CN109966737B - Recording medium having game program recorded thereon, server device, and game method - Google Patents

Recording medium having game program recorded thereon, server device, and game method Download PDF

Info

Publication number
CN109966737B
CN109966737B CN201811311540.6A CN201811311540A CN109966737B CN 109966737 B CN109966737 B CN 109966737B CN 201811311540 A CN201811311540 A CN 201811311540A CN 109966737 B CN109966737 B CN 109966737B
Authority
CN
China
Prior art keywords
synthesis
objects
game
held
execution unit
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN201811311540.6A
Other languages
Chinese (zh)
Other versions
CN109966737A (en
Inventor
米琦
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Koei Tecmo Games Co Ltd
Original Assignee
Koei Tecmo Games Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Koei Tecmo Games Co Ltd filed Critical Koei Tecmo Games Co Ltd
Publication of CN109966737A publication Critical patent/CN109966737A/en
Application granted granted Critical
Publication of CN109966737B publication Critical patent/CN109966737B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Abstract

The invention provides a recording medium and a server device in which a game program is recorded, and aims to improve the interest of a game synthesized by using objects. A game program that causes a computer to execute a game played using a game-use object that is an object used in the game and is selected from a plurality of held objects associated with a player, the game program causing the computer to function as: a storage unit that stores an object having a specific parameter; a drawing execution unit that stores an object determined by executing a drawing by a player input; and a synthesis execution unit that receives a selection of one synthesis target object and one or more synthesis use objects, changes an intrinsic parameter of the synthesis target object using the synthesis parameter calculated using the intrinsic parameter, the decimation execution unit determines a privileged object, and the synthesis execution unit changes the synthesis parameter when at least one of the synthesis target object and the synthesis use object is a privileged object.

Description

Recording medium having game program recorded thereon, server device, and game method
Technical Field
The present invention relates to a recording medium and a server device in which a game program is recorded.
Background
Game systems capable of competing with other players including computer-defined virtual players via communication networks are becoming widespread. As one mode of such a network game, there is a mode in which: a group of game-use objects is formed by selecting a plurality of objects (for example, cards, player characters, or the like) from among objects owned by a player, and the game-use objects are used to play against other players.
Patent document 1 discloses a technique related to a program for adjusting parameters of a deck card based on held cards other than a deck card that is a deck card used in a match-up.
Documents of the prior art
Patent literature
Patent document 1: japanese patent laid-open publication No. 2017-113650
Disclosure of Invention
Problems to be solved by the invention
In a game in which a player uses a game-use object to perform a match, a new object is distributed to the player by drawing or the like. If the kinds of objects to be distributed increase, when the player constitutes a game-using object, the options of the objects to be used increase, and the game quality improves.
However, the mission of the player selecting the distributed objects to constitute the game-use object is gradually monotonized, resulting in a reduction in the sense of tension. In order to solve this problem, there is a method of using an object obtained by combining a plurality of objects as a game-use object. In this embodiment, it is necessary to repeat synthesis in order to obtain a desired object, which results in a decrease in enjoyment.
Therefore, an object of the present invention is to improve the interest of a game synthesized using objects.
Means for solving the problems
In order to solve the above-described problem, the present invention is a recording medium in which a game program is recorded, the game program causing a computer to execute a game played using a plurality of game-use objects that are objects used in the game and are selected from a plurality of held objects associated with a player, the recording medium in which the game program is recorded, the game program causing the computer to function as: a storage unit that stores a plurality of objects each having a unique parameter as the held object; a drawing execution unit that executes a drawing of the object by an input from the player and stores the object determined by the drawing as the held object; and a composition execution unit that receives a selection of one composition target object and one or more composition use objects from the held objects, and changes the intrinsic parameter of the composition target object using a composition parameter value calculated using the intrinsic parameter associated with at least one of the composition target object and the composition use object, the decimation execution unit determining a privileged object that is an object that has privilege and can be used as the game use object by decimation, and the composition execution unit changing the composition parameter value when at least one of the composition target object and the composition use object is the privileged object.
In the game program-recorded recording medium, the storage unit may store, as the holding object, category identification information for identifying a category of the object in association with the player, and the composition execution unit may change the composition parameter value when at least one of the composition target object and the composition use object has the category identification information common to the privileged object.
In the game program-recorded recording medium, the storage unit may store, as the held objects, type identification information for identifying the types of the objects in association with the players, and when at least one of the compositing target object and the compositing use object is the privileged object, the compositing execution unit may count the number of the held objects having the type identification information common to the privileged object, and change the compositing parameter value using the number of the held objects.
In the game program recorded medium, the synthesis parameter value may be a value indicating a success probability of synthesis, and the synthesis execution unit may determine whether or not synthesis is successful using the success probability, change the intrinsic parameter of the object to be synthesized when synthesis is successful, and delete the object to be synthesized from the held object without changing the intrinsic parameter when synthesis is unsuccessful.
In the above-described recording medium on which the game program is recorded, when the synthesis is unsuccessful, the synthesis execution unit may delete the synthetic use object from the holding objects after a lapse of a predetermined period, or may suppress the acceptance of the selection of the object after the lapse of the predetermined period as the synthesis target object and the synthetic use object.
In the above-described recording medium in which a game program is recorded, the synthesis parameter value may be a value indicating a success probability of synthesis, and the synthesis execution unit may change the intrinsic parameter of the synthesis target object in accordance with the success probability, count the number of times of unsuccessful synthesis for each of the objects used for synthesis when synthesis is unsuccessful, and suppress the acceptance of the selection of the object whose number of times reaches a predetermined value as the object to be synthesized and the object to be used for synthesis, or delete the object from the held object.
In the game program recorded medium, when a combination instruction using virtual money is received, the combination execution unit may change the combination parameter value using a predetermined benefit coefficient for the intrinsic parameter associated with at least one of the combination target object and the combination use object.
In the above-described recording medium in which a game program is recorded, the composition parameter value may be an increase amount of an experience value given to the composition target objects, and the composition execution unit may change the increase amount of the experience value of the privileged object when at least one of the composition target objects is the privileged object.
Another aspect of the present invention to solve the above problems relates to a server device for playing a game using a plurality of game-use objects for use in the game selected from a plurality of held objects associated with a player, the server device including: a storage unit that stores a plurality of objects each having a unique parameter as the held object; a drawing execution unit that executes a drawing of the object by an input from the player and stores the object determined by the drawing as the held object; and a composition execution unit that receives a selection of one composition target object and one or more composition use objects from the held objects, and changes the intrinsic parameter of the composition target object using a composition parameter value calculated using the intrinsic parameter associated with at least one of the composition target object and the composition use object, the decimation execution unit determining a privileged object that is an object that has privilege and can be used as the game use object by decimation, and the composition execution unit changing the composition parameter value when at least one of the composition target object and the composition use object is the privileged object.
Effects of the invention
According to one aspect of the present invention, the interest of a game synthesized using objects can be increased.
Drawings
Fig. 1 is a block diagram showing an example of a functional configuration of a server apparatus of the embodiment.
Fig. 2 is a diagram showing an example of a data structure of holding object information.
Fig. 3 is a diagram showing an example of the data structure of the correlation information.
Fig. 4 is a diagram showing an example of the hardware configuration of the server apparatus.
Fig. 5 is a flowchart showing an example of the decimation process.
Fig. 6 is (one of) a flowchart showing an example of the combining process.
Fig. 7 is a flowchart (second) showing an example of the synthesizing process.
Fig. 8 is a flowchart (third) showing an example of the combining process.
Fig. 9 (a) is a diagram showing an example of a synthesis execution screen.
Fig. 10 is a diagram (second) showing an example of the synthesis execution screen.
Detailed Description
Embodiments of the present invention will be described below with reference to the drawings. For ease of understanding, the description will be made based on an example in which the game system of the present embodiment is used in a card game. In the present game system, a player holds a card given in advance and a card obtained by drawing. The player selects a plurality of playing cards from the held cards to form a card combination (hereinafter also referred to as "card set"). The player inputs an instruction to the terminal device, and uses a plurality of game cards in the card set to play against another player.
The cards are given unique parameters, and the game is played based on the unique parameters of the cards used in the game. The game executed by the present game system is not limited to the card game, and the objects described below are not limited to cards as long as they are objects to which the specific parameters are given in advance. For example, the object may also be a 3DCG object representing an avatar, a character, or the like.
Fig. 1 is a block diagram showing an example of a functional configuration of a server apparatus 100 of the embodiment. The server apparatus 100 is, for example, a server Computer, a Personal Computer (PC), or the like, and is communicably connected to the plurality of terminal apparatuses 200 via the communication network N.
The server device 100 transmits a program constituting software for executing a game and transmits information used for advancing the game, based on a request from each terminal device 200. Each terminal device 200 downloads software transmitted from the server device 100, receives an input operation from a player, and transmits the software to the server device 100, or displays an input screen transmitted from the server device 100. The terminal device 200 is, for example, a PC or a smartphone.
The server device 100 includes a control unit 110, a storage unit 120, and a communication unit 130. The control unit 110 advances the game based on the input operation information from the terminal device 200, and transmits an image and a sound accompanying the advancement of the game to the terminal device 200. The storage unit 120 stores information necessary for advancing the game. The communication unit 130 transmits and receives information to and from the terminal apparatus 200.
The control unit 110 includes a used object selection receiving unit 111, a drawing execution unit 112, a composition execution unit 113, and a user interface control unit 114. The object-to-be-used selection receiving unit 111 receives, based on input operation information from the terminal device 200, a selection of a game object to be used in the configuration of the deck card from among the held objects specified from the held object information in the storage unit 120. The held object is an object given to the player in advance and an object given by the drawing.
The lottery execution unit 112 executes lottery based on the input operation information from the terminal device 200. More specifically, the lottery executing unit 112 selects one object from the objects to which the lottery probability is given in advance based on the lottery probability, and stores the selected object as the held object in the storage unit 120. Among the objects selected by the lottery executing section 112, privileged objects that have privileges and can be used as game-use objects are included.
The composition execution unit 113 receives a selection of one object to be combined and one or more objects to be used for composition from the holding objects based on the input operation information from the terminal device 200. Further, the level of the object, that is, "grade," and the "special effect" given to the object before or during the game are associated with each object. The synthesis execution unit 113 calculates a synthesis parameter value, which is a value of a parameter used for synthesis, using values of unique parameters of the object to be synthesized and the object to be synthesized.
The synthesis parameters to be calculated by the synthesis execution unit 113 are different in calculation method and type depending on the type of synthesis method, i.e., the synthesis type. In the present embodiment, the composition types include, for example, "teaching trick", "strengthening trick", "milling enable", and "strengthening arousal", the "teaching trick" is a trick "that associates a" trick "as an inherent parameter associated with the composition use object with the composition target object," strengthening trick "is a trick level" that increases the "trick" given to the composition target object when the composition use object and the composition target object have a common "trick", the "milling enable" is a trick level "associated with the composition target object that increases the" refining integrated value "associated with the composition target object, and" strengthening arousal "is an experience value" associated with the composition target object that increases.
When the synthesis category is "trick propagation", "trick enhancement", or "milling impossible", the synthesis execution unit 113 calculates the success probability of synthesis as the synthesis parameter value. The synthesis execution unit 113 determines whether the synthesis is successful or failed using the success probability. When the composition is successful, the composition execution unit 113 changes the intrinsic parameter value of the object to be composed, and deletes the object to be used for composition from the held objects. When the synthesis fails, the synthesis execution unit 113 deletes the synthesis object from the holding object without changing the intrinsic parameter value of the synthesis target object.
When the synthesis type is "arousal enhancement", the synthesis execution unit 113 calculates an empirical value given to the object to be synthesized as a synthesis parameter value using the intrinsic parameter value of the object to be synthesized. The synthesis execution unit 113 uses the synthesis parameter value to change the empirical value as the parameter value specific to the synthesis target object, and deletes the synthesis target object from the held objects.
In addition, when at least one of the object to be synthesized and the object to be used for synthesis is a privileged object, the synthesis execution unit 113 changes the synthesis parameter value. The synthesis execution unit 113 calculates a synthesis parameter value using a predetermined privilege coefficient for a reference value determined based on a parameter unique to the synthesis target object or the synthesis object, for example.
The user interface control unit 114 generates display data of a screen to be displayed on each terminal apparatus 200, and transmits the display data to the terminal apparatus 200 via the communication unit 130. For example, when the user interface control unit 114 receives a display instruction of a composition instruction reception screen described later, display data of a composition instruction reception screen in which a composition type can be selected is generated and transmitted to the terminal apparatus 200 that has received an input operation of the display instruction. Further, the user interface control unit 114 acquires information input to the screen transmitted to the terminal device 200 via the communication unit 130.
The storage unit 120 stores holding object information 121 and correlation information 122. The held object information 121 is information related to a held object that the player has. The correlation information 122 is information obtained by digitizing the correlations of a plurality of objects.
Fig. 2 is a diagram showing an example of the data structure of the held object information 121. The held object information 121 is information for associating the held object with each player. The held object information 121 includes a player 1211, an object 1212, game use marks 1213, intrinsic parameters 1214, and privilege marks 1215.
The player 1211 is identification information of a player who determines a game. The object 1212 is information related to the object, including a category identifier 1212a and a name 1212b. The category identifier 1212a is an identifier that determines a category of the object. The name 1212b is a character string indicating a name given to the object in advance. The name 1212b is, for example, the name of a martial club displayed on the card.
The game use flag 1213 is information indicating whether or not it is a game use object. For example, in the case where the game use flag 1213 is "1", the object is a game use object. In the case where the game use flag 1213 is "0", the object is a holding object of the player, and is not a game use object.
The intrinsic parameter 1214 is information indicating an intrinsic parameter of the object. Intrinsic parameters 1214 include a level 1214a, a special effect 1214b, a special effect level 1214c, empirical values 1214d, a refined aggregate value 1214e, and an arousal level 1214f.
The level 1214a is information indicating the level of the object, i.e., the level. The rank 1214a is given with information indicating "a", "B", "C", and "D" in order of rank from high to low, for example. In the present embodiment, the level of the object is determined when the object is acquired, and does not change with the progress of the game.
The special effect 1214b is information indicating a special effect given to the object. In this embodiment, an object may have a special effect or no special effect, and one object may have a plurality of special effects. The trick level 1214c is information indicating the level of the trick determined by the trick 1214 b. In the case where one object has a plurality of special effects, a special effect level 1214c is set for each special effect 1214 b. In the present embodiment, there are cases where an object has a special effect at the start of a game, and there are cases where a special effect is obtained by the progress of a game.
The empirical value 1214d is a value indicating an empirical value possessed by the object. The empirical value is given to the object by a synthesis process of a synthesis type of "intensive arousal", which will be described in detail later. The shuffle summary value 1214e is the maximum value of the "shuffle value" that the object can obtain during the game play. The object is refined by an input operation from the player, and a plurality of "refined values" are acquired. The total of the values of the correction that can be obtained by the object is not more than the correction integrated value 1214e.
The arousal level 1214f is a value representing the arousal level of an object. In the present embodiment, the upper limit of the empirical value that can be obtained by the object is determined according to the intrinsic parameters and the arousal level, and when the empirical value included in the empirical value 1214d reaches the upper limit, "intensive arousal" as the synthesis type enables arousal. When arousal is performed, the arousal level 1214f is increased by 1, the empirical value 1214d becomes 0, and the upper limit of the new empirical value is set.
The privilege flag 1215 is information indicating whether an object is a privileged object. For example, an object whose privileged flag 1215 is "0" is not a privileged object, and an object whose privileged flag 1215 is "1" is a privileged object. In the present embodiment, it is determined whether or not the object is a privileged object at the time point when the object is acquired by the lottery, and whether or not the object is a privileged object is not changed during the progress of the game.
In the present embodiment, the category of the object is determined by a combination of the name and the rank of the object. That is, the category identifier 1212a of the object 1212 is unique to the combination of the name 1212b and the level 1214a.
For example, in the held object information 121 shown in fig. 2, regarding the record "x", the category identifier 1212a is "013", the name 1212b is "AAAA", and the rank 1214a is "D". In addition, regarding the record "y", the category identifier 1212a is "095", the name 1212b is "AAAA", and the rank 1214a is "C". Thus, even if the names 1212b are the same, the category identifiers 1212a are different if the levels 1214a are different.
In addition, regarding the record "x", the player 1211 is "P11123". This indicates that an object of which the category identifier 1212a is "013" is held by the player determined by "P11123". In the case where a player has a plurality of objects of the same category, a plurality of records of the same category identifier 1212a are associated with the same player 1211.
Fig. 3 is a diagram showing an example of the data structure of the correlation information 122. The correlation information 122 is information that associates a correlation value with a combination of a plurality of object category identifiers. The correlation value is predetermined before the object is given to the player.
Fig. 4 is a diagram showing an example of the hardware configuration of the server apparatus 100. The server apparatus 100 includes an arithmetic processing unit 141, a main storage unit 142, a recording unit 143, and a communication unit 144, and the respective components are connected by a bus.
The arithmetic Processing Unit 141 is an arithmetic Unit such as a CPU (Central Processing Unit). The main storage device 142 is a storage device such as a RAM (Random Access Memory). The recording device 143 is, for example, a recording device such as an HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash ROM (Read Only Memory). The communication device 144 is a device that transmits and receives information including a communication device that performs wired communication via a network cable and a communication device that performs wireless communication via an antenna. The communication device 144 is communicably connected to a plurality of terminal devices 200 via a communication network N.
For example, the arithmetic processing unit 141 reads a game program (including data used in a game) stored in the recording unit 143, and expands the program to the main storage unit 142. The terminal device 200 is loaded with software (for example, an application program or a Web browser) capable of reading at least a part of the program. The arithmetic processing device 141 executes a program to control the progress of a game in accordance with a signal of an input operation from the terminal device 200, for example.
For example, the arithmetic processing device 141 determines the content of a game image accompanying the progress of a game, generates display data constituting the content, and transmits the display data to the terminal device 200. For example, the arithmetic processing unit 141 determines a game sound as the game progresses, generates a sound signal of the sound, and transmits the sound signal to the terminal device 200.
The control unit 110 shown in fig. 1 is realized by executing a game program by the arithmetic processing device 141, for example. The storage unit 120 is realized by, for example, the main storage 142 or the recording device 143. The communication unit 130 realizes its function by, for example, the communication device 144.
Note that the processing of each configuration element of the server apparatus 100 may be executed by one piece of hardware, or may be executed by a plurality of pieces of hardware. The processing of each configuration element of the server apparatus 100 may be realized by one program or may be realized by a plurality of programs.
Fig. 5 is a flowchart showing an example of the decimation process. Before the start of this process, the terminal device 200 receives an input operation (for example, a login request) to start the game, the server device 100 permits (for example, permits login) the start of the game, and transmits the game image and the game sound to the terminal device 200. When the terminal device 200 accepts the operation of inputting the instruction to start the drawing, the process of the present flowchart is started.
First, the lottery executing unit 112 receives a lottery instruction (step S11). Specifically, when the user interface control unit 114 receives the input operation information of the drawing start instruction transmitted from the terminal device 200, the drawing execution unit 112 shifts the process to step S12 as a drawing instruction.
Next, the decimation execution unit 112 executes decimation (step S12). Before the start of the present process, the storage unit 120 stores an object that can be assigned to the terminal device 200 that downloads the program of the present game system, in association with the drawing availability and drawing probability of the object. The lottery executing section 112 selects one object from the stored objects based on the lottery probability. The user interface control unit 114 generates display data showing that the selected object is a game screen selected by the drawing, and transmits the display data to the terminal device 200.
Next, the drawing execution unit 112 stores the held object information 121 (step S13). Specifically, the lottery executing section 112 associates the information on the object selected in step S12 with the identification information of the player who performed the lottery, and adds a new record to the held object information 121. Then, the control unit 110 ends the processing of this flowchart.
In addition, in the case where the object selected by the lottery is a privileged object, the lottery execution unit 112 associates information indicating that it is a privileged object with the privileged label 1215.
Fig. 6 is (a) a flowchart showing an example of the synthesis processing. When the terminal device 200 accepts an input operation for a display instruction of the composition instruction acceptance screen, the present process is started.
First, the user interface control unit 114 displays a composition instruction reception screen (step S21). Specifically, the user interface control unit 114 transmits display data of a composition instruction reception screen for receiving a composition instruction to the terminal device 200. In the present embodiment, the synthesis instruction reception screen can receive selection of any one of the synthesis types of "teaching trick", "enhancing trick", "milling enable", and "enhancing arousal". The user interface control unit 114 receives a selection of any one of the plurality of composition types displayed on the composition instruction reception screen.
Next, the synthesis execution unit 113 determines which synthesis type has been selected (step S22). In step S21, the combination execution unit 113 specifies one combination type selected by the terminal device 200 from the combination types displayed on the combination instruction receiving screen.
< synthetic classes: teaching trick
Here, a case where the composition type is "teaching trick" composition is described. As described above, the composition category "teaching trick" indicates that composition is performed to move a trick of a composition use object to a composition target object.
If the selected composition type is "teaching trick" (if it is "teaching trick" in step S22), the used object selection receiving unit 111 receives the selection of the synthesis target object and the synthesis used object (step S23). Specifically, the used object selection accepting unit 111 causes the user interface control unit 114 to generate display data of a synthesis execution screen for accepting selection of a synthesis target object that is an object to be synthesized and a synthesis object that is an object used in synthesis, and causes the terminal device 200 to display the screen.
Fig. 9 (a) is a diagram showing an example of the synthesis execution screen 210. The composition execution screen 210 has a composition category selection tab 211 that enables selection of a category that is an object of composition. The synthesis execution picture 210 shown in fig. 9 is an example of a picture in the case where the synthesis category of "teaching trick" is selected.
The synthesis execution screen 210 includes a synthesis target object display region 221, a synthesis object display region 231, a held object display region 241, a synthesis instruction input region 251, a synthesis instruction input region 252 for virtual money, and a success probability display region 261.
The object-of-synthesis display region 221 is a region for displaying an object to be synthesized selected from the held objects displayed in the held object display region 241. For example, by dragging the held object displayed in the held object display region 241 to the synthesis object display region 221, the synthesis object can be selected.
In the compositing target object display area 221, as shown in fig. 9, a special effect and a special effect level held by the selected compositing target object may also be displayed. The user interface control unit 114 refers to the held object information 121, and generates display data of the composition target object display region 221 using the special effect 1214b and the special effect level 1214c of the held object selected as the composition target object.
The composite used object display region 231 is a region in which a composite used object selected from the held objects displayed in the held object display region 241 is displayed. Similarly to the selection of the object to be synthesized, the object to be used for synthesis can be selected by, for example, dragging the held object displayed in the held object display region 241 to the object to be used for synthesis display region 231.
Since the composition category of "teaching trick" is a category in which a trick that a used composition object has is moved to a target composition object, the used composition object display area 231 includes a trick selection area 232. The trick selection area 232 is an area that accepts selection of a trick to be moved to a synthesis target object from among the tricks that the synthesis object has. The trick select area 232 includes, for example, check boxes, radio buttons that can accept selection of one of the individual tricks.
The held object display area 241 is an area for displaying a list of held objects that the player has. The combination instruction input region 251 is a region for accepting an input operation of a combination instruction. In the present embodiment, when the combination is performed by the input operation to the combination instruction input area 251, the virtual money is not necessary.
The virtual money combination instruction input area 252 is an area for accepting an input operation of a combination instruction using virtual money. In the present embodiment, when virtual money is used for the synthesis, the success probability of the synthesis is increased. The success probability is described later.
The success probability display area 261 is an area that displays a numerical value indicating the success probability of the composition. The success probability of the composition differs between the case of using virtual money and the case of not using virtual money. Therefore, it is desirable to display the success probability in the case where the virtual money is not used and the success probability in the case where the virtual money is used in the success probability display region 261.
When any one of the held objects is a privileged object, the composition execution screen 210 has a privileged display icon 271. The privilege display icon 271 is a display icon for allowing the privileged object to be discriminated from the held objects displayed in the held object display region 241, the synthesis target object display region 221, and the synthesis object display region 231.
In the present embodiment, one object to be combined and one object to be used for combination can be selected from each other in the combination categories of "teaching trick", "strengthening trick" and "milling skill", but the number of objects to be combined and objects to be used for combination is not limited to this.
The description returns to fig. 6. In step S23, the used object selection receiving unit 111 processes the held object displayed in the synthesis target object display region 221 as the object selected as the synthesis target object, and processes the held object displayed in the synthesis used object display region 231 as the object selected as the synthesis used object.
Next, the used object selection receiving unit 111 receives selection of a special effect to be combined from special effects of the combined used object (step S24). Specifically, the selection of the trick effect to be synthesized is accepted in the trick effect selection area 232 by the used object selection accepting unit 111.
Next, the synthesis execution unit 113 determines the success probability using the trick level (step S25). Specifically, a reference value of the success probability in the combination type "teaching trick" is set in an area, not shown, of the storage unit 120. The reference value is set for each trick level of the trick to be synthesized. The synthesis execution unit 113 refers to the trick level of the trick selected in step S24, and determines a reference value of the success probability.
The synthesis execution unit 113 refers to the held object information 121, specifies the level 1214a of the synthesis object having the special effect to be synthesized, and specifies a level coefficient preset for the level. The synthesis execution unit 113 refers to the correlation information 122 and determines the correlation value between the synthesis target object and the synthesis object. For the reference value, the synthesis execution section 113 calculates a success probability as a synthesis parameter value using the rank coefficient and the correlation value. That is, even if the objects have the same trick level, if, for example, the correlation value is high, the success probability increases.
The present calculation method is merely an example, and the method of calculating the synthesis parameter value is not limited to this. For example, the synthesis execution unit 113 may use the reference value as it is as the success probability, or may calculate the synthesis parameter value using an intrinsic parameter such as the level 1214a of the synthesis target object.
Next, the synthesis execution unit 113 determines whether or not at least one of the synthesis target object and the synthesis object has the privileged marker (step S26). Specifically, the composition execution unit 113 refers to the owned object information 121, and determines whether or not a privilege flag 1215 indicating at least one of the record of the composition target object and the record of the composition use object is information indicating the privilege.
When the synthesis execution unit 113 determines that at least one of the synthesis target object and the synthesis object has the privilege flag (yes in step S26), the synthesis execution unit 113 calculates a new success probability using the privilege coefficient for the success probability (step S27). For the success probability decided in step S25, the synthesis execution unit 113 calculates a new success probability using the privilege coefficient determined in advance.
For example, when the success probability determined in step S25 is "40%" and the privilege coefficient is "1.5", the synthesis execution unit 113 multiplies the success probability by the privilege coefficient, and calculates "60%" as a new success probability. In addition, in the composition category of "teaching trick", the success probability can be said to be a composition parameter value. That is, it can be said that the composition execution unit 113 changes the composition parameter value when at least one of the composition target object and the composition use object is a privileged object.
After the new success probability is calculated in step S27, or when neither of the object to be synthesized and the object to be used for synthesis has the privilege flag in step S26 (no in step S26), the synthesis execution unit 113 receives a synthesis instruction (step S28). Specifically, when the input operation to the combination instruction input region 251 or the combination instruction input region 252 for virtual money on the combination instruction acceptance screen is accepted, the combination execution unit 113 proceeds to step S29 as an acceptance combination instruction.
Further, as described above, when the virtual money is used for the synthesis, the success probability of the synthesis increases. Therefore, when the input operation to the combination instruction input region 252 for virtual money is accepted, the combination execution unit 113 calculates a new success probability so as to improve the success probability by using a predetermined benefit coefficient for the success probability. For example, in the case where the benefit coefficient is 1.5, the synthesis execution unit 113 multiplies the success probability by 1.5, which is the benefit coefficient, to calculate a new success probability.
Next, the synthesis execution unit 113 determines whether or not synthesis is possible using the success probability (step S29). The synthesis execution unit 113 determines whether or not synthesis is possible so that synthesis succeeds according to the calculated success probability.
Next, the synthesis execution unit 113 determines whether synthesis is possible (step S30). If the composition is possible (if yes in step S30), the composition execution unit 113 associates the trick to be composed with the object to be composed (step S31). Specifically, the composition execution unit 113 refers to the held object information 121, and associates the special effect selected in step S24 with the special effect 1214b of the object to be composited selected in step S23.
After the process of step S31 is completed, or when the synthesis is not possible in step S30 (no in step S30), the synthesis execution unit 113 deletes the synthesis object (step S32). Specifically, the synthesis execution unit 113 deletes the synthesis object selected in step S23 from the held object information 121. The control unit 110 then ends the processing of this flowchart.
< synthetic classes: "enhanced trick")
Next, a case of performing synthesis in which the synthesis category is "enhanced special effects" will be described. As described above, in the composition category of "enhanced trick", when the object to be synthesized and the object to be used for synthesis have a common trick, it is indicated that the synthesis is performed so that the trick level of the trick is increased for the object to be synthesized.
If the composite category selected in step S22 is "emphasis trick" (if it is "emphasis trick" in step S22), the process proceeds to step S33 using the object selection accepting unit 111. This process is the same as the process performed in step S23, and therefore, the description thereof is omitted.
Next, the object selection receiving unit 111 receives selection of a special effect to be synthesized from special effects of the object to be synthesized (step S34). In the compositing object display area 221 of the compositing execution screen 210 when the compositing type is "enhanced trick", the trick that the compositing object has is selectively displayed. The used object selection receiving unit 111 receives selection of a trick effect to the object display area to be synthesized 221.
Next, the synthesis execution unit 113 determines the success probability using the trick level (step S35). Specifically, as in the case where the combination type is "teaching trick", a reference value of the success probability in the combination type of "emphasis trick" is set in an area, not shown, of the storage unit 120. A reference value is set for each trick level of a trick to be synthesized. The synthesis execution section 113 determines a reference value of the success probability with reference to the trick level of the trick selected in step S34.
The synthesis execution unit 113 refers to the holding object information 121, specifies the rank 1214a of the synthesis target object, and specifies a rank coefficient set in advance for the rank. For the reference value, the synthesis execution unit 113 calculates a success probability as a synthesis parameter value using the rank factor and a correlation value between the synthesis target object and the synthesis object. The method of calculating the success probability is not limited to this, and for example, the reference value may be used as the success probability as it is, or a rank coefficient determined from the rank 1214a of the synthetic object to be used may be used.
The processing performed in steps S36 to S40 is the same as the processing performed in steps S26 to S30, and therefore, the description thereof is omitted.
If the composition is possible in step S40 (if yes in step S40), the composition execution unit 113 increases the level of the trick to be composed. Specifically, the composition execution unit 113 refers to the held object information 121, and determines the trick level 1214c of the trick for the object to be synthesized selected in step S34. Further, the composition execution unit 113 determines a trick level 1214c associated with the selected trick in the record of the composition use object. The composition execution unit 113 adds the trick level of the composition object to the trick level of the composition object, thereby increasing the trick level of the composition object.
The method of increasing the trick level of the object to be synthesized is not limited to this. For example, a fixed value (for example, "1") may be added to the trick level of the synthetic object regardless of the trick level of the synthetic object.
The processing performed in step S42 is the same as the processing performed in step S32, and therefore, the description thereof is omitted. Thereafter, the control unit 110 ends the processing in the present flowchart.
< synthetic classes: "milling could
Next, a case where the synthesis type is "milling-only" will be described. As described above, the synthesis category "milling can" indicates that synthesis is performed such that the "refined total value" of the synthesis target object is increased. If the synthesis category selected in step S22 is "mill-only", the synthesis execution unit 113 shifts the process to the flowchart shown in fig. 7.
Fig. 7 is a flowchart (second) showing an example of the synthesizing process. The processing performed in step S51 is the same as step S23 in fig. 6, and therefore, the description thereof is omitted.
Next, the synthesis execution section 113 decides the success probability using the correlation value (step S52). Specifically, the synthesis execution unit 113 refers to the correlation information 122 and determines a correlation value between the synthesis target object and the synthesis object. The synthesis execution unit 113 may set the correlation value as the success probability as it is, or may calculate the success probability by using a predetermined coefficient. The synthesis execution unit 113 may refer to the held object information 121, specify the rank 1214a of the synthesis target object and the synthesis object, and calculate the success probability using a rank coefficient determined based on the rank.
The processing performed in steps S53 to S57 is the same as the processing performed in steps S26 to 30, and therefore, the description is omitted.
Next, the synthesis execution unit 113 determines the amount of increase in the trimming sum (step S58). Specifically, the synthesis execution unit 113 determines the amount of increase in the trimming integrated value preset for the level of the synthesis object as one of the intrinsic parameters. The method of determining the amount of increase in the finishing integrated value is not limited to this, and the amount of increase in the finishing integrated value may be constant regardless of the parameters specific to the object to be synthesized and the object to be used for synthesis, or may be determined from the finishing integrated value 1214e of the object to be used for synthesis, for example.
Next, the synthesis execution unit 113 increases the trimming integrated value of the synthesis target object (step S59). The synthesis execution unit 113 refers to the held object information 121 and specifies the refined total value 1214e of the synthesis target object. The synthesis execution unit 113 adds the increment of the finishing total value determined in step S58 to the determined finishing total value 1214e, and updates the held object information 121.
The method of increasing the trimming total value is not limited to addition. For example, an increase coefficient of the finishing integrated value may be determined in step S58, and the finishing integrated value of the synthetic object may be multiplied by the increase coefficient in step S59.
The processing of step S60 is the same as the processing of step S32 in fig. 6, and therefore, the description thereof is omitted. Thereafter, the control unit 110 ends the processing in the present flowchart.
As described above, in the composition types of "teaching trick", "reinforcing trick" and "cannot be improved", the success probability is calculated as the composition parameter value using the intrinsic parameters such as the rank of at least one of the object to be synthesized and the object to be synthesized. In addition, when at least one of the object to be synthesized and the object to be used for synthesis is a privileged object, the success probability is calculated to be high as a privilege.
In addition, when the composition category is "teaching trick", "reinforcing trick", or "milling can", when at least one of the object to be synthesized and the object to be used for synthesis includes a privilege flag, the privilege coefficient is used to calculate the value of the synthesis parameter. In this regard, the number of privileged objects in the composition target object and the one or more composition use objects may be reflected on the composition parameter value. For example, the synthesis parameter value is calculated using a predetermined number coefficient so that the synthesis parameter value is calculated more as the number of privileged objects in the synthesis target object and the synthesis use object increases.
< synthetic classes: "strengthening wakefulness")
Next, a case where the synthesis category is "wake-up enhancement" synthesis is performed will be described. As described above, the synthesis category of "arousal enhancement" indicates that synthesis is performed to increase the "experience value" associated with the synthesis target object. When the composition category selected in step S22 is "enriched wakefulness", the composition execution unit 113 shifts the processing to the flowchart shown in fig. 8.
Fig. 8 is a flowchart (third) showing an example of the combining process. The processing performed in step S61 is the same as step S23 in fig. 6, and therefore, the description thereof is omitted.
Fig. 10 is a diagram (second) showing an example of the synthesis execution screen 210. The synthesis execution screen 210 shown in fig. 10 is an example of a screen when the synthesis type "arousal enhancement" is selected. Next, points different from the synthesis execution screen 210 shown in fig. 9 will be described.
The synthesis execution screen 210 in the synthesis category of "arousal enhancement" has an empirical value display area 281 instead of the success probability display area 261. The empirical value display area 281 shows the empirical values of the synthesis parameter values obtained as the object to be synthesized after the synthesis. As described above, in the present embodiment, the upper limit of the empirical value that can be given to the object is determined based on the intrinsic parameter and the arousal level, and arousal is possible when the empirical value reaches the upper limit. In the empirical value display area 281, an upper limit value of the empirical value at the arousal level at the display time point of the synthesis target object and a predetermined total empirical value obtained by synthesis with the synthesis use object are displayed.
The total empirical value obtained by synthesizing the synthetic use object is obtained by integrating the empirical value 1214d of the held object information 121 and an increase in the empirical value, which will be described later.
In the present embodiment, when virtual money is used, the amount of increase in the experience value increases. Therefore, the experience value display region 281 displays the total experience value in the combination instruction input region 251 and the virtual money combination instruction input region 252 separately.
In addition, the synthesis execution screen 210 in the synthesis category of "arousal enhancement" can select a plurality of synthesis use objects. Each time the icon of the held object is moved from the held object display region 241 to the composite used object display region 231, that is, each time the held object is selected as the composite used object, the experience value display region 281 changes the display by adding the experience value increment of the composite used object to the experience value displayed in the experience value display region 281.
When the empirical value reaches the upper limit, the composite instruction input region 251 can receive an arousal instruction. When the arousal instruction is input, the arousal level of the synthesis target object is raised, 1 is added to the arousal level 1214f of the synthesis target object in the held object information 121, and the empirical value 1214d is reset to an initial value.
The description returns to fig. 8. In step S62, the synthesis execution unit 113 determines the amount of increase in the empirical value using the level of the synthesis object (step S62). Specifically, the synthesis execution unit 113 refers to the held object information 121 and determines the rank 1214a of the synthesis object. The synthesis execution unit 113 determines the increase amount of the empirical value predetermined according to the rank as the increase amount in the present processing. The increase amount is treated as a synthesis parameter value in the synthesis category of "enhanced arousal".
Further, as described above, in the case where there are a plurality of synthesis object candidates, the synthesis execution unit 113 determines the total increase amount of the empirical value by adding the increase amounts of the empirical values determined for each synthesis object candidate.
The processing performed in step S63 is the same as the processing performed in step S26 in fig. 6, and therefore, the description thereof is omitted.
If the synthesis execution unit 113 determines that at least one of the synthesis target object and the synthesis object has the privilege flag (if yes at step S63), the synthesis execution unit 113 calculates the increment of the new experience value using the privilege coefficient for the increment of the experience value (step S64). Specifically, when at least one of the synthesis-use objects is a privileged object, the synthesis execution unit 113 calculates an increase amount of a new experience value using a privilege coefficient determined in advance for an increase amount of an experience value of a synthesis-use object having a privileged flag. When there are a plurality of synthesis use objects, the synthesis execution unit 113 calculates a total increase amount by integrating the increase amounts of the experience values of the synthesis use objects.
In addition, when the synthesis target object is a privileged object, the synthesis execution unit 113 determines the increment of the new empirical value for the total increment using the privilege coefficient.
The processing of step S65 is the same as the processing of step S28 in fig. 6, and therefore, the description thereof is omitted.
Next, the synthesis execution unit 113 increases the empirical value of the synthesis target object (step S66). Specifically, the synthesis execution unit 113 refers to the held object information 121, and increases the experience value of the synthesis target object by using an increase (for example, addition) of the new experience value for the experience value 1214d of the synthesis target object.
The processing of step S67 is the same as the processing of step S32 in fig. 6, and therefore, the description thereof is omitted.
As described above, according to the present embodiment, the player can synthesize the held objects to generate an object having a new unique parameter. In addition, by using the privileged object obtained by the lottery, the held object having the favorable unique parameter can be generated. Therefore, the player can be provided with a bonus for drawing, and a new interest can be provided.
In the present embodiment, when at least one of the object to be synthesized and the object to be used for synthesis has a privileged object, the synthesis parameter value is calculated using the privileged coefficient. In the above example, the privilege coefficient is a fixed value regardless of the privileged object, but the privilege coefficient may be determined for each privileged object, or for each inherent parameter such as a special effect, a special effect level, or the like. In this case, for example, a privileged object at a level equal to or higher than a predetermined value can perform more subtle adjustment of the game balance such as specifying a privilege coefficient so that the composite parameter value becomes larger, contributing to improvement of enjoyment.
< modification example 1 >
Next, a 1 st modification will be described. The following describes the differences from the above embodiments. In the above-described embodiment, when at least one of the object to be synthesized and the object to be used for synthesis is a privileged object, the synthesis parameter value is changed. In the present modification, even when the synthesis object and the synthesis target object are not privileged objects, the synthesis parameter values are changed as in the case of privileged objects as long as they are objects having the same class identifier as the privileged objects.
For example, in fig. 6, an example of performing synthesis in which the synthesis category is "teaching trick" is used for explanation. In step S26, the synthesis execution unit 113 refers to the held object information 121, and specifies the synthesis object and the class identifier 1212a of the synthesis object. The composition execution unit 113 extracts a record of the held object having the same category identifier 1212a as the determined category identifier 1212a.
The composition execution unit 113 refers to the privilege flag 1215 of the extracted record of the held object, and if information having the privilege is included, advances the process to step S27. I.e. the privilege coefficient is used to calculate the new probability of success.
In other words, the composition target object or the composition use object having the same name and level as those of the privileged object changes the composition parameter value using the privilege coefficient, similarly to the privileged object, even if the composition target object or the composition use object is not the privileged object. This makes it possible to enjoy the privilege imparted to the privileged object even by another possessory object, and the interest is further enhanced.
In the present modification, it is determined whether or not the object is an object to which the same privilege as that of the privileged object should be given, using the category identifier uniquely given to the combination of the name and the level. This is not limited to the example using the combination of the name and the rank. For example, the synthesis execution unit 113 may refer to the held object information 121, specify the name 1212b of the privileged object, and change the synthesis parameter value in the same manner as the privileged object when the held object having the same name is the synthesis target object or the synthesis object.
In addition, it is possible to change the composition parameter value based on the category identifier, regardless of whether the composition type is a composition type other than "teaching trick" or a composition object that is not a privileged object like the composition type of "teaching trick".
In the present modification, since the same advantages as those of the privileged object can be applied to other held objects, the bonus of the privileged object can be increased, and the interest of the game can be increased.
< modification 2 >)
Next, a 2 nd modification will be described. The following describes differences from the above embodiment and modification 1. In this modification, when at least one of the synthesis target object and the synthesis-use object is a privileged object, the number of held objects having the same category identifier as that of the privileged object is counted, and the synthesis parameter value is changed in accordance with the counted number.
For example, in fig. 6, an example of performing a composition in which the composition category is "teaching trick" is used for illustration. In step S27, the combination executing unit 113 determines the category identifier 1212a of the held object determined to be the privileged object in step S26. The combination executing unit 113 refers to the held object information 121 and counts the number of records having the category identifier 1212a.
For the success probability (synthesis parameter value) determined in step S25, the synthesis execution unit 113 calculates a new success probability using the predetermined privilege coefficient and the predetermined coefficient determined according to the number of holding objects. At this time, the calculation is performed in such a manner that the larger the number of held objects having the same category identifier as the privileged object, the more favorable the composite parameter value.
In addition, even in the composition type other than the "teaching trick", the composition parameter value can be changed by using the number of holding objects having the same category identifier as the privileged object, as in the composition type of the "teaching trick".
In the present modification, the greater the number of holding objects identical to the privileged object, the more the composite parameter value that is advantageous for the progress of the game can be obtained. Therefore, elements other than the intrinsic parameters of the privileged object itself can be used during the game, and the interest of the player can be increased.
< modification example 3 >
Next, a modification 3 will be described. The following describes differences from the above-described embodiment and modifications. In the present modification, when calculating the success probability as the synthesis parameter value, the synthesis-use object can be reused as the synthesis target object or the synthesis-use object for a certain period of time without deleting the object when the synthesis fails.
For example, in fig. 6, an example of performing synthesis in which the synthesis category is "teaching trick" is described. In step S32, the synthesis execution unit 113 adds a time stamp of the date and time of synthesis to the information for specifying the synthesis object without deleting the synthesis object, and stores the information in an area, not shown, of the storage unit 120.
The combination execution unit 113 periodically refers to the given time stamp, and deletes the record of the held object from the held object information 121 after a predetermined period has elapsed since the date and time of the time stamp. Alternatively, the synthesis execution unit 113 adds a flag indicating that selection of the object to be synthesized or the object to be used for synthesis is not accepted to the record of the holding object after a predetermined period has elapsed from the date and time of the time stamp. The object-to-be-used selection receiving unit 111 suppresses the reception of the holding object to which the mark is attached as the object to be synthesized or the object to be used for synthesis.
That is, even a composite object that has failed to be synthesized can be reused as a synthesis target object or a composite object for a predetermined period of time until the composite object is deleted from the held object information 121. In addition, even when synthesis of a synthesis type other than "teaching a special effect" is performed, the synthesis target object or the synthesis object can be used as a synthesis target object or a synthesis object within a predetermined period in the same manner.
According to this modification, compared with the case where the composite object is deleted immediately, the risk of the composition can be reduced, the composite prize can be increased, and the interest of the game can be improved.
< modification example 4 >
Next, a 4 th modification will be described. The following describes differences from the above-described embodiment and modifications. In the present modification, when the success probability is calculated as the synthesis parameter value, if the synthesis fails, the number of times of unsuccessful synthesis is counted without deleting the object, and an object whose number of times of unsuccessful synthesis is less than a predetermined number can be used again as the object to be synthesized or the object to be used for synthesis.
For example, in fig. 6, an example of performing synthesis in which the synthesis category is "teaching trick" is described. In step S32, the synthesis execution unit 113 adds 1 to the value indicating the number of times of synthesis without deleting the synthesis object, and counts and stores the number of times of unsuccessful synthesis in an area, not shown, of the storage unit 120.
When the number of unsuccessful times reaches a predetermined number, the combination execution unit 113 deletes the object from the held object information 121. Alternatively, the synthesis execution unit 113 adds a flag indicating that selection as a synthesis target object or a synthesis object is not accepted for the held object whose number of unsuccessful times reaches a predetermined number. The object-to-be-used selection receiving unit 111 suppresses the reception of the holding object to which the mark is attached as the object to be synthesized or the object to be used for synthesis.
That is, even a synthesis-use object that has failed in synthesis can be used again as a synthesis-target object or a synthesis-use object until the number of unsuccessful times reaches a predetermined number. The same applies to the case of performing synthesis of synthesis types other than "teaching trick". According to this modification, compared with the case where the composite used object is deleted without success at one time, the risk at the time of the composition can be reduced, and the interest due to the increase in the reward for the composition can be increased.
The arrangement of the server device 100 shown in fig. 1 is classified based on the main processing contents in order to make it easy to understand the arrangement of the server device 100 and the game program. The present invention is not limited by the method of classification, name of the configuration element. The server device 100 and the game program can be further classified into a plurality of arrangement elements based on the processing content. In addition, one configuration element can be further classified to perform a plurality of processes. The processing of each configuration element may be executed by one piece of hardware or by a plurality of pieces of hardware. The processing and function sharing of each component is not limited to those shown in the drawings as long as the object and effect of the present invention can be achieved. The hardware configuration of the server apparatus 100 shown in fig. 4 is not limited to the illustrated one as long as the object and effect of the present invention can be achieved.
In order to facilitate understanding of the processing of the server device 100 and the game program, the processing units in the flowcharts shown in fig. 5, 6, 7, 8, and the like are divided based on the main processing contents. The present invention is not limited by the method and name of the division of the processing unit. The processing of the server device 100 and the game program can be further divided into a plurality of processing units based on the processing content. In addition, one processing unit can be further divided to include a plurality of processes. Further, the processing procedure of the flowchart is not limited to the illustrated example as long as the object and effect of the present invention can be achieved. The game images shown in fig. 9 and 10 are not limited to the illustrated arrangement as long as the objects and effects of the present invention can be achieved.
The present invention is not limited to the server device, and can be applied to a game machine such as a home game machine, a portable game machine, or a arcade game machine that is fixedly installed, and can also be applied to a general-purpose computer such as a PC or a smartphone. The present invention is not limited to the case where a game program is executed by a single server device, and can be applied to the case where a game program is executed by a plurality of server devices.
The present invention can be provided not only as a game program but also as various forms of a computer-readable recording medium on which the game program is recorded, a game device or a computer that executes the game program, a method of controlling the progress of a game, and the like.
Description of the reference numerals
100: a server device; 110: a control unit; 111: a used object selection receiving unit; 112: a lottery execution unit; 113: a synthesis execution unit; 114: a user interface control section; 120: a storage unit; 121: holding object information; 122: correlation information; 130: a communication unit; 141: an arithmetic processing device; 142: a main storage device; 143: a recording device; 144: a communication device; 200: a terminal device; 210: synthesizing an execution picture; 211: synthesizing a category selection tab; 221: a composition target object display area; 231: synthesizing the use object display area; 232: a special effect selection area; 241: a held object display area; 251: synthesizing an instruction input area; 252: a synthetic instruction input area for virtual money; 261: a success probability display area; 271: a privilege display icon; 281; empirical values show the area.

Claims (11)

1. A recording medium having recorded thereon a game program for causing a computer to execute a game played using a plurality of game-use objects that are objects used in the game and selected from a plurality of held objects associated with a player,
the recording medium on which the game program is recorded is characterized in that,
the game program causes the computer to function as:
a storage unit that stores a plurality of objects each having a unique parameter as the held object;
a drawing execution unit that executes a drawing of the object by an input from the player and stores the object determined by the drawing as the held object; and
a synthesis execution unit that receives a selection of one synthesis target object and one or more synthesis use objects from the held objects, and changes the intrinsic parameter of the synthesis target object using a synthesis parameter value calculated using the intrinsic parameter associated with at least one of the synthesis target object and the synthesis use object,
the lottery executing section determines a privileged object that is an object having privilege and that can be used as the game use object by lottery,
the composition execution unit changes the composition parameter value when at least one of the composition target object and the composition use object is the privileged object,
the storage unit stores category identification information for identifying a category of the object as the holding object in association with the player,
when at least one of the object to be combined and the object to be used for combination is the privileged object, the combination execution unit counts the number of the held objects having the category identification information common to the privileged object, and changes the combination parameter value using the number of the held objects.
2. A recording medium having recorded thereon a game program for causing a computer to execute a game played using a plurality of game-use objects that are objects used in the game and selected from a plurality of held objects associated with a player,
the recording medium on which the game program is recorded is characterized in that,
the game program causes the computer to function as:
a storage unit that stores a plurality of objects each having a unique parameter as the held object;
a drawing execution unit that executes a drawing of the object by an input from the player and stores the object determined by the drawing as the held object; and
a synthesis execution unit that receives a selection of one synthesis target object and one or more synthesis use objects from the held objects, and changes the intrinsic parameter of the synthesis target object using a synthesis parameter value calculated using the intrinsic parameter associated with at least one of the synthesis target object and the synthesis use object,
the lottery executing section determines a privileged object, which is an object having privilege and can be used as the game-use object, by lottery,
the composition execution unit changes the composition parameter value when at least one of the composition target object and the composition use object is the privileged object,
the synthesis parameter value is a value representing the success probability of synthesis,
the synthesis execution unit changes the intrinsic parameter of the object to be synthesized in accordance with the success probability, and when synthesis is unsuccessful, counts the number of times of unsuccessful synthesis for each object to be used, and suppresses the acceptance of selection of the object whose number of times reaches a predetermined value as the object to be synthesized and the object to be used for synthesis, or deletes the object from the held object.
3. The recording medium recorded with the game program according to claim 1 or 2,
the storage unit stores category identification information for identifying a category of the object as the holding object in association with the player,
the synthesis execution unit changes the synthesis parameter value when at least one of the synthesis target object and the synthesis-use object has the category identification information common to the privileged object.
4. The recording medium recorded with the game program according to claim 1 or 2,
the synthesis parameter value is a value representing a probability of success of synthesis,
the synthesis execution unit determines whether or not synthesis is successful using the success probability, and if synthesis is successful, the unique parameters of the synthesis target object are changed, and if synthesis is unsuccessful, the synthesis object is deleted from the holding object without changing the unique parameters.
5. The recording medium recorded with the game program according to claim 4,
in a case where the synthesis is unsuccessful, the synthesis execution unit deletes the synthetic use object from the held objects after a predetermined period has elapsed, or suppresses the object after the predetermined period has elapsed from being accepted as the synthesis target object and the synthetic use object.
6. The recording medium recorded with the game program according to claim 1 or 2,
when a synthesis instruction using virtual money is received, the synthesis execution unit changes the synthesis parameter value using a predetermined benefit coefficient for the intrinsic parameter associated with at least one of the object to be synthesized and the object to be used for synthesis.
7. The recording medium recorded with a game program according to claim 1 or 2,
the synthesis parameter value is an amount of increase in the empirical value given to the synthesis target object,
the composition execution unit changes an amount of increase in the experience value of the privileged object when at least one of the object to be composed is the privileged object.
8. A server device for playing a game using a plurality of game-use objects used in the game selected from a plurality of holding objects associated with a player,
the server device is characterized by comprising:
a storage unit that stores a plurality of objects each having a unique parameter as the held object;
a drawing execution unit that executes a drawing of the object by an input from the player and stores the object determined by the drawing as the held object; and
a synthesis execution unit that receives a selection of one synthesis target object and one or more synthesis use objects from the held objects, and changes the intrinsic parameters of the synthesis target objects using synthesis parameter values calculated using the intrinsic parameters associated with at least one of the synthesis target objects and the synthesis use objects,
the lottery executing section determines a privileged object, which is an object having privilege and can be used as the game-use object, by lottery,
the composition execution unit changes the composition parameter value when at least one of the composition target object and the composition use object is the privileged object,
the storage unit stores category identification information for identifying a category of the object as the holding object in association with the player,
when at least one of the synthesis target object and the synthesis object is the privileged object, the synthesis execution unit counts the number of the held objects having the category identification information common to the privileged object, and changes the synthesis parameter value using the number of the held objects.
9. A server device for playing a game using a plurality of game-use objects selected from a plurality of held objects associated with a player and used in the game,
the server device is characterized by comprising:
a storage unit that stores a plurality of objects each having a unique parameter as the held object;
a drawing execution unit that executes a drawing of the object by an input from the player and stores the object determined by the drawing as the held object; and
a synthesis execution unit that receives a selection of one synthesis target object and one or more synthesis use objects from the held objects, and changes the intrinsic parameters of the synthesis target objects using synthesis parameter values calculated using the intrinsic parameters associated with at least one of the synthesis target object and the synthesis use objects,
the lottery executing section determines a privileged object that is an object having privilege and that can be used as the game use object by lottery,
the composition execution unit changes the composition parameter value when at least one of the composition target object and the composition use object is the privileged object,
the synthesis parameter value is a value representing the success probability of synthesis,
the synthesis execution unit changes the intrinsic parameter of the object to be synthesized in accordance with the success probability, and when synthesis is unsuccessful, counts the number of times of unsuccessful synthesis for each object to be used, and suppresses the acceptance of selection of the object whose number of times reaches a predetermined value as the object to be synthesized and the object to be used for synthesis, or deletes the object from the held object.
10. A game method for playing a game using a plurality of game-use objects used in the game selected from a plurality of holding objects associated with a player,
the method of playing a game is characterized in that,
a plurality of objects each having a unique parameter are stored as the held objects,
a lottery of the object is performed by an input from the player, the object determined by the lottery is stored as the held object,
receiving a selection of one object to be synthesized and one or more objects to be used for synthesis from the held objects, changing the intrinsic parameter of the object to be synthesized using a synthesis parameter value calculated using the intrinsic parameter associated with at least one of the object to be synthesized and the object to be used for synthesis,
determining a privileged object by lottery, the privileged object being an object that has privilege and can be used as the game-use object,
changing the synthesis parameter value in a case where at least one of the synthesis object and the synthesis use object is the privileged object,
storing category identification information identifying a category of the object as the held object in association with the player,
when at least one of the object to be combined and the object to be combined is the privileged object, the number of the held objects having the category identification information common to the privileged object is counted, and the combination parameter value is changed using the number of the held objects.
11. A game method for playing a game using a plurality of game-use objects used in the game selected from a plurality of held objects associated with a player,
the method of game play is characterized in that,
a plurality of objects each having an inherent parameter are stored as the held objects,
a lottery of the object is executed by an input from the player, the object determined by the lottery is stored as the held object,
receiving a selection of one synthesis target object and one or more synthesis use objects from the held objects, and changing the intrinsic parameter of the synthesis target object using a synthesis parameter value calculated using the intrinsic parameter associated with at least one of the synthesis target object and the synthesis use object,
a privileged object that is an object that has privilege and can be used as the game-use object is determined by lottery,
changing the synthesis parameter value in a case where at least one of the synthesis object and the synthesis use object is the privileged object,
the synthesis parameter value is a value representing the success probability of synthesis,
the intrinsic parameters of the object to be synthesized are changed in accordance with the success probability, and when the synthesis is unsuccessful, the number of times of unsuccessful synthesis of each object to be used is counted, and the acceptance of the selection of the object whose number of times reaches a predetermined value as the object to be synthesized and the object to be used for synthesis is suppressed, or the object is deleted from the held object.
CN201811311540.6A 2017-12-28 2018-11-06 Recording medium having game program recorded thereon, server device, and game method Active CN109966737B (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2017254465A JP7182870B2 (en) 2017-12-28 2017-12-28 Game program and server device
JP2017-254465 2017-12-28

Publications (2)

Publication Number Publication Date
CN109966737A CN109966737A (en) 2019-07-05
CN109966737B true CN109966737B (en) 2022-12-23

Family

ID=67076061

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201811311540.6A Active CN109966737B (en) 2017-12-28 2018-11-06 Recording medium having game program recorded thereon, server device, and game method

Country Status (2)

Country Link
JP (1) JP7182870B2 (en)
CN (1) CN109966737B (en)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP7317515B2 (en) * 2019-02-04 2023-07-31 株式会社コーエーテクモゲームス GAME PROGRAM, GAME PROCESSING METHOD AND INFORMATION PROCESSING APPARATUS

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2006175046A (en) * 2004-12-22 2006-07-06 Heiwa Corp Game machine
CN105268182A (en) * 2014-05-26 2016-01-27 株式会社万代南梦宫游戏 Game system
JP2016106762A (en) * 2014-12-04 2016-06-20 株式会社セガゲームス Program and game device
CN106794377A (en) * 2014-09-19 2017-05-31 科乐美数码娱乐株式会社 Games system

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP6326081B2 (en) 2016-03-09 2018-05-16 株式会社セガゲームス Information processing apparatus and program

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2006175046A (en) * 2004-12-22 2006-07-06 Heiwa Corp Game machine
CN105268182A (en) * 2014-05-26 2016-01-27 株式会社万代南梦宫游戏 Game system
CN106794377A (en) * 2014-09-19 2017-05-31 科乐美数码娱乐株式会社 Games system
JP2016106762A (en) * 2014-12-04 2016-06-20 株式会社セガゲームス Program and game device

Non-Patent Citations (6)

* Cited by examiner, † Cited by third party
Title
《信喵之野望》强化特技怎么玩 强化特技玩法攻略;互联网;《https://a.9game.cn/news/1532460.html》;20170124;第1-4页 *
のぶニャがの野望;匿名;《https://web.archive.org/web/20151029130342/https://ja.wikipedia.org/wiki/%E3%81%AE%E3%81%B6%E3%83%8B%E3%83%A3%E3%81%8C%E3%81%AE%E9%87%8E%E6%9C%9B》;20151029;第2-4页 *
のぶニャがの野望攻略wiki ニャオみくじ;匿名;《ttps://web.archive.org/web/20171218225620/https://nobunyaganoyabo.wiki.fc2.com/wiki/%E3%83%8B%E3%83%A3%E3%82%AA%E3%81%BF%E3%81%8F%E3%81%98》;20171218;全文 *
のぶニャがの野望攻略wiki攻略メモ;匿名;《https://web.archive.org/web/20171129133928/https://nobunyaganoyabo.wiki.fc2.com/wiki/%E6%94%BB%E7%95%A5%E3%83%A1%E3%83%A2》;20171129;全文 *
のぶニャがの野望攻略wiki武将強化;匿名;《https://web.archive.org/web/20171118140833/https://nobunyaganoyabo.wiki.fc2.com/wiki/%E6%AD%A6%E5%B0%86%E5%BC%B7%E5%8C%96》;20171118;第2-7页 *
猫つらつら ~のぶニャがの野望初心猫からの脱出;ている。;《http://yoshidog.blog104.fc2.com/b%20log-entry-93.html》;20170522;全文 *

Also Published As

Publication number Publication date
JP2019118525A (en) 2019-07-22
JP7182870B2 (en) 2022-12-05
CN109966737A (en) 2019-07-05

Similar Documents

Publication Publication Date Title
US8585508B1 (en) Non-transitory computer-readable storage medium and information processing device
JP5681273B1 (en) Information processing apparatus and game program
JP5280579B1 (en) Server apparatus and program
US20150209672A1 (en) Non-transitory computer-readable storage medium, and information processing device
JP2015047177A (en) Game program and information processing device
JP6505915B1 (en) Computer program and computer device
JP5613339B1 (en) Information processing apparatus and game program
CN109966737B (en) Recording medium having game program recorded thereon, server device, and game method
US6688983B2 (en) Client computer, server computer, network ranking system, network ranking method, task processing method and recording medium
JP5222433B1 (en) Game program
JP7140992B2 (en) game program, game device, game system
JP7149483B2 (en) game program, game device, game system
JP6475937B2 (en) Information processing apparatus and game program
JP5463436B1 (en) GAME PROGRAM AND INFORMATION PROCESSING DEVICE
JP6414177B2 (en) Information processing system, terminal device, and program
JP2022136282A (en) Computer program and computer device
JP6913192B2 (en) Information processing equipment and game programs
JP6606587B1 (en) Game program and game system
JP6616260B2 (en) Information processing apparatus and game program
JP5998421B1 (en) Information processing apparatus, game program, and information processing method
JP7194237B2 (en) Information processing device, game program, and information processing method
JP6661226B2 (en) Information processing device and game program
JP7187619B2 (en) game program
CN111558225B (en) Information processing device, information processing method, and program
JP7333503B2 (en) Game program, server device and game system

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant