CN112165977A - Game system, game control device, and program - Google Patents

Game system, game control device, and program Download PDF

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Publication number
CN112165977A
CN112165977A CN201980034258.4A CN201980034258A CN112165977A CN 112165977 A CN112165977 A CN 112165977A CN 201980034258 A CN201980034258 A CN 201980034258A CN 112165977 A CN112165977 A CN 112165977A
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CN
China
Prior art keywords
game
character
option
parameter data
exercise
Prior art date
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Pending
Application number
CN201980034258.4A
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Chinese (zh)
Inventor
冲盐丰武
三浦陵介
西川直树
西野诚人
藤井稔
北山晃基
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Konami Digital Entertainment Co Ltd
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Konami Digital Entertainment Co Ltd
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Filing date
Publication date
Application filed by Konami Digital Entertainment Co Ltd filed Critical Konami Digital Entertainment Co Ltd
Publication of CN112165977A publication Critical patent/CN112165977A/en
Pending legal-status Critical Current

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    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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
    • A63F13/812Ball games, e.g. soccer or baseball

Abstract

An association unit (120) associates one or more 2 nd game objects with at least one of the plurality of options. A1 st changing unit (131) changes the 1 st parameter data of the 1 st game object according to the selected option. A2 nd changing unit (132) changes the 2 nd parameter data of the 1 st game object in accordance with the selected option. A change control unit (140) increases the degree of change of one of the 1 st parameter data and the 2 nd parameter data and decreases the degree of change of the other according to the number of the 2 nd game objects associated with the option.

Description

Game system, game control device, and program
Technical Field
The invention relates to a game system, a game control device and a program.
Background
There is known a game in which parameter data of a game object (object) is changed in accordance with an option selected by a user from a plurality of options. For example, as an example of such a game, there is known a game in which parameter data of a game character (game character) is changed based on an option selected by a user from a plurality of options related to an action to be performed by the game character.
Documents of the prior art
Patent document
Patent document 1: japanese patent laid-open publication No. 2017-006279
Disclosure of Invention
Problems to be solved by the invention
Conventionally, in the above game, when the game is continuously played, the user repeatedly selects a monotonous option, and the user may feel a sense of interest that the user does not satisfy the selection.
The present invention has been made in view of the above-described problems, and an object of the present invention is to provide a game system, a game control device, and a program that can improve the interest of a game in which selection of an option is received from a plurality of options and parameter data of a game object is changed according to the selected option.
Means for solving the problems
In order to solve the above problem, a game system according to an aspect of the present invention is a game system for executing a game in which parameter data of a1 st game object is changed, the game system including: an association unit that associates one or more 2 nd game objects with at least one of the plurality of options; an accepting unit that accepts selection of an option from the plurality of options; a1 st changing unit that changes 1 st parameter data of the 1 st game object according to an option selected from the plurality of options; a2 nd change unit that changes the 2 nd parameter data of the 1 st game object according to the selected option; and a change control unit that increases a degree of change in one of the 1 st parameter data and the 2 nd parameter data and decreases a degree of change in the other according to the number of the 2 nd game objects associated with the option.
A game control device according to an aspect of the present invention is a game control device for executing a game in which parameter data of a game object 1 is changed, the game control device including: an association unit that associates one or more 2 nd game objects with at least one of the plurality of options; an accepting unit that accepts selection of an option from the plurality of options; a1 st changing unit that changes 1 st parameter data of the 1 st game object according to an option selected from the plurality of options; a2 nd change unit that changes the 2 nd parameter data of the 1 st game object according to the selected option; and a change control unit that increases a degree of change in one of the 1 st parameter data and the 2 nd parameter data and decreases a degree of change in the other according to the number of the 2 nd game objects associated with the option.
Drawings
Fig. 1 is a diagram showing an overall configuration of a game system according to an embodiment of the present invention.
Fig. 2 is a diagram showing an example of a detailed image.
Fig. 3 is a diagram showing an example of a setting image.
Fig. 4 is a diagram showing an example of a main command image.
Fig. 5 is a diagram showing an example of the exercise command image.
Fig. 6 is a diagram showing an example of exercise effect data.
Fig. 7 shows an example of assignment of team characters and survey targets or absorption targets to respective exercise items.
Fig. 8 is a diagram showing an example of the exercise result image.
Fig. 9 shows another example of assignment of team characters and survey targets or absorption targets to respective exercise items.
Fig. 10 is a diagram showing another example of the exercise command image.
Fig. 11 is a diagram showing an example of absorbable total amount data.
Fig. 12 is a diagram showing an example of the absorption amount data.
Fig. 13 is a diagram showing another example of the exercise result image.
Fig. 14 shows another example of assignment of team characters and survey targets or absorption targets to respective exercise items.
Fig. 15 shows another example of assignment of team characters and survey targets or absorption targets to respective exercise items.
Fig. 16 shows another example of assignment of team characters and survey targets or absorption targets to respective exercise items.
Fig. 17 is a diagram showing another example of the exercise command image.
FIG. 18 is a diagram showing an example of recipe data.
Fig. 19 is a diagram showing another example of the exercise result image.
Fig. 20 shows another example of assignment of team characters and survey targets or absorption targets to respective exercise items.
Fig. 21 is a diagram showing another example of the exercise command image.
Fig. 22 shows another example of assignment of team characters and survey targets or absorption targets to the respective exercise items.
Fig. 23 shows another example of assignment of team characters and survey targets or absorption targets to respective exercise items.
Fig. 24 shows another example of assignment of team characters and survey targets or absorption targets to respective exercise items.
Fig. 25 is a diagram showing an example of an absorption completion team image.
Fig. 26A is a diagram showing an example of a capability-enhanced image.
Fig. 26B is a diagram showing an example of the capability-enhanced image.
Fig. 27 is a functional block diagram of a game system according to an embodiment of the present invention.
Fig. 28 is a diagram showing an example of opponent team data.
Fig. 29 is a diagram showing an example of opponent player character data.
Fig. 30 is a diagram showing an example of teammate character data.
Fig. 31 is a diagram showing an example of the growth status data.
Fig. 32 is a diagram showing an example of processing executed in the game system.
Fig. 33 is a diagram showing another example of processing executed in the game system.
Fig. 34 is a diagram illustrating an example of the investigation process.
Fig. 35A is a diagram illustrating an example of the absorption process.
Fig. 35B is a diagram illustrating an example of the absorption process.
Fig. 36 is a diagram showing another example of processing executed in the game system.
Detailed Description
Hereinafter, examples of embodiments of the present invention will be described with reference to the drawings.
[1. Structure of Game System ]
Fig. 1 shows a structure of a game system according to an embodiment of the present invention. As shown in fig. 1, the game system 1 of the present embodiment includes a game terminal 10 and a server 30. Game terminals 10 may be in data communication with server 30 via network N.
The game terminal 10 is a computer used by a user to enjoy a game. For example, the game terminal 10 is a mobile phone (including a smartphone), a portable information terminal (including a tablet computer), a desktop computer, a laptop computer, a home game machine (a stationary game machine), a portable game machine, or a business game machine installed in a game facility or the like.
As shown in fig. 1, the game terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an operation unit 14, a display unit 15, and a sound output unit 16. The control unit 11 includes at least one microprocessor (CPU) and executes processing in accordance with a program stored in the storage unit 12. The storage unit 12 includes a main storage unit (e.g., RAM) and an auxiliary storage unit (e.g., nonvolatile semiconductor memory, hard disk drive, or solid state disk) and stores programs or data. The communication unit 13 is used for data communication with other apparatuses via the network N.
The operation unit 14 is used for a user to perform various operations. The display unit 15 is used to display various images, and is, for example, a liquid crystal display, an organic EL display, or the like. In fig. 1, the operation unit 14 and the display unit 15 are shown separately, but the operation unit 14 and the display unit 15 may be integrally formed as a touch panel. The operation unit 14 is not necessarily required to be integrally configured as a touch panel with the display unit 15, and the operation unit 14 may be provided separately from the display unit 15, for example, as a button (key), a lever (operation lever), a touch pad (track pad), a mouse, or the like. The operation unit 14 may be used for a user to perform an operation by voice or gesture. The audio output unit 16 is for outputting audio data, and is, for example, a speaker, an earphone, or the like. The operation unit 14, the display unit 15, and the sound output unit 16 may be provided in the game terminal 10 itself, or may be provided as an external device connected to the game terminal 10.
The server 30 is, for example, a server computer. As shown in fig. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33. The control unit 31, the storage unit 32, and the communication unit 33 are the same as the control unit 11, the storage unit 12, and the communication unit 13 of the game terminal 10. The server 30 has access to a database 34. The database 34 may be built into the server 30 or may be built into a server computer different from the server 30.
The program or data is remotely supplied to the game terminal 10 or the server 30 via the network N and stored in the storage unit 12 or the storage unit 32. Further, a component (for example, a magneto-optical disk drive, a memory card slot, or the like) for reading a program or data stored in an information storage medium (for example, an optical disk, a memory card, or the like) may be provided in the game terminal 10 or the server 30. Further, the program or data may be supplied to the game terminal 10 or the server 30 via an information storage medium.
In the following, a case is assumed where the game terminal 10 is a smartphone or a tablet computer having a touch panel.
[2. outline of the game ]
In the game system 1, a game is executed by executing a program in the game terminal 10. The game may be executed solely by the game terminal 10, or may be executed by data communication between the game terminal 10 and the server 30.
In the game system 1, various games can be executed. For example, various games can be executed regardless of the form and type of game, such as sports games (games subject to baseball, soccer, tennis, american football, basketball, volleyball, and the like), adventure games, simulation games, role-playing games, and breeding games.
Hereinafter, a game in which parameter data of a game object is changed according to an option selected by a user from a plurality of options will be described as an example of a game executed in the game system 1. Specifically, a baseball game including a game portion that changes parameter data of a game character based on an option selected by a user from among a plurality of options related to an action to be performed by the game character as a baseball player will be described.
The baseball game described herein has a breeding portion and a competition portion. The breeding part is the following game part: the game characters are developed by users, so that the individual unique original game characters are generated. On the other hand, the competition section is a game section as follows: the competition with the competitor team is conducted using the team composed of the original character generated by the user in the incubation portion.
The incubation portion is described in detail below. In the creation section, a user creates an original character unique to an individual by creating a hero character by creating the hero character by performing a game character (hereinafter, referred to as "hero character") while developing a scenario. For example, the following scenario is executed in the incubation part: the hero character belongs to the high school baseball department, participates in the baseball conference while continuously practicing with teammates (teammates), and aims to be selected as a professional baseball player in autumn of the third grade of high school.
[2-1]
Before describing the flow of the creation section, an example of the original character generated by the creation section will be described.
Fig. 2 shows an example of a detailed image showing detailed information of an original character (hero character). As shown in fig. 2, the detailed image G100 includes parts (parts) P110, P120. The "component" is an element constituting an image, and is, for example, a text (text), an image, a region, or the like. Part P110 represents an image of the original character, and part P120 represents the name (X), position (one base hand), striking posture (open stance)5), and familiar arm (right throw and right strike) of the original character.
Further, the detailed image G100 includes a part P130. Component P130 represents the basic capability parameters of the original persona. In fig. 2, parameters of trajectory, striking range (meet), explosive force (power), running force, shoulder force, defensive force, and ball catching are shown, and numerical values and letters (alphabet) are shown by the respective basic capability parameters. The numerical value indicates the value of the basic capability parameter, and the letter (e.g., S, A, B, C, D, E, F, G) indicates the high or low level (stage) of the basic capability. "S" indicates very high basic capacity and "G" indicates very low basic capacity.
The ballistic parameter represents the degree to which the original character's stroke rises. A higher value of the ballistic parameter indicates a higher flight on the shot. The hitting range parameter indicates the hitting range power of the original character (the ability to hit with a swing stick thrown by a pitcher). The higher the value of the striking range parameter, the higher the striking range force. The explosive force parameter indicates the explosive force of the original character (the ability to fly away by hitting a ball thrown by a pitcher with a baton). The higher the value of the explosive force parameter, the more the ball hit by the swing of the original character tends to fly.
The running force parameter represents a speed of the running force of the original character. A higher value of the running force parameter indicates a faster running force. The shoulder force parameter represents the speed of a pass of the original character. A higher value of the shoulder force parameter indicates a faster pass. The defense force parameter represents the defense skill of the original character. The higher the value of the defense force parameter, the more skillful the defense is. The catching parameter represents the skill of the original character for catching the ball. The higher the value of the ball catching parameter, the more skillful the ball catching is (the less prone to error).
The detailed image G100 includes a component P140. Component P140 represents the specific capabilities learned by the original character. Fig. 2 shows "opportunity o", "left pitcher o", "night rampart o", and "very low injury" as the special abilities. Further, ". circleincircle" and "o" indicate the degree of the special capability, and ". circleircle" indicates that the degree of the special capability is higher than "o".
"opportunity" is a special ability to grasp opportunities extremely well. When the original character learns "chance ∘", the basic ability of the original character increases when the chance occurs. "to the left pitcher" is a special ability to handle the left pitcher at best. When the original character learns "project left", the basic ability of the original character becomes high when the project of the competitor is the left project. "stealing base" is a special ability to easily steal base successfully. When the original character learns "steal base o", the original character becomes susceptible to successful base steal. "injury-free degree-. When the original character learns' the injury difficulty degree.
In addition, in fig. 2, a case where the original character is a baseball is shown, and thus, basic or special capabilities related to baseball are displayed. When the original character is a pitcher, basic or special capabilities related to the pitcher are displayed.
[2-2] the user develops the hero character while enjoying the cultivated part, thereby creating the original character as described above. When a growth section (scenario) is started, a user sets an event board group (game character group for event occurrence).
Here, the "event card group" will be explained. In a scenario, various events occur, such as an event that is advantageous or disadvantageous to the improvement of the capability of the hero character. In this respect, in the present embodiment, the events occurring in the scenario are not fixed, and the events occurring in the scenario change depending on one or more game characters incorporated in the event deck. That is, in the scenario, a teammate or the like who has a game character incorporated in the event card group as a character of a lead character enters the venue, and an event related to the game character occurs. Therefore, the user can select an event that may occur in the scenario by selecting a game character to be incorporated in the event deck group. A game character that can be incorporated into the event card set (in other words, a game character for event occurrence) is referred to as an "event character".
Fig. 3 shows an example of a setting image for the user to set the event card group. As shown in fig. 3, the setting image G200 includes components P210 and P220. Part P210 represents the name of the event card group. Further, the component P220 is associated with processing for displaying an image for changing the name of the event board group. When the user selects the part P220 (that is, when the part P220 is clicked (touched for a short time)), an image for changing the name of the event board group is displayed on the display unit 15, and the user can change the name of the event board group.
In addition, the setting image G200 includes an event deck area a 230. Six setting frames P231-1, P231-2, P231-3, P231-4, P231-5, P232 for setting an event character which is a member of the event card group are set in the event card group area A230.
In the present embodiment, a plurality of event characters are assigned to the user when the user first plays the baseball game. Further, the user can obtain the event character through lottery, or obtain the event character as a reward in the game, or obtain the event character from other users. In this respect, in the present embodiment, the user can arbitrarily group up to 5 event characters in the event board group from among the event characters owned by the user. The setting frames P231-1 to P231-5 are frames for setting the event character owned by the user itself as a member of the event deck group.
In the present embodiment, only 1 person of the event role owned by another user can be grouped as a helper in the event board group. The setting frame P232 is a frame for setting the event character owned by the other user as a member of the event deck group.
When the user clicks any one of the setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232, an image for selecting an event character set in the setting frame or changing the event character set in the setting frame to another event character is displayed on the display unit 15. The setting frames P231-1, P231-2, P231-3, P231-4, P231-5, and P232 display the rareness, level, and absorption type of the event character set in the setting frame, together with the image of the event character. For example, in the part P231-1, "R", "lv.8", "muscle strength" are shown as the rarity, level, and absorption type, respectively.
The "rareness" indicates, for example, the difficulty of getting the event character. The higher rarity of an event character indicates that it is more difficult to obtain the event character. For example, any one of rarity in a plurality of stages of PSR (powerfull super), Sr (super), PR (powerfull), R (rare), PN (powerfull normal), and n (normal) is associated with each event role. When these are arranged in order from high to low, PSR, SR, PR, R, PN, N are formed.
"level" indicates the level of the event role. The higher the level of the event role, the stronger the effect of the event occurring through the event role. The "absorption type" is described later.
Further, the setting image G200 includes a part P240. The part P240 is associated with a process for automatically setting the event card group according to the user's request. When the user selects part P240, the appropriate event role is selected by the computer and grouped into the event card set.
The setting image G200 includes a component P250. Part P250 represents an expert practice for the event character incorporated into the set of event boards. In the present embodiment, any of 10 types of exercises such as "striking", "muscle strength", "running", "shoulder strength", "guard", "mental (mental)", "ball speed", "control", "endurance" and "change ball" is set as a good practice for each event character. The "muscle strength", "running base", "shoulder strength" and "defensive" are training items concerning baseball, the "ball speed", "control", "endurance" and "change ball" are training items concerning pitchers, and the "mind" is a training item concerning both baseball and pitchers.
In fig. 3, "striking", "muscle strength", "running", and "shoulder strength" which are not associated with the X word among 10 exercises are shown as the strong exercises of the event character which is set in the event board group. In fig. 3, numerical values (2) are shown in association with the respective "muscle strength" and "shoulder strength". This shows that the event characters grouped in the event board group include two event characters in which "muscle strength" is set as good practice and two event characters in which "shoulder strength" is set as good practice.
[2-3] after setting the event board group, a scenario is started. As described above, for example, the following scenario is started: the hero character belongs to the high school baseball department, and wins a formal game while continuously practicing with teammates, and participates in the game (regional pre-selection game and national game) to be targeted for professional baseball players.
The event characters grouped in the event board group appear in the scenario. For example, teammates (players, managers, or the like) who have the event characters grouped in the event board group as the hero characters are entered.
In addition, in the scenario, predetermined game characters (for example, a leader 1, a ball probe 1, and a teammate 7) are set in advance as boarding characters. These game characters appear in the game even if they are not grouped in the event deck. Therefore, the event character incorporated in the event board group can be referred to as a game character added as a japanese character.
In the present embodiment, the scenario is played by the user repeatedly selecting an action (exercise, rest, game, or the like) to be performed by the hero character. Specifically, a scenario is composed of a plurality of rounds (turns). For example, one round corresponds to a week period within the game. Every time a round ends, a virtual time within the game progresses for a period of one week, thereby playing a scenario. Further, one round may correspond to one day in the game.
In each turn, the user selects any one of a plurality of options regarding the action of the hero character as the action to be performed by the hero character.
[2-3-1] FIG. 4 shows an example of a master command image for selecting an action to be performed by a master character. As shown in fig. 4, the main command image G200 includes components P310, P320, P330. Part P310 represents the time of day within the game.
Part P320 represents the vitality parameter of the hero character. The vitality parameter is a parameter indicating the vitality (state) of the hero character. In the present embodiment, the vitality of the hero character is represented by five stages of "excellent state", "good state", "normal", "bad state", and "very bad state". In fig. 4, a text such as "state is excellent" is displayed as the part P320, but for example, an image (face image or the like) indicating the level of vitality may be displayed as the part P320.
Part P330 is a gauge image representing the physical parameters of the hero character. For example, the value of the physical strength parameter decreases when the hero character performs an exercise, and increases (recovers) when the hero character discontinues the exercise. In addition, as the value of the physical parameter decreases, the probability of the hero character being injured in the exercise increases.
Further, the main command image G300 includes a part P340. Part P340 represents the name (X), position (one base), conventional arm (right), basic performance parameters (trajectory, range of strike, explosive force, running force, shoulder force, and defensive force parameters) of the hero character.
Also, the main command image G300 includes a command area a 350. Command area a350 contains parts P351, P352, P353, P354, P355, P356, P357. Note that, here, description is made with respect to the components P351 to P356, and description is made later with respect to the component P357.
The component P351 is associated with processing for causing the hero character to execute the exercise, and the user can cause the hero character to execute the exercise by selecting the component P351. The details will be described later (see fig. 5 and the like).
The component P352 is associated with a process of taking a hero role to rest, and the user can take the hero role to rest by selecting the component P352. When the hero character is resting, the physical parameters of the hero character increase (recover).
The component P353 is associated with a process of hospitalizing the hero character, and the user can hospitalize the hero character by selecting the component P353. For example, in the case where a character is ill or injured, the medical treatment of the character can be performed. In addition, there are cases where the disease or injury of the leading role cannot be cured in one visit. In such a case, in order to treat a disease or injury of the hero character, the hero character needs to be hospitalized a plurality of times.
The component P354 is associated with a process of playing the master character, and the user can play the master character by selecting the component P354. When a hero character is played, the vitality parameter of the hero character rises.
Part P355 is associated with a process for making an appointment with the hero character, and the user can make the hero character make the appointment by selecting part P354. The vitality parameter of a hero character sometimes rises or falls depending on the outcome of an appointment.
The component P356 is associated with a process for improving the capability of the master role, and the user can improve the capability of the master role by selecting the component P356. The details will be described later (see fig. 26A and 26B).
[2-3-2] FIG. 5 shows an example of a practice command image for practicing a hero character. When the part P351 of the main command image G300 is selected, the practice command image G400 shown in fig. 5 is displayed on the display unit 15.
As shown in fig. 5, the exercise command image G400 includes components P410, P420, and P430. The parts P410, P420, P430 are the same as the parts P310, P320, P330 of the main command image G300.
Further, the exercise command image G400 includes a command area a 440. The command area a440 includes components P441, P442, P443, P444, P445, and P446 corresponding to a plurality of exercise items, respectively. In the present embodiment, a ranking is set for each exercise item, and the name and ranking of the associated exercise item are displayed on each of the components P441 to P446. When the number of times the exercise is performed reaches a predetermined number of times, the level of the exercise item is raised.
The part P441 is associated with a process of causing the hero character to perform a striking exercise. The part P442 is associated with a process of causing the hero character to perform muscle strength exercises. Part P443 is associated with a process of causing the hero character to perform a base running exercise. Part P444 is associated with a process for the hero character to perform shoulder strength exercises. Component P445 is associated with a process for the hero to perform defensive exercises. Component P446 is associated with a process for the hero character to perform mental exercises. In fig. 5, since the master character is a baseball, the parts P441 to P446 related to the execution of the process of the exercise items related to baseball are displayed, but when the master character is a pitcher, the parts related to the execution of the exercise items related to pitcher are displayed.
For example, when the hero character is to perform a base running exercise, first, the user selects the part P443 corresponding to the base running exercise. In this case, the component P443 is temporarily selected. In this state, the component P443 is displayed separately from the other components P441, P442, and P444 to P446, indicating that the component P443 has been selected temporarily. In fig. 5, the position of the part P443 in the vertical direction on the screen is different from the other parts P441, P442, P444 to P446, and the part P4477 corresponding to the cursor (cursor) is associated with the part P443. In this state, component P448 indicating the probability of being injured during practice is displayed in association with component P443. The probability is determined based on the value of the physical parameter of the hero character. The smaller the value of the physical parameter of the hero character, the higher the probability of injury during the exercise.
Further, the exercise command image G400 includes a part P450. Part P450 represents the experience points of the master role (which may also be experience points currently owned by the master role). In the present embodiment, five types of experience points of muscle strength, agility, skill, change ball, and mental score (point) are set. Fig. 5 shows the case where the muscle strength, agility, skill, change ball, and mental score of the hero character are 0 points, respectively.
In the example shown in fig. 5, "+ 2" and "+ 8" are displayed in association with the muscle strength and the agility score, respectively. This indicates that the muscle strength score of the hero character increases by 2 points and the agility score increases by 8 points when the temporarily selected exercise item (base running exercise) is executed.
In the present embodiment, the kind of experience points that increase as a result of performing the exercise and the amount of increase thereof are determined for each exercise item. Fig. 6 shows an example of the exercise effect data D101. The exercise effect data D101 represents effect information of each exercise item. That is, the exercise effect data D101 indicates the types of experience points that increase as a result of performing each exercise and the amount of increase thereof for each exercise item.
As shown in fig. 6, the exercise effect data D101 contains "exercise ID", "name", and "effect" fields. The "exercise ID" field indicates identification information for uniquely identifying each exercise item. The "name" field indicates the name of the exercise item.
The "effect" field indicates effect information. As shown in fig. 6, the "effect" field contains, as subfields, fields "lv.1", "lv.2", "lv.3", "lv.4", and "lv.5". The "lv.1" field indicates the content of the effect that occurs when the exercise of level 1 is performed. That is, the "lv.1" field indicates to what extent the experience point of muscle strength, agility, skill, change ball, and mental score increases when the level 1 exercise is performed. For example, "muscle strength + 2" means that the muscle strength score increases by 2 points. The "lv.2", "lv.3", "lv.4", and "lv.5" fields are also the same as the "lv.1" field.
As shown in fig. 6, the muscle strength and agility score increase when the base running exercise is performed. Further, for example, in the case where a percussion exercise is performed, muscle strength, skill and mental score increase. As shown in fig. 6, the higher the level of the exercise item, the more the amount of increase in the experience point when the exercise is performed.
Further, the exercise command image G400 includes a teammate area a 460. The teammate area a460 indicates information such as teammate characters assigned to the temporarily selected exercise (base running exercise).
In the present embodiment, a teammate character, a supervisory character, a lead character, and the like are assigned to each exercise item, and game characters other than the master character perform any exercise or observation. In this regard, a teammate character or the like assigned to the exercise item that has been temporarily selected is displayed in the teammate area a 460. The game character or the like assigned to each exercise item is changed for each round.
Hereinafter, it is assumed that 13 teammates have 13 teammates characters T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, and T13. Further, the teammate characters T1 to T6 are assumed to be event characters grouped in the event card group (i.e., event characters set by the setting boxes P231-1, P231-2, P231-3, P231-4, P231-5, P232).
In fig. 5, since the base running exercise is temporarily selected, a game character or the like assigned to the base running exercise is displayed in the game character area a 460. Therefore, in fig. 5, the parts P461-1, P461-2, and P461-3 corresponding to the three teammate characters T1, T2, and T10 assigned to the base running exercise, respectively, are displayed in the teammate area a 460.
The part P461-1 represents the image and name of the teammate character T1 (T1). Further, the part P461-1 includes a part P462-1 corresponding to a measurement image. Part P462-1 represents the evaluation of the teammate character T1 for the hero character. The longer the measurement portion (hatched portion in the example shown in fig. 5) in the part P462-1, the higher the evaluation of the teammate character with respect to the hero character. Also, component P461-1 includes components P463-1, P464-1. The part P463-1 represents the adept exercise (running exercise) of the teammate character T1, and the part P464-1 represents the absorption type (muscle strength) of the teammate character T1. The absorption type is described later.
The components P461-2 and P461-3 are also the same as the component P461-1. The components P462-2 and P462-3 included in the components P461-2 and P461-3 are also the same as the component P462-1, and the components P463-2 and P464-2 included in the component P461-2 are also the same as the components P463-1 and P464-1. In addition, only in the case where the teammate character is an event character grouped in the event board group, the type of excellence in practice or absorption is displayed. The component P461-3 corresponds to the teammate role T10 other than the event role, and therefore, the component P461-3 does not include components corresponding to the components P463-1, P464-1.
When the hero character performs the exercise, the evaluation of the teammate character, the supervisory character, and the lead character to the hero character slightly rises (refer to P541-3 of fig. 8). In this regard, the evaluation of the hero character is more advanced than usual with respect to the teammate character, the supervisory character, or the lead character assigned to the practice executed by the hero character (see P541-2 of fig. 8).
In addition, in fig. 5, the adept exercise (base running exercise) of the teammate character T1 shown in the part P463-1 coincides with the exercise (base running exercise) selected temporarily. That is, a teammate character T1 (event character) setting the running exercise as an excellent exercise is assigned to the running exercise. When the master character performs the base running exercise in such a state, if the evaluation of the teammate character T1 on the master character is higher than a predetermined criterion (for example, if the evaluation becomes maximum), a special event (hereinafter, referred to as "special partner training event") occurs. When a special-partner training event occurs, the amount of increase in experience points increases compared to the normal case.
In fig. 5, the teammate character T1 is assigned to the same exercise item as the own strong exercise, but the teammate character is not limited to being assigned to the same exercise item as the own strong exercise, and may be assigned to an exercise item different from the own strong exercise. As described above, which exercise item the teammate character is assigned to is determined (randomly) on a per-turn basis based on the probability information.
Also, the exercise command image G400 includes a part P470. In the present embodiment, by investigating opponents, player characters of the investigated opponents (opponent player characters) can be set as targets for assimilation, and a recipe for learning an experience point or a special ability can be assimilated (acquired) from the opponent player characters set as targets for assimilation. The component P470 is a component relating to such an absorption function.
In addition, the following is assumed: there are 7 opponent teams RA, RB, RC, RD, RE, RF, RG as described below to which the 4 opponent player characters described below belong. However, the number of opponents, and the number of opponent player characters belonging to the opponents are not limited to the following examples. The number of opponent player characters belonging to the opponent team may also be different for each opponent team.
Opponent team RA (opponent player characters RA1, RA2, RA3, RA4)
Opponent team RB (opponent player characters RB1, RB2, RB3, RB4)
Opponent team RC (opponent player characters RC1, RC2, RC3, RC4)
Opponent team RD (opponent player characters RD1, RD2, RD3, RD4)
Opponent team RE (opponent player characters RE1, RE2, RE3, RE4)
Opposing team RF (opponent player characters RF1, RF2, RF3, RF4)
Opponent team RG (opponent player characters RG1, RG2, RG3, RG4)
In each round, opposing teams are assigned to exercise programs as survey targets or absorption targets. The opponent team assigned to each exercise item is determined (randomly) based on the probability information.
Fig. 7 shows an example of teammate roles and assignment of opponents to respective exercise items. In fig. 7, the opponent team is assigned to each exercise item as a survey target, and the absorption target is not assigned to any exercise item. As described later, in the present embodiment, the opponent team as the survey target is set as the uptake target by performing a survey for the opponent team, and therefore, in a round or the like at the start of the breeding section, the following states are obtained: only survey targets are assigned to all exercise items, and absorption targets are not assigned to any exercise items.
The opponent team assigned to each exercise item is determined for each round, and the opponent team assigned to each exercise item is changed for each round. In addition, in the present embodiment, a plurality of opponents are not assigned to one exercise program in one round. In addition, in the present embodiment, one opponent team is not assigned to a plurality of exercise items in one round.
The component P470 represents information assigned to the survey target of the temporarily selected exercise. In fig. 5, since the base running exercise is selected temporarily and the opponent team RA is assigned as a survey target to the base running exercise, a part P470 represents information of the opponent team RA.
Specifically, part P470 represents the name of opponent RA. Further, part P470 includes parts P471-1, P471-2, P471-3, P471-4 corresponding to 4 opponent player characters RA1, RA2, RA3, RA4 belonging to opponent team RA, respectively.
Part P471-1 represents an image and name of opponent player character RA 1. Further, part P471-1 is associated with a process of causing display unit 15 to display detailed information of opponent player character RA1 (for example, special ability learned by opponent player character RA1, etc.). Therefore, when the user selects the part P471-1, an image showing detailed information of the opponent player character RA1 is displayed on the display unit 15. The parts P471-2, P471-3, P471-4 are also identical to the part P471-1.
When the user further selects any one of the exercise items in a state where the exercise item is temporarily selected, the exercise item may be determined as an execution object (an exercise item that causes the hero character to execute). For example, when the user further selects the component P443 in a state where the base running exercise is temporarily selected (i.e., the component P447 indicates the state of the component P443 corresponding to the base running exercise), the base running exercise may be determined as the execution target.
In the case where any one of the exercise items is determined as an execution target, the hero character executes the exercise of the exercise item. In this case, the experience point of the hero character increases according to the exercise items performed (refer to fig. 6). For example, when the base running exercise of level 1 is performed, the muscle strength score of the hero character increases by 2 points and the agility score increases by 8 points.
Further, in the case where an exercise item to which any one opponent team is assigned as a survey target is determined as an execution target, a survey of the opponent team is executed. The survey is performed by an event character among teammate characters assigned to exercise items of the execution target. When the survey of the opponent team is performed, the number of opponent characters corresponding to the number of event characters on which the survey is performed can be captured (set) as the absorption target from the opponent character belonging to the opponent team. As described later, when the opponent player character is set as the absorbing target, a state in which a recipe for learning to an experience point or a special ability is absorbed (acquired) from the opponent player character is obtained in the following round.
In fig. 5, 7, the opponent team RA is assigned to the base running exercise as a survey target. The teammate characters T1, T2, and T10 assigned to the base running exercise include 2 teammate characters T1 and T2 as event characters. Therefore, in the case where the base running exercise is determined as the execution object, the investigation of the team RA is performed by the 2 teammate characters T1, T2.
In this case, for example, the 1 st teammate character RA1 in the opponent team RA can be captured as the absorption target by the 1 st teammate character T1 in which the survey is performed, and the 2 nd opponent player character RA2 in the opponent team RA can be captured as the absorption target by the 2 nd teammate character T2 in which the survey is performed.
Further, in this case, the absorption target type of opponent player character RA1 may be set according to the absorption type of teammate character T1. Also, the absorption target type of opponent player character RA2 may be set according to the absorption type of teammate character T2. For example, the absorption type of teammate character T1 is "muscle force" (part P464-1), and therefore, the absorption target type of opponent player character RA1 is set to "muscle force". Further, the absorption type of teammate character T2 is "agile" (part P464-2), and therefore, the absorption target type of opponent player character RA2 is set to "agile".
As described later, the hero character absorbs (acquires), from the opponent character of the absorption target, an experience point of a category corresponding to the absorption target type of the opponent character. For example, in a case where the absorption target type of opponent player character RA1 is set to "muscle strength" and the absorption target type of opponent player character RA2 is set to "agile", the hero character absorbs the muscle strength score from opponent player character RA1 and the agile score from opponent player character RA 2. Therefore, the "absorption target type" indicates which kind of experience point can be absorbed (acquired) from the opponent player character of the absorption target. Further, the "absorption type" of the teammate character indicates to which absorption target type of the opponent player character capturing the teammate character is set. As the "absorption target type" or the "absorption type", any one of "muscle strength", "agility", "skill", "change ball", and "spirit" corresponding to five kinds of experience points (muscle strength, agility, skill, change ball, and mental score), respectively, is set.
As described above, in the present embodiment, the operation of selecting an exercise item to be executed corresponds to the operation of selecting a opponent team as a survey target or specifying the number of opponent player characters or types of survey targets that can be captured from the opponent team as a survey target, and therefore, the user needs to perform the operation of selecting an exercise item to be executed while observing the teammate area a460 or the part P470, taking into consideration not only the effect of the exercise item but also the number of event characters and the survey types assigned to the exercise item or the opponent team assigned to the exercise item as a survey target.
In the above-described embodiment, the opponent character can be captured as the absorption target from the opponent team in a predetermined order (for example, ascending order of IDs), but the opponent character that can be captured as the absorption target may be determined (randomly) from the opponent team based on the probability information. In addition, the investigation of the team for the investigation target may be performed by a team role other than the event role. That is, the number of opponent player characters corresponding to the number of teammate characters (including event characters) assigned to the exercise item specified as the execution target may be captured as the absorption target from the opponent team of the survey target.
[2-3-3] when any one of the exercise items is determined as an execution target (that is, when the hero character has executed an exercise), an exercise result image showing the exercise result of the hero character is displayed on the display unit 15. Fig. 8 shows an example of a training result image. As shown in fig. 8, the exercise result image G500 includes components P510, P520, and P530. The parts P510, P520, P530 are the same as the parts P310, P320, P330 of the main command image G300. However, as a result of the physical strength parameter of the hero character being reduced by the execution of the exercise, the gauge portion in the part P530 is shorter than those in fig. 4 and 5.
As shown in fig. 8, the exercise result image G500 includes a part P540 indicating the exercise result of the hero character. The part P540 contains text indicating the contents of changes in various parameters due to the execution of exercises by the hero character.
Fig. 8 shows a case where the hero character performs the base running exercise of level 1. In fig. 8, (a) a section P541-1 showing that the muscle strength score is increased by 2 points, the agility score is increased by 8 points, and the physical strength parameter is decreased by 25 points due to the execution of the base running exercise by the hero character, (b) a section P541-2 showing that the evaluation of the hero character by the teammate character T1, T2, T10 assigned to the base running exercise is increased by 7 points, (c) a section P541-3 showing that the evaluation of the hero character by the other teammate character, the supervisory character, and the lead character is increased by 1 point, and (d) a section P541-4 showing that the opponent player characters RA1, RA2 capturing the opponent team RA as the absorption target are included in the section P540.
[2-3-4] after the exercise result image G500 is displayed, the next round is entered and the main command image G300 is displayed on the display unit 15 again. In this case, when the component P351 (exercise) is selected, the exercise command image G400 is displayed on the display unit 15 again.
Fig. 9 shows an example of the teammate role and the assignment of the opponent to each exercise item in the next round described above. Fig. 10 shows an example of the exercise command image G400 in this round.
In fig. 9, opponent player characters RA1, RA2 of opponent team RA are assigned to muscle strength exercises as absorption targets. In the present embodiment, opponent player characters belonging to the same opponent team are assigned to the same exercise item.
In fig. 9, the numerical values shown in parentheses below opponent player characters RA1, RA2 indicate the remaining absorbable amounts from opponent player characters RA1, RA2 set as the absorption targets.
In the present embodiment, the total amount of experience points that can be absorbed from the opponent player character set as the absorption target (hereinafter, referred to as "absorbable total amount") is set. The absorbable total amount is set according to the number of opponent player characters set as the absorption target (hereinafter, referred to as "absorption target number").
Fig. 11 shows an example of absorbable total amount data D102 indicating the correspondence relationship between the absorption target amount and the absorbable total amount. As shown in fig. 11, the larger the absorption target number is, the larger the absorbable total amount is. In fig. 11, the absorbable total amount in the case where the absorption target amount is "1" is set to "30 minutes", and the absorbable total amount in the case where the absorption target amount is "2" is set to "90 minutes". That is, in fig. 11, when the absorption target amount reaches 2 times, the absorbable total amount is set to 3 times. In summary, when the absorption target amount reaches n times, the total absorbable amount is set to m times (n < m).
In the present embodiment, an empirical point corresponding to the amount of the absorbable total amount can be absorbed (acquired) to the maximum extent from the opponent player character of the absorption target. "absorbable remaining amount" means the remaining amount of the experience point that can be absorbed from the opponent player character of the absorption target. In a subsequent round in which the opponent player character is set as the absorbing target, the absorbable remaining amount becomes equal to the absorbable total amount. When opponent player characters RA1, RA2 are set as the absorption targets, the absorbable total amount is set to 90 minutes (see fig. 11), and therefore, in fig. 9, the absorbable remaining amount becomes 90 minutes (absorbable total amount).
In the round shown in fig. 9, only opponent player characters RA1, RA2 of opponent team RA set as the targets of absorption are assigned to the respective exercise items other than the muscle strength exercise, and therefore, no target of absorption is assigned. In fig. 9, opponent RB is assigned to the striking exercise as a survey target, opponent RC is assigned to the base running exercise as a survey target, opponent RD is assigned to the shoulder power exercise as a survey target, opponent RE is assigned to the defense exercise as a survey target, and opponent RF is assigned to the mental exercise as a survey target. As described above, the opponent team assigned to the practice item as the survey target is determined (randomly) on the basis of the probability information for each round.
In the exercise command image G400 shown in fig. 10, the muscle strength exercise is temporarily selected. Since teammate characters T11, T12 (see fig. 9) are assigned to the muscle strength exercise, in fig. 10, components P461-4, P461-5 corresponding to the teammate characters T11, T12, respectively, are included in the teammate area a 460. The parts P461-4 and P461-5 are the same as the part P461-3 of FIG. 5, and the parts P462-4 and P462-5 included in the parts P461-4 and P461-5 are also the same as the part P462-3 of FIG. 5.
When the absorption target is assigned to the temporarily selected exercise item, the component P480 displays information indicating the absorption target assigned to the temporarily selected exercise item. In fig. 9 and 10, since opponent player characters RA1, RA2 of the opponent team RA are assigned as the absorption targets for the muscle strength exercise, when the muscle strength exercise is temporarily selected, as shown in fig. 10, a part P480 showing information of opponent player characters RA1, RA2 of the opponent team RA is displayed.
In fig. 10, a part P480 represents the name of the opponent RA. The part P480 includes parts P481-1 and P481-2 corresponding to the 2-opponent player characters RA1 and RA2 set as targets for absorption, among the opponent player characters RA1 to RA4 belonging to the opponent team RA.
Part P481-1 represents the image and name of opponent character RA1, and the type of absorption target (muscle strength) of opponent character RA 1. As described above, the absorption target type of opponent player character RA1 represents the kind of experience point absorbed (acquired) from opponent player character RA1, and the absorption target type of opponent player character RA1 is determined in accordance with the absorption type of a teammate character that has found (captured) opponent player character RA 1. Further, part P481-1 is associated with a process of causing display unit 15 to display detailed information of opponent player character RA1 (for example, special ability learned by opponent player character RA 1). Therefore, when the user selects the part P481-1, an image showing detailed information of the opponent player character RA1 is displayed on the display unit 15. The part P481-2 is also identical to the part P481-1.
The component P480 includes a component P482 corresponding to a measurement image. Part P482 represents the remaining amount of absorbability from opponent player characters RA1, RA2 as the absorption targets. The longer the measurement portion (in the example shown in fig. 10, the portion obtained by adding the hatched portion and the black portion) in the part P482, the more the absorbable residual amount. As described later, when the muscle strength exercise is performed, the hero character shows that the experience points are absorbed (acquired) from the opponent characters RA1, RA2, and the absorbable remaining amounts from the opponent characters RA1, RA2 are reduced by the acquired amounts. In this regard, the black-painted portion of the part P482 indicates how much the remaining absorbable amount is reduced by the execution of the muscle strength exercise, and the portion marked with oblique lines indicates the remaining absorbable amount after the execution of the muscle strength exercise. Therefore, the user can grasp in advance how much the remaining absorbable amount is reduced by executing the temporarily selected exercise item or the remaining absorbable amount after executing the temporarily selected exercise item by referring to the part P482.
In the case where the muscle strength exercise is determined as the execution target in the round shown in fig. 9 and 10 (that is, in the case where the hero character has executed the muscle strength exercise), the hero character performs a performance so as to absorb (acquire) the experience point from the opponent player characters RA1, RA2 assigned to the opponent team RA of the muscle strength exercise as the absorption target. Specifically, the hero character performs a show in such a manner that the experience point (muscle strength score) of a category corresponding to the absorption target type (muscle strength) of opponent character RA1 is acquired from opponent character RA1, and the experience point (agile score) of a category corresponding to the absorption target type (agile) of opponent character RA2 is acquired from opponent character RA 2. In this case, the amount of absorption is determined according to the number of teammate characters assigned to the muscle strength exercise.
Fig. 12 shows an example of the absorption amount data D103 showing the correspondence relationship between the number of teammate characters (hereinafter, referred to as "the number of teammates") and the absorption amount. As shown in fig. 12, the larger the number of teammates, the larger the absorption amount. In fig. 9 and 10, 2 teammates characters T11, T12 are assigned to the muscle strength exercise, and in fig. 12, the absorption amount is set to "9 points" in the case where the number of teammates is "2", and therefore, the absorption amount is set to 9 points. In this case, the hero character performs so as to obtain a muscle strength score of 9 points from opponent character RA1 and an agility score of 9 points from opponent character RA 2.
In general, the increase amounts of the muscle strength and the agility score in the case where the muscle strength exercise of level 1 is performed are 8 points and 0 points, respectively (refer to fig. 6), but as described above, the hero character takes the muscle strength score of 9 points from the opponent player character RA1 and the agility score of 9 points from the opponent player character RA2, and therefore in fig. 10, "+ 8+ 9" and "+ 0+ 9" are displayed in association with the muscle strength and the agility score within the part P450, respectively. In this case, the absorbable remaining amount from opponent player characters RA1, RA2 is reduced by 18 minutes, and therefore the length of the blackened portion in part P482 corresponds to 18 minutes.
Fig. 13 shows an example of the exercise result image G500 displayed on the display unit 15 when the muscle strength exercise is determined as the execution target in the round shown in fig. 9 and 10 (that is, when the hero character executes the muscle strength exercise).
As shown in fig. 13, the part P540 of the exercise result image G500 in this case includes (a) a part P542-1 indicating that the muscle strength score is increased by 17 points, the agility score is increased by 9 points, the mental score is increased by 2 points, and the physical strength parameter is decreased by 25 points because the hero character performs the muscle strength exercise and the hero character has acquired the experience points (muscle strength score, agility score) from the opponent player characters RA1, RA2, (b) a part T11 indicating that the hero character is for the teammate character assigned to the muscle strength exercise, a part P542-2 in which the evaluation of T12 is increased by 7 points, (c) a part P542-3 in which the evaluation of other teammate characters, supervisory characters, and leader characters to the lead character is increased by 1 point, and (d) a part P542-4 in which the remaining absorbable amount of opponent characters RA1 and RA2 from the opponent RA is decreased by 18 points.
Fig. 14 shows an example of teammate roles and assignment of opponents to respective exercise items in a round shown in fig. 13 after the exercise result image G500 is displayed.
In this round, opponent player characters RA1, RA2 of opponent team RA set as the absorption target are also assigned to any one of the exercise items. In fig. 14, opponent player characters RA1, RA2 of opponent team RA are assigned to the percussion exercise as absorption targets. In this way, the exercise items as the destinations allocated as the absorption targets also change (randomly) on a round-by-round basis according to the probability information.
In this round, only opponent player characters RA1, RA2 of opponent team RA are set as the absorption targets, and therefore, survey targets are assigned to the respective exercise items other than the hitting exercise, and no absorption target is assigned. In fig. 14, opponent RC is assigned to muscle strength exercises as survey targets, opponent RD is assigned to base running exercises as survey targets, opponent RE is assigned to shoulder strength exercises as survey targets, opponent RG is assigned to defense exercises as survey targets, and opponent RB is assigned to mental exercises as survey targets.
In the turn shown in fig. 14, the opponent team RB is allocated to the mental exercise as a survey target, and 3 teammate characters T3, T4, T6 among the teammate characters T3, T4, T6, T13 allocated to the mental exercise are event characters, so that, for example, in the case where the mental exercise is selected as an execution object, the survey of the opponent team RB is executed by the teammate characters T3, T4, T6.
In this case, for example, the 1 st opponent character RB1 of the opponent team RB can be captured (set) as an absorption target by the 1 st teammate character T3 in which a survey is performed, the 2 nd opponent player character RB2 of the opponent team RB can be captured (set) as an absorption target by the 2 nd teammate character T4 in which a survey is performed, and the 3 rd opponent player character RB3 of the opponent team RB can be captured (set) as an absorption target by the 3 rd opponent character T6 in which a survey is performed. The opponent player characters captured by the teammate characters T3, T4, and T6 may be determined (randomly) from the opponent RB based on probability information.
In this case, since the absorption type of the teammate character T3 is "technique" (see P231-3 in fig. 3), the absorption target type of the opponent player character RB1 is set to "technique". Also, the absorption type of teammate character T4 is "spirits" (refer to P231-4 of fig. 3), and therefore, the absorption target type of opponent player character RB2 is set to "spirits". Further, since the absorption type of the teammate character T6 is "technique" (see P232 in fig. 3), the absorption target type of the opponent player character RB3 is set to "technique". In this case, since the target number of absorptions is "3", the total amount of absorptions from opponent player characters RB1 to RB3 is set to 180 minutes (see fig. 11).
Fig. 15 shows an example of assignment of each exercise item to teammate roles and opponent teams in a round after a case where mental exercises are selected as execution targets in the round shown in fig. 14.
First, in the round shown in fig. 15, opponent player characters RA1, RA2 of opponent team RA set as the absorption target are assigned to any one of the exercise programs. In fig. 15, opponent player characters RA1, RA2 are assigned to mental exercises as absorption targets.
In addition, in the case where mental exercises are selected as execution targets in the round shown in fig. 14, the absorption of experience points from opponent player characters RA1, RA2 of opponent team RA is not executed, but in the present embodiment, even in such a case, the absorbable remaining amount from opponent player characters RA1, RA2 is reduced by a predetermined amount. For example, the absorbable remaining amount from opponent player characters RA1, RA2 is reduced by 3 points. Therefore, in fig. 15, the remaining absorbable amount from opponent player characters RA1, RA2 is 69 points (72-3 points).
In the round shown in fig. 15, opponent player characters RB1 to RB3 of opponent team RB are also set as ingest targets, and therefore opponent player characters RB1 to RB3 are also assigned to any one of the exercise programs as ingest targets. In the present embodiment, opponent player characters of different opponents are not assigned to the same exercise item. In fig. 15, opponent player characters RB1 to RB3 are assigned to defensive exercises as absorption targets.
In addition, survey targets are assigned to the respective exercise items other than the intellectual exercise and the defense exercise, and absorption targets are not assigned. In fig. 15, opponent team RG is assigned to percussion exercises as survey targets, opponent team RC is assigned to muscle strength exercises as survey targets, opponent team RF is assigned to base running exercises as survey targets, and opponent team RD is assigned to shoulder strength exercises as survey targets.
[2-3-6] FIG. 16 shows an example of teammate characters and assignment of opponents to respective exercise items in a later round than the round shown in FIG. 15.
In the round shown in fig. 16, opponent player characters RA1, RA2 of opponent team RA are assigned to the base running exercise as absorption targets, and the absorbable remaining amount from opponent player characters RA1, RA2 becomes 3 points. Further, teammate characters T1, T3, T13 are assigned to the base running exercise.
Fig. 17 shows an example of the exercise command image G400 in this round. In fig. 17, the base running exercise is selected temporarily. Since team-friend characters T1, T3, and T13 are assigned to the base running exercise, components P461-1, P461-6, and P461-7 corresponding to the team-friend characters T1, T3, and T13 are included in the team-friend region a 460. The part P461-1 is identical to the part P461-1 of FIG. 3. The component P461-6 is the same as the component P461-1, and the component P461-6 includes the same components P462-6, P463-6 and P464-6 as the components P462-1, P463-1 and P464-1. The part P461-7 is the same as the part P461-3 of FIG. 5, and the part P462-7 included in the part P461-7 is also the same as the part P462-3 of FIG. 5.
In fig. 17, the temporarily selected exercise item (base running exercise) coincides with the adept exercise (base running exercise) of the teammate character T1 assigned to the exercise item. The measurement unit in the component P462-1 is extended to the maximum, and the evaluation of the teammate character T1 on the hero character becomes the maximum. As described above, when the base running exercise is determined as the execution subject in such a state, the special partner training event occurs. Normally, when the base running exercise at level 1 is executed, the muscle strength score increases by 2 points and the agility score increases by 8 points (see fig. 6), but when a special partner training event occurs, the main character is given experience points 2 times as large as the normal experience points. That is, muscle strength score increased by 4 points and agility score increased by 16 points. Accordingly, in fig. 17, "+ 4" and "+ 16" are shown in association with the muscle force and agility score, respectively, within the component P450.
In fig. 16 and 17, the remaining amount of absorbability from opponent player characters RA1 and RA2 shown in part P482 is 3 points, and the remaining amount is reduced. Since 3 teammate characters T1, T3, and T13 are assigned to the base running exercise, the absorption amount from each of the opponent player characters RA1 and RA2 when the base running exercise is determined as the execution target is usually 15 points (see fig. 12). Therefore, if the case is normal, the hero character acquires a muscle strength score of 15 points from opponent character RA1, and opponent character RA2 acquires an agility score of 15 points from it. However, in the case where the absorbable residual amount is smaller than the absorption amount as in the state shown in fig. 16, the absorption amount z is determined by the following formula (1). In the following formula (1), "x" represents the remaining absorbable amount, and "y" represents the original absorption amount.
z=x+((y-x)*2)……(1)
In the above formula (1), the absorption amount is determined so that the amount exceeding the absorbable remaining amount is 2 times. In fig. 16 and 17, the absorption residual amount (x) is 3 minutes and the original absorption amount (y) is 15 minutes, and therefore the absorption amount (z) is determined to be 27 minutes. Therefore, when the base run exercise is determined as the execution target in the round shown in fig. 16, 17, the hero character absorbs (acquires) the muscle strength score of 27 points from the opponent player character RA1, and absorbs (acquires) the agility score of 27 points from the opponent player character RA 2. Therefore, "+ 27" is shown in fig. 17 in association with the muscle force and agility score, respectively, within the part P450. In the present embodiment, when the amount of the absorbable residual is smaller than the amount of absorption, the amount of absorption is determined by the above formula (1) so that the amount exceeding the amount of the absorbable residual is 2 times, but the amount of absorption may be determined by other than the above formula (1).
In the case where the base running exercise is determined as the execution target in the round shown in fig. 16, 17, the absorbable remaining amount from the opponent player characters RA1, RA2 is zero. When the remaining amount of absorbability from opponent player characters RA1, RA2 becomes zero, the absorptions from opponent player characters RA1, RA2 are completed, and opponent player characters RA1, RA2 of opponent team RA are excluded from the absorption targets. Therefore, at this time, of opponent player characters RA1 to RA4 belonging to opponent team RA, opponent player characters that are in a state settable as an absorption target are two opponent player characters RA3 and RA 4. In the present embodiment, the reward is given to the user in accordance with the opponent player characters whose absorption has been completed (i.e., the opponent player characters excluded from the opponent player characters that can be set as the absorption target). This will be described later (see fig. 25).
In the present embodiment, only when the absorption from the opponent player character set as the absorption target is completed in a round in which the special partner training event has occurred, the master character can absorb (acquire) a recipe for learning to a special ability from the opponent player character. As described later, in the present embodiment, the hero character can be learned to the special ability by consuming a predetermined amount of experience points (see fig. 26B). In this regard, when a hero character has a recipe for learning to a particular ability, the amount of experience points required to have the hero character learn to the particular ability may be mitigated.
In the present embodiment, the recipe number and recipe level that can be acquired from the opponent player character set as the absorption target are determined in accordance with the number of opponent player characters set as the absorption target (absorption target number).
FIG. 18 shows an example of recipe data D104 showing the correspondence between the number of ingest targets and the number and level of the recipe that can be retrieved. A recipe level represents the degree of recipe a hero character possesses. The higher the level of the recipe, the greater the degree of the recipe that represents the mastery of the hero character. The higher the level of recipe, the less experience points are needed to learn a hero character to a particular ability.
In fig. 18, the number of tables that can be retrieved is set to "2" when the number of targets to be assimilated is "1" or "2", and is set to "1" when the number of targets to be assimilated is "3" or "4". That is, the larger the number of targets absorbed, the smaller the number of suries available.
In fig. 18, the recipe level that can be obtained is set to "1" when the number of targets to be assimilated is "1" or "2", and the recipe level that can be obtained is set to "2" when the number of targets to be assimilated is "3" or "4". That is, the greater the number of targets absorbed, the higher the level of know-how that can be achieved.
In the rounds shown in fig. 16 and 17, opponent player characters RA1, RA2 are assigned to the base exercise as ingest targets, and the number of ingest targets is "2", so the master character obtains 2 tips at a tip level 1 from opponent player characters RA1, RA 2. In this case, 2 special abilities are selected (randomly) from the learned special abilities of each of opponent player characters RA1, RA2 based on the probability information. A recipe at recipe level 1 for learning each of the 2 special abilities selected is then assigned to the hero character. In this case, when the special abilities learned by the opponent player characters RA1 and RA2 include the special abilities that the hero character has learned, the special abilities are excluded from the selection candidates. Further, in a case where the learned special ability of each of opponent player characters RA1, RA2 is less than 2, the special ability that is not learned by opponent player characters RA1, RA2 is added to the selection candidates.
Fig. 19 shows an example of a practice result image G500 displayed on the display unit 15 when the base running practice is determined as the execution target in the round shown in fig. 16 and 17.
As shown in fig. 19, the parts P540 of the exercise result image G500 in this case include (a) a part P543-1 indicating that a special partner training event has occurred, (b) a part P543-2 indicating that a muscle strength score is increased by 31 points, an agility score is increased by 43 points, and a physical strength parameter is decreased by 25 points because the master character performs a running exercise and the master character acquires experience points (muscle strength score, agility score) from the opponent player characters RA1, RA2, (c) a part P543-3 indicating that a recipe (recipe level 1) from the opponent player characters RA1, RA2 is acquired so that the master character acquires "chance o" and "steal o", "d) a part P543-4 indicating that a master character is increased by 7 points for evaluation of friend characters T3, T13 assigned to a running exercise, (e) a part P543-4 indicating that other friend characters, and (e) a part P543-4 character indicating that a friend character has acquired experience points, A block P543-5 in which the supervisory character and the lead character are evaluated for the master character by 1 point, and (f) a block P543-6 indicating that the absorption from opponent player characters RA1, RA2 of opponent RA is completed.
[2-3-7] FIG. 20 shows an example of teammate roles in a round and assignment of opponents to respective exercise items after a situation in which a base running exercise is determined as an execution subject in the round shown in FIGS. 16, 17.
In the previous round (the round shown in fig. 16, 17), the absorption by opponent player characters RA1, RA2 from opponent team RA is completed, whereby, in the round shown in fig. 20, opponent player characters RA1, RA2 of opponent team RA are excluded from the absorption targets, and therefore, opponent player characters RA1, RA2 are not assigned to the exercise program as the absorption targets. At this time, only opponent player characters RB1 to RB3 of opponent team RB are set as the absorption targets, and opponent player characters RB1 to RB3 of opponent team RB are assigned to any one of the exercise items as the absorption targets. In fig. 20, opponent player characters RB 1-RB 3 of opponent team RB are assigned to the striking practice as absorption targets.
In this case, a survey target is assigned to each of the practice items other than the hitting practice, and no absorption target is assigned. In the previous round (the round shown in fig. 16 and 17), the absorbable residuals of opponent player characters RA1, RA2 from opponent RA are zero, and in fig. 20, opponent RA is assigned to the mental exercise as a survey target with opponent player characters RA1, RA2 excluding opponent RA from the absorption targets. Further, the opponent team RC is assigned to the muscle strength exercise as an investigation target, the opponent team RG is assigned to the base running exercise as an investigation target, the opponent team RE is assigned to the shoulder strength exercise as an investigation target, and the opponent team RF is assigned to the defensive exercise as an investigation target.
Fig. 21 shows an example of the exercise command image G400 in the round shown in fig. 20. In fig. 21, mental exercises are temporarily selected. Since team-friend characters T1, T6, and T7 are assigned to mental exercises, components P461-1, P461-8, and P461-9 corresponding to the team-friend characters T1, T6, and T7 are included in the team-friend region a 460. The part P461-1 is identical to the part P461-1 of FIG. 3. The component P461-8 is the same as the component P461-1, and the component P461-8 comprises the same components P462-8, P463-8 and P464-8 as the components P462-1, P463-1 and P464-1. The part P461-9 is the same as the part P461-3 of FIG. 5, and the part P462-9 included in the part P461-9 is also the same as the part P462-3 of FIG. 5.
Since the opponent team RA is assigned as a target of investigation to the mental exercise, in a state where the mental exercise is temporarily selected, as shown in fig. 21, a component P470 showing information of the opponent team RA is displayed. Like part P470 shown in FIG. 5, part P470 shown in FIG. 21 includes parts P471-1 through P471-4 corresponding to opponent player characters RA1 through RA4 of opponent team RA, respectively. However, in the round shown in fig. 21, opponent player characters RA1, RA2 are in an absorption completed state, and the opponent player characters RA1, RA2 cannot be captured (set) as the absorption targets. Therefore, the members P471-1 and P471-2 are displayed to show this fact. In fig. 21, components P471-1 and P471-2 are marked with X characters, and the user can grasp that opponent player characters RA1 and RA2 cannot be captured (set) as targets for absorption.
In the case where the mental exercise is determined as the execution target in the turn shown in fig. 20 and 21, the investigation of the opponent team RA is executed by the teammate characters T1 and T6 as the event characters among the teammate characters T1, T6, and T7 assigned to the mental exercise. In this case, from among teammate characters T3, T4 that are not in the absorption completion state among opponents RA, the 1 st opponent character RA3 can be captured (set) by the teammate character T1 as an absorption target, and the 2 nd opponent character RA4 can be captured (set) by the teammate character T6 as an absorption target. In this case, since the absorption type of teammate character T1 is "muscle strength" (see P464-1 in fig. 21), the absorption target type of opponent player character RA3 is set to "muscle strength". Similarly, the absorption type of teammate character T6 is "technique" (refer to P464-8 of fig. 21), and therefore, the absorption target type of opponent player character RA4 is set to "technique". In this case, since the absorption target number is "2", the total amount of absorption from the opponent player characters RA3, RA4 is set to 90 points (see fig. 11).
In this case, the absorption of the experience points from opponent player characters RB1 to RB3 of opponent team RB is not performed, but as described above, the absorbable remaining amount from opponent player characters RB1 to RB3 is reduced by a predetermined amount (3 points).
Fig. 22 shows an example of teammate roles and assignment of opponents to the respective exercise items in the round after the case where the mental exercise is determined as the execution target in the round shown in fig. 20 and 21.
In the round shown in fig. 22, opponent player characters RA3, RA4 of opponent RA and opponent player characters RB1 to RB3 of opponent RB are set as the targets of absorption, respectively. In this case, first, opponent player characters RA3, RA4 are assigned to either one of the exercise items. Opponent player characters RB1 to RB3 are also assigned to any one of the exercise items. In fig. 22, opponent player characters RA3, RA4 are assigned to the putting practice as absorption targets, and the absorbable remaining amounts from opponent player characters RA3, RA4 are set to 90 points (the integratable total amount). Moreover, opponent player characters RB1 to RB3 are allocated to shoulder power practice as absorption targets, and the absorbable remaining amounts from opponent player characters RB1 to RB3 are reduced by 3 points from the previous round (the round shown in fig. 20 and 21) to 138 points. In addition, other exercise items are assigned with survey targets and not with absorption targets. In fig. 22, opponent RC is assigned to muscle strength exercise as an investigation target, opponent RD is assigned to base running exercise as an investigation target, opponent RG is assigned to defensive exercise as an investigation target, and opponent RF is assigned to mental exercise as an investigation target.
[2-3-8] FIG. 23 shows an example of teammate characters and assignment of opponents to respective exercise items in a later round than the round shown in FIG. 22.
In the round shown in fig. 23, opponent player characters RA3, RA4 of opponent team RA are assigned to the mental exercise as absorption targets, and the absorbable remaining amounts from opponent player characters RA3, RA4 become 12 points, and the remaining amounts become smaller. In addition, teammate characters T6, T7, T9 are assigned to mental exercises.
Since 3 teammate characters T6, T7, and T9 are assigned to the mind exercise, in general, when the mind exercise is determined as the execution target in this state, the absorption amount from each of the opponent player characters RA3 and RA4 is 15 points (see fig. 12). Therefore, if the case is normal, the hero character absorbs (acquires) the muscle strength score of 15 points from opponent player character RA3, and absorbs (acquires) the technical score of 15 points from opponent player character RA 4. However, as described above, when the absorbable residual amount is smaller than the absorption amount, the absorption amount is determined to be 18 minutes by the above formula (1). Therefore, the hero character absorbs (acquires) the muscle strength score of 18 points from opponent character RA3, and absorbs (acquires) the technical score of 18 points from opponent character RA 4.
In this case, since the remaining absorbable amount from opponent player characters RA3, RA4 is zero, opponent player characters RA3, RA4 are in an absorption completed state, and opponent player characters RA3, RA4 of opponent RA are excluded from the absorption target. In the round shown in fig. 16 and 17, opponent player characters RA1, RA2 are in the take-up complete state and have already been excluded from the take-up target, and therefore, at this point in time, all opponent player characters RA1 to RA4 of opponent team RA are in the take-up complete state and are excluded from the take-up target.
In this case, the absorption of the experience points from opponent player characters RB1 to RB3 of opponent team RB is not performed, but as described above, even in such a case, the absorbable remaining amount from opponent player characters RB1 to RB3 is reduced by a predetermined amount (3 points).
Fig. 24 shows an example of teammate characters and assignment of opponents to the respective exercise items in a round after a case where a mental exercise is determined as an execution object in the round shown in fig. 23.
In the previous round (the round shown in fig. 23), the absorption by opponent player characters RA3, RA4 from opponent RA is completed, whereby, in the round shown in fig. 24, opponent player characters RA3, RA4 of opponent RA are excluded from the absorption targets, and therefore, opponent player characters RA3, RA4 of opponent RA are not assigned as the absorption targets. In the round shown in fig. 24, only opponent player characters RB1 to RB3 of opponent team RB are set as the ingesta targets, so opponent player characters RB1 to RB3 are assigned to any one of the exercise programs as the ingesta targets. In fig. 24, opponent player characters RB1 to RB3 are assigned to the striking practice as absorption targets.
In addition, in the round shown in fig. 24, survey targets are assigned to other exercise items. In the round shown in fig. 23, the absorptions from opponent player characters RA3, RA4 are completed, and opponent player characters RA1 to RA4 of opponent RA all become the state of absorption completion, and therefore, opponent RA is not assigned as a survey target in the subsequent round. Therefore, in the round shown in fig. 24, the opponent's RA is not allocated as a survey target to any exercise item. In fig. 24, opponent RC is assigned to muscle strength exercise as an investigation target, opponent RG is assigned to base running exercise as an investigation target, opponent RE is assigned to shoulder strength exercise as an investigation target, opponent RF is assigned to defensive exercise as an investigation target, and opponent RD is assigned to mental exercise as an investigation target.
2-3-9 here, a description is given of a part P357 of the main command image G300 shown in FIG. 4.
The part P357 is associated with processing of an opponent team (hereinafter referred to as "absorption completed team") for displaying that all opponent player characters are in the absorption completed state, and the user can confirm the absorption completed team by selecting the part P357.
Fig. 25 shows an example of the absorption completion team image displayed on the display unit 15 when the part P357 is selected. Fig. 25 shows a case where opponent team RA is the absorption completion team (that is, a case where all opponent player characters RA1 to RA4 belonging to opponent team RA are in the absorption completion state). Therefore, in fig. 25, a part P610 corresponding to the opponent team RA is displayed.
The component P610 includes components P611-1, P611-2, P611-3, and P611-4 corresponding to opponent player characters RA1 to RA4, respectively, and the opponent player characters RA1 to RA4 belong to the opponent team RA and are in the absorption completion state. Further, the part P610 includes a part P612 representing the customs compensation and a part P613 for using the customs compensation. The clearance reward is a reward that can be used when the opponent team becomes the absorption completion team (that is, when all opponent player characters belonging to the opponent team become the absorption completion state). In fig. 25, the physical strength score of the hero character increased (recovered) by 50 points is set as a clearance reward for team RA. In this case, the user can increase (restore) the physical strength score of the hero character by 50 points by selecting the part P613.
In addition, the clearance consideration may be different for each opponent. For example, the clearance reward may be predetermined for each opponent, or may be determined (randomly) from probability information for each opponent from among a plurality of rewards.
Further, the clearance consideration is not limited to increasing (restoring) the physical score of the hero character. For example, the reward may be a result of a pass such as increasing the experience points of the hero character, giving a trick for learning the hero character with a special ability, learning the hero character to a special ability, increasing the vitality parameter of the hero character, or improving the exercise effect for a certain period (increasing the experience points corresponding to the exercise items more than usual for a certain period). Alternatively, event characters or game items that can be used in the incubation portion or the competition portion may be paid for clearance.
In fig. 25, only opponents whose opponent player characters have been in the absorption completion state are displayed, but an opponent whose opponent player characters have not been in the absorption completion state may also be displayed. However, in this case, the following may be adopted: by displaying the opponent whose entire opponent character has become the absorption completion state separately from the opponent whose entire opponent character has not become the absorption completion state, the user can grasp the opponent whose entire opponent character has become the absorption completion state.
[2-3-10] the user can improve the competence of the hero character by using (consuming) the experience point of the hero character given in the above-described manner.
Fig. 26A and 26B show an example of a capability-improving image for improving the capability of the hero character. When the component P356 of the main command image G300 is selected, the capability enhancement image G700 shown in fig. 26A and 26B is displayed on the display unit 15.
As shown in fig. 26A and 26B, the capability-enhanced image G700 includes a1 st area a710, and the 1 st area a710 includes a pitcher capability label P711 and a fielder capability label P712. The pitcher capability label P711 displays the contents of changing the basic capability parameter related to the pitcher capability, and the wildcard capability label P712 displays the contents of changing the basic capability parameter related to the wildcard capability. As shown in fig. 26A and 26B, the wildhand ability label P712 displays the values before and after the change for each of the trajectory, the hitting range, the explosive force, the running force, the shoulder force, the defensive force, and the ball catching parameter, which are basic ability parameters related to the wildhand ability.
Further, the capability-enhanced image G700 includes a2 nd area a720, and the 2 nd area a720 includes a basic capability tag P721 and a special capability tag P722. As shown in fig. 26A, the experience points (muscle strength, agility, skill, change ball, and mental score) that the hero character currently possesses are displayed in the basic ability label P721. Fig. 26A shows the state in which the hero character currently possesses muscle strength, agility, skill, change ball, and mental score of 77 points, 94 points, 39 points, 15 points, and 70 points, respectively.
In the basic capability label P721, the values of the basic capability parameters (trajectory, hitting range, explosive force, running force, shoulder force, defensive force, and ball catching parameter) of the main character can be raised instead of a part or all of the experience points that the main character currently possesses.
In the basic capability label P721, a capability value required for increasing the value of each basic capability parameter by 1 point from the current value is displayed in association with each basic capability parameter. In the basic capability label P721 shown in fig. 26A, for example, it is shown that the muscle strength, the skill and the mental score need to be 30 points respectively to raise the value of the ballistic parameter by 1 point from the present value.
In addition, in the basic capability label P721, components P723-1, P723-2, P723-3, P723-4, P723-5, P723-6 and P723-7 are displayed in association with each basic capability parameter.
For example, component P723-1 is associated with ballistic parameters, and component P723-1 is associated with a process for increasing the ballistic parameters by 1 minute instead of a prescribed point of experience. The user, by selecting component P723-1, can substitute the muscle force score: 30 points, technical points: score 30 and mental score: 30 minutes and the ballistic parameter increased by 1 minute from the current value. In this case, the ballistic parameter rises 1 minute, the message is displayed in region a1 710, and the necessary experience points are subtracted from the "current experience points" of region a2 720.
Similarly to the component P723-1, the other components P723-2 to P723-7 are associated with the hitting range, the explosive force, the running force, the shoulder force, the defensive force, and the ball catching parameter, respectively, and the components P723-2 to P723-7 are associated with processing for increasing these parameters by 1 minute instead of a predetermined empirical point.
When the user selects the special capability tab P722 in the state shown in fig. 26A, the state shown in fig. 26B is switched to. As shown in fig. 26B, the experience points (muscle strength, agility, skill, change ball, and mental score) that the hero character currently possesses are displayed in the special ability tab P722.
In the special capabilities tab P722, the master role can learn special capabilities instead of a portion or all of the experience points the master role currently possesses. In fig. 26B, "opportunity o", "left pitcher o", "night base o", "running base o", "pass o", "not easy to be injured very good", "average player (average player)" is shown as the special ability that the hero character can learn. "opportunity" is a special ability to grasp opportunities extremely well. "to the left pitcher" is a special ability to handle the left pitcher at best. "steal base o" is a special ability for steal base to become better. "pass" is the special ability of the pass to be less prone to deviation. "hardly-traumatic degree-. An "average player" is a particular ability to easily hit a neutral shot.
In the special capability label P722, an experience point required for the hero character to learn the special capability is displayed in association with each special capability. In the special ability label P722 shown in fig. 26B, for example, it is shown that the agility, technical and mental scores need to be 15, 30, 105, respectively, for the hero character to learn "chance o". Further, for example, it is shown that muscle strength, agility, and technical score need to be 48 points, respectively, for the hero character to learn "pass o". In addition, the result that learning has been completed is displayed with respect to the specific ability that the hero character has learned.
Further, in the special capability label P722, components P724-1, P724-2, P724-3, P724-4, P724-5, and P724-6 are displayed in association with the respective special capabilities.
For example, component P724-1 has been associated with "opportunity O", and component P724-1 has been associated with a process for the hero role to learn "opportunity O" in place of the specified experience point. The user can substitute the agility score by selecting part P724-1: 15 points, technical points: score 30 and mental score: 105, the hero character learns "chance o".
Similarly to the component P724-1, the other components P724-2 to P724-6 are associated with "right pitcher o", "steal tower o", "run tower o", "pass o", and "average player", respectively, and the components P724-2 to P724-6 are associated with processing for learning these special abilities by the hero character instead of the predetermined experience points. Since the hero character has learned a special ability of "not easily wounded very good", no association is established with respect to "not easily wounded very good".
In the example shown in fig. 26B, "lv.1" is displayed in association with "opportunity" and "steal base" respectively. Here, "lv.1" indicates the recipe level of "chance o" and "night rampart o". As described above, when the master character grasps a recipe for learning to a special ability, it is possible to reduce the experience point required for the master character to learn to the special ability. Further, the higher the level of recipe, the less experience points are needed to learn a hero character to a particular ability.
At the beginning of the incubation portion, the recipe level for each special ability is set to zero (i.e., to a state in which the recipe for each special ability is not grasped). For example, in the incubation section, there are cases where an event occurs in which the event character teaches the master character a recipe for special abilities based on the exercise items selected as the execution targets, and when such an event occurs, the level of the recipe for special abilities rises. Further, as described above, in the incubation section, the master character takes the trick of the special ability from the opponent player character that absorbs the target, and the level of the trick of the special ability rises.
As described above, in the incubation portion, the experience point is given to the hero character according to the option (exercise item or the like) selected by the user, and the user can improve the ability of the hero character using the experience point (for example, the basic ability of the hero character can be improved, or the hero character can be learned to the special ability). When the scenario progresses to the end, the incubation of the hero character is completed, completing the hero character as shown in fig. 2, for example. The hero character having completed the breeding is registered as the original character. After the incubation portion is finished, the incubation portion is started again from the beginning, whereby another original character can be incubated.
[2-4] the baseball game (breeding section) described above has an absorbing function in which a hero character acquires (absorbs) a recipe for learning to an experience point or a special ability from opponent player characters of an opponent team. In this absorption function, the experience point or recipe parameter of the hero character can be changed according to the absorption target assigned to the exercise item determined as the execution target. In particular, in the absorption function, when the number of absorption targets assigned to the exercise item is large, the amount of increase in the experience point is set to be large (see fig. 11) and the amount of increase in the recipe is set to be small (see fig. 18) compared to the case where the number is small. Therefore, when selecting an exercise item of an execution target, the number of absorption targets assigned to the exercise item needs to be considered. This makes it possible to provide interest in selecting an exercise item to be executed in consideration of the number of absorption targets assigned to the exercise item. As a result, the following game can be enjoyed: the selection is received from a plurality of exercise items, and the parameter data of the character is changed according to the selected exercise item.
Further, in the absorbing function, opponent player characters are selected from opponents assigned to an exercise program as an execution object in a certain round, and the selected opponent player characters are associated with the exercise program as an absorbing object in a later round than the round. In this way, the user can contribute to the selection of the opponent player character assigned as the absorption target to the exercise item in the later round than the certain round by the exercise item selected as the execution target in the certain round.
In the absorbing function, the number of opponent player characters corresponding to the number of event characters assigned to the practice item selected as the execution target is selected as the absorbing target in a certain round, and the selected opponent player characters are associated with the practice item selected as the execution target in a later round than the round. In this way, the user can select the number of opponent player characters assigned to an exercise program as absorption targets in a turn later than the certain turn by the exercise program selected as an execution target in the certain turn.
Further, in the absorption function, a kind of experience point corresponding to the absorption target type of the absorption target assigned to the exercise item determined as the execution target is given to the hero character. Therefore, in selecting the exercise item of the execution target, it is necessary to consider the absorption target type of the absorption target assigned to the exercise item. This provides the user with the following fun: the exercise item of the execution subject is selected in consideration of the absorption target types of the absorption targets assigned to the exercise item.
In the absorption function, instead of decreasing the absorbable remaining amount of the absorption target assigned to the exercise item and increasing the experience point of the hero character, the exercise item is selected as the execution target. When the absorbable remaining amount of the absorption target assigned to the practice item is zero in a state where the special partner training event has occurred, a recipe for learning the special ability is given to the hero character, and the practice item is selected as the execution target. Therefore, when selecting the exercise item of the execution target, it is necessary to consider the absorbable remaining amount of the absorption target assigned to the exercise item selected as the execution target. In addition, in a state where the occurrence condition of the special partner training event is satisfied, it is necessary to consider that the absorbable remaining amount of the absorption target assigned to the exercise item selected as the execution target is made zero. Accordingly, the user can be provided with the interest of selecting the exercise item to be executed in consideration of the absorbable remaining amount of the absorption target assigned to the exercise item selected as the execution target, or the interest of selecting the exercise item to be executed in consideration of the absorbable remaining amount of the absorption target assigned to the exercise item selected as the execution target being zero in a state where the occurrence condition of the special partner training event is satisfied.
In addition, in the absorption function, a recipe assigned to a special ability that an absorption target of an exercise item has is given to a hero character, the exercise item being determined as an execution object. Therefore, when selecting an exercise item to be executed, it is necessary to consider the special ability of the absorption target assigned to the exercise item. This makes it possible to provide the user with an interest to select an exercise item to be executed in consideration of the special ability of the absorption target assigned to the exercise item.
In the absorption function, when all of the opponent player characters belonging to one opponent team are in the absorption completion state, a custom reward is given to the user (see fig. 25). This makes it possible to give an incentive to the user to set all opponent player characters belonging to one opponent team to the absorption completion state. Further, the following interest can be provided to the user: the exercise items of the execution object are selected in consideration of making all opponent player characters belonging to one opponent team into the absorption completion state.
Function block fig. 27 is a function block diagram showing a function block related to the absorbing function in the incubation portion among the function blocks implemented in the game system 1.
As shown in fig. 27, the game system 1 includes a data storage unit 100, a reception unit 110, a correlation unit 120, a change unit 130, a change control unit 140, a restriction unit 150, and a reward application unit 160. The data storage unit 100 is implemented by at least one component of the storage unit 12, the storage unit 32, and the database 34. The functional blocks other than the data storage unit 100 are realized by at least one of the components of the control unit 11 and the control unit 31. That is, all the functional blocks other than the data storage unit 100 may be realized by the control unit 11, all the functional blocks may be realized by the control unit 31, a part of the functional blocks may be realized by the control unit 11, and the remaining part may be realized by the control unit 31.
[3-1] in the game system 1, a game is executed in which parameter data of a1 st game object is changed.
The "game object" can be displayed on the game screen. For example, a game character, a game card, a game item (item), or the like is an example of the "game object". In each "game object", one or more parameters are set.
"parameter data" refers to data relating to parameters of a game object. The "parameter of the game object" is a parameter set for the game object. In other words, it refers to a parameter that is associated with a game object.
For example, the parameters described below correspond to an example of "parameters of game objects".
(1) Parameters (scores) consumed to improve performance of game objects
(2) Parameter representing learning easiness degree based on special performance of game object
(3) Performance parameter representing performance of game object
(4) State parameter representing state of game object
(5) Relationship parameters representing the relationship (intimacy, etc.) between a game object and a user (or user object)
(6) Relationship parameters indicating the relationship (intimacy or the like) between a game object and another game object
For example, the parameters described below correspond to an example of "performance parameters".
(3A) Parameter representing height of performance of game object
(3B) Parameters indicating the special performance learned by the game object (parameters indicating whether the game object learns the special performance or parameters indicating the level of the special performance learned by the game object, etc.)
For example, the parameters described below correspond to an example of "state parameters".
(4A) Physical state parameter indicating physical state (physical strength, fatigue, etc.) of game object
(4B) Mental state parameter representing mental state (vitality, etc.) of game object
The phrase "changing parameter data of a game object" means that a value of a parameter of the game object is changed. That is, the phrase "changing the parameter data of the game object" means increasing or decreasing the value of the parameter of the game object.
Further, associating (setting) the parameter with the game object that is not associated with (unset) the parameter also corresponds to "changing the parameter data of the game object". That is, changing from a state in which the parameter is not associated with (not set in) the game object to a state in which the parameter is associated with (set in) the game object also corresponds to "changing the parameter data of the game object".
"1 st game object" means: the user is a game object to which parameter data is changed. That is, the parameter data of the 1 st game object is changed to be the target of the game. A game character to be grown by a user or a game card or a game item to be enhanced by a user corresponds to an example of "game object 1".
In the case of the baseball game described above, the hero character corresponds to an example of "game object 1", and the data of the experience point and the recipe parameter corresponds to an example of "parameter data of game object 1".
[3-2] A data storage unit 100 stores data necessary for executing a game. Here, data necessary for executing the aforementioned baseball game development part will be described as an example of data stored in the data storage unit 100.
For example, the data storage unit 100 stores data indicating a list of users who enjoy a game by the game system 1, data indicating a list of event characters owned by each user, and data indicating a list of original characters owned by each user (original characters generated by each user). In addition to these data, as shown in fig. 27, the data storage section 100 stores exercise effect data D101, absorbable total amount data D102, absorption amount data D103, recipe data D104, opponent team data D105, opponent player character data D106, teammate character data D107, and breeding status data D108. Among them, the exercise effect data D101, the absorbable total amount data D102, the absorption amount data D103, and the recipe data D104 have already been described (see fig. 6, 11, 12, and 18), and therefore, the description thereof will be omitted.
[3-2-1] FIG. 28 shows an example of the opponent team data D105. The opponent team data D105 represents a list of a plurality of opponent teams prepared in the baseball game. As shown in fig. 28, the opponent team data D105 includes "opponent team ID", "name", "survey target flag (flag)", "absorption target flag", "absorbable remaining amount", "absorption completion flag", "customs consideration", and "use flag" fields.
The "opponent team ID" field indicates identification information uniquely determining the opponent team. The "name" field indicates the name of the opponent. The "survey target flag" and "absorption target flag" fields represent survey target flags and absorption target flags for the opposing team.
The survey target flag indicates whether or not the opponent team is set as a survey target. The survey goal flag is set to on (1) when the opponent team can be assigned to the practice item as a survey goal, and is set to off (0) when the opponent team cannot be assigned to the practice item as a survey goal.
The absorption target flag indicates whether at least one opponent player character among opponent player characters subordinate to the opponent team is set as the absorption target. The absorption target flag is set to on (1) when at least one of opponent player characters belonging to opponents is set as an absorption target, and the absorption target flag is set to off (0) when none of the opponent player characters belonging to opponents is set as an absorption target.
The "absorbable remaining amount" field indicates the remaining amount (absorbable remaining amount) of the experience point that can be absorbed from at least one opponent player character out of opponent player characters belonging to the opponent team if the at least one opponent player character is set as the absorption target.
The "absorption completion flag" field indicates an absorption completion flag for the team. The absorption completion flag indicates whether or not the absorption from all opponent player characters belonging to the opponent team is completed. The ingest done flag is set to off (0) in the case where ingest from all player characters belonging to the opponent team is not completed, and set to on (1) in the case where ingest from all player characters of the opponent team is completed.
The "customs compensation" field indicates a customs compensation set for the opponent. The "usage flag" field indicates a usage flag of clearance consideration. The use flag indicates whether the clearance reward has been used. The use flag is set to on (1) when the customs compensation has been used, and is set to off (0) when the customs compensation has not been used.
[3-2-2] FIG. 29 shows an example of opponent candidate character data D106. The opponent player character data D106 represents a list of opponent player characters belonging to the opponent team. Opponent player character data D106 is stored for each opponent (associated with the opponent ID).
As shown in fig. 29, the opponent character data D106 includes fields of "opponent character ID", "name", "basic capability parameter", "special capability parameter", "ingest target flag", "ingest target type", and "ingest completion flag". The "opponent character ID" field indicates identification information that uniquely identifies an opponent character. The "name" field indicates the name of the opponent player character.
The "basic ability parameter" field indicates basic ability parameters (trajectory, hitting range, explosive force, running force, shoulder force, defensive force, ball catching parameter, etc.) of the opponent player character. The "special capability parameter" field indicates a special capability parameter of the opponent player character. The special ability parameter indicates whether or not the opponent player character has learned each special ability. For example, when a game event with an opponent team is performed in the breeding section, the basic ability parameter or the special ability parameter of the opponent player character may be referred to. In the absorbing function of the incubation portion, the master character can absorb (acquire) a recipe of a special ability selected from special abilities learned by the opponent character of the absorbing target, and when the special ability is selected, the parameter of the special ability of the opponent character can be referred to.
The fields "absorption target flag", "absorption target type", and "absorption completion flag" represent the absorption target flag, the absorption target type, and the absorption completion flag of the opponent character, respectively. The absorption target flag indicates whether or not the opponent player character is set as the absorption target. When the opponent player character is set as the absorption target, the absorption target flag is set to on (1), and when the opponent player character is not set as the absorption target, the absorption target flag is set to off (0). The absorption target type indicates which experience point can be absorbed from the opponent player character. The absorption completion flag indicates whether or not the absorption from the opponent player character is completed. The absorption completion flag is set to off (0) in the case where the absorption from the opponent player character is not completed, and set to on (1) in the case where the absorption from the opponent player character is completed.
[3-2-3] FIG. 30 shows an example of teammate character data D107. The teammate character data D107 represents a list of teammate characters of the master character. As shown in fig. 30, the teammate character data D107 includes fields such as "teammate character ID", "name", "position", "basic capability parameter", "special capability parameter", "event character flag", "rarity", "absorption type", "strong practice", "level", and "event".
The "teammate role ID" field indicates identification information that uniquely identifies the teammate role. The "name" and "location" fields indicate the name and location of the teammate character.
The "basic ability parameter" field indicates basic ability parameters (trajectory, hitting range, explosive force, running force, shoulder force, defensive force, ball catching parameter, etc.) of the teammate character. The "special capability parameter" field indicates a special capability parameter of the teammate role. The special ability parameter is a parameter indicating whether or not the teammate character has learned each special ability. For example, in the case where a match event occurs in the breeding section, the teammate character participates in the match together with the hero character. In performing such a game event, the basic capability parameter or the special capability parameter of the teammate character may be referred to.
The "event role flag" field indicates an event role flag of the teammate role. As described above, the event character grouped into the event board group appears in the scenario as a teammate character. The event character flag indicates whether or not the teammate character is an event character grouped in the event deck group. The event character flag is set to on (1) when the teammate character is the event character, and is set to off (0) when the teammate character is not the event character.
The "rarity", "absorption type", "strong exercise" and "level" fields respectively indicate rarity, absorption type, strong exercise and level of the teammate character (event character). The "event" field indicates event information about an event associated with a teammate role. In other words, the "event" field represents event information about an event that may occur in the game by a teammate character. In addition, only in the case where the teammate character is the event character, various information is registered in the "rarity", "absorption type", "strong practice", "level", and "event" fields.
[3-2-4] FIG. 31 shows an example of the growth status data D108. The breeding status data D108 represents the breeding status of the hero in the breeding. As shown in fig. 31, the breeding status data D108 includes the following fields.
The "name" field represents the name of the hero character. The "position" field indicates the position of the baseball that the master character excels in. The "posture" and "familiar arm" fields represent the posture (striking posture or pitching posture) and familiar arm of the character. The "vitality parameter" and "physical strength parameter" fields represent the vitality parameter and physical strength parameter of the hero character at the current time. The "evaluation" field indicates the evaluation of other game characters (teammate character, supervisory character, or lead character) with respect to the current time of the hero character.
The "experience point" field indicates the experience point (muscle strength, agility, skill, ball of variation, and mental score) that the hero character has at the current time. In addition, in the "experience point score" field, the accumulated experience points obtained up to the current time of the hero character may be stored together with the experience points possessed by the hero character at the current time (i.e., the experience points remaining at the current time).
The "basic capability parameter" field indicates the basic capability parameters (trajectory, range of strike, explosive force, running force, shoulder force, defensive force, and catching force) of the hero character at the present moment.
The "special capability parameter" field indicates a special capability parameter of the master role at the present time. The special capability parameter is a parameter indicating whether or not the hero character has learned each special capability. For example, if the master character does not learn the special capability "opportunity" or "0" is registered in the "opportunity" field in the "special capability parameter" field, and if the master character learns the special capability "opportunity" or "1" is registered.
The "recipe parameters" field indicates the recipe parameters for the hero character. The recipe parameter represents a recipe level for each of the special abilities of the hero character at the current time.
The "exercise execution status" field indicates the execution status (execution history) of the exercise up to the present time. In the "exercise execution status" field, a current time level, a cumulative number of times an exercise was executed, a teammate character (and a lead character or a drill character) assigned to the exercise in the current round, and an opponent (opponent character) assigned to the exercise in the current round as a survey target or an absorption target are registered for each exercise. The "progress status" field indicates the current progress status. For example, the "progress status" field indicates the number of rounds remaining, the current in-game time, and the like.
[3-3] the receiving unit 110 receives selection of an option from a plurality of options. The receiving unit 110 receives selection of an option from a plurality of options in each of a plurality of selection opportunities.
The "option" is an object selected by the user who enjoys the game. In other words, "option" means: an object selected by a user in a game. "multiple options" means: candidates for options that can be selected by the user.
"accepting a selection of an option from a plurality of options" means: a selection operation for selecting any one of a plurality of options is accepted. Alternatively, "accepting a selection of an option from a plurality of options" may mean: selection data indicating that any one of the plurality of options is selected is received. Only one option may be allowed to be selected from among the plurality of options, or a plurality of options may be allowed to be selected from among the plurality of options.
"selection opportunity" refers to an opportunity to accept selection of an option from a plurality of options. For example, each round corresponds to a "selection opportunity" as long as the game receives a selection of an option from a plurality of options for each round.
In the case of the baseball game described above, a plurality of practice items corresponds to an example of "a plurality of options". The receiving unit 110 receives a selection from a plurality of exercise items.
[3-4] the association unit 120 associates one or more 2 nd game objects with at least one of the plurality of options.
The "2 nd game object" means a game object that is associated with the option and used to change the parameter data of the 1 st game object. For example, the "1 st game object" is a game object associated with one of the plurality of group identification information, and the "2 nd game object" is a game object associated with group identification information different from the group identification information associated with the 1 st game object. The "plurality of options" may include both an option associated with the 2 nd game object and an option not associated with the 2 nd game object. It is also possible to include only the option associated with the 2 nd game object in the "multiple options".
For example, the association unit 120 includes a selection unit 121. When the 2 nd game object is not associated with the option selected at the 1 st selection opportunity, the selection unit 121 selects one or more 2 nd game objects based on the option.
For example, the plurality of options may include an option associated with one or more 3 rd game objects, and when the 2 nd game object is not associated with the option selected at the 1 st selection opportunity, the selection unit 121 may select one or more 2 nd game objects from the 3 rd game objects associated with the option. Specifically, when the 2 nd game object is not associated with the option selected at the 1 st selection opportunity, the selection unit 121 may select the 2 nd game object corresponding to the number of the 3 rd game objects associated with the selected option.
"3 rd game object" means: a game object different from the 1 st game object or the 2 nd game object.
Further, the selection unit 121 may select one or more 2 nd game objects based on numerical value information associated with the selected option. Specifically, the selection unit 121 may select the 2 nd game objects of the number corresponding to the numerical value information associated with the selected option.
The association unit 120 associates the 2 nd game object selected by the selection unit 121 with at least one of the plurality of options in the 2 nd selection chance later than the 1 st selection chance.
In the case of the baseball game described above, the opponent player character of the absorption target corresponds to an example of the "2 nd game object". The event character among the teammate characters corresponds to an example of "game object 3". The selection unit 121 selects, from the opponent player characters assigned as survey targets to the opponent team of the exercise item selected as the execution target, a number of opponent player characters corresponding to the number of event characters. In the subsequent turn, the association unit 120 associates the selected opponent player character with the exercise item as an absorption target.
[3-5] changing portion 130 includes a1 st changing portion 131, a2 nd changing portion 132, and a3 rd changing portion 133.
[3-5-1] the 1 st changing unit 131 changes the 1 st parameter data of the 1 st game object according to an option selected from the plurality of options. The 2 nd changing unit 132 changes the 2 nd parameter data of the 1 st game object according to the selected option.
For example, as described above, the selection unit 121 selects one or more 2 nd game objects from the 3 rd game objects associated with the option selected at the 1 st selection chance, and the association unit 120 associates the 2 nd game object selected by the selection unit 121 with at least one of the options in the 2 nd selection chance later than the 1 st selection chance. Then, the 1 st changing unit 131 changes the 1 st parameter data in accordance with the option selected at the 2 nd selection opportunity. The 2 nd change unit 132 changes the 2 nd parameter data according to the option selected at the 2 nd selection opportunity.
"parameter 1 data" is data related to parameter 1. "parameter 2 data" is data related to parameter 2. The "1 st parameter" and the "2 nd parameter" are parameters different from each other among the plurality of parameters set for the 1 st game object.
For example, "1 st parameter" is a parameter (score) consumed to improve the performance of the 1 st game object, and "2 nd parameter" is a parameter showing the ease of learning based on the special performance of the 1 st game object.
Further, for example, the "2 nd parameter" is a parameter that is more difficult to change in the game than the "1 st parameter". That is, the "2 nd parameter" is a parameter having a smaller probability of being changed in the game or having a smaller chance of being changed in the game than the "1 st parameter".
"changing the 1 st parameter data of the 1 st game object according to the selected option" means: for example, a plurality of 1 st parameters are set for the 1 st game object, and when the 1 st parameter data is data relating to the plurality of 1 st parameters, at least one 1 st parameter among the plurality of 1 st parameters is set as a change object in accordance with the selected option, and the 1 st parameter set as the change object is changed.
Specifically, "changing the 1 st parameter data of the 1 st game object according to the selected option" means: at least one 1 st parameter among the plurality of 1 st parameters is set as a change target on the basis of change target information associated with an option selected from a plurality of options associated with the change target information for selecting the change target from the plurality of 1 st parameters, and the 1 st parameter set as the change target is changed.
For example, "the 1 st parameter data of the 1 st game object is changed according to the selected option" may be: the 1 st parameter data of the 1 st game object is changed according to the 2 nd game object associated with the selected option.
That is, the phrase "the 1 st parameter data of the 1 st game object is changed according to the selected option" may mean: a plurality of 1 st parameters are set for the 1 st game object, and when the 1 st parameter data is data relating to the plurality of 1 st parameters, at least one 1 st parameter among the plurality of 1 st parameters is set as a change object according to the 2 nd game object associated with the selected option, and the 1 st parameter set as the change object is changed.
Specifically, "changing the 1 st parameter data of the 1 st game object according to the selected option" means: at least one 1 st parameter among the 1 st parameters is set as a change target according to the attribute (type, capability, etc.) of the 2 nd game object associated with the selected option, and the 1 st parameter set as the change target is changed. Namely, the method comprises the following steps: at least one 1 st parameter among the plurality of 1 st parameters is set as a change target based on the correspondence information between the attribute and the 1 st parameter to be set as the change target and the attribute of the 2 nd game object associated with the selected option, and the 1 st parameter set as the change target is changed. In the correspondence information, the 1 st parameter related to the type of the 2 nd game object is set as the change target. Alternatively, in the correspondence information, the 1 st parameter relating to the capability of the 2 nd game object is set as the change target.
"changing the 2 nd parameter data of the 1 st game object according to the selected option" is also the same as "changing the 1 st parameter data of the 1 st game object according to the selected option". For example, when a plurality of 2 nd parameters are set for the 1 st game object and the 2 nd parameter data is data relating to the plurality of 2 nd parameters, the 2 nd changing unit 132 sets at least one 2 nd parameter of the plurality of 2 nd parameters as a changing object from the 2 nd game object associated with the selected option, and changes the 2 nd parameter set as the changing object.
[3-5-2] for example, the 1 st changing unit 131 changes the 1 st parameter data instead of changing the parameter data of the 2 nd game object associated with the selected option.
"parameter data of the 2 nd game object" means data relating to the parameter of the 2 nd game object. Here, the "parameter of the 2 nd game object" is a parameter whose value is changed instead of changing the 1 st parameter data. In other words, the parameter is consumed for changing the 1 st parameter data.
"changing the 1 st parameter data instead of changing the parameter data of the 2 nd game object associated with the selected option" means: after changing the parameter data of the 2 nd game object associated with the selected option, the 1 st parameter data is changed. Alternatively, it may also mean: after changing the 1 st parameter data, the parameter data of the 2 nd game object associated with the selected option is changed. Alternatively, it may also mean: the parameter data of the 2 nd game object associated with the selected option is changed, and the 1 st parameter data is changed. In short, changing the parameter data of the 2 nd game object associated with the selected option and changing the 1 st parameter data may be executed at different times or simultaneously.
For example, the degree of change in the parameter data of the 2 nd game object is set to a degree corresponding to the degree of change in the 1 st parameter data. That is, the amount of change in the parameter data of the 2 nd game object is set to an amount corresponding to the amount of change in the 1 st parameter data.
[3-5-3] for example, when the parameter data of the 2 nd game object associated with the selected option changes to the 1 st predetermined state, the 2 nd changing unit 132 changes the 2 nd parameter data.
The "1 st prescribed state" means, for example: the value of the parameter of the 2 nd game object is the 1 st predetermined value. The value of the parameter of the 2 nd game object may be equal to or less than the 1 st predetermined value, or the value of the parameter of the 2 nd game object may be equal to or more than the 1 st predetermined value.
For example, in the mode in which the 1 st parameter data is changed instead of decreasing the 2 nd game object parameter, the "1 st predetermined state" means: the value of the parameter of the 2 nd game object is lowered to the 1 st predetermined value (or less than the 1 st predetermined value).
On the other hand, in the mode in which the 1 st parameter data is changed instead of increasing the parameter of the 2 nd game object, the "1 st predetermined state" means: the value of the 2 nd game object parameter is raised to the 1 st predetermined value (or 1 st predetermined value or more).
"the case where the parameter data of the 2 nd game object associated with the selected option changes toward the 1 st predetermined state" refers to the case where: the 1 st changing unit 131 changes the 1 st parameter data instead of changing the parameter data of the 2 nd game object associated with the selected option, thereby changing the parameter data of the 2 nd game object associated with the selected option toward the 1 st predetermined state.
"changing the 2 nd parameter data when the parameter data of the 2 nd game object associated with the selected option changes to the 1 st predetermined state" means: the parameter data of the 2 nd game object associated with the selected option is changed toward the 1 st predetermined state, and the 2 nd parameter data is changed. Alternatively, it may also mean: after the parameter data of the 2 nd game object associated with the selected option is changed toward the 1 st predetermined state, the 2 nd parameter data is changed. Alternatively, it may also mean: when it is determined that the parameter data of the 2 nd game object associated with the selected option changes to the 1 st predetermined state, the 2 nd parameter data is changed.
[3-5-4] for example, the plurality of options include an option associated with one or more 3 rd game objects, and the 3 rd changing unit 133 changes parameter data of the 3 rd game object associated with the option selected for each of the plurality of selection opportunities. When the 3 rd game object associated with the selected option satisfies a predetermined condition and the parameter data of the 2 nd game object associated with the selected option changes to the 1 st predetermined state, the 2 nd changing unit 132 changes the 2 nd parameter data.
"3 rd game object" means: a game object different from the 1 st game object or the 2 nd game object. The plurality of options may include both an option associated with the 3 rd game object and an option not associated with the 3 rd game object. It is also possible to include only the option associated with the 3 rd game object in the "multiple options".
The "prescribed conditions" mean: the condition on the 3 rd game object associated with the selected option is established. In other words, the "prescribed condition" refers to a condition whether or not the specific 3 rd game object is associated with the selected option. For example, the parameter data is an example in which the 3 rd game object in the predetermined state corresponds to "specific 3 rd game object".
For example, the "predetermined condition" includes a condition whether or not the 3 rd game object whose parameter data is the 2 nd predetermined state is associated with the selected option.
The "2 nd prescribed state" means, for example: the value of the 3 rd game object parameter is a2 nd predetermined value. The value of the 3 rd game object parameter may be equal to or less than the 2 nd predetermined value, or the value of the 3 rd game object parameter may be equal to or more than the 2 nd predetermined value.
For example, in the mode in which the parameter of the 3 rd game object associated with the selected option is increased, "the 2 nd predetermined state" means: the value of the 3 rd game object parameter is increased to the 2 nd predetermined value (or the 2 nd predetermined value or more).
On the other hand, in the mode in which the parameter of the 3 rd game object associated with the selected option is decreased, the "2 nd predetermined state" means: the value of the 3 rd game object parameter is lowered to the 2 nd predetermined value (or less than the 2 nd predetermined value).
[3-5-5] in the case of the above-described baseball game, the experience point of the hero character corresponds to an example of "parameter 1", a plurality of experience points (muscle strength, agility, skill, change ball, and mental score) correspond to examples of "a plurality of parameter 1", and the data of the experience point of the hero character corresponds to an example of "parameter 1 data". The remaining absorbable amount of the opponent player character assigned to the exercise item as the absorption target corresponds to an example of "parameter data of the 2 nd game object associated with the option".
The 1 st changing unit 131 increases the experience point of the hero character based on the opponent player character assigned as the absorption target to the exercise item determined as the execution target. That is, the 1 st changing unit 131 increases the experience point of the hero character in accordance with the absorption target type or the absorption remaining amount assigned as the absorption target to the opponent player character of the exercise item determined as the execution target. For example, the 1 st changing unit 131 sets, as a changing object, a kind of experience point corresponding to the absorption target type of the opponent player character associated with the exercise item determined as the execution object as the absorption target, and increases the experience point set as the changing object. For example, in the case where the type of the absorption target assigned as the absorption target to the opponent player character of the exercise item determined as the execution target is "muscle strength", the 1 st changing unit 131 sets the muscle strength score as the change target and increases the muscle strength score of the hero character. Further, the 1 st changing unit 131 decreases the absorbable remaining amount of the opponent player character assigned as the absorption target to the exercise item determined as the execution target by an amount corresponding to the amount by which the experience point of the hero character is increased.
In the case of the baseball game described above, the recipe parameters of the protagonist character correspond to an example of "parameter 2", the recipe parameters of the plurality of special abilities correspond to an example of "plurality of parameter 2", and the data of the recipe parameters of the protagonist character correspond to an example of "parameter 2". The event character (teammate character) corresponds to an example of the "3 rd game object". The data indicating the evaluation of the event character with respect to the hero character corresponds to an example of "parameter data of the 3 rd game object". The occurrence condition of the special partner training event (i.e., the condition that the practice of the event character is good enough to match the practice item specified as the execution target and the evaluation of the event character with respect to the hero character is equal to or more than a predetermined criterion) corresponds to an example of the "predetermined condition".
The 3 rd changing unit 133 increases the evaluation of the hero character with respect to the teammate character (event character) associated with the exercise item specified as the execution target.
The 2 nd changing unit 132 changes the recipe parameter of the main player character in accordance with the special ability parameter of the opponent player character when the absorbable remaining amount of the opponent player character allocated as the absorption target to the exercise item determined as the execution target becomes zero in a round in which the special partner training event occurs by the teammate character (event character) allocated to the exercise item determined as the execution target from among the plurality of exercise items. That is, the 2 nd changing unit 132 sets, as a change target, at least one of the recipe parameters for the special ability among the recipe parameters for the plurality of special abilities based on the special ability learned by the opponent player character, and changes the recipe parameter set as the special ability of the change target. Specifically, the 2 nd change unit 132 sets, as a change target, a recipe parameter for a special ability selected from among the special abilities learned by the opponent player character, and raises the level of the recipe for the special ability.
[3-6] the change control unit 140 increases the degree of change in one of the 1 st parameter data and the 2 nd parameter data and decreases the degree of change in the other according to the number of the 2 nd game objects associated with the option.
For example, when the number of the 2 nd game objects associated with the option is large, the change control unit 140 increases the degree of change of one of the 1 st parameter data and the 2 nd parameter data and decreases the degree of change of the other, as compared with the case where the number of the 2 nd game objects associated with the option is small.
The "degree of change in parameter data" can be, for example, in other words, a change amount in parameter data. That is, if the parameter data is changed so as to increase or decrease the value of the parameter, the amount of increase or decrease in the parameter corresponds to an example of "the degree of change in the parameter data".
In addition, if the parameter data is changed so that the parameter is associated with a game object that is not associated with the parameter, the state of the parameter associated with the game object corresponds to an example of "degree of change in parameter data". That is, the magnitude of the value of the parameter associating the parameter with the game object corresponds to an example of "the degree of change in parameter data".
"increasing the degree of change in one of the 1 st parameter data and the 2 nd parameter data and decreasing the degree of change in the other" means: the degree of change of the 1 st parameter data is increased and the degree of change of the 2 nd parameter data is decreased, or the degree of change of the 2 nd parameter data is increased and the degree of change of the 1 st parameter data is decreased.
"the degree of change of one of the 1 st parameter data and the 2 nd parameter data is increased and the degree of change of the other is decreased according to the number of the 2 nd game objects associated with the option" means, for example: when the number of the 2 nd game objects associated with the option is large, the degree of change of one of the 1 st parameter data and the 2 nd parameter data is increased and the degree of change of the other is decreased, as compared with the case where the number of the 2 nd game objects associated with the option is small. That is, "increase the degree of change in one of the 1 st parameter data and the 2 nd parameter data and decrease the degree of change in the other according to the number of the 2 nd game objects associated with the option" may mean: the greater the number of 2 nd game objects associated with the option, the greater the degree of change in one of the 1 st parameter data and the 2 nd parameter data, and the lesser the degree of change in the other. In other words, when the number of the 2 nd game objects associated with the option is small, the degree of change in one of the 1 st parameter data and the 2 nd parameter data may be reduced and the degree of change in the other may be increased, as compared to when the number of the 2 nd game objects associated with the option is large.
Alternatively, "the degree of change in one of the 1 st parameter data and the 2 nd parameter data is increased and the degree of change in the other is decreased according to the number of the 2 nd game objects associated with the option" may be: the smaller the number of 2 nd game objects associated with the option, the smaller the degree of change in one of the 1 st parameter data and the 2 nd parameter data and the larger the degree of change in the other.
Alternatively, "the degree of change in one of the 1 st parameter data and the 2 nd parameter data is increased and the degree of change in the other is decreased according to the number of the 2 nd game objects associated with the option" may be: for example, when the number of 2 nd game objects associated with the option is larger than the 1 st reference number, the degree of change in one of the 1 st parameter data and the 2 nd parameter data is made larger than normal, and the degree of change in the other of the 1 st parameter data and the 2 nd parameter data is made smaller than normal, compared to when the number of 2 nd game objects associated with the option is smaller than the 2 nd reference number. The "1 st reference number" and the "2 nd reference number" may be the same or different. When the "1 st reference number" is different from the "2 nd reference number", the "2 nd reference number" is a number smaller than the "1 st reference number".
In the case of the baseball game described above, the change control unit 140 sets the absorbable total amount so that the more the number of opponent player characters assigned to the practice item as the absorption target, the more the absorbable total amount (see fig. 11). That is, the change control unit 140 increases the degree of change of the experience point as the number of opponent player characters assigned to the exercise item as the absorption target increases.
On the other hand, the change control unit 140 sets the number of tips acquired from the opponent player character so that the larger the number of opponent player characters assigned to the exercise item as the absorption target, the smaller the number of tips acquired from the opponent player character (see fig. 18). That is, the change control unit 140 decreases the degree of change of the recipe parameter as the number of opponent player characters assigned to the exercise item as the absorption target increases.
[3-7] A limiting unit (150) limits association of the 2 nd game object, the parameter data of which is in the 1 st predetermined state, with the option.
"restricting the association of the 2 nd game object and the option, the parameter data of which is in the 1 st predetermined state", means: the 2 nd game object whose parameter data is in the 1 st prescribed state is not associated with the option. In other words, the 2 nd game object whose parameter data is in the 1 st predetermined state is prohibited from being associated with the option.
That is, the phrase "restricting the association of the 2 nd game object whose parameter data is in the 1 st predetermined state with the option" means: when the parameter data of the 2 nd game object associated with the option becomes the 1 st predetermined state, the 2 nd game object is disassociated from the option.
In the case of the baseball game described above, the opponent player character whose absorbable remaining amount becomes zero corresponds to an example of "the 2 nd game object whose parameter data is in the 1 st predetermined state". The limiting unit 150 limits the opponent player character whose remaining absorbable amount is zero to be associated with the exercise item as an absorption target.
[3-8] A reward applying unit (160) applies reward to a user on the basis of the 2 nd game object whose parameter data is in the 1 st predetermined state.
"reward" means, for example: the parameter that makes the larger value party more favorable to the user is increased. In addition, "advantageous to the user" can be in other words "it is easier for the user to reach the target of the game". Further, for example, "reward" means: the smaller value party is made more favorable to the user for the parameter reduction. Further, for example, "reward" refers to a game object (a game character, a game item, a game card, or the like). The "reward" may also refer to in-game money, a game score, a title, or the like.
"reward the user" means: by updating the data stored in the data storage unit 100, the user is rewarded. In addition, "remunerating the user" may also mean: the reward can be associated with the identification information of the user. The "identification information of the user" means: information for uniquely identifying a user. In other words, information for specifying the user. For example, the user ID, the user name, the user account number, or the email address correspond to an example of "identification information of the user".
For example, "remunerating the user" means: the parameter data is changed. That is, "reward the user" means: the parameter related to the user (in other words, the parameter that establishes an association with the identification information of the user) is increased or decreased. "remunerating the user" may also mean: the parameter relating to the game object of the user (in other words, the parameter of the game object associated with the identification information of the user) is increased or decreased.
Further, for example, "remuneration to the user" means: the game object is given to the user. That is, "reward the user" means: by assigning a new game object not owned by the user to the user or further assigning a game object already owned by the user to the user, the number of the game objects owned by the user is increased. In other words, "remunerating the user" means: the number of game objects associated with the identification information of the user is increased by associating a new game object with the identification information of the user, or by further associating the game object with the identification information of the user in a state in which the game object is associated with the identification information of the user.
Further, for example, "remuneration to the user" means: the user is given in-game money or game points. That is, "reward the user" means: the in-game currency or game score owned by the user is increased. In other words, "remunerating the user" means: the in-game money or the game score associated with the identification information of the user is increased by further associating the in-game money or the game score with the in-game money or the game score in a state in which the in-game money or the game score is associated with the identification information of the user.
Further, for example, "remuneration to the user" means: the user is given a title. In other words, "remunerating the user" means: and establishing association between the title number and the identification information of the user.
"reward the user based on the 2 nd game object in the 1 st predetermined state of the parameter data" means: when the 2 nd game object whose parameter data is in the 1 st predetermined state satisfies the predetermined condition (triggered by the 2 nd game object whose parameter data is in the 1 st predetermined state satisfying the predetermined condition), the reward is given to the user.
Here, the "prescribed conditions" mean: the condition is set as to whether or not the plurality of 2 nd game objects whose parameter data is in the 1 st predetermined state include all or more than the reference number of 2 nd game objects associated with one set of group identification information.
Alternatively, the "predetermined condition" may be a condition as to whether or not the number of 2 nd game objects whose parameter data is in the 1 st predetermined state is equal to or greater than a predetermined number, or may be a condition as to whether or not the 2 nd game object whose parameter data is in the 1 st predetermined state is a specific 2 nd game object.
"reward is given to the user in accordance with the 2 nd game object in the 1 st predetermined state by the parameter data" may be: a reward is determined based on the 2 nd game object whose parameter data is in the 1 st predetermined state, and the determined reward is given to the user.
In this case, the value of the reward may be increased as the number of 2 nd game objects whose parameter data is in the 1 st predetermined state is larger. Alternatively, the value of the reward may be increased as the level, the capability, or the rareness of the 2 nd game object whose parameter data is in the 1 st predetermined state is higher.
The term "value for improvement of reward" means that more reward is given, reward with higher rarity is given, reward with higher usefulness (performance and the like) is given, and the like.
For example, when each of the 2 nd game objects is associated with at least one of the plurality of group identification information, and the plurality of 2 nd game objects whose parameter data is in the 1 st predetermined state include all or a reference number or more of the 2 nd game objects associated with one of the plurality of group identification information, the reward applying unit 160 applies reward to the user.
The "group identification information" refers to information identifying a group. For example, a group ID, a group name, or the like corresponds to an example of "group identification information". A "group" is a group to which one or more game objects belong. A "group" may in other words be a team, party or guild, etc.
The phrase "the game object is associated with at least one of the plurality of group identification information" means that the game object belongs to at least one of the plurality of groups.
The "reference number" may be a fixed number or a number determined based on the total number of 2 nd game objects associated with one set of identification information (for example, a number obtained by multiplying the total number of 2 nd game objects associated with one set of identification information by a predetermined ratio).
In the case of the above-described baseball game, the clearance reward corresponds to an example of "reward". When all of the opponent player characters belonging to one opponent team are in the absorption completion state, the consideration imparting unit 160 imparts a customs consideration to the user. In addition, when the absorption completion state is established for the opponent player characters of the reference number or more among the opponent player characters belonging to one opponent team, the consideration imparting unit 160 may impart the customs consideration to the user.
[4. treatment ]
Next, a process executed in the game system 1 will be described.
[4-1] FIG. 32 shows an example of processing performed at the start of each round. For example, the control unit 11 of the game terminal 10 (an example of a game control device) functions as the association unit 120 by executing the processing shown in fig. 32 according to a program. The processing shown in fig. 32 is executed based on the data stored in the data storage unit 100.
As shown in fig. 32, first, the control unit 11 of the game terminal 10 determines teammate characters assigned to each exercise item (S100). For example, the control unit 11 selects any one of six exercise items (striking, muscle strength, running, shoulder strength, defense, and mental exercise) from the probability information (randomly) for each teammate character registered in the teammate character data D107, and determines the selected exercise item as the destination to which the game character is assigned. Further, the control unit 11 selects any one of the six exercise items (randomly) on the basis of the probability information regarding the supervisory character and the lead character, and determines the selected exercise item as the destination to which the supervisory character or the lead character is assigned. Further, the control unit 11 registers the determination result in step S100 in the growth status data D108 (teammate role field).
Further, the control unit 11 determines whether or not there is an opponent whose absorption target flag is on, with reference to the opponent team data D105 (S102).
If there is an opponent team whose absorption target flag is on (S102: yes), the control unit 11 determines an exercise item of a destination to which the opponent player character of the opponent team is assigned as an absorption target (S104). For example, the control unit 11 selects any one of six exercise items (randomly) based on the probability information, and determines the selected exercise item as the distribution destination. When there are a plurality of opponents whose absorption target flags are on, the control unit 11 determines an exercise item in which the opponent player character of the opponent is assigned as the absorption target for each of the plurality of opponents. In this case, it is controlled not to assign opponent player characters of 2 or more opponents to the same exercise item as the absorption target. The control unit 11 registers the determination result in step S104 in the growth status data D108 (survey/absorption target field).
When step S104 is executed or when it is determined in step S102 that there is no opponent team with the absorption target flag on (no in S102), the control unit 11 refers to the breeding condition data D108 (survey/absorption target field) and determines whether there is an exercise item to which an absorption target is not assigned among the six exercise items (S106).
If there is an exercise item to which no absorption target is assigned (yes in S106), the control unit 11 determines a opponent team assigned to the exercise item as a survey target (S108). For example, the control unit 11 refers to the opponent team data D105, selects (randomly) any of opponent teams whose survey target flag is on based on the probability information, and determines the selected opponent team as an opponent team assigned to the practice item as a survey target. In this case, it is controlled not to allocate the same opponent team as a survey target to a plurality of exercise items. The control unit 11 registers the determination result in step S108 in the growth status data D108 (survey/absorption target field).
When step S108 is executed or when it is determined in step S106 that there is no exercise item to which an absorption target is not assigned (S106: no), the control unit 11 displays the main command image G300 on the display unit 15 (S110).
[4-2] FIG. 33 shows an example of processing executed when a practice item of an execution target is determined in a state where a practice command image G400 is displayed. For example, the control unit 11 of the game terminal 10 (an example of a game control device) functions as the reception unit 110, the change unit 130, the change control unit 140, and the restriction unit 150 by executing the processing shown in fig. 33 according to a program. The processing shown in fig. 33 is executed based on the data stored in the data storage unit 100.
When the exercise command image G400 is displayed, as shown in fig. 33, the control unit 11 of the game terminal 10 monitors whether or not any exercise item is determined as an execution target (S120). For example, when any one of the components P441 to P446 of the exercise command image G400 is selected temporarily, and the selected component is selected, the control unit 11 determines that the exercise item to be executed is specified.
When any one of the exercise items is determined as the execution target (yes in S120), the control unit 11 refers to the breeding status data D108 (exercise execution status field) and acquires the level of the exercise item of the execution target (S122). Further, the control unit 11 refers to the exercise effect data D101, and acquires effect information corresponding to the exercise item of the execution target and the level acquired in step S122 (S124). That is, the control unit 11 specifies the type and the increment of the experience point registered in accordance with the combination of the exercise item to be executed and the level acquired in step S122.
Further, the control unit 11 determines whether or not the occurrence condition of the special-gear training event is satisfied (S126). For example, the control part 11 determines whether or not an exercise item determined as an execution target is assigned a teammate character (event character) that sets the exercise item as an excellence exercise, based on the breeding condition data D108 (teammate character field) and the teammate character data D107 (excellence exercise field). Further, the control unit 11 determines whether or not the evaluation of the teammate character with respect to the hero character is equal to or greater than a predetermined criterion, based on the breeding status data D108 (evaluation field). Then, when the practice item is set such that a teammate character (event character) for practicing with high strength is associated with the practice item specified as the execution target and the evaluation of the teammate character with respect to the master character is equal to or more than a predetermined criterion, the control unit 11 determines that the occurrence condition of the special partner training event is satisfied.
After executing step S126, the control unit 11 executes the exercise process (S128). For example, the control unit 11 accesses the breeding condition data D108 (experience point field) and increments the experience point of the kind determined in step S124 by the increment amount determined in step S124 among five experience points (muscle strength, agility, skill, change ball, and mental score). In addition, when the occurrence condition of the special partner training event is satisfied, the control unit 11 accesses the breeding condition data D108 (experience point field) to increase the experience point of the kind determined in step S124 by an amount 2 times the increase amount determined in step S124, from among the five experience points (muscle strength, agility, skill, change ball, and mental score).
In addition to the above, the control unit 11 accesses the breeding status data D108 (exercise execution status field), increments the number of times of execution of the exercise item to be executed by 1, and if the number of times of execution reaches a predetermined number of times, increases the level of the exercise item by 1 step. In addition, the control unit 11 accesses the growth condition data D108 (physical strength parameter field) to decrease the value of the physical strength parameter so as to decrease the physical strength parameter of the hero character in accordance with the execution of the exercise. Then, the control unit 11 accesses the growth condition data D108 (evaluation field) and updates the evaluation of the hero role such as the teammate role.
After executing step S128, the control unit 11 determines whether or not a goal is assigned to the exercise item to be executed, based on the breeding condition data D108 (the goal field) (S130). When a survey target is assigned to the practice item of the execution target (S130: yes), the control unit 11 executes a survey process for the survey target (S132). The investigation process will be described later (see fig. 34).
On the other hand, when the exercise item of the execution target is not assigned with the goal (S130: no), the control unit 11 determines whether or not the exercise item of the execution target is assigned with the goal based on the breeding condition data D108 (the goal/goal field) (S134). When an absorption target is assigned to the exercise item of the execution target (S134: yes), the control unit 11 executes absorption processing from the absorption target (S136). The absorption process will be described later (see fig. 35A and 35B).
When step S132 or S136 is executed or when it is determined in step S134 that no absorption target is assigned to the exercise item to be executed (no in S134), the control unit 11 executes another game process (S138).
For example, the control unit 11 determines whether or not an absorption target is assigned to an exercise item other than the exercise item of the execution target based on the breeding condition data D108 (survey/absorption target field). When an absorption target is assigned to an exercise item other than the exercise item of the execution target, the control unit 11 specifies an opponent team to which the opponent player character assigned as the absorption target belongs. Then, the control unit 11 accesses the opponent team data D105, and decreases by a predetermined amount (for example, 3 minutes) from the value registered in the determined absorbable remaining amount field of the opponent team. When the value registered in the absorbable remaining amount field is zero, the same processing as steps S13630 to S13638 in fig. 35B described later is performed.
Further, for example, the control unit 11 executes processing for generating an event related to an event character or an event set in a scenario. Specifically, the control unit 11 determines whether or not an event is to occur (randomly) based on the probability information. Alternatively, the control unit 11 determines whether or not an event is to be generated based on whether or not the occurrence condition set for the event is satisfied. When it is determined that an event is to be caused to occur, the control unit 11 causes the event to occur, and executes a process of updating the physical strength parameter, vitality parameter, experience point, or recipe parameter of the hero character based on the result of the event.
After executing step S138, the control unit 11 displays the exercise result image G500 on the display unit 15 based on the execution results of steps S128, S132, S136, and S138 (S140).
[4-3] FIG. 34 shows an example of the survey processing executed in step S132 of FIG. 33. As shown in fig. 34, first, the control unit 11 of the game terminal 10 acquires the number (Na) of event characters among the teammate characters assigned to the exercise items to be executed, from the breeding status data D108 (teammate character field) or the teammate character data D107 (event character flag) (S13200).
Further, the control unit 11 refers to the breeding condition data D108 (survey/absorption target field) and specifies the opponent team of the exercise program assigned to the execution target as the survey target (S13202).
After executing step S13202, the control unit 11 accesses the opponent team data D105, updates the survey target flag of the opponent team specified in step S13202 to off, and updates the absorption target flag to on (S13204). At the start of the growing section (scenario), the survey target flag of each team is initially set to on, and the absorption target flag is initially set to off.
Further, the control part 11 selects an Na-opponent player character from the opponent player characters that belong to the opponent team determined in step S13202 and for which the uptake completion flag is off (S13206). For example, the control unit 11 selects the Na opponent character in ascending order of the opponent character IDs. Alternatively, the control unit 11 may (randomly) select the Na-bit opponent player character based on the probability information. In addition, when the number of opponent player characters of the opponent team whose absorption completion flag is off, which is determined in step S13202, is less than Na, the control unit 11 selects those opponent player characters whose position is less than Na.
After executing step S13206, the control portion 11 decides the absorption target type of the opponent player character selected in step S13206 (S13208). For example, the control unit 11 determines the absorption target type corresponding to the absorption type of the 1 st event character assigned to the exercise item to be executed as the absorption target type of the 1 st opponent player character selected in step S13206. That is, the control unit 11 determines the absorption target type corresponding to the absorption type of the i-th event character assigned to the exercise item to be executed as the absorption target type of the i-th opponent player character selected in step S13206. For example, when the absorption type of the event character is "muscle strength", the control unit 11 determines the absorption target type of the opponent player character as "muscle strength". Further, the control unit 11 accesses the opponent player character data D106 (the absorption target type field) of the opponent team specified in step S13202, and registers the determination result in step S13208.
Further, the control unit 11 accesses the opponent character data D106 of the opponent team specified in step S13202, and updates the absorption target flag of the opponent character selected in step S13206 to on (S13210). In addition, at the start of the incubation portion (scenario), the absorption target flag of each of the manual tab characters is initially set to off.
Further, the control unit 11 determines the absorbable total amount from the opponent player character selected in step S13206 (S13212). For example, the control unit 11 refers to the absorbable total amount data D102, acquires the absorbable total amount corresponding to the number (Na) acquired in step S13200, and determines the acquired absorbable total amount as the absorbable total amount from the opponent player character selected in step S13206. In this case, the control unit 11 accesses the opponent 'S team data D105, and registers the absorbable total amount determined in step S13212 in the absorbable remaining amount field of the opponent' S team determined in step S13202. After executing step S13212, the control unit 11 ends the present process and executes step S138 of fig. 33.
[4-4] FIGS. 35A and 35B show an example of the absorption process executed in step S136 in FIG. 33. As shown in fig. 35A, first, the control unit 11 of the game terminal 10 refers to the growth status data D108 (teammate character field) and acquires the number (Nb) of teammate characters assigned to the exercise item to be executed (S13600).
Further, the control unit 11 refers to the breeding condition data D108 (survey/absorption target field) and specifies the opponent team and the opponent player character of the exercise program assigned as the absorption target to the execution target (S13602).
After executing step S13602, the control portion 11 determines the absorption target type of the opponent player character determined in step S13602 with reference to the opponent player character data D106 (absorption target type) (S13604).
Further, the control unit 11 determines the amount of absorption from each of the hands-on character determined in step S13602 (S13606). For example, the control unit 11 refers to the absorption amount data D103, acquires the absorption amount corresponding to the quantity (Nb) acquired in step S13600, and determines the acquired absorption amount as the absorption amount from each of the hand-selector characters determined in step S13602.
After executing step S13606, the control unit 11 determines whether or not the absorption amount determined in step S13606 is larger than the absorbable remaining amount (S13608). For example, the control unit 11 refers to the opponent 'S team data D105 to acquire the value registered in the absorbable remaining amount field of the opponent' S team determined in step S13602. Then, the control unit 11 compares the absorbable remaining amount obtained in this manner with the absorption amount determined in step S13606, and determines whether or not the absorption amount is larger than the absorbable remaining amount.
If the absorption amount determined in step S13606 is larger than the remaining absorbable amount (S13608: yes), the control unit 11 changes the absorption amount (S13610). For example, the control unit 11 changes the absorption amount from each of the hands-on selector characters determined in step S13602 to the absorption amount calculated by the above equation (1).
If step S13610 is executed or if it is not determined in step S13608 that the absorption amount is larger than the absorbable remaining amount (S13608: no), the control unit 11 increases the experience point of the character of the main character (S13612). For example, the control unit 11 accesses the growth status data D108 (experience point field) and increases the absorption amount determined in step S13606 or S13610 by an experience point of a type corresponding to the absorption target type determined in step S13604.
For example, if the opponent player character whose absorption target type is "muscle strength" and the opponent player character whose absorption target type is "agile" are assigned as the absorption targets to the exercise items of the execution target, the control portion 11 increases the muscle strength score by the absorption amount determined in step S13606 or S13610 and increases the agile score by the absorption amount determined in step S13606 or S13610.
After executing step S13612, the control portion 11 decreases the absorbable remaining amount (S13614). For example, the control part 11 refers to the opponent 'S team data D105 to decrease the total amount of experience points added in step S13612 from the value registered in the absorbable remaining amount field of the opponent' S team determined in step S13602. When the value obtained by subtracting the total amount from the absorbable remaining amount is less than zero, the control unit 11 registers zero in the absorbable remaining amount field of the opponent identified in step S13602.
After executing step S13614, the control portion 11 determines whether the absorbable remaining amount after the reduction based on step S13614 is zero (S13616). When the decreased absorbable remaining amount is not zero (S13616: no), the control unit 11 ends the process and executes step S138 of fig. 33.
On the other hand, when the decreased absorbable remaining amount is zero (yes in S13616), the control unit 11 determines whether or not the occurrence condition of the special-gear training event is satisfied as shown in fig. 35B (S13620). This determination is the same as step S126 of fig. 33.
When the occurrence condition of the special partner training event is satisfied (S13620: yes), the control unit 11 acquires the number (Nc) of the opponent player characters determined in step S13602 (i.e., the opponent player characters assigned as the absorption target to the exercise program to be executed) from the breeding status data D108 (survey/absorption target field) (S13622).
After execution of step S13622, control unit 11 determines the recipe number (Nd) and recipe level to be acquired by the master character (S13624). For example, the control unit 11 refers to recipe data D104, acquires the recipe number and recipe level corresponding to the number (Nc) acquired in step S13622, and determines the acquired recipe number and recipe level as the recipe number (Nd) and recipe level acquired by the hero character.
After executing step S13624, the control unit 11 selects Nd special capabilities (S13626). For example, the control unit 11 selects Nd special abilities from the special abilities learned by the opponent player character determined in step S13602 based on probability information (randomly) with reference to the opponent player character data D106 (special ability parameter field). In this case, the control may be performed so that the special ability that the hero character has learned is not selected. In addition, when the number of the special abilities learned by the opponent player character is smaller than Nd, the control unit 11 may select Nd special abilities by selecting a special ability from the special abilities not learned by the opponent player character.
After execution of step S13626, control unit 11 updates the recipe parameters for the master role (S13628). For example, the control unit 11 accesses the growth status data D108 (recipe parameter field), and updates the recipe level for the Nd special abilities selected in step S13626 to the recipe level determined in step S13624.
When step S13628 is executed or when it is determined in step S13620 that the occurrence condition of the special partner training event is not satisfied (S13620: no), the control unit 11 accesses the opponent character data D106, updates the ingest target flag of the opponent character determined in step S13602 to off, and updates the ingest completion flag to on (S13630).
Further, the control unit 11 accesses the opponent team data D105, and updates the absorption target flag of the opponent team determined in step S13602 to off (S13632).
Then, the control unit 11 refers to the opponent character data D106, and determines whether or not the absorption completion flags of all the opponent character characters of the opponent team specified in step S13602 are on (S13634).
If it is not determined that the absorption completion flags for all of the opponent player characters of the opponent team specified in step S13602 are on (S13634: no), the control unit 11 accesses the opponent team data D105 and updates the survey target flag of the opponent team to on (S13636). On the other hand, when determining that the absorption completion flags for all opponent player characters of the opponent team specified in step S13602 are on (yes in S13634), the control unit 11 accesses the opponent team data D105 and updates the absorption completion flags of the opponent team to on (S13638). After executing step S13636 or S13638, the control unit 11 ends the present process and executes step S138 of fig. 33.
[4-5] FIG. 36 shows an example of processing executed in a case where the part P357 is selected in a state where the main command image G300 is displayed. For example, the control unit 11 of the game terminal 10 (an example of a game control device) causes the control unit 11 to function as the reward applying unit 160 by executing the processing shown in fig. 36 in accordance with a program. The processing shown in fig. 36 is executed based on the data stored in the data storage unit 100.
When the part P357 of the main command image G300 is selected, as shown in fig. 36, first, the control part 11 determines whether or not there is an opponent whose absorption completion flag is on, with reference to the opponent' S team data D105 (S150).
After executing step S150, the control unit 11 displays the absorption completion team image G600 on the display unit 15 (S152). For example, the control unit 11 displays, on the display unit 15, an absorption completion team image G600 including the part P611 corresponding to the opponent team whose absorption completion flag is on.
While the absorption completion team image G600 is displayed on the display unit 15, the control unit 11 monitors whether or not the component P613 is selected. Then, when the component P613 is selected, the control unit 11 refers to the opponent team data D105 (customs compensation field), specifies the content of the customs compensation, and produces an effect corresponding to the customs compensation (S154). In this case, the control unit 11 accesses the opponent team data D105 (use flag field), and updates the use flag to on. In addition, at the beginning of the incubation portion, the use flag is initially set to off.
[5. summary ]
In the game system 1 described above, a absorb function may be provided in which the hero character performs in such a manner that a trick for learning an experience point or a special ability is acquired (absorbed) from an opponent player character of an opponent team. In this absorption function, the experience point and recipe parameters of the hero character can be changed according to the absorption target associated with the exercise item determined as the execution target. In particular, in the absorption function, when the number of absorption targets assigned to the exercise item is large, the amount of increase in the experience point is set to be large (see fig. 11) and the amount of increase in the recipe is set to be small (see fig. 18) compared to the case where the number is small. This makes it possible to provide interest in selecting an exercise item to be executed in consideration of the number of absorption targets assigned to the exercise item. As a result, the following game can be enjoyed: the selection is received from a plurality of exercise items, and the parameter data of the character is changed according to the selected exercise item.
Further, in the absorbing function, opponent player characters are selected from opponents assigned to an exercise program as an execution object in a certain round, and the selected opponent player characters are associated with the exercise program as an absorbing object in a later round than the round. In this way, the user can contribute to the selection of the opponent player character assigned as the absorption target to the exercise item in the later round than the certain round by the exercise item selected as the execution target in the certain round.
In the absorbing function, the number of opponent player characters corresponding to the number of event characters assigned to the practice item selected as the execution target is selected as the absorbing target in a certain round, and the selected opponent player characters are associated with the practice item selected as the execution target in a later round than the round. In this way, the user can select the number of opponent player characters assigned to an exercise program as absorption targets in a turn later than the certain turn by the exercise program selected as an execution target in the certain turn.
Further, in the absorption function, a kind of experience point corresponding to the absorption target type of the absorption target assigned to the exercise item determined as the execution target is given to the hero character. This provides the user with the following fun: the exercise item of the execution subject is selected in consideration of the absorption target types of the absorption targets assigned to the exercise item.
In the absorption function, instead of decreasing the absorbable remaining amount of the absorption target assigned to the exercise item and increasing the experience point of the hero character, the exercise item is selected as the execution target. When the absorbable remaining amount of the absorption target assigned to the practice item is zero in a state where the special partner training event has occurred, a recipe for learning the special ability is given to the hero character, and the practice item is selected as the execution target. Accordingly, the user can be provided with the interest of selecting the exercise item to be executed in consideration of the absorbable remaining amount of the absorption target assigned to the exercise item selected as the execution target, or the interest of selecting the exercise item to be executed in consideration of the absorbable remaining amount of the absorption target assigned to the exercise item selected as the execution target being zero in a state where the occurrence condition of the special partner training event is satisfied.
In addition, in the absorption function, a recipe assigned to a special ability that an absorption target of an exercise item has is given to a hero character, the exercise item being determined as an execution object. This makes it possible to provide the user with an interest to select an exercise item to be executed in consideration of the special ability of the absorption target assigned to the exercise item.
In the absorption function, when all of the opponent player characters belonging to one opponent team are in the absorption completion state, a custom reward is given to the user (see fig. 25). This makes it possible to give an incentive to the user to set all opponent player characters belonging to one opponent team to the absorption completion state. Further, the following interest can be provided to the user: the exercise items of the execution object are selected in consideration of making all opponent player characters belonging to one opponent team into the absorption completion state.
[ 6] modifications the present invention is not limited to the embodiments described above.
[6-1] for example, when a specific event character is included in teammate characters assigned to an exercise item to be executed, the absorption amount may be made larger than usual. The "specific event character" may refer to, for example, an event character that corresponds to a scenario executed in the growth section, or may refer to an event character that is specified in a specific manner within a limited period.
[6-2] further, for example, as one of the absorption target types of the opponent player character, an absorption target type of the absorber force parameter may be set. Further, as one of the absorption types of the event character, setting an absorption target type such as an absorber force parameter to an absorption type of the opponent player character may be set.
[6-3] for example, in the above-described embodiment, when the absorbable remaining amount of the opponent player character of the exercise item assigned as the absorption target to the execution target becomes zero in the state where the occurrence condition of the special partner training event is satisfied, the trick of absorbing (acquiring) the special ability from the opponent player character may be used. Alternatively, when the absorbable remaining amount of the opponent player character of the exercise item assigned as the absorption target to the execution target becomes zero, the trick of the special ability may be unconditionally absorbed (acquired) from the opponent player character.
[6-4] for example, all or part of the processing shown in FIGS. 32, 33, 34, 35A, 35B, and 36 may be executed by the server 30 (an example of a game control device). In this case, data necessary for the server 30 to execute processing (game operation data relating to the game operation performed by the game terminal 10, etc.) may be transmitted from the game terminal 10 to the server 30. Data (data for generating data representing the image itself, data for generating an image, or the like) necessary for displaying various images on the display unit 15 may be transmitted from the server 30 to the game terminal 10.
[6-5] although the present invention has been mainly described as applied to a game in which game characters of baseball players are played, the present invention can also be applied to a game in which other game characters are played. The present invention can also be applied to games other than the game in which the game character is grown. The present invention is also applicable to various games in which parameter data of a game object is changed according to an option selected by a user from a plurality of options.
[7. supplementary notes ]
The present invention can be understood, for example, in the following manner based on the above description. In order to facilitate understanding of the present invention, the reference numerals described in the drawings are appropriately described in parentheses, but the present invention should not be limited to the drawings by these reference numerals.
1) A game system (1) according to an aspect of the present invention is a game system (1) for executing a game in which parameter data of a1 st game object (for example, a character) is changed, the game system (1) including: an association unit (120) that associates one or more 2 nd game objects (e.g., opponent player characters of an absorption target) with at least one of a plurality of options (e.g., a plurality of exercise items); a receiving unit (110) that receives a selection of an option from among the plurality of options; a1 st changing unit (131) that changes 1 st parameter data (for example, experience point data of a character) of the 1 st game object according to an option selected from the plurality of options; a2 nd change unit (132) that changes 2 nd parameter data (e.g., recipe parameter data of a hero character) of the 1 st game object in accordance with the selected option; and a change control unit (140, fig. 11, 18) that increases the degree of change in one of the 1 st parameter data and the 2 nd parameter data and decreases the degree of change in the other according to the number of the 2 nd game objects associated with the option.
13) Further, a game control device (10 or 30) according to an aspect of the present invention is a game control device (10 or 30) for executing a game in which parameter data of a1 st game object is changed, the game control device (10 or 30) including: an association unit (120) that associates one or more 2 nd game objects with at least one of the plurality of options; a receiving unit (110) that receives a selection of an option from among the plurality of options; a1 st changing unit (131) that changes 1 st parameter data of the 1 st game object according to an option selected from the plurality of options; a2 nd change unit (132) that changes the 2 nd parameter data of the 1 st game object according to the selected option; and a change control unit (140, fig. 11, 18) that increases the degree of change in one of the 1 st parameter data and the 2 nd parameter data and decreases the degree of change in the other according to the number of the 2 nd game objects associated with the option.
14) A program according to an aspect of the present invention is a program for causing a computer to function as the game control device (10 or 30) of the game system (1) or 13) of any one of 1) to 12).
15) An information storage medium according to an embodiment of the present invention is an information storage medium readable by a computer having the program according to 14) recorded thereon.
16) A game control method according to an aspect of the present invention is a game control method relating to a game in which parameter data of a1 st game object is changed, the game control method including: associating (S104) one or more of the 2 nd game objects with at least one of the plurality of options; accepting selection of an option from the plurality of options (S120); changing the 1 st parameter data of the 1 st game object according to an option selected from the plurality of options (S13612); changing the 2 nd parameter data of the 1 st game object according to the selected option (S13628); and increasing the degree of change of one of the 1 st parameter data and the 2 nd parameter data and decreasing the degree of change of the other according to the number of the 2 nd game objects associated with the option (S13121, S13624, fig. 11, 18).
According to the inventions described in 1), 13) to 16), since the degree of change in one of the 1 st parameter data and the 2 nd parameter data is increased and the degree of change in the other is decreased in accordance with the number of the 2 nd game objects associated with the option, it is necessary to consider the number of the 2 nd game objects associated with the option and the degrees of change in the 1 st parameter data and the 2 nd parameter data when selecting the option. Therefore, according to the present invention, the following fun can be provided: the option is selected in consideration of the number of 2 nd game objects associated with the option, and the degree of variation in the 1 st parameter data and the 2 nd parameter data. As a result, the following game can be enjoyed: selection of an option is received from among the plurality of options, and parameter data of the game object (1 st game object) is changed in accordance with the selected option.
2) In one aspect of the present invention, when the number of the 2 nd game objects associated with the option is large, the change control means (140) may increase the degree of change in one of the 1 st parameter data and the 2 nd parameter data and decrease the degree of change in the other, as compared to when the number of the 2 nd game objects associated with the option is small.
According to the invention described in 2), in the case where the number of 2 nd game objects associated with the option is large, the degree of change of one of the 1 st parameter data and the 2 nd parameter data is increased and the degree of change of the other is decreased as compared to the case where the number of 2 nd game objects associated with the option is small, and therefore, when selecting the option, it is necessary to consider whether the number of 2 nd game objects associated with the option and the degree of change of the 1 st parameter data or the 2 nd parameter data are increased or decreased. Therefore, according to the present invention, the following interestingness can be provided to the user: the option is selected in consideration of the number of 2 nd game objects associated with the option and whether the degree of change of the 1 st parameter data or the 2 nd parameter data increases or decreases.
3) In one embodiment of the present invention, the 1 st changing means (131) may change the 1 st parameter data instead of changing the parameter data (for example, remaining absorbable amount data) of the 2 nd game object associated with the selected option. The 2 nd changing means (132) may change the 2 nd parameter data when the parameter data of the 2 nd game object associated with the selected option changes (for example, to zero) toward a1 st predetermined state.
According to the invention described in 3), since the 1 st parameter data is changed instead of changing the 2 nd game object parameter data associated with the selected option, the 2 nd parameter data is changed when the 2 nd game object parameter data associated with the selected option is changed to the 1 st predetermined state, and therefore, the 2 nd game object parameter data associated with the option needs to be considered when selecting the option. Therefore, according to the present invention, the following interestingness can be provided to the user: the option is selected in consideration of parameter data of the 2 nd game object associated with the option.
4) In one embodiment of the present invention, the plurality of options may include an option associated with one or more 3 rd game objects (e.g., event characters). The 2 nd changing means (132) may change the 2 nd parameter data when the 3 rd game object associated with the selected option satisfies a predetermined condition (for example, a condition for occurrence of a special engagement training event) and the parameter data of the 2 nd game object associated with the selected option changes toward the 1 st predetermined state.
According to the invention described in 4), since the 2 nd parameter data changes when the 3 rd game object associated with the selected option satisfies the predetermined condition and the parameter data of the 2 nd game object associated with the selected option changes toward the 1 st predetermined state, it is necessary to consider that the parameter data of the 2 nd game object associated with the selected option changes toward the 1 st predetermined state when the 3 rd game object associated with the selected option satisfies the predetermined condition when the option is selected. Therefore, according to the present invention, the user can be provided with the following interests: in a state where the 3 rd game object associated with the selected option satisfies the predetermined condition, the option is selected in consideration of changing the parameter data of the 2 nd game object associated with the selected option toward the 1 st predetermined state.
5) In one aspect of the present invention, the game system (1) may include means for changing parameter data (e.g., evaluation data for a hero character) of the 3 rd game object associated with an option selected for each of a plurality of selection opportunities (e.g., a plurality of rounds). The predetermined condition may include a condition as to whether or not the 3 rd game object whose parameter data is in the 2 nd predetermined state (for example, the maximum value) is associated with the selected option.
According to the invention described in 5), since the 2 nd parameter data changes when the 3 rd game object whose parameter is the 2 nd predetermined state is associated with the selected option and the parameter data of the 2 nd game object whose parameter is associated with the selected option changes toward the 1 st predetermined state, it is necessary to consider that the parameter data of the 2 nd game object associated with the selected option changes toward the 1 st predetermined state when the option is selected, in a state where the 3 rd game object whose parameter data is the 2 nd predetermined state is associated with the selected option. Therefore, according to the present invention, the following interestingness can be provided to the user: in a state where the 3 rd game object whose parameter data is in the 2 nd predetermined state is associated with the selected option, the option is selected in consideration of changing the parameter data of the 2 nd game object associated with the selected option toward the 1 st predetermined state.
6) In one aspect of the present invention, the game device may further include a reward applying unit (160) that applies a reward (for example, a customs reward) to the user based on the 2 nd game object in which the parameter data is in the 1 st predetermined state.
According to the invention described in 6), since the reward is given to the user based on the 2 nd game object whose parameter data is in the 1 st predetermined state, the motivation to bring the parameter data of the 2 nd game object into the 1 st predetermined state can be given to the user, and the user can be given the interest to select an option in consideration of bringing the parameter data of the 2 nd game object into the predetermined state.
7) In one aspect of the present invention, each of the 2 nd game objects may be associated with at least one piece of group identification information among a plurality of pieces of group identification information (a plurality of opponents). The reward imparting unit (160) may impart the reward to the user when the plurality of 2 nd game objects in which the parameter data is in the 1 st predetermined state include all or a reference number or more of the 2 nd game objects associated with one of the plurality of group identification information.
According to the invention described in 7), since the reward is given to the user when the parameter data of all or the reference number or more of the 2 nd game objects associated with one piece of group identification information becomes the 1 st predetermined state, the user can be given an incentive to make the parameter data of all or the reference number or more of the 2 nd game objects associated with one piece of group identification information become the 1 st predetermined state, and the user can be given the interest of selecting an option in consideration of making the parameter data of all or the reference number or more of the 2 nd game objects associated with one piece of group identification information become the predetermined state.
8) In one embodiment of the present invention, the game device may further include a limiting unit (150), wherein the limiting unit (150) limits the association between the option and the 2 nd game object whose parameter data is in the 1 st predetermined state.
According to the invention described in 8), the 2 nd game object that is not favorable for changing the 2 nd parameter data may not be considered when selecting the option. In the case where the parameter data of the 2 nd game object associated with the selected option is changed toward the 1 st predetermined state, the 2 nd changing means changes the 2 nd parameter data, and therefore the 2 nd game object after the parameter data has become the 1 st predetermined state is not favorable for changing the 2 nd parameter data, but according to the present invention, the 2 nd game object after the parameter data has become the 1 st predetermined state can be restricted from being associated with the option, and therefore, the 2 nd game object unfavorable for changing the 2 nd parameter data can be not considered when the option is selected.
9) In one aspect of the present invention, a plurality of 1 st parameters (for example, a plurality of experience points) may be set for the 1 st game object. The 1 st parameter data may be data related to the plurality of 1 st parameters. The 1 st changing means (131) may set at least one of the 1 st parameters as a changing target and change the 1 st parameter set as the changing target, based on the 2 nd game object associated with the selected option.
According to the invention described in 9), at least one 1 st parameter among the plurality of 1 st parameters is set as a change target according to the 2 nd game object associated with the selected option, and the 1 st parameter set as the change target is changed, so that it is necessary to consider that the desired 1 st parameter among the plurality of 1 st parameters is a change target when selecting the option. Therefore, according to the present invention, the following interestingness can be provided to the user: the option is selected in consideration of making a desired 1 st parameter among the plurality of 1 st parameters a change target.
10) In one embodiment of the present invention, a plurality of 2 nd parameters (for example, a plurality of recipe levels of special ability) may be set for the 1 st game object. The 2 nd parameter data may also be data related to the plurality of 2 nd parameters. The 2 nd changing means (132) may set at least one of the plurality of 2 nd parameters as a change target in accordance with the 2 nd game object associated with the selected option, and may change the 1 st parameter set as the change target.
According to the invention described in 10), at least one 1 st parameter among the plurality of 2 nd parameters is set as a change target according to the 2 nd game object associated with the selected option, and the 2 nd parameter set as the change target is changed, so that it is necessary to consider that the desired 2 nd parameter among the plurality of 2 nd parameters is a change target when selecting the option. Therefore, according to the present invention, the following interestingness can be provided to the user: the option is selected in consideration of making a desired 2 nd parameter among the plurality of 2 nd parameters a change target.
11) In one aspect of the present invention, the receiving means (110) may receive selection of an option from among the plurality of options in each of a plurality of selection opportunities. The association means (120) may include a selection means (121), wherein when the 2 nd game object is not associated with the option selected at the 1 st selection opportunity, the selection means (121) selects one or more 2 nd game objects based on the option, associates the 2 nd game object selected by the selection means (121) with at least one of the options in the 2 nd selection opportunity that is later than the 1 st selection opportunity, the 1 st change means (131) may change the 1 st parameter data based on the option selected at the 2 nd selection opportunity, and the 2 nd change means (132) may change the 2 nd parameter data based on the option selected at the 2 nd selection opportunity.
According to the invention described in 11), when the 2 nd game object is associated with the option selected at the 1 st selection opportunity, one or more 2 nd game objects are selected based on the option, and the selected 2 nd game object is associated with at least one of the plurality of options in the one or more 2 nd selection opportunities later than the 1 st selection opportunity, so that the user can contribute to the selection of the 2 nd game object associated with the option at the 2 nd selection opportunity later than the 1 st selection opportunity by selecting the option at the 1 st selection opportunity.
12) In one embodiment of the present invention, the plurality of options may include an option associated with one or more 3 rd game objects (e.g., event characters). When the 2 nd game object is not associated with the option selected at the 1 st selection opportunity, the selection means (121) may select the 2 nd game object by the number corresponding to the 3 rd game object associated with the option.
According to the invention described in 12), since the 2 nd game objects of the number corresponding to the 3 rd game object associated with the option selected at the 1 st selection opportunity are selected and the selected 2 nd game object is associated with at least one of the plurality of options at the 2 nd selection opportunity later than the 1 st selection opportunity, the user can select the number of the 2 nd game objects associated with the options at the 2 nd selection opportunity later than the 1 st selection opportunity by selecting the option at the 1 st selection opportunity.
Description of the reference symbols
1: a gaming system; n: a network; 10: a game terminal; 11: a control unit; 12: a storage unit; 13: a communication unit; 14: an operation section; 15: a display unit; 16: a sound output unit; 30: a server; 31: a control unit; 32: a storage unit; 33: a communication unit; 34: a database; 100: a data storage unit; 110: a reception unit; 120: a correlation unit; 121: a selection unit; 130: a changing section; 131: the 1 st changing part; 132: the 2 nd changing part; 133: a3 rd changing part; 140: a change control unit; 150: a restricting section; 160: a reward imparting unit; d101: exercise effect data; d102: absorbable total data; d103: absorption data; d104: recipe data; d105: a opponent team; d106: opponent player character data; d107: teammate role data; d108: cultivating condition data; g100: a detailed image; g200: setting an image; a230: an event card group area; g300: a main command image; a350: a command area; g400: a practice command image; a440: a command area; a460: a teammate area; g500: an exercise result image; g600: absorbing the images of the completed team; g700: capability-enhanced images; a710: region 1; a720: a2 nd region; p110, P120, P130, P140, P210, P220, P240, P250, P310, P320, P330, P340, P351, P352, P353, P354, P355, P356, P357, P410, P420, P430, P441, P442, P443, P444, P445, P446, P447, P448, P450, P461-1, P462-1, P463-1, P464-1, P461-2, P462-2, P463-2, P464-2, P461-3, P462-3, P461-4, P462-4, P461-5, P462-5, P461-6, P462-6, P463-6, P464-6, P461-7, P462-7, P461-8, P462-8, P463-8, P461-9, P471-9, P481-1, P481-2, P471-3, P461-4, P463-5, P448, P461-6, P461-7, P-2, P, P482, P510, P520, P530, P540, P541-1, P541-2, P541-3, P541-4, P542-1, P542-2, P542-3, P542-4, P543-1, P543-2, P543-3, P543-4, P543-5, P543-6, P610, P611-1, P611-2, P611-3, P611-4, P612, P613, P723-1, P723-2, P723-3, P723-4, P723-5, P723-6, P723-7, P724-1, P724-2, P724-3, P-4, P724-5, P724-6: a component; p231-1, P231-2, P231-3, P231-4, P231-5, P232: setting a frame; p711: a pitcher capability label; p712: a wildhand capability tag; p721: a basic capability tag; p722: a special capability tag.

Claims (14)

1. A game system that executes a game in which parameter data of a1 st game object is changed, the game system comprising:
an association unit that associates one or more 2 nd game objects with at least one of the plurality of options;
an accepting unit that accepts selection of an option from the plurality of options;
a1 st changing unit that changes 1 st parameter data of the 1 st game object according to an option selected from the plurality of options;
a2 nd change unit that changes the 2 nd parameter data of the 1 st game object according to the selected option; and
and a change control unit that increases a degree of change of one of the 1 st parameter data and the 2 nd parameter data and decreases a degree of change of the other according to the number of the 2 nd game objects associated with the option.
2. The gaming system of claim 1,
when the number of the 2 nd game objects associated with the option is large, the change control means increases the degree of change of one of the 1 st parameter data and the 2 nd parameter data and decreases the degree of change of the other, as compared to when the number of the 2 nd game objects associated with the option is small.
3. The game system according to claim 1 or 2,
the 1 st changing unit changes the 1 st parameter data instead of changing the parameter data of the 2 nd game object associated with the selected option,
the 2 nd changing means changes the 2 nd parameter data when the parameter data of the 2 nd game object associated with the selected option is changed to a1 st predetermined state.
4. The gaming system of claim 3,
the plurality of options includes an option associated with one or more of the 3 rd game objects,
the 2 nd changing means changes the 2 nd parameter data when the 3 rd game object associated with the selected option satisfies a predetermined condition and the parameter data of the 2 nd game object associated with the selected option changes toward the 1 st predetermined state.
5. The gaming system of claim 4,
the game system includes a unit that changes parameter data of the 3 rd game object associated with the option selected at each of the plurality of selection opportunities,
the predetermined condition includes a condition whether or not the 3 rd game object whose parameter data is the 2 nd predetermined state is associated with the selected option.
6. The game system according to any one of claims 3 to 5,
the game system further includes a reward applying unit that applies reward to the user based on the parameter data being the 2 nd game object in the 1 st predetermined state.
7. The gaming system of claim 6,
the 2 nd game objects are each associated with at least one group identification information among a plurality of group identification information,
the reward applying unit applies the reward to the user when a state is reached, the state being: the plurality of 2 nd game objects whose parameter data is in the 1 st predetermined state include all or a reference number or more of the 2 nd game objects associated with one of the plurality of group identification information.
8. The game system according to any one of claims 3 to 7,
the game system further includes a restricting unit that restricts the association of the 2 nd game object, in which the parameter data is in the 1 st prescribed state, with the option.
9. The game system according to any one of claims 1 to 8,
a plurality of 1 st parameters are set for the 1 st game object,
the 1 st parameter data is data related to the plurality of 1 st parameters,
the 1 st changing means sets at least one of the 1 st parameters as a changing target in accordance with the 2 nd game object associated with the selected option, and changes the 1 st parameter set as the changing target.
10. The game system according to any one of claims 1 to 9,
a plurality of 2 nd parameters are set for the 1 st game object,
the 2 nd parameter data is data related to the plurality of 2 nd parameters,
the 2 nd changing means sets at least one of the plurality of 2 nd parameters as a change target in accordance with the 2 nd game object associated with the selected option, and changes the 2 nd parameter set as the change target.
11. The game system according to any one of claims 1 to 10,
the accepting unit accepts selection of an option from the plurality of options in each of the plurality of selection opportunities,
the association unit includes a selection unit that selects one or more 2 nd game objects according to an option selected at the 1 st selection opportunity in a case where the 2 nd game object is not associated with the option,
the association unit associates the 2 nd game object selected by the selection unit with at least one of the plurality of options in the 2 nd selection opportunity later than the 1 st selection opportunity,
the 1 st changing unit changes the 1 st parameter data according to the option selected by the 2 nd selection opportunity,
the 2 nd change unit changes the 2 nd parameter data according to the option selected by the 2 nd selection opportunity.
12. The gaming system of claim 11,
the plurality of options includes an option associated with one or more of the 3 rd game objects,
in a case where the 2 nd game object is not associated with the option selected at the 1 st selection opportunity, the selecting unit selects the 2 nd game object by the number corresponding to the 3 rd game object associated with the option.
13. A game control device that executes a game in which parameter data of a1 st game object is changed, the game control device comprising:
an association unit that associates one or more 2 nd game objects with at least one of the plurality of options;
an accepting unit that accepts selection of an option from the plurality of options;
a1 st changing unit that changes 1 st parameter data of the 1 st game object according to an option selected from the plurality of options;
a2 nd change unit that changes the 2 nd parameter data of the 1 st game object according to the selected option; and
and a change control unit that increases a degree of change of one of the 1 st parameter data and the 2 nd parameter data and decreases a degree of change of the other according to the number of the 2 nd game objects associated with the option.
14. A program for causing a computer to function as the game system according to any one of claims 1 to 12 or the game control device according to claim 13.
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