WO2019187384A1 - Information processing device and program - Google Patents

Information processing device and program Download PDF

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Publication number
WO2019187384A1
WO2019187384A1 PCT/JP2018/045961 JP2018045961W WO2019187384A1 WO 2019187384 A1 WO2019187384 A1 WO 2019187384A1 JP 2018045961 W JP2018045961 W JP 2018045961W WO 2019187384 A1 WO2019187384 A1 WO 2019187384A1
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WO
WIPO (PCT)
Prior art keywords
content
evolution
character
player
material content
Prior art date
Application number
PCT/JP2018/045961
Other languages
French (fr)
Japanese (ja)
Inventor
崇弘 大友
Original Assignee
株式会社セガゲームス
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Filing date
Publication date
Application filed by 株式会社セガゲームス filed Critical 株式会社セガゲームス
Publication of WO2019187384A1 publication Critical patent/WO2019187384A1/en

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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
    • A63F13/30Interconnection 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
    • 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
    • A63F13/60Generating 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

Definitions

  • the present invention relates to an information processing apparatus and a program.
  • Patent Document 1 discloses a technique in which, when a player registers and protects base content, the material content associated with the base content is also protected and registered.
  • the player in order to give the player a sense of satisfaction when the base content is evolved, the player not only owns the associated material content, but also the parameter of the material content is greater than or equal to a predetermined value.
  • the player in order to evolve the base content, the player plays the game for the purpose of acquiring the associated material content and further increasing the parameter of the material content.
  • the present invention has been made in view of such problems, and an object of the present invention is to provide an information processing apparatus and a program that can reduce the effort for the player to evolve the base content.
  • an information processing apparatus includes a storage unit that stores evolution material content associated with base content, and the player based on an instruction to the base content by the player.
  • Registration means for registering the evolved material content possessed as a target for automatic synthesis, provision means for assigning content to the player, and content for which the assigned content increases the parameters of the registered evolution material content
  • Determination means for determining whether or not, and if the determination is affirmative, the content is automatically combined with the registered evolution material content, and a combining means for increasing the parameter, the combining means, When the parameter of the evolution material content reaches a predetermined value, And permits the evolution synthesis of the base content.
  • the associated evolution material content is a target for automatic synthesis.
  • the player can save the trouble of individually registering the evolution material content associated with the base content as the target of automatic synthesis or performing the reinforcement synthesis.
  • the evolution material content owned by the player based on the storage means for storing the evolution material content associated with the base content and the instruction to the base content by the player.
  • the registration unit automatically synthesizes the evolution material content when the parameter of the evolution material content reaches the predetermined value by the automatic synthesis by the synthesis unit. Release from the target.
  • the registration means when the instruction is given, is configured when the parameter of the evolution material content owned by the player has already reached the predetermined value. Is characterized in that the evolved material content is not registered as a target for automatic synthesis.
  • the player when the player gives an instruction to the base content, when the player does not own the evolution material content, The evolved material content is reserved for automatic synthesis, and the granting means, when the given content is the reserved evolved material content, causes the player to own the evolved material content, and the registration means The evolution material content owned by the player is registered as an object of automatic composition.
  • the player when the player gives an instruction to the base content, when the player does not own the evolved material content,
  • the evolved material content is reserved for automatic synthesis, and the granting unit causes the player to own the evolved material content if the reserved content is included in the batched content, and the registration
  • the means registers the evolved material content owned by the player as a target of automatic composition, and the composition means excludes the evolved material content owned by the player from the plurality of contents given at once. And the content determined to increase the parameter of the registered evolution material content. And characterized in that to automated synthesis on the evolution material content.
  • the registration unit automatically converts the evolution material content when the parameter of the evolution material content owned by the player has already reached the predetermined value. It is characterized in that it is not registered as a synthesis target.
  • the registration unit automatically synthesizes a part of the content whose determination is affirmed to the registered evolution material content by the synthesis unit.
  • the evolution material content is released from the target of automatic synthesis, and the synthesis unit removes the content excluding the partial content from the plurality of assigned contents.
  • the evolved material content whose parameter has reached the predetermined value is not automatically synthesized.
  • the information processing apparatus when the evolution material content is released from the target of automatic synthesis by the registration unit, the parameter of the evolution material content has reached the predetermined value;
  • the information processing apparatus further comprises notification means for notifying the player that at least one of the evolved material content has been released from the target of automatic composition.
  • the notification unit when the notification unit performs automatic composition on the evolved material content, the notification unit performs automatic composition based on an instruction for the base content. The player is notified.
  • the determination unit is a content that increases a parameter of the evolution material content when the content is the same type as the registered evolution material content. It is characterized by determining.
  • the program according to the twelfth aspect of the present invention is a storage means for storing evolution material content associated with base content, and the evolution material possessed by the player based on an instruction to the base content by the player.
  • the program according to the thirteenth aspect of the present invention is a storage means for storing evolution material content associated with base content, and the evolution material possessed by the player based on an instruction to the base content by the player.
  • Determination means for respectively determining whether or not a part or all of the content for which the determination is affirmed is automatically combined with the registered evolution material content, and functions as a combining means for increasing the parameter, in the combining means,
  • the parameter of the evolution material content is If it has reached the value, and permits the evolution synthesis of the base content.
  • FIG. 1 It is a block diagram which shows an example of the whole structure of the game system containing the information processing apparatus (computer) which concerns on this embodiment. It is a figure which shows an example of the hardware constitutions of a server apparatus roughly. 2 is a block diagram schematically showing an example of a functional configuration of a server device 10.
  • FIG. It is a figure which shows the evolution synthetic
  • FIG. 6 is a diagram illustrating an example of a registration notification screen.
  • FIG. FIG. 6 is a diagram showing an example of a game result screen 80.
  • the present embodiment will be described with reference to the accompanying drawings.
  • the same components and steps are denoted by the same reference numerals as much as possible in each drawing, and redundant description is omitted.
  • FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 including an information processing apparatus (computer) according to this embodiment.
  • the game system 1 is a system that provides a game in which one or more can participate.
  • the game system 1 includes a server device 10 and a plurality of terminal devices 12.
  • the server device 10 and the plurality of terminal devices 12 are communicably connected via a communication network NT such as an intranet or the Internet.
  • the server device 10 is an information processing device that provides a game obtained by executing the game program 14 or the game program 14 itself to each terminal device 12 via the communication network NT.
  • the server device 10 executes the game program 14, transmits the execution result (image data, audio data, etc.) to each terminal device 12, and provides the game to each terminal device 12 by outputting it.
  • a part of the game program 14 may be executed by the terminal device 12.
  • Each terminal device 12 is an information processing device possessed by the player, and is an information processing device that provides a game to the player by outputting an execution result of the game program 14 received from the server device 10.
  • these terminal devices 12 various things, such as a video game machine, a portable game machine, an arcade game machine, a smart phone, a tablet, a personal computer, are mentioned.
  • Each terminal device 12 can be connected to the server device 10 via the communication network NT.
  • Each terminal device 12 may provide the game to the player by downloading the game program 14 from the server device 10 and executing the game program 14 by itself.
  • FIG. 2 is a diagram schematically illustrating an example of the hardware configuration of the server device 10.
  • the server device 10 includes a control device 20, a communication device 26, and a storage device 28.
  • the control device 20 mainly includes a CPU (Central Processing Unit) 22 and a memory 24.
  • CPU Central Processing Unit
  • the CPU 22 functions as various functional units by executing predetermined programs stored in the memory 24, the storage device 28, or the like. Details of this functional means will be described later.
  • the communication device 26 includes a communication interface for communicating with an external device.
  • the communication device 26 transmits and receives various types of information to and from the terminal device 12, for example.
  • the storage device 28 is composed of a hard disk or the like.
  • the storage device 28 stores various programs and various information necessary for execution of processing in the control device 20, including the game program 14, and information on processing results.
  • the server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. Further, the server device 10 may be configured by a single information processing device or may be configured by a plurality of information processing devices distributed on the communication network NT.
  • FIG. 2 shows only a part of the main hardware configuration of the server apparatus 10, and the server apparatus 10 can have other configurations that the server generally includes.
  • the hardware configuration of the plurality of terminal devices 12 can also have the same configuration as the server device 10 except that it includes, for example, an operation means, a display device, and a sound output device.
  • the game according to the present embodiment is a game including an element for nurturing a character as an example of content.
  • the player reinforces the base character by synthesizing one or a plurality of material characters with the base character he possesses (an example of base content, which is a character that serves as a base for evolutionary synthesis and reinforcement described later).
  • the game can be played or the game can be evolved into different characters. Further, the player can play a battle game (quest or the like), a role playing game, a music game, or the like using the trained character.
  • FIG. 3 is a block diagram schematically showing an example of functional means of the server device 10.
  • the server device 10 includes a storage unit 40 and functional units such as a control unit 42.
  • the storage unit 40 is realized by one or a plurality of storage devices 28.
  • the control means 42 is realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like.
  • the storage means 40 stores player information 40A for each player, character information 40B for each character, and the like.
  • the player information 40A is data in which various information about the player is described.
  • the player information 40A describes a player name, owned character information, automatic synthesis reservation information, game progress, etc. in association with the player ID.
  • the owned character information describes various information of each character owned by the player.
  • the automatic synthesis registration information and the acquisition date and time are described in addition to the current ability parameters in association with the character ID.
  • the ability parameter for example, parameters of level, physical strength, attack power, and skill level are described. The level changes when the character is strengthened and synthesized. The skill level changes when the character is strengthened and combined and a predetermined condition is satisfied.
  • the automatic synthesis registration information a flag indicating whether the character is registered as a target of automatic synthesis and a release level that is a skill level at which automatic synthesis registration is released are described.
  • the automatic composition reservation information a character ID and a release level that is a skill level at which automatic composition registration is released are described.
  • information indicating a rank of the player and a quest that has been cleared by the player is described.
  • the character information 40B is data describing various information of characters appearing in the game.
  • the character name, character image, rarity, initial values and maximum values of ability parameters (level, physical strength, attack power, skill level), skill, evolutionary synthesis are associated with the character ID. Information is described.
  • the skill is an ability that the character can activate during or after the game.
  • the skills include, for example, the ability to appear items that restore physical strength during the game, the ability to reduce the amount of damage caused by attacks from enemy characters, and the ability to increase the number of items that can be acquired after the game ends. The higher the skill level, the higher the activation probability and activation effect.
  • FIG. 4 is a diagram showing evolution synthesis information of the character information 40B.
  • the evolutionary synthesis information includes the character ID of one or more evolutionary material characters associated with the character (base character) in association with the character ID, and the evolution permission level (skill level value) corresponding to the evolutionary material character. ) And the character ID after evolution are described (set).
  • the player owns all the evolution material characters described in the evolution synthesis information of the base character, and if the skill levels of all the evolution material characters are equal to or higher than the corresponding evolution permission level, Characters can be evolved and synthesized.
  • control means 42 has a function of controlling the entire game in accordance with player operations and the like.
  • the control unit 42 includes a registration unit 44, a grant unit 46, a determination unit 48, a synthesis unit 50, and a notification unit 52.
  • the registration unit 44 has a function of registering automatic composition for a character, reservation registration of automatic composition, or canceling these.
  • the registration means 44 registers the evolution material character as a target for automatic synthesis if the player owns the evolution material character associated with the character when the evolution reservation instruction is given to the character. (Automatic synthesis registration). However, if the skill level of the evolutionary material character possessed by the player has already reached the predetermined value (evolution permission level) described in the evolution synthesis information of the base character, the registration means 44 will determine that evolutionary material character. Is not registered as a target for automatic synthesis. On the other hand, when an evolution reservation instruction is given to a character, if the player does not own the evolution material character associated with the character, the registration means 44 reserves and registers that evolution material character as a target for automatic synthesis (automatically). Make a composite reservation).
  • the registration unit 44 cancels the automatic composition registration for the player's owned character.
  • the registration means 44 automatically selects the evolutionary material character. Release from composition.
  • the giving means 46 has a function of giving a character to the player.
  • the granting unit 46 grants one or more characters to the player based on the content or result of the battle game.
  • the granting means 46 gives the characters all at once when giving a plurality of characters to the player.
  • the granting means 46 makes the character given to the player the possessed character of the player.
  • the granting unit 46 stores the character ID, ability parameter, and acquisition date / time of the given character in the owned character information of the player information 40A.
  • the determination means 48 is a functional means for determining whether or not the character given to the player is a character that increases the skill level of the character that has been automatically synthesized and registered. In the present embodiment, when the character assigned to the player and the character automatically registered for registration are the same type of character, the determination means 48 increases the skill level of the character for which the assigned character is automatically registered for registration. It is determined that the character is to be used.
  • the determination means 48 determines whether or not the character given to the player is the same type as the character reserved for automatic composition.
  • the synthesizing means 50 has a function of performing character synthesis by an operation (manual) by the player or automatically.
  • the synthesizing unit 50 performs, as the first character synthesis, reinforced synthesis for changing the ability parameter of the base character by synthesizing one or a plurality of material characters with the base character.
  • the synthesizing unit 50 performs reinforced synthesis that increases at least the skill level of the base character.
  • the synthesizing unit 50 causes the certain character to automatically synthesize the same type of character when the same type of character as the certain character is given to the player. .
  • the synthesizing unit 50 performs the reinforcement composition that increases at least the level and physical strength of the base character, and does not change the skill level.
  • the player when the player possesses all the evolution material characters associated with the base character and the predetermined parameters of all the evolution material characters satisfy the predetermined condition as the second character composition, Performs evolutionary synthesis that evolves base characters into different characters.
  • the different character may be a character having a different type from the base character, or may be a character having the same type as the base character but different in rarity, for example, a character having high rarity.
  • the synthesizing unit 50 permits the evolution synthesis of the base character as satisfying the predetermined condition.
  • the synthesizing means 50 does not own the character used as the material character in the first character synthesis or the second character synthesis.
  • the composition means 50 receives the selection of the composition menu, the designation of the base character and the material character, and the composition instruction from the player.
  • a base character is combined with a material character.
  • the notification means 52 has a function of making various notifications to the player.
  • the notification means 52 outputs to the screen of the terminal device 12 that automatic composition has been performed, automatic composition registration has been canceled, and the like.
  • FIG. 5 is a flowchart showing an outline of a process flow related to evolution reservation.
  • Step SP10 The control means 42 outputs to the terminal device 12 a menu screen including a button for instructing evolution reservation of any of the characters owned by the player. In response to the button being pressed by the player on the menu screen, the process proceeds to step SP12.
  • Step SP12 The control means 42 refers to the player information 40A, acquires player owned character information, and outputs a list screen of characters owned by the player to the terminal device 12 according to the owned character information. In response to the player pressing a button for selecting one character on the list screen, the process proceeds to step SP14.
  • Step SP14 The control means 42 acquires the evolution composite information of the character (hereinafter referred to as “first selected character”) selected by the player with reference to the character information 40B, and the evolution material character associated with the first selected character, An evolution reservation screen including the evolution permission level of the evolution material character, the evolved character, and the evolution reservation button is output to the terminal device 12.
  • first selected character the evolution composite information of the character
  • evolution material character the evolution material character associated with the first selected character
  • An evolution reservation screen including the evolution permission level of the evolution material character, the evolved character, and the evolution reservation button is output to the terminal device 12.
  • the evolution reservation screen will be described.
  • FIG. 9 is a diagram showing an example of the evolution reservation screen 60.
  • the evolution reservation screen 60 is provided with a base character information area 62, an evolution material character information area 64, a post-evolution character information area 66, and an evolution reservation button 68.
  • the base character information area 62 an image showing the character A, which is a base character (first selected character), and a level, physical strength, attack power, and skill level, which are ability parameters of the character A, are arranged.
  • the evolution material character information area 64 includes images showing the evolution material characters X, Y, and Z that are associated with the base character, and the evolution permission levels of the evolution material characters (skills required for evolution). Level) and are arranged.
  • the post-evolution character information area 66 an image showing the character B, which is a new character after the base character has evolved, and the level, physical strength, attack power, and skill level, which are the character's ability parameters, are arranged. ing.
  • Step SP16 When the evolution reservation screen is output to the terminal device 12, the control means 42 accepts the pressing of the evolution reservation button from the player. In response to the player pressing the evolution reservation button on the evolution reservation screen, the process proceeds to step SP18.
  • a plurality of evolution material characters may be described in the evolution synthesis information of the first selected character.
  • processing is performed for one evolutionary material character (hereinafter referred to as “evolutionary material character”).
  • step SP26 which will be described later, a loop determination is made to determine whether or not each process has been performed for each of the evolution material characters. If the determination returns to step SP18, the following 1
  • Each process is performed for the evolution material character (evolution material character). It should be noted that the order of the evolution material characters in which each process is performed may be determined according to, for example, the description order in the evolutionary synthesis information, the character ID order, or the like.
  • Step SP18 The registration unit 44 determines whether or not the player owns one evolution material character (evolution material character) described in the evolution synthesis information of the first selected character. In the present embodiment, the registration unit 44 determines whether or not the player owns the evolution material character based on the possessed character information of the player information 40A and the evolutionary synthesis information of the character information 40B. Specifically, the registration means 44 determines whether or not the evolution material character (eg, character X) described in the evolution synthesis information of the first selected character (eg, character A) is stored in the owned character information. judge. If the determination is affirmative, the process proceeds to step SP20. If the determination is negative, the process proceeds to step SP24.
  • the evolution material character eg, character X
  • Step SP20 The registration unit 44 determines whether or not the skill level of the evolution material character has reached a predetermined value (is greater than or equal to a predetermined value).
  • the registration means 44 sets the skill level of the evolution material character owned by the player to the evolution permission level of the evolution material character based on the possessed character information of the player information 40A and the evolution synthesis information of the character information 40B. It is determined whether or not it has been reached.
  • the “evolution permission level of the evolution material character” is an evolution permission level described in the evolution synthesis information of the first selected character, and is a skill level value associated with the evolution material character.
  • Step SP22 The registration means 44 registers the evolution material character as a target for automatic synthesis.
  • the registration means 44 sets 1 in the flag of the automatic composition registration information corresponding to the evolution material character owned by the player, and the evolution permission level of the evolution material character is set as the cancellation level of the automatic composition registration information. (Eg 4) is saved. And a process transfers to the process of step SP26.
  • Step SP24 The registration means 44 reserves and registers the evolution material character as a target for automatic synthesis.
  • the registration unit 44 stores the character ID of the evolution material character and the evolution permission level (for example, 4) of the evolution material character in the automatic composition reservation information of the player information 40A. And a process transfers to the process of step SP26.
  • Step SP26 The control means 42 determines whether or not the evolution material character associated with the first selected character exists in addition to the evolution material character. That is, the control means 42 determines (loop determination) whether or not the processing related to automatic composition registration or automatic composition reservation after step SP18 has been performed for all the evolution material characters associated with the first selected character. For example, when there are three evolutionary material characters associated with the first selected character, the control means 42 has performed processing related to automatic synthesis registration or automatic synthesis reservation (processing related to the evolutionary material character) after step SP18. When the number of times is less than 3, the determination is affirmative, and when the number reaches 3, the determination is negative.
  • the process is a process related to the next evolution material character excluding the characters processed as the evolution material character among the evolution material characters associated with the first selected character. In order to perform the process, the process proceeds to step SP18. On the other hand, if the determination is negative, the process proceeds to step SP28.
  • Step SP28 The notification means 52 performs automatic composition registration based on the evolution material character whose automatic composition registration information flag is set to 1 in step S22 and the evolution material character whose character ID is stored in the automatic composition reservation information in step S24.
  • a registration notification screen for notifying automatic composition reservation is generated and output to the terminal device 12.
  • the registration notification screen will be described.
  • FIG. 10 is a diagram illustrating an example of the registration notification screen 70.
  • the registration notification screen 70 is provided with an automatic composite registration character information area 72 and an automatic composite reservation character information area 74.
  • Characters X and Y which are evolution material characters whose automatic composition registration information flag is set to 1 in accordance with an evolution reservation instruction for the first selected character (character A), are arranged in the automatic composition registration character information area 72.
  • a character Z that is an evolution material character whose character ID is stored in the automatic composition reservation information based on an evolution reservation instruction for the first selected character (character A) is arranged.
  • FIG. 6 is a flowchart showing an outline of a process flow related to automatic synthesis.
  • Step SP30 The control means 42 outputs a menu screen including a button for performing a quest that allows the player to acquire a character to the terminal device 12. In response to the player pressing the button for playing the battle game on the menu screen, the process proceeds to step SP32.
  • Step SP32 The control means 42 refers to the player information 40A, acquires the progress status of the player's game, and outputs to the terminal device 12 a quest list screen that can be played by the player according to the progress status of the game. In response to the player pressing a button for selecting one quest on the list screen, the process proceeds to step SP34.
  • Step SP34 The giving means 46 gives one or more characters to the player based on the quest play result by the player.
  • the granting unit 46 grants a character that appears in the quest, or grants a character as a quest clear reward, on condition that the player has cleared the quest.
  • a process transfers to the process of step SP36.
  • a plurality of characters may be collectively given to the player.
  • one character hereinafter referred to as “granting character” among the plurality of characters. .) Is performed.
  • step SP50 a loop determination is made to determine whether or not each process has been performed for each assigned character, and if the determination returns to step SP36, the following 1
  • Each processing is performed for the character (given character). It should be noted that the order of characters in which each process is performed may be determined according to, for example, the rarity order or the drop order in the quest.
  • Step SP36 The determination unit 48 determines whether one character (given character) given to the player and the character reserved for automatic composition are of the same type. In the present embodiment, the determination unit 48 determines whether or not the same character ID as the assigned character exists in the character IDs stored in the automatic composition reservation information of the player information 40A. If the determination is affirmative, the process automatically registers and registers the assigned character, and automatically synthesizes a character that has been reserved for automatic synthesis (hereinafter referred to as “automatic synthesis reserved character”). In order to cancel the reservation, the process proceeds to step SP48. On the other hand, when the determination is negative, the process proceeds to step SP38.
  • the determination means 48 determines whether or not the granted character is a character that increases the parameter (skill level) of the character that is automatically registered for registration. In the present embodiment, the determination unit 48 determines whether or not the granted character and the automatically registered and registered character owned by the player are of the same type. Specifically, the determination means 48 acquires the possessed character information of the player information 40A, and the same character ID as the assigned character exists among the character IDs set to 1 in the flag of the automatic composition registration information. It is determined whether or not. If the determination is affirmative, the process proceeds to step SP40 in order to automatically synthesize the assigned character with the automatically registered character (hereinafter referred to as “automatically registered character”) determined to exist. Move on to processing. On the other hand, if the determination is negative, the process proceeds to step SP46 in order to make the assigned character an owned character without performing automatic composition.
  • Step SP40 The synthesizing unit 50 automatically synthesizes the assigned character with the automatic synthesis registered character.
  • the synthesizing means 50 automatically performs reinforced synthesis using the automatically synthesized registration character as the base character and the assigned character as the material character.
  • the synthesizing unit 50 increases the skill level of the automatically synthesized registered character by automatically strengthening and synthesizing the assigned character, which is the same type of character, with the automatically synthesized registered character.
  • the information is stored in the owned character information of the information 40A. And a process transfers to the process of step SP42.
  • Step SP42 The registration means 44 determines whether or not the parameter of the automatically synthesized registration character has reached a predetermined value (is greater than or equal to a predetermined value) based on the possessed character information of the player information 40A.
  • the registration unit 44 determines whether or not the skill level of the automatic composite registration character has reached the release level of the automatic composite registration information corresponding to the automatic composite registration character.
  • Step SP44 The registration means 44 cancels the automatic composition registration of the automatic composition registration character.
  • the registration unit 44 sets the automatic composition registration information flag and the release level corresponding to the automatic composition registration character to 0, and cancels the automatic composition registration target.
  • the synthesizing unit 50 does not automatically synthesize a character that has not been processed as a given character among the characters given in a batch or a character that will be given to a player in the future with an automatic synthesis registered character. And a process transfers to the process of step SP50.
  • Step SP46 The granting means 46 makes the granting character an owned character of the player. And a process transfers to the process of step SP50.
  • Step SP48 The control means 42 automatically registers and registers the assigned character as an owned character, and cancels the automatic composition reservation of the automatic composition reserved character (same type as the assigned character). This detailed process (subroutine) will be described later with reference to FIG. And a process transfers to the process of step SP50.
  • Step SP50 The control means 42 determines whether there is a character assigned to the player in addition to the assigned character. That is, the control means 42 determines (loop determination) whether or not the processing related to automatic composition or automatic composition registration after step SP36 has been performed for all the characters assigned in step SP34. For example, when there are seven characters given in step SP34, the control means 42 affirms this determination when the number of times that the processing related to automatic composition or automatic composition registration after step SP36 has been performed is less than seven. When it reaches 7 times, the determination is negative. If the determination is affirmative, the process proceeds to step SP36 in order to perform processing related to the next character excluding the character that has been processed as the granted character among the characters granted to the player. Migrate to On the other hand, when the determination is negative, the process proceeds to step SP52.
  • the notification means 52 includes the character (acquired character) given to the player in step SP34, the automatic composition registration character that was automatically synthesized in step S40, and the automatic composition registration character that was canceled in step S44. Then, a game result screen for notifying the automatically synthesized registration character that has been automatically synthesized and registered in step S48 is generated and output to the terminal device 12. Below, an acquisition screen is explained.
  • FIG. 11 is a diagram illustrating an example of the game result screen 80.
  • the game result screen 80 includes an acquired character information area 82, an automatic synthesis result information area 84, and an automatic synthesis registration information area 86.
  • the acquired character information area 82 characters acquired by the player (characters given to the player) are arranged.
  • the automatic synthesis result information area 84 indicates that automatic synthesis has been performed for the character that has been registered for automatic synthesis, automatic registration registration has been canceled, and the like.
  • the automatic composition registration information area 86 indicates that automatic composition registration has been performed in response to the acquisition of a character reserved for automatic composition.
  • the acquired character information area 82 four characters X, one character Y, and two characters Z acquired by the player are arranged. Further, in the acquired character information area 82, automatic synthesis has been performed on the characters (two characters X, one character Y, and one character Z) that have become the material characters for automatic synthesis (owned) A mark M indicating that the character did not become a character is attached. On the other hand, in the acquired character information area 82, a character not marked with this mark M indicates that it is a player-owned character.
  • the automatic synthesis has been performed for the character X that has been automatically synthesized and registered based on the evolution reservation instruction for the character A that is the first selected character, and the skill level is set by this automatic synthesis. It is shown that the automatic synthesis registration is canceled because the skill level has reached a predetermined value (evolution permission level 4).
  • the automatic synthesis has been performed for the character Y that has been automatically synthesized and registered based on the evolution reservation instruction for the character A that is the first selected character. Is shown to have changed.
  • automatic composition registration is performed in response to the acquisition of one character Z for the character Z that has been reserved for automatic composition based on the evolution reservation instruction for the first selected character (character A). Is shown to have been done.
  • the automatic composition registration information area 86 indicates that another character Z acquired at the same time is automatically synthesized for the character Z registered automatically and that the skill level has changed due to this automatic composition. Yes.
  • FIG. 7 is a flowchart showing a detailed flow of processing according to step SP48 shown in FIG.
  • Step SP60 The granting means 46 makes the granting character an owned character of the player. And a process transfers to the process of step SP62.
  • Step SP62 The registration means 44 determines whether or not the skill level of the granted character that has become the player's owned character has reached a predetermined value (is greater than or equal to a predetermined value). In the present embodiment, the registration unit 44 determines whether or not the skill level of the assigned character has reached the cancellation level of the automatic composition reservation information corresponding to the automatic composition reservation character based on the player information 40A. If the determination is affirmative, the process proceeds to step SP64 to automatically register the assigned character, and if the determination is negative, the process is step SP66. Migrate to
  • Step SP64 The registration means 44 automatically combines and registers the assigned character that has become the player's owned character.
  • the registration means 44 sets 1 to the flag of the automatic synthesis registration information corresponding to the assigned character stored in the possessed character information of the player information 40A.
  • the registration unit 44 stores the release level of the automatic composition reservation information corresponding to the automatic composition reservation character in the release level of the automatic composition registration information. And a process transfers to the process of step SP64.
  • Step SP66 The registration means 44 cancels the automatic composition reservation of the automatic composition reservation character.
  • the registration unit 44 deletes the character ID and release level of the automatic composition reservation character stored in the automatic composition reservation information of the player information 40A. And a process complete
  • FIG. 8 is a flowchart showing an outline of the process flow of evolutionary synthesis.
  • Step SP70 The control means 42 outputs to the terminal device 12 a menu screen including buttons for evolutionly synthesizing any of the characters owned by the player. In response to the button being pressed by the player on the menu screen, the process proceeds to step SP72.
  • Step SP72 The control means 42 refers to the player information 40A, acquires player owned character information, and outputs a list screen of characters owned by the player to the terminal device 12 according to the owned character information. In response to the player pressing a button for selecting one character on the list screen, the process proceeds to the process of step SP74.
  • the synthesizing means 50 obtains evolutionary synthesis information of the character selected by the player (hereinafter referred to as “second selected character”) with reference to the character information 40B, and based on the possessed character information of the player information 40A, the second character information is obtained. It is determined whether or not the selected character can evolve.
  • the synthesizing unit 50 includes all the evolution material characters (for example, the character X, the character Y, and the character Z) described in the evolution synthesis information of the second selected character (for example, the character A) as the owned character information. If the skill level of each of the evolution material characters stored is equal to or higher than a predetermined value (evolution permission level), evolution synthesis is permitted as it can be evolved. If the determination is affirmative, the process proceeds to step SP78. If the determination is negative, the process proceeds to step SP76.
  • a predetermined value evolution permission level
  • the control means 42 is an evolution synthesis screen (evolution impossible) that includes the second selected character, the evolution material character associated with the second selection character, the evolution permission level of the evolution material character, the evolved character, and the evolution synthesis button (cannot be pressed). ) To the terminal device 12.
  • FIG. 12 is a diagram showing an example of an evolution synthesis screen 90 in which evolution synthesis is impossible.
  • the evolution confirmation screen 90 is provided with an evolution execution button 98 in addition to the base character information area 92, the evolution material character information area 94, and the post-evolution character information area 96 similar to those of the evolution reservation screen 60.
  • the evolution execution button 98 is used when the player owns all the evolution material characters and the skill levels of all the evolution material characters are equal to or higher than a predetermined value (evolution permission level) described in the evolution synthesis information. It is displayed in a form that can be pressed.
  • the evolution material character information area 94 indicates the current skill level for the evolution material character owned by the player, and indicates that the evolution material character not owned by the player is not owned. ing.
  • the skill level of the character Y which is the evolution material character associated with the character A, which is the second selected character, is lower than a predetermined value (evolution permission level), and the player owns the character Z. Therefore, it is displayed in a form that cannot be pressed (such as gray out).
  • the control means 42 is an evolution composition screen (evolution is possible) including the second selected character, the evolution material character associated with the second selection character, the evolution permission level of the evolution material character, the evolved character, and the evolution composition button (can be pressed). ) To the terminal device 12.
  • FIG. 13 is a diagram showing an example of an evolutionary synthesis screen 90 on which evolutionary synthesis is possible.
  • the evolution confirmation screen 90 is provided with a base character information area 92, an evolution material character information area 94, a post-evolution character information area 96, and an evolution execution button 98, as in FIG.
  • the evolution execution button 98 is that the player owns the character X, the character Y, and the character Z that are the evolution material characters associated with the character A that is the second selected character, and the skill of each of the evolution material characters. Since the level is equal to or higher than a predetermined value (evolution permission level), it is displayed in a pressable form.
  • step SP80 After outputting the evolutionary synthesis screen 90 that allows the evolutionary synthesis, the process proceeds to the process of step SP80.
  • Step SP80 The control means 42 accepts pressing of the evolution synthesis button from the player when the evolution synthesis screen is output to the terminal device 12. In response to the player pressing the evolution synthesis button on the evolution synthesis screen, the process proceeds to step SP82.
  • the synthesizing means 50 executes evolutionary synthesis for synthesizing the evolution material character to the second selected character and evolving the second selected character. That is, the synthesizing unit 50 performs the evolution synthesis using the second selected character as the base character and all the associated evolution material characters as the material characters. In the present embodiment, the synthesizing unit 50 stores the evolved character of the second selected character in the owned character information of the player information 40A as the owned character of the player by this evolutionary synthesis. Further, the synthesizing means 50 deletes all the evolution material characters associated with the second selected character from the owned character information of the player information 40A. And a process transfers to the process of step SP84.
  • Step SP84 The notification means 52 notifies the player of the post-evolution character.
  • the notification unit 52 refers to the character information 40 ⁇ / b> B, acquires an image of the post-evolution character, and outputs the image to the terminal device 12. And a process complete
  • the registration unit 44 registers the evolution material character associated with the base content as a target for automatic synthesis based on an instruction to the base content by the player, and the content is provided by the provision unit 46.
  • the registration unit 44 automatically synthesizes the content with the evolution material content that has been automatically synthesized and registered, and increases the parameter of the evolution material content. Therefore, according to the present embodiment, the player can automatically increase the parameter of the evolution material content by playing the game for acquiring the content. Further, even when there are a plurality of evolution material characters associated with the base content, all the evolution material characters can be registered as targets for automatic synthesis at once. Accordingly, it is possible to give a feeling of satisfaction to the player when the base content is evolved while reducing the effort of strengthening and synthesizing the evolution material content. As a result, the player can be motivated to continue playing the game.
  • the registration unit 44 registers the evolution material character associated with the base content as a target for automatic synthesis based on an instruction to the base content by the player, and the adding unit 46 collects a plurality of contents at once.
  • the registering means 44 automatically synthesizes part or all of the content with the evolution material content that has been automatically synthesized and registered, and increases the parameter of the evolution material content. Therefore, according to the present embodiment, the player can automatically increase the parameter of the evolution material content by playing a game in which a plurality of contents are acquired at once. Further, even when there are a plurality of evolution material characters associated with the base content, all the evolution material characters can be registered as targets for automatic synthesis at once. Accordingly, it is possible to give a feeling of satisfaction to the player when the base content is evolved while reducing the effort of strengthening and synthesizing the evolution material content.
  • the registration unit 44 may cancel the evolution material content from the target of automatic synthesis.
  • the content can be made the content owned by the player.
  • the player can effectively use the content that is given (acquired) after the automatic composition registration is canceled for another use.
  • the registration means 44 selects the evolution material content as a target for automatic synthesis. You may not register with. In this case, even if the content that increases the parameter of the evolution material content is given, the content can be made the content owned by the player. Thereby, the player can effectively use the given (acquired) content for another purpose.
  • the registration unit 44 reserves the evolution material content for automatic synthesis when the player does not own the evolution material content when an instruction is given to the base content.
  • the granted content is a reserved evolved material content
  • the granting unit 46 causes the player to own the evolved material content, and the registration unit 44 sets the evolved material content owned by the player as a target for automatic synthesis. It may be registered.
  • the player can save the trouble of automatically synthesizing and registering the evolution material content after acquiring the evolution material content reserved for automatic synthesis. Accordingly, it is possible to give a feeling of satisfaction to the player when the base content is evolved while reducing the effort of strengthening and synthesizing the evolution material content.
  • the registration unit 44 reserves the evolution material content for automatic synthesis when the player does not own the evolution material content when an instruction is given to the base content.
  • the providing unit 46 causes the player to own the evolved material content, and the registering unit 44 automatically synthesizes the evolved material content owned by the player.
  • the synthesizing unit 50 determines that the parameter of the registered evolution material content is to be increased, except for the evolution material content owned by the player among the plurality of contents given at once.
  • the generated content may be automatically combined with the evolution material content.
  • the player saves the trouble of automatically composing and registering the evolved material content, and
  • the parameter can be increased with the remaining contents assigned in a lump. Accordingly, it is possible to give a feeling of satisfaction to the player when the base content is evolved while reducing the effort of strengthening and synthesizing the evolution material content.
  • the registration unit 44 may not register the evolution material content as a target for automatic composition when the parameter of the evolution material content that the player has already reached has reached a predetermined value. .
  • the evolution material content that has been reserved for automatic synthesis is not automatically synthesized and registered, even if content that increases the parameter of the evolution material content is given, the content can be owned by the player. Thereby, the player can effectively use the given (acquired) content for another purpose.
  • the registration unit 44 when the parameter reaches a predetermined value due to the automatic synthesis of a part of the content whose determination is affirmed to the evolution material content registered by the synthesis unit 50,
  • the evolved material content is released from the target of automatic synthesis, and the synthesizing unit 50 does not automatically synthesize the content excluding a part of the given content to the evolved material content whose parameter has reached a predetermined value. It is good.
  • the content can be made the content owned by the player. Thereby, the player can effectively use the given (acquired) content for another purpose.
  • the parameter of the evolution material content has reached a predetermined value, and the evolution material content is determined from the target of automatic composition.
  • Notification means for notifying the player of at least one of the cancellations may be provided. In this case, the player can know that one condition for evolving the base content has been achieved. Thereby, it is possible to give the player motivation to continue playing the game and evolve the base content.
  • the notification means 52 may notify the player that automatic composition has been performed based on an instruction to the base content when automatic composition is performed on the evolution material content.
  • the player can know which base content has been automatically combined to evolve. Thereby, it is possible to give the player motivation to continue playing the game and evolve the base content.
  • the determination unit 48 may determine that the content is a content that increases the parameter of the evolution material content. This makes it easier for the player to determine the content that increases the parameter of the evolution material content.
  • the game system 1 has been described as including the server device 10 and the terminal device 12, but may include only the terminal device 12.
  • the game program 14 is executed by the terminal device 12.
  • the registration unit 44 when the evolution material character automatically synthesized and registered based on the evolution reservation instruction is reinforced and synthesized by the player's operation (manual), the registration unit 44, when the skill level of the evolution material character reaches a predetermined value, Automatic evolution registration of the evolution material character may be canceled.
  • the registration unit 44 automatically registers and registers one character acquired by the player first among the plurality of characters when the player owns the character. It is good.
  • the registration unit 44 sets the parameter of the evolution material content to a predetermined value. Even if it reaches, it is not necessary to cancel the automatic composition registration. For example, after all characters for which the determination by the determination unit 48 has been affirmed are automatically combined with the evolution material content automatically combined and registered by the synthesis unit 50, the registration unit 44 reaches a predetermined value for the parameter of the evolution material content. In such a case, the automatic composition registration may be canceled.
  • the provision means 46 demonstrated the case where one or several characters were provided to a player based on the content, result, etc. of a battle game, it is not restricted to this.
  • the granting unit 46 may grant one or more characters drawn from a plurality of characters of different types and rarities to the player based on the execution of the lottery game by the player.
  • the determination unit 48 may determine that the characters before and after evolution are the same series of characters and that the same series of characters are also of the same type. At this time, the determination means 48 determines whether or not the characters are of the same series based on the character ID after evolution described in the evolution synthesis information of the character information 40B.
  • the synthesis means 50 may change ability parameters other than the skill level of the base character when performing the reinforcement synthesis using the same type of character as the base character as the material character.
  • the synthesis means 50 may make it a condition that the parameter of the base character has reached a predetermined value. For example, it may be a condition that the level of the base character has reached the maximum value.
  • the notification means 52 may notify the player's terminal device 12 that the quest has appeared when a quest that can acquire a character that increases the parameter of the evolutionary material character that has been automatically synthesized and registered appears.
  • the notification unit 52 may notify only that the parameter of the evolution material character has reached a predetermined value. Further, the notification means 52 may notify only that the evolution material character has been released from the target of automatic synthesis when the registration means 44 releases the evolution material character from the target of automatic synthesis.
  • the evolution permission level of the evolution material character is described (set) in the evolution synthesis information corresponding to the evolution synthesis base character.
  • the present invention is not limited to this.
  • the evolution permission level may be set in association with the evolution material character itself.
  • the evolution permission level of the evolution material character is a constant value regardless of the base character.
  • the evolution permission level of the evolution material character may be set based on the rarity of the base character in evolutionary synthesis or the rarity of the evolution material character.
  • the screen for performing evolution reservation (evolution reservation screen) and the screen for performing evolution synthesis (evolution synthesis screen) have been described as separate screens, but they may be the same screen.
  • the evolution reservation button and the evolution synthesis button are arranged on one screen.
  • the evolution reservation button may be arranged so that it can be pressed only when evolution synthesis is impossible.
  • the game result screen has been described as an example in which the automatic synthesis registration is canceled because the skill level has reached a predetermined value.
  • the present invention is not limited to this.
  • the base character can be May be shown.
  • a button for guiding to the evolution synthesis screen of the base character may be arranged on the game result screen.
  • the present invention is not limited to this. is not.
  • the parameter (skill level) of the base character May be raised.
  • the skill level is described as an example as a parameter, but it may be an ability parameter that increases by synthesizing the same type of characters. For example, the maximum number of limit breakthrough times, the number of awakening skills, It may be good luck.
  • a character is used as an example of content.
  • the content may be anything used in a game, and may be an item, a card, an avatar, an icon, or the like.
  • Server device information processing device
  • Game program program
  • Storage means 44
  • Registration means 46
  • Giving means 48
  • Determination means 50
  • Composition means 52 52
  • Notification means 52

Abstract

The purpose of the present invention is to reduce the effort the player has to expend on evolving a base content. This information processing device is provided with: a storage means 40 in which an evolution material content associated with a base content is stored; a registration means 44 for registering the evolution material content as the subject of automatic synthesis; a providing means 46 for providing content; a determination means 48 for determining whether the provided content increases a parameter of the registered evolution material content; and a synthesis means 50 for causing the registered evolution material content to synthesize content automatically, and for increasing the parameter.

Description

情報処理装置及びプログラムInformation processing apparatus and program
 本発明は、情報処理装置及びプログラムに関する。 The present invention relates to an information processing apparatus and a program.
 従来から、ベースコンテンツに関連付けられた素材コンテンツをプレイヤが所有していることを条件に、そのベースコンテンツを新たなコンテンツに進化させるゲームが知られている。また、プレイヤが所有しているコンテンツを売却又は素材コンテンツとして消費しないように、そのコンテンツを保護登録(ロック)することができる情報処理装置が知られている。 Conventionally, there has been known a game for evolving a base content to a new content on the condition that the player owns the material content associated with the base content. There is also known an information processing apparatus that can protect and register (lock) content owned by the player so that the content owned by the player is not sold or consumed as material content.
 これらに関し、特許文献1には、プレイヤがベースコンテンツを保護登録した場合、そのベースコンテンツに関連付けられた素材コンテンツも保護登録される技術が開示されている。 Regarding these, Patent Document 1 discloses a technique in which, when a player registers and protects base content, the material content associated with the base content is also protected and registered.
特開2016-022238号公報JP 2016-022238 A
 ここで、ベースコンテンツを進化させた際に、プレイヤに対して充足感を与えるべく、関連付けられた素材コンテンツをプレイヤが所有しているだけでなく、その素材コンテンツのパラメータが所定値以上であることを条件に、上記進化を許可するゲームが考えられる。このようなゲームの場合、プレイヤはベースコンテンツを進化させるため、関連付けられた素材コンテンツを獲得し、更にその素材コンテンツのパラメータを上昇させることを目的としてゲームをプレイすることになる。 Here, in order to give the player a sense of satisfaction when the base content is evolved, the player not only owns the associated material content, but also the parameter of the material content is greater than or equal to a predetermined value. A game that allows the above evolution is conceivable. In the case of such a game, in order to evolve the base content, the player plays the game for the purpose of acquiring the associated material content and further increasing the parameter of the material content.
 しかしながら、上記条件を設けた場合、ベースコンテンツを進化させるまでの手間がかかることになるため、ゲームに不慣れなプレイヤはベースコンテンツを進化させる前にゲームを離脱してしまう可能性がある。また、特許文献1に記載の技術による保護登録では、上記進化をさせるまでの手間を軽減させるには不十分である。 However, if the above conditions are provided, it takes time until the base content is evolved, so that a player unfamiliar with the game may leave the game before evolving the base content. Moreover, the protection registration by the technique described in Patent Document 1 is insufficient to reduce the time and effort required for the above evolution.
 本発明はこのような課題に鑑みてなされたものであり、その目的は、プレイヤに対してベースコンテンツを進化させる手間を軽減することができる情報処理装置及びプログラムを提供することにある。 The present invention has been made in view of such problems, and an object of the present invention is to provide an information processing apparatus and a program that can reduce the effort for the player to evolve the base content.
 上記課題を解決するために、本発明の第一態様に係る情報処理装置は、ベースコンテンツに関連付けられた進化素材コンテンツを記憶する記憶手段と、プレイヤによる前記ベースコンテンツに対する指示に基づき、当該プレイヤが所有する前記進化素材コンテンツを自動合成の対象に登録する登録手段と、前記プレイヤに対してコンテンツを付与する付与手段と、前記付与されたコンテンツが前記登録された進化素材コンテンツのパラメータを上昇させるコンテンツであるかを判定する判定手段と、前記判定が肯定された場合、前記登録された進化素材コンテンツに前記コンテンツを自動合成させ、前記パラメータを上昇させる合成手段と、を備え、前記合成手段は、前記進化素材コンテンツのパラメータが所定値に達している場合に、前記ベースコンテンツの進化合成を許可することを特徴とする。 In order to solve the above-described problem, an information processing apparatus according to the first aspect of the present invention includes a storage unit that stores evolution material content associated with base content, and the player based on an instruction to the base content by the player. Registration means for registering the evolved material content possessed as a target for automatic synthesis, provision means for assigning content to the player, and content for which the assigned content increases the parameters of the registered evolution material content Determination means for determining whether or not, and if the determination is affirmative, the content is automatically combined with the registered evolution material content, and a combining means for increasing the parameter, the combining means, When the parameter of the evolution material content reaches a predetermined value, And permits the evolution synthesis of the base content.
 上記第一態様では、プレイヤによるベースコンテンツに対する指示に基づき、関連付けられた進化素材コンテンツを自動合成の対象とする。この結果、プレイヤは、ベースコンテンツに関連付けられた進化素材コンテンツを個別に自動合成の対象に登録したり、強化合成を行ったりする手間を省くことができる。 In the first aspect, based on an instruction to the base content by the player, the associated evolution material content is a target for automatic synthesis. As a result, the player can save the trouble of individually registering the evolution material content associated with the base content as the target of automatic synthesis or performing the reinforcement synthesis.
 また、本発明の第二態様に係る情報処理装置では、ベースコンテンツに関連付けられた進化素材コンテンツを記憶する記憶手段と、プレイヤによる前記ベースコンテンツに対する指示に基づき、当該プレイヤが所有する前記進化素材コンテンツを自動合成の対象に登録する登録手段と、前記プレイヤに対して複数のコンテンツを一括で付与する付与手段と、前記付与された各コンテンツが前記登録された進化素材コンテンツのパラメータを上昇させるコンテンツであるかをそれぞれ判定する判定手段と、前記判定が肯定された一部又は全部のコンテンツを前記登録された進化素材コンテンツに自動合成させ、前記パラメータを上昇させる合成手段と、を備え、前記合成手段は、前記進化素材コンテンツのパラメータが所定値に達している場合に、前記ベースコンテンツの進化合成を許可することを特徴とする。 Further, in the information processing apparatus according to the second aspect of the present invention, the evolution material content owned by the player based on the storage means for storing the evolution material content associated with the base content and the instruction to the base content by the player. Registration means for registering the content as a target for automatic synthesis, granting means for collectively giving a plurality of contents to the player, and contents for which the given contents increase parameters of the registered evolution material contents Determination means for respectively determining whether or not there is a composition means for automatically synthesizing a part or all of the content for which the determination is affirmed to the registered evolution material content and increasing the parameter, the composition means If the parameter of the evolution material content has reached a predetermined value To, and permits the evolution synthesis of the base content.
 また、本発明の第三態様に係る情報処理装置では、前記登録手段は、前記合成手段による自動合成により前記進化素材コンテンツのパラメータが前記所定値に達した場合、当該進化素材コンテンツを自動合成の対象から解除することを特徴とする。 In the information processing apparatus according to the third aspect of the present invention, the registration unit automatically synthesizes the evolution material content when the parameter of the evolution material content reaches the predetermined value by the automatic synthesis by the synthesis unit. Release from the target.
 また、本発明の第四態様に係る情報処理装置では、前記登録手段は、前記指示が行われた際、前記プレイヤが所有する前記進化素材コンテンツのパラメータが既に前記所定値に達している場合には、当該進化素材コンテンツを自動合成の対象に登録しないことを特徴とする。 In the information processing apparatus according to the fourth aspect of the present invention, when the instruction is given, the registration means is configured when the parameter of the evolution material content owned by the player has already reached the predetermined value. Is characterized in that the evolved material content is not registered as a target for automatic synthesis.
 また、本発明の第五態様に係る情報処理装置では、前記登録手段は、前記プレイヤから前記ベースコンテンツに対する指示があった際、当該プレイヤが前記進化素材コンテンツを所有していない場合には、当該進化素材コンテンツを自動合成の対象に予約し、前記付与手段は、前記付与されたコンテンツが前記予約された進化素材コンテンツである場合、当該進化素材コンテンツを前記プレイヤに所有させ、前記登録手段は、前記プレイヤに所有させた進化素材コンテンツを自動合成の対象に登録することを特徴とする。 In the information processing apparatus according to the fifth aspect of the present invention, when the player gives an instruction to the base content, when the player does not own the evolution material content, The evolved material content is reserved for automatic synthesis, and the granting means, when the given content is the reserved evolved material content, causes the player to own the evolved material content, and the registration means The evolution material content owned by the player is registered as an object of automatic composition.
 また、本発明の第六態様に係る情報処理装置では、前記登録手段は、前記プレイヤから前記ベースコンテンツに対する指示があった際、当該プレイヤが前記進化素材コンテンツを所有していない場合には、当該進化素材コンテンツを自動合成の対象に予約し、前記付与手段は、前記一括で付与されたコンテンツに前記予約された進化素材コンテンツが含まれる場合、当該進化素材コンテンツを前記プレイヤに所有させ、前記登録手段は、前記プレイヤに所有させた進化素材コンテンツを自動合成の対象に登録し、前記合成手段は、前記一括で付与された複数のコンテンツのうち前記プレイヤに所有させた進化素材コンテンツを除いたコンテンツであって、前記登録された進化素材コンテンツのパラメータを上昇させると判定されたコンテンツを、当該進化素材コンテンツに自動合成させることを特徴とする。 In the information processing apparatus according to the sixth aspect of the present invention, when the player gives an instruction to the base content, when the player does not own the evolved material content, The evolved material content is reserved for automatic synthesis, and the granting unit causes the player to own the evolved material content if the reserved content is included in the batched content, and the registration The means registers the evolved material content owned by the player as a target of automatic composition, and the composition means excludes the evolved material content owned by the player from the plurality of contents given at once. And the content determined to increase the parameter of the registered evolution material content. And characterized in that to automated synthesis on the evolution material content.
 また、本発明の第七態様に係る情報処理装置では、前記登録手段は、前記プレイヤに所有させた進化素材コンテンツのパラメータが既に前記所定値に達している場合には、当該進化素材コンテンツを自動合成の対象に登録しないことを特徴とする。 Further, in the information processing apparatus according to the seventh aspect of the present invention, the registration unit automatically converts the evolution material content when the parameter of the evolution material content owned by the player has already reached the predetermined value. It is characterized in that it is not registered as a synthesis target.
 また、本発明の第八態様に係る情報処理装置では、前記登録手段は、前記合成手段によって前記登録された進化素材コンテンツに前記判定が肯定された一部のコンテンツが自動合成されたことにより、前記パラメータが前記所定値に達した場合、当該進化素材コンテンツを自動合成の対象から解除し、前記合成手段は、前記付与された複数のコンテンツのうち前記一部のコンテンツを除いたコンテンツを、前記パラメータが前記所定値に達した前記進化素材コンテンツに自動合成させないことを特徴とする。 Further, in the information processing apparatus according to the eighth aspect of the present invention, the registration unit automatically synthesizes a part of the content whose determination is affirmed to the registered evolution material content by the synthesis unit. When the parameter reaches the predetermined value, the evolution material content is released from the target of automatic synthesis, and the synthesis unit removes the content excluding the partial content from the plurality of assigned contents. The evolved material content whose parameter has reached the predetermined value is not automatically synthesized.
 また、本発明の第九態様に係る情報処理装置では、前記登録手段により前記進化素材コンテンツが自動合成の対象から解除された場合、当該進化素材コンテンツのパラメータが前記所定値に達したことと、当該進化素材コンテンツが自動合成の対象から解除されたことの少なくとも何れかを前記プレイヤに通知する通知手段を更に備えることを特徴とする。 Further, in the information processing apparatus according to the ninth aspect of the present invention, when the evolution material content is released from the target of automatic synthesis by the registration unit, the parameter of the evolution material content has reached the predetermined value; The information processing apparatus further comprises notification means for notifying the player that at least one of the evolved material content has been released from the target of automatic composition.
 また、本発明の第十態様に係る情報処理装置では、前記通知手段は、前記進化素材コンテンツにかかる自動合成が行われた場合、前記ベースコンテンツに対する指示に基づいて自動合成が行われたことを前記プレイヤに通知することを特徴とする。 Further, in the information processing device according to the tenth aspect of the present invention, when the notification unit performs automatic composition on the evolved material content, the notification unit performs automatic composition based on an instruction for the base content. The player is notified.
 また、本発明の第十一態様に係る情報処理装置では、前記判定手段は、前記コンテンツが前記登録された進化素材コンテンツと同一種類である場合、当該進化素材コンテンツのパラメータを上昇させるコンテンツであると判定することを特徴とする。 In the information processing apparatus according to the eleventh aspect of the present invention, the determination unit is a content that increases a parameter of the evolution material content when the content is the same type as the registered evolution material content. It is characterized by determining.
 また、本発明の第十二態様に係るプログラムは、コンピュータを、ベースコンテンツに関連付けられた進化素材コンテンツを記憶する記憶手段、プレイヤによる前記ベースコンテンツに対する指示に基づき、当該プレイヤが所有する前記進化素材コンテンツを自動合成の対象に登録する登録手段、前記プレイヤに対してコンテンツを付与する付与手段、前記付与されたコンテンツが前記登録された進化素材コンテンツのパラメータを上昇させるコンテンツであるかを判定する判定手段、前記判定が肯定された場合、前記登録された進化素材コンテンツに前記コンテンツを自動合成させ、前記パラメータを上昇させる合成手段、として機能させ、前記合成手段において、前記進化素材コンテンツのパラメータが所定値に達している場合に、前記ベースコンテンツの進化合成を許可することを特徴とする。 Further, the program according to the twelfth aspect of the present invention is a storage means for storing evolution material content associated with base content, and the evolution material possessed by the player based on an instruction to the base content by the player. Registration means for registering content as a target for automatic synthesis, granting means for granting content to the player, and determination for determining whether the given content is content that increases a parameter of the registered evolution material content If the determination is affirmative, the content is automatically combined with the registered evolution material content and the parameter is increased, and the parameter of the evolution material content is set to a predetermined value. Before the value is reached And permits the evolution synthesis of the base content.
 また、本発明の第十三態様に係るプログラムは、コンピュータを、ベースコンテンツに関連付けられた進化素材コンテンツを記憶する記憶手段、プレイヤによる前記ベースコンテンツに対する指示に基づき、当該プレイヤが所有する前記進化素材コンテンツを自動合成の対象に登録する登録手段、前記プレイヤに対して複数のコンテンツを一括で付与する付与手段、前記付与された各コンテンツが前記登録された進化素材コンテンツのパラメータを上昇させるコンテンツであるかをそれぞれ判定する判定手段、前記判定が肯定された一部又は全部のコンテンツを前記登録された進化素材コンテンツに自動合成させ、前記パラメータを上昇させる合成手段、として機能させ、前記合成手段において、前記進化素材コンテンツのパラメータが所定値に達している場合に、前記ベースコンテンツの進化合成を許可することを特徴とする。 In addition, the program according to the thirteenth aspect of the present invention is a storage means for storing evolution material content associated with base content, and the evolution material possessed by the player based on an instruction to the base content by the player. Registration means for registering content as a target for automatic synthesis, granting means for collectively giving a plurality of contents to the player, and the given contents are contents for increasing parameters of the registered evolution material contents Determination means for respectively determining whether or not a part or all of the content for which the determination is affirmed is automatically combined with the registered evolution material content, and functions as a combining means for increasing the parameter, in the combining means, The parameter of the evolution material content is If it has reached the value, and permits the evolution synthesis of the base content.
 本発明によれば、プレイヤに対してベースコンテンツを進化させる手間を軽減することができる。 According to the present invention, it is possible to reduce the effort for the player to evolve the base content.
本実施形態に係る情報処理装置(コンピュータ)を含むゲームシステムの全体構成の一例を示すブロック図である。It is a block diagram which shows an example of the whole structure of the game system containing the information processing apparatus (computer) which concerns on this embodiment. サーバ装置のハードウェア構成の一例を概略的に示す図である。It is a figure which shows an example of the hardware constitutions of a server apparatus roughly. サーバ装置10の機能的な構成の一例を概略的に示すブロック図である。2 is a block diagram schematically showing an example of a functional configuration of a server device 10. FIG. キャラクタ情報40Bの進化合成情報を示す図である。It is a figure which shows the evolution synthetic | combination information of the character information 40B. 進化予約に係る処理の流れの概略を示すフローチャートである。It is a flowchart which shows the outline of the flow of the process which concerns on an evolution reservation. 自動合成に係る処理の流れの概略を示すフローチャートである。It is a flowchart which shows the outline of the flow of the process which concerns on automatic composition. 図6に示すステップSP48に係る処理の詳細の流れを示すフローチャートである。It is a flowchart which shows the flow of the detail of the process which concerns on step SP48 shown in FIG. 進化合成の処理の流れの概略を示すフローチャートである。It is a flowchart which shows the outline of the flow of a process of evolution synthesis. 進化予約画面60の一例を示す図である。It is a figure which shows an example of the evolution reservation screen. 登録通知画面70の一例を示す図である。6 is a diagram illustrating an example of a registration notification screen. FIG. ゲーム結果画面80の一例を示す図である。FIG. 6 is a diagram showing an example of a game result screen 80. 進化合成が不可能である進化合成画面90の一例を示す図である。It is a figure which shows an example of the evolution synthetic | combination screen 90 in which evolution synthesis is impossible. 進化合成が可能である進化合成画面90の一例を示す図である。It is a figure which shows an example of the evolution synthetic | combination screen 90 in which evolution synthesis is possible.
 以下、添付図面を参照しながら本発明の実施形態(以下、「本実施形態」と称す。)について説明する。説明の理解を容易にするため、各図面において同一の構成要素及びステップに対しては可能な限り同一の符号を付して、重複する説明は省略する。 Hereinafter, an embodiment of the present invention (hereinafter referred to as “the present embodiment”) will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps are denoted by the same reference numerals as much as possible in each drawing, and redundant description is omitted.
<全体構成>
 図1は、本実施形態に係る情報処理装置(コンピュータ)を含むゲームシステム1の全体構成の一例を示すブロック図である。
<Overall configuration>
FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 including an information processing apparatus (computer) according to this embodiment.
 図1に示すように、ゲームシステム1は、1又は複数が参加可能なゲームを提供するシステムである。ゲームシステム1は、サーバ装置10と、複数の端末装置12と、を備える。これらのサーバ装置10と複数の端末装置12とは、イントラネットやインターネット等の通信ネットワークNTを介して通信可能に接続されている。 As shown in FIG. 1, the game system 1 is a system that provides a game in which one or more can participate. The game system 1 includes a server device 10 and a plurality of terminal devices 12. The server device 10 and the plurality of terminal devices 12 are communicably connected via a communication network NT such as an intranet or the Internet.
 サーバ装置10は、ゲームプログラム14を実行して得られるゲーム、又はゲームプログラム14そのものを、通信ネットワークNTを介して各端末装置12に提供する情報処理装置である。本実施形態では、サーバ装置10は、ゲームプログラム14を実行し、その実行結果(画像データや音声データ等)を各端末装置12に送信し、出力させることで各端末装置12にゲームを提供する。ただし、ゲームプログラム14の一部は、端末装置12で実行されてもよい。 The server device 10 is an information processing device that provides a game obtained by executing the game program 14 or the game program 14 itself to each terminal device 12 via the communication network NT. In the present embodiment, the server device 10 executes the game program 14, transmits the execution result (image data, audio data, etc.) to each terminal device 12, and provides the game to each terminal device 12 by outputting it. . However, a part of the game program 14 may be executed by the terminal device 12.
 各端末装置12は、プレイヤが所持する情報処理装置であって、サーバ装置10から受信したゲームプログラム14の実行結果を出力することで、プレイヤにゲームを提供する情報処理装置である。これらの端末装置12としては、ビデオゲーム機や携帯ゲーム機、アーケードゲーム機、スマートフォン、タブレット、パーソナルコンピュータ等の様々なものが挙げられる。各端末装置12は、通信ネットワークNTを介して、サーバ装置10に接続可能とされている。なお、各端末装置12は、サーバ装置10からゲームプログラム14をダウンロードして、自らゲームプログラム14を実行することで、プレイヤにゲームを提供してもよい。 Each terminal device 12 is an information processing device possessed by the player, and is an information processing device that provides a game to the player by outputting an execution result of the game program 14 received from the server device 10. As these terminal devices 12, various things, such as a video game machine, a portable game machine, an arcade game machine, a smart phone, a tablet, a personal computer, are mentioned. Each terminal device 12 can be connected to the server device 10 via the communication network NT. Each terminal device 12 may provide the game to the player by downloading the game program 14 from the server device 10 and executing the game program 14 by itself.
<ハードウェア構成>
 図2は、サーバ装置10のハードウェア構成の一例を概略的に示す図である。
<Hardware configuration>
FIG. 2 is a diagram schematically illustrating an example of the hardware configuration of the server device 10.
 図2に示すように、サーバ装置10は、制御装置20と、通信装置26と、記憶装置28と、を備える。制御装置20は、CPU(Central Processing Unit)22及びメモリ24を主に備えて構成される。 As shown in FIG. 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 mainly includes a CPU (Central Processing Unit) 22 and a memory 24.
 制御装置20では、CPU22がメモリ24或いは記憶装置28等に格納された所定のプログラムを実行することにより、各種の機能手段として機能する。この機能手段の詳細については後述する。 In the control device 20, the CPU 22 functions as various functional units by executing predetermined programs stored in the memory 24, the storage device 28, or the like. Details of this functional means will be described later.
 通信装置26は、外部の装置と通信するための通信インターフェース等で構成される。通信装置26は、例えば、端末装置12との間で各種の情報を送受信する。 The communication device 26 includes a communication interface for communicating with an external device. The communication device 26 transmits and receives various types of information to and from the terminal device 12, for example.
 記憶装置28は、ハードディスク等で構成される。記憶装置28は、ゲームプログラム14を含む、制御装置20における処理の実行に必要な各種プログラムや各種の情報、及び処理結果の情報を記憶する。 The storage device 28 is composed of a hard disk or the like. The storage device 28 stores various programs and various information necessary for execution of processing in the control device 20, including the game program 14, and information on processing results.
 なお、サーバ装置10は、専用又は汎用のサーバ・コンピュータなどの情報処理装置を用いて実現することができる。また、サーバ装置10は、単一の情報処理装置より構成されるものであっても、通信ネットワークNT上に分散した複数の情報処理装置より構成されるものであってもよい。また、図2は、サーバ装置10が有する主要なハードウェア構成の一部を示しているに過ぎず、サーバ装置10は、サーバが一般的に備える他の構成を備えることができる。また、複数の端末装置12のハードウェア構成も、例えば操作手段や表示装置、音出力装置を備える他は、サーバ装置10と同様の構成を備えることができる。 The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. Further, the server device 10 may be configured by a single information processing device or may be configured by a plurality of information processing devices distributed on the communication network NT. FIG. 2 shows only a part of the main hardware configuration of the server apparatus 10, and the server apparatus 10 can have other configurations that the server generally includes. Moreover, the hardware configuration of the plurality of terminal devices 12 can also have the same configuration as the server device 10 except that it includes, for example, an operation means, a display device, and a sound output device.
<ゲーム内容>
 本実施形態にかかるゲームは、コンテンツの一例としてのキャラクタを育成する要素を含むゲームである。例えば、プレイヤは、所有するベースキャラクタ(ベースコンテンツの一例であり、後述する進化合成や強化のベースとなるキャラクタである。)に1又は複数の素材キャラクタを合成することにより、そのベースキャラクタを強化させたり、異なるキャラクタに進化させたりする育成ゲームをプレイすることができる。また、プレイヤは、育成したキャラクタを用いて、対戦ゲーム(クエスト等)や、ロールプレイングゲーム、音楽ゲーム等をプレイすることができる。
<Game contents>
The game according to the present embodiment is a game including an element for nurturing a character as an example of content. For example, the player reinforces the base character by synthesizing one or a plurality of material characters with the base character he possesses (an example of base content, which is a character that serves as a base for evolutionary synthesis and reinforcement described later). The game can be played or the game can be evolved into different characters. Further, the player can play a battle game (quest or the like), a role playing game, a music game, or the like using the trained character.
<機能手段>
 図3は、サーバ装置10の機能手段の一例を概略的に示すブロック図である。
<Functional means>
FIG. 3 is a block diagram schematically showing an example of functional means of the server device 10.
 図3に示すように、サーバ装置10は、記憶手段40と、制御手段42等の機能手段を備える。記憶手段40は、1又は複数の記憶装置28で実現される。制御手段42は、記憶装置28等に格納されたゲームプログラム14を制御装置20が実行することにより実現される。 As shown in FIG. 3, the server device 10 includes a storage unit 40 and functional units such as a control unit 42. The storage unit 40 is realized by one or a plurality of storage devices 28. The control means 42 is realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like.
 記憶手段40には、プレイヤ毎にプレイヤ情報40Aや、キャラクタ毎にキャラクタ情報40B等が記憶されている。 The storage means 40 stores player information 40A for each player, character information 40B for each character, and the like.
 プレイヤ情報40Aは、プレイヤの各種情報が記述されたデータである。本実施形態では、プレイヤ情報40Aには、プレイヤIDに対応付けて、プレイヤ名、所有キャラクタ情報、自動合成予約情報、ゲームの進行状況等が記述されている。所有キャラクタ情報は、プレイヤが所有している各キャラクタの各種情報が記述されている。本実施形態では、所有キャラクタ情報には、キャラクタIDに対応付けて、現時点での能力パラメータの他、自動合成登録情報、獲得日時が記述されている。能力パラメータには、例えば、レベル、体力、攻撃力、スキルレベルの各パラメータが記述されている。レベルは、キャラクタを強化合成した際に変化する。スキルレベルは、キャラクタを強化合成した際、所定条件を満たしているときに変化する。自動合成登録情報には、自動合成の対象に登録されたキャラクタであるかを示すフラグ、自動合成登録が解除されるスキルレベルである解除レベルが記述されている。自動合成予約情報には、キャラクタID、自動合成登録が解除されるスキルレベルである解除レベルが記述されている。ゲームの進行状況には、例えば、プレイヤのランクや、プレイヤがクリア済みのクエストを示す情報が記述されている。 The player information 40A is data in which various information about the player is described. In the present embodiment, the player information 40A describes a player name, owned character information, automatic synthesis reservation information, game progress, etc. in association with the player ID. The owned character information describes various information of each character owned by the player. In the present embodiment, in the possessed character information, the automatic synthesis registration information and the acquisition date and time are described in addition to the current ability parameters in association with the character ID. In the ability parameter, for example, parameters of level, physical strength, attack power, and skill level are described. The level changes when the character is strengthened and synthesized. The skill level changes when the character is strengthened and combined and a predetermined condition is satisfied. In the automatic synthesis registration information, a flag indicating whether the character is registered as a target of automatic synthesis and a release level that is a skill level at which automatic synthesis registration is released are described. In the automatic composition reservation information, a character ID and a release level that is a skill level at which automatic composition registration is released are described. In the progress of the game, for example, information indicating a rank of the player and a quest that has been cleared by the player is described.
 キャラクタ情報40Bは、ゲームに登場するキャラクタの各種情報が記述されたデータである。本実施形態では、キャラクタ情報40Bには、キャラクタIDに対応付けて、キャラクタ名、キャラクタ画像、レアリティ、能力パラメータ(レベル、体力、攻撃力、スキルレベル)の初期値及び最大値、スキル、進化合成情報が記述されている。スキルは、キャラクタがゲーム中又はゲーム終了後に発動することができる能力である。本実施形態では、スキルは、例えばゲーム中に体力を回復させるアイテムを出現させる能力や、敵キャラクタからの攻撃によるダメージ量を軽減させる能力、ゲーム終了後に獲得できるアイテム数を上昇させる能力等であって、スキルレベルが高いほど発動確率や発動効果が高くなる。 The character information 40B is data describing various information of characters appearing in the game. In this embodiment, in the character information 40B, the character name, character image, rarity, initial values and maximum values of ability parameters (level, physical strength, attack power, skill level), skill, evolutionary synthesis are associated with the character ID. Information is described. The skill is an ability that the character can activate during or after the game. In this embodiment, the skills include, for example, the ability to appear items that restore physical strength during the game, the ability to reduce the amount of damage caused by attacks from enemy characters, and the ability to increase the number of items that can be acquired after the game ends. The higher the skill level, the higher the activation probability and activation effect.
 図4は、キャラクタ情報40Bの進化合成情報を示す図である。進化合成情報には、キャラクタIDに対応付けて、そのキャラクタ(ベースキャラクタ)に関連付けられた1又は複数の進化素材キャラクタのキャラクタIDと、その進化素材キャラクタに対応する進化許可レベル(スキルレベルの値)と、進化後のキャラクタIDとが記述(設定)されている。本実施形態では、プレイヤは、ベースキャラクタの進化合成情報に記述された全ての進化素材キャラクタを所有し、更にその全ての進化素材キャラクタのスキルレベルそれぞれが対応する進化許可レベル以上である場合、ベースキャラクタを進化合成することができる。 FIG. 4 is a diagram showing evolution synthesis information of the character information 40B. The evolutionary synthesis information includes the character ID of one or more evolutionary material characters associated with the character (base character) in association with the character ID, and the evolution permission level (skill level value) corresponding to the evolutionary material character. ) And the character ID after evolution are described (set). In this embodiment, the player owns all the evolution material characters described in the evolution synthesis information of the base character, and if the skill levels of all the evolution material characters are equal to or higher than the corresponding evolution permission level, Characters can be evolved and synthesized.
 図3に戻って、制御手段42は、プレイヤの操作等に応じてゲーム全体を制御する機能を有する。制御手段42は、登録手段44と、付与手段46と、判定手段48と、合成手段50と、通知手段52と、を備える。 Referring back to FIG. 3, the control means 42 has a function of controlling the entire game in accordance with player operations and the like. The control unit 42 includes a registration unit 44, a grant unit 46, a determination unit 48, a synthesis unit 50, and a notification unit 52.
 登録手段44は、キャラクタに対する自動合成の登録、自動合成の予約登録、又はこれらの解除を行う機能を有する。本実施形態では、登録手段44は、キャラクタに対する進化予約指示が行われた際、そのキャラクタに関連付けられた進化素材キャラクタをプレイヤが所有していれば、その進化素材キャラクタを自動合成の対象に登録(自動合成登録)する。ただし、登録手段44は、プレイヤが所有している進化素材キャラクタのスキルレベルが既にベースキャラクタの進化合成情報に記述された所定値(進化許可レベル)に達している場合には、その進化素材キャラクタを自動合成の対象に登録しない。
 一方、登録手段44は、キャラクタに対する進化予約指示が行われた際、そのキャラクタに関連付けられた進化素材キャラクタをプレイヤが所有していなければ、その進化素材キャラクタを自動合成の対象に予約登録(自動合成予約)する。
The registration unit 44 has a function of registering automatic composition for a character, reservation registration of automatic composition, or canceling these. In the present embodiment, the registration means 44 registers the evolution material character as a target for automatic synthesis if the player owns the evolution material character associated with the character when the evolution reservation instruction is given to the character. (Automatic synthesis registration). However, if the skill level of the evolutionary material character possessed by the player has already reached the predetermined value (evolution permission level) described in the evolution synthesis information of the base character, the registration means 44 will determine that evolutionary material character. Is not registered as a target for automatic synthesis.
On the other hand, when an evolution reservation instruction is given to a character, if the player does not own the evolution material character associated with the character, the registration means 44 reserves and registers that evolution material character as a target for automatic synthesis (automatically). Make a composite reservation).
 また、登録手段44は、プレイヤの所有キャラクタに対する自動合成登録を解除する。本実施形態では、登録手段44は、自動合成登録された進化素材キャラクタのスキルレベルがベースキャラクタの進化合成情報に記述された所定値(進化許可レベル)に達した場合、その進化素材キャラクタを自動合成の対象から解除する。 Also, the registration unit 44 cancels the automatic composition registration for the player's owned character. In this embodiment, when the skill level of the evolutionary material character that has been automatically synthesized and registered reaches the predetermined value (evolution permission level) described in the evolutionary synthesis information of the base character, the registration means 44 automatically selects the evolutionary material character. Release from composition.
 付与手段46は、プレイヤに対してキャラクタを付与する機能を有する。本実施形態では、付与手段46は、対戦ゲームの内容や結果等に基づいて、1又は複数のキャラクタをプレイヤに付与する。なお、付与手段46は、プレイヤに複数のキャラクタを付与する際、それらのキャラクタを一括で付与する。 The giving means 46 has a function of giving a character to the player. In the present embodiment, the granting unit 46 grants one or more characters to the player based on the content or result of the battle game. The granting means 46 gives the characters all at once when giving a plurality of characters to the player.
 また、付与手段46は、プレイヤに付与されたキャラクタをプレイヤの所有キャラクタにする。本実施形態では、付与手段46は、プレイヤ情報40Aの所有キャラクタ情報に、付与されたキャラクタのキャラクタID、能力パラメータ、獲得日時を保存する。 Further, the granting means 46 makes the character given to the player the possessed character of the player. In the present embodiment, the granting unit 46 stores the character ID, ability parameter, and acquisition date / time of the given character in the owned character information of the player information 40A.
 判定手段48は、プレイヤに付与されたキャラクタが、自動合成登録されたキャラクタのスキルレベルを上昇させるキャラクタであるか否かを判定する機能手段である。本実施形態では、判定手段48は、プレイヤに付与されたキャラクタと、自動合成登録されたキャラクタとが同一種類のキャラクタである場合、付与されたキャラクタが自動合成登録されたキャラクタのスキルレベルを上昇させるキャラクタであると判定する。 The determination means 48 is a functional means for determining whether or not the character given to the player is a character that increases the skill level of the character that has been automatically synthesized and registered. In the present embodiment, when the character assigned to the player and the character automatically registered for registration are the same type of character, the determination means 48 increases the skill level of the character for which the assigned character is automatically registered for registration. It is determined that the character is to be used.
 また、判定手段48は、プレイヤに付与されたキャラクタが、自動合成予約されたキャラクタと同一種類であるか否かを判定する。 Further, the determination means 48 determines whether or not the character given to the player is the same type as the character reserved for automatic composition.
 合成手段50は、プレイヤによる操作(手動)又は自動でキャラクタ合成を行う機能を有する。本実施形態では、合成手段50は、第1のキャラクタ合成として、ベースキャラクタに1又は複数の素材キャラクタを合成することにより、そのベースキャラクタの能力パラメータを変化させる強化合成を行う。ここで、合成手段50は、ベースキャラクタと素材キャラクタとが同一種類のキャラクタである場合、少なくともベースキャラクタのスキルレベルを上昇させる強化合成を行う。また、或るキャラクタが自動合成登録されている場合において、合成手段50は、その或るキャラクタと同一種類のキャラクタがプレイヤに付与された際、その或るキャラクタに同一種類のキャラクタを自動合成させる。なお、合成手段50は、ベースキャラクタと素材キャラクタとが同一種類のキャラクタでない場合、少なくともベースキャラクタのレベルや体力等を上昇させる強化合成を行い、スキルレベルは変化させない。 The synthesizing means 50 has a function of performing character synthesis by an operation (manual) by the player or automatically. In the present embodiment, the synthesizing unit 50 performs, as the first character synthesis, reinforced synthesis for changing the ability parameter of the base character by synthesizing one or a plurality of material characters with the base character. Here, when the base character and the material character are the same type of character, the synthesizing unit 50 performs reinforced synthesis that increases at least the skill level of the base character. In addition, when a certain character is automatically synthesized and registered, the synthesizing unit 50 causes the certain character to automatically synthesize the same type of character when the same type of character as the certain character is given to the player. . Note that, when the base character and the material character are not the same type of character, the synthesizing unit 50 performs the reinforcement composition that increases at least the level and physical strength of the base character, and does not change the skill level.
 また、合成手段50は、第2のキャラクタ合成として、ベースキャラクタに関連付けられた全ての進化素材キャラクタをプレイヤが所有し、その全ての進化素材キャラクタの所定のパラメータが所定条件を満たしている場合、ベースキャラクタを異なるキャラクタに進化させる進化合成を行う。なお、異なるキャラクタとは、ベースキャラクタと種類が異なるキャラクタであっても、ベースキャラクタと同じ種類でレアリティが異なる、例えばレアリティが高いキャラクタであってもよい。本実施形態では、合成手段50は、例えば進化素材キャラクタのスキルレベルが所定値(進化許可レベル)以上である場合に、所定条件を満たしているとしてベースキャラクタの進化合成を許可する。 In addition, when the player possesses all the evolution material characters associated with the base character and the predetermined parameters of all the evolution material characters satisfy the predetermined condition as the second character composition, Performs evolutionary synthesis that evolves base characters into different characters. The different character may be a character having a different type from the base character, or may be a character having the same type as the base character but different in rarity, for example, a character having high rarity. In the present embodiment, for example, when the skill level of the evolution material character is equal to or higher than a predetermined value (evolution permission level), the synthesizing unit 50 permits the evolution synthesis of the base character as satisfying the predetermined condition.
 また、合成手段50は、第1のキャラクタ合成又は第2のキャラクタ合成で素材キャラクタとして用いられたキャラクタをプレイヤの非所有とする。 Further, the synthesizing means 50 does not own the character used as the material character in the first character synthesis or the second character synthesis.
 なお、合成手段50は、プレイヤの操作(手動)により第1のキャラクタ合成が行われる場合、プレイヤからの合成メニューの選択、ベースキャラクタと素材キャラクタの指定、及び合成指示を受け付けたことに基づき、ベースキャラクタに素材キャラクタを合成させる。 In the case where the first character composition is performed by the player's operation (manual), the composition means 50 receives the selection of the composition menu, the designation of the base character and the material character, and the composition instruction from the player. A base character is combined with a material character.
 通知手段52は、プレイヤに対して各種通知を行う機能を有する。本実施形態では、通知手段52は、自動合成が行われたことや自動合成登録が解除されたこと等を端末装置12の画面に出力する。 The notification means 52 has a function of making various notifications to the player. In this embodiment, the notification means 52 outputs to the screen of the terminal device 12 that automatic composition has been performed, automatic composition registration has been canceled, and the like.
<進化予約に係る処理の流れ>
 図5は、進化予約に係る処理の流れの概略を示すフローチャートである。
<Flow of processing related to evolution reservation>
FIG. 5 is a flowchart showing an outline of a process flow related to evolution reservation.
(ステップSP10)
 制御手段42は、プレイヤが所有しているキャラクタの何れかを進化予約指示するためのボタンを含むメニュー画面を端末装置12に出力する。このメニュー画面において、プレイヤにより当該ボタンが押下されたことに応答して、処理は、ステップSP12の処理に移行する。
(Step SP10)
The control means 42 outputs to the terminal device 12 a menu screen including a button for instructing evolution reservation of any of the characters owned by the player. In response to the button being pressed by the player on the menu screen, the process proceeds to step SP12.
(ステップSP12)
 制御手段42は、プレイヤ情報40Aを参照してプレイヤの所有キャラクタ情報を取得し、その所有キャラクタ情報に従ってプレイヤが所有しているキャラクタの一覧画面を端末装置12に出力する。この一覧画面において、プレイヤにより1体のキャラクタを選択するボタンが押下されたことに応答して、処理は、ステップSP14の処理に移行する。
(Step SP12)
The control means 42 refers to the player information 40A, acquires player owned character information, and outputs a list screen of characters owned by the player to the terminal device 12 according to the owned character information. In response to the player pressing a button for selecting one character on the list screen, the process proceeds to step SP14.
(ステップSP14)
 制御手段42は、キャラクタ情報40Bを参照してプレイヤにより選択されたキャラクタ(以下、「第1選択キャラ」という。)の進化合成情報を取得し、第1選択キャラに関連付けられた進化素材キャラクタ、進化素材キャラクタの進化許可レベル、進化後のキャラクタ、進化予約ボタンを含む進化予約画面を端末装置12に出力する。以下では、進化予約画面について説明する。
(Step SP14)
The control means 42 acquires the evolution composite information of the character (hereinafter referred to as “first selected character”) selected by the player with reference to the character information 40B, and the evolution material character associated with the first selected character, An evolution reservation screen including the evolution permission level of the evolution material character, the evolved character, and the evolution reservation button is output to the terminal device 12. Hereinafter, the evolution reservation screen will be described.
 図9は、進化予約画面60の一例を示す図である。 FIG. 9 is a diagram showing an example of the evolution reservation screen 60.
 図9に示すように、進化予約画面60には、ベースキャラクタ情報領域62、進化素材キャラクタ情報領域64、進化後キャラクタ情報領域66、進化予約ボタン68が設けられている。ベースキャラクタ情報領域62には、ベースキャラクタ(第1選択キャラ)であるキャラクタAを示す画像と、キャラクタAの能力パラメータであるレベル、体力、攻撃力、スキルレベルとが配置されている。また、進化素材キャラクタ情報領域64には、ベースキャラクタに関連付けられた進化素材キャラクタであるキャラクタX、キャラクタY、キャラクタZを示す画像と、進化素材キャラクタそれぞれの進化許可レベル(進化に必要となるスキルレベル)とが配置されている。また、進化後キャラクタ情報領域66には、ベースキャラクタが進化した後の新たなキャラクタであるキャラクタBを示す画像と、そのキャラクタの能力パラメータであるレベル、体力、攻撃力、スキルレベルとが配置されている。 As shown in FIG. 9, the evolution reservation screen 60 is provided with a base character information area 62, an evolution material character information area 64, a post-evolution character information area 66, and an evolution reservation button 68. In the base character information area 62, an image showing the character A, which is a base character (first selected character), and a level, physical strength, attack power, and skill level, which are ability parameters of the character A, are arranged. The evolution material character information area 64 includes images showing the evolution material characters X, Y, and Z that are associated with the base character, and the evolution permission levels of the evolution material characters (skills required for evolution). Level) and are arranged. In the post-evolution character information area 66, an image showing the character B, which is a new character after the base character has evolved, and the level, physical strength, attack power, and skill level, which are the character's ability parameters, are arranged. ing.
 図5に戻って、上記進化予約画面60を端末装置12に出力した後、処理は、ステップSP16の処理に移行する。 Referring back to FIG. 5, after the evolution reservation screen 60 is output to the terminal device 12, the process proceeds to the process of step SP16.
(ステップSP16)
 制御手段42は、進化予約画面が端末装置12に出力されている際、プレイヤからの進化予約ボタンの押下を受け付ける。この進化予約画面において、プレイヤによって進化予約ボタンが押下されたことに応答し、処理は、ステップSP18の処理に移行する。
 ここで、本実施形態では、第1選択キャラの進化合成情報に複数の進化素材キャラクタが記述されている場合があるが、後述するステップSP18以降の各処理では、当該複数の進化素材キャラクタのうち1の進化素材キャラクタ(以下、「進化素材キャラ」という。)について処理が行われる。そして、後述するステップSP26において、全ての進化素材キャラクタそれぞれに対して当該各処理が行われたか否かを判定するループ判定が行われ、当該判定によりステップSP18に戻った場合は、次の1の進化素材キャラクタ(進化素材キャラ)について当該各処理が行われる。なお、この各処理が行われる進化素材キャラクタの順序は、例えば進化合成情報における記述順や、キャラクタID順等に応じて定められることとしてもよい。
(Step SP16)
When the evolution reservation screen is output to the terminal device 12, the control means 42 accepts the pressing of the evolution reservation button from the player. In response to the player pressing the evolution reservation button on the evolution reservation screen, the process proceeds to step SP18.
Here, in this embodiment, a plurality of evolution material characters may be described in the evolution synthesis information of the first selected character. However, in each processing after step SP18 described later, Processing is performed for one evolutionary material character (hereinafter referred to as “evolutionary material character”). Then, in step SP26, which will be described later, a loop determination is made to determine whether or not each process has been performed for each of the evolution material characters. If the determination returns to step SP18, the following 1 Each process is performed for the evolution material character (evolution material character). It should be noted that the order of the evolution material characters in which each process is performed may be determined according to, for example, the description order in the evolutionary synthesis information, the character ID order, or the like.
(ステップSP18)
 登録手段44は、プレイヤが第1選択キャラの進化合成情報に記述された1の進化素材キャラクタ(進化素材キャラ)を所有しているか否かを判定する。本実施形態では、登録手段44は、プレイヤ情報40Aの所有キャラクタ情報とキャラクタ情報40Bの進化合成情報に基づき、進化素材キャラをプレイヤが所有しているか否かを判定する。具体的には、登録手段44は、第1選択キャラ(例えば、キャラクタA)の進化合成情報に記述された進化素材キャラ(例えば、キャラクタX)が、所有キャラクタ情報に保存されているか否かを判定する。そして、当該判定が肯定判定された場合には、処理は、ステップSP20の処理に移行し、当該判定が否定判定された場合には、処理は、ステップSP24の処理に移行する。
(Step SP18)
The registration unit 44 determines whether or not the player owns one evolution material character (evolution material character) described in the evolution synthesis information of the first selected character. In the present embodiment, the registration unit 44 determines whether or not the player owns the evolution material character based on the possessed character information of the player information 40A and the evolutionary synthesis information of the character information 40B. Specifically, the registration means 44 determines whether or not the evolution material character (eg, character X) described in the evolution synthesis information of the first selected character (eg, character A) is stored in the owned character information. judge. If the determination is affirmative, the process proceeds to step SP20. If the determination is negative, the process proceeds to step SP24.
(ステップSP20)
 登録手段44は、進化素材キャラのスキルレベルが所定値に達しているか(所定値以上であるか)否かを判定する。本実施形態では、登録手段44は、プレイヤ情報40Aの所有キャラクタ情報とキャラクタ情報40Bの進化合成情報に基づき、プレイヤが所有している進化素材キャラのスキルレベルが、進化素材キャラの進化許可レベルに達しているか否かを判定する。ここで、「進化素材キャラの進化許可レベル」とは、第1選択キャラの進化合成情報に記述されている進化許可レベルであって、進化素材キャラに対応付けられたスキルレベルの値である。そして、当該判定が肯定判定された場合には、処理は、ステップSP26の処理に移行し、当該判定が否定判定された場合には、処理は、ステップSP22の処理に移行する。
(Step SP20)
The registration unit 44 determines whether or not the skill level of the evolution material character has reached a predetermined value (is greater than or equal to a predetermined value). In the present embodiment, the registration means 44 sets the skill level of the evolution material character owned by the player to the evolution permission level of the evolution material character based on the possessed character information of the player information 40A and the evolution synthesis information of the character information 40B. It is determined whether or not it has been reached. Here, the “evolution permission level of the evolution material character” is an evolution permission level described in the evolution synthesis information of the first selected character, and is a skill level value associated with the evolution material character. When the determination is affirmative, the process proceeds to step SP26. When the determination is negative, the process proceeds to step SP22.
(ステップSP22)
 登録手段44は、進化素材キャラを自動合成の対象に登録する。本実施形態では、登録手段44は、プレイヤが所有している進化素材キャラに対応する自動合成登録情報のフラグに1を設定し、その自動合成登録情報の解除レベルに進化素材キャラの進化許可レベル(例えば、4)を保存する。そして、処理は、ステップSP26の処理に移行する。
(Step SP22)
The registration means 44 registers the evolution material character as a target for automatic synthesis. In this embodiment, the registration means 44 sets 1 in the flag of the automatic composition registration information corresponding to the evolution material character owned by the player, and the evolution permission level of the evolution material character is set as the cancellation level of the automatic composition registration information. (Eg 4) is saved. And a process transfers to the process of step SP26.
(ステップSP24)
 登録手段44は、進化素材キャラを自動合成の対象に予約登録する。本実施形態では、登録手段44は、プレイヤ情報40Aの自動合成予約情報に、進化素材キャラのキャラクタIDと、進化素材キャラの進化許可レベル(例えば、4)とを保存する。そして、処理は、ステップSP26の処理に移行する。
(Step SP24)
The registration means 44 reserves and registers the evolution material character as a target for automatic synthesis. In the present embodiment, the registration unit 44 stores the character ID of the evolution material character and the evolution permission level (for example, 4) of the evolution material character in the automatic composition reservation information of the player information 40A. And a process transfers to the process of step SP26.
(ステップSP26)
 制御手段42は、第1選択キャラに関連付けられた進化素材キャラクタが進化素材キャラの他にも存在するか否かを判定する。すなわち、制御手段42は、第1選択キャラに関連付けられた全ての進化素材キャラクタそれぞれに対して、ステップSP18以降の自動合成登録又は自動合成予約に関する処理を行ったかを判定(ループ判定)する。例えば、第1選択キャラに関連付けられた進化素材キャラクタが3体いる場合において、制御手段42は、ステップSP18以降の自動合成登録又は自動合成予約に関する処理(進化素材キャラに係る処理)が行われた回数が3回未満であるときは当該判定を肯定判定し、3回に達したときは当該判定を否定判定する。そして、当該判定が肯定判定された場合には、処理は、第1選択キャラに関連付けられた進化素材キャラクタのうち、進化素材キャラとして処理が行われたキャラクタを除いた次の進化素材キャラクタに関する処理を行うべく、ステップSP18の処理に移行する。一方、当該判定が否定判定された場合には、処理は、ステップSP28の処理に移行する。
(Step SP26)
The control means 42 determines whether or not the evolution material character associated with the first selected character exists in addition to the evolution material character. That is, the control means 42 determines (loop determination) whether or not the processing related to automatic composition registration or automatic composition reservation after step SP18 has been performed for all the evolution material characters associated with the first selected character. For example, when there are three evolutionary material characters associated with the first selected character, the control means 42 has performed processing related to automatic synthesis registration or automatic synthesis reservation (processing related to the evolutionary material character) after step SP18. When the number of times is less than 3, the determination is affirmative, and when the number reaches 3, the determination is negative. If the determination is affirmative, the process is a process related to the next evolution material character excluding the characters processed as the evolution material character among the evolution material characters associated with the first selected character. In order to perform the process, the process proceeds to step SP18. On the other hand, if the determination is negative, the process proceeds to step SP28.
(ステップSP28)
 通知手段52は、ステップS22において自動合成登録情報のフラグが1に設定された進化素材キャラと、ステップS24において自動合成予約情報にキャラクタIDが保存された進化素材キャラとに基づいて、自動合成登録又は自動合成予約を通知する登録通知画面を生成し、端末装置12に出力する。以下では、登録通知画面について説明する。
(Step SP28)
The notification means 52 performs automatic composition registration based on the evolution material character whose automatic composition registration information flag is set to 1 in step S22 and the evolution material character whose character ID is stored in the automatic composition reservation information in step S24. Alternatively, a registration notification screen for notifying automatic composition reservation is generated and output to the terminal device 12. Hereinafter, the registration notification screen will be described.
 図10は、登録通知画面70の一例を示す図である。 FIG. 10 is a diagram illustrating an example of the registration notification screen 70.
 図10に示すように、登録通知画面70には、自動合成登録キャラクタ情報領域72、自動合成予約キャラクタ情報領域74が設けられている。自動合成登録キャラクタ情報領域72には、第1選択キャラ(キャラクタA)に対する進化予約指示によって自動合成登録情報のフラグが1に設定された進化素材キャラクタであるキャラクタXとキャラクタYが配置されている。自動合成予約キャラクタ情報領域74には、第1選択キャラ(キャラクタA)に対する進化予約指示に基づいて自動合成予約情報にキャラクタIDが保存された進化素材キャラクタであるキャラクタZが配置されている。 As shown in FIG. 10, the registration notification screen 70 is provided with an automatic composite registration character information area 72 and an automatic composite reservation character information area 74. Characters X and Y, which are evolution material characters whose automatic composition registration information flag is set to 1 in accordance with an evolution reservation instruction for the first selected character (character A), are arranged in the automatic composition registration character information area 72. . In the automatic composition reservation character information area 74, a character Z that is an evolution material character whose character ID is stored in the automatic composition reservation information based on an evolution reservation instruction for the first selected character (character A) is arranged.
 上記登録通知画面70を出力した後、処理は、図5に示す一連の処理を終了し、メニュー画面等に戻る。 After outputting the registration notification screen 70, the processing ends the series of processing shown in FIG. 5 and returns to the menu screen or the like.
<自動合成に係る処理の流れ>
 図6は、自動合成に係る処理の流れの概略を示すフローチャートである。
<Flow of processing related to automatic synthesis>
FIG. 6 is a flowchart showing an outline of a process flow related to automatic synthesis.
(ステップSP30)
 制御手段42は、プレイヤがキャラクタを獲得可能なクエストを行うボタンを含むメニュー画面を端末装置12に出力する。このメニュー画面において、プレイヤにより対戦ゲームを行うボタンが押下されたことに応答して、処理は、ステップSP32の処理に移行する。
(Step SP30)
The control means 42 outputs a menu screen including a button for performing a quest that allows the player to acquire a character to the terminal device 12. In response to the player pressing the button for playing the battle game on the menu screen, the process proceeds to step SP32.
(ステップSP32)
 制御手段42は、プレイヤ情報40Aを参照してプレイヤのゲームの進行状況を取得し、そのゲームの進行状況に従ってプレイヤがプレイ可能なクエストの一覧画面を端末装置12に出力する。この一覧画面において、プレイヤによって1つのクエストを選択するボタンが押下されたことに応答して、処理は、ステップSP34の処理に移行する。
(Step SP32)
The control means 42 refers to the player information 40A, acquires the progress status of the player's game, and outputs to the terminal device 12 a quest list screen that can be played by the player according to the progress status of the game. In response to the player pressing a button for selecting one quest on the list screen, the process proceeds to step SP34.
(ステップSP34)
 付与手段46は、プレイヤによるクエストのプレイ結果により、プレイヤに1又は複数のキャラクタを付与する。本実施形態では、付与手段46は、プレイヤがクエストをクリアしたことを条件として、クエストに登場したキャラクタを付与したり、クエストのクリア報酬としてキャラクタを付与したりする。そして、処理は、ステップSP36の処理に移行する。
 ここで、本実施形態では、プレイヤに複数のキャラクタを一括で付与する場合があるが、後述するステップSP36以降の各処理では、当該複数のキャラクタのうち1のキャラクタ(以下、「付与キャラ」という。)について処理が行われる。そして、後述するステップSP50において、付与された全てのキャラクタそれぞれに対して当該各処理が行われたか否かを判定するループ判定が行われ、当該判定によりステップSP36に戻った場合は、次の1のキャラクタ(付与キャラ)について当該各処理が行われる。なお、この各処理が行われるキャラクタの順序は、例えばレアリティ順や、クエストにおけるドロップ順等に応じて定められることとしてもよい。
(Step SP34)
The giving means 46 gives one or more characters to the player based on the quest play result by the player. In the present embodiment, the granting unit 46 grants a character that appears in the quest, or grants a character as a quest clear reward, on condition that the player has cleared the quest. And a process transfers to the process of step SP36.
Here, in the present embodiment, a plurality of characters may be collectively given to the player. However, in each processing after step SP36 described later, one character (hereinafter referred to as “granting character”) among the plurality of characters. .) Is performed. Then, in step SP50, which will be described later, a loop determination is made to determine whether or not each process has been performed for each assigned character, and if the determination returns to step SP36, the following 1 Each processing is performed for the character (given character). It should be noted that the order of characters in which each process is performed may be determined according to, for example, the rarity order or the drop order in the quest.
(ステップSP36)
 判定手段48は、プレイヤに付与された1のキャラクタ(付与キャラ)と自動合成予約されたキャラクタとが同一種類であるか否かを判定する。本実施形態では、判定手段48は、プレイヤ情報40Aの自動合成予約情報に保存されたキャラクタIDの中に、付与キャラと同一のキャラクタIDが存在するか否かを判定する。そして、当該判定が肯定判定された場合には、処理は、付与キャラを自動合成登録し、存在すると判定された自動合成予約されたキャラクタ(以下、「自動合成予約キャラ」という。)の自動合成予約を解除するべく、ステップSP48の処理に移行する。一方、当該判定が否定判定された場合には、処理は、ステップSP38の処理に移行する。
(Step SP36)
The determination unit 48 determines whether one character (given character) given to the player and the character reserved for automatic composition are of the same type. In the present embodiment, the determination unit 48 determines whether or not the same character ID as the assigned character exists in the character IDs stored in the automatic composition reservation information of the player information 40A. If the determination is affirmative, the process automatically registers and registers the assigned character, and automatically synthesizes a character that has been reserved for automatic synthesis (hereinafter referred to as “automatic synthesis reserved character”). In order to cancel the reservation, the process proceeds to step SP48. On the other hand, when the determination is negative, the process proceeds to step SP38.
(ステップSP38)
 判定手段48は、付与キャラが自動合成登録されたキャラクタのパラメータ(スキルレベル)を上昇させるキャラクタであるか否かを判定する。本実施形態では、判定手段48は、付与キャラとプレイヤが所有している自動合成登録されたキャラクタとが同一種類であるか否かを判定する。具体的には、判定手段48は、プレイヤ情報40Aの所有キャラクタ情報を取得し、自動合成登録情報のフラグに1が設定されているキャラクタIDの中に、付与キャラと同一のキャラクタIDが存在するか否かを判定する。そして、当該判定が肯定判定された場合には、処理は、存在すると判定された自動合成登録されたキャラクタ(以下、「自動合成登録キャラ」という。)に付与キャラを自動合成するべく、ステップSP40の処理に移行する。一方、当該判定が否定判定された場合には、処理は、自動合成を行わずに付与キャラを所有キャラクタにするべく、ステップSP46の処理に移行する。
(Step SP38)
The determination means 48 determines whether or not the granted character is a character that increases the parameter (skill level) of the character that is automatically registered for registration. In the present embodiment, the determination unit 48 determines whether or not the granted character and the automatically registered and registered character owned by the player are of the same type. Specifically, the determination means 48 acquires the possessed character information of the player information 40A, and the same character ID as the assigned character exists among the character IDs set to 1 in the flag of the automatic composition registration information. It is determined whether or not. If the determination is affirmative, the process proceeds to step SP40 in order to automatically synthesize the assigned character with the automatically registered character (hereinafter referred to as “automatically registered character”) determined to exist. Move on to processing. On the other hand, if the determination is negative, the process proceeds to step SP46 in order to make the assigned character an owned character without performing automatic composition.
(ステップSP40)
 合成手段50は、自動合成登録キャラに付与キャラを自動合成する。すなわち、合成手段50は、自動合成登録キャラをベースキャラクタとし、付与キャラを素材キャラクタとして自動的に強化合成を行う。本実施形態では、合成手段50は、自動合成登録キャラに同一種類のキャラクタである付与キャラを自動的に強化合成することによって、当該自動合成登録キャラのスキルレベルを上昇させ、当該スキルレベルをプレイヤ情報40Aの所有キャラクタ情報に保存する。そして、処理は、ステップSP42の処理に移行する。
(Step SP40)
The synthesizing unit 50 automatically synthesizes the assigned character with the automatic synthesis registered character. In other words, the synthesizing means 50 automatically performs reinforced synthesis using the automatically synthesized registration character as the base character and the assigned character as the material character. In the present embodiment, the synthesizing unit 50 increases the skill level of the automatically synthesized registered character by automatically strengthening and synthesizing the assigned character, which is the same type of character, with the automatically synthesized registered character. The information is stored in the owned character information of the information 40A. And a process transfers to the process of step SP42.
(ステップSP42)
 登録手段44は、プレイヤ情報40Aの所有キャラクタ情報に基づき、自動合成登録キャラのパラメータが所定値に達しているか(所定値以上であるか)否かを判定する。本実施形態では、登録手段44は、自動合成登録キャラのスキルレベルが、当該自動合成登録キャラに対応する自動合成登録情報の解除レベルに達しているか否かを判定する。そして、当該判定が肯定判定された場合には、処理は、ステップSP44の処理に移行し、当該判定が否定判定された場合には、処理は、ステップSP50の処理に移行する。
(Step SP42)
The registration means 44 determines whether or not the parameter of the automatically synthesized registration character has reached a predetermined value (is greater than or equal to a predetermined value) based on the possessed character information of the player information 40A. In the present embodiment, the registration unit 44 determines whether or not the skill level of the automatic composite registration character has reached the release level of the automatic composite registration information corresponding to the automatic composite registration character. When the determination is affirmative, the process proceeds to step SP44. When the determination is negative, the process proceeds to step SP50.
(ステップSP44)
 登録手段44は、自動合成登録キャラの自動合成登録を解除する。本実施形態では、登録手段44は、自動合成登録キャラに対応する自動合成登録情報のフラグと解除レベルを0に設定し、自動合成の対象から解除する。これにより、合成手段50は、一括付与されたキャラクタのうち未だ付与キャラとして処理されていないキャラクタや、今後プレイヤに付与されるキャラクタを、自動合成登録キャラに自動合成させないことになる。そして、処理は、ステップSP50の処理に移行する。
(Step SP44)
The registration means 44 cancels the automatic composition registration of the automatic composition registration character. In the present embodiment, the registration unit 44 sets the automatic composition registration information flag and the release level corresponding to the automatic composition registration character to 0, and cancels the automatic composition registration target. Thereby, the synthesizing unit 50 does not automatically synthesize a character that has not been processed as a given character among the characters given in a batch or a character that will be given to a player in the future with an automatic synthesis registered character. And a process transfers to the process of step SP50.
(ステップSP46)
 付与手段46は、付与キャラをプレイヤの所有キャラクタにする。そして、処理は、ステップSP50の処理に移行する。
(Step SP46)
The granting means 46 makes the granting character an owned character of the player. And a process transfers to the process of step SP50.
(ステップSP48)
 制御手段42は、付与キャラを所有キャラクタとして自動合成登録し、自動合成予約キャラ(付与キャラと同一種類)の自動合成予約を解除する。この詳細な処理(サブルーチン)については、図7を用いて後述する。そして、処理は、ステップSP50の処理に移行する。
(Step SP48)
The control means 42 automatically registers and registers the assigned character as an owned character, and cancels the automatic composition reservation of the automatic composition reserved character (same type as the assigned character). This detailed process (subroutine) will be described later with reference to FIG. And a process transfers to the process of step SP50.
(ステップSP50)
 制御手段42は、付与キャラの他にもプレイヤに付与されたキャラクタが存在するか否かを判定する。すなわち、制御手段42は、ステップSP34で付与された全てのキャラクタそれぞれに対して、ステップSP36以降の自動合成又は自動合成登録に関する処理が行われたか否かを判定(ループ判定)する。例えば、ステップSP34で付与されたキャラクタが7体いる場合において、制御手段42は、ステップSP36以降の自動合成又は自動合成登録に関する処理が行われた回数が7回未満であるときは当該判定を肯定判定し、7回に達したときは当該判定を否定判定する。そして、当該判定が肯定判定された場合には、処理は、プレイヤに付与されたキャラクタのうち、付与キャラとして処理が行われたキャラクタを除いた次のキャラクタに関する処理を行うべく、ステップSP36の処理に移行する。一方、当該判定が否定判定された場合には、処理は、ステップSP52の処理に移行する。
(Step SP50)
The control means 42 determines whether there is a character assigned to the player in addition to the assigned character. That is, the control means 42 determines (loop determination) whether or not the processing related to automatic composition or automatic composition registration after step SP36 has been performed for all the characters assigned in step SP34. For example, when there are seven characters given in step SP34, the control means 42 affirms this determination when the number of times that the processing related to automatic composition or automatic composition registration after step SP36 has been performed is less than seven. When it reaches 7 times, the determination is negative. If the determination is affirmative, the process proceeds to step SP36 in order to perform processing related to the next character excluding the character that has been processed as the granted character among the characters granted to the player. Migrate to On the other hand, when the determination is negative, the process proceeds to step SP52.
(ステップSP52)
 通知手段52は、ステップSP34でプレイヤに付与されたキャラクタ(獲得キャラクタ)と、ステップS40で自動合成が行われた自動合成登録キャラと、ステップS44で自動合成登録が解除された自動合成登録キャラと、ステップS48で自動合成登録された自動合成登録キャラとを通知するゲーム結果画面を生成し、端末装置12に出力する。以下では、獲得画面について説明する。
(Step SP52)
The notification means 52 includes the character (acquired character) given to the player in step SP34, the automatic composition registration character that was automatically synthesized in step S40, and the automatic composition registration character that was canceled in step S44. Then, a game result screen for notifying the automatically synthesized registration character that has been automatically synthesized and registered in step S48 is generated and output to the terminal device 12. Below, an acquisition screen is explained.
 図11は、ゲーム結果画面80の一例を示す図である。 FIG. 11 is a diagram illustrating an example of the game result screen 80.
 図11に示すように、ゲーム結果画面80には、獲得キャラクタ情報領域82、自動合成結果情報領域84、自動合成登録情報領域86が設けられている。獲得キャラクタ情報領域82には、プレイヤが獲得したキャラクタ(プレイヤに付与されたキャラクタ)が配置される。自動合成結果情報領域84には、自動合成登録されたキャラクタについて、自動合成が行われたことや自動合成登録を解除したこと等が示される。自動合成登録情報領域86には、自動合成予約されたキャラクタを獲得したことに応じて自動合成登録が行われたこと等が示される。 As shown in FIG. 11, the game result screen 80 includes an acquired character information area 82, an automatic synthesis result information area 84, and an automatic synthesis registration information area 86. In the acquired character information area 82, characters acquired by the player (characters given to the player) are arranged. The automatic synthesis result information area 84 indicates that automatic synthesis has been performed for the character that has been registered for automatic synthesis, automatic registration registration has been canceled, and the like. The automatic composition registration information area 86 indicates that automatic composition registration has been performed in response to the acquisition of a character reserved for automatic composition.
 ここで、獲得キャラクタ情報領域82には、プレイヤが獲得した4体のキャラクタX、1体のキャラクタY、2体のキャラクタZが配置されている。また、獲得キャラクタ情報領域82では、自動合成の素材キャラクタとなったキャラクタ(2体のキャラクタX、1体のキャラクタY、1体のキャラクタZ)に対して、自動合成が行われたこと(所有キャラクタにならなかったこと)を示すマークMが付されている。一方、獲得キャラクタ情報領域82において、このマークMが付されていないキャラクタは、プレイヤの所有キャラクタになったことを示している。 Here, in the acquired character information area 82, four characters X, one character Y, and two characters Z acquired by the player are arranged. Further, in the acquired character information area 82, automatic synthesis has been performed on the characters (two characters X, one character Y, and one character Z) that have become the material characters for automatic synthesis (owned) A mark M indicating that the character did not become a character is attached. On the other hand, in the acquired character information area 82, a character not marked with this mark M indicates that it is a player-owned character.
 また、自動合成結果情報領域84には、第1選択キャラであるキャラクタAに対する進化予約指示に基づいて自動合成登録されたキャラクタXについて、自動合成が行われたこと、この自動合成によりスキルレベルが変化したこと、スキルレベルが所定値(進化許可レベルである4)に達したため自動合成登録を解除したことが示されている。同様に、自動合成結果情報領域84には、第1選択キャラであるキャラクタAに対する進化予約指示に基づいて自動合成登録されたキャラクタYについて、自動合成が行われたこと、この自動合成によりスキルレベルが変化したことが示されている。 Further, in the automatic synthesis result information area 84, the automatic synthesis has been performed for the character X that has been automatically synthesized and registered based on the evolution reservation instruction for the character A that is the first selected character, and the skill level is set by this automatic synthesis. It is shown that the automatic synthesis registration is canceled because the skill level has reached a predetermined value (evolution permission level 4). Similarly, in the automatic synthesis result information area 84, the automatic synthesis has been performed for the character Y that has been automatically synthesized and registered based on the evolution reservation instruction for the character A that is the first selected character. Is shown to have changed.
 また、自動合成登録情報領域86には、第1選択キャラ(キャラクタA)に対する進化予約指示に基づいて自動合成予約されたキャラクタZについて、1体のキャラクタZを獲得したことに応じて自動合成登録が行われたことが示されている。なお、自動合成登録情報領域86には、この自動合成登録されたキャラクタZについて、同時に獲得したもう1体のキャラクタZを自動合成したこと、この自動合成によりスキルレベルが変化したことが示されている。 Further, in the automatic composition registration information area 86, automatic composition registration is performed in response to the acquisition of one character Z for the character Z that has been reserved for automatic composition based on the evolution reservation instruction for the first selected character (character A). Is shown to have been done. The automatic composition registration information area 86 indicates that another character Z acquired at the same time is automatically synthesized for the character Z registered automatically and that the skill level has changed due to this automatic composition. Yes.
 上記ゲーム結果画面80を出力した後、処理は、図6に示す一連の処理を終了し、メニュー画面等に戻る。 After outputting the game result screen 80, the processing ends the series of processing shown in FIG. 6 and returns to the menu screen or the like.
<ステップSP48に係る処理の流れ>
 図7は、図6に示すステップSP48に係る処理の詳細の流れを示すフローチャートである。
<Processing Flow According to Step SP48>
FIG. 7 is a flowchart showing a detailed flow of processing according to step SP48 shown in FIG.
(ステップSP60)
 付与手段46は、付与キャラをプレイヤの所有キャラクタにする。そして、処理は、ステップSP62の処理に移行する。
(Step SP60)
The granting means 46 makes the granting character an owned character of the player. And a process transfers to the process of step SP62.
(ステップSP62)
 登録手段44は、プレイヤの所有キャラクタとなった付与キャラのスキルレベルが所定値に達しているか(所定値以上であるか)否かを判定する。本実施形態では、登録手段44は、プレイヤ情報40Aに基づき、付与キャラのスキルレベルが自動合成予約キャラに対応する自動合成予約情報の解除レベルに達しているか否かを判定する。そして、当該判定が肯定判定された場合には、処理は、付与キャラを自動合成登録すべくステップSP64の処理に移行し、当該判定が否定判定された場合には、処理は、ステップSP66の処理に移行する。
(Step SP62)
The registration means 44 determines whether or not the skill level of the granted character that has become the player's owned character has reached a predetermined value (is greater than or equal to a predetermined value). In the present embodiment, the registration unit 44 determines whether or not the skill level of the assigned character has reached the cancellation level of the automatic composition reservation information corresponding to the automatic composition reservation character based on the player information 40A. If the determination is affirmative, the process proceeds to step SP64 to automatically register the assigned character, and if the determination is negative, the process is step SP66. Migrate to
(ステップSP64)
 登録手段44は、プレイヤの所有キャラクタとなった付与キャラを自動合成登録する。本実施形態では、登録手段44は、プレイヤ情報40Aの所有キャラクタ情報に保存された付与キャラに対応する自動合成登録情報のフラグに1を設定する。また、登録手段44は、当該自動合成登録情報の解除レベルに、自動合成予約キャラに対応する自動合成予約情報の解除レベルを保存する。そして、処理は、ステップSP64の処理に移行する。
(Step SP64)
The registration means 44 automatically combines and registers the assigned character that has become the player's owned character. In this embodiment, the registration means 44 sets 1 to the flag of the automatic synthesis registration information corresponding to the assigned character stored in the possessed character information of the player information 40A. In addition, the registration unit 44 stores the release level of the automatic composition reservation information corresponding to the automatic composition reservation character in the release level of the automatic composition registration information. And a process transfers to the process of step SP64.
(ステップSP66)
 登録手段44は、自動合成予約キャラの自動合成予約を解除する。本実施形態では、登録手段44は、プレイヤ情報40Aの自動合成予約情報に保存された自動合成予約キャラのキャラクタIDと解除レベルを削除する。そして、処理は、図7に示す一連の処理を終了する。
(Step SP66)
The registration means 44 cancels the automatic composition reservation of the automatic composition reservation character. In the present embodiment, the registration unit 44 deletes the character ID and release level of the automatic composition reservation character stored in the automatic composition reservation information of the player information 40A. And a process complete | finishes a series of processes shown in FIG.
<進化合成に係る処理の流れ>
 図8は、進化合成の処理の流れの概略を示すフローチャートである。
<Process flow for evolutionary synthesis>
FIG. 8 is a flowchart showing an outline of the process flow of evolutionary synthesis.
(ステップSP70)
 制御手段42は、プレイヤが所有しているキャラクタの何れかを進化合成するためのボタンを含むメニュー画面を端末装置12に出力する。このメニュー画面において、プレイヤにより当該ボタンが押下されたことに応答して、処理は、ステップSP72の処理に移行する。
(Step SP70)
The control means 42 outputs to the terminal device 12 a menu screen including buttons for evolutionly synthesizing any of the characters owned by the player. In response to the button being pressed by the player on the menu screen, the process proceeds to step SP72.
(ステップSP72)
 制御手段42は、プレイヤ情報40Aを参照してプレイヤの所有キャラクタ情報を取得し、その所有キャラクタ情報に従ってプレイヤが所有しているキャラクタの一覧画面を端末装置12に出力する。この一覧画面において、プレイヤにより1体のキャラクタを選択するボタンが押下されたことに応答して、処理は、ステップSP74の処理に移行する。
(Step SP72)
The control means 42 refers to the player information 40A, acquires player owned character information, and outputs a list screen of characters owned by the player to the terminal device 12 according to the owned character information. In response to the player pressing a button for selecting one character on the list screen, the process proceeds to the process of step SP74.
(ステップSP74)
 合成手段50は、キャラクタ情報40Bを参照してプレイヤにより選択されたキャラクタ(以下、「第2選択キャラ」という。)の進化合成情報を取得し、プレイヤ情報40Aの所有キャラクタ情報に基づき、第2選択キャラが進化可能であるか否かを判定する。本実施形態では、合成手段50は、第2選択キャラ(例えば、キャラクタA)の進化合成情報に記述された全ての進化素材キャラクタ(例えば、キャラクタX、キャラクタY、キャラクタZ)が所有キャラクタ情報に保存され、その全ての進化素材キャラクタそれぞれのスキルレベルが所定値(進化許可レベル)以上であれば、進化可能であるとして進化合成を許可する。そして、当該判定が肯定判定された場合には、処理は、ステップSP78の処理に移行し、当該判定が否定判定された場合には、処理は、ステップSP76の処理に移行する。
(Step SP74)
The synthesizing means 50 obtains evolutionary synthesis information of the character selected by the player (hereinafter referred to as “second selected character”) with reference to the character information 40B, and based on the possessed character information of the player information 40A, the second character information is obtained. It is determined whether or not the selected character can evolve. In the present embodiment, the synthesizing unit 50 includes all the evolution material characters (for example, the character X, the character Y, and the character Z) described in the evolution synthesis information of the second selected character (for example, the character A) as the owned character information. If the skill level of each of the evolution material characters stored is equal to or higher than a predetermined value (evolution permission level), evolution synthesis is permitted as it can be evolved. If the determination is affirmative, the process proceeds to step SP78. If the determination is negative, the process proceeds to step SP76.
(ステップSP76)
 制御手段42は、第2選択キャラ、第2選択キャラに関連付けられた進化素材キャラクタ、進化素材キャラクタの進化許可レベル、進化後のキャラクタ、進化合成ボタン(押下不可)を含む進化合成画面(進化不可)を端末装置12に出力する。
(Step SP76)
The control means 42 is an evolution synthesis screen (evolution impossible) that includes the second selected character, the evolution material character associated with the second selection character, the evolution permission level of the evolution material character, the evolved character, and the evolution synthesis button (cannot be pressed). ) To the terminal device 12.
 図12は、進化合成が不可能である進化合成画面90の一例を示す図である。 FIG. 12 is a diagram showing an example of an evolution synthesis screen 90 in which evolution synthesis is impossible.
 図12に示すように、進化確認画面90には、進化予約画面60と同様のベースキャラクタ情報領域92、進化素材キャラクタ情報領域94、進化後キャラクタ情報領域96に加え、進化実行ボタン98が設けられている。進化実行ボタン98は、プレイヤが全ての進化素材キャラクタを所有しており、かつ、その全ての進化素材キャラクタのスキルレベルが進化合成情報に記述された所定値(進化許可レベル)以上である場合、押下可能な形態で表示される。なお、進化素材キャラクタ情報領域94では、プレイヤが所有している進化素材キャラクタに関しては、現在のスキルレベルが示され、プレイヤが所有していない進化素材キャラクタに関しては、未所有であることが示されている。 As shown in FIG. 12, the evolution confirmation screen 90 is provided with an evolution execution button 98 in addition to the base character information area 92, the evolution material character information area 94, and the post-evolution character information area 96 similar to those of the evolution reservation screen 60. ing. The evolution execution button 98 is used when the player owns all the evolution material characters and the skill levels of all the evolution material characters are equal to or higher than a predetermined value (evolution permission level) described in the evolution synthesis information. It is displayed in a form that can be pressed. The evolution material character information area 94 indicates the current skill level for the evolution material character owned by the player, and indicates that the evolution material character not owned by the player is not owned. ing.
 ここで、進化実行ボタン98は、第2選択キャラであるキャラクタAに関連付けられた進化素材キャラクタであるキャラクタYのスキルレベルが所定値(進化許可レベル)よりも低く、更にキャラクタZをプレイヤが所有していないため、押下不可能な形態(グレーアウト等)で表示されている。 Here, with the evolution execution button 98, the skill level of the character Y, which is the evolution material character associated with the character A, which is the second selected character, is lower than a predetermined value (evolution permission level), and the player owns the character Z. Therefore, it is displayed in a form that cannot be pressed (such as gray out).
 図8に戻って、上記進化合成が不可能である進化合成画面90を出力した後、処理は、図8に示す一連の処理を終了し、メニュー画面等に戻る。 Referring back to FIG. 8, after outputting the evolution synthesis screen 90 in which the evolution synthesis is impossible, the processing ends the series of processing shown in FIG. 8 and returns to the menu screen or the like.
(ステップSP78)
 制御手段42は、第2選択キャラ、第2選択キャラに関連付けられた進化素材キャラクタ、進化素材キャラクタの進化許可レベル、進化後のキャラクタ、進化合成ボタン(押下可能)を含む進化合成画面(進化可能)を端末装置12に出力する。
(Step SP78)
The control means 42 is an evolution composition screen (evolution is possible) including the second selected character, the evolution material character associated with the second selection character, the evolution permission level of the evolution material character, the evolved character, and the evolution composition button (can be pressed). ) To the terminal device 12.
 図13は、進化合成が可能である進化合成画面90の一例を示す図である。 FIG. 13 is a diagram showing an example of an evolutionary synthesis screen 90 on which evolutionary synthesis is possible.
 図13に示すように、進化確認画面90には、図12と同様、ベースキャラクタ情報領域92、進化素材キャラクタ情報領域94、進化後キャラクタ情報領域96、進化実行ボタン98が設けられている。 As shown in FIG. 13, the evolution confirmation screen 90 is provided with a base character information area 92, an evolution material character information area 94, a post-evolution character information area 96, and an evolution execution button 98, as in FIG.
 ここで、進化実行ボタン98は、第2選択キャラであるキャラクタAに関連付けられた進化素材キャラクタであるキャラクタX、キャラクタY、キャラクタZをプレイヤが所有しており、かつ、進化素材キャラクタそれぞれのスキルレベルが所定値(進化許可レベル)以上であるため、押下可能な形態で表示されている。 Here, the evolution execution button 98 is that the player owns the character X, the character Y, and the character Z that are the evolution material characters associated with the character A that is the second selected character, and the skill of each of the evolution material characters. Since the level is equal to or higher than a predetermined value (evolution permission level), it is displayed in a pressable form.
 図8に戻って、上記進化合成が可能である進化合成画面90を出力した後、処理は、ステップSP80の処理に移行する。 Returning to FIG. 8, after outputting the evolutionary synthesis screen 90 that allows the evolutionary synthesis, the process proceeds to the process of step SP80.
(ステップSP80)
 制御手段42は、進化合成画面が端末装置12に出力されている際、プレイヤから進化合成ボタンの押下を受け付ける。この進化合成画面において、プレイヤによって進化合成ボタンが押下されたことに応答して、処理は、ステップSP82の処理に移行する。
(Step SP80)
The control means 42 accepts pressing of the evolution synthesis button from the player when the evolution synthesis screen is output to the terminal device 12. In response to the player pressing the evolution synthesis button on the evolution synthesis screen, the process proceeds to step SP82.
(ステップSP82)
 合成手段50は、第2選択キャラに進化素材キャラクタを合成して第2選択キャラを進化させる進化合成を実行する。すなわち、合成手段50は、第2選択キャラをベースキャラクタとし、関連付けられた全ての進化素材キャラクタを素材キャラクタとして進化合成を行う。本実施形態では、合成手段50は、この進化合成によって第2選択キャラの進化後キャラクタをプレイヤの所有キャラクタとしてプレイヤ情報40Aの所有キャラクタ情報に保存する。また、合成手段50は、第2選択キャラと関連付けられた全ての進化素材キャラクタをプレイヤ情報40Aの所有キャラクタ情報から削除する。そして、処理は、ステップSP84の処理に移行する。
(Step SP82)
The synthesizing means 50 executes evolutionary synthesis for synthesizing the evolution material character to the second selected character and evolving the second selected character. That is, the synthesizing unit 50 performs the evolution synthesis using the second selected character as the base character and all the associated evolution material characters as the material characters. In the present embodiment, the synthesizing unit 50 stores the evolved character of the second selected character in the owned character information of the player information 40A as the owned character of the player by this evolutionary synthesis. Further, the synthesizing means 50 deletes all the evolution material characters associated with the second selected character from the owned character information of the player information 40A. And a process transfers to the process of step SP84.
(ステップSP84)
 通知手段52は、進化後キャラクタをプレイヤに通知する。本実施形態では、通知手段52は、キャラクタ情報40Bを参照して進化後キャラクタの画像を取得し、その画像を端末装置12に出力する。そして、処理は、図8に示す一連の処理を終了し、メニュー画面等に戻る。
(Step SP84)
The notification means 52 notifies the player of the post-evolution character. In the present embodiment, the notification unit 52 refers to the character information 40 </ b> B, acquires an image of the post-evolution character, and outputs the image to the terminal device 12. And a process complete | finishes a series of processes shown in FIG. 8, and returns to a menu screen etc.
<本実施形態の作用>
 以上、本実施形態によれば、登録手段44は、プレイヤによるベースコンテンツに対する指示に基づき、当該ベースコンテンツに関連付けられた進化素材キャラクタを自動合成の対象に登録し、付与手段46によりコンテンツが付与された場合、登録手段44は、そのコンテンツを自動合成登録された進化素材コンテンツに自動合成させ、当該進化素材コンテンツのパラメータを上昇させる。したがって、本実施形態によれば、プレイヤはコンテンツを獲得するゲームをプレイすることにより、自動的に進化素材コンテンツのパラメータを上昇させることができる。また、ベースコンテンツに関連付けられた進化素材キャラクタが複数存在する場合であっても、全ての進化素材キャラクタを一度に自動合成の対象に登録することができる。これにより、プレイヤに対して、進化素材コンテンツを強化合成する手間を軽減しつつ、ベースコンテンツを進化させた際に充足感を与えることができる。この結果、プレイヤに対してゲームを継続してプレイするモチベーションを与えることができる。
<Operation of this embodiment>
As described above, according to the present embodiment, the registration unit 44 registers the evolution material character associated with the base content as a target for automatic synthesis based on an instruction to the base content by the player, and the content is provided by the provision unit 46. In this case, the registration unit 44 automatically synthesizes the content with the evolution material content that has been automatically synthesized and registered, and increases the parameter of the evolution material content. Therefore, according to the present embodiment, the player can automatically increase the parameter of the evolution material content by playing the game for acquiring the content. Further, even when there are a plurality of evolution material characters associated with the base content, all the evolution material characters can be registered as targets for automatic synthesis at once. Accordingly, it is possible to give a feeling of satisfaction to the player when the base content is evolved while reducing the effort of strengthening and synthesizing the evolution material content. As a result, the player can be motivated to continue playing the game.
 また、本実施形態では、登録手段44は、プレイヤによるベースコンテンツに対する指示に基づき、当該ベースコンテンツに関連付けられた進化素材キャラクタを自動合成の対象に登録し、付与手段46により複数のコンテンツが一括で付与された場合、登録手段44は、その一部又は全部のコンテンツを自動合成登録された進化素材コンテンツに自動合成させ、当該進化素材コンテンツのパラメータを上昇させる。したがって、本実施形態によれば、プレイヤはコンテンツを一括で複数獲得するゲームをプレイすることにより、自動的に進化素材コンテンツのパラメータを上昇させることができる。また、ベースコンテンツに関連付けられた進化素材キャラクタが複数存在する場合であっても、全ての進化素材キャラクタを一度に自動合成の対象に登録することができる。これにより、プレイヤに対して、進化素材コンテンツを強化合成する手間を軽減しつつ、ベースコンテンツを進化させた際に充足感を与えることができる。 Further, in the present embodiment, the registration unit 44 registers the evolution material character associated with the base content as a target for automatic synthesis based on an instruction to the base content by the player, and the adding unit 46 collects a plurality of contents at once. When given, the registering means 44 automatically synthesizes part or all of the content with the evolution material content that has been automatically synthesized and registered, and increases the parameter of the evolution material content. Therefore, according to the present embodiment, the player can automatically increase the parameter of the evolution material content by playing a game in which a plurality of contents are acquired at once. Further, even when there are a plurality of evolution material characters associated with the base content, all the evolution material characters can be registered as targets for automatic synthesis at once. Accordingly, it is possible to give a feeling of satisfaction to the player when the base content is evolved while reducing the effort of strengthening and synthesizing the evolution material content.
 また、本実施形態では、登録手段44は、合成手段50による自動合成により進化素材コンテンツのパラメータが所定値に達した場合、当該進化素材コンテンツを自動合成の対象から解除してもよい。この場合、進化素材コンテンツのパラメータを上昇させるコンテンツが解除後に付与されたとしても、当該コンテンツをプレイヤの所有コンテンツにすることができる。これにより、プレイヤは、自動合成登録が解除された後に付与された(獲得した)当該コンテンツを別の用途に有効活用することができる。 Further, in this embodiment, when the parameter of the evolution material content reaches a predetermined value by automatic synthesis by the synthesis unit 50, the registration unit 44 may cancel the evolution material content from the target of automatic synthesis. In this case, even if the content that increases the parameter of the evolution material content is given after the release, the content can be made the content owned by the player. Thus, the player can effectively use the content that is given (acquired) after the automatic composition registration is canceled for another use.
 また、本実施形態では、登録手段44は、上記指示が行われた際、プレイヤが所有する進化素材コンテンツのパラメータが既に所定値に達している場合には、当該進化素材コンテンツを自動合成の対象に登録しないこととしてもよい。この場合、進化素材コンテンツのパラメータを上昇させるコンテンツが付与されたとしても、当該コンテンツをプレイヤの所有コンテンツにすることができる。これにより、プレイヤは、付与された(獲得した)当該コンテンツを別の用途に有効活用することができる。 Further, in this embodiment, when the instruction is given, if the parameter of the evolution material content owned by the player has already reached a predetermined value, the registration means 44 selects the evolution material content as a target for automatic synthesis. You may not register with. In this case, even if the content that increases the parameter of the evolution material content is given, the content can be made the content owned by the player. Thereby, the player can effectively use the given (acquired) content for another purpose.
 また、本実施形態では、登録手段44は、プレイヤからベースコンテンツに対する指示があった際、当該プレイヤが進化素材コンテンツを所有していない場合には、当該進化素材コンテンツを自動合成の対象に予約し、付与手段46は、付与されたコンテンツが予約された進化素材コンテンツである場合、当該進化素材コンテンツをプレイヤに所有させ、登録手段44は、プレイヤに所有させた進化素材コンテンツを自動合成の対象に登録することとしてもよい。この場合、プレイヤは、自動合成予約している進化素材コンテンツを獲得した後、当該進化素材コンテンツを自動合成登録する手間を省くことができる。これにより、プレイヤに対して、進化素材コンテンツを強化合成する手間を軽減しつつ、ベースコンテンツを進化させた際に充足感を与えることができる。 In the present embodiment, the registration unit 44 reserves the evolution material content for automatic synthesis when the player does not own the evolution material content when an instruction is given to the base content. When the granted content is a reserved evolved material content, the granting unit 46 causes the player to own the evolved material content, and the registration unit 44 sets the evolved material content owned by the player as a target for automatic synthesis. It may be registered. In this case, the player can save the trouble of automatically synthesizing and registering the evolution material content after acquiring the evolution material content reserved for automatic synthesis. Accordingly, it is possible to give a feeling of satisfaction to the player when the base content is evolved while reducing the effort of strengthening and synthesizing the evolution material content.
 また、本実施形態では、登録手段44は、プレイヤからベースコンテンツに対する指示があった際、当該プレイヤが進化素材コンテンツを所有していない場合には、当該進化素材コンテンツを自動合成の対象に予約し、付与手段46は、一括で付与されたコンテンツに予約された進化素材コンテンツが含まれる場合、当該進化素材コンテンツをプレイヤに所有させ、登録手段44は、プレイヤに所有させた進化素材コンテンツを自動合成の対象に登録し、合成手段50は、一括で付与された複数のコンテンツのうちプレイヤに所有させた進化素材コンテンツを除いたコンテンツであって、登録された進化素材コンテンツのパラメータを上昇させると判定されたコンテンツを、当該進化素材コンテンツに自動合成させることとしてもよい。この場合、プレイヤは、一括で付与された複数のコンテンツに自動合成予約している進化素材コンテンツが含まれているとき、当該進化素材コンテンツを自動合成登録する手間を省きつつ、当該進化素材コンテンツのパラメータを一括で付与された残りのコンテンツで上昇させることができる。これにより、プレイヤに対して、進化素材コンテンツを強化合成する手間を軽減しつつ、ベースコンテンツを進化させた際に充足感を与えることができる。 In the present embodiment, the registration unit 44 reserves the evolution material content for automatic synthesis when the player does not own the evolution material content when an instruction is given to the base content. When the evolved material content reserved is included in the content granted in a lump, the providing unit 46 causes the player to own the evolved material content, and the registering unit 44 automatically synthesizes the evolved material content owned by the player. The synthesizing unit 50 determines that the parameter of the registered evolution material content is to be increased, except for the evolution material content owned by the player among the plurality of contents given at once. The generated content may be automatically combined with the evolution material content. In this case, when the evolved material content for which automatic composition is reserved is included in the plurality of contents given in a lump, the player saves the trouble of automatically composing and registering the evolved material content, and The parameter can be increased with the remaining contents assigned in a lump. Accordingly, it is possible to give a feeling of satisfaction to the player when the base content is evolved while reducing the effort of strengthening and synthesizing the evolution material content.
 また、本実施形態では、登録手段44は、プレイヤに所有させた進化素材コンテンツのパラメータが既に所定値に達している場合には、当該進化素材コンテンツを自動合成の対象に登録しないこととしてもよい。この場合、自動合成予約していた進化素材コンテンツを自動合成登録しないため、当該進化素材コンテンツのパラメータを上昇させるコンテンツが付与されたとしても、当該コンテンツをプレイヤの所有とすることができる。これにより、プレイヤは、付与された(獲得した)当該コンテンツを別の用途に有効活用することができる。 In the present embodiment, the registration unit 44 may not register the evolution material content as a target for automatic composition when the parameter of the evolution material content that the player has already reached has reached a predetermined value. . In this case, since the evolution material content that has been reserved for automatic synthesis is not automatically synthesized and registered, even if content that increases the parameter of the evolution material content is given, the content can be owned by the player. Thereby, the player can effectively use the given (acquired) content for another purpose.
 また、本実施形態では、登録手段44は、合成手段50によって登録された進化素材コンテンツに判定が肯定された一部のコンテンツが自動合成されたことにより、パラメータが所定値に達した場合、当該進化素材コンテンツを自動合成の対象から解除し、合成手段50は、付与された複数のコンテンツのうち一部のコンテンツを除いたコンテンツを、パラメータが所定値に達した進化素材コンテンツに自動合成させないこととしてもよい。この場合、進化素材コンテンツのパラメータを上昇させるコンテンツが解除後に付与されたとしても、当該コンテンツをプレイヤの所有コンテンツにすることができる。これにより、プレイヤは、付与された(獲得した)当該コンテンツを別の用途に有効活用することができる。 Further, in the present embodiment, the registration unit 44, when the parameter reaches a predetermined value due to the automatic synthesis of a part of the content whose determination is affirmed to the evolution material content registered by the synthesis unit 50, The evolved material content is released from the target of automatic synthesis, and the synthesizing unit 50 does not automatically synthesize the content excluding a part of the given content to the evolved material content whose parameter has reached a predetermined value. It is good. In this case, even if the content that increases the parameter of the evolution material content is given after the release, the content can be made the content owned by the player. Thereby, the player can effectively use the given (acquired) content for another purpose.
 また、本実施形態では、登録手段44により進化素材コンテンツが自動合成の対象から解除された場合、当該進化素材コンテンツのパラメータが所定値に達したことと、当該進化素材コンテンツが自動合成の対象から解除されたことの少なくとも何れかをプレイヤに通知する通知手段と、を備えることとしてもよい。この場合、プレイヤは、ベースコンテンツを進化させるための一条件を達成したことを知ることができる。これにより、プレイヤに対して、ゲームのプレイを継続してベースコンテンツを進化させるモチベーションを与えることができる。 In the present embodiment, when the evolution material content is released from the target of automatic composition by the registration unit 44, the parameter of the evolution material content has reached a predetermined value, and the evolution material content is determined from the target of automatic composition. Notification means for notifying the player of at least one of the cancellations may be provided. In this case, the player can know that one condition for evolving the base content has been achieved. Thereby, it is possible to give the player motivation to continue playing the game and evolve the base content.
 また、本実施形態では、通知手段52は、進化素材コンテンツにかかる自動合成が行われた場合、ベースコンテンツに対する指示に基づいて自動合成が行われたことをプレイヤに通知することとしてもよい。この場合、プレイヤは、どのベースコンテンツを進化させるために自動合成が行われたかを知ることができる。これにより、プレイヤに対して、ゲームのプレイを継続して、ベースコンテンツを進化させるモチベーションを与えることができる。 Further, in the present embodiment, the notification means 52 may notify the player that automatic composition has been performed based on an instruction to the base content when automatic composition is performed on the evolution material content. In this case, the player can know which base content has been automatically combined to evolve. Thereby, it is possible to give the player motivation to continue playing the game and evolve the base content.
 また、本実施形態では、判定手段48は、コンテンツが登録された進化素材コンテンツと同一種類である場合、当該進化素材コンテンツのパラメータを上昇させるコンテンツであると判定することとしてもよい。これにより、プレイヤは、進化素材コンテンツのパラメータを上昇させるコンテンツを判別しやすくなる。 Further, in the present embodiment, when the content is the same type as the registered evolution material content, the determination unit 48 may determine that the content is a content that increases the parameter of the evolution material content. This makes it easier for the player to determine the content that increases the parameter of the evolution material content.
<変形例>
 なお、本発明は上記の具体例に限定されるものではない。すなわち、上記の具体例に、当業者が適宜設計変更を加えたものも、本発明の特徴を備えている限り、本発明の範囲に包含される。また、前述した実施形態及び後述する変形例が備える各要素は、技術的に可能な限りにおいて組み合わせることができ、これらを組み合わせたものも本発明の特徴を含む限り本発明の範囲に包含される。
<Modification>
In addition, this invention is not limited to said specific example. That is, the above-described specific examples that are appropriately modified by those skilled in the art are also included in the scope of the present invention as long as they have the characteristics of the present invention. In addition, the elements included in the above-described embodiment and the modifications described below can be combined as long as technically possible, and combinations thereof are also included in the scope of the present invention as long as they include the features of the present invention. .
 例えば、上記実施形態では、ゲームシステム1は、サーバ装置10と端末装置12と、を備える場合を説明したが、端末装置12のみを備えてもよい。この場合、ゲームプログラム14は端末装置12で実行される。 For example, in the above embodiment, the game system 1 has been described as including the server device 10 and the terminal device 12, but may include only the terminal device 12. In this case, the game program 14 is executed by the terminal device 12.
 また、登録手段44は、進化予約指示に基づいて自動合成登録された進化素材キャラクタをプレイヤの操作(手動)によって強化合成した場合において、当該進化素材キャラクタのスキルレベルが所定値に達したとき、当該進化素材キャラクタの自動合成登録を解除してもよい。 Further, when the evolution material character automatically synthesized and registered based on the evolution reservation instruction is reinforced and synthesized by the player's operation (manual), the registration unit 44, when the skill level of the evolution material character reaches a predetermined value, Automatic evolution registration of the evolution material character may be canceled.
 また、登録手段44は、キャラクタを自動合成登録する場合において、プレイヤが当該キャラクタを複数体所有しているとき、その複数体のうちプレイヤが最初に獲得した1体のキャラクタを自動合成登録することとしてもよい。 In addition, in the case where the character is automatically synthesized and registered, the registration unit 44 automatically registers and registers one character acquired by the player first among the plurality of characters when the player owns the character. It is good.
 また、登録手段44は、合成手段50によって自動合成登録された進化素材コンテンツに判定手段48による判定が肯定された一部のキャラクタが自動合成された場合、当該進化素材コンテンツのパラメータが所定値に達したとしても、当該自動合成登録を解除しなくてもよい。例えば、登録手段44は、合成手段50によって自動合成登録された進化素材コンテンツに判定手段48による判定が肯定された全部のキャラクタが自動合成された後、当該進化素材コンテンツのパラメータが所定値に達している場合に当該自動合成登録を解除してもよい。 In addition, when some characters for which the determination by the determination unit 48 is affirmed are automatically combined with the evolution material content automatically combined and registered by the combination unit 50, the registration unit 44 sets the parameter of the evolution material content to a predetermined value. Even if it reaches, it is not necessary to cancel the automatic composition registration. For example, after all characters for which the determination by the determination unit 48 has been affirmed are automatically combined with the evolution material content automatically combined and registered by the synthesis unit 50, the registration unit 44 reaches a predetermined value for the parameter of the evolution material content. In such a case, the automatic composition registration may be canceled.
 また、付与手段46は、対戦ゲームの内容や結果等に基づいて1又は複数のキャラクタをプレイヤに付与する場合を説明したが、これに限られない。例えば、付与手段46は、プレイヤによる抽選ゲームの実行に基づいて、種類やレアリティ等が異なる複数のキャラクタから抽選された1又は複数のキャラクタをプレイヤに付与してもよい。 Moreover, although the provision means 46 demonstrated the case where one or several characters were provided to a player based on the content, result, etc. of a battle game, it is not restricted to this. For example, the granting unit 46 may grant one or more characters drawn from a plurality of characters of different types and rarities to the player based on the execution of the lottery game by the player.
 また、判定手段48は、キャラクタIDが同一である場合に加え、進化する前後のキャラクタ同士を同系列のキャラクタであるとして、当該同系列のキャラクタも同一種類であると判定することとしてもよい。この際、判定手段48は、キャラクタ情報40Bの進化合成情報に記述された進化後のキャラクタIDに基づいて、キャラクタ同士が同系列のキャラクタであるかを判定する。 Further, in addition to the case where the character IDs are the same, the determination unit 48 may determine that the characters before and after evolution are the same series of characters and that the same series of characters are also of the same type. At this time, the determination means 48 determines whether or not the characters are of the same series based on the character ID after evolution described in the evolution synthesis information of the character information 40B.
 また、合成手段50は、ベースキャラクタにベースキャラクタと同一種類のキャラクタを素材キャラクタとして強化合成を行う場合、ベースキャラクタのスキルレベル以外の能力パラメータを変化させてもよい。 Further, the synthesis means 50 may change ability parameters other than the skill level of the base character when performing the reinforcement synthesis using the same type of character as the base character as the material character.
 また、合成手段50は、ベースキャラクタの進化合成を許可する際、そのベースキャラクタのパラメータが所定値に達していることを一条件としてもよい。例えば、ベースキャラクタのレベルが最大値に達していることを一条件としてもよい。 Further, when permitting the evolutionary synthesis of the base character, the synthesis means 50 may make it a condition that the parameter of the base character has reached a predetermined value. For example, it may be a condition that the level of the base character has reached the maximum value.
 また、通知手段52は、自動合成登録された進化素材キャラクタのパラメータを上昇させるキャラクタを獲得可能なクエストが出現した際、プレイヤの端末装置12に当該クエストが出現したことを通知してもよい。 Further, the notification means 52 may notify the player's terminal device 12 that the quest has appeared when a quest that can acquire a character that increases the parameter of the evolutionary material character that has been automatically synthesized and registered appears.
 また、通知手段52は、登録手段44により進化素材キャラクタが自動合成の対象から解除された場合、当該進化素材キャラクタのパラメータが所定値に達したことのみを通知してもよい。さらに、通知手段52は、登録手段44により進化素材キャラクタが自動合成の対象から解除された場合、当該進化素材キャラクタが自動合成の対象から解除されたことのみを通知してもよい。 Further, when the evolution material character is released from the target of automatic synthesis by the registration unit 44, the notification unit 52 may notify only that the parameter of the evolution material character has reached a predetermined value. Further, the notification means 52 may notify only that the evolution material character has been released from the target of automatic synthesis when the registration means 44 releases the evolution material character from the target of automatic synthesis.
 また、本実施形態では、進化素材キャラクタの進化許可レベルは、進化合成のベースキャラクタに対応する進化合成情報に記述(設定)されていることを説明したが、これに限定されるものではない。例えば、進化素材キャラクタ自体に対応付けて進化許可レベルを設定してもよく、この場合、その進化素材キャラクタの進化許可レベルは、ベースキャラクタに関わらず一定値となる。この他にも、進化合成におけるベースキャラクタのレアリティや、進化素材キャラクタのレアリティに基づいて、進化素材キャラクタの進化許可レベルを設定してもよい。 In the present embodiment, it has been explained that the evolution permission level of the evolution material character is described (set) in the evolution synthesis information corresponding to the evolution synthesis base character. However, the present invention is not limited to this. For example, the evolution permission level may be set in association with the evolution material character itself. In this case, the evolution permission level of the evolution material character is a constant value regardless of the base character. In addition, the evolution permission level of the evolution material character may be set based on the rarity of the base character in evolutionary synthesis or the rarity of the evolution material character.
 また、本実施形態では、進化予約を行う画面(進化予約画面)と進化合成を行う画面(進化合成画面)を別画面として説明したが、同一の画面としてもよい。この場合、一つの画面に進化予約ボタンと進化合成ボタンが配置されることになるが、進化合成が不可能であるときに限り、進化予約ボタンを押下可能な形態で配置してもよい。 In this embodiment, the screen for performing evolution reservation (evolution reservation screen) and the screen for performing evolution synthesis (evolution synthesis screen) have been described as separate screens, but they may be the same screen. In this case, the evolution reservation button and the evolution synthesis button are arranged on one screen. However, the evolution reservation button may be arranged so that it can be pressed only when evolution synthesis is impossible.
 また、本実施形態では、ゲーム結果画面において、スキルレベルが所定値に達したため自動合成登録を解除したことが示されることを例として説明したが、これに限定されるものではない。例えば、自動合成登録されていた進化素材キャラクタのスキルレベルが所定値に達したことにより、ベースキャラクタが進化可能な状態となった場合、ゲーム結果画面に、ベースキャラクタが進化可能となったことを示してもよい。なお、この場合、ゲーム結果画面に、当該ベースキャラクタの進化合成画面へ誘導するボタンを配置してもよい。 In the present embodiment, the game result screen has been described as an example in which the automatic synthesis registration is canceled because the skill level has reached a predetermined value. However, the present invention is not limited to this. For example, if the base level of the evolutionary character that has been registered for automatic composition has reached a predetermined value and the base character is in an evolving state, the base character can be May be shown. In this case, a button for guiding to the evolution synthesis screen of the base character may be arranged on the game result screen.
 また、本実施形態では、ベースキャラクタにベースキャラクタと同一種類のキャラクタを強化合成することにより、そのベースキャラクタのパラメータ(スキルレベル)を上昇させることを例として説明したが、これに限定されるものではない。例えば、ベースキャラクタに、ベースキャラクタと同一のスキルを有するキャラクタ、同一の属性を有するキャラクタ、又は、同一のレアリティが設定されているキャラクタを強化合成することにより、そのベースキャラクタのパラメータ(スキルレベル)を上昇させてもよい。 Further, in the present embodiment, an example has been described in which the same type of character as the base character is strengthened and combined with the base character to increase the parameter (skill level) of the base character. However, the present invention is not limited to this. is not. For example, by reinforcing and synthesizing a base character with a character having the same skill as the base character, a character having the same attribute, or a character having the same rarity, the parameter (skill level) of the base character May be raised.
 また、本実施形態では、パラメータとしてスキルレベルを例として説明したが、同一種類のキャラクタ同士を合成することで上昇する能力パラメータであればよく、例えば、最大レベルの限界突破回数、覚醒スキル数、運のよさ等であってもよい。 Further, in the present embodiment, the skill level is described as an example as a parameter, but it may be an ability parameter that increases by synthesizing the same type of characters. For example, the maximum number of limit breakthrough times, the number of awakening skills, It may be good luck.
 また、本実施形態では、コンテンツの一例としてキャラクタを用いたが、コンテンツはゲームに用いられるものであればよく、アイテム、カード、アバター、アイコン等でもよい。 In this embodiment, a character is used as an example of content. However, the content may be anything used in a game, and may be an item, a card, an avatar, an icon, or the like.
10…サーバ装置(情報処理装置)
14…ゲームプログラム(プログラム)
40…記憶手段
44…登録手段
46…付与手段
48…判定手段
50…合成手段
52…通知手段
10: Server device (information processing device)
14 ... Game program (program)
40 ... Storage means 44 ... Registration means 46 ... Giving means 48 ... Determination means 50 ... Composition means 52 ... Notification means

Claims (13)

  1.  ベースコンテンツに関連付けられた進化素材コンテンツを記憶する記憶手段と、
     プレイヤによる前記ベースコンテンツに対する指示に基づき、当該プレイヤが所有する前記進化素材コンテンツを自動合成の対象に登録する登録手段と、
     前記プレイヤに対してコンテンツを付与する付与手段と、
     前記付与されたコンテンツが前記登録された進化素材コンテンツのパラメータを上昇させるコンテンツであるかを判定する判定手段と、
     前記判定が肯定された場合、前記登録された進化素材コンテンツに前記コンテンツを自動合成させ、前記パラメータを上昇させる合成手段と、
     を備え、
     前記合成手段は、前記進化素材コンテンツのパラメータが所定値に達している場合に、前記ベースコンテンツの進化合成を許可する、
     ことを特徴とする情報処理装置。
    Storage means for storing evolutionary material content associated with the base content;
    Registration means for registering the evolved material content possessed by the player as a target of automatic synthesis based on an instruction to the base content by the player;
    Granting means for granting content to the player;
    Determining means for determining whether the assigned content is a content that increases a parameter of the registered evolution material content;
    When the determination is affirmative, a composition unit that automatically synthesizes the content to the registered evolution material content and increases the parameter;
    With
    The synthesizing means permits the evolution synthesis of the base content when the parameter of the evolution material content has reached a predetermined value;
    An information processing apparatus characterized by that.
  2.  ベースコンテンツに関連付けられた進化素材コンテンツを記憶する記憶手段と、
     プレイヤによる前記ベースコンテンツに対する指示に基づき、当該プレイヤが所有する前記進化素材コンテンツを自動合成の対象に登録する登録手段と、
     前記プレイヤに対して複数のコンテンツを一括で付与する付与手段と、
     前記付与された各コンテンツが前記登録された進化素材コンテンツのパラメータを上昇させるコンテンツであるかをそれぞれ判定する判定手段と、
     前記判定が肯定された一部又は全部のコンテンツを前記登録された進化素材コンテンツに自動合成させ、前記パラメータを上昇させる合成手段と、
     を備え、
     前記合成手段は、前記進化素材コンテンツのパラメータが所定値に達している場合に、前記ベースコンテンツの進化合成を許可する、
     ことを特徴とする情報処理装置。
    Storage means for storing evolutionary material content associated with the base content;
    Registration means for registering the evolved material content possessed by the player as a target of automatic synthesis based on an instruction to the base content by the player;
    A granting unit that collectively gives a plurality of contents to the player;
    Determining means for determining whether each of the assigned contents is a content that increases a parameter of the registered evolution material content;
    A synthesizing means for automatically synthesizing part or all of the content for which the determination is affirmed to the registered evolution material content and increasing the parameter;
    With
    The synthesizing means permits the evolution synthesis of the base content when the parameter of the evolution material content has reached a predetermined value;
    An information processing apparatus characterized by that.
  3.  前記登録手段は、前記合成手段による自動合成により前記進化素材コンテンツのパラメータが前記所定値に達した場合、当該進化素材コンテンツを自動合成の対象から解除する、
     ことを特徴とする請求項1又は2に記載の情報処理装置。
    The registration means, when the parameter of the evolution material content reaches the predetermined value by automatic synthesis by the synthesis means, to release the evolution material content from the subject of automatic synthesis,
    The information processing apparatus according to claim 1 or 2.
  4.  前記登録手段は、前記指示が行われた際、前記プレイヤが所有する前記進化素材コンテンツのパラメータが既に前記所定値に達している場合には、当該進化素材コンテンツを自動合成の対象に登録しない、
     ことを特徴とする請求項1乃至3の何れか1項に記載の情報処理装置。
    The registration means does not register the evolved material content as a target for automatic composition when the parameter of the evolved material content owned by the player has already reached the predetermined value when the instruction is given.
    The information processing apparatus according to claim 1, wherein the information processing apparatus is an information processing apparatus.
  5.  前記登録手段は、前記プレイヤから前記ベースコンテンツに対する指示があった際、当該プレイヤが前記進化素材コンテンツを所有していない場合には、当該進化素材コンテンツを自動合成の対象に予約し、
     前記付与手段は、前記付与されたコンテンツが前記予約された進化素材コンテンツである場合、当該進化素材コンテンツを前記プレイヤに所有させ、
     前記登録手段は、前記プレイヤに所有させた進化素材コンテンツを自動合成の対象に登録する、
     ことを特徴とする請求項1乃至4の何れか1項に記載の情報処理装置。
    The registration means reserves the evolved material content for automatic composition when the player does not own the evolved material content when an instruction is given to the base content from the player,
    When the granted content is the reserved evolved material content, the granting unit causes the player to own the evolved material content,
    The registration means registers the evolution material content owned by the player as a target for automatic synthesis.
    The information processing apparatus according to claim 1, wherein the information processing apparatus is an information processing apparatus.
  6.  前記登録手段は、前記プレイヤから前記ベースコンテンツに対する指示があった際、当該プレイヤが前記進化素材コンテンツを所有していない場合には、当該進化素材コンテンツを自動合成の対象に予約し、
     前記付与手段は、前記一括で付与されたコンテンツに前記予約された進化素材コンテンツが含まれる場合、当該進化素材コンテンツを前記プレイヤに所有させ、
     前記登録手段は、前記プレイヤに所有させた進化素材コンテンツを自動合成の対象に登録し、
     前記合成手段は、前記一括で付与された複数のコンテンツのうち前記プレイヤに所有させた進化素材コンテンツを除いたコンテンツであって、前記登録された進化素材コンテンツのパラメータを上昇させると判定されたコンテンツを、当該進化素材コンテンツに自動合成させる、
     ことを特徴とする請求項2に記載の情報処理装置。
    The registration means reserves the evolved material content for automatic composition when the player does not own the evolved material content when an instruction is given to the base content from the player,
    The granting means, when the reserved evolved material content is included in the collectively granted content, causes the player to own the evolved material content,
    The registration means registers the evolution material content owned by the player as a target of automatic synthesis,
    The composition means is a content excluding the evolution material content owned by the player among the plurality of contents given at once, and the content determined to increase the parameter of the registered evolution material content Is automatically synthesized with the evolutionary material content,
    The information processing apparatus according to claim 2.
  7.  前記登録手段は、前記プレイヤに所有させた進化素材コンテンツのパラメータが既に前記所定値に達している場合には、当該進化素材コンテンツを自動合成の対象に登録しない、
     ことを特徴とする請求項5又は6に記載の情報処理装置。
    The registration means does not register the evolution material content as an object of automatic synthesis when the parameter of the evolution material content owned by the player has already reached the predetermined value.
    The information processing apparatus according to claim 5 or 6.
  8.  前記登録手段は、前記合成手段によって前記登録された進化素材コンテンツに前記判定が肯定された一部のコンテンツが自動合成されたことにより、前記パラメータが前記所定値に達した場合、当該進化素材コンテンツを自動合成の対象から解除し、
     前記合成手段は、前記付与された複数のコンテンツのうち前記一部のコンテンツを除いたコンテンツを、前記パラメータが前記所定値に達した前記進化素材コンテンツに自動合成させない、
     ことを特徴とする請求項2に記載の情報処理装置。
    When the parameter reaches the predetermined value as a result of automatically synthesizing a part of the content for which the determination is affirmed by the composition unit, the registration unit includes the evolution material content. Is removed from the target of automatic synthesis,
    The synthesizing unit does not automatically synthesize the content excluding the part of the plurality of assigned contents with the evolution material content in which the parameter has reached the predetermined value;
    The information processing apparatus according to claim 2.
  9.  前記登録手段により前記進化素材コンテンツが自動合成の対象から解除された場合、当該進化素材コンテンツのパラメータが前記所定値に達したことと、当該進化素材コンテンツが自動合成の対象から解除されたことの少なくともいずれかを前記プレイヤに通知する通知手段、
     を更に備えることを特徴とする請求項3に記載の情報処理装置。
    When the evolution material content is released from the target of automatic composition by the registration means, the parameter of the evolution material content has reached the predetermined value, and the evolution material content has been released from the target of automatic synthesis. Notifying means for notifying at least one of the players,
    The information processing apparatus according to claim 3, further comprising:
  10.  前記通知手段は、前記進化素材コンテンツにかかる自動合成が行われた場合、前記ベースコンテンツに対する指示に基づいて自動合成が行われたことを前記プレイヤに通知する、
     ことを特徴とする請求項9に記載の情報処理装置。
    The notification means notifies the player that automatic composition has been performed based on an instruction for the base content when automatic composition is performed on the evolution material content.
    The information processing apparatus according to claim 9.
  11.  前記判定手段は、前記コンテンツが前記登録された進化素材コンテンツと同一種類である場合、当該進化素材コンテンツのパラメータを上昇させるコンテンツであると判定する、
     ことを特徴とする請求項1乃至10の何れか1項に記載の情報処理装置。
    When the content is the same type as the registered evolution material content, the determination means determines that the content is a content that increases a parameter of the evolution material content.
    The information processing apparatus according to claim 1, wherein the information processing apparatus is an information processing apparatus.
  12.  コンピュータを、
     ベースコンテンツに関連付けられた進化素材コンテンツを記憶する記憶手段、
     プレイヤによる前記ベースコンテンツに対する指示に基づき、当該プレイヤが所有する前記進化素材コンテンツを自動合成の対象に登録する登録手段、
     前記プレイヤに対してコンテンツを付与する付与手段、
     前記付与されたコンテンツが前記登録された進化素材コンテンツのパラメータを上昇させるコンテンツであるかを判定する判定手段、
     前記判定が肯定された場合、前記登録された進化素材コンテンツに前記コンテンツを自動合成させ、前記パラメータを上昇させる合成手段、
     として機能させ、
     前記合成手段において、前記進化素材コンテンツのパラメータが所定値に達している場合に、前記ベースコンテンツの進化合成を許可する、
     ことを特徴とするプログラム。
    Computer
    Storage means for storing evolutionary material content associated with the base content;
    Registration means for registering the evolved material content owned by the player as a target of automatic synthesis based on an instruction to the base content by the player;
    Granting means for granting content to the player;
    Determining means for determining whether the assigned content is a content that increases a parameter of the registered evolution material content;
    If the determination is affirmative, a synthesis means for automatically synthesizing the content with the registered evolution material content and increasing the parameter,
    Function as
    In the synthesis means, when the parameter of the evolution material content reaches a predetermined value, the evolution synthesis of the base content is permitted.
    A program characterized by that.
  13.  コンピュータを、
     ベースコンテンツに関連付けられた進化素材コンテンツを記憶する記憶手段、
     プレイヤによる前記ベースコンテンツに対する指示に基づき、当該プレイヤが所有する前記進化素材コンテンツを自動合成の対象に登録する登録手段、
     前記プレイヤに対して複数のコンテンツを一括で付与する付与手段、
     前記付与された各コンテンツが前記登録された進化素材コンテンツのパラメータを上昇させるコンテンツであるかをそれぞれ判定する判定手段、
     前記判定が肯定された一部又は全部のコンテンツを前記登録された進化素材コンテンツに自動合成させ、前記パラメータを上昇させる合成手段、
     として機能させ、
     前記合成手段において、前記進化素材コンテンツのパラメータが所定値に達している場合に、前記ベースコンテンツの進化合成を許可する、
     ことを特徴とするプログラム。
    Computer
    Storage means for storing evolutionary material content associated with the base content;
    Registration means for registering the evolved material content owned by the player as a target of automatic synthesis based on an instruction to the base content by the player;
    A granting means for collectively giving a plurality of contents to the player;
    Determining means for determining whether each of the assigned contents is a content that increases a parameter of the registered evolution material content;
    A synthesizing means for automatically synthesizing a part or all of the content for which the determination is affirmed to the registered evolution material content and increasing the parameter;
    Function as
    In the synthesis means, when the parameter of the evolution material content reaches a predetermined value, the evolution synthesis of the base content is permitted.
    A program characterized by that.
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