation in which choices are presented when an event associated with a support card occurs can be set as an event condition related to the stop condition. However, the game situation in which choices are presented when an event associated with the character being trained occurs can also be set as an event condition related to the stop condition.
[0191] In the information processing system 10 of this embodiment described above, an automatic progression mode is available in which evaluation points are set for each action command according to the game situation when determining which action command to execute from among multiple action commands, and action commands that satisfy the execution conditions based on the evaluation points are determined as the action commands to be executed without requiring player input. This reduces the input burden on the player necessary for character development.
[0192] In particular, in the training function of the information processing system 10 of this embodiment, in normal progression mode, the player needs to decide which action command to select while considering various game conditions such as the placement of support cards each turn, the physical condition, the amount of increase in performance parameters due to training, and the presence or absence of bad statuses. On the other hand, in automatic progression mode, evaluation points according to the training plan are set for each action command, and the appropriate action command according to the training plan is automatically determined to be executed, so that training can be carried out in accordance with the training plan set by the player.
[0193] Although not explained in the above embodiment, the commands determined to be executed in automatic progression mode include various commands that require player input to advance character development. For example, as shown in Figure 18, in a situation where the player is notified of achieving the goal and is required to input to the progress button 420, in automatic progression mode, the input to the progress button 420 is treated as a command to be executed to advance character development, allowing development to proceed to the next turn without requiring player input.
[0194] Furthermore, priorities can be set according to the category of action commands, which can be used to determine which action command to execute when multiple action commands have the same evaluation points. For example, if an action command belonging to a training item and an action command for resting have the same evaluation points and are both the highest-scoring action commands, the action command from the training item can be prioritized over the action command for resting and selected as the action command to be executed. Priorities can also be set in advance according to the type of training item. In addition, the player may set in their training plan which training item to prioritize when evaluation points are the same.
[0195] Furthermore, in the above embodiment, the action command is determined without referring to motivation, but the action command can be determined by referring to motivation in the current turn. For example, if motivation is excellent or good, training may be prioritized, and if motivation is average, poor or very poor, participating in a race or going out may be prioritized.
[0196] Alternatively, the system may be designed so that the player selects a training scenario from multiple training scenarios to train the character. In this case, each training scenario may have a scenario event, and the player may set whether or not to pause the auto-progress mode when a scenario event occurs as a stop condition. It may also be possible to set whether or not to include various events such as scenario events, character events, and support events in the auto-progress mode. It may also be possible to set whether or not to include various events such as scenario events, character events, and support events in the auto-progress mode. Furthermore, regarding scenario events, if the system requires player input in normal progression mode, and the execution result of the scenario event differs depending on the player's input, or if the player's input affects the character training after the scenario event, then dedicated criteria for setting evaluation points and input judgments regarding the commands to be executed that are necessary to complete the scenario event can be established.
[0197] Furthermore, in the above embodiment, the system was designed to transition from normal progression mode to automatic progression mode when the "Leave it to me" button 450 on the training home screen was tapped. However, it is also possible to accept input to determine whether to start character training in normal progression mode or automatic progression mode at the final confirmation of training start after support cards have been assembled. Additionally, if the system is designed to select the training scenario to be used for training this character from multiple training scenarios, it is also possible to accept input to select the progression mode or to enable the automatic progression mode setting at the time of selecting the training scenario.
[0198] Furthermore, as an embodiment of the automatic progression mode, the formation of support cards and the acquisition of skills during training may be performed without requiring player input. For example, regarding the formation of support cards, the auto-formation function can be enabled, and the support cards selected by the auto-formation evaluation logic can be automatically formed. Also, for example, regarding the acquisition of skills during training, skills for which the hint level of the skill hint is at the maximum can be acquired automatically by consuming skill points.
[0199] Alternatively, the system may include training events that involve mini-games during character development. In this system, when a character is being developed in auto-play mode, the occurrence of a training event involving a mini-game can be used as a condition for stopping auto-play mode. This can involve pausing auto-play mode and having the mini-game completed based on player input, or the mini-game can be completed automatically according to a pre-defined procedure without pausing auto-play mode.
[0200] Each character may have their own unique training events, and during these events, choices may be presented, determining the target race, granting skill hints, changing performance parameters, changing stamina, or changing motivation depending on the choice made. In this case, a choice ID may be assigned to each choice, and the player terminal 40's display screen may show the choices in descending order of their choice IDs. In automatic progression mode, the choice with the lowest choice ID can be selected as the event command to be executed.
[0201] Furthermore, regarding the handling of the continue function in auto-progress mode, if the character being trained does not come in first place after participating in races, including the target race, and the continue function becomes available, the process of using the continue function can be executed without requiring player input. In addition, the availability of the continue function can be set in advance in the plan details dialog. That is, if the setting to refuse the use of the continue function is made in the plan details dialog, the training may be configured to end without using the continue function even if the training goal is not achieved due to defeat in the target race. Furthermore, it may be possible to set in the plan details dialog whether or not to pause auto-progress mode when the opportunity to use the continue function arises. If auto-progress mode is paused when the opportunity to use the continue function arises, auto-progress mode can be paused when transitioning to a display screen that allows the player to choose whether or not to use the continue function.
[0202] Furthermore, although the above embodiment was described using the example of the evaluation point setting process being performed on the player terminal 40, it is also possible for the server 20 to perform the evaluation point setting process as part of the turn preparation process, and for the player terminal 40 to obtain the evaluation point setting result from the server 20 each turn.
[0203] Furthermore, at least one of the inputs for starting the automatic progression mode, pausing the automatic progression mode, and ending the automatic progression mode may be a hardware key, which is a physical mechanism mounted on or connected to the player terminal 40, rather than a software-reproduced soft key.
[0204] Furthermore, in the command determination process in automatic progression mode, the action commands of training items that do not have a 0% failure rate may be excluded from being selected for execution. Alternatively, training items with a 0% failure rate may be subject to point deductions in the evaluation point setting, and the evaluation point table may be set so that the evaluation points for action commands of training items that have a possibility of training failure are lowered.
[0205] Furthermore, regarding the setting of evaluation points for training items, the player may select any training item and control the system to increase the evaluation points of the training items that the player prioritizes. For example, players can edit weighting settings through the plan details dialog, such as speed-focused (speed training gets higher evaluation points), stamina-focused (stamina training gets higher evaluation points), power-focused (power training gets higher evaluation points), perseverance-focused (guts training gets higher evaluation points), intelligence-focused (intelligence training gets higher evaluation points), or balanced (equal evaluation points for each training item). Also, for example, the base evaluation points for training items in the first evaluation point table can be changed by referring to the support card composition information. Specifically, in an example where the support card composition is two speed cards, one power card, one perseverance card, one intelligence card, and one friend card, the base evaluation points for speed training will be doubled, and the base evaluation points for power training, perseverance training, and intelligence training will be multiplied by 1.5, creating a bias in the base evaluation points among training items and allowing evaluation points to be set according to the game situation of the turn.
[0206] Furthermore, a skip function may be provided to skip game sequences that occur during character development events, or a speed-up function may be provided to run game sequences at double speed. Regarding the skip function, unread and read events may be managed in the player data storage unit 71, and it may be possible to set a stop condition to temporarily pause the automatic progression mode when an unread event occurs while in automatic progression mode.
[0207] The judgment items in the fourth evaluation point table for setting priority actions, as shown in Figure 33, may be set in the plan details dialog whether or not they should be subject to priority actions. In this case, the feasibility of all priority actions may be set in the plan details dialog, or the feasibility of some priority actions may be set in the plan details dialog, while the remaining priority actions cannot be rejected at the player's discretion and will always be subject to judgment in automatic progression mode.
[0208] Furthermore, in the above embodiment, when the stop condition set in the plan details dialog was met, the automatic progress mode was temporarily paused and resumed based on the decision of an action command or event command made by the player's input. However, it is also possible to have a specification where, when the stop condition is met, the automatic progress mode ends without requiring player input and switches to the normal progress mode.
[0209] Regarding editing training plans through the plan details dialog, the items that the player can edit may differ depending on the training plan. Also, in a system where the player selects a training scenario from multiple training scenarios to use for training the current character, the editable items of the training plan may differ depending on the training scenario. Furthermore, the training plan data storage unit 74 can store the settings of the editable items for each training plan. If there are multiple training scenarios, multiple training plans can be prepared for each training scenario, and the settings of the editable items for each training plan can be stored in the training plan data storage unit 74, linked to the training scenario.
[0210] The method for implementing the automatic progression mode may involve the program taking over the player's input, or it may involve the program executing processing based on the input as if the input had been received.
[0211] In this embodiment, we have used a game that involves raising characters based on racehorses as an example, but the information processing system 10 may be configured to provide each function in other games. For example, it can be applied to sports games such as baseball games and soccer games, where players raise characters who participate in competitions, or to games that involve raising idols. It can also be applied to games of other genres, such as card battle games, fighting games, action games, battle royale games, and role-playing games, where game media such as characters, cards, items, and equipment are raised. In other words, the game media to be raised is not limited to characters, but may also be cards, items, equipment, etc. that appear in the game.
[0212] 10 Information processing system, 20 Server, 21 CPU, 22 ROM, 23 RAM, 24 Communication unit, 25 Storage device, 40 Player terminal, 41 CPU / GPU, 42 ROM, 43 RAM, 44 Communication unit, 45 Operation / input unit, 46 Display unit, 47 Storage device, 48 Speaker, 50 Server data storage unit, 51 Player management database, 52 Training information database, 60 Game calculation unit, 70 Terminal data storage unit, 71 Player data storage unit, 72 Training progress data storage unit, 73 Evaluation point table storage unit, 74 Training plan data storage unit, 80 Game execution unit, 81 Training function provision unit, 82 Progress mode setting unit, 83 Input assist unit, 84 Evaluation point setting unit, 85 Command determination unit, 86 Training plan selection reception unit, 87 Training plan editing reception unit, 88 Automatic stop unit
Claims
1. A program for a game that changes the parameters of a game medium being trained by executing a command selected as the target of execution from among multiple commands, comprising: a progression mode setting process that allows setting a first progression mode in which the target command of execution is determined based on player input, and a second progression mode in which the target command of execution is determined without requiring player input; an evaluation point setting process that, when in the second progression mode, sets evaluation points for each command according to the game situation at the opportunity to determine the target command of execution from among the multiple commands; and a command determination process that, when in the second progression mode, determines a command whose evaluation points satisfy the execution conditions as the target command of execution, wherein the program causes a computer to execute these processes.
2. The program according to claim 1, which causes a computer to execute a training plan selection acceptance process that allows the computer to select a training plan in the second progress mode from among a plurality of training plans with different criteria for setting the evaluation points.
3. The program according to claim 2, which causes a computer to execute a training plan editing acceptance process that makes the training plan editable based on player input.
4. A program according to any one of claims 1 to 3, which causes a computer to execute an automatic stop process that automatically stops the progression of the game medium's development based on the fulfillment of a predetermined stop condition when the second progression mode is in effect.
5. An information processing system for a game that changes the parameters of a game medium to be trained by executing a command selected as the target of execution from among multiple commands, comprising: a progress mode setting unit that can set a first progress mode in which the target command of execution is determined based on player input and a second progress mode in which the target command of execution is determined without requiring player input; an evaluation point setting unit that, when in the second progress mode, sets evaluation points for each command according to the game situation at the opportunity to determine the target command of execution from among the multiple commands; and a command determination unit that, when in the second progress mode, determines a command whose evaluation points satisfy the execution conditions as the target command of execution.
6. An information processing method for a game that changes the parameters of a game medium to be trained by executing a command selected as the target of execution from among multiple commands, comprising: a progression mode setting process that allows setting a first progression mode in which the target command of execution is determined based on player input, and a second progression mode in which the target command of execution is determined without requiring player input; an evaluation point setting process that, when in the second progression mode, sets evaluation points for each command according to the game situation at the opportunity to determine the target command of execution from among the multiple commands; and a command determination process that, when in the second progression mode, determines a command whose evaluation points satisfy the execution conditions as the target command of execution, wherein the computer is made to execute these processes.