WO2019187384A1 - Dispositif de traitement d'informations et programme - Google Patents

Dispositif de traitement d'informations et programme 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
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Application number
PCT/JP2018/045961
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English (en)
Japanese (ja)
Inventor
崇弘 大友
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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/fr

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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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Processing Or Creating Images (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

L'objet de l'invention est de réduire l'effort que le joueur doit fournir pour faire évoluer un contenu de base. Le dispositif de traitement d'informations de l'invention comprend : un moyen de stockage 40 dans lequel un contenu de matériau d'évolution associé à un contenu de base est stocké ; un moyen d'enregistrement 44 servant à enregistrer le contenu de matériau d'évolution en tant que sujet de synthèse automatique ; un moyen de fourniture 46 servant à fournir un contenu ; un moyen de détermination 48 servant à déterminer si le contenu fourni augmente ou non un paramètre du contenu de matériau d'évolution enregistré ; et un moyen de synthèse 50 servant à amener le contenu de matériau d'évolution enregistré à synthétiser un contenu automatiquement, et à augmenter le paramètre.
PCT/JP2018/045961 2018-03-28 2018-12-13 Dispositif de traitement d'informations et programme WO2019187384A1 (fr)

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JP7289188B2 (ja) * 2018-06-14 2023-06-09 株式会社バンダイナムコエンターテインメント プログラム、コンピュータシステム、ゲームシステム、及びオブジェクト作成処理実行制御方法
JP6891987B1 (ja) * 2020-02-10 2021-06-18 株式会社セガ プログラム及び情報処理装置
JP7393966B2 (ja) * 2020-02-14 2023-12-07 株式会社バンダイナムコエンターテインメント ゲームシステム、サーバシステム、プログラム及びゲーム提供方法
JP7314888B2 (ja) * 2020-09-03 2023-07-26 株式会社セガ 情報処理装置及びプログラム
JP7231855B2 (ja) * 2020-11-04 2023-03-02 株式会社Mixi 情報処理装置、情報処理方法及びプログラム
JP6880440B1 (ja) * 2020-11-04 2021-06-02 株式会社ミクシィ 情報処理装置、情報処理方法及びプログラム

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