JP5499209B2 - Game program and information processing device - Google Patents

Game program and information processing device Download PDF

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Publication number
JP5499209B2
JP5499209B2 JP2013170955A JP2013170955A JP5499209B2 JP 5499209 B2 JP5499209 B2 JP 5499209B2 JP 2013170955 A JP2013170955 A JP 2013170955A JP 2013170955 A JP2013170955 A JP 2013170955A JP 5499209 B2 JP5499209 B2 JP 5499209B2
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Prior art keywords
game
card
game medium
player
upper limit
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JP2013248526A (en
JP2013248526A5 (en
Inventor
悠造 高木
武宏 草野
哲史 関口
渉 ▲高▼橋
祐樹 阿部
峰弘 永田
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株式会社 ディー・エヌ・エー
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Description

  The present invention relates to a game program and an information processing apparatus.

  A game program for causing a computer to execute a game performed by a player using a game medium such as a character card is known (for example, Patent Document 1).

JP 2008-264183 A

This game program causes a computer to execute a grant process for granting a game medium used in a game to a player. When the same type of game media as the game media already owned is given to the player by executing the grant processing, there is little merit in possessing the same type of game media in duplicate.
The present invention has been made in view of such circumstances, and an object thereof is to increase the merit of possessing the same type of game media in duplicate.

The main invention of the present invention to solve the above problems is
A game program for causing a computer to execute a game in which a player uses a game medium in which a parameter that can be increased to an upper limit is set,
On the computer,
A granting process for granting the game medium to the player;
A recording process for recording the given game medium as an owned game medium owned by the player;
One owned game medium and another owned game medium set to the same type as the one owned game medium are selected from the plurality of owned game media owned by the player, and the one owned game is selected. An upper limit setting process for resetting a new upper limit value to the upper limit value of the parameter set in the one owned game medium by combining the other owned game medium with the medium;
Is a game program characterized in that
Other features of the present invention will become apparent from the description of the present specification and the accompanying drawings.

  According to the present invention, it is possible to increase the merit of possessing the same type of game media in duplicate.

It is a figure showing the example of whole composition of game system 1 concerning this embodiment. It is a block diagram which shows the functional structure of the server apparatus 10 which concerns on this embodiment. It is a block diagram which shows the functional structure of the user terminal 20 which concerns on this embodiment. It is a figure which shows an example of the game image at the time of evolving a game card. It is a figure which shows an example of the game image at the time of strengthening a game card. It is a figure which shows the data structure example of card information. It is a figure which shows the data structure example of user information. It is a figure which shows the data structure example of possession card information. It is a flowchart for demonstrating the operation example of the card evolution of the game system 1 which concerns on this embodiment. It is a flowchart for demonstrating the operation example of the card | curd reinforcement | strengthening of the game system 1 which concerns on this embodiment.

At least the following matters will become apparent from the description of the present specification and the accompanying drawings.
That is, a game program that causes a computer to execute a game that is performed by a player using a game medium in which a parameter that can be increased to an upper limit is set,
On the computer,
A granting process for granting the game medium to the player;
A recording process for recording the given game medium as an owned game medium owned by the player;
One owned game medium and another owned game medium set to the same type as the one owned game medium are selected from the plurality of owned game media owned by the player, and the one owned game is selected. An upper limit setting process for resetting a new upper limit value to the upper limit value of the parameter set in the one owned game medium by combining the other owned game medium with the medium;
Is a game program characterized in that
According to such a game program, since a new upper limit value can be reset to the upper limit value of the parameter set for the same type of owned game medium, the same type of game medium can be owned in duplicate. The merit can be increased.

Also, such a game program,
On the computer,
A parameter that increases the current value of the parameter set for the one owned game medium by combining the one owned game medium with another owned game medium set to a different type from the one owned game medium The ascending process may be executed.
According to such a game program, the current value of the parameter set in the owned game medium can be increased by using different types of owned game media, so that the same type of game media is redundantly owned. It is possible to further increase the merit of this.

Also, such a game program,
On the computer,
In the parameter increasing process, a process of determining an increasing amount of the parameter of the one owned game medium may be executed based on the current value of the parameter of the other owned game medium set to the different type.
According to such a game program, the amount of increase in the parameters set for the same type of owned game media can be determined according to the current values of the parameters set for different types of owned game media. It is possible to further increase the merit of owning a medium redundantly.

Also, such a game program,
On the computer,
When a new upper limit value is reset for the one owned game medium by executing the upper limit setting process, a process for increasing the current value of the parameter of the one owned game medium may be executed.
According to such a game program, since the current value of the parameter set for the same type of owned game media can be increased, the merit of possessing the same type of game media in duplicate can be further increased. Is possible.

Also, such a game program,
The number of combinations of the one owned game medium and another owned game medium set to the same type as the one owned game medium may be limited to a predetermined number of times.
According to such a game program, by suppressing excessive combinations of owned game media set to the same type, the merit of possessing the same type of game media in duplicate is limited within a limited range. Can be increased.

Also, such a game program,
On the computer,
In the upper limit setting process, a process of controlling so that the higher the current value of the parameter set in the one owned game medium, the higher the new upper limit value of the parameter reset in the one owned game medium. It may be executed.
According to such a game program, the player can have the same type of owned game media until the current value of the parameter increases.

An information processing apparatus that executes a game in which a player uses a game medium in which a parameter that can be increased to an upper limit value is set,
A granting unit for granting the game medium to the player;
A recording unit for recording the given game medium as an owned game medium owned by the player;
One owned game medium and another owned game medium set to the same type as the one owned game medium are selected from the plurality of owned game media owned by the player, and the one owned game is selected. An upper limit setting unit that resets a new upper limit value to the upper limit value of the parameter set in the one owned game medium by combining the other owned game medium with the medium;
It is an information processing apparatus characterized by having.
According to such an information processing apparatus, since a new upper limit value can be reset to the upper limit value of the parameter set for the same type of owned game media, the same type of game media can be owned in duplicate. It becomes possible to increase the merit of.

=== Embodiment ===
<<< Configuration of Game System 1 >>>
FIG. 1 is a diagram illustrating an example of the overall configuration of a game system 1 according to the present embodiment. The game system 1 according to the present embodiment provides various services related to games via a network 2 to a user who has registered as a member (also referred to as a “player”). A user can play a game transmitted via the network 2 by accessing the game system 1. Further, the user can register another user as a friend in the friend list by accessing the game system 1. Therefore, the user can aim at communication between several users by playing a game with the user who became a friend, or exchanging a message.

  The game system 1 according to the present embodiment includes a server device 10 and a plurality of user terminals 20 (also referred to as “player terminals”). The server device 10 and the user terminal 20 are each connected to the network 2 and can communicate with each other. The network 2 is, for example, the Internet, a local area network (LAN), a value added network (VAN), or the like constructed by Ethernet (registered trademark), a public telephone line network, a wireless communication network, a mobile phone line network, or the like.

  The server device 10 is an information processing device used when a system administrator or the like operates and manages a game service. The server device 10 is, for example, a workstation or a personal computer, and can distribute various information to the user terminal 20 in accordance with various commands (requests) transmitted from the user terminal 20. The server device 10 according to the present embodiment, when there is a game content distribution request from the user terminal 20 used by the user who plays the game, the game content corresponding thereto, for example, a game operable on the user terminal 20 It is possible to distribute a program, a Web page created in a markup language (HTML or the like) that matches the user terminal standard, and the like.

  The user terminal 20 is an information processing device used by a user when playing a game. The user terminal 20 is, for example, a mobile phone terminal, a smart phone, a personal computer, a game machine, and the like. Various information relating to the game (game program, web page, etc.) is given to the server device 10 accessible via the network 2. The distribution of the game content etc.). The user terminal 20 has a web browser function for allowing the user to browse web pages. Therefore, for example, when a web page (game play image or the like) linked with image data related to a game is distributed from the server device 10, the user terminal 20 can display the web page on the screen.

<<< Configuration of Server Device 10 >>>
FIG. 2 is a block diagram illustrating a functional configuration of the server apparatus 10. The server device 10 according to the present embodiment includes a control unit 11, a data storage unit 12, an input unit 13, a display unit 14, and a communication unit 15.

  The control unit 11 exchanges data between each unit and controls the entire server device 10 and is realized by a CPU (Central Processing Unit) executing a program stored in a predetermined memory. The That is, the control unit 11 has a function of executing various controls and information processing related to the game system 1 such as various processes for providing game services and various processes for requests from the user terminal 20. Specifically, as illustrated in FIG. 2, the control unit 11 according to the present embodiment includes a provision unit 111, a recording unit 112, an upper limit setting unit 113, a parameter increase unit 114, and an image generation unit 115.

  The assigning unit 111 has a function of executing a process of giving a game medium used in a game to a player (user). The game medium refers to digital content, such as a game card or a figure associated with a character. Note that the game medium assigned to the player is the owned game medium owned by the player. In the present embodiment, a game medium is given to a player when an enemy character is won in a battle game, which will be described later, or when an event that has occurred succeeds.

  The recording unit 112 is connected to the data storage unit 12 via a bus, and has a function of executing processing for recording data in the data storage unit 12 in response to a command from the control unit 11.

The upper limit setting unit 113 has a function of executing processing for resetting a new upper limit value to the upper limit value of the parameter set for the owned game medium.
In the present embodiment, the upper limit setting unit 113 selects one owned game medium selected from a plurality of owned game media owned by the player (user), and the other set to the same type as the one owned game medium The new upper limit value is reset to the upper limit value of the parameter set for the one owned game medium.
Further, the upper limit setting unit 113 according to the present embodiment increases the new upper limit value of the parameter reset to the one owned game medium as the current value of the parameter set to the one owned game medium is higher. Can be controlled.

The parameter increasing unit 114 has a function of executing a process of increasing the current value of parameters (for example, level, attack power, defense power, etc.) set in the owned game medium.
The parameter increasing unit 114 in the present embodiment is selected from a plurality of owned game media owned by the player (user), one owned game media, and another set different from the one owned game media By combining the owned game media, the current value of the parameter set for the one owned game media is increased.
At this time, the parameter increasing unit 114 can determine the amount of increase in the parameter of the one owned game medium based on the current value of the parameter of the other owned game medium set to the different type.
In addition, the parameter raising unit 114 in the present embodiment is configured such that when the upper limit setting unit 113 resets a new upper limit value to the upper limit value of the parameter set in the one owned game medium, The current value of the parameter can be increased.

  The image generation unit 115 has a function of executing processing for generating various image data such as an operation image for causing a player (user) to play a game and a game image including a character or the like.

  The data storage unit 12 includes a ROM (Read Only Memory) that is a read-only storage area in which the system program in the server device 10 is stored, and various data generated by the control unit 11 (flags and operations used in the system program) Value) and a RAM (Random Access Memory) that is a rewritable storage area used as a work area for arithmetic processing of the control unit 11, for example, a nonvolatile memory such as a flash memory or a hard disk This is realized by a sexual memory device. The data storage unit 12 of the present embodiment stores card information that is information related to a game card used by a user (player) in a game, user information that is information related to a user (player), and the like. These pieces of information will be described in detail later.

  The input unit 13 is for a system administrator or the like to input various data (card information and the like described later), and is realized by, for example, a keyboard or a mouse.

  The display unit 14 is for displaying an operation screen for a system administrator based on a command from the control unit 11, and is realized by, for example, a liquid crystal display (LCD).

  The communication unit 15 is for communicating with the user terminal 20, functions as a receiving unit that receives various data and signals transmitted from the user terminal 20, and various data and signals according to instructions from the control unit 11. It has a function as a transmission part which transmits a signal to the user terminal 20. The communication part 15 is implement | achieved by NIC (Network Interface Card) etc., for example.

<<< Configuration of User Terminal 20 >>>
FIG. 3 is a block diagram illustrating a functional configuration of the user terminal 20. The user terminal 20 of the present embodiment includes a terminal control unit 21, a terminal storage unit 22, a terminal input unit 23, a terminal display unit 24, and a terminal communication unit 25.

  The terminal control unit 21 delivers data between the units and controls the entire user terminal 20, and is realized by a CPU (Central Processing Unit) executing a program stored in a predetermined memory. Is done. That is, the terminal control unit 21 has a function of executing various controls and information processing related to the game system 1 such as various processes for accessing the game site and various processes for making a request to the server device 10. Yes.

  The terminal storage unit 22 includes a read only memory (ROM) that is a read-only storage area in which the system program in the user terminal 20 is stored, and various data generated by the terminal control unit 21 (flags and operations used in the system program). And a RAM (Random Access Memory) that is a rewritable storage area used as a work area for the arithmetic processing of the terminal control unit 21, such as a flash memory or a hard disk. This is realized by a non-volatile storage device. And this terminal memory | storage part 22 is connected to the terminal control part 21 via the bus | bath, and the process which references, reads, and rewrites the data memorize | stored according to the command from the terminal control part 21 is performed. In the present embodiment, a user ID, game data transmitted from the server device 10, and game content such as a game program are recorded in the terminal storage unit 22.

  The terminal input unit 23 is for a user to perform various operations (game operation, text input operation, etc.), and is realized by, for example, an operation button, a touch panel, or the like.

  The terminal display unit 24 is for displaying a game screen (game play image) generated based on the game information in response to a command from the terminal control unit 21. For example, a liquid crystal display (LCD) is provided. Etc.

  The terminal communication unit 25 is for communicating with the server device 10, and functions as a reception unit that receives various data and signals transmitted from the server device 10 and various commands according to commands from the terminal control unit 21. It has a function as a transmission unit that transmits data and signals to the server device 10. The terminal communication unit 15 is realized by, for example, a NIC (Network Interface Card).

<< About the outline of the game >>>>
Here, an outline of the game provided by the game system 1 will be described with reference to FIGS. 4 and 5. FIG. 4 is a diagram illustrating an example of a game image when the game card is evolved. FIG. 5 is a diagram illustrating an example of a game image when a game card is strengthened.
The game system 1 according to the present embodiment can provide a user (player) with a battle game using a game medium. Below, the battle | competition type card game played using a game card as an example of a game medium is demonstrated. Since this game card is a game card as digital content, it becomes a virtual card used in a virtual space on the game.

<Competitive card game>
The game system 1 according to the present embodiment can provide a battle-type card game in which a character selected by a player is battled against an enemy character that is an opponent, thereby determining a win or loss.

  In this battle-type card game, first, the player selects a character to fight against the enemy character. In the present embodiment, a player can own a plurality of game cards (virtual cards used in a virtual space on the game), and a game character is associated with each game card. Therefore, when a game card to be used for a match is selected from among a plurality of game cards owned by the player, the character corresponding to the selected game card is set as a character to play against an enemy character (hereinafter referred to as “player character”). Will be.

  Next, a battle game is started in which the player character selected by the user plays against the enemy character. In the present embodiment, when the player searches to find an enemy character, the enemy character appears as an opponent of the player character and the battle game is started.

  Next, when the battle with the appearing enemy character is started, the player inputs a command for attack. Then, the player character performs an attack according to this command input to the enemy character, and the enemy character counterattacks against this attack. The determination of winning or losing in the battle game of the present embodiment is made based on the vitality parameter (physical strength parameter) set for each character. Specifically, the control unit 11 of the server device 10 calculates the amount of damage that the player character gives to the enemy character based on the current values of parameters such as the level and attack power set for the player character, and the damage Depending on, the current value of the vitality parameter set for the enemy character is decreased. Subsequently, the control unit 11 calculates the amount of damage received by the player character based on the current values of parameters such as the level and the defense strength set for the player character against the enemy character countering this attack, Decreases the current health parameter set for the player character according to the damage. In this way, in the battle game of this embodiment, the value of the life force parameter (health parameter) is decreased according to the opponent's attack power, and the character whose value has reached zero first, or the battle It is programmed so that the character with the lower remaining value at the end of the time will be the loser.

  In addition, the competitive card game of the present embodiment can also be a multiplayer competitive game in which a plurality of players participate. Specifically, an enemy character common to each player is set as an opponent. Each player plays against a common enemy character. Then, if the enemy character's vitality parameter value is reduced in response to an attack from each player character, and a common enemy character counterattacks against this attack, the health parameter of each player character is in response to this counterattack Decrease the value. In this way, when the enemy character's life parameter value reaches zero first, or at the end of the battle time, the remaining value of the enemy character's life parameter is greater than the remaining value of each player character's health parameter. If there are fewer, you have won the battle against the enemy character.

  At this time, a team (group) having each player as a constituent member can be formed. In such a case, a battle is made on a team basis with an enemy character common to each player as an opponent.

<Combining game cards>
In this battle-type card game, by combining game cards that form a predetermined combination among a plurality of owned cards owned by the player (combining game cards), the character corresponding to the combined game card is displayed. Various parameters (for example, level, attack power, defense power, etc.) can be changed.

  In the synthesis of the game cards of this embodiment, there are a case where the game cards are evolved by combining game cards forming a predetermined combination and a case where the game cards are strengthened.

Evolution of a game card means resetting a new upper limit value to an upper limit value of a parameter set for a game card after combination by combining the same type of game cards.
In the card evolution in this embodiment, the level, attack power, defense power, etc. set to the main card are obtained by combining at least one game card of the same type as the sub card with the same type of game card as the main card. Increase the upper limit value of the parameter and set the new value to the new value. As a result, it is possible to increase the merit of possessing the same type of game media in duplicate.

Here, the case where a game card is evolved by combining game cards of the same type will be specifically described with reference to FIG.
As shown in FIG. 4, the player displays a game image 50 (operation screen) for evolving the game card on the terminal display unit 24 of the user terminal 20. Then, the player operates the terminal input unit 23 to place the owned card owned by the player in the owned card area 51. In the present embodiment, seven owned cards are arranged in the owned card area 51. The player operates the terminal input unit 23 to select two owned cards of the same type from the seven owned cards displayed in the owned card area 51 (here, two “characters” F ”is selected), one is determined as the main card and the other as the sub card. When the owned card to be the main card is selected by the player, the owned card is placed in the pre-combination card area 52. When the owned card to be the sub card is selected by the player, the owned card is placed in the pre-combination card area 53. As a result, the state of the possessed card generated after the composition is arranged in the post-combination card area 54. Then, the player confirms that the same type of possessed card is displayed in the pre-combination card areas 52 and 53, and confirms the possessed card generated after compositing in the post-combination card area 54, and then card evolution Button 55 is selected. By causing the player to perform such an operation input, the same type of main card is combined with the same type of sub card, and an evolved main card is generated. A specific processing procedure for evolving a game card will be described in detail later.

The strengthening of the game card is to change the current values of the parameters set in the game card after the combination by combining the game cards forming a predetermined combination.
In the card reinforcement in this embodiment, the current values of parameters such as level, attack power, defense power, etc. set in the main card are obtained by combining at least one game card as a sub card with a game card as a main card. Increase the value and set the new value to the new value. The combination of the main card and the sub card may be a combination of different types of game cards, a combination of the same type of game cards, or at least one game card of at least two same types. Two or more different types of game cards may be combined.

Here, a case where game cards are strengthened by combining different types of game cards will be described in detail with reference to FIG.
As shown in FIG. 5, the player displays a game image 60 (operation screen) for strengthening the game card on the terminal display unit 24 of the user terminal 20. Then, the player operates the terminal input unit 23 to place the owned card owned by the player in the owned card area 61. In the present embodiment, seven owned cards are arranged in the owned card area 61. The player operates the terminal input unit 23 to select a plurality of owned cards from the seven owned cards displayed in the owned card area 61, determine one as the main card, Decide on a subcard. Here, three different types of owned cards are selected depending on the player (here, “Character A”, “Character B”, “Character C” are selected), and one of them is the main card (“Character” A ") and the remaining two cards are determined to be sub-cards (" Character B "and" Character C "). When the owned card that becomes the main card is selected by the player, the owned card is placed in the pre-combination card area 62. When an owned card to be a sub card is selected by the player, the owned card is placed in the pre-combination card areas 63 and 64. As a result, the state of the possessed card generated after the combination is arranged in the post-combination card area 65. The player confirms that different types of possessed cards are displayed in the pre-combination card areas 62 to 64 and confirms the possessed cards generated after compositing in the post-combination card area 65. Button 66 is selected. By causing the player to perform such an operation input, two main cards are combined with one main card, and a strengthened main card is generated. A specific processing procedure for strengthening the game card will be described in detail later.

<<< Data structure >>>
Various information used in the game system 1 of the present embodiment will be described with reference to FIGS. FIG. 6 is a diagram illustrating an example data structure of card information. FIG. 7 is a diagram illustrating an example data structure of user information. FIG. 8 is a diagram illustrating an example of the data structure of the possessed card information. In the present embodiment, at least card information, user information, and possession card information are stored in the data storage unit 12 of the server device 10.

<Card information>
The card information includes a card ID as an example of identification information for identifying a game card, and various kinds of information related to the game card associated with the card ID. For example, as shown in FIG. 6, the name of the character associated with the game card, the character image, the rarity, the level upper limit for each evolution count, the attack power upper limit for each evolution count, and the defense strength upper limit for each evolution count Various initial parameters such as are included in the card information.

  The name of the character is named according to the character type, and the user can identify the character type. In this embodiment, as shown in FIG. 6, as the character type (game card type), warrior characters such as “Warrior A” and “Warrior B” and magic characters such as “Wizard Z” are set. Has been. Specifically, for the warrior character, the third digit of the card ID is set to “0”. For magic characters, the third digit of the card ID is set to “5”.

  The character image is image data related to the character. Since the play image including the character is displayed on the screen based on the image data, the user can recognize the character type.

  Rarity is a parameter that indicates the rarity of a character. In the present embodiment, four levels of rarity (common, uncommon, rare, super rare) can be set for a character. A user can advantageously advance a battle game by possessing a character (game card) with a high rarity. In the present embodiment, as shown in FIG. 6, when the rarity is “common”, the last digit of the card ID is set to “1”. When the rarity is “uncommon”, the last digit of the card ID is set to “2”. When the rarity is “rare”, the last digit of the card ID is set to “3”. When the rarity is “Super Rare”, the last digit of the card ID is set to “4”.

  The level upper limit value is data indicating a new upper limit value of the level (parameter) that is reset on the evolved game card (character). This level upper limit is set for each number of times the game card is evolved (evolution number).

  The attack power upper limit value is data indicating a new upper limit value of the attack power (parameter) reset to the evolved game card (character). This attack power upper limit is set for each evolution count.

  The defensive power upper limit value is data indicating a new upper limit value of the defensive power (parameter) that is reset in the evolved game card (character). This defense upper limit is set for each evolution count.

  In this embodiment, as shown in FIG. 6, the number of evolutions is set so that the game card can be evolved up to three times, and the upper limit values of the level, attack power, and defense power parameters are increased stepwise. By limiting the number of evolutions in this way, it is possible to suppress excessive combinations of the same type of game cards and increase the merit of possessing the same type of game cards in a limited range. Is possible.

  In addition, the card information includes data indicating initial ability values set for the character, such as various initial parameters such as initial level, initial attack power, and initial defense power.

<User information>
The user information includes a user ID as an example of identification information for identifying a user (player), and various types of information regarding the user associated with the user ID. For example, as shown in FIG. 7, a user ID, a friend user ID, virtual currency, possession card information, and the like are included in the user information.

  The friend user ID is information indicating another user (player) registered in the user's friend list. That is, as the number of friend user IDs increases, the user has more other users who have become friends. This friend user ID is updated when the user registers another user in the friend list or when another user who has already been registered is deleted from the friend list.

  The virtual currency is information indicating the amount of virtual currency owned by the user (player). This virtual currency is updated when the user obtains the virtual currency or uses the virtual currency.

The owned card information is information indicating the owned card owned by the user (player). The possession card information includes an possession card ID indicating the user's possession card and various types of information related to the possession card associated with the possession card ID.
For example, as shown in FIG. 8, the possessed card ID and the character level (current value, upper limit value), attack power (current value, upper limit value), defense power (current value, Various parameters such as (upper limit) are included in the possession card information.

The various parameters of level, attack power, and defense power are data indicating the ability values set for the character.
The level is data indicating the degree of strength of the character associated with the game card having the possession card ID. The current level value is data indicating the level value set for the character at the current time. The upper limit value of the level is data indicating the upper limit value of the level currently set for the character.
The attack power is data indicating the strength at the time of attack of the character associated with the game card having the possession card ID. The current value of the attack power is data indicating the value of the attack power set for the character at the current time. The upper limit value of the attack power is data indicating the upper limit value of the attack power set for the character at the present time.
The defensive power is data indicating the strength at the time of defense of the character associated with the game card having the possession card ID. The current value of the defense power is data indicating the value of the defense power set for the character at the current time. The upper limit value of the defense strength is data indicating the upper limit value of the defense strength set for the character at the present time.
These current values such as levels change and are updated according to the result of the battle game and the progress of the game. Further, these upper limit values such as levels change and are updated when the game card is evolved (card evolution).
Below, the operation example of the game system 1 which concerns on this embodiment using these each information is demonstrated concretely.

<<< Operation of Game System 1 >>>
Here, the operation of the game system 1 will be described. In the game system 1 according to the present embodiment, by controlling the server device 10 and the user terminal 20 to work together based on the game program, the controlled object is controlled and each process is executed.
Specifically, in the game system 1, a card grant process, a card recording process, a card evolution process, a card reinforcement process, and the like are executed. Hereinafter, each process will be described.

<Card grant processing>
The card giving process is a process for giving a game card to a player (user). In this embodiment, a game card is awarded to a player by executing a battle-type card game. Specifically, the granting unit 111 in the server device 10 executes a game process related to the battle-type card game, and determines a game card to be given to the player based on the battle content and the battle result.

  First, on the user terminal 20, the player causes the terminal display unit 24 to display the web page accessed for starting the battle game, and starts the battle game by operating the terminal input unit 23. That is, when the terminal control unit 21 receives an input signal for starting a battle from the terminal input unit 23, the terminal control unit 21 sets a user ID in a command for starting the battle game (a battle start request), and the server via the terminal communication unit 25. Transmit to device 10.

  At this time, the player can select a game card used in the battle game, that is, a character associated with the game card. The character selected by the player becomes a character that fights against enemy characters in the virtual space on the game. That is, when the player selects a character (hereinafter referred to as a player character) by operating the terminal input unit 23, the terminal control unit 21 obtains the card ID of the game card corresponding to the selected player character from the terminal storage unit 22. The read card ID is transmitted to the server apparatus 10 through the terminal communication unit 25 together with the user ID.

  Next, when the server apparatus 10 receives a battle start request in which the user ID is set via the network, the server device 10 determines an enemy character to play against the player character.

  Next, when an enemy character is determined, the server apparatus 10 performs a battle game process for determining whether or not the battle game by these characters is won or lost. Specifically, the control unit 11 (giving unit 111) acquires parameters such as attack power, defense power, and physical strength set for the player character based on the possessed card information stored in the data storage unit 12. It also acquires parameters such as attack power, defense power, and life power (HP) set for the enemy character.

  Based on parameters such as attack power and defense power set for the player character, the control unit 11 (giving unit 111) calculates the amount of damage that the player character applies to the enemy character, and responds to the enemy character according to the damage. Decrease the set vitality parameter. Similarly, based on the attack power, defense power, and other parameters set for the enemy character, calculate the amount of damage the enemy character will inflict on the player character, and reduce the health parameter set for the player character according to the damage. .

  Then, as a result of performing this calculation, the control unit 11 (giving unit 111) determines that the enemy character loses (the player character wins) if it is first determined that the vitality parameter of the enemy character has reached zero. If it is first determined that the player character's health parameter has reached zero, the player character loses (enemy character wins).

  When the winning / losing of the battle game is determined in this way, the control unit 11 (granting unit 111), based on the content of the battle and the battle result, out of the plurality of game cards included in the card information shown in FIG. Select the game card to be given to the player. As a result, the selected grant card becomes the player's possession card.

<Card recording process>
The card recording process is a process of recording the granted card given to the player by the card granting process as an owned card owned by the player. The recording unit 112 in the server device 10 records the grant card given to the player by the card grant process in addition to the possessed card information shown in FIG. Specifically, the CPU records the grant card as the possession card by writing information on the grant card in the storage area of the memory. Note that the grant card may be recorded as the possession card by the CPU setting flag information in the card ID corresponding to the grant card (by setting a flag indicating possession).

<Card evolution processing>
The card evolution process is a process for evolving a game card by combining game cards of the same type.

  Specifically, first, when the control unit 11 in the server device 10 receives a command for requesting card evolution (card evolution request) from the user terminal 20, it starts card evolution processing (S101).

  Next, in the present embodiment, the control unit 11 in the server device 10 causes the image generation unit 115 to generate a game image (see FIG. 4) to be displayed on the terminal display unit 24 of the user terminal 20, and the generated game image is displayed. It transmits to the user terminal 20 (S102).

  The terminal control unit 21 of the user terminal 20 displays the received game image (see FIG. 4) on the terminal display unit 24 (S103), and causes the player to select a game card that forms a predetermined combination (S104). The player operates the terminal input unit 23 to select a plurality of game cards of the same type from among a plurality of owned cards (for example, select two owned cards). At this time, the player determines one game card as a main card and the other game card as a sub card. Upon receiving an operation signal for selecting a game card from the terminal input unit 23, the terminal control unit 21 transmits the card ID of the same type of game card (main card and sub card) selected by the player to the server device 10. Then, a command (upper limit setting request) for requesting the setting of the upper limit value of the parameter is transmitted to the server device 10.

  Next, when the server device 10 receives the upper limit setting request, the server device 10 sets a new upper limit value for the parameter of the main card in the same type of game card group (one main card and one sub card) selected by the player. The upper limit value setting process for setting is performed (S105).

  Specifically, first, the upper limit setting unit 113 of the server device 10 determines whether or not the main card and the sub card selected by the player are the same type of game card based on the card ID of the game card. . In the present embodiment, as shown in FIG. 6, the game cards having the card IDs: 0001 to 0004 are set to the same type of game card as the character name: “warrior A”. Further, each game card having the card IDs: 2591 to 2594 is set to the same type of game card as the character name: “Mage Wizard Z”. That is, each game card (Warrior A) having card IDs: 0001 to 0004 and each game card (Witch Z) having card IDs: 2591 to 2594 are set to different types of game cards. . In this way, the upper limit setting unit 113 determines whether the game cards are of the same type or different types based on the card IDs of the main card and the sub card. Next, when it is determined that the main card and the sub card are the same type of game card, the upper limit setting unit 113 refers to the card information stored in the data storage unit 12 using the card ID of the main card as a key. Thus, an upper limit value corresponding to the number of evolutions is acquired for each parameter of level, attack power, and defense power set for the main card. Then, the upper limit setting unit 113 records and updates the acquired level, attack power, and defense power upper limit values in the possessed card information (see FIG. 8) as new upper limit values of the main card. At this time, since the sub card is deleted from the possessed card information (see FIG. 8) (or the flag indicating non-ownership is set), the player sets a new upper limit parameter after the card evolution. Only owned main cards will be owned.

  In this way, a new upper limit value can be reset to the upper limit value of the parameters (levels, etc.) set for the same type of game card, so that the player possesses the same type of game card in duplicate. Even if it becomes, it can be advantageous in the progress of the game by card evolution. As a result, it is possible to increase the merit of possessing duplicate game cards of the same type.

  Next, the server apparatus 10 performs a parameter increase process for increasing the current value of the parameter for the main card in which the new upper limit value is set as the parameter upper limit value (S106). That is, the parameter raising unit 114 of the server device 10 refers to the possessed card information stored in the data storage unit 12 using the card ID of the main card as a key, so that the level, attack power, and defense set for the main card are determined. Get the current value of each force parameter. Then, the parameter raising unit 114 adds a predetermined value to the current values of these various parameters to obtain a new current value, records the new current value in the possessed card information (see FIG. 8), and updates it. .

  In this way, since the current values of parameters (levels, etc.) set for the same type of game card can be increased, the merit of possessing the same type of game card in duplicate can be further increased. It becomes possible.

  Next, the control unit 11 in the server device 10 generates a game image indicating that the same type of game card selected by the player has been evolved (a new upper limit value has been reset in the main card parameter) as an image generation unit. 115, and the game image is transmitted to the user terminal 20 (S107).

  The terminal control unit 21 of the user terminal 20 displays the received game image on the terminal display unit 24, so that the selected game card of the same type has evolved (a new upper limit value is reset in the main card parameter). (S108).

  In the above-described upper limit setting process, the upper limit setting unit 113 performs control so that the higher the current value of the parameter set in the main card, the higher the new upper limit value of the parameter reset in the main card. May be. For example, the card evolved when the current value of the level set to the main card is 100, rather than the card evolved when the current value of the level set to the main card is 10. Make the new upper limit of the level reset to the main card higher. As a result, even if the player owns the same type of game card in duplicate, the player holds the same type of game card until the current value of the parameter increases. Therefore, it is possible to further increase the merit of possessing the same type of game card in duplicate.

<Card reinforcement processing>
The card strengthening process is a process of changing the current values of parameters set in the combined game cards by combining game cards forming a predetermined combination. Here, as an example, a main card in which a new upper limit value is set as the upper limit value of the parameter by the card evolution process described above (hereinafter referred to as “main card after evolution”) is strengthened by this card reinforcement process. I will give you a description.

  Specifically, first, when the control unit 11 in the server device 10 receives a command for requesting card strengthening (card strengthening request) from the user terminal 20, it starts card strengthening processing (S201).

  Next, in the present embodiment, the control unit 11 in the server device 10 causes the image generation unit 115 to generate a game image (see FIG. 5) to be displayed on the terminal display unit 24 of the user terminal 20, and the generated game image is displayed. It transmits to the user terminal 20 (S202).

  The terminal control unit 21 of the user terminal 20 displays the received game image (see FIG. 5) on the terminal display unit 24 (S203), and causes the player to select a game card that forms a predetermined combination (S204). Here, it is assumed that the player selects a plurality of different types of game cards from among a plurality of owned cards by operating the terminal input unit 23 (for example, selecting three different types of owned cards). . At this time, it is assumed that the player determines the evolved main card as the main card again, and determines the game card of a different type from the evolved main card as the sub card. When the terminal control unit 21 receives an operation signal for selecting a game card from the terminal input unit 23, the card IDs of a plurality of game cards (one main card and two sub cards) selected by the player are given to the server device 10. At the same time, a command requesting an increase in the current value of the parameter (parameter increase request) is transmitted to the server device 10.

  Next, when the server device 10 receives the parameter increase request, the server device 10 increases the current value of the parameter of the main card in the different types of game card groups (one main card and two sub cards) selected by the player. A parameter increasing process is performed for this (S205).

  Specifically, first, the parameter increasing unit 114 of the server device 10 determines whether or not the evolved main card (the evolved main card) and the sub card are the same type of game card, and the card ID of the game card. Determine based on. This determination is performed by the same method as the card evolution process described above. Next, when the parameter increasing unit 114 determines that the main card and the sub card are different types of game cards, the parameter increasing unit 114 refers to the card information stored in the data storage unit 12 using the card ID of the main card as a key. To acquire the current values of the various parameters of the level, attack power, and defense power set for the main card. Then, the parameter raising unit 114 adds a predetermined value to the current values of these various parameters to obtain a new current value, records the new current value in the possessed card information (see FIG. 8), and updates it. . At this time, since the sub-card is deleted from the possessed card information (see FIG. 8) (or the flag indicating non-ownership is set), after the card is strengthened, the player sets a new parameter of the current value. Only owned main cards (evolved main cards) will be owned.

  Thus, when the evolved main card is strengthened by this card strengthening process, not only a new upper limit value is set for the parameter (level etc.) by the card evolution process described above, but also different types of sub-cards are set. The current value of the parameter (level, etc.) can be increased by using the card. Therefore, it is possible to further increase the merit of possessing the same type of game card in duplicate.

  Next, the control unit 11 in the server device 10 displays a game image indicating that the evolved main card owned by the player has been strengthened (a new current value has been set as a parameter of the evolved main card). The generation unit 115 generates the game image and transmits the game image to the user terminal 20 (S206).

  The terminal control unit 21 of the user terminal 20 displays the received game image on the terminal display unit 24 so that the evolved main card is strengthened (a new current value is set in the parameter of the evolved main card). (S207).

  In the parameter increasing process described above, the parameter increasing unit 114 sets the parameter (level etc.) set to the main card (evolved main card) based on the current value of the parameter (level etc.) set to the sub card. ) Of the present value may be determined. This makes it possible to determine the amount of increase in the parameters set in the main card (the evolved main card) according to the current values of the parameters set in different types of sub cards. It is possible to further increase the merit of owning the same.

  As described above, according to the game system 1 according to the present embodiment, the main card and the sub card set to the same type as the main card are selected from the plurality of game cards owned by the player, and the main card is selected. By combining a sub card with a card, a new upper limit value can be reset to the upper limit value of a parameter (level, etc.) set for the main card. Therefore, even if the player owns the same type of game card in duplicate, the player can increase the parameters set for the same type of game card. As a result, it is possible to increase the merit of possessing duplicate game cards of the same type.

=== Other Embodiments ===
The above embodiments are for facilitating the understanding of the present invention, and are not intended to limit the present invention. The present invention can be changed and improved without departing from the gist thereof, and the present invention includes equivalents thereof. In particular, the embodiments described below are also included in the present invention.

<Card grant processing>
In the above-described embodiment, the battle-type card game has been described as an example of the card granting process. However, the present invention is not limited to this. For example, a randomly selected game card may be given to the player by performing a lottery game. Further, a game card may be given by clearing a mission given to the player. Further, a game card may be given by a player (user) inputting a serial code displayed on a web page or the like. Alternatively, a game card may be given by logging into the game system 1.

  Further, in the above-described embodiment, the case where a game card is given to a player has been described. However, the present invention is not limited to this, and a game card is given to a team (group) including each player as a constituent member. May be.

<Evolution and enhancement of cards>
In the above-described embodiment, the case where the game card is evolved by combining two game cards of the same type or the case where the game card is strengthened by combining three different types of game cards has been described as an example. The present invention is not limited to this. For example, a game card may be evolved by combining three or more game cards of the same type. It is also possible to evolve and / or strengthen a game card by combining a plurality of game cards of the same type and a plurality of different types of game cards. For example, a game card may be evolved and / or strengthened by combining three game cards of the same type and two game cards of different types (by combining a total of five game cards).

  In the above embodiment, when the game card is evolved / strengthened, the upper limit value / current value of each parameter of the level, attack power, and defense power set in the game card has been described. However, the present invention is not limited to this, and the upper limit value / current value of any of level, attack power, and defense power may be increased. Further, the upper limit value / current value of parameters other than the level, attack power, and defense power may be increased.

<Server device>
In the above embodiment, the game system 1 including one server device 10 is described as an example of the server device. However, the present invention is not limited to this, and a plurality of server devices 10 are used as an example of the server device. It is good also as the game system 1 provided. That is, a plurality of server devices 10 may be connected via the network 2 and each server device 10 may perform various processes in a distributed manner.

<Information processing device>
In the game system 1 in the present embodiment, the server device 10 and the user terminal 20 cooperate with each other based on the game program, thereby executing each process such as a card grant process, a card recording process, a card evolution process, and a card reinforcement process. However, the present invention is not limited to this, and the user terminal 20 alone as the information processing device or the server device 10 alone as the information processing device Processing may be executed.

DESCRIPTION OF SYMBOLS 1 Game system 2 Network 10 Server apparatus 11 Control part 12 Data storage part 13 Input part 14 Display part 15 Communication part 20 User terminal (player terminal)
21 terminal control unit 22 terminal storage unit 23 terminal input unit 24 terminal display unit 25 terminal communication unit 50 game image (operation screen)
51 Owned card area 52 Card area before composition 53 Card area before composition 54 Owned card area after composition 55 Card evolution button 60 Game image (operation screen)
61 Owned card area 62 Card area before composition 63 Card area before composition 64 Card area before composition 65 Card area after composition 66 Card reinforcement button 111 Addition section 112 Recording section 113 Upper limit setting section 114 Parameter increase section 115 Image generation section

Claims (4)

  1. A storage unit for storing a game medium owned by the player, and a current value and an upper limit value of a battle parameter set in the game medium;
    Of the game media owned by the player, by combining one game media and the same game media as the one game media, the battle parameters set in the one game media by increasing the upper limit value, stores the new upper limit value for the battle parameters of the one game medium, and, the current value of the one game medium to set the fighting parameters newly wherein A first composition process for storing a new current value for the battle parameter of the one game medium , and the one game medium and the player By combining the one game medium and the game medium different from each other, the new current value of the battle parameter set in the one game medium is changed to the new game value. And a is raised in until the upper limit value, the control unit executing the second synthesis process, for storing the further new current value with respect to the battle parameters of the one game medium,
    An information processing apparatus comprising:
  2. The information processing apparatus according to claim 1 ,
    Wherein, in the second combining process, based on the current value of the battle parameters of the one game medium different game content, the new current set fighting parameters to said one game medium Determine the amount of increase in value,
    An information processing apparatus characterized by that.
  3. The information processing apparatus according to claim 1 or 2 ,
    Wherein, the first according to the number of compositions in the synthesis process, and the current value of the battle parameters set in the one game medium can increase stepwise than the upper limit, the combined Limit the number of times to within a certain number of times,
    An information processing apparatus characterized by that.
  4. On the computer,
    A process for storing a game medium owned by a player and a current value and an upper limit value of a battle parameter set in the game medium in a storage unit ;
    Of the game media owned by the player, by combining one game media and the same game media as the one game media, the battle parameters set in the one game media by increasing the upper limit value, stores the new upper limit value for the battle parameters of the one game medium, and, the current value of the one game medium to set the fighting parameters newly wherein A first synthesis process for storing a new current value for the battle parameter of the one game medium,
    By combining the one game medium and a game medium different from the one game medium owned by the player, the new current value of the battle parameter set in the one game medium is obtained. A second compositing process for increasing the value up to a new upper limit value and storing a new current value for the battle parameter of the one game medium;
    A game program characterized by causing a game to be executed.
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