WO2022102540A1 - Program, method, and information processing device - Google Patents

Program, method, and information processing device Download PDF

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Publication number
WO2022102540A1
WO2022102540A1 PCT/JP2021/040822 JP2021040822W WO2022102540A1 WO 2022102540 A1 WO2022102540 A1 WO 2022102540A1 JP 2021040822 W JP2021040822 W JP 2021040822W WO 2022102540 A1 WO2022102540 A1 WO 2022102540A1
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WO
WIPO (PCT)
Prior art keywords
character
user
game
period
lottery
Prior art date
Application number
PCT/JP2021/040822
Other languages
French (fr)
Japanese (ja)
Inventor
仁 小林
Original Assignee
株式会社コロプラ
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Filing date
Publication date
Application filed by 株式会社コロプラ filed Critical 株式会社コロプラ
Publication of WO2022102540A1 publication Critical patent/WO2022102540A1/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
    • A63F13/50Controlling 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
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

Definitions

  • the present invention relates to programs, methods, and information processing devices.
  • an object such as a character or an item that can be used by a user in the game can be acquired by a lottery (for example, a gacha). Further, even if the character is not owned by the user, there is a character that can be used for the game by borrowing a character owned by a user who has a so-called friendship with the user (see, for example, Non-Patent Document 1).
  • Non-Patent Document 1 since the game is owned by another user, the character that can be borrowed and used by the user from the other user can already be acquired by lottery (hereinafter referred to as a lottery target). (Sometimes called). That is, in the game described in Non-Patent Document 1, the character cannot be used from the stage before it becomes available by lottery, but after it becomes available by lottery. It is only available by borrowing after the user obtains it by lottery. Therefore, it is not possible to improve the motivation to acquire the character from the stage before it becomes a state that can be acquired by lottery (lottery target). As a result, it was not possible to give the user a motive to acquire an object such as the character from the stage before it could be acquired by lottery (lottery target).
  • the present invention is to provide a program, a method, and an information processing apparatus that can motivate a user to acquire an object prior to a lottery.
  • a program executed in an information processing apparatus including a processor, a memory, an input unit, and a display unit, the program uses an object available to the user as the processor.
  • the step of making the specific object available to the user in the game is executed.
  • the user by making a specific object available in a specific period, the user is motivated to perform the first lottery in order to acquire and make the specific object available, prior to the first lottery. It can be generated and its motivation can be further enhanced.
  • FIG. 1 It is a figure which shows the hardware composition of the game system which concerns on a certain embodiment. It is a block diagram which shows the functional configuration of a user terminal and a server included in the said game system. It is a figure which shows an example of the screen which drawn the field space which is a kind of game space. It is a figure which shows an example of the screen which drawn the said field space at the time of a battle. It is a figure which shows the data structure of a character data. It is a flowchart which shows an example of the flow of the battle grant process in the said game system. It is a flowchart which shows an example of the flow of the lottery granting process in the said game system.
  • the game system is a system for providing a game to a plurality of users.
  • the game system will be described with reference to the drawings. It should be noted that the present invention is not limited to these examples, and is indicated by the scope of claims, and it is intended that all modifications within the meaning and scope equivalent to the scope of claims are included in the present invention. To. In the following description, the same elements are designated by the same reference numerals in the description of the drawings, and duplicate description will not be repeated.
  • FIG. 1 is a diagram showing a hardware configuration of the game system 1.
  • the game system 1 includes a plurality of user terminals 100 and a server 200. Each user terminal 100 connects to the server 200 via the network 2.
  • the network 2 is composed of various mobile communication systems constructed by the Internet and a radio base station (not shown). Examples of this mobile communication system include so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and wireless networks (for example, Wi-Fi (registered trademark)) that can be connected to the Internet by a predetermined access point. Will be.
  • the server 200 (computer, information processing device) may be a general-purpose computer such as a workstation or a personal computer.
  • the server 200 includes a processor 20, a memory 21, a storage 22, a communication IF 23, and an input / output IF 24. These configurations of the server 200 are electrically connected to each other by a communication bus.
  • the user terminal 100 may be a mobile terminal such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), or a tablet computer.
  • the user terminal 100 may be a game device suitable for game play.
  • the user terminal 100 includes a processor 10, a memory 11, a storage 12, a communication interface (IF) 13, an input / output IF 14, a touch screen 15 (display unit), a camera 17, and a distance measuring sensor 18. And prepare.
  • IF communication interface
  • IF input / output IF 14
  • touch screen 15 display unit
  • camera 17 a camera 17
  • a distance measuring sensor 18 a distance measuring sensor 18.
  • These configurations included in the user terminal 100 are electrically connected to each other by a communication bus.
  • the user terminal 100 may be provided with an input / output IF 14 to which a display (display unit) configured separately from the user terminal 100 main body can be connected in place of or in addition to the touch screen 15.
  • the user terminal 100 may be configured to be communicable with one or more controllers 1020.
  • the controller 1020 establishes communication with the user terminal 100 according to a communication standard such as Bluetooth (registered trademark).
  • the controller 1020 may have one or more buttons or the like, and transmits an output value based on a user's input operation to the buttons or the like to the user terminal 100.
  • the controller 1020 may have various sensors such as an acceleration sensor and an angular velocity sensor, and transmits the output values of the various sensors to the user terminal 100.
  • the controller 1020 may have the camera 17 and the distance measuring sensor 18.
  • the user terminal 100 causes a user who uses the controller 1020 to input user identification information such as the user's name or login ID via the controller 1020, for example, at the start of a game.
  • the user terminal 100 can associate the controller 1020 with the user, and identifies which user the output value belongs to based on the source of the received output value (controller 1020). be able to.
  • each user terminal 100 When the user terminal 100 communicates with a plurality of controllers 1020, each user grips each controller 1020 so that the user terminal 100 does not communicate with other devices such as the server 200 via the network 2. Multiplayer can be realized with.
  • each user terminal 100 communicates with each other according to a wireless standard such as a wireless LAN (Local Area Network) standard (communication connection is made without going through the server 200), thereby realizing local multiplayer with a plurality of user terminals 100. You can also do it.
  • a wireless standard such as a wireless LAN (Local Area Network) standard (communication connection is made without going through the server 200), thereby realizing local multiplayer with a plurality of user terminals 100. You can also do it.
  • the user terminal 100 When the above-mentioned multiplayer is realized locally by one user terminal 100, the user terminal 100 may further include at least a part of various functions described later described in the server 200. Further, when the above-mentioned multiplayer is realized locally by a plurality of user terminals 100, the
  • the user terminal 100 may communicate with the server 200.
  • information indicating a play result such as a result or victory or defeat in a certain game may be associated with user identification information and transmitted to the server 200.
  • the controller 1020 may be configured to be detachable from the user terminal 100.
  • a coupling portion with the controller 1020 may be provided on at least one surface of the housing of the user terminal 100.
  • the user terminal 100 may accept the attachment of a storage medium 1030 such as an external memory card via the input / output IF14. As a result, the user terminal 100 can read the program and data recorded in the storage medium 1030.
  • the program recorded on the storage medium 1030 is, for example, a game program.
  • the user terminal 100 may store the game program acquired by communicating with an external device such as the server 200 in the memory 11 of the user terminal 100, or may store the game program acquired by reading from the storage medium 1030 in the memory 11. You may memorize it in.
  • the user terminal 100 includes a communication IF 13, an input / output IF 14, a touch screen 15, a camera 17, and a distance measuring sensor 18 as an example of a mechanism for inputting information to the user terminal 100.
  • a communication IF 13 an input / output IF 14
  • a touch screen 15 a camera 17, and a distance measuring sensor 18
  • an input mechanism can be regarded as an operation part configured to accept a user's input operation.
  • the operation unit when the operation unit is configured by at least one of the camera 17 and the distance measuring sensor 18, the operation unit detects an object 1010 in the vicinity of the user terminal 100 and performs an input operation from the detection result of the object. Identify.
  • a user's hand as an object 1010, a marker having a predetermined shape, or the like is detected, and an input operation is specified based on the color, shape, movement, or type of the object 1010 obtained as a detection result.
  • the user terminal 100 inputs a gesture (a series of movements of the user's hand) detected based on the captured image. Specify and accept as.
  • the captured image may be a still image or a moving image.
  • the user terminal 100 identifies and accepts the user's operation performed on the input unit 151 of the touch screen 15 as the user's input operation.
  • the operation unit is configured by the communication IF 13
  • the user terminal 100 identifies and accepts a signal (for example, an output value) transmitted from the controller 1020 as an input operation of the user.
  • a signal output from an input device (not shown) different from the controller 1020 connected to the input / output IF14 is specified as an input operation of the user and received.
  • the processor 10 controls the operation of the entire user terminal 100.
  • the processor 20 controls the operation of the entire server 200.
  • Processors 10 and 20 include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit).
  • the processor 10 reads a program from the storage 12 described later and expands it into the memory 11 described later.
  • the processor 20 reads a program from the storage 22 described later and expands it into the memory 21 described later. Processor 10 and processor 20 execute the expanded program.
  • the memories 11 and 21 are the main storage devices.
  • the memories 11 and 21 are composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory).
  • the memory 11 provides a work area to the processor 10 by temporarily storing a program and various data read from the storage 12 described later by the processor 10.
  • the memory 11 also temporarily stores various data generated while the processor 10 is operating according to the program.
  • the memory 21 provides a work area to the processor 20 by temporarily storing various programs and data read from the storage 22 described later by the processor 20.
  • the memory 21 also temporarily stores various data generated while the processor 20 is operating according to the program.
  • the program may be a game program for realizing the game by the user terminal 100.
  • the program may be a game program for realizing the game in collaboration with the user terminal 100 and the server 200.
  • the game realized by the cooperation between the user terminal 100 and the server 200 may be, for example, a game executed on a browser started on the user terminal 100.
  • the program may be a game program for realizing the game by the cooperation of a plurality of user terminals 100.
  • the various data include data related to the game such as user information and game information, and instructions or notifications to be transmitted / received between the user terminal 100 and the server 200 or between a plurality of user terminals 100.
  • the storages 12 and 22 are auxiliary storage devices.
  • the storages 12 and 22 are composed of a storage device such as a flash memory or an HDD (Hard Disk Drive).
  • Various data related to the game are stored in the storage 12 and the storage 22.
  • the communication IF 13 controls the transmission / reception of various data in the user terminal 100.
  • the communication IF 23 controls the transmission / reception of various data in the server 200.
  • the communication IFs 13 and 23 control communication using, for example, communication via a wireless LAN (Local Area Network), Internet communication via a wired LAN, a wireless LAN, or a mobile phone network, and communication using short-range wireless communication.
  • a wireless LAN Local Area Network
  • Internet communication via a wired LAN, a wireless LAN, or a mobile phone network
  • short-range wireless communication for example, communication via a wireless LAN (Local Area Network), Internet communication via a wired LAN, a wireless LAN, or a mobile phone network.
  • the input / output IF 14 is an interface for the user terminal 100 to receive data input, and an interface for the user terminal 100 to output data.
  • the input / output IF 14 may input / output data via USB (Universal Serial Bus) or the like.
  • the input / output IF 14 may include, for example, a physical button, a camera, a microphone, a speaker, or the like of the user terminal 100.
  • the input / output IF 24 of the server 200 is an interface for the server 200 to receive data input, and an interface for the server 200 to output data.
  • the input / output IF 24 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image.
  • the touch screen 15 of the user terminal 100 is an electronic component that combines an input unit 151 and a display unit 152.
  • the input unit 151 is, for example, a touch-sensitive device, and is configured by, for example, a touch pad.
  • the display unit 152 is composed of, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.
  • the input unit 151 detects a position where a user's operation (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, and a tap operation) is input to the input surface, and inputs information indicating the position. It has a function to transmit as a signal.
  • the input unit 151 may include a touch sensing unit (not shown).
  • the touch sensing unit may adopt any method such as a capacitance method or a resistance film method.
  • the indicator for performing an input operation on the touch screen 15 is not particularly limited.
  • the indicator may be a user's finger, a stylus pen, or the like.
  • the user terminal 100 may include one or more sensors for specifying the holding posture of the user terminal 100.
  • This sensor may be, for example, an acceleration sensor, an angular velocity sensor, or the like.
  • the processor 10 can also specify the holding posture of the user terminal 100 from the output of the sensor and perform processing according to the holding posture.
  • the processor 10 may be a vertical screen display in which a vertically long image is displayed on the display unit 152 when the user terminal 100 is held vertically.
  • the user terminal 100 when the user terminal 100 is held horizontally, it may be a horizontal screen display in which a horizontally long image is displayed on the display unit. In this way, the processor 10 may be able to switch between the vertical screen display and the horizontal screen display according to the holding posture of the user terminal 100.
  • the camera 17 includes an image sensor and the like, and generates a captured image by converting the incident light incident from the lens into an electric signal.
  • the distance measuring sensor 18 is a sensor that measures the distance to the object to be measured.
  • the distance measuring sensor 18 includes, for example, a light source that emits pulse-converted light and a light receiving element that receives the light.
  • the distance measuring sensor 18 measures the distance to the object to be measured by the timing of light emission from the light source and the timing of receiving the reflected light generated by the light emitted from the light source being reflected by the object to be measured.
  • the distance measuring sensor 18 may have a light source that emits light having directivity.
  • the camera 17 and the distance measuring sensor 18 may be provided on the side surface of the housing of the user terminal 100, for example.
  • a ranging sensor 18 may be provided in the vicinity of the camera 17.
  • the camera 17 for example, an infrared camera can be used.
  • the camera 17 may be provided with a lighting device that irradiates infrared rays, a filter that blocks visible light, and the like. This makes it possible to further improve the detection accuracy of the object based on the captured image of the camera 17, regardless of whether it is outdoors or indoors.
  • the processor 10 may perform one or more of the processes shown in the following (1) to (5), for example, on the captured image of the camera 17.
  • the processor 10 performs image recognition processing on the captured image of the camera 17 to specify whether or not the captured image includes a user's hand.
  • the processor 10 may use, for example, a technique such as pattern matching as the analysis technique adopted in the above-mentioned image recognition process.
  • the processor 10 detects the user's gesture from the shape of the user's hand.
  • the processor 10 specifies, for example, the number of fingers of the user (the number of extended fingers) from the shape of the user's hand detected from the captured image.
  • the processor 10 further identifies the gesture performed by the user from the number of identified fingers.
  • the processor 10 determines that the user has made a "par" gesture when the number of fingers is five. Further, when the number of fingers is 0 (the finger is not detected), the processor 10 determines that the user has made a “goo” gesture. Further, when the number of fingers is two, the processor 10 determines that the user has performed the "choki” gesture. (3) The processor 10 performs image recognition processing on the captured image of the camera 17 to detect whether the user's finger is in a state where only the index finger is raised or whether the user's finger is repelled. ..
  • the processor 10 is an object 1010 (user's hand or the like) in the vicinity of the user terminal 100 based on at least one of the image recognition result of the captured image of the camera 17 and the output value of the distance measuring sensor 18. ) And the user terminal 100.
  • the processor 10 may have the user's hand near the user terminal 100 (for example, a distance less than a predetermined value) or far away (for example, a predetermined value) depending on the size of the shape of the user's hand specified from the captured image of the camera 17. Detects whether it is at the above distance).
  • the processor 10 may detect whether the user's hand is approaching or moving away from the user terminal 100.
  • the processor 10 recognizes that the user is waving his hand in the shooting direction of the camera 17.
  • the processor 10 determines that the user is waving his / her hand in a direction orthogonal to the shooting direction of the camera. recognize.
  • the processor 10 determines whether or not the user is holding the hand (whether it is a “goo” gesture or another gesture (for example, “par”) by image recognition for the captured image of the camera 17. Or) is detected. In addition, the processor 10 detects the shape of the user's hand and how the user is moving the hand. In addition, the processor 10 detects whether the user is approaching or moving this hand toward or away from the user terminal 100. Such an operation can correspond to an operation using a pointing device such as a mouse or a touch panel, for example. For example, the user terminal 100 moves the pointer on the touch screen 15 in response to the movement of the user's hand, and detects the user's gesture “goo”.
  • a pointing device such as a mouse or a touch panel
  • the user terminal 100 recognizes that the user is continuing the selection operation.
  • the continuation of the selection operation corresponds to, for example, the state in which the mouse is clicked and pressed, or the state in which the mouse is touched after the touch-down operation is performed on the touch panel.
  • the user terminal 100 performs such a series of gestures as an operation corresponding to a swipe operation (or a drag operation). You can also recognize it.
  • the user terminal 100 detects a gesture that the user flips a finger based on the detection result of the user's hand by the image taken by the camera 17, the gesture is clicked by the mouse or tapped on the touch panel. It may be recognized as an operation corresponding to.
  • the game realized by the game system 1 is a game in which a character object (hereinafter, simply referred to as a character), which is an example of an object, is arranged in a game space, and the character is operated in the game space in response to a user's input operation.
  • a character object hereinafter, simply referred to as a character
  • the game based on the game system 1 may be a 3D game represented by a 3D game space and a 3D object, or a 2D game represented by a 2D game space and a 2D object. May be good.
  • a character that operates in response to a user's input operation will be referred to as an "operation character”.
  • the user operates the operating character to make the character fight with an enemy character arranged in the same game space, thereby advancing the game. Further, in the game realized by the game system 1, the user can perform a lottery for acquiring a character.
  • the game realized by the game system 1 may be an open world game in which a user can freely operate a character arranged in a virtual game space to move and fight.
  • RPG Role-Playing Game
  • the game realized by the game system 1 may be capable of multiplayer.
  • the game is an MMORPG (Massively Multiplayer Online Role-Playing Game) in which a plurality of users simultaneously operate their own operating characters in the same game space via their own user terminals 100 to advance the game. You may.
  • the game genre and game content realized by the game system 1 are not limited to those of the above-mentioned type.
  • FIG. 2 is a block diagram showing a functional configuration of the server 200 and the user terminal 100 included in the game system 1.
  • Each of the server 200 and the user terminal 100 may include a functional configuration (not shown) necessary for functioning as a general computer and a functional configuration necessary for realizing a known function in a game.
  • the user terminal 100 has a function as an input device that accepts a user's input operation and a function as an output device that outputs a game image or sound.
  • the user terminal 100 functions as a control unit 110 and a storage unit 120 by the cooperation of the processor 10, the memory 11, the storage 12, the communication IF 13, the input / output IF 14, and the like.
  • the server 200 has a function of communicating with each user terminal 100 and supporting the user terminal 100 to advance the game. For example, selling valuable data, providing services, and so on.
  • the server 200 may have a function of communicating with each user terminal 100 participating in the game and mediating the exchange between the user terminals 100.
  • the server 200 functions as a control unit 210 and a storage unit 220 by the cooperation of the processor 20, the memory 21, the storage 22, the communication IF23, the input / output IF24, and the like.
  • the storage unit 120 and the storage unit 220 store the game program 231, the game information 232, and the user information 233.
  • the game program 231 is a game program executed by the user terminal 100 and the server 200.
  • the game information 232 is data referred to when the control unit 110 and the control unit 210 execute the game program 231.
  • the user information 233 is information stored for each user account.
  • the user information 233 for a certain account is associated with at least one user terminal 100. In this embodiment, an example in which one account is associated with one user terminal 100 will be described.
  • the storage unit 120 stores the user information 233 of the account corresponding to the user terminal 100.
  • the storage unit 220 collectively stores the user information 233 collected from each user terminal 100.
  • the user information 233 includes character data 233A.
  • the character data 233A is data about a character possessed by the user. The details of the character data 233A will be described later.
  • the control unit 210 comprehensively controls the server 200 by executing the game program 231 stored in the storage unit 220. For example, the control unit 210 transmits various data, programs, and the like to the user terminal 100. When the game is a multiplayer game, the control unit 210 may receive a request for synchronization of multiplayer from the user terminal 100 and transmit data for synchronization to the user terminal 100.
  • the control unit 210 functions as a transmission / reception unit 211, a server processing unit 212, and a data management unit 213 according to the description of the game program 231.
  • the control unit 210 can also function as another functional block (not shown) in order to support the progress of the game on the user terminal 100, depending on the nature of the game to be executed.
  • the transmission / reception unit 211 receives various data and requests from the user terminal 100. For example, the transmission / reception unit 211 receives a part or all of the game information 232 or the user information 233 from the user terminal 100. Further, the transmission / reception unit 211 may receive character data 233A from the user terminal 100 as a part of the user information 233. Further, the transmission / reception unit 211 may receive a lottery execution request from the user terminal 100.
  • the transmission / reception unit 211 transmits various data and requests to the user terminal 100.
  • the transmission / reception unit 211 may transmit the lottery result to the user terminal 100 which is the transmission source of the lottery execution request.
  • the transmission / reception unit 211 may transmit the updated character data 233A to the user terminal 100 that is the transmission source of the lottery execution request.
  • the server processing unit 212 performs arithmetic processing necessary for providing the game.
  • the server processing unit 212 instructs the transmission / reception unit 211 to transmit various data.
  • the server processing unit 212 instructs the data management unit 213 to add, update, or delete various information included in the game information 232 and the user information 233.
  • the server processing unit 212 may execute the processing related to the lottery.
  • the data management unit 213 manages the data stored in the storage unit 220.
  • the data management unit 213 adds, updates, or deletes various information included in the game information 232 and the user information 233 in response to an instruction from the server processing unit 212.
  • the data management unit 213 may read at least one of the game information 232 and the user information 233 from the storage unit 220 according to the instruction of the server processing unit 212.
  • the data management unit 213 reads out the program to be executed by the user terminal 100 from the game program 231 from the storage unit 220 and transmits it to the user terminal 100 via the transmission / reception unit 211. You may.
  • the control unit 110 comprehensively controls the user terminal 100 by executing the game program 231 stored in the storage unit 120. For example, the control unit 110 advances the game according to the game program 231 and the user's operation. Further, the control unit 110 communicates with the server 200 to send and receive information as needed while the game is in progress.
  • the control unit 110 functions as an operation reception unit 111, a game progress unit 112, a camera arrangement control unit 113, an object control unit 114, a display control unit 115, and a communication unit 116 according to the description of the game program 231.
  • the control unit 110 can also function as other functional blocks (not shown) in order to advance the game, depending on the nature of the game to be executed.
  • the operation reception unit 111 detects and accepts a user's input operation with respect to the input unit 151.
  • the operation reception unit 111 determines what input operation has been performed from the action exerted by the user on the console via the touch screen 15 and other input / output IF 14, and outputs the result to each element of the control unit 110. do.
  • the operation receiving unit 111 receives an input operation for the input unit 151, detects the coordinates of the input position of the input operation, and specifies the type of the input operation.
  • the operation receiving unit 111 specifies, for example, a touch operation, a slide operation, a swipe operation, a tap operation, and the like as types of input operations. Further, the operation receiving unit 111 detects that the contact input is canceled from the touch screen 15 when the continuously detected input is interrupted.
  • the communication unit 116 transmits various data and requests to the server 200. For example, the communication unit 116 transmits a part or all of the game information 232 or the user information 233 to the server 200. For example, the communication unit 116 sends a lottery execution request to the server 200. Further, the communication unit 116 may transmit the character data 233A to the server 200 as a part of the user information 233.
  • the communication unit 116 receives various data and requests from the server 200. For example, the communication unit 116 receives a part or all of the game information 232 or the user information 233 from the server 200. Further, the communication unit 116 may receive information indicating the lottery result from the server 200. Further, the communication unit 116 may receive the updated character data 233A from the server 200.
  • the game progress unit 112 performs various processes related to the progress of the game. For example, the game progress unit 112 specifies the instruction content of the user based on the coordinates of the position of the input operation received by the operation reception unit 111, the type of operation, and the progress status of the game. In addition, the game progress unit 112 performs various determination processes related to the progress of the game. Further, the game progress unit 112 adds, updates, or deletes various information stored in the storage unit 120, which is included in the game information 232 and the user information 233.
  • the game progress unit 112 includes a battle processing unit 112A, a lottery unit 112B, and a character assigning unit 112C.
  • the battle processing unit 112A executes processing related to the battle between the operating character, the automatic battle character, and the enemy character. Further, the battle processing unit 112A determines a character to be given to the user when a predetermined condition is satisfied as a result of the battle. When the battle processing unit 112A determines the character to be assigned, the battle processing unit 112A notifies the character assigning unit 112C of the character.
  • the lottery unit 112B executes a process related to a lottery for acquiring a character.
  • the lottery method is not particularly limited.
  • the lottery unit 112B may refer to the housing (lottery data table) included in the game information 232 according to a predetermined input operation of the user, and determine the lottery result based on the table.
  • the lottery unit 112B notifies the character assigning unit 112C of the result of the lottery, that is, the character to be assigned to the user.
  • the character giving unit 112C gives the user a character determined to be given as a result of the processing of the battle processing unit 112A or the lottery of the lottery unit 112B.
  • the character assigning unit 112C determines the character to be assigned by the battle processing unit 112A or the lottery unit 112B
  • the initial data of the character corresponding to the character is read from the game information 232, and the data is used as the character data 233A of the user information 233. to add.
  • the character includes a plurality of types of characters such as a human character corresponding to a human, a riding monster, and an automatic battle monster.
  • the battle processing unit 112A, the lottery unit 112B, and the character assigning unit 112C may be provided in the control unit 210 on the server 200 side. That is, the control unit 210 on the server 200 side may draw a character to be given to the user and give the character determined by the lottery to the user. In this case, the user terminal 100 side may display an image or the like of a character given according to the result on the server 200 side.
  • the camera arrangement control unit 113 defines a virtual camera for designating an area to be presented to the user in the game space.
  • the camera arrangement control unit 113 virtually arranges the virtual camera in the game space by defining the position and orientation of the virtual camera in the game space.
  • the camera arrangement control unit 113 instructs the display control unit 115 to create an image in which the visual field area defined by the virtual camera and the objects arranged in the visual field area are drawn.
  • the camera arrangement control unit 113 may change the position and orientation of the virtual camera at any time.
  • the object control unit 114 arranges an object in the game space based on the setting information of the object included in the game information 232. Further, the object control unit 114 controls the objects arranged in the game space. For example, the object control unit 114 changes the position, orientation, shape, color, etc. of the object in the game space, and causes the object to perform a predetermined series of operations. For example, the object control unit 114 moves the operating character in the movement direction, the movement speed, and the movement distance determined by the game progress unit 112.
  • the display control unit 115 causes the display unit 152 to display an image.
  • the display control unit 115 generates an image including an area of the field of view of the virtual camera defined by the camera arrangement control unit 113 and an object existing in the area in the game space, and displays the image on the display unit 152.
  • the object control unit 114 may arrange an object (UI object) for constructing a UI (user interface) in the game space and control the UI object. Further, the display control unit 115 may superimpose and display an image (UI image) related to the UI necessary for various operations of the game, such as an icon, a button, a list, and a menu screen, on the image.
  • the UI image and the UI object are tools for the user to input input necessary for the progress of the game to the user terminal 100. Further, the UI image and the UI object are tools for the user to obtain information output from the user terminal 100 while the game is in progress.
  • the functions of the server 200 and the user terminal 100 shown in FIG. 2 are merely examples.
  • the server 200 may include at least a part of the functions provided by the user terminal 100.
  • the user terminal 100 may have at least a part of the functions provided by the server 200.
  • devices other than the user terminal 100 and the server 200 may be used as components of the game system 1, and the other devices may be made to execute a part of the processing in the game system 1. That is, the computer that executes the game program in the present embodiment may be any of the user terminal 100, the server 200, and other devices, or may be realized by a combination of a plurality of these devices.
  • the game progress unit 112 of the user terminal 100 starts a game based on the game program 231.
  • the object control unit 114 constructs a predetermined game space according to the instruction of the game progress unit 112, and arranges a predetermined operation character in the game space. Further, the object control unit 114 may arrange a background object such as a tree, a rock, a building, etc., which is a background of the game space, in the game space. Further, the object control unit 114 may arrange an enemy character (another character) that is a battle opponent of the operating character in the game space.
  • the user selects one character from the operable characters among the characters possessed by the user and operates the character.
  • the user may be allowed to operate a plurality of characters (for example, a human character and a riding monster described later, or a plurality of human characters) at one time.
  • the user may operate only a part of the movements such as the attack timing and the direction of movement (so-called semi-automatic operation).
  • a game space (referred to as a field space) corresponding to an outdoor space such as a grassland is constructed by the object control unit 114 at the start of the game, and an operation character or the like is arranged in the field space.
  • a field space corresponding to an outdoor space such as a grassland
  • the game space constructed by the object control unit 114 is not limited to the field space described above.
  • the object control unit 114 constructs a game space (referred to as a dungeon space) corresponding to an indoor (so-called dungeon) space such as in a cave or a building in response to an instruction from the game progress unit 112, and the space An operation character or the like may be placed in the space.
  • the game progress unit 112 may instruct the object control unit 114 to construct a dungeon space and arrange an operation character or the like in the space. good.
  • FIG. 3 is a diagram showing an example of a screen in which a field space is drawn, which is a kind of game space. At least one operation character is arranged in the field space.
  • the state (A) of FIG. 3 is a diagram showing a state in which the human character 301 is arranged in the field space with the weapon 302 of the character held on his back.
  • the "human character” is a kind of operable character.
  • the "human character” is just an example of the name, and the human character 301 does not necessarily have to be a human or a humanoid character. Also, the weapon 302 is not essential.
  • the state (B) of FIG. 3 is a diagram showing a state in which the human character 301 is mounted on the riding monster 303 in the field space.
  • the riding monster 303 is a kind of operable character, and is a kind of character that becomes a companion (that is, an ally in battle) of the human character 301. Further, the riding monster 303 may be able to participate in the battle instead of the human character 301.
  • the human character 301 can mount on the riding monster 303.
  • the riding monster 303 is a character that becomes a vehicle for the human character 301.
  • the "character participating in the battle" is a character placed in the game space during the battle with a certain enemy character (described later), and becomes an ally of the user's operation character during the battle. It is a character.
  • the character participating in the battle does not necessarily have to perform an action such as an attack on the enemy character.
  • the characters participating in the battle do not have to receive actions from the enemy characters. For example, even if the human character 301 is mounted on the riding monster 303, but various actions such as an attack based on an input operation are performed only by the riding monster 303, it is assumed that the human character 301 is participating in the battle.
  • the operation receiving unit 111 accepts these operations, and the game progressing unit 112 associates the human character 301 with the designated riding monster 303. .. Further, the game progress unit 112 notifies the object control unit 114 that the human character 301 and the riding monster 303 are associated with each other. Upon receiving the notification, the object control unit 114 arranges the human character 301 in the system and position where the riding monster 303 is mounted. As a result, the user can enjoy the game by changing the association of the riding monster 303 as a vehicle with respect to a certain human character 301. Therefore, the fun of the game is improved.
  • the battle processing unit 112A of the game progressing unit 112 may prevent the mounted human character 301 from attacking, defending, or taking other actions in subsequent battles.
  • the battle processing unit 112A causes both the riding monster 303 and the human character 301 to participate in the battle, but only one of them may be allowed to perform input operations related to various actions in the battle.
  • the game progress unit 112 may release the riding state of the human character 301 in response to a predetermined input operation by the user.
  • the riding monster 303 is deleted from the field space, and only the human character 301 remains in the space.
  • the apparent relationship between the human character 301 and the riding monster 303 according to the present invention is not limited to "riding", and may be appropriately determined according to the appearance of the riding monster 303.
  • the riding monster 303 may grab the human character 301 and jump up.
  • the game progress unit 112 associates the automatic battle monster 304 with the operation character (human character). It may be associated with 301 or a riding monster 303). Then, the game progress unit 112 may instruct the object control unit 114 to arrange the automatic battle monster 304 in the field space. Then, the object control unit 114 may arrange the automatic battle monster 304 in the field space.
  • the automatic battle monster 304 is a kind of character that cannot be operated by the user. Further, unlike the riding monster 303, the automatic battle monster 304 is a character that the human character 301 cannot mount. In the battle described later, when the game progress unit 112 and the object control unit 114 move the automatic battle monster 304 in a predetermined action pattern, the automatic battle monster 304 automatically participates in the battle. In the following description, the riding monster 303 and the automatic battle monster 304 are collectively referred to as "monsters".
  • the position of the virtual camera in the field space is such that the user's operating character (human character 301 or riding monster 303) is displayed in the substantially center of the user terminal 100.
  • an area for example, the area A of the states (A) and (B) of FIG. 3) in which the user touch-operates the touch screen 15 on the display screen of the display unit 152.
  • FIG. 4 is a diagram showing an example of a screen in which a field space at the time of battle is drawn.
  • the user operates the human character 301 or the riding monster 303 to move in the field space.
  • an enemy character that is arranged at a predetermined timing and performs an action such as movement according to a predetermined action pattern is arranged.
  • the battle processing unit 112A determines that the human character 301 (and the riding monster 303) It is determined that the battle has started after encountering the enemy character 305, and various processes related to the battle are started.
  • the battle processing unit 112A will battle. It may be determined that the battle has been completed, and various processes related to the battle may be completed.
  • the battle processing unit 112A may not determine the start and end of the battle, and may seamlessly start the battle from the movement in the field space. In this case, the battle processing unit 112A starts various processing related to the battle when the operation reception unit 111 receives an input operation for instructing a predetermined operation (for example, attack) of the human character 301 or the riding monster 303. good.
  • a predetermined operation for example, attack
  • the state (A) of FIG. 4 is a diagram showing a state in which a battle between the human character 301 and the enemy character 305 has started.
  • the object control unit 114 adjusts the arrangement of the human character 301 and the weapon 302 so that the human character 301 is in a state of holding the weapon 302 as shown in the figure. You may.
  • the enemy character 305 is an NPC (nonplayer character) whose action is controlled by the battle processing unit 112A according to a predetermined action pattern.
  • the enemy character 305 may have the same appearance and ability (movement and attack method, etc.) as a kind of riding monster 303 or automatic combat monster 304.
  • the battle processing unit 112A advances the battle between the human character 301 and the enemy character 305 in response to input operations such as attack, defense, avoidance, and movement received by the operation reception unit 111 during battle. For example, when the operation reception unit 111 receives an input operation for instructing an attack, the battle processing unit 112A causes the enemy character 305 according to the value of the attack power of the human character 301 and the value of the defense power of the enemy character 305. Calculate the damage dealt.
  • the object control unit 114 controls the arrangement, movement, pose, and the like of the human character 301, the weapon 302, and the enemy character 305 according to various processes advanced by the battle processing unit 112A.
  • the state (B) of FIG. 4 is a diagram showing a state in which the human character 301 is fighting with the enemy character 305 while riding on the riding monster 303.
  • various actions such as attacks cannot be performed, and the riding monster 303 executes the various actions in place of the human character 301.
  • the riding monster 303 attacks the enemy character 305 by an attack method according to its appearance and ability as shown in the figure.
  • the action corresponding to the riding monster 303 can be executed, so that the strategicity in the battle can be enhanced. Therefore, the fun of the game can be improved.
  • the battle processing unit 112A advances the battle between the riding monster 303 and the enemy character 305 according to the ability of the riding monster 303.
  • the battle processing unit 112A also executes the processing related to the battle between the automatic battle monster 304 and the enemy character 305.
  • the state (C) of FIG. 4 is a diagram showing a state of winning a battle.
  • the battle processing unit 112A grants the user a reward item according to the content or result of the battle.
  • the battle processing unit 112A increases the value indicating the number of the reward items included in the user information 233.
  • the battle processing unit 112A may change the type and number of reward items to be given according to the type and level of the enemy character 305.
  • the object control unit 114 or the display control unit 115 may arrange and display the UI object 306 or the UI image 306 indicating the type and number of reward items obtained by the user (given to the user).
  • the battle processing unit 112A may determine the character to be given to the user when the number of possessed reward items exceeds a predetermined number by giving the reward item.
  • the character to be given may be any of a human character 301, a riding monster 303, and an automatic battle monster 304.
  • the human character 301, the riding monster 303, and the automatic battle monster 304 have preset abilities according to each individual.
  • the setting of the ability is stored in the storage unit 120 as character data 233A.
  • FIG. 5 is a diagram showing a data structure of character data 233A.
  • the character data 233A has information indicating the type of the character, information indicating the name, information indicating the rarity, and various parameters related to the battle (battle parameters) with respect to the identification code uniquely indicating one character.
  • the information indicating the equipment (corresponding to the character) that the character is equipped with One record of character data 233A indicates one individual character.
  • the character data 233A may include a monster having the same name. In other words, it may be possible for a user to have multiple monsters of the same appearance.
  • the character type is information indicating whether the character is a human character, a riding monster, or an automatic combat monster.
  • the name of the character indicates the name of the character. In this embodiment, characters with the same name have the same appearance.
  • Rarity indicates the difficulty of obtaining the character (so-called rarity). In the illustrated example, D has the lowest rarity and A has the highest rarity.
  • the rarity is indicated to the user, for example, by the number of stars. For example, a star number of "1" indicates the lowest rarity, and a star number of "4" indicates the highest rarity. If the number of stars is replaced with A to D, the number of stars "3" corresponds to B, the number of stars "4" corresponds to A, and the greater the number of stars, the higher the rarity. Shown.
  • the battle parameter is a parameter for the battle processing unit 112A to refer to the battle and execute the processing related to the battle.
  • the information indicating the equipment indicates the equipment associated with the character (that is, equipped by the character). In the illustrated example, only the human character is equipped with the equipment, but the riding monster and the automatic battle monster may also be equipped with the equipment.
  • the battle processing unit 112A performs the processing related to the battle with reference to parameters such as the attack power or the defense power of the equipment. For example, the battle processing unit 112A uses a value obtained by adding the attack power of the equipment to the attack power of the character in the damage calculation related to the attack of the character.
  • Information indicating the equipment possessed by the user and the parameters of the equipment is included in the user information 233.
  • the battle granting process is a process of granting a character to the user according to the result of having the operating character and the enemy character fight.
  • FIG. 6 is a flowchart showing an example of the flow of the battle granting process in the game system 1.
  • the object control unit 114 arranges an operation character in a predetermined game space (for example, a field space), and the game progress unit 112 and the object control unit 114 are used by the user.
  • the operation character is operated according to the input operation (S100).
  • the game progress unit 112 executes the movement of the operating character, the riding, the summoning of the automatic battle monster 304, and the like according to the input operation of the user.
  • the object control unit 114 operates the enemy character determined to be arranged in the game space in which the operation character is arranged according to the instruction from the game progress unit 112.
  • the game progress unit 112 and the object control unit 114 execute the above-mentioned control (NO in S102) until the battle processing unit 112A determines that the operating character has encountered an enemy character.
  • the battle processing unit 112A determines that the operating character has encountered an enemy character (YES in S102).
  • the battle processing unit 112A advances various processes related to the battle, and causes the operating character (and the automatic battle monster) to fight the certain enemy character (S104).
  • the battle continues until certain requirements are met (NO in S106).
  • the specific requirement is satisfied (YES in S106)
  • the battle processing unit 112A determines that the battle with the certain enemy character is completed. If there are a plurality of enemy characters, the battle processing unit 112A continues the battle between the operating character and the other enemy characters.
  • the battle processing unit 112A grants a reward item to the user according to the content of the battle (S108). Further, the battle processing unit 112A determines whether or not a predetermined number of reward items have been accumulated (S110). If a predetermined number of reward items have not been accumulated (NO in S110), the battle processing unit 112A does not perform the subsequent processing. On the other hand, when a predetermined number of reward items are accumulated (YES in S110), the battle processing unit 112A consumes the predetermined number of reward items possessed by the user (S112) and grants the reward items to the user according to the reward items.
  • the character to be used is determined (S114). For example, the battle processing unit 112A determines a character to be given to the user according to the type of the reward item. The character assigning unit 112C assigns the determined character to the user (S116).
  • the type of reward item has a one-to-one correspondence with the type of enemy character (for example, the name of the enemy character). For example, when a certain riding monster appears as an enemy character, it is desirable that the battle processing unit 112A grant a reward item corresponding to the riding monster. Then, when the reward items are accumulated in a predetermined number or more, the battle processing unit 112A may determine the riding monster as the enemy character as the target monster to be given to the user.
  • the lottery granting process is a process of assigning a character to a user according to the lottery result.
  • FIG. 7 is a flowchart showing an example of the flow of the lottery granting process in the game system 1.
  • the lottery granting process shown in FIG. 7 is started by the user performing an input operation for instructing a lottery at an arbitrary timing in the game.
  • the operation reception unit 111 of the user terminal 100 accepts an input operation for instructing a lottery (S200).
  • the lottery unit 112B determines the character to be given to the user by lottery (S202).
  • the character assigning unit 112C assigns the character determined by the lottery unit 112B to the user (S204). That is, the character assigning unit 112C adds the character data (1 record in FIG. 3) determined by the lottery unit 112B to the character data 233A included in the user information 233 of the user terminal 100.
  • the game progress unit 112 notifies the display control unit 115 of the lottery result in S202, and the display control unit 115 creates an image showing the lottery result and displays it on the display unit 152 (S206).
  • the game progress unit 112 executes the process after S202 when the user possesses a predetermined number or more of the predetermined lottery items, and when the user does not possess the predetermined number or more of the predetermined lottery items, the game progress unit 112 executes the process. It may be decided not to execute the process after S202. Further, the game progress unit 112 may reduce the number of the lottery items stored in the user information 233 of the storage unit 120 by the predetermined number when performing the processing after S202. That is, the game progress unit 112 may consume a predetermined number of lottery items when performing the processing after S202.
  • the game progress unit 112 of the user terminal 100 may grow a character when the character participates in the battle or when a predetermined growth item is used for the character.
  • a predetermined growth item is used for the character.
  • the game progress unit 112 When a character participates in a battle, the game progress unit 112 according to the present embodiment grows the character. "Growing a character” means changing the ability of the character.
  • the game progress unit 112 may not only participate in the battle but also grow the character during the battle or when the predetermined growth condition is satisfied at the end of the battle.
  • the game progress unit 112 may grow a character when a predetermined growth item is used for the character.
  • the "predetermined growth item” is an item given to a user or a character owned by the user when a predetermined condition is satisfied in the game.
  • the operation reception unit 111 receives an input operation for selecting a character to be grown.
  • the game progressing unit 112 determines the selected character as the character to be grown. Subsequently, the operation reception unit 111 receives an input operation instructing the use of the growth item.
  • the game progressing unit 112 changes the ability of the character by updating the character data of the character to be grown, which is included in the character data 233A.
  • the character's ability is indicated by, for example, the value of various parameters set for the character, such as the character's physical strength, attack power, attack speed, and defense power, or the limit value of the value.
  • the game progress unit 112 may change the ability of the character by increasing or decreasing at least one of the values and limits of these parameters.
  • the ability of the character is indicated by, for example, an attribute given to the character and a value of a parameter indicating the strength of the influence of the attribute.
  • the game progress unit 112 may change the ability of the character by giving an attribute to the character or deleting the attribute given to the character. Further, the game progress unit 112 may change the ability of the character by increasing or decreasing the value of the parameter related to the attribute.
  • the ability of a character is indicated by, for example, the number and types of skills that the character can perform, and the performance of each skill.
  • Skills are, for example, action skills related to some action of a character, passive skills that are always effective, and the like.
  • the game progress unit 112 may change the ability of the character by increasing the number and types of skills that can be executed, and by improving or decreasing the performance of each skill.
  • the "character ability" may be, for example, the movement speed of the monster or the type of terrain that can be moved when the human character mounts on the monster.
  • the game progress unit 112 may change the ability of the monster by increasing or decreasing the movement speed of the monster and increasing or decreasing the types of terrain that can be moved.
  • the game system 1 can improve the fun of the game.
  • FIG. 8 is a flowchart showing an example of the flow of processing related to the limit breakthrough in the game system 1.
  • Each process shown in FIG. 8 is executed instead of the process in which the game progress unit 112 assigns the character to the user. That is, each process shown in FIG. 8 is executed instead of the process of S116 of the flowchart shown in FIG. 6 or S204 of the flowchart shown in FIG. 7.
  • the character assigning unit 112C determines whether or not the character has been assigned to the user. (S300). For example, the character assigning unit 112C searches for character data 233A using information that identifies the determined character (for example, the identification code of the character stored in the game information 232) as a key. When the character data 233A contains data about the character indicated by the character identification information, the character assigning unit 112C determines that the character is a character already assigned to the user (YES in S300).
  • the character assigning unit 112C determines that the character is a character that has not been assigned to the user (that is, has not been assigned). (NO in S300).
  • the character assigning unit 112C assigns the character to the user in the same manner as in S114 and S204. (S302).
  • the character giving unit 112C is the character (that is, the character to be given). Is not given to the user. Then, the game progressing unit 112 determines the character as the character to be targeted for breaking through the limit. The game progress unit 112 causes the character to break through the limit to break through the limit (S304). Specifically, the game progress unit 112 changes the ability of the character by updating the character data of the character whose limit is to be exceeded, which is included in the character data 233A, for example.
  • the user can be given the advantage that the possessed character is strengthened. This can give the user a motivation to acquire the character once acquired by battle or lottery again.
  • the process of S304 in FIG. 8 may be executed at a timing other than the timing of S116 or S204.
  • the game progress unit 112 may be temporarily assigned to the user regardless of whether or not the character determined by the battle processing unit 112A or the lottery unit 112B has been assigned (S302). In this case, the determination process of S300 does not have to be performed. Then, when the operation reception unit 111 receives a series of input operations instructing the user to break through the limit, the game progress unit 112 may execute the limit breakthrough of the character possessed by the user in duplicate. ..
  • the series of input operations for instructing the limit breakthrough includes an input operation for designating the character to be the limit breakthrough and an input operation for designating the consumption target character to be consumed for breaking the limit of the character. It is desirable that the character targeted for breaking through the limit and the character targeted for consumption are the same or the same type of character.
  • the game progress unit 112 deletes the record indicating the character designated as the consumption target among the plurality of records, and updates the record indicating the character designated as the limit breakthrough target by the user, thereby breaking the limit breakthrough target. Change the ability of the character.
  • the appearance of the character may change.
  • the appearance of the character By changing the appearance of the character according to the growth or the limit breakthrough, it is possible to distinguish the growth stage or the limit breakthrough stage of the character at a glance.
  • the lottery by the above-mentioned lottery unit 112B (hereinafter, also referred to as a gacha lottery) is released after, for example, the game program of this game is released and distribution can be started from the server 200 (as an example). It shall be feasible after a certain period of time (for example, one month).
  • the condition "after a certain period of time has elapsed since the game program of this game was released and distribution can be started from the server 200" is an example of the first condition. By doing so, it is possible to motivate the user to draw a lottery (gacha). Further, by setting the period uniformly not for each user but on the distributor side, it becomes easy to manage the period.
  • rental trial processing is performed during a specific period such as until the gacha lottery becomes feasible.
  • the rental trial processing is, for example, a character that can be given in a gacha lottery that is possible after that (after a certain period of time) in a specific period of the period until the gacha lottery is possible (a period in which gacha is not possible). This is a process for letting the user rent it so that it can be used and tried in the game.
  • the specific period is also referred to as a rental period, and may be, for example, the same period as a fixed period during which gacha is not possible, or may be a part of a fixed period (for example, the remaining two weeks of the fixed period).
  • the rental trial process is executed, for example, by the control unit 210 on the server 200 side.
  • the user can actually use the rented character in the game from the stage where the gacha lottery is impossible, and can grasp the performance and usability of the character.
  • the motivation to acquire a favorite character by a gacha lottery that can be executed after that can be increased in advance, and as a result, the user is motivated to perform the lottery when the gacha lottery becomes possible. It is possible to further enhance the motivation by causing it in advance and actually using it.
  • the specific period is not limited to one month or two weeks, and may be shorter than this, for example, one week, or longer than this, such as three months or six months or more. Further, the specific period may be something like a campaign period set by the game provider, for example, a period of one month from the game distribution date or one month before and after the first anniversary of the game distribution date. It may be a period or the like.
  • FIG. 9 is a diagram showing an example of a screen displayed on the display unit when it is not a rental period (hereinafter, also referred to as a normal period) and when it is a rental period.
  • 9 (a) and 9 (b) show an example of a splash screen.
  • the splash screen is a screen following the title screen when the game is started.
  • FIG. 9A shows an example of a screen in which an image including a predetermined character group 401 is displayed as a splash screen in a normal period.
  • the predetermined character group 401 includes, for example, characters possessed by the user from the initial stage of this game (for example, what is called a main character or a main character), and always becomes friends in the progress of the game (as an example, gacha). Characters and the like that are always owned by the user according to the progress of the game regardless of the lottery are included.
  • FIG. 9B shows an example of a screen in which an image including a specific character group 402 is displayed as a splash screen during the rental period.
  • the specific character group 402 is a character that is not included in the predetermined character group 401 and can be rented during the rental period (hereinafter, may be referred to as a specific object or a specific character).
  • the specific character group 402 is a character that can be given to the user by a gacha lottery that can be executed after the rental period ends.
  • a notification image 403 notifying that the rental period is in progress is displayed together with the specific character group 402. Note that FIGS.
  • FIGS. 9A and 9B show examples in which different characters are displayed, but for example, on the splash screen during the rental period, the predetermined character group 401 shown in FIG. 9A is shown. In addition, the specific character group 402 shown in FIG. 9B may be displayed.
  • FIG. 9 (c) and 9 (d) show an example of a loading screen.
  • the loading screen is a screen that is displayed while receiving or reading necessary data, such as when moving to the next screen (or sometimes called the next stage) according to the progress of the game.
  • FIG. 9C shows an example of a screen in which an image including a character 401a (hereinafter, also referred to as a normal character) included in a predetermined character group 401 is displayed as a loading screen in a normal period.
  • FIG. 9D shows an example of an image including a specific character 402a included in the specific character group 402 as a loading screen during the rental period.
  • a notification image 403 indicating that the rental period is in progress a name image 404 displaying the displayed character name of the specific character 402a, and a monster (hereinafter, also referred to as a riding monster) 405. Is displayed.
  • the riding monster 405 may also be a character included in a specific character group that can be rented.
  • the home screen is a basic screen (hereinafter, also referred to as a base screen) in which a user selects an operation for advancing a game.
  • the notification image 411 that conspicuously shows the normal character 401a, the option icons 406 to 409, the character picture book icon 410, and the character picture book icon 410 as seen from the back in the normal period.
  • the building object 412 are displayed as the background.
  • a lottery (gacha) icon (hereinafter, also referred to as a gacha icon) for performing a gacha lottery may be displayed instead of the character picture book icon 410, or the character picture book icon may be displayed. You may display the gacha icon separately while displaying 410.
  • the notification image 413 that notifies that the rental period is in addition to the one displayed in FIG. 9 (e) is displayed.
  • the option icons 406 to 409 include an icon for transitioning to a screen for selecting a quest, an icon for transitioning to a screen showing party organization, an icon for transitioning to a menu screen, and the like.
  • a quest is to instruct a user to satisfy a predetermined condition, for example, to win a battle with a specific enemy character, or to destroy 100 enemy characters in a battle at a certain stage.
  • the purpose is to achieve a predetermined condition such as moving from an initial position to a designated position in time. By achieving the conditions, the user can obtain a reward according to the achieved conditions.
  • the quest will be challenged at the registered party described below.
  • an OK icon is displayed along with the icon of the party you are trying to challenge (not shown).
  • the input operation is accepted for the OK icon, the quest is started at the displayed party.
  • the party organization screen is displayed, and the character of the party to be challenged can be changed.
  • the user can select some characters from the characters owned by the user and the rental characters (for example, the characters that can be rented and are being tested by the user) to form a party.
  • the screen for the rental period is displayed on the user terminal 100 during the rental period, the character that is currently in the rental period for the user and can be drawn by the gacha that can be executed after that. Can be easily notified that it is a period during which you can try in advance.
  • the characters that can be rented during the rental period on the screen for the rental period it is possible to inform in an easy-to-understand manner what characters can be rented.
  • FIG. 10 is a diagram showing an example of a screen in the user terminal 100 that transitions by accepting an input operation from the user for the character picture book icon 410 during the rental period.
  • a notification image 501 such as "rental character of the next day" is displayed at the upper part of the screen, and a plurality of types of characters (sometimes referred to as specific objects) that can be rented are included below the notification image 501.
  • a rental character icon 502 of a character (sometimes referred to as a group of characters that can be rented) is displayed, and various icons 504 to 507 are displayed.
  • the rental character icon 502 includes face images of a total of 16 characters arranged four by each in the horizontal direction and the vertical direction, and a star image showing the rarity of each character. As described above, the larger the number of stars corresponding to a character, the higher the rarity of the character and the higher the degree of advantage for the user.
  • the characters that can be rented in the present embodiment are limited in advance to the characters of Star 4 and Star 3, which are highly rare for the user. Therefore, during the rental period, it is possible to use a character that is highly rare for the user.
  • the character displayed in the rental character icon 502 is also a character that can be given by a gacha lottery that can be executed after the rental period ends and can be owned by the user. However, in the gacha lottery that can be executed after the rental period ends, characters with a low rarity of 2 stars or less are won at a higher rate than characters with 3 stars or more and are given to the user. As a result, the motivation to use the rented character during the rental period is generated, and the willingness to acquire such a highly rare character when the gacha lottery can be started by actually using it. Can be improved.
  • the screen transitions to a screen for displaying information regarding the status of the character. This point will be described later with reference to FIG. 10 (b).
  • the four characters in the uppermost row surrounded by the diagonal frame in the rental character icon 502 may be referred to as characters that may be rented to the user tomorrow (next day) (hereinafter, may be referred to as rental candidate characters). ) Is shown.
  • the rental candidate character in the present embodiment is determined and switched by lottery, for example, every day (24 hours) from among a plurality of types of characters that can be rented.
  • the user can grasp the rental candidate character of the next day in advance, and can provide the fun of confirming which character the rental candidate character of the next day is, and can motivate the user to log in and play the game the next day. can.
  • the rental candidate character on the next day is reset at a predetermined time (for example, 0:00 am) and switched to a new rental candidate character. For example, at the time of the first login in a certain day of the rental period, one character is selected from the four characters displayed as rental candidate characters on the next day based on the predetermined rental lottery probability at the stage of the previous day. It is decided by lottery (hereinafter, also referred to as rental lottery), and the character is tried out to the user. The user can use the character tested only on the day (for example, until 0:00 am) in the game.
  • a predetermined time for example, 0:00 am
  • rental lottery hereinafter, also referred to as rental lottery
  • FIG. 10A shows an example in which two star 4 characters and two star 3 characters are displayed as rental candidate characters, but the combination of rarity levels of the rental candidate characters includes this. It is not limited, and may be four characters of star 3, one character of star 4, and three characters of star 3, and when predetermined conditions are satisfied (example). However, on a specific day), the rate at which the character with 4 stars is determined as a rental candidate character may be high. Further, the number of candidates for rental candidate characters is not limited to four, and the number of candidates may vary from day to day, and when predetermined conditions are satisfied (as an example, specific). The number of candidates may be small (or large) on the day of the week.
  • character icons 504 is, for example, an icon that shifts to a screen for displaying a character that can be used by the user in the game (for example, a character owned by the user or a rental character under trial).
  • the quest icon 505 is, for example, an icon that shifts to a screen for selecting a quest and starting a battle. Specifically, by inputting the quest icon 505, the screen shifts to the quest selection screen (not shown). A user can order a quest by selecting a quest from the quest selection screen.
  • the user completes the quest by fighting or the like by using the character (including the rental character in the rental period) that the user owns the ordered quest.
  • the accessory icon 506 is, for example, an icon that shifts to a screen for displaying accessories owned by the user.
  • An accessory is something that a character is equipped with, and raises the parameters of the character to be equipped.
  • the minion icon 507 is, for example, an icon that shifts to a screen for displaying a monster owned by the user (sometimes referred to as a riding monster).
  • the riding monster is a monster on which, for example, a human character is placed among the characters owned by the user.
  • FIG. 10B shows an example of a screen that displays information regarding the status of the character that transitions when an input operation for any of the characters displayed in the rental character icon 502 is accepted.
  • FIG. 10B shows an example of a screen displayed when an input operation is received for the character displayed second from the left of the four rental candidate characters located in the uppermost row on the next day.
  • the upper body image 508 or the whole body image of the character targeted for the input operation
  • the icon 510 returning to the screen of FIG. 10A and the fact that the rental period is in progress are shown.
  • the notification image 511 to be shown, the status image 512 of the character, and the icon 513 to be borrowed are displayed.
  • the name (B), occupation (witch), level (LV), and the like of the character are displayed on the status image 512.
  • the level (LV) is one of the indexes showing the strength of the character, and the level starts from 1, and the larger the number, the stronger the character gradually becomes.
  • the upper limit (maximum) value of the level is appropriately set according to the progress of the game.
  • the level is increased by satisfying certain conditions. As a predetermined condition, it may be increased by fighting with an enemy character, or may be increased by completing a predetermined quest.
  • the "LV17 / 20" displayed in FIG. 10B means that the maximum level of this character is 20, but when the character is rented to the user as a rental character, the user's current game progress (example). Based on what is called the user's current level or rank), for example, it is shown to be tried by the user in the state of level 17.
  • the icon 513 to be borrowed accepts an operation for increasing the probability that the user can rent the character the next day.
  • the rental lottery probability is updated so that the probability that the character will be won in the next (next day) rental lottery is increased.
  • the icon 513 to be borrowed can be displayed during the rental period, and the display is controlled so that the icon 513 is not displayed after the rental period ends. Further, after the rental period ends, the icon 513 to be borrowed may be controlled so that it is not completely displayed, or the display does not disappear completely and the display form is changed from before the end of the rental period ().
  • it may be displayed in a graded-out state), or it may be controlled so that the input to the icon is not accepted while the display of the icon itself to be borrowed remains. Further, although the input to the icon is accepted for the icon 513 to be borrowed, the control may be used to display that the rental period has ended after the input is accepted.
  • FIG. 10 (c) is an example of a screen showing a character picture book after receiving an input operation for the icon 513 to be borrowed in FIG. 10 (b).
  • the image of the character shows that the lottery probability determined as the rental candidate character of the next day has increased.
  • the notification image 514 such as "" is displayed.
  • FIG. 10D is an example of a screen showing a character pictorial book after receiving an input operation for the icon 513 to be borrowed for the same character.
  • the notification image 515 such as "high probability” indicating that the lottery probability determined as the rental character of the next day has further increased. Is displayed. Furthermore, in the image of the character that has received the input operation (third input operation) for the icon 513 that you want to borrow, there is a notification image such as "confirm” indicating that the lottery probability determined as the rental character of the next day has reached 100%. Displayed (not shown).
  • FIG. 11 is a diagram showing an example of a fluctuation pattern (update pattern) of the rental lottery probability in the rental lottery on the next day by accepting an input operation for the icon 513 to be borrowed.
  • “Character A”, “Character B”, “Character C”, and “Character D” are shown as four characters that are candidate rental characters on the vertical axis, and the number of operations of the icon 513 to be borrowed is shown on the horizontal axis. It is shown how the rental lottery probability of each of "Character A" to "Character D" fluctuates accordingly.
  • the gray display column indicates which character the icon 513 to be borrowed was operated. For example, the first operation of the icon 513 to be borrowed in FIG. 11A is for the character A. It shows that it was.
  • the icon 513 you want to borrow can be operated up to 3 times a day. More specifically, as the period during which the icon 513 to be borrowed can be operated, for example, the first period from 0:00 to 6:59 of the day during the rental period and the period from 7:00 to 14:59 It is divided into a second period up to the minute and a third period from 15:00 to 23:59, and the operation to the icon 513 you want to borrow is performed in each of the first period to the third period. It is stipulated that it can be accepted only once.
  • the icon 513 to be borrowed is only when it can be operated in each of the first to third periods (for example, when it has not been operated for any character in each period), FIG. 10 (b). It is displayed corresponding to the character as shown in. After the icon 513 that any character wants to borrow is operated in each of the first period to the third period, the period ends and the next period starts, and the operation to the icon 513 that wants to borrow again is performed. Until it becomes possible, the icon 513 that you want to borrow for all characters will be hidden.
  • the icon 513 to be borrowed is displayed only during the rental period and when the operation is effectively accepted as described above, and is displayed even during the rental period while the operation is not effectively accepted or during the normal period. not.
  • the number of times that the operation can be performed in each of the first period to the third period is not limited to one time, and may be a value of two or more times as long as it is a predetermined number of times. Further, in each of the first period to the third period, the number of operations that can be performed is not limited to the same, and a different number of times is determined as the number of operations that can be performed depending on which period. It may be the one that exists. Further, the icon 513 to be borrowed may be displayed in a mode (as an example, gray) suggesting that it cannot be operated even when it cannot be operated during the rental period.
  • FIG. 11A shows the rental lottery probability when the icon 513 to be borrowed in one day is operated on the same character (here, “character A”) and the next day is reached.
  • character A the same character
  • FIG. 11A shows the rental lottery when the icon 513 that you want to borrow for "Character A” is operated twice in one day and the next day comes, as shown in the "Twice” column of FIG. 11A, "Character A” Is drawn with a probability of "75%”, while each of the other characters is drawn with a probability of "25/3% (about 8.3%)”.
  • FIG. 10D a notification image of "high probability” is displayed correspondingly to the character whose icon 513 to be borrowed has been operated twice.
  • FIG. 11A the fluctuation pattern of the rental lottery probability when the same character is operated three times has been described, but in FIGS. 11B to 11F, the icon 513 to be borrowed for a plurality of characters is operated.
  • FIG. 11B shows the rental lottery probability in the rental lottery when the icon 513 to be borrowed for each of "Character A", “Character B", and “Character C” is operated once and the next day is reached.
  • FIGS. 11 (c) and 11 (d) the icon 513 to be borrowed from “Character A” is operated twice, and the icon 513 to be borrowed from "Character B” is operated once to reach the next day.
  • the rental lottery probability in the lottery is shown.
  • FIG. 11 (c) shows the case where the icon 513 to be borrowed of "Character A” is operated twice in succession
  • FIG. 11 (d) shows "Character A”-> "Character B”-> "Character A”. It shows the case where the icon 513 to be borrowed is operated in the order of "Character A”.
  • FIG. 11 (e) the rental lottery probability in the rental lottery when the icon 513 to be borrowed of "Character B" is operated twice and the icon 513 to be borrowed of "Character A" is operated once to reach the next day is It is shown.
  • the more times the icon 513 to be borrowed is operated the higher the probability that it will be decided in the rental lottery on the next day, and the character operated three times can always be rented on the next day.
  • the period during which the icon 513 to be borrowed can be operated is divided into the first period to the third period, and it is defined so that the icon 513 to be borrowed can be operated at intervals. There is. Therefore, it is possible to improve the motivation for logging in while improving the login frequency of the user, as compared with the one that can continuously accept the operation of the icon 513 to be borrowed up to the maximum number of times.
  • FIG. 12 is a diagram showing an example of a screen for notifying a character to be rented as a result of a rental lottery (hereinafter, also referred to as a rental character) and a screen when the rental character is included in a party organization.
  • the rental character is tried out to the user at the first login, for example, every day during the rental period.
  • FIG. 12 illustrates a case where the character shown in FIG. 10B is used as a rental character.
  • FIG. 12A shows an example of a screen for notifying the rental character to be tried at the time of the first login on the day.
  • the notification image 601 for notifying that the rental character has become available, the image 602 for the rental character to be tried, and the usage period image 603 showing the usable period of the rental character are displayed. Is displayed.
  • the usable time of the rental character in the present embodiment is not limited to 24 hours at the maximum, but may be, for example, 12 hours at the maximum after being rented.
  • FIG. 12 (b) is a screen in which the screen of FIG. 12 (a) is displayed for a predetermined time (for example, 2 seconds) and then subsequently displayed.
  • a predetermined time for example, 2 seconds
  • an option icon 604 for whether or not to include the trial rental character in the user's party organization is displayed. If you select "Yes” for this option icon 604, you can move to the party organization screen and start the quest. Also, by selecting "Yes", the rental character that was tried for the party currently in use may be displayed in a built-in state, and a screen for selecting which party the rental character should be organized into is displayed. May be done. This makes it possible to encourage the user to use the rental character in a game (for example, a quest) and increase the frequency with which the rental character is used. On the other hand, if "No" is selected, the screen does not change to the party organization screen, and the game proceeds as it is without organizing the rental characters into the party.
  • FIG. 12C shows a screen when the rental characters are organized into a party. Note that FIG. 12 (c) is also a screen that transitions when "Yes" is selected in FIG. 12 (b).
  • FIG. 12 (c) shows a name image 605 showing the party name currently displayed, icons 606, 608, 609 showing normal characters, icons 607 showing rental characters, and each of these characters 606 to 609.
  • the icon 610 for displaying the status, the character icon 611 for displaying the character owned by the user, the OK icon 612 for determining the party, and the return icon 613 for transitioning from the party organization screen to the home screen are displayed.
  • a screen example is shown.
  • the display mode of the character icon 611 organized into a party from the character group owned by the user changes so that it can be seen that the character icon 611 is selected (in the figure, the character icon of the normal character organized into the party is grayed out. ing). Further, by operating the arrow icon 614 displayed at the upper part of FIG. 12 (c), the previous party or the next party can be displayed. By operating the arrow icon 615 at the bottom, the character icon 611 of the previous character group or the character icon 611 of the next character group can be displayed.
  • the input operation for the OK icon 612 is accepted in the state of FIG. 12 (c), it is registered that the rental character is organized in the party 1. If a battle is performed in this state, the characters organized in Party 1 can be used for battle, and the rental character being tested can be used for battle.
  • FIG. 12D shows a party organization screen in a state where the rental character is automatically returned on the day following the day when the rental character is tried in FIG. 12A, the usage period of the rental character ends, and the rental character is automatically returned. It is a figure.
  • the rental characters that have been used are gone (hidden), and the normal characters 608 and 609 are displayed in the left-handed manner.
  • the rental character is basically returned and cannot be used for the game when the usage period ends. However, even when the usage period ends on the next day, if the predetermined continuation condition is satisfied, the rental character can be continuously used until the termination condition is satisfied.
  • a continuation condition for example, a party is being organized to set a character to challenge a quest (for example, a predetermined game) (sometimes called a transition to a setting period), or a quest using a rental character. It may be established by the fact that is being executed.
  • the end condition the quest is started without organizing the rental character into the party, the party organization is ended without starting the quest, the quest that was executed using the rental character is completed, and so on. It may be established.
  • the rental character will be used even if the usage period ends the next day while the party organization screen is displayed.
  • the rental character can be used until the quest ends. If the quest is not started using the party, or if the party formation is completed without starting the quest, the rental character will be returned.
  • the continuation condition is satisfied by executing the quest using the rental character, even if the usage period ends on the next day during the quest, the rental character will be used until the end of the quest. can.
  • the user who has installed the game program is notified to that effect if it is during the rental period, and one of the rental candidate characters is logged in during the rental period. Is processed for trial use.
  • the following describes an example of processing related to rental period notification and login.
  • FIG. 13 is a flowchart showing an example of the processing flow at the start of the game.
  • the game start processing is executed on the server 200 side when the login information (including the user ID and the like) output when the user terminal 100 starts the game is received.
  • step S01 it is determined whether or not the login information has been received. When it is determined that the information has been received, the process proceeds to step S02. On the other hand, when it is not determined that the information has been received, the step S01 is repeated until the information is received.
  • step S02 it is determined whether the rental period is in progress.
  • the process proceeds to step S05, and screen setting information for displaying a normal title screen, splash screen, loading screen, home screen, etc. is output.
  • a normal screen is displayed according to the progress of the game.
  • the normal screen means that the normal character group 401 or the normal character 401a is displayed on the above title screen, splash screen, loading screen, home screen, etc., as illustrated in FIGS. 9 (a), 9 (c), and 9 (e). It is a screen.
  • step S06 the picture book setting information for displaying the picture book for the normal period as the character picture book is output and returned.
  • the character picture book for the normal period is displayed when the character picture book icon 410 is operated.
  • step S02 When it is determined in step S02 that the rental period is in progress, the process proceeds to step S03, and screen setting information for displaying the title screen, splash screen, loading screen, home screen, etc. for the rental period is output.
  • the screen for the rental period is displayed according to the progress of the game.
  • the specific character group 402 or the specific character 402a is displayed on the above title screen, splash screen, loading screen, home screen and the like. It is a screen to appear or a screen to display a notification image notifying that the rental period is in progress. In this way, by displaying the screen for the rental period, it is possible to notify the user of the character that can be rented or that the rental period is in progress, and to improve the motivation to use the rented character.
  • step S04 the picture book setting information for the rental period for displaying the picture book for the rental period as the character picture book is output.
  • the server 200 determines in advance four rental candidate characters for each day during the rental period.
  • the rental candidate character is common to all users, but is not limited to this, and may be different for each user. That is, the server 200 may determine a character to be a rental candidate character for each user.
  • the picture book setting information output in step S04 includes information for identifying the four rental candidate characters of the next day. By this.
  • the character picture book for the rental period illustrated in FIG. 10A can be displayed based on the picture book setting information.
  • step S07 it is determined whether or not the predetermined condition is satisfied.
  • the predetermined condition is satisfied, for example, for the user specified from the login information, that this login is the first login on the current day (that day). If it is not determined that the predetermined condition is satisfied, a return is made. On the other hand, when it is determined that the predetermined condition is satisfied, the process proceeds to step S08, and one character is determined from the four rental candidate characters on the previous day based on the rental lottery probability, and the character is specified. Outputs the rental character information of. As a result, in the user terminal 100 that logs in for the first time on one day during the rental period, the rental character specified from the rental character information is notified as illustrated in FIG. 12 (a), and in FIG. 12 (b) and the like. As shown, the rental character can be organized into a party and used in the game.
  • Parameters such as a level and a rank corresponding to the degree of advantage in the game are set for the rental character.
  • the server 200 sets parameters and the like indicating the ability of the rental character to be tried according to the degree of progress of the game of the user (for example, what is called the current level or rank of the user). For example, the level of the rental character to be tested is adjusted to be the same as (or may be the same as) the current level of the user.
  • the LV (level) is one of the indexes showing the strength of the character, and the level starts from 1, and the larger the number, the stronger the character gradually becomes. As the level goes up, so do the parameters. As described above, the parameters include, for example, the physical strength, attack power, attack speed, and defense power of the character. As these rise with level, the character becomes stronger.
  • the upper limit of the level is appropriately set according to the progress of the game. By adjusting this level to the same level as the user, the trial rental character can be used in a state where it is not too weak or too strong and is suitable for the user's game progress. As a result, the rental character can be easily used by the user, and the frequency of use can be increased.
  • the rental character information output in step S08 includes information for specifying the parameters of the rental character set by the server 200. Further, the parameters of the rented character that has been tried may be changed according to the degree of use of the user while being rented. That is, the rental character may raise the level or rank by fighting with the normal character.
  • a user acquires a character that can be rented during the rental period by a gacha lottery after the rental period has elapsed, whether or not the parameter of the character has been tried and whether the parameter has improved if it has been tried. Regardless of whether or not, it is given to the user in a state of being set to an initial value (a value that is uniform for all users, for example, level 1).
  • the present invention is not limited to this, and the processing corresponding to the game start processing is executed on the user terminal 100 side. Also, among the processes at the start of the game, the processes related to determination and the like (for example, steps S04, S07, S08) are executed on the server 200 side, and the other processes are executed on the user terminal 100 side. May be good.
  • FIG. 14 is a flowchart showing an example of the flow of the home screen display process.
  • the home screen display process is executed on the user terminal 100 side when displaying the home screen or the like.
  • step S21 it is determined whether or not the input operation to the character picture book icon 410 is accepted.
  • the process proceeds to step S23, and the input operation to another icon (for example, the option icons 406 to 409 such as FIG. 9E) is performed.
  • the processing according to the input operation is, for example, the icon for transitioning to the screen for selecting a quest and the icon for transitioning to the screen showing party organization, which are shown in FIGS. 406 to 409 in FIG.
  • step S21 By performing an input operation for an icon or the like for transitioning to the menu screen, the game progresses according to the icon.
  • step S21 when it is determined in step S21 that the input operation to the character picture book icon 410 has been accepted, the process proceeds to step S22.
  • step S22 it is determined whether or not the specific condition is satisfied.
  • the specific condition is satisfied, for example, by advancing the game to the stage where the user can organize a party.
  • the stage where party formation is possible is, for example, when the party cannot be organized if only the characters appearing from the beginning of the game are owned, the number of characters has increased by a predetermined number, or characters other than the main character are made friends. It will be possible to organize a party at the stage where it can be done. If it is not determined that the specific condition is satisfied, the process returns to step S21. On the other hand, when it is determined that the specific condition is satisfied, the process proceeds to step S24. In step S24, it is determined whether or not the rental period is in progress.
  • Whether or not the rental period is in progress is determined based on, for example, whether or not the date is the date when the picture book setting information for the rental period is received from the server 200 at the time of login. If it is determined that the rental period is in progress, the process proceeds to step S25. On the other hand, if it is not determined that the rental period is in progress, the process proceeds to step S30.
  • step S25 the picture book for the rental period is displayed based on the picture book setting information for the rental period.
  • the rental character icon 502 and four next-day rental candidate characters are displayed in the uppermost row of the picture book for the rental period.
  • step S26 it is determined whether or not the next day is also the rental period and the display condition of the icon 513 to be borrowed is satisfied.
  • the rental period is also on the next day, the rental character can be used on the next day, and when the next day is not the rental period, the rental character cannot be used on the next day. It is when it is the end date (last day) of the rental period.
  • the display condition of the icon 513 you want to borrow is that the next day is the rental period and you have not operated yet during the period from the first period to the third period to which the current time belongs (for example, to the icon 513 you want to borrow). It is established by the fact that the operation of) is possible.
  • step S27 the icon 513 to be borrowed can be displayed in the character picture book for the rental period.
  • step S28 it is determined whether or not the input operation to the icon 513 to be borrowed has been accepted.
  • step S29 a process for increasing the rental lottery probability of the rental candidate character of the target next day for which the input operation is accepted is performed.
  • the process for increasing the rental lottery probability is, for example, a process of outputting to the server 200 the character information to be borrowed that makes it possible to identify the character corresponding to the icon 513 to be borrowed that has received the input operation. Based on the character information to be borrowed, the server 200 changes the rental lottery probability of the user so that the character who has received the input operation can easily win the rental lottery (see FIG. 11).
  • step S30 it is determined whether or not the gacha is possible period.
  • the gacha possible period is a period after the rental period is over and the gacha lottery is possible according to the input operation from the user.
  • the process proceeds to step S32, and the gacha icon that can be transferred to the gacha screen is displayed as one of various icons by superimposing it on the pictorial book.
  • a gacha lottery can be performed according to an input operation from the user, and characters that can be rented during the rental period (including characters actually tried) can be given.
  • a specific character different from the normal character is provided to the user as a rental character during the rental period during the period during which the gacha lottery cannot be performed.
  • the specific character is a character that can be acquired by a gacha lottery that can be executed after the rental period has elapsed.
  • the user can try the character to be the lottery in advance, and can grasp the performance and usability of the character.
  • the motivation to acquire a favorite character by a gacha lottery that can be executed after that can be increased in advance, and as a result, the user is motivated to perform the lottery when the gacha lottery becomes possible. It is possible to further enhance the motivation by causing it in advance and actually using it.
  • the icon 513 to be borrowed corresponding to the rental candidate character is displayed, and the character operated by the icon 513 to be borrowed is determined as a rental character at a high rate in the rental lottery. ..
  • the user's intention can be reflected in the rental lottery, it is possible to encourage the operation of the icon 513 to be borrowed, and it is possible to improve the fun of participating in the lottery.
  • the icon 513 to be borrowed corresponding to the rental candidate character is displayed, the user can be notified in an easy-to-understand manner.
  • the icon 513 to be borrowed can be displayed during the rental period, and is not displayed after the rental period ends. By doing so, it is possible to prevent the icon 513 that you want to rent from being displayed even when you cannot rent it.
  • one day is divided into a first period to a third period, and it is defined that the icon 513 to be borrowed can be operated once in each period. That is, the period during which the icon 513 to be borrowed can be operated is divided into the first period to the third period within a day, and it is defined so that the icon 513 to be borrowed can be operated at intervals. There is. Therefore, it is possible to improve the motivation for logging in while improving the login frequency of the user, as compared with the one that can continuously accept the operation of the icon 513 to be borrowed up to the maximum number of times.
  • the parameters of the rental character in the present embodiment are set according to the degree of game progress of the user to be tried.
  • the trial rental character can be used in an appropriate state according to the user's current level, not too weak or too strong.
  • the frequency with which the rental character is used by the user can be increased.
  • the rental character can raise the parameter (as an example, the level) according to the progress of the game, even during the trial. By doing so, it is possible to increase the motivation of the user to use the rental character in the same manner as the normal character.
  • the parameters of the characters won by the gacha lottery that can be executed after the rental period ends are the degree of game progress of the acquired user and the degree of use during the rental period, even if the character is tried by the user during the rental period. Regardless of the above, it is set to the initial value (for example, level 1) and given to the user. By doing so, unlike the rental character, the character actually acquired by the user by the gacha lottery can be provided with the fun of growing from 1.
  • the rental character when the usage period ends, the rental character is basically returned and cannot be used for the game. However, when the predetermined continuation condition is satisfied, the rental character can be continuously used until the end condition is satisfied. By doing so, for example, it is possible to prevent the inconvenience that the user suddenly becomes unusable while using the rental character.
  • the gacha lottery can be done after the rental period has expired. By providing a period during which the lottery cannot be performed in this way, it is possible to motivate the user to draw a lottery and effectively encourage the user to draw a lottery after the rental period ends.
  • the characters that can be rented are set to the characters of Star 4 and Star 3, which are highly rare for the user. Therefore, during the rental period, the user can use the character with high rarity, and as a result, it is possible to improve the motivation to acquire such a character with high rarity when the gacha lottery can be started. Can be done.
  • the rental period is set until the gacha lottery can be executed according to the input operation of the user, and after the gacha lottery can be executed, the rental period is shifted to the rental period.
  • the rental period may be set up before the gacha lottery becomes feasible, or in addition, it may be possible to shift after the gacha lottery becomes feasible.
  • a new character is added by satisfying the update condition according to, for example, the degree of game progress of the user or the setting on the game provider side, even during the gacha possible period.
  • the "renewal condition" is an example of the second condition.
  • a rental period is set until the update condition is satisfied and a new character (sometimes called a specific character) is added, and in the rental period, it is newly added as a lottery target for the subsequent gacha lottery.
  • the character to be planned (sometimes called a specific character) may be made available to the user in advance in the game.
  • the technical matters shown in FIGS. 9 to 14 are applied even in the rental period until the renewal condition is satisfied.
  • the gacha lottery for characters other than the character to be added after the renewal condition is satisfied can be continuously executed.
  • the gacha lottery can be executed after a certain period of time has elapsed after the game program of this game is released and distribution can be started from the server 200 .
  • the gacha lottery starts distribution. It may be executable from the time when it becomes possible, or it may be executable from the time when the game is advanced to the stage where the user can organize a party. Even if the gacha lottery is feasible, as described above, the rental period may be shifted to the period until the renewal condition is satisfied.
  • the ratio is predetermined from a plurality of types of characters including the rental character, and is not related to the frequency of use of the rental character during the rental period.
  • the degree of advantage of the gacha lottery for example, the lottery ratio
  • the character to be given to the user may be determined according to the frequency of use of the rental character during the rental period.
  • the ratio of being determined as the rental character that has been used for the longest time during the rental period (or the rental character with the highest parameter update degree during the rental period) is increased. May be good.
  • the character used during the rental period can be easily won and given in the subsequent gacha lottery, and the interest of the game can be improved.
  • a character is exemplified as an object to be used by the user in advance during the rental period, but the object is not limited to this as long as it is an object used in a game, for example, weapons, armor, accessories, tools, and the like. It may be an item, an item that gives rise to a predetermined skill, or the like.
  • the control performed by the character giving unit 112C functions as the object giving unit 112C (for example, the item giving unit 112C) with the object as the object (for example, an item).
  • the object to be used by the user in advance during the rental period is not limited to the object to be the lottery target of the subsequent gacha lottery, and may be, for example, a reward item or a character given after the end of the battle.
  • a specific reward item or a specific character can be given after the battle ends, and in the rental period, a specific reward item or a specific character is given in advance. May be used by the user.
  • a character to be used by a user during a rental period is determined by a rental lottery
  • the present invention is not limited to this, and a predetermined character may be used.
  • the rental character during the rental period may be, for example, a predetermined character for each day.
  • the rental candidate character is reset every day
  • the present invention is not limited to this, and the rental candidate character may be reset every two days or every week.
  • the reset time is not limited to the time set at 0:00 am, but may be set at 3:00 am or noon.
  • the timing is not limited to this and is different from the reset timing of the rental candidate character. It may be the one specified in.
  • the use start timing / end timing of the rental character is not limited to 0:00 am, but may be set at 3:00 am or noon.
  • the period during which the trial rental character can be used is not limited to 24 hours at the maximum, but may be 2 days or 1 week, or it is stipulated that the rental character can be used until the end of the rental period. There may be.
  • the period during which the trial rental character can be used may be different depending on the type of the rental character.
  • the period during which the trial rental character can be used may vary depending on the rarity of the rental character, for example, a character with a high rarity may be longer than a character with a low rarity.
  • the period during which the rental character can be used may be determined according to the progress of in-game events (for example, quests and missions) and the number of cleared characters. For example, when a specific event is cleared, the rental period of the rental character may be lengthened or shortened.
  • the character that can be rented is defined as a character with a high rarity of 3 or more stars, but the present invention is not limited to this, and the character that can be rented is a star 2 or less with a low rarity. Characters may also be included. In this case, for example, as the characters that can be rented, the number of characters with 3 or more stars may be larger than the number of characters with 2 or less stars.
  • a predetermined condition for trial use of a rental character is satisfied by the first login on the day.
  • the predetermined condition may be satisfied in place of or in addition to this, for example, depending on the frequency of use of the rental character.
  • the predetermined condition may be satisfied as the frequency of use of the rental character, for example, the rental character tried on the previous day is used, or the quest is cleared by using the rental character.
  • the parameters of the rental character may be set to a level higher than the level of the user or the like, or may be set to a level lower than the level of the user or the like.
  • the level is set higher than the user's level, the user can realize that the game is advanced more advantageously during the rental period, and can increase the motivation to draw a lottery to win the character. ..
  • a program executed in an information processing apparatus including a processor, a memory, an input unit, and a display unit, the object being available to the user to the processor (one example).
  • a step of advancing the game using all the characters that can be used by the user in the game and multiple types of objects according to the input operation from the user (for example, multiple types that are subject to the lottery of the gacha lottery).
  • An object (as an example, a character won in the gacha lottery) determined by the first lottery (as an example, a gacha lottery) is given to the user and made available to the game.
  • the user can play the specific object in the game.
  • step (S08) to make it available.
  • (Appendix 2) In (Appendix 1), a plurality of types of the specific object are defined, and in the step of making the specific object available in the specific period, the specific object determined by the second lottery from among the plurality of types of specific objects is used in the game.
  • the ratio determined by the second lottery by executing the steps (S27, S28) for accepting the input operation is higher in the object designated by the input operation than in the object not designated (FIG. 11).
  • the step (S25) for displaying the specific object is an image for accepting an input operation from the user corresponding to each of the plurality of types of specific objects (as an example, designating what is desired to be borrowed by the operation).
  • the step (S28) of displaying a button for displaying an icon to be borrowed (hereinafter referred to as an icon to be borrowed) and accepting an input operation for specifying the image an input operation for the image is performed to specify a specific object corresponding to the image. Accept as an input operation of.
  • step (S25) for displaying the specific object is when at least the step for accepting the input operation for the designation in the specific period can accept the input operation for the designation.
  • the image is displayed (S27), and control is performed so that the image is not displayed after the specific period ends.
  • step (S28) for accepting the input operation for the designation is designated by the predetermined number of times up to the time until the determination is made by the second lottery.
  • the ratio determined by the second lottery is a specific object in which the specified number of times is larger than the specified number of times than the specified number of times. Is higher (Fig. 11).
  • the period until the determination is made by the second lottery includes a first period and a second period after the first period has elapsed.
  • a plurality of periods are provided, and the step (S28) for accepting the input operation for the designation can accept the input operation for the designation up to the first number of times in the first period.
  • the input operation for designating the specified number can be accepted up to the second number of times, and the ratio determined by the second lottery is higher than that of the specific object in which the designated number of times is a predetermined number of times.
  • the specific object whose specified number of times is larger than the predetermined number of times is higher (FIG. 11).
  • (Appendix 7) In any of (Appendix 1) to (Appendix 6), a parameter is associated with the object, and the processor specifies the degree of game progress of the user according to the progress of the game by the step to be advanced. In the step of executing the step of updating the progress information for the purpose and making it available in the specific period, the parameter of the specific object is set to a value according to the game progress degree of the user specified from the progress information. Then, it can be used for the game (S08).
  • the step of making the object determined by the first lottery available is to specify the object from the progress information even if the object determined by the first lottery is the specific object. It is made available for the game in a state where the parameter is set to a predetermined value regardless of the degree of progress of the game of the user to be played.
  • the step of making the object determined by the first lottery available is a specific object whose parameters are updated by the step of updating the object determined by the first lottery in the specific period. Even if there is, the object can be used for the game with parameters set to predetermined values.
  • the step makes it possible to use the specific object determined by the second lottery for each of the plurality of usage periods from the plurality of types of specific objects in the game, and to be available in the first usage period by the second lottery.
  • the specific object determined as the object to be used is made available in the first usage period and the predetermined continuation condition is not satisfied in the second usage period following the first usage period. While it is not available, when the continuation condition is satisfied, it is available until the end condition is satisfied.
  • the step of transitioning to the setting period for setting is executed, and the continuation condition includes a condition that is satisfied when the transition to the setting period is performed at the timing when the first usage period ends, and the termination condition. Includes a condition that is satisfied when the predetermined game started after the set period that has been shifted at the timing when the first usage period ends.
  • the step makes the specific object determined by the second lottery available for the game from the plurality of types of specific objects for each of the plurality of usage periods, and the usage period is used in the specific period in the usage period. It depends on the type of specific object that is available depending on the steps you enable.
  • Appendix 17 According to an aspect of one embodiment presented in the present disclosure, a method performed in an information processing apparatus comprising a processor, a memory, an input unit, and a display unit, wherein the information processing apparatus is an object available to a user. And a step of advancing the game using It is provided with a step of making the specific object available to the user in the game in a specific period until the specific object can be determined by the first lottery.
  • the information processing apparatus includes a storage unit for storing a program and a control unit for controlling the operation of the information processing apparatus by executing the program.
  • the control unit gives the user a step of advancing the game using an object available to the user, and an object determined by the first lottery from a plurality of types of objects according to an input operation from the user.
  • the step of granting the object and making it available to the game and the step of making the specific object available to the user in the game are executed in a specific period until the specific object can be determined by the first lottery.
  • control in each of the terminal device 100 and the server 200 may be realized by a logic circuit (hardware) formed in an integrated circuit (IC chip) or the like, or may be realized by software.
  • the terminal device 100 and the server 200 include a computer that executes instructions of a program that is software that realizes each function.
  • the computer includes, for example, one or more processors and a computer-readable recording medium that stores the program. Then, in the computer, the processor reads the program from the recording medium and executes the program, thereby achieving the object of the present invention.
  • the processor for example, a CPU (Central Processing Unit) can be used.
  • the recording medium in addition to a “non-temporary tangible medium” such as a ROM (Read Only Memory), a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, or the like can be used.
  • a RAM RandomAccessMemory
  • the program may be supplied to the computer via any transmission medium (network, broadcast wave, etc.) capable of transmitting the program. It should be noted that one aspect of the present invention can also be realized in the form of a data signal embedded in a carrier wave, in which the above program is embodied by electronic transmission.
  • 1 game system 2 networks, 10,20 processors, 11,21 memories, 12,22 storage, 13,23 communication IF (operation unit), 14,24 input / output IF (operation unit), 15 touch screen (display unit, Operation unit), 17 camera (operation unit), 18 range sensor (operation unit), 100 user terminal (information processing device), 110, 210 control unit, 111 operation reception unit, 112 game progress unit, 113 camera placement control unit.
  • 114 object control unit 115 display control unit, 120, 220 storage unit, 151 input unit (operation unit), 152 display unit, 200 server, 211 transmission / reception unit, 212 server processing unit, 213 data management unit, 231 game program, 232 game information, 233 user information, 233A character data, 1010 objects, 1020 controllers (operation unit), 1030 storage media

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Abstract

This program, executed by an information processing device provided with a processor, a memory, an input unit, and a display unit, causes the processor to execute: a step in which a user employs an available object to advance a game; a step in which in an object determined by means of a first lottery in accordance with an input operation from a user, from among a plurality of types of object, is granted to the user and is made available in the game; and a step in which, in a specific period until a specific object can be determined by means of the first lottery, the specific object is made available to the user in the game.

Description

プログラム、方法、および情報処理装置Programs, methods, and information processing equipment
本発明は、プログラム、方法、および情報処理装置に関する。 The present invention relates to programs, methods, and information processing devices.
従来のゲームにおいては、ユーザがゲームで利用可能となるキャラクタやアイテムなどのオブジェクトを、抽選(一例として、ガチャ)によって取得できることが知られている。また、ユーザが所有していないキャラクタであっても、当該ユーザといわゆるフレンド関係にあるユーザが所有するキャラクタを借りてゲームに利用できるものもある(例えば、非特許文献1参照)。 In a conventional game, it is known that an object such as a character or an item that can be used by a user in the game can be acquired by a lottery (for example, a gacha). Further, even if the character is not owned by the user, there is a character that can be used for the game by borrowing a character owned by a user who has a so-called friendship with the user (see, for example, Non-Patent Document 1).
しかし、上記非特許文献1に記載のゲームにおいては、他のユーザが所有していることから、ユーザが他のユーザから借りて利用できるキャラクタはすでに抽選によって取得可能な状態(以下、抽選対象と呼ぶこともある)となっている。つまり、上記非特許文献1に記載のゲームでは、抽選によって取得可能な状態となる前の段階から、当該キャラクタを利用できるものではなく、抽選によって取得可能な状態となった後であって他のユーザが抽選により取得した後に借りて利用可能となるものに過ぎない。このため、抽選によって取得可能な状態(抽選対象)となる前の段階から当該キャラクタを取得することに対する意欲を向上させることができない。その結果、当該キャラクタなどのオブジェクトを取得しようとする動機を、抽選によって取得可能(抽選対象)となる前の段階からユーザに生じさせることができなかった。 However, in the game described in Non-Patent Document 1, since the game is owned by another user, the character that can be borrowed and used by the user from the other user can already be acquired by lottery (hereinafter referred to as a lottery target). (Sometimes called). That is, in the game described in Non-Patent Document 1, the character cannot be used from the stage before it becomes available by lottery, but after it becomes available by lottery. It is only available by borrowing after the user obtains it by lottery. Therefore, it is not possible to improve the motivation to acquire the character from the stage before it becomes a state that can be acquired by lottery (lottery target). As a result, it was not possible to give the user a motive to acquire an object such as the character from the stage before it could be acquired by lottery (lottery target).
本発明は、オブジェクトを取得することへの動機をユーザに対して抽選に先立って生じさせることができるプログラム、方法、および情報処理装置を提供することである。 The present invention is to provide a program, a method, and an information processing apparatus that can motivate a user to acquire an object prior to a lottery.
本開示に示す一実施形態によれば、プロセッサ、メモリ、入力部、および表示部を備える情報処理装置において実行されるプログラムであって、当該プログラムは、プロセッサに、ユーザが利用可能なオブジェクトを用いてゲームを進行させるステップと、ユーザからの入力操作に応じて複数種類のオブジェクトのうちから第1抽選により決定されたオブジェクトを、当該ユーザに付与して当該ゲームに利用可能とするステップと、特定オブジェクトが第1抽選により決定可能となるまでの特定期間において、当該特定オブジェクトをユーザがゲームに利用可能とするステップとを実行させる。 According to one embodiment shown in the present disclosure, a program executed in an information processing apparatus including a processor, a memory, an input unit, and a display unit, the program uses an object available to the user as the processor. The step of advancing the game and the step of granting the object determined by the first lottery from a plurality of types of objects according to the input operation from the user to the user so that the object can be used for the game. In a specific period until the object can be determined by the first lottery, the step of making the specific object available to the user in the game is executed.
本発明によれば、特定期間において特定オブジェクトを利用可能とすることにより、当該特定オブジェクトを取得して利用可能とするために第1抽選を行う動機をユーザに対して、第1抽選に先立って生じさせるとともにその動機をより一層高めることができる。 According to the present invention, by making a specific object available in a specific period, the user is motivated to perform the first lottery in order to acquire and make the specific object available, prior to the first lottery. It can be generated and its motivation can be further enhanced.
ある実施形態に係るゲームシステムのハードウェア構成を示す図である。It is a figure which shows the hardware composition of the game system which concerns on a certain embodiment. 上記ゲームシステムに含まれる、ユーザ端末およびサーバの機能的構成を示すブロック図である。It is a block diagram which shows the functional configuration of a user terminal and a server included in the said game system. ゲーム空間の一種である、フィールド空間を描画した画面の一例を示す図である。It is a figure which shows an example of the screen which drawn the field space which is a kind of game space. 戦闘時の上記フィールド空間を描画した画面の一例を示す図である。It is a figure which shows an example of the screen which drawn the said field space at the time of a battle. キャラクタデータのデータ構造を示す図である。It is a figure which shows the data structure of a character data. 上記ゲームシステムにおける、戦闘付与処理の流れの一例を示すフローチャートである。It is a flowchart which shows an example of the flow of the battle grant process in the said game system. 上記ゲームシステムにおける、抽選付与処理の流れの一例を示すフローチャートである。It is a flowchart which shows an example of the flow of the lottery granting process in the said game system. 上記ゲームシステムにおける、限界突破に係る処理の流れの一例を示すフローチャートである。It is a flowchart which shows an example of the flow of the process which concerns on the limit breakthrough in the said game system. 通常期間とレンタル期間において表示部に表示される画面の一例を示す図である。It is a figure which shows an example of the screen displayed on the display part in a normal period and a rental period. レンタル期間においてキャラクタ図鑑アイコンに対するユーザからの入力操作を受け付けることにより遷移するユーザ端末における画面の一例を示す図である。It is a figure which shows an example of the screen in the user terminal which transitions by accepting the input operation from the user to the character picture book icon in a rental period. 借りたいアイコンに対する入力操作を受け付けたことにより、翌日のレンタル抽選におけるレンタル抽選確率の変動パターンの一例を示す図である。It is a figure which shows an example of the fluctuation pattern of the rental lottery probability in the rental lottery of the next day by accepting the input operation for the icon to be borrowed. レンタル抽選の結果、レンタルキャラクタを報知する画面、および、レンタルキャラクタをパーティー編成に入れる場合の画面の一例を示す図である。It is a figure which shows an example of the screen which informs the rental character as a result of a rental lottery, and the screen when the rental character is put into a party organization. 上記ゲームシステムにおける、ゲーム開始時処理の流れの一例を示すフローチャートである。It is a flowchart which shows an example of the flow of the game start processing in the said game system. 上記ゲームシステムにおける、ホーム画面処理の流れの一例を示すフローチャートである。It is a flowchart which shows an example of the flow of home screen processing in the said game system.
本開示に係るゲームシステムは、複数のユーザにゲームを提供するためのシステムである。以下、ゲームシステムについて図面を参照しつつ説明する。なお、本発明はこれらの例示に限定されるものではなく、特許請求の範囲によって示され、特許請求の範囲と均等の意味および範囲内でのすべての変更が本発明に含まれることが意図される。以下の説明では、図面の説明において同一の要素には同一の符号を付し、重複する説明を繰り返さない。 The game system according to the present disclosure is a system for providing a game to a plurality of users. Hereinafter, the game system will be described with reference to the drawings. It should be noted that the present invention is not limited to these examples, and is indicated by the scope of claims, and it is intended that all modifications within the meaning and scope equivalent to the scope of claims are included in the present invention. To. In the following description, the same elements are designated by the same reference numerals in the description of the drawings, and duplicate description will not be repeated.
<ゲームシステム1のハードウェア構成>
図1は、ゲームシステム1のハードウェア構成を示す図である。ゲームシステム1は図示の通り、複数のユーザ端末100と、サーバ200とを含む。各ユーザ端末100は、サーバ200とネットワーク2を介して接続する。ネットワーク2は、インターネットおよび図示しない無線基地局によって構築される各種移動通信システム等で構成される。この移動通信システムとしては、例えば、所謂3G、4G移動通信システム、LTE(Long Term Evolution)、および所定のアクセスポイントによってインターネットに接続可能な無線ネットワーク(例えばWi-Fi(登録商標))等が挙げられる。
<Hardware configuration of game system 1>
FIG. 1 is a diagram showing a hardware configuration of the game system 1. As shown in the figure, the game system 1 includes a plurality of user terminals 100 and a server 200. Each user terminal 100 connects to the server 200 via the network 2. The network 2 is composed of various mobile communication systems constructed by the Internet and a radio base station (not shown). Examples of this mobile communication system include so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and wireless networks (for example, Wi-Fi (registered trademark)) that can be connected to the Internet by a predetermined access point. Will be.
サーバ200(コンピュータ、情報処理装置)は、ワークステーションまたはパーソナルコンピュータ等の汎用コンピュータであってよい。サーバ200は、プロセッサ20と、メモリ21と、ストレージ22と、通信IF23と、入出力IF24とを備える。サーバ200が備えるこれらの構成は、通信バスによって互いに電気的に接続される。 The server 200 (computer, information processing device) may be a general-purpose computer such as a workstation or a personal computer. The server 200 includes a processor 20, a memory 21, a storage 22, a communication IF 23, and an input / output IF 24. These configurations of the server 200 are electrically connected to each other by a communication bus.
ユーザ端末100(コンピュータ、情報処理装置)は、スマートフォン、フィーチャーフォン、PDA(Personal Digital Assistant)、またはタブレット型コンピュータ等の携帯端末であってよい。ユーザ端末100は、ゲームプレイに適したゲーム装置であってもよい。ユーザ端末100は図示の通り、プロセッサ10と、メモリ11と、ストレージ12と、通信インターフェース(IF)13と、入出力IF14と、タッチスクリーン15(表示部)と、カメラ17と、測距センサ18とを備える。ユーザ端末100が備えるこれらの構成は、通信バスによって互いに電気的に接続される。なお、ユーザ端末100は、タッチスクリーン15に代えて、または、加えて、ユーザ端末100本体とは別に構成されたディスプレイ(表示部)を接続可能な入出力IF14を備えていてもよい。 The user terminal 100 (computer, information processing device) may be a mobile terminal such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), or a tablet computer. The user terminal 100 may be a game device suitable for game play. As shown in the figure, the user terminal 100 includes a processor 10, a memory 11, a storage 12, a communication interface (IF) 13, an input / output IF 14, a touch screen 15 (display unit), a camera 17, and a distance measuring sensor 18. And prepare. These configurations included in the user terminal 100 are electrically connected to each other by a communication bus. The user terminal 100 may be provided with an input / output IF 14 to which a display (display unit) configured separately from the user terminal 100 main body can be connected in place of or in addition to the touch screen 15.
また、図1に示すように、ユーザ端末100は、1つ以上のコントローラ1020と通信可能に構成されることとしてもよい。コントローラ1020は、例えば、Bluetooth(登録商標)等の通信規格に従って、ユーザ端末100と通信を確立する。コントローラ1020は、1つ以上のボタン等を有していてもよく、該ボタン等に対するユーザの入力操作に基づく出力値をユーザ端末100へ送信する。また、コントローラ1020は、加速度センサ、および、角速度センサ等の各種センサを有していてもよく、該各種センサの出力値をユーザ端末100へ送信する。 Further, as shown in FIG. 1, the user terminal 100 may be configured to be communicable with one or more controllers 1020. The controller 1020 establishes communication with the user terminal 100 according to a communication standard such as Bluetooth (registered trademark). The controller 1020 may have one or more buttons or the like, and transmits an output value based on a user's input operation to the buttons or the like to the user terminal 100. Further, the controller 1020 may have various sensors such as an acceleration sensor and an angular velocity sensor, and transmits the output values of the various sensors to the user terminal 100.
なお、ユーザ端末100がカメラ17および測距センサ18を備えることに代えて、または、加えて、コントローラ1020がカメラ17および測距センサ18を有していてもよい。 In addition, instead of or in addition to the user terminal 100 including the camera 17 and the distance measuring sensor 18, the controller 1020 may have the camera 17 and the distance measuring sensor 18.
ユーザ端末100は、例えばゲーム開始時に、コントローラ1020を使用するユーザに、該ユーザの名前またはログインID等のユーザ識別情報を、該コントローラ1020を介して入力させることが望ましい。これにより、ユーザ端末100は、コントローラ1020とユーザとを紐付けることが可能となり、受信した出力値の送信元(コントローラ1020)に基づいて、該出力値がどのユーザのものであるかを特定することができる。 It is desirable that the user terminal 100 causes a user who uses the controller 1020 to input user identification information such as the user's name or login ID via the controller 1020, for example, at the start of a game. As a result, the user terminal 100 can associate the controller 1020 with the user, and identifies which user the output value belongs to based on the source of the received output value (controller 1020). be able to.
ユーザ端末100が複数のコントローラ1020と通信する場合、各コントローラ1020を各ユーザが把持することで、ネットワーク2を介してサーバ200などの他の装置と通信せずに、該1台のユーザ端末100でマルチプレイを実現することができる。また、各ユーザ端末100が無線LAN(Local Area Network)規格等の無線規格により互いに通信接続する(サーバ200を介さずに通信接続する)ことで、複数台のユーザ端末100によりローカルでマルチプレイを実現することもできる。1台のユーザ端末100によりローカルで上述のマルチプレイを実現する場合、ユーザ端末100は、さらに、サーバ200が備える後述する種々の機能の少なくとも一部を備えていてもよい。また、複数のユーザ端末100によりローカルで上述のマルチプレイを実現する場合、複数のユーザ端末100は、サーバ200が備える後述する種々の機能を分散して備えていてもよい。 When the user terminal 100 communicates with a plurality of controllers 1020, each user grips each controller 1020 so that the user terminal 100 does not communicate with other devices such as the server 200 via the network 2. Multiplayer can be realized with. In addition, each user terminal 100 communicates with each other according to a wireless standard such as a wireless LAN (Local Area Network) standard (communication connection is made without going through the server 200), thereby realizing local multiplayer with a plurality of user terminals 100. You can also do it. When the above-mentioned multiplayer is realized locally by one user terminal 100, the user terminal 100 may further include at least a part of various functions described later described in the server 200. Further, when the above-mentioned multiplayer is realized locally by a plurality of user terminals 100, the plurality of user terminals 100 may be provided with various functions described later described in the server 200 in a distributed manner.
なお、ローカルで上述のマルチプレイを実現する場合であっても、ユーザ端末100はサーバ200と通信を行ってもよい。例えば、あるゲームにおける成績または勝敗等のプレイ結果を示す情報と、ユーザ識別情報とを対応付けてサーバ200に送信してもよい。 Even when the above-mentioned multiplayer is realized locally, the user terminal 100 may communicate with the server 200. For example, information indicating a play result such as a result or victory or defeat in a certain game may be associated with user identification information and transmitted to the server 200.
また、コントローラ1020は、ユーザ端末100に着脱可能な構成であるとしてもよい。この場合、ユーザ端末100の筐体における少なくともいずれかの面に、コントローラ1020との結合部が設けられていてもよい。該結合部を介して有線によりユーザ端末100とコントローラ1020とが結合している場合は、ユーザ端末100とコントローラ1020とは、有線を介して信号を送受信する。 Further, the controller 1020 may be configured to be detachable from the user terminal 100. In this case, a coupling portion with the controller 1020 may be provided on at least one surface of the housing of the user terminal 100. When the user terminal 100 and the controller 1020 are connected by wire via the coupling portion, the user terminal 100 and the controller 1020 transmit and receive signals via wire.
図1に示すように、ユーザ端末100は、外部のメモリカード等の記憶媒体1030の装着を、入出力IF14を介して受け付けてもよい。これにより、ユーザ端末100は、記憶媒体1030に記録されるプログラム及びデータを読み込むことができる。記憶媒体1030に記録されるプログラムは、例えばゲームプログラムである。 As shown in FIG. 1, the user terminal 100 may accept the attachment of a storage medium 1030 such as an external memory card via the input / output IF14. As a result, the user terminal 100 can read the program and data recorded in the storage medium 1030. The program recorded on the storage medium 1030 is, for example, a game program.
ユーザ端末100は、サーバ200等の外部の装置と通信することにより取得したゲームプログラムをユーザ端末100のメモリ11に記憶してもよいし、記憶媒体1030から読み込むことにより取得したゲームプログラムをメモリ11に記憶してもよい。 The user terminal 100 may store the game program acquired by communicating with an external device such as the server 200 in the memory 11 of the user terminal 100, or may store the game program acquired by reading from the storage medium 1030 in the memory 11. You may memorize it in.
以上で説明したとおり、ユーザ端末100は、該ユーザ端末100に対して情報を入力する機構の一例として、通信IF13、入出力IF14、タッチスクリーン15、カメラ17、および、測距センサ18を備える。入力する機構としての上述の各部は、ユーザの入力操作を受け付けるように構成された操作部と捉えることができる。 As described above, the user terminal 100 includes a communication IF 13, an input / output IF 14, a touch screen 15, a camera 17, and a distance measuring sensor 18 as an example of a mechanism for inputting information to the user terminal 100. Each of the above-mentioned parts as an input mechanism can be regarded as an operation part configured to accept a user's input operation.
例えば、操作部が、カメラ17および測距センサ18の少なくともいずれか一方で構成される場合、該操作部が、ユーザ端末100の近傍の物体1010を検出し、当該物体の検出結果から入力操作を特定する。一例として、物体1010としてのユーザの手、予め定められた形状のマーカなどが検出され、検出結果として得られた物体1010の色、形状、動き、または、種類などに基づいて入力操作が特定される。より具体的には、ユーザ端末100は、カメラ17の撮影画像からユーザの手が検出された場合、該撮影画像に基づき検出されるジェスチャ(ユーザの手の一連の動き)を、ユーザの入力操作として特定し、受け付ける。なお、撮影画像は静止画であっても動画であってもよい。 For example, when the operation unit is configured by at least one of the camera 17 and the distance measuring sensor 18, the operation unit detects an object 1010 in the vicinity of the user terminal 100 and performs an input operation from the detection result of the object. Identify. As an example, a user's hand as an object 1010, a marker having a predetermined shape, or the like is detected, and an input operation is specified based on the color, shape, movement, or type of the object 1010 obtained as a detection result. To. More specifically, when the user's hand is detected from the captured image of the camera 17, the user terminal 100 inputs a gesture (a series of movements of the user's hand) detected based on the captured image. Specify and accept as. The captured image may be a still image or a moving image.
あるいは、操作部がタッチスクリーン15で構成される場合、ユーザ端末100は、タッチスクリーン15の入力部151に対して実施されたユーザの操作をユーザの入力操作として特定し、受け付ける。あるいは、操作部が通信IF13で構成される場合、ユーザ端末100は、コントローラ1020から送信される信号(例えば、出力値)をユーザの入力操作として特定し、受け付ける。あるいは、操作部が入出力IF14で構成される場合、該入出力IF14と接続されるコントローラ1020とは異なる入力装置(図示せず)から出力される信号をユーザの入力操作として特定し、受け付ける。 Alternatively, when the operation unit is composed of the touch screen 15, the user terminal 100 identifies and accepts the user's operation performed on the input unit 151 of the touch screen 15 as the user's input operation. Alternatively, when the operation unit is configured by the communication IF 13, the user terminal 100 identifies and accepts a signal (for example, an output value) transmitted from the controller 1020 as an input operation of the user. Alternatively, when the operation unit is composed of the input / output IF14, a signal output from an input device (not shown) different from the controller 1020 connected to the input / output IF14 is specified as an input operation of the user and received.
<各装置のハードウェア構成要素>
プロセッサ10は、ユーザ端末100全体の動作を制御する。プロセッサ20は、サーバ200全体の動作を制御する。プロセッサ10および20は、CPU(Central Processing Unit)、MPU(Micro Processing Unit)、およびGPU(Graphics Processing Unit)を含む。
<Hardware components of each device>
The processor 10 controls the operation of the entire user terminal 100. The processor 20 controls the operation of the entire server 200. Processors 10 and 20 include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit).
プロセッサ10は後述するストレージ12からプログラムを読み出し、後述するメモリ11に展開する。プロセッサ20は後述するストレージ22からプログラムを読み出し、後述するメモリ21に展開する。プロセッサ10およびプロセッサ20は展開したプログラムを実行する。 The processor 10 reads a program from the storage 12 described later and expands it into the memory 11 described later. The processor 20 reads a program from the storage 22 described later and expands it into the memory 21 described later. Processor 10 and processor 20 execute the expanded program.
メモリ11および21は主記憶装置である。メモリ11および21は、ROM(Read Only Memory)およびRAM(Random Access Memory)等の記憶装置で構成される。メモリ11は、プロセッサ10が後述するストレージ12から読み出したプログラムおよび各種データを一時的に記憶することにより、プロセッサ10に作業領域を提供する。メモリ11は、プロセッサ10がプログラムに従って動作している間に生成した各種データも一時的に記憶する。メモリ21は、プロセッサ20が後述するストレージ22から読み出した各種プログラムおよびデータを一時的に記憶することにより、プロセッサ20に作業領域を提供する。メモリ21は、プロセッサ20がプログラムに従って動作している間に生成した各種データも一時的に記憶する。 The memories 11 and 21 are the main storage devices. The memories 11 and 21 are composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). The memory 11 provides a work area to the processor 10 by temporarily storing a program and various data read from the storage 12 described later by the processor 10. The memory 11 also temporarily stores various data generated while the processor 10 is operating according to the program. The memory 21 provides a work area to the processor 20 by temporarily storing various programs and data read from the storage 22 described later by the processor 20. The memory 21 also temporarily stores various data generated while the processor 20 is operating according to the program.
本実施形態においてプログラムとは、ゲームをユーザ端末100により実現するためのゲームプログラムであってもよい。あるいは、該プログラムは、該ゲームをユーザ端末100とサーバ200との協働により実現するためのゲームプログラムであってもよい。なお、ユーザ端末100とサーバ200との協働により実現されるゲームは、一例として、ユーザ端末100において起動されたブラウザ上で実行されるゲームであってもよい。あるいは、該プログラムは、該ゲームを複数のユーザ端末100の協働により実現するためのゲームプログラムであってもよい。また、各種データとは、ユーザ情報およびゲーム情報などのゲームに関するデータ、ならびに、ユーザ端末100とサーバ200との間または複数のユーザ端末100間で送受信する指示または通知を含んでいる。 In the present embodiment, the program may be a game program for realizing the game by the user terminal 100. Alternatively, the program may be a game program for realizing the game in collaboration with the user terminal 100 and the server 200. The game realized by the cooperation between the user terminal 100 and the server 200 may be, for example, a game executed on a browser started on the user terminal 100. Alternatively, the program may be a game program for realizing the game by the cooperation of a plurality of user terminals 100. Further, the various data include data related to the game such as user information and game information, and instructions or notifications to be transmitted / received between the user terminal 100 and the server 200 or between a plurality of user terminals 100.
ストレージ12および22は補助記憶装置である。ストレージ12および22は、フラッシュメモリまたはHDD(Hard Disk Drive)等の記憶装置で構成される。ストレージ12およびストレージ22には、ゲームに関する各種データが格納される。 The storages 12 and 22 are auxiliary storage devices. The storages 12 and 22 are composed of a storage device such as a flash memory or an HDD (Hard Disk Drive). Various data related to the game are stored in the storage 12 and the storage 22.
通信IF13は、ユーザ端末100における各種データの送受信を制御する。通信IF23は、サーバ200における各種データの送受信を制御する。通信IF13および23は例えば、無線LAN(Local Area Network)を介する通信、有線LAN、無線LAN、または携帯電話回線網を介したインターネット通信、ならびに近距離無線通信等を用いた通信を制御する。 The communication IF 13 controls the transmission / reception of various data in the user terminal 100. The communication IF 23 controls the transmission / reception of various data in the server 200. The communication IFs 13 and 23 control communication using, for example, communication via a wireless LAN (Local Area Network), Internet communication via a wired LAN, a wireless LAN, or a mobile phone network, and communication using short-range wireless communication.
入出力IF14は、ユーザ端末100がデータの入力を受け付けるためのインターフェースであり、またユーザ端末100がデータを出力するためのインターフェースである。入出力IF14は、USB(Universal Serial Bus)等を介してデータの入出力を行ってもよい。入出力IF14は、例えば、ユーザ端末100の物理ボタン、カメラ、マイク、または、スピーカ等を含み得る。サーバ200の入出力IF24は、サーバ200がデータの入力を受け付けるためのインターフェースであり、またサーバ200がデータを出力するためのインターフェースである。入出力IF24は、例えば、マウスまたはキーボード等の情報入力機器である入力部と、画像を表示出力する機器である表示部とを含み得る。 The input / output IF 14 is an interface for the user terminal 100 to receive data input, and an interface for the user terminal 100 to output data. The input / output IF 14 may input / output data via USB (Universal Serial Bus) or the like. The input / output IF 14 may include, for example, a physical button, a camera, a microphone, a speaker, or the like of the user terminal 100. The input / output IF 24 of the server 200 is an interface for the server 200 to receive data input, and an interface for the server 200 to output data. The input / output IF 24 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image.
ユーザ端末100のタッチスクリーン15は、入力部151と表示部152とを組み合わせた電子部品である。入力部151は、例えばタッチセンシティブなデバイスであり、例えばタッチパッドによって構成される。表示部152は、例えば液晶ディスプレイ、または有機EL(Electro-Luminescence)ディスプレイ等によって構成される。 The touch screen 15 of the user terminal 100 is an electronic component that combines an input unit 151 and a display unit 152. The input unit 151 is, for example, a touch-sensitive device, and is configured by, for example, a touch pad. The display unit 152 is composed of, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like.
入力部151は、入力面に対しユーザの操作(主にタッチ操作、スライド操作、スワイプ操作、およびタップ操作等の物理的接触操作)が入力された位置を検知して、位置を示す情報を入力信号として送信する機能を備える。入力部151は、図示しないタッチセンシング部を備えていればよい。タッチセンシング部は、静電容量方式または抵抗膜方式等のどのような方式を採用したものであってもよい。なお、タッチスクリーン15に対し入力操作を行うための指示体は特に限定されない。例えば、指示体はユーザの手指であっても、スタイラスペン等であってもよい。 The input unit 151 detects a position where a user's operation (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, and a tap operation) is input to the input surface, and inputs information indicating the position. It has a function to transmit as a signal. The input unit 151 may include a touch sensing unit (not shown). The touch sensing unit may adopt any method such as a capacitance method or a resistance film method. The indicator for performing an input operation on the touch screen 15 is not particularly limited. For example, the indicator may be a user's finger, a stylus pen, or the like.
図示していないが、ユーザ端末100は、該ユーザ端末100の保持姿勢を特定するための1以上のセンサを備えていてもよい。このセンサは、例えば、加速度センサ、または、角速度センサ等であってもよい。ユーザ端末100がセンサを備えている場合、プロセッサ10は、センサの出力からユーザ端末100の保持姿勢を特定して、保持姿勢に応じた処理を行うことも可能になる。例えば、プロセッサ10は、ユーザ端末100が縦向きに保持されているときには、縦長の画像を表示部152に表示させる縦画面表示としてもよい。一方、ユーザ端末100が横向きに保持されているときには、横長の画像を表示部に表示させる横画面表示としてもよい。このように、プロセッサ10は、ユーザ端末100の保持姿勢に応じて縦画面表示と横画面表示とを切り替え可能であってもよい。 Although not shown, the user terminal 100 may include one or more sensors for specifying the holding posture of the user terminal 100. This sensor may be, for example, an acceleration sensor, an angular velocity sensor, or the like. When the user terminal 100 includes a sensor, the processor 10 can also specify the holding posture of the user terminal 100 from the output of the sensor and perform processing according to the holding posture. For example, the processor 10 may be a vertical screen display in which a vertically long image is displayed on the display unit 152 when the user terminal 100 is held vertically. On the other hand, when the user terminal 100 is held horizontally, it may be a horizontal screen display in which a horizontally long image is displayed on the display unit. In this way, the processor 10 may be able to switch between the vertical screen display and the horizontal screen display according to the holding posture of the user terminal 100.
カメラ17は、イメージセンサ等を含み、レンズから入射する入射光を電気信号に変換することで撮影画像を生成する。 The camera 17 includes an image sensor and the like, and generates a captured image by converting the incident light incident from the lens into an electric signal.
測距センサ18は、測定対象物までの距離を測定するセンサである。測距センサ18は、例えば、パルス変換した光を発する光源と、光を受ける受光素子とを含む。測距センサ18は、光源からの発光タイミングと、該光源から発せられた光が測定対象物にあたって反射されて生じる反射光の受光タイミングとにより、測定対象物までの距離を測定する。測距センサ18は、指向性を有する光を発する光源を有することとしてもよい。 The distance measuring sensor 18 is a sensor that measures the distance to the object to be measured. The distance measuring sensor 18 includes, for example, a light source that emits pulse-converted light and a light receiving element that receives the light. The distance measuring sensor 18 measures the distance to the object to be measured by the timing of light emission from the light source and the timing of receiving the reflected light generated by the light emitted from the light source being reflected by the object to be measured. The distance measuring sensor 18 may have a light source that emits light having directivity.
ここで、ユーザ端末100が、カメラ17と測距センサ18とを用いて、ユーザ端末100の近傍の物体1010を検出した検出結果を、ユーザの入力操作として受け付ける例をさらに説明する。カメラ17および測距センサ18は、例えば、ユーザ端末100の筐体の側面に設けられてもよい。カメラ17の近傍に測距センサ18が設けられてもよい。カメラ17としては、例えば赤外線カメラを用いることができる。この場合、赤外線を照射する照明装置および可視光を遮断するフィルタ等が、カメラ17に設けられてもよい。これにより、屋外か屋内かにかかわらず、カメラ17の撮影画像に基づく物体の検出精度をいっそう向上させることができる。 Here, an example in which the user terminal 100 receives the detection result of detecting the object 1010 in the vicinity of the user terminal 100 by using the camera 17 and the distance measuring sensor 18 as an input operation of the user will be further described. The camera 17 and the distance measuring sensor 18 may be provided on the side surface of the housing of the user terminal 100, for example. A ranging sensor 18 may be provided in the vicinity of the camera 17. As the camera 17, for example, an infrared camera can be used. In this case, the camera 17 may be provided with a lighting device that irradiates infrared rays, a filter that blocks visible light, and the like. This makes it possible to further improve the detection accuracy of the object based on the captured image of the camera 17, regardless of whether it is outdoors or indoors.
プロセッサ10は、カメラ17の撮影画像に対して、例えば以下の(1)~(5)に示す処理のうち1つ以上の処理を行ってもよい。(1)プロセッサ10は、カメラ17の撮影画像に対し画像認識処理を行うことで、該撮影画像にユーザの手が含まれているか否かを特定する。プロセッサ10は、上述の画像認識処理において採用する解析技術として、例えばパターンマッチング等の技術を用いてよい。(2)また、プロセッサ10は、ユーザの手の形状から、ユーザのジェスチャを検出する。プロセッサ10は、例えば、撮影画像から検出されるユーザの手の形状から、ユーザの指の本数(伸びている指の本数)を特定する。プロセッサ10はさらに、特定した指の本数から、ユーザが行ったジェスチャを特定する。例えば、プロセッサ10は、指の本数が5本である場合、ユーザが「パー」のジェスチャを行ったと判定する。また、プロセッサ10は、指の本数が0本である(指が検出されなかった)場合、ユーザが「グー」のジェスチャを行ったと判定する。また、プロセッサ10は、指の本数が2本である場合、ユーザが「チョキ」のジェスチャを行ったと判定する。(3)プロセッサ10は、カメラ17の撮影画像に対し、画像認識処理を行うことにより、ユーザの指が人差し指のみ立てた状態であるか、ユーザの指がはじくような動きをしたかを検出する。(4)プロセッサ10は、カメラ17の撮影画像の画像認識結果、および、測距センサ18の出力値等の少なくともいずれか1つに基づいて、ユーザ端末100の近傍の物体1010(ユーザの手など)とユーザ端末100との距離を検出する。例えば、プロセッサ10は、カメラ17の撮影画像から特定されるユーザの手の形状の大小により、ユーザの手がユーザ端末100の近傍(例えば所定値未満の距離)にあるのか、遠く(例えば所定値以上の距離)にあるのかを検出する。なお、撮影画像が動画の場合、プロセッサ10は、ユーザの手がユーザ端末100に接近しているのか遠ざかっているのかを検出してもよい。(5)カメラ17の撮影画像の画像認識結果等に基づいて、ユーザの手が検出されている状態で、ユーザ端末100とユーザの手との距離が変化していることが判明した場合、プロセッサ10は、ユーザが手をカメラ17の撮影方向において振っていると認識する。カメラ17の撮影範囲よりも指向性が強い測距センサ18において、物体が検出されたりされなかったりする場合に、プロセッサ10は、ユーザが手をカメラの撮影方向に直交する方向に振っていると認識する。 The processor 10 may perform one or more of the processes shown in the following (1) to (5), for example, on the captured image of the camera 17. (1) The processor 10 performs image recognition processing on the captured image of the camera 17 to specify whether or not the captured image includes a user's hand. The processor 10 may use, for example, a technique such as pattern matching as the analysis technique adopted in the above-mentioned image recognition process. (2) Further, the processor 10 detects the user's gesture from the shape of the user's hand. The processor 10 specifies, for example, the number of fingers of the user (the number of extended fingers) from the shape of the user's hand detected from the captured image. The processor 10 further identifies the gesture performed by the user from the number of identified fingers. For example, the processor 10 determines that the user has made a "par" gesture when the number of fingers is five. Further, when the number of fingers is 0 (the finger is not detected), the processor 10 determines that the user has made a “goo” gesture. Further, when the number of fingers is two, the processor 10 determines that the user has performed the "choki" gesture. (3) The processor 10 performs image recognition processing on the captured image of the camera 17 to detect whether the user's finger is in a state where only the index finger is raised or whether the user's finger is repelled. .. (4) The processor 10 is an object 1010 (user's hand or the like) in the vicinity of the user terminal 100 based on at least one of the image recognition result of the captured image of the camera 17 and the output value of the distance measuring sensor 18. ) And the user terminal 100. For example, the processor 10 may have the user's hand near the user terminal 100 (for example, a distance less than a predetermined value) or far away (for example, a predetermined value) depending on the size of the shape of the user's hand specified from the captured image of the camera 17. Detects whether it is at the above distance). When the captured image is a moving image, the processor 10 may detect whether the user's hand is approaching or moving away from the user terminal 100. (5) When it is found that the distance between the user terminal 100 and the user's hand is changing while the user's hand is detected based on the image recognition result of the captured image of the camera 17, the processor 10 recognizes that the user is waving his hand in the shooting direction of the camera 17. When an object is detected or not detected in the distance measuring sensor 18 having a stronger directivity than the shooting range of the camera 17, the processor 10 determines that the user is waving his / her hand in a direction orthogonal to the shooting direction of the camera. recognize.
このように、プロセッサ10は、カメラ17の撮影画像に対する画像認識により、ユーザが手を握りこんでいるか否か(「グー」のジェスチャであるか、それ以外のジェスチャ(例えば「パー」)であるか)を検出する。また、プロセッサ10は、ユーザの手の形状とともに、ユーザがこの手をどのように移動させているかを検出する。また、プロセッサ10は、ユーザがこの手をユーザ端末100に対して接近させているのか遠ざけているのかを検出する。このような操作は、例えば、マウスまたはタッチパネルなどのポインティングデバイスを用いた操作に対応させることができる。ユーザ端末100は、例えば、ユーザの手の移動に応じて、タッチスクリーン15においてポインタを移動させ、ユーザのジェスチャ「グー」を検出する。この場合、ユーザ端末100は、ユーザが選択操作を継続中であると認識する。選択操作の継続とは、例えば、マウスがクリックされて押し込まれた状態が維持されること、または、タッチパネルに対してタッチダウン操作がなされた後タッチされた状態が維持されることに対応する。また、ユーザ端末100は、ユーザのジェスチャ「グー」が検出されている状態で、さらにユーザが手を移動させると、このような一連のジェスチャを、スワイプ操作(またはドラッグ操作)に対応する操作として認識することもできる。また、ユーザ端末100は、カメラ17の撮影画像によるユーザの手の検出結果に基づいて、ユーザが指をはじくようなジェスチャを検出した場合に、当該ジェスチャを、マウスのクリックまたはタッチパネルへのタップ操作に対応する操作として認識してもよい。 As described above, the processor 10 determines whether or not the user is holding the hand (whether it is a “goo” gesture or another gesture (for example, “par”) by image recognition for the captured image of the camera 17. Or) is detected. In addition, the processor 10 detects the shape of the user's hand and how the user is moving the hand. In addition, the processor 10 detects whether the user is approaching or moving this hand toward or away from the user terminal 100. Such an operation can correspond to an operation using a pointing device such as a mouse or a touch panel, for example. For example, the user terminal 100 moves the pointer on the touch screen 15 in response to the movement of the user's hand, and detects the user's gesture “goo”. In this case, the user terminal 100 recognizes that the user is continuing the selection operation. The continuation of the selection operation corresponds to, for example, the state in which the mouse is clicked and pressed, or the state in which the mouse is touched after the touch-down operation is performed on the touch panel. Further, when the user moves his / her hand while the user's gesture "goo" is detected, the user terminal 100 performs such a series of gestures as an operation corresponding to a swipe operation (or a drag operation). You can also recognize it. Further, when the user terminal 100 detects a gesture that the user flips a finger based on the detection result of the user's hand by the image taken by the camera 17, the gesture is clicked by the mouse or tapped on the touch panel. It may be recognized as an operation corresponding to.
<ゲーム概要>
ゲームシステム1が実現するゲームは、ゲーム空間にオブジェクトの一例であるキャラクタオブジェクト(以降、単にキャラクタと称する)を配置し、該ゲーム空間内で、該キャラクタをユーザの入力操作に応じて動作させるゲームである。ゲームシステム1に基づくゲームは、3次元のゲーム空間および3次元のオブジェクトで表現される3Dゲームであってもよいし、2次元のゲーム空間および2次元のオブジェクトで表現される2Dゲームであってもよい。なお、以降、ユーザの入力操作に応じて動作するキャラクタを「操作キャラクタ」と称する。
<Game overview>
The game realized by the game system 1 is a game in which a character object (hereinafter, simply referred to as a character), which is an example of an object, is arranged in a game space, and the character is operated in the game space in response to a user's input operation. Is. The game based on the game system 1 may be a 3D game represented by a 3D game space and a 3D object, or a 2D game represented by a 2D game space and a 2D object. May be good. Hereinafter, a character that operates in response to a user's input operation will be referred to as an "operation character".
詳しくは後述するが、ゲームシステム1が実現するゲームでは、ユーザは、操作キャラクタを操作して、該キャラクタを、同じゲーム空間に配置される敵キャラクタと戦闘させることにより、ゲームを進行させる。また、ゲームシステム1が実現するゲームでは、ユーザは、キャラクタを獲得するための抽選を行うことができる。 As will be described in detail later, in the game realized by the game system 1, the user operates the operating character to make the character fight with an enemy character arranged in the same game space, thereby advancing the game. Further, in the game realized by the game system 1, the user can perform a lottery for acquiring a character.
ゲームシステム1が実現するゲームの一例としては、仮想的なゲーム空間内に配置されたキャラクタを、ユーザが自由に操作して移動および戦闘させることができる、オープンワールドのゲームであってもよい。本実施形態では一例として、ゲームシステム1がオープンワールドのRPG(Role-Playing Game)を実現する場合について説明する。 As an example of the game realized by the game system 1, it may be an open world game in which a user can freely operate a character arranged in a virtual game space to move and fight. In this embodiment, as an example, a case where the game system 1 realizes an open world RPG (Role-Playing Game) will be described.
なお、ゲームシステム1が実現するゲームは、マルチプレイが可能であってもよい。例えば、該ゲームは、複数のユーザが、各自のユーザ端末100を介して同時に同じゲーム空間内で各自の操作キャラクタを動作させてゲームを進行させる、MMORPG(Massively Multiplayer Online Role-Playing Game)であってもよい。ただし、ゲームシステム1が実現するゲームのジャンルおよびゲーム内容は、上述したタイプのものに限定されない。 The game realized by the game system 1 may be capable of multiplayer. For example, the game is an MMORPG (Massively Multiplayer Online Role-Playing Game) in which a plurality of users simultaneously operate their own operating characters in the same game space via their own user terminals 100 to advance the game. You may. However, the game genre and game content realized by the game system 1 are not limited to those of the above-mentioned type.
<ゲームシステム1の機能的構成>
図2は、ゲームシステム1に含まれるサーバ200およびユーザ端末100の機能的構成を示すブロック図である。サーバ200およびユーザ端末100のそれぞれは、図示しない、一般的なコンピュータとして機能する場合に必要な機能的構成、および、ゲームにおける公知の機能を実現するために必要な機能的構成を含み得る。
<Functional configuration of game system 1>
FIG. 2 is a block diagram showing a functional configuration of the server 200 and the user terminal 100 included in the game system 1. Each of the server 200 and the user terminal 100 may include a functional configuration (not shown) necessary for functioning as a general computer and a functional configuration necessary for realizing a known function in a game.
ユーザ端末100は、ユーザの入力操作を受け付ける入力装置としての機能と、ゲームの画像や音声を出力する出力装置としての機能を有する。ユーザ端末100は、プロセッサ10、メモリ11、ストレージ12、通信IF13、および入出力IF14等の協働によって、制御部110および記憶部120として機能する。 The user terminal 100 has a function as an input device that accepts a user's input operation and a function as an output device that outputs a game image or sound. The user terminal 100 functions as a control unit 110 and a storage unit 120 by the cooperation of the processor 10, the memory 11, the storage 12, the communication IF 13, the input / output IF 14, and the like.
サーバ200は、各ユーザ端末100と通信して、ユーザ端末100がゲームを進行させるのを支援する機能を有する。例えば、有価データの販売、サービスの提供などを実行する。ゲームがマルチプレイゲームである場合には、サーバ200は、ゲームに参加する各ユーザ端末100と通信して、ユーザ端末100同士のやりとりを仲介する機能を有していてもよい。サーバ200は、プロセッサ20、メモリ21、ストレージ22、通信IF23、および入出力IF24等の協働によって、制御部210および記憶部220として機能する。 The server 200 has a function of communicating with each user terminal 100 and supporting the user terminal 100 to advance the game. For example, selling valuable data, providing services, and so on. When the game is a multiplayer game, the server 200 may have a function of communicating with each user terminal 100 participating in the game and mediating the exchange between the user terminals 100. The server 200 functions as a control unit 210 and a storage unit 220 by the cooperation of the processor 20, the memory 21, the storage 22, the communication IF23, the input / output IF24, and the like.
記憶部120および記憶部220は、ゲームプログラム231、ゲーム情報232、およびユーザ情報233を格納する。ゲームプログラム231は、ユーザ端末100およびサーバ200が実行するゲームプログラムである。 The storage unit 120 and the storage unit 220 store the game program 231, the game information 232, and the user information 233. The game program 231 is a game program executed by the user terminal 100 and the server 200.
ゲーム情報232は、制御部110および制御部210がゲームプログラム231を実行する際に参照するデータである。 The game information 232 is data referred to when the control unit 110 and the control unit 210 execute the game program 231.
ユーザ情報233は、ユーザのアカウント毎に記憶される情報である。ある1アカウントについてのユーザ情報233は、少なくとも1台のユーザ端末100と対応付けられている。本実施形態では、1台のユーザ端末100に、1つのアカウントが対応付けられている例について説明する。記憶部120は、ユーザ端末100に対応するアカウントのユーザ情報233を記憶する。一方、記憶部220は、各ユーザ端末100から収集したユーザ情報233をまとめて記憶している。ユーザ情報233は、キャラクタデータ233Aを含む。キャラクタデータ233Aは、ユーザが所持しているキャラクタについてのデータである。キャラクタデータ233Aの詳細については後述する。 The user information 233 is information stored for each user account. The user information 233 for a certain account is associated with at least one user terminal 100. In this embodiment, an example in which one account is associated with one user terminal 100 will be described. The storage unit 120 stores the user information 233 of the account corresponding to the user terminal 100. On the other hand, the storage unit 220 collectively stores the user information 233 collected from each user terminal 100. The user information 233 includes character data 233A. The character data 233A is data about a character possessed by the user. The details of the character data 233A will be described later.
(サーバ200の機能的構成)
制御部210は、記憶部220に格納されたゲームプログラム231を実行することにより、サーバ200を統括的に制御する。例えば、制御部210は、ユーザ端末100に各種データおよびプログラム等を送信する。ゲームがマルチプレイゲームである場合には、制御部210は、ユーザ端末100からマルチプレイの同期の要求を受信して、同期のためのデータをユーザ端末100に送信してもよい。
(Functional configuration of server 200)
The control unit 210 comprehensively controls the server 200 by executing the game program 231 stored in the storage unit 220. For example, the control unit 210 transmits various data, programs, and the like to the user terminal 100. When the game is a multiplayer game, the control unit 210 may receive a request for synchronization of multiplayer from the user terminal 100 and transmit data for synchronization to the user terminal 100.
制御部210は、ゲームプログラム231の記述に応じて、送受信部211、サーバ処理部212、およびデータ管理部213として機能する。制御部210は、実行するゲームの性質に応じて、ユーザ端末100におけるゲームの進行を支援するために、図示しないその他の機能ブロックとしても機能することができる。 The control unit 210 functions as a transmission / reception unit 211, a server processing unit 212, and a data management unit 213 according to the description of the game program 231. The control unit 210 can also function as another functional block (not shown) in order to support the progress of the game on the user terminal 100, depending on the nature of the game to be executed.
送受信部211は、ユーザ端末100から各種データおよびリクエストを受信する。例えば、送受信部211は、ゲーム情報232もしくはユーザ情報233の一部または全部を、ユーザ端末100から受信する。また、送受信部211は、ユーザ情報233の一部として、ユーザ端末100からキャラクタデータ233Aを受信してもよい。また、送受信部211は、ユーザ端末100から抽選の実行リクエストを受信してもよい。 The transmission / reception unit 211 receives various data and requests from the user terminal 100. For example, the transmission / reception unit 211 receives a part or all of the game information 232 or the user information 233 from the user terminal 100. Further, the transmission / reception unit 211 may receive character data 233A from the user terminal 100 as a part of the user information 233. Further, the transmission / reception unit 211 may receive a lottery execution request from the user terminal 100.
送受信部211は、ユーザ端末100に対し各種データおよびリクエストを送信する。例えば、送受信部211は、抽選の実行リクエストの送信元であるユーザ端末100に対して、抽選結果を送信してもよい。また例えば、送受信部211は、抽選の実行リクエストの送信元であるユーザ端末100に対して、更新後のキャラクタデータ233Aを送信してもよい。 The transmission / reception unit 211 transmits various data and requests to the user terminal 100. For example, the transmission / reception unit 211 may transmit the lottery result to the user terminal 100 which is the transmission source of the lottery execution request. Further, for example, the transmission / reception unit 211 may transmit the updated character data 233A to the user terminal 100 that is the transmission source of the lottery execution request.
サーバ処理部212は、ゲームを提供するために必要な演算処理を行う。サーバ処理部212は送受信部211に対し、各種データの送信を指示する。サーバ処理部212は、データ管理部213に対し、ゲーム情報232、およびユーザ情報233に含まれる各種情報の追加、更新、または削除を指示する。サーバ処理部212は、抽選に係る処理を実行してもよい。 The server processing unit 212 performs arithmetic processing necessary for providing the game. The server processing unit 212 instructs the transmission / reception unit 211 to transmit various data. The server processing unit 212 instructs the data management unit 213 to add, update, or delete various information included in the game information 232 and the user information 233. The server processing unit 212 may execute the processing related to the lottery.
データ管理部213は、記憶部220に格納されているデータを管理する。データ管理部213は、サーバ処理部212からの指示に応じてゲーム情報232およびユーザ情報233に含まれる各種情報の、追加、更新、または削除を実行する。データ管理部213は、サーバ処理部212の指示に従って、記憶部220からゲーム情報232およびユーザ情報233のうち少なくとも一方の情報を読み出してもよい。データ管理部213は、サーバ処理部212の指示に従って、ゲームプログラム231のうち、あるユーザ端末100で実行する分のプログラムを記憶部220から読み出して、送受信部211を介し該ユーザ端末100に送信してもよい。 The data management unit 213 manages the data stored in the storage unit 220. The data management unit 213 adds, updates, or deletes various information included in the game information 232 and the user information 233 in response to an instruction from the server processing unit 212. The data management unit 213 may read at least one of the game information 232 and the user information 233 from the storage unit 220 according to the instruction of the server processing unit 212. According to the instruction of the server processing unit 212, the data management unit 213 reads out the program to be executed by the user terminal 100 from the game program 231 from the storage unit 220 and transmits it to the user terminal 100 via the transmission / reception unit 211. You may.
(ユーザ端末100の機能的構成)
制御部110は、記憶部120に格納されたゲームプログラム231を実行することにより、ユーザ端末100を統括的に制御する。例えば、制御部110は、ゲームプログラム231およびユーザの操作にしたがって、ゲームを進行させる。また、制御部110は、ゲームを進行させている間、必要に応じて、サーバ200と通信して、情報の送受信を行う。
(Functional configuration of user terminal 100)
The control unit 110 comprehensively controls the user terminal 100 by executing the game program 231 stored in the storage unit 120. For example, the control unit 110 advances the game according to the game program 231 and the user's operation. Further, the control unit 110 communicates with the server 200 to send and receive information as needed while the game is in progress.
制御部110は、ゲームプログラム231の記述に応じて、操作受付部111、ゲーム進行部112、カメラ配置制御部113、オブジェクト制御部114、表示制御部115、および通信部116として機能する。制御部110は、実行するゲームの性質に応じて、ゲームを進行させるために、図示しないその他の機能ブロックとしても機能することができる。 The control unit 110 functions as an operation reception unit 111, a game progress unit 112, a camera arrangement control unit 113, an object control unit 114, a display control unit 115, and a communication unit 116 according to the description of the game program 231. The control unit 110 can also function as other functional blocks (not shown) in order to advance the game, depending on the nature of the game to be executed.
操作受付部111は、入力部151に対するユーザの入力操作を検知し受け付ける。操作受付部111は、タッチスクリーン15およびその他の入出力IF14を介したコンソールに対してユーザが及ぼした作用から、いかなる入力操作がなされたかを判別し、その結果を制御部110の各要素に出力する。 The operation reception unit 111 detects and accepts a user's input operation with respect to the input unit 151. The operation reception unit 111 determines what input operation has been performed from the action exerted by the user on the console via the touch screen 15 and other input / output IF 14, and outputs the result to each element of the control unit 110. do.
例えば、操作受付部111は、入力部151に対する入力操作を受け付け、該入力操作の入力位置の座標を検出し、該入力操作の種類を特定する。操作受付部111は、入力操作の種類として、例えばタッチ操作、スライド操作、スワイプ操作、およびタップ操作等を特定する。また、操作受付部111は、連続して検知されていた入力が途切れると、タッチスクリーン15から接触入力が解除されたことを検知する。 For example, the operation receiving unit 111 receives an input operation for the input unit 151, detects the coordinates of the input position of the input operation, and specifies the type of the input operation. The operation receiving unit 111 specifies, for example, a touch operation, a slide operation, a swipe operation, a tap operation, and the like as types of input operations. Further, the operation receiving unit 111 detects that the contact input is canceled from the touch screen 15 when the continuously detected input is interrupted.
通信部116は、サーバ200に対し各種データおよびリクエストを送信する。例えば、通信部116はサーバ200に対し、ゲーム情報232もしくはユーザ情報233の一部または全部を送信する。例えば、通信部116は抽選の実行リクエストをサーバ200に送信する。また、通信部116はサーバ200に対して、ユーザ情報233の一部としてキャラクタデータ233Aを送信してもよい。 The communication unit 116 transmits various data and requests to the server 200. For example, the communication unit 116 transmits a part or all of the game information 232 or the user information 233 to the server 200. For example, the communication unit 116 sends a lottery execution request to the server 200. Further, the communication unit 116 may transmit the character data 233A to the server 200 as a part of the user information 233.
通信部116は、サーバ200から各種データおよびリクエストを受信する。例えば、通信部116はサーバ200から、ゲーム情報232もしくはユーザ情報233の一部または全部を受信する。また、通信部116は、サーバ200から抽選結果を示す情報を受信してもよい。また、通信部116は、サーバ200から更新後のキャラクタデータ233Aを受信してもよい。 The communication unit 116 receives various data and requests from the server 200. For example, the communication unit 116 receives a part or all of the game information 232 or the user information 233 from the server 200. Further, the communication unit 116 may receive information indicating the lottery result from the server 200. Further, the communication unit 116 may receive the updated character data 233A from the server 200.
ゲーム進行部112は、ゲームの進行に係る各種処理を行う。例えば、ゲーム進行部112は、操作受付部111が受け付けた入力操作の位置の座標と、操作の種類と、ゲームの進行状況とに基づいて、ユーザの指示内容を特定する。また、ゲーム進行部112は、ゲームの進行に係る各種判定処理を行う。また、ゲーム進行部112は、記憶部120に記憶された、ゲーム情報232およびユーザ情報233に含まれる各種情報の追加、更新、または削除を行う。ゲーム進行部112は、戦闘処理部112A、抽選部112B、およびキャラクタ付与部112Cを含む。 The game progress unit 112 performs various processes related to the progress of the game. For example, the game progress unit 112 specifies the instruction content of the user based on the coordinates of the position of the input operation received by the operation reception unit 111, the type of operation, and the progress status of the game. In addition, the game progress unit 112 performs various determination processes related to the progress of the game. Further, the game progress unit 112 adds, updates, or deletes various information stored in the storage unit 120, which is included in the game information 232 and the user information 233. The game progress unit 112 includes a battle processing unit 112A, a lottery unit 112B, and a character assigning unit 112C.
戦闘処理部112Aは、操作キャラクタおよび自動戦闘キャラクタと、敵キャラクタとの戦闘に係る処理を実行する。また、戦闘処理部112Aは、戦闘の結果、所定の条件が満たされた場合、ユーザに付与するキャラクタを決定する。戦闘処理部112Aは付与するキャラクタを決定すると、該キャラクタをキャラクタ付与部112Cに通知する。 The battle processing unit 112A executes processing related to the battle between the operating character, the automatic battle character, and the enemy character. Further, the battle processing unit 112A determines a character to be given to the user when a predetermined condition is satisfied as a result of the battle. When the battle processing unit 112A determines the character to be assigned, the battle processing unit 112A notifies the character assigning unit 112C of the character.
抽選部112Bは、キャラクタを獲得するための抽選に係る処理を実行する。抽選の方法は特に限定されない。例えば、抽選部112Bは、ユーザの所定の入力操作に応じてゲーム情報232に含まれている筐体(抽選のデータテーブル)を参照し、該テーブルに基づいて抽選結果を定めてよい。抽選部112Bは、抽選の結果、すなわち、ユーザに付与するキャラクタをキャラクタ付与部112Cに通知する。 The lottery unit 112B executes a process related to a lottery for acquiring a character. The lottery method is not particularly limited. For example, the lottery unit 112B may refer to the housing (lottery data table) included in the game information 232 according to a predetermined input operation of the user, and determine the lottery result based on the table. The lottery unit 112B notifies the character assigning unit 112C of the result of the lottery, that is, the character to be assigned to the user.
キャラクタ付与部112Cは、戦闘処理部112Aの処理の結果、または抽選部112Bの抽選の結果、付与すると決定されたキャラクタを、ユーザに付与する。キャラクタ付与部112Cは、戦闘処理部112Aまたは抽選部112Bが付与するキャラクタを決定すると、該キャラクタに対応するキャラクタの初期データをゲーム情報232から読み出して、該データをユーザ情報233のキャラクタデータ233Aに追加する。キャラクタには、図5を用いて後述するように、人間に相当する人間キャラクタや、騎乗モンスター、自動戦闘モンスターなど、複数種類のキャラクタが含まれる。 The character giving unit 112C gives the user a character determined to be given as a result of the processing of the battle processing unit 112A or the lottery of the lottery unit 112B. When the character assigning unit 112C determines the character to be assigned by the battle processing unit 112A or the lottery unit 112B, the initial data of the character corresponding to the character is read from the game information 232, and the data is used as the character data 233A of the user information 233. to add. As will be described later with reference to FIG. 5, the character includes a plurality of types of characters such as a human character corresponding to a human, a riding monster, and an automatic battle monster.
なお、戦闘処理部112A、抽選部112B、および、キャラクタ付与部112Cは、サーバ200側の制御部210に設けられているものであってもよい。つまり、サーバ200側の制御部210により、ユーザに付与するキャラクタを抽選し、抽選で決定されたキャラクタをユーザに付与するようにしてもよい。この場合、ユーザ端末100側においては、サーバ200側における結果に応じて付与されたキャラクタの画像等を表示するようにしてもよい。 The battle processing unit 112A, the lottery unit 112B, and the character assigning unit 112C may be provided in the control unit 210 on the server 200 side. That is, the control unit 210 on the server 200 side may draw a character to be given to the user and give the character determined by the lottery to the user. In this case, the user terminal 100 side may display an image or the like of a character given according to the result on the server 200 side.
カメラ配置制御部113は、ゲーム空間のうちユーザに提示する領域を指定するための仮想カメラを規定する。カメラ配置制御部113は、仮想カメラのゲーム空間内での位置および向きを規定することにより、仮想カメラをゲーム空間に仮想的に配置する。カメラ配置制御部113は、仮想カメラで規定される視野領域および当該視野領域に配置されているオブジェクトを描画した画像を作成するよう、表示制御部115に指示する。なお、カメラ配置制御部113は、仮想カメラの位置および向きを、随時変更してよい。 The camera arrangement control unit 113 defines a virtual camera for designating an area to be presented to the user in the game space. The camera arrangement control unit 113 virtually arranges the virtual camera in the game space by defining the position and orientation of the virtual camera in the game space. The camera arrangement control unit 113 instructs the display control unit 115 to create an image in which the visual field area defined by the virtual camera and the objects arranged in the visual field area are drawn. The camera arrangement control unit 113 may change the position and orientation of the virtual camera at any time.
オブジェクト制御部114は、ゲーム情報232に含まれる、オブジェクトの設定情報に基づきゲーム空間にオブジェクトを配置する。また、オブジェクト制御部114は、ゲーム空間に配置したオブジェクトを制御する。例えば、オブジェクト制御部114は、オブジェクトのゲーム空間内での位置、向き、形状、色等を変更したり、オブジェクトに所定の一連の動作を行わせたりする。例えば、オブジェクト制御部114は、操作キャラクタをゲーム進行部112が決定した移動方向、移動速度、および移動距離で移動させる。 The object control unit 114 arranges an object in the game space based on the setting information of the object included in the game information 232. Further, the object control unit 114 controls the objects arranged in the game space. For example, the object control unit 114 changes the position, orientation, shape, color, etc. of the object in the game space, and causes the object to perform a predetermined series of operations. For example, the object control unit 114 moves the operating character in the movement direction, the movement speed, and the movement distance determined by the game progress unit 112.
表示制御部115は、表示部152に画像を表示させる。例えば、表示制御部115は、ゲーム空間のうち、カメラ配置制御部113が規定する仮想カメラの視野の領域と、当該領域に存在するオブジェクトとを含む画像を生成し、表示部152に表示させる。 The display control unit 115 causes the display unit 152 to display an image. For example, the display control unit 115 generates an image including an area of the field of view of the virtual camera defined by the camera arrangement control unit 113 and an object existing in the area in the game space, and displays the image on the display unit 152.
オブジェクト制御部114は、UI(userinterface)を構築するためのオブジェクト(UIオブジェクト)をゲーム空間に配置して、該UIオブジェクトを制御してもよい。また、表示制御部115は、画像にアイコン、ボタン、リスト、メニュー画面等、ゲームの種々の操作に必要なUIに係る画像(UI画像)を重畳して表示させてもよい。UI画像およびUIオブジェクトとは、ユーザが、ゲームの進行上必要な入力をユーザ端末100に対して行うためのツールである。また、UI画像およびUIオブジェクトとは、ユーザが、ゲームの進行中に出力される情報をユーザ端末100から得るためのツールである。 The object control unit 114 may arrange an object (UI object) for constructing a UI (user interface) in the game space and control the UI object. Further, the display control unit 115 may superimpose and display an image (UI image) related to the UI necessary for various operations of the game, such as an icon, a button, a list, and a menu screen, on the image. The UI image and the UI object are tools for the user to input input necessary for the progress of the game to the user terminal 100. Further, the UI image and the UI object are tools for the user to obtain information output from the user terminal 100 while the game is in progress.
なお、図2に示すサーバ200およびユーザ端末100の機能は一例にすぎない。サーバ200は、ユーザ端末100が備える機能の少なくとも一部を備えていてもよい。また、ユーザ端末100は、サーバ200が備える機能の少なくとも一部を備えていてもよい。さらに、ユーザ端末100およびサーバ200以外の他の装置をゲームシステム1の構成要素とし、該他の装置にゲームシステム1における処理の一部を実行させてもよい。すなわち、本実施形態においてゲームプログラムを実行するコンピュータは、ユーザ端末100、サーバ200、および他の装置の何れであってもよいし、これらの複数の装置の組み合わせにより実現されてもよい。 The functions of the server 200 and the user terminal 100 shown in FIG. 2 are merely examples. The server 200 may include at least a part of the functions provided by the user terminal 100. Further, the user terminal 100 may have at least a part of the functions provided by the server 200. Further, devices other than the user terminal 100 and the server 200 may be used as components of the game system 1, and the other devices may be made to execute a part of the processing in the game system 1. That is, the computer that executes the game program in the present embodiment may be any of the user terminal 100, the server 200, and other devices, or may be realized by a combination of a plurality of these devices.
(ゲーム空間とオブジェクトの配置)
ユーザ端末100のゲーム進行部112は、ゲームプログラム231に基づくゲームを開始させる。ゲームが開始すると、オブジェクト制御部114は、ゲーム進行部112の指示に従って、所定のゲーム空間を構築し、該ゲーム空間に、予め定められた操作キャラクタを配置する。また、オブジェクト制御部114は該ゲーム空間に、木、岩、建物等、ゲーム空間の背景となる背景オブジェクトを配置してもよい。また、オブジェクト制御部114は該ゲーム空間に、操作キャラクタの戦闘相手である敵キャラクタ(他のキャラクタ)を配置してもよい。
(Game space and placement of objects)
The game progress unit 112 of the user terminal 100 starts a game based on the game program 231. When the game starts, the object control unit 114 constructs a predetermined game space according to the instruction of the game progress unit 112, and arranges a predetermined operation character in the game space. Further, the object control unit 114 may arrange a background object such as a tree, a rock, a building, etc., which is a background of the game space, in the game space. Further, the object control unit 114 may arrange an enemy character (another character) that is a battle opponent of the operating character in the game space.
なお、本実施形態では、ゲームシステム1が実現するゲームの一例として、ユーザが、自分の所持しているキャラクタのうち、操作可能なキャラクタの中から1体のキャラクタを選んで、該キャラクタを操作する例について説明する。しかしながら、ゲームシステム1が実現するゲームでは、ユーザに、一度に複数のキャラクタ(例えば、後述する人間キャラクタと騎乗モンスター、または複数の人間キャラクタ等)を操作可能とさせてもよい。また、各キャラクタの全ての動きをユーザの入力操作に応じて行うのではなく、攻撃のタイミング、移動の方向等、一部の動きのみをユーザに操作させてもよい(所謂、セミオート操作)。 In the present embodiment, as an example of the game realized by the game system 1, the user selects one character from the operable characters among the characters possessed by the user and operates the character. An example of the above will be described. However, in the game realized by the game system 1, the user may be allowed to operate a plurality of characters (for example, a human character and a riding monster described later, or a plurality of human characters) at one time. Further, instead of performing all the movements of each character according to the input operation of the user, the user may operate only a part of the movements such as the attack timing and the direction of movement (so-called semi-automatic operation).
本実施形態では、一例として、ゲームの開始時に草原等、屋外の空間に相当するゲーム空間(フィールド空間と称する)がオブジェクト制御部114によって構築され、該フィールド空間に操作キャラクタ等が配置される場合について説明する。 In the present embodiment, as an example, when a game space (referred to as a field space) corresponding to an outdoor space such as a grassland is constructed by the object control unit 114 at the start of the game, and an operation character or the like is arranged in the field space. Will be explained.
なお、オブジェクト制御部114が構築するゲーム空間は、上述したフィールド空間に限られない。例えば、オブジェクト制御部114は、ゲーム進行部112の指示に応じて、洞窟または建物の中など、屋内(所謂、ダンジョン)の空間に相当するゲーム空間(ダンジョン空間と称する)を構築し、該空間に操作キャラクタ等を配置してもよい。例えば操作受付部111がダンジョンに入ることを指示する入力操作を受け付けた場合、ゲーム進行部112は、オブジェクト制御部114にダンジョン空間の構築および該空間への操作キャラクタ等の配置を指示してもよい。 The game space constructed by the object control unit 114 is not limited to the field space described above. For example, the object control unit 114 constructs a game space (referred to as a dungeon space) corresponding to an indoor (so-called dungeon) space such as in a cave or a building in response to an instruction from the game progress unit 112, and the space An operation character or the like may be placed in the space. For example, when the operation reception unit 111 receives an input operation instructing to enter the dungeon, the game progress unit 112 may instruct the object control unit 114 to construct a dungeon space and arrange an operation character or the like in the space. good.
図3は、ゲーム空間の一種である、フィールド空間を描画した画面の一例を示す図である。フィールド空間には、少なくとも操作キャラクタが1体配置される。図3の状態(A)は、フィールド空間において、人間キャラクタ301が、該キャラクタの武器302を背に持った状態で配置された状態を示す図である。 FIG. 3 is a diagram showing an example of a screen in which a field space is drawn, which is a kind of game space. At least one operation character is arranged in the field space. The state (A) of FIG. 3 is a diagram showing a state in which the human character 301 is arranged in the field space with the weapon 302 of the character held on his back.
ここで、「人間キャラクタ」とは、操作可能なキャラクタの一種である。なお、「人間キャラクタ」はあくまで名称の一例であり、人間キャラクタ301は必ずしも人間または人型のキャラクタでなくてもよい。また、武器302は必須ではない。 Here, the "human character" is a kind of operable character. The "human character" is just an example of the name, and the human character 301 does not necessarily have to be a human or a humanoid character. Also, the weapon 302 is not essential.
(騎乗モンスターと自動戦闘モンスター)
図3の状態(B)は、フィールド空間において、人間キャラクタ301が騎乗モンスター303に騎乗した状態を示す図である。騎乗モンスター303とは、操作可能なキャラクタの一種であり、人間キャラクタ301の仲間(すなわち、戦闘における味方)となるキャラクタの一種である。また、騎乗モンスター303は、人間キャラクタ301の代わりに戦闘に参加可能であってもよい。
(Riding monsters and automatic battle monsters)
The state (B) of FIG. 3 is a diagram showing a state in which the human character 301 is mounted on the riding monster 303 in the field space. The riding monster 303 is a kind of operable character, and is a kind of character that becomes a companion (that is, an ally in battle) of the human character 301. Further, the riding monster 303 may be able to participate in the battle instead of the human character 301.
人間キャラクタ301は、騎乗モンスター303に騎乗することができる。換言すると、騎乗モンスター303は、人間キャラクタ301の乗り物となるキャラクタである。なお、「戦闘に参加するキャラクタ」とは、ある敵キャラクタ(後述)との戦闘中に、該ゲーム空間内に配置されているキャラクタであって、該戦闘中にユーザの操作キャラクタの味方となるキャラクタである。なお、戦闘に参加するキャラクタは、敵キャラクタに対し必ずしも攻撃等のアクションを実行しなくてもよい。また、戦闘に参加するキャラクタは、敵キャラクタからのアクションを受けなくてもよい。例えば、人間キャラクタ301が騎乗モンスター303に騎乗しているが、入力操作に基づく攻撃等の各種アクションは騎乗モンスター303のみが行う場合でも、人間キャラクタ301は戦闘に参加していることとする。 The human character 301 can mount on the riding monster 303. In other words, the riding monster 303 is a character that becomes a vehicle for the human character 301. The "character participating in the battle" is a character placed in the game space during the battle with a certain enemy character (described later), and becomes an ally of the user's operation character during the battle. It is a character. The character participating in the battle does not necessarily have to perform an action such as an attack on the enemy character. In addition, the characters participating in the battle do not have to receive actions from the enemy characters. For example, even if the human character 301 is mounted on the riding monster 303, but various actions such as an attack based on an input operation are performed only by the riding monster 303, it is assumed that the human character 301 is participating in the battle.
ユーザが騎乗モンスター303を指定する操作、および騎乗を指示する入力操作を行うと、操作受付部111はこれらの操作を受け付け、ゲーム進行部112は人間キャラクタ301を、指定された騎乗モンスター303と関連付ける。さらに、ゲーム進行部112は人間キャラクタ301と騎乗モンスター303を関連付けたことをオブジェクト制御部114に通知する。オブジェクト制御部114は該通知を受けて、人間キャラクタ301を騎乗モンスター303に騎乗させた体制および位置に配置する。これにより、ユーザは、ある人間キャラクタ301に対し、乗り物としての騎乗モンスター303の関連付けを変えてゲームを楽しむことができる。したがって、ゲームの興趣性が向上する。 When the user performs an operation for designating the riding monster 303 and an input operation for instructing riding, the operation receiving unit 111 accepts these operations, and the game progressing unit 112 associates the human character 301 with the designated riding monster 303. .. Further, the game progress unit 112 notifies the object control unit 114 that the human character 301 and the riding monster 303 are associated with each other. Upon receiving the notification, the object control unit 114 arranges the human character 301 in the system and position where the riding monster 303 is mounted. As a result, the user can enjoy the game by changing the association of the riding monster 303 as a vehicle with respect to a certain human character 301. Therefore, the fun of the game is improved.
ゲーム進行部112の戦闘処理部112Aは、人間キャラクタ301を騎乗モンスター303に騎乗させた場合、騎乗している人間キャラクタ301を以降の戦闘で攻撃、防御等のアクションをさせないようにしてもよい。換言すると、戦闘処理部112Aは、騎乗モンスター303および人間キャラクタ301の両方を戦闘に参加させるが、いずれか片方しか戦闘での種々のアクションに係る入力操作は行えないようにしてもよい。 When the human character 301 is mounted on the riding monster 303, the battle processing unit 112A of the game progressing unit 112 may prevent the mounted human character 301 from attacking, defending, or taking other actions in subsequent battles. In other words, the battle processing unit 112A causes both the riding monster 303 and the human character 301 to participate in the battle, but only one of them may be allowed to perform input operations related to various actions in the battle.
なお、ゲーム進行部112はユーザの所定の入力操作に応じて、人間キャラクタ301の騎乗状態を解除してもよい。この場合、騎乗モンスター303はフィールド空間から削除され、人間キャラクタ301のみが該空間に残る。 The game progress unit 112 may release the riding state of the human character 301 in response to a predetermined input operation by the user. In this case, the riding monster 303 is deleted from the field space, and only the human character 301 remains in the space.
本発明に係る人間キャラクタ301と騎乗モンスター303との見かけの関係性は「騎乗」に限定されず、騎乗モンスター303の外観に応じて適宜定められてよい。例えば、人間キャラクタ301と鳥型の騎乗モンスター303とが関連付けられた場合、騎乗モンスター303は人間キャラクタ301を掴んで飛び上がってもよい。 The apparent relationship between the human character 301 and the riding monster 303 according to the present invention is not limited to "riding", and may be appropriately determined according to the appearance of the riding monster 303. For example, when the human character 301 and the bird-shaped riding monster 303 are associated with each other, the riding monster 303 may grab the human character 301 and jump up.
なお、操作受付部111がユーザの自動戦闘モンスター304を操作キャラクタと関連付ける(自動戦闘モンスター304を召喚する)入力操作を受け付けた場合、ゲーム進行部112は、自動戦闘モンスター304を操作キャラクタ(人間キャラクタ301または騎乗モンスター303)に関連付けてもよい。そして、ゲーム進行部112は、フィールド空間に自動戦闘モンスター304を配置するよう、オブジェクト制御部114に指示してもよい。そして、オブジェクト制御部114は自動戦闘モンスター304をフィールド空間に配置してもよい。 When the operation reception unit 111 accepts an input operation that associates the user's automatic battle monster 304 with the operation character (summons the automatic battle monster 304), the game progress unit 112 associates the automatic battle monster 304 with the operation character (human character). It may be associated with 301 or a riding monster 303). Then, the game progress unit 112 may instruct the object control unit 114 to arrange the automatic battle monster 304 in the field space. Then, the object control unit 114 may arrange the automatic battle monster 304 in the field space.
自動戦闘モンスター304とは、ユーザが操作不可能なキャラクタの一種である。また、自動戦闘モンスター304は騎乗モンスター303と異なり、人間キャラクタ301が騎乗することができないキャラクタである。後述する戦闘において、ゲーム進行部112およびオブジェクト制御部114が所定の行動パターンで自動戦闘モンスター304を動かすことにより、自動戦闘モンスター304は、自動的に戦闘に参加する。なお、以降の説明では、騎乗モンスター303と自動戦闘モンスター304をまとめて「モンスター」とも称する。 The automatic battle monster 304 is a kind of character that cannot be operated by the user. Further, unlike the riding monster 303, the automatic battle monster 304 is a character that the human character 301 cannot mount. In the battle described later, when the game progress unit 112 and the object control unit 114 move the automatic battle monster 304 in a predetermined action pattern, the automatic battle monster 304 automatically participates in the battle. In the following description, the riding monster 303 and the automatic battle monster 304 are collectively referred to as "monsters".
なお、フィールド空間における仮想カメラの位置は、ユーザの操作キャラクタ(人間キャラクタ301または騎乗モンスター303)がユーザ端末100の略中央に表示されるような位置であることが望ましい。これにより、表示部152の表示画面上で、ユーザがタッチスクリーン15をタッチ操作する領域(例えば、図3の状態(A)および(B)の領域A)を確保することができる。 It is desirable that the position of the virtual camera in the field space is such that the user's operating character (human character 301 or riding monster 303) is displayed in the substantially center of the user terminal 100. As a result, it is possible to secure an area (for example, the area A of the states (A) and (B) of FIG. 3) in which the user touch-operates the touch screen 15 on the display screen of the display unit 152.
(戦闘)
図4は、戦闘時のフィールド空間を描画した画面の一例を示す図である。ユーザは、フィールド空間内を、人間キャラクタ301または騎乗モンスター303を操作して移動する。一方、フィールド空間内には、所定のタイミングで配置され、所定の行動パターンで移動等の行動を行う、敵キャラクタが配置されている。人間キャラクタ301(および騎乗モンスター303)と、敵キャラクタとの位置関係(例えば距離および各キャラクタの向き)が所定要件を満たした場合、戦闘処理部112Aは、人間キャラクタ301(および騎乗モンスター303)が敵キャラクタ305と遭遇して戦闘が開始したと判定し、戦闘に係る各種処理を開始する。一方、敵キャラクタが倒された(フィールド空間から削除された)、または人間キャラクタ301(および騎乗モンスター303)と敵キャラクタとの位置関係が特定要件を満たした場合、戦闘処理部112Aは、戦闘が終了したと判定し、該戦闘に係る各種処理を終了してもよい。
(fight)
FIG. 4 is a diagram showing an example of a screen in which a field space at the time of battle is drawn. The user operates the human character 301 or the riding monster 303 to move in the field space. On the other hand, in the field space, an enemy character that is arranged at a predetermined timing and performs an action such as movement according to a predetermined action pattern is arranged. When the positional relationship between the human character 301 (and the riding monster 303) and the enemy character (for example, the distance and the orientation of each character) satisfies the predetermined requirements, the battle processing unit 112A determines that the human character 301 (and the riding monster 303) It is determined that the battle has started after encountering the enemy character 305, and various processes related to the battle are started. On the other hand, if the enemy character is defeated (deleted from the field space), or if the positional relationship between the human character 301 (and the riding monster 303) and the enemy character meets the specific requirements, the battle processing unit 112A will battle. It may be determined that the battle has been completed, and various processes related to the battle may be completed.
なお、戦闘処理部112Aは、戦闘の開始および終了を定めず、フィールド空間での移動からシームレスに戦闘が開始されるようにしてもよい。この場合、戦闘処理部112Aは、操作受付部111が人間キャラクタ301または騎乗モンスター303の所定の動作(例えば、攻撃)を指示する入力操作を受け付けた場合に、戦闘に係る各種処理を開始してよい。 The battle processing unit 112A may not determine the start and end of the battle, and may seamlessly start the battle from the movement in the field space. In this case, the battle processing unit 112A starts various processing related to the battle when the operation reception unit 111 receives an input operation for instructing a predetermined operation (for example, attack) of the human character 301 or the riding monster 303. good.
図4の状態(A)は、人間キャラクタ301と敵キャラクタ305との戦闘が開始した状態を示す図である。戦闘処理部112Aにより戦闘が開始したと判定された場合、オブジェクト制御部114は、図示の通り人間キャラクタ301が武器302を構えた状態となるように、人間キャラクタ301および武器302の配置を調整してもよい。 The state (A) of FIG. 4 is a diagram showing a state in which a battle between the human character 301 and the enemy character 305 has started. When the battle processing unit 112A determines that the battle has started, the object control unit 114 adjusts the arrangement of the human character 301 and the weapon 302 so that the human character 301 is in a state of holding the weapon 302 as shown in the figure. You may.
敵キャラクタ305は、所定の行動パターンに従って戦闘処理部112Aにより行動が制御されているNPC(nonplayercharacter)である。敵キャラクタ305は、騎乗モンスター303または自動戦闘モンスター304の一種と同様の外見および能力(移動および攻撃方法等)を有していてもよい。 The enemy character 305 is an NPC (nonplayer character) whose action is controlled by the battle processing unit 112A according to a predetermined action pattern. The enemy character 305 may have the same appearance and ability (movement and attack method, etc.) as a kind of riding monster 303 or automatic combat monster 304.
戦闘処理部112Aは、操作受付部111の受け付ける、戦闘時の攻撃、防御、回避、移動等の入力操作に応じて、人間キャラクタ301と敵キャラクタ305との戦闘を進める。例えば、攻撃を指示する入力操作を操作受付部111が受け付けた場合、戦闘処理部112Aは、人間キャラクタ301の攻撃力の値と、敵キャラクタ305の防御力の値とに応じて敵キャラクタ305に与えられるダメージを計算する。オブジェクト制御部114は、戦闘処理部112Aの進める各種処理に応じて、人間キャラクタ301、武器302、および敵キャラクタ305の配置、移動、ポーズ等を制御する。 The battle processing unit 112A advances the battle between the human character 301 and the enemy character 305 in response to input operations such as attack, defense, avoidance, and movement received by the operation reception unit 111 during battle. For example, when the operation reception unit 111 receives an input operation for instructing an attack, the battle processing unit 112A causes the enemy character 305 according to the value of the attack power of the human character 301 and the value of the defense power of the enemy character 305. Calculate the damage dealt. The object control unit 114 controls the arrangement, movement, pose, and the like of the human character 301, the weapon 302, and the enemy character 305 according to various processes advanced by the battle processing unit 112A.
図4の状態(B)は、人間キャラクタ301が騎乗モンスター303に騎乗した状態で敵キャラクタ305と戦闘している状態を示す図である。上述の通り、人間キャラクタ301は騎乗モンスター303に騎乗すると、攻撃等の諸動作が出来なくなり、人間キャラクタ301に代わり騎乗モンスター303が該諸動作を実行する。 The state (B) of FIG. 4 is a diagram showing a state in which the human character 301 is fighting with the enemy character 305 while riding on the riding monster 303. As described above, when the human character 301 mounts on the riding monster 303, various actions such as attacks cannot be performed, and the riding monster 303 executes the various actions in place of the human character 301.
例えば、ユーザの入力操作に応じて、騎乗モンスター303は図示のように、その外見および能力に応じた攻撃方法で、敵キャラクタ305に攻撃する。これにより、騎乗モンスター303に応じたアクションを実行させることができるため、戦闘における戦略性を高めることができる。したがって、ゲームの興趣性を向上させることができる。 For example, according to the input operation of the user, the riding monster 303 attacks the enemy character 305 by an attack method according to its appearance and ability as shown in the figure. As a result, the action corresponding to the riding monster 303 can be executed, so that the strategicity in the battle can be enhanced. Therefore, the fun of the game can be improved.
戦闘処理部112Aは、騎乗モンスター303の能力に応じて騎乗モンスター303と敵キャラクタ305との戦闘を進める。なお、自動戦闘モンスター304が配置されている場合、戦闘処理部112Aは、自動戦闘モンスター304と敵キャラクタ305との戦闘に係る処理も実行する。 The battle processing unit 112A advances the battle between the riding monster 303 and the enemy character 305 according to the ability of the riding monster 303. When the automatic battle monster 304 is arranged, the battle processing unit 112A also executes the processing related to the battle between the automatic battle monster 304 and the enemy character 305.
図4の状態(C)は、戦闘に勝利した状態を示す図である。例えば図示のように、人間キャラクタ301が1人で戦闘し、敵キャラクタ305に勝利したとする。この場合、戦闘処理部112Aは、戦闘の内容または結果に応じた報酬アイテムを、ユーザに付与する。具体的には、戦闘処理部112Aは、ユーザ情報233に含まれている該報酬アイテムの個数を示す値を増加させる。なお、戦闘処理部112Aは、付与される報酬アイテムの種類および数を、敵キャラクタ305の種類およびレベル等に応じて変化させてもよい。また、オブジェクト制御部114または表示制御部115は、ユーザが入手した(ユーザに付与された)報酬アイテムの種類および数を示すUIオブジェクト306またはUI画像306を、配置して表示してもよい。 The state (C) of FIG. 4 is a diagram showing a state of winning a battle. For example, as shown in the figure, it is assumed that the human character 301 fights alone and defeats the enemy character 305. In this case, the battle processing unit 112A grants the user a reward item according to the content or result of the battle. Specifically, the battle processing unit 112A increases the value indicating the number of the reward items included in the user information 233. The battle processing unit 112A may change the type and number of reward items to be given according to the type and level of the enemy character 305. Further, the object control unit 114 or the display control unit 115 may arrange and display the UI object 306 or the UI image 306 indicating the type and number of reward items obtained by the user (given to the user).
詳しくは後述するが、戦闘処理部112Aは、該報酬アイテムを付与することで、報酬アイテムの所持数が所定数以上になった場合、ユーザに付与するキャラクタを決定してもよい。なお、付与するキャラクタは、人間キャラクタ301、騎乗モンスター303、および自動戦闘モンスター304のいずれであってもよい。 As will be described in detail later, the battle processing unit 112A may determine the character to be given to the user when the number of possessed reward items exceeds a predetermined number by giving the reward item. The character to be given may be any of a human character 301, a riding monster 303, and an automatic battle monster 304.
人間キャラクタ301、騎乗モンスター303、および自動戦闘モンスター304はそれぞれの個体に応じた能力が予め設定されている。該能力の設定は、キャラクタデータ233Aとして、記憶部120に格納されている。 The human character 301, the riding monster 303, and the automatic battle monster 304 have preset abilities according to each individual. The setting of the ability is stored in the storage unit 120 as character data 233A.
(キャラクタデータ)
図5は、キャラクタデータ233Aのデータ構造を示す図である。キャラクタデータ233Aは、図示の通り、キャラクタ1個体を一意に示す識別コードに対して、該キャラクタの種類を示す情報と、名称と、希少度を示す情報と、戦闘に係る種々のパラメータ(戦闘パラメータ)の値と、該キャラクタが装備している(該キャラクタに対応付けられている)装備品を示す情報と、が対応付けられたデータである。キャラクタデータ233Aの1レコードは、キャラクタ1個体を示している。なお、キャラクタデータ233Aには同一名称のモンスターが含まれていてもよい。換言すると、ユーザが、同じ外見のモンスターを複数所持することが可能であってもよい。
(Character data)
FIG. 5 is a diagram showing a data structure of character data 233A. As shown in the figure, the character data 233A has information indicating the type of the character, information indicating the name, information indicating the rarity, and various parameters related to the battle (battle parameters) with respect to the identification code uniquely indicating one character. ) And the information indicating the equipment (corresponding to the character) that the character is equipped with. One record of character data 233A indicates one individual character. The character data 233A may include a monster having the same name. In other words, it may be possible for a user to have multiple monsters of the same appearance.
キャラクタの種類とは、キャラクタが人間キャラクタ、騎乗モンスター、および自動戦闘モンスターのいずれであるかを示す情報である。キャラクタの名称は、該キャラクタの名称を示す。本実施形態では、同じ名称のキャラクタは、同じ外見である。希少度は、該キャラクタの入手難易度(所謂、レアリティ)を示す。図示の例では、Dが最も希少度が低く、Aが最も希少度が高い。また、希少度は、ユーザに対して例えば星の数で示される。例えば、星の数が「1」である場合に希少度が最も低いことが示され、星の数が「4」である場合に希少度が最も高いことが示される。星の数は、A~Dに置き換えれば、星の数「3」は、Bに相当し、星の数「4」は、Aに相当し、星の数が多い程希少度が高いことが示される。希少度が高いキャラクタである程、パラメータ等が高い値になるため、ゲームを進行する上でユーザにとって有利度合いが高い。戦闘パラメータは、戦闘処理部112Aが戦闘の際に参照して戦闘に係る処理を実行するためのパラメータである。 The character type is information indicating whether the character is a human character, a riding monster, or an automatic combat monster. The name of the character indicates the name of the character. In this embodiment, characters with the same name have the same appearance. Rarity indicates the difficulty of obtaining the character (so-called rarity). In the illustrated example, D has the lowest rarity and A has the highest rarity. The rarity is indicated to the user, for example, by the number of stars. For example, a star number of "1" indicates the lowest rarity, and a star number of "4" indicates the highest rarity. If the number of stars is replaced with A to D, the number of stars "3" corresponds to B, the number of stars "4" corresponds to A, and the greater the number of stars, the higher the rarity. Shown. The higher the rarity of a character, the higher the value of the parameters and the like, and therefore, the higher the degree of advantage for the user in advancing the game. The battle parameter is a parameter for the battle processing unit 112A to refer to the battle and execute the processing related to the battle.
装備品を示す情報は、該キャラクタに対応付けられている(すなわち、該キャラクタが装備している)装備品を示している。なお、図示の例では人間キャラクタのみが装備品を装備しているが、騎乗モンスターおよび自動戦闘モンスターも装備品を装備可能であってよい。キャラクタに装備品が対応付けられている場合、戦闘処理部112Aは、該装備品の攻撃力または防御力等のパラメータも参照して、戦闘に係る処理を行う。例えば、戦闘処理部112Aは、キャラクタの攻撃力に、装備品の攻撃力を足し合わせた値を、該キャラクタの攻撃に係るダメージ計算の際に用いる。なお、ユーザが所持している装備品および該装備品のパラメータを示す情報は、ユーザ情報233に含まれている。 The information indicating the equipment indicates the equipment associated with the character (that is, equipped by the character). In the illustrated example, only the human character is equipped with the equipment, but the riding monster and the automatic battle monster may also be equipped with the equipment. When the equipment is associated with the character, the battle processing unit 112A performs the processing related to the battle with reference to parameters such as the attack power or the defense power of the equipment. For example, the battle processing unit 112A uses a value obtained by adding the attack power of the equipment to the attack power of the character in the damage calculation related to the attack of the character. Information indicating the equipment possessed by the user and the parameters of the equipment is included in the user information 233.
(戦闘によるキャラクタ付与)
ゲームシステム1が実現するゲームでは、以下で説明する、戦闘付与処理または抽選付与処理のうちいずれか一方が実行された場合に、ユーザにキャラクタを付与する。
(Character grant by battle)
In the game realized by the game system 1, a character is given to the user when either the battle granting process or the lottery granting process described below is executed.
戦闘付与処理とは、操作キャラクタと敵キャラクタとを戦闘させた結果に応じて、ユーザにキャラクタを付与する処理である。図6は、ゲームシステム1における戦闘付与処理の流れの一例を示すフローチャートである。 The battle granting process is a process of granting a character to the user according to the result of having the operating character and the enemy character fight. FIG. 6 is a flowchart showing an example of the flow of the battle granting process in the game system 1.
ユーザ端末100のゲーム進行部112がゲームを開始させると、オブジェクト制御部114は所定のゲーム空間(例えば、フィールド空間)に操作キャラクタを配置し、ゲーム進行部112およびオブジェクト制御部114は、ユーザの入力操作に応じて該操作キャラクタを動作させる(S100)。以降、ゲーム進行部112は、ユーザの入力操作に応じて、操作キャラクタの移動、騎乗、自動戦闘モンスター304の召喚等を実行する。また、オブジェクト制御部114は、ゲーム進行部112からの指示に従って、操作キャラクタが配置されたゲーム空間に配置されると定められている敵キャラクタとを動作させる。 When the game progress unit 112 of the user terminal 100 starts the game, the object control unit 114 arranges an operation character in a predetermined game space (for example, a field space), and the game progress unit 112 and the object control unit 114 are used by the user. The operation character is operated according to the input operation (S100). After that, the game progress unit 112 executes the movement of the operating character, the riding, the summoning of the automatic battle monster 304, and the like according to the input operation of the user. Further, the object control unit 114 operates the enemy character determined to be arranged in the game space in which the operation character is arranged according to the instruction from the game progress unit 112.
戦闘処理部112Aが、操作キャラクタが敵キャラクタと遭遇したと判定するまで、ゲーム進行部112およびオブジェクト制御部114は上述した制御を実行する(S102でNO)。操作キャラクタと敵キャラクタとの位置関係が所定要件を満たした場合、戦闘処理部112Aは、操作キャラクタがある敵キャラクタと遭遇したと判定する(S102でYES)。この場合、戦闘処理部112Aは、戦闘に係る各種処理を進め、操作キャラクタ(および自動戦闘モンスター)と、該ある敵キャラクタとを戦闘させる(S104)。戦闘において、特定要件が満たされるまで、戦闘は継続される(S106でNO)。特定要件が満たされた場合(S106でYES)、戦闘処理部112Aは、該ある敵キャラクタとの戦闘が終了したと判定する。なお、敵キャラクタが複数存在する場合、戦闘処理部112Aは、操作キャラクタと他の敵キャラクタとの戦闘は継続させる。 The game progress unit 112 and the object control unit 114 execute the above-mentioned control (NO in S102) until the battle processing unit 112A determines that the operating character has encountered an enemy character. When the positional relationship between the operating character and the enemy character satisfies the predetermined requirement, the battle processing unit 112A determines that the operating character has encountered an enemy character (YES in S102). In this case, the battle processing unit 112A advances various processes related to the battle, and causes the operating character (and the automatic battle monster) to fight the certain enemy character (S104). In battle, the battle continues until certain requirements are met (NO in S106). When the specific requirement is satisfied (YES in S106), the battle processing unit 112A determines that the battle with the certain enemy character is completed. If there are a plurality of enemy characters, the battle processing unit 112A continues the battle between the operating character and the other enemy characters.
戦闘が終了したと判定すると、戦闘処理部112Aは、該戦闘の内容に応じて、ユーザに報酬アイテムを付与する(S108)。さらに、戦闘処理部112Aは、報酬アイテムが所定数貯まったか否かを判定する(S110)。報酬アイテムが所定数貯まっていない場合(S110でNO)、戦闘処理部112Aは、以降の処理を行わない。一方、報酬アイテムが所定数貯まっている場合(S110でYES)、戦闘処理部112Aは、ユーザの所持する報酬アイテムを該所定数だけ消費し(S112)、該報酬アイテムに応じて、ユーザに付与するキャラクタを決定する(S114)。例えば、戦闘処理部112Aは、報酬アイテムの種類に応じてユーザに付与するキャラクタを決定する。キャラクタ付与部112Cは、決定したキャラクタをユーザに付与する(S116)。 When it is determined that the battle is completed, the battle processing unit 112A grants a reward item to the user according to the content of the battle (S108). Further, the battle processing unit 112A determines whether or not a predetermined number of reward items have been accumulated (S110). If a predetermined number of reward items have not been accumulated (NO in S110), the battle processing unit 112A does not perform the subsequent processing. On the other hand, when a predetermined number of reward items are accumulated (YES in S110), the battle processing unit 112A consumes the predetermined number of reward items possessed by the user (S112) and grants the reward items to the user according to the reward items. The character to be used is determined (S114). For example, the battle processing unit 112A determines a character to be given to the user according to the type of the reward item. The character assigning unit 112C assigns the determined character to the user (S116).
このように、戦闘により獲得したキャラクタをユーザに付与する仕様とすることで、ユーザに、戦闘を行う動機を与えることができる。さらに、戦闘でユーザに付与され得る(ユーザが獲得できる)キャラクタは、戦闘に参加可能である。したがって、ユーザに、獲得したキャラクタを戦闘に参加させようとする、すなわち、さらに戦闘を行う動機を与えることができる。そして、該戦闘の結果に応じて、さらにキャラクタがユーザに付与される。このように、このように、キャラクタの獲得と、戦闘という2つの目的を循環的にユーザに提示することができるため、ユーザにゲームを飽きずに継続させることができる。 In this way, by making the specification to give the character acquired by the battle to the user, it is possible to give the user a motive to perform the battle. Further, a character that can be given (acquired by the user) to the user in the battle can participate in the battle. Therefore, the user can be motivated to participate in the battle, that is, to further fight the acquired character. Then, a character is further given to the user according to the result of the battle. In this way, since the two purposes of acquiring a character and fighting can be presented to the user in a cyclical manner, the user can continue the game without getting tired.
また、報酬アイテムが所定数貯まった場合にキャラクタを付与することとすることで、ユーザに戦闘を繰り返し、報酬アイテムを収集するという目的を持たせることができる。 In addition, by assigning a character when a predetermined number of reward items are accumulated, it is possible to give the user the purpose of repeating battles and collecting reward items.
なお、報酬アイテムの種類は、敵キャラクタの種類(例えば、敵キャラクタの名称)と1対1で対応していることが望ましい。例えば、ある騎乗モンスターが敵キャラクタとして出現した場合、戦闘処理部112Aは、該騎乗モンスターに対応する報酬アイテムを付与することが望ましい。そして、該報酬アイテムが所定数以上貯まった場合、戦闘処理部112Aは、前記敵キャラクタとしての騎乗モンスターを、ユーザに付与する対象のモンスターとして決定してもよい。 It is desirable that the type of reward item has a one-to-one correspondence with the type of enemy character (for example, the name of the enemy character). For example, when a certain riding monster appears as an enemy character, it is desirable that the battle processing unit 112A grant a reward item corresponding to the riding monster. Then, when the reward items are accumulated in a predetermined number or more, the battle processing unit 112A may determine the riding monster as the enemy character as the target monster to be given to the user.
これにより、ユーザは戦闘に勝利したとき、戦った敵キャラクタを獲得することができる。したがって、戦闘により、獲得できるキャラクタが容易に判別できる。 As a result, when the user wins the battle, he / she can acquire the enemy character who fought. Therefore, the characters that can be acquired can be easily determined by the battle.
(抽選によるキャラクタ付与)
一方、抽選付与処理とは、抽選結果に応じてユーザにキャラクタを付与する処理である。図7は、ゲームシステム1における抽選付与処理の流れの一例を示すフローチャートである。図7に示す抽選付与処理は、ゲームにおいて、ユーザが任意のタイミングで、抽選を指示する入力操作を行うことにより、開始される。
(Character assignment by lottery)
On the other hand, the lottery granting process is a process of assigning a character to a user according to the lottery result. FIG. 7 is a flowchart showing an example of the flow of the lottery granting process in the game system 1. The lottery granting process shown in FIG. 7 is started by the user performing an input operation for instructing a lottery at an arbitrary timing in the game.
ユーザ端末100の操作受付部111は、抽選を指示する入力操作を受け付ける(S200)。操作受付部111が該入力操作を受け付けると、抽選部112Bは、ユーザに付与するキャラクタを、抽選により決定する(S202)。キャラクタ付与部112Cは、抽選部112Bが決定したキャラクタを、ユーザに付与する(S204)。すなわち、キャラクタ付与部112Cは、ユーザ端末100のユーザ情報233に含まれている、キャラクタデータ233Aに、抽選部112Bが決定したキャラクタのデータ(図3における1レコード)を追加する。最後に、ゲーム進行部112はS202における抽選結果を表示制御部115に通知し、表示制御部115は該抽選結果を示す画像を作成して、表示部
152に表示させる(S206)。
The operation reception unit 111 of the user terminal 100 accepts an input operation for instructing a lottery (S200). When the operation receiving unit 111 receives the input operation, the lottery unit 112B determines the character to be given to the user by lottery (S202). The character assigning unit 112C assigns the character determined by the lottery unit 112B to the user (S204). That is, the character assigning unit 112C adds the character data (1 record in FIG. 3) determined by the lottery unit 112B to the character data 233A included in the user information 233 of the user terminal 100. Finally, the game progress unit 112 notifies the display control unit 115 of the lottery result in S202, and the display control unit 115 creates an image showing the lottery result and displays it on the display unit 152 (S206).
なお、ユーザが抽選を実行するためには、何らかの対価が必要であってもよい。例えば、ゲーム進行部112は、ユーザが所定の抽選アイテムを所定数以上所持している場合は、S202以降の処理を実行し、ユーザが所定の抽選アイテムを所定数以上所持していない場合は、S202以降の処理を実行しないこととしてもよい。さらに、ゲーム進行部112は、S202以降の処理を行う場合は、記憶部120のユーザ情報233に記憶されている該抽選アイテムの数を、該所定数分だけ減少させてもよい。すなわち、ゲーム進行部112は、S202以降の処理を行う場合、抽選アイテムを所定数分だけ消費させてもよい。 It should be noted that some consideration may be required for the user to execute the lottery. For example, the game progress unit 112 executes the process after S202 when the user possesses a predetermined number or more of the predetermined lottery items, and when the user does not possess the predetermined number or more of the predetermined lottery items, the game progress unit 112 executes the process. It may be decided not to execute the process after S202. Further, the game progress unit 112 may reduce the number of the lottery items stored in the user information 233 of the storage unit 120 by the predetermined number when performing the processing after S202. That is, the game progress unit 112 may consume a predetermined number of lottery items when performing the processing after S202.
このように、抽選により決定したキャラクタをユーザに付与することで、ユーザに、抽選を行う動機を与えることができる。さらに、抽選でユーザに付与され得る(ユーザが獲得できる)キャラクタは、操作キャラクタと関連付けることで戦闘に参加可能である。したがって、ユーザに、獲得したキャラクタを戦闘に参加させようとする、すなわち、さらに戦闘を行う動機を与えることができる。そして、該戦闘の結果に応じて、図6に示したようにキャラクタがユーザに付与される。このように、ユーザに抽選でキャラクタを獲得させることで、該ユーザに操作キャラクタを操作して戦闘を行う動機も与えることができる。したがって、ユーザに継続的な目標を与え、ゲームを飽きずに継続させることができる。 In this way, by assigning the character determined by the lottery to the user, it is possible to give the user a motive for performing the lottery. Further, a character that can be given to the user by lottery (can be acquired by the user) can participate in the battle by associating with the operating character. Therefore, the user can be motivated to participate in the battle, that is, to further fight the acquired character. Then, depending on the result of the battle, a character is given to the user as shown in FIG. In this way, by having the user acquire a character by lottery, it is possible to give the user a motive to operate the operating character and perform a battle. Therefore, it is possible to give the user a continuous goal and keep the game going without getting bored.
<キャラクタの成長>
ユーザ端末100のゲーム進行部112は、あるキャラクタを戦闘に参加させた場合、または、あるキャラクタに所定の成長アイテムが使用された場合に、該キャラクタを成長させてもよい。以下、キャラクタを成長させてキャラクタの能力を向上させることについて説明する。なお、上述した内容と同じ内容については、その説明を繰り返さない。これは、以降においても同様である。
<Character growth>
The game progress unit 112 of the user terminal 100 may grow a character when the character participates in the battle or when a predetermined growth item is used for the character. Hereinafter, it will be described that the character is grown to improve the character's ability. The description of the same content as described above will not be repeated. This also applies to the following.
本実施形態に係るゲーム進行部112は、あるキャラクタを戦闘に参加させた場合、該キャラクタを成長させる。「キャラクタを成長させる」とは、該キャラクタの能力を変化させることを意味する。なお、ゲーム進行部112は、単に戦闘に参加しただけでなく、戦闘中、または戦闘終了時に所定の成長条件を満たしていた場合に、該キャラクタを成長させてもよい。 When a character participates in a battle, the game progress unit 112 according to the present embodiment grows the character. "Growing a character" means changing the ability of the character. The game progress unit 112 may not only participate in the battle but also grow the character during the battle or when the predetermined growth condition is satisfied at the end of the battle.
また、ゲーム進行部112は、あるキャラクタに所定の成長アイテムが使用された場合に、該キャラクタを成長させてもよい。「所定の成長アイテム」とは、ゲームにおいて所定の条件が満たされた場合に、ユーザに、または該ユーザが所有するキャラクタに対して付与されるアイテムである。 Further, the game progress unit 112 may grow a character when a predetermined growth item is used for the character. The "predetermined growth item" is an item given to a user or a character owned by the user when a predetermined condition is satisfied in the game.
操作受付部111は、成長対象のキャラクタを選択する入力操作を受けつける。操作受付部111が該入力操作を受け付けると、ゲーム進行部112は選択されたキャラクタを成長対象のキャラクタと決定する。続いて、操作受付部111は、成長アイテムの使用を指示する入力操作を受け付ける。操作受付部111が該入力操作を受け付けると、ゲーム進行部112は、キャラクタデータ233Aに含まれている、成長対象のキャラクタのキャラクタデータを更新することで、該キャラクタの能力を変化させる。 The operation reception unit 111 receives an input operation for selecting a character to be grown. When the operation receiving unit 111 receives the input operation, the game progressing unit 112 determines the selected character as the character to be grown. Subsequently, the operation reception unit 111 receives an input operation instructing the use of the growth item. When the operation receiving unit 111 receives the input operation, the game progressing unit 112 changes the ability of the character by updating the character data of the character to be grown, which is included in the character data 233A.
(キャラクタの能力の例)
キャラクタの能力は、例えば、キャラクタの体力、攻撃力、攻撃速度、および防御力等、キャラクタに設定された各種パラメータの値、または該値の限界値で示される。ゲーム進行部112は、これらのパラメータの値および限界値の少なくとも1つを増加または減少させることで、キャラクタの能力を変化させてもよい。
(Example of character's ability)
The character's ability is indicated by, for example, the value of various parameters set for the character, such as the character's physical strength, attack power, attack speed, and defense power, or the limit value of the value. The game progress unit 112 may change the ability of the character by increasing or decreasing at least one of the values and limits of these parameters.
また、キャラクタの能力は、例えば、キャラクタに付与されている属性、ならびに該属性の影響の強さを示すパラメータの値で示される。ゲーム進行部112は、キャラクタに属性を付与する、もしくはキャラクタに付与されている属性を削除することにより、該キャラクタの能力を変化させてもよい。また、ゲーム進行部112は、属性に係るパラメータの値を増加または減少させることで、該キャラクタの能力を変化させてもよい。 Further, the ability of the character is indicated by, for example, an attribute given to the character and a value of a parameter indicating the strength of the influence of the attribute. The game progress unit 112 may change the ability of the character by giving an attribute to the character or deleting the attribute given to the character. Further, the game progress unit 112 may change the ability of the character by increasing or decreasing the value of the parameter related to the attribute.
また、キャラクタの能力は、例えば、該キャラクタが実行可能なスキルの数、種類、および各スキルの性能で示される。スキルとは、例えばキャラクタの何らかのアクションに関するアクションスキル、ならびに、常時効果を発揮するパッシブスキル等である。ゲーム進行部112は、実行可能なスキルの数および種類を増加させること、ならびに、各スキルの性能を向上させるまたは低下させることにより、該キャラクタの能力を変化させてもよい。 In addition, the ability of a character is indicated by, for example, the number and types of skills that the character can perform, and the performance of each skill. Skills are, for example, action skills related to some action of a character, passive skills that are always effective, and the like. The game progress unit 112 may change the ability of the character by increasing the number and types of skills that can be executed, and by improving or decreasing the performance of each skill.
また、キャラクタが騎乗モンスターである場合、「キャラクタの能力」とは、例えば、人間キャラクタが該モンスターに騎乗した場合の、モンスターの移動速度または移動可能な地形の種類等であってもよい。ゲーム進行部112は、モンスターの移動速度を速くする、または遅くすること、ならびに、移動可能な地形の種類を増加または減少させることにより、該モンスターの能力を変化させてもよい。 When the character is a riding monster, the "character ability" may be, for example, the movement speed of the monster or the type of terrain that can be moved when the human character mounts on the monster. The game progress unit 112 may change the ability of the monster by increasing or decreasing the movement speed of the monster and increasing or decreasing the types of terrain that can be moved.
成長させることが可能なキャラクタを戦闘または抽選によって獲得できるようにすることで、キャラクタを獲得したユーザに、該キャラクタを成長させるという目的および楽しみを与えることができる。したがって、ゲームシステム1は、ゲームの興趣性を向上させることができる。 By making it possible to acquire a character that can be grown by battle or lottery, the user who has acquired the character can be given the purpose and enjoyment of growing the character. Therefore, the game system 1 can improve the fun of the game.
また、獲得したキャラクタを成長させて、成長させたキャラクタを使用して、更に別のキャラクタと戦闘することで、該別のキャラクタの獲得を狙うことができる。このように、キャラクタの獲得と、キャラクタの成長という2つの目的を循環的にユーザに提示することができるため、ユーザにゲームを飽きずに継続させることができる。 Further, by growing the acquired character and using the grown character to fight with another character, it is possible to aim for the acquisition of the other character. In this way, since the two purposes of acquiring the character and growing the character can be presented to the user in a cyclical manner, the user can continue the game without getting tired.
<キャラクタの限界突破>
戦闘処理部112Aまたは抽選部112Bにおいて、ユーザに付与済のキャラクタと同じキャラクタを前記ユーザに付与するキャラクタとして決定した場合、キャラクタ付与部112Cは、前記キャラクタを前記ユーザに付与する代わりに、該付与済のキャラクタを限界突破させてもよい。「限界突破」は、成長と同様に、キャラクタの能力を変化させることを意味する。
<Character limit breakthrough>
When the battle processing unit 112A or the lottery unit 112B determines that the same character as the character given to the user is given to the user, the character giving unit 112C gives the character instead of giving the character to the user. You may make the completed character break through the limit. "Breaking through the limits" means changing a character's abilities as well as growing.
(限界突破に係る処理の流れ)
図8は、ゲームシステム1における、限界突破に係る処理の流れの一例を示すフローチャートである。図8に示す各処理は、ゲーム進行部112がキャラクタをユーザに付与する処理の代わりに実行される。すなわち、図8に示す各処理は、図6に示すフローチャートのS116、または、図7に示すフローチャートのS204の処理の代わりに実行される。
(Flow of processing related to breaking through the limit)
FIG. 8 is a flowchart showing an example of the flow of processing related to the limit breakthrough in the game system 1. Each process shown in FIG. 8 is executed instead of the process in which the game progress unit 112 assigns the character to the user. That is, each process shown in FIG. 8 is executed instead of the process of S116 of the flowchart shown in FIG. 6 or S204 of the flowchart shown in FIG. 7.
戦闘処理部112Aまたは抽選部112Bが付与するキャラクタを決定すると(図6のS114または図8のS202)、キャラクタ付与部112Cは、該キャラクタがユーザに付与済みのキャラクタであるか否かを判定する(S300)。例えば、キャラクタ付与部112Cは、は、決定されたキャラクタを特定する情報(例えば、ゲーム情報232に記憶されている、該キャラクタの識別コード)をキーとして用いて、キャラクタデータ233Aを検索する。キャラクタデータ233Aに、キャラクタ特定情報が示すキャラクタについてのデータが含まれていた場合、キャラクタ付与部112Cは、該キャラクタがユーザに付与済みのキャラクタであると判定する(S300でYES)。一方、キャラクタデータ233Aに、キャラクタ特定情報が示すキャラクタについてのデータが含まれていない場合、キャラクタ付与部112Cは、該キャラクタがユーザに付与していない(すなわち、未付与の)キャラクタであると判定する(S300でNO)。 When the character to be assigned by the battle processing unit 112A or the lottery unit 112B is determined (S114 in FIG. 6 or S202 in FIG. 8), the character assigning unit 112C determines whether or not the character has been assigned to the user. (S300). For example, the character assigning unit 112C searches for character data 233A using information that identifies the determined character (for example, the identification code of the character stored in the game information 232) as a key. When the character data 233A contains data about the character indicated by the character identification information, the character assigning unit 112C determines that the character is a character already assigned to the user (YES in S300). On the other hand, when the character data 233A does not include the data about the character indicated by the character identification information, the character assigning unit 112C determines that the character is a character that has not been assigned to the user (that is, has not been assigned). (NO in S300).
戦闘処理部112Aまたは抽選部112Bが決定したキャラクタが、ユーザに未付与のキャラクタであった場合(S300でNO)、キャラクタ付与部112Cは、S114およびS204と同様に、該キャラクタをユーザに付与する(S302)。 When the character determined by the battle processing unit 112A or the lottery unit 112B is a character that has not been assigned to the user (NO in S300), the character assigning unit 112C assigns the character to the user in the same manner as in S114 and S204. (S302).
一方、戦闘処理部112Aまたは抽選部112Bが決定したキャラクタが、ユーザに付与済みのキャラクタであった場合(S300でYES)、キャラクタ付与部112Cは該キャラクタ(すなわち、付与する予定であったキャラクタ)をユーザに付与しない。そして、ゲーム進行部112は、該キャラクタを限界突破対象のキャラクタと決定する。ゲーム進行部112は、限界突破対象のキャラクタを限界突破させる(S304)。具体的には、ゲーム進行部112は例えば、キャラクタデータ233Aに含まれている、限界突破対象のキャラクタのキャラクタデータを更新することで、該キャラクタの能力を変化させる。 On the other hand, when the character determined by the battle processing unit 112A or the lottery unit 112B is a character already given to the user (YES in S300), the character giving unit 112C is the character (that is, the character to be given). Is not given to the user. Then, the game progressing unit 112 determines the character as the character to be targeted for breaking through the limit. The game progress unit 112 causes the character to break through the limit to break through the limit (S304). Specifically, the game progress unit 112 changes the ability of the character by updating the character data of the character whose limit is to be exceeded, which is included in the character data 233A, for example.
以上の処理によれば、戦闘または抽選によって、ユーザに付与済みのキャラクタが再度付与される状況になった場合に、同じキャラクタを重複して付与する代わりに、付与済みのキャラクタの能力を変化させる。 According to the above processing, when a character already given to the user is given again due to a battle or a lottery, the ability of the given character is changed instead of giving the same character more than once. ..
これにより、例え同じキャラクタが付与される状況になった場合でも、所持しているキャラクタが強化されるという利点をユーザに与えることができる。これにより、ユーザに一度獲得したキャラクタを再度戦闘または抽選で獲得する動機を与えることができる。 As a result, even if the same character is given, the user can be given the advantage that the possessed character is strengthened. This can give the user a motivation to acquire the character once acquired by battle or lottery again.
図8のS304の処理は、S116、または、S204のタイミング以外のタイミングで実行されてもよい。例えば、ゲーム進行部112は、戦闘処理部112Aまたは抽選部112Bが決定したキャラクタが付与済みか否かに関わらず、一旦ユーザに付与してもよい(S302)。この場合、S300の判定処理は行われなくてよい。そして、ゲーム進行部112は、操作受付部111がユーザの、限界突破を指示する一連の入力操作を受け付けたときに、ユーザが重複して所持しているキャラクタの限界突破を実行してもよい。 The process of S304 in FIG. 8 may be executed at a timing other than the timing of S116 or S204. For example, the game progress unit 112 may be temporarily assigned to the user regardless of whether or not the character determined by the battle processing unit 112A or the lottery unit 112B has been assigned (S302). In this case, the determination process of S300 does not have to be performed. Then, when the operation reception unit 111 receives a series of input operations instructing the user to break through the limit, the game progress unit 112 may execute the limit breakthrough of the character possessed by the user in duplicate. ..
限界突破を指示する一連の入力操作には、限界突破対象のキャラクタを指定する入力操作と、該キャラクタの限界突破のために消費される消費対象のキャラクタを指定する入力操作が含まれている。なお、限界突破対象のキャラクタと消費対象のキャラクタとは、同じまたは同種のキャラクタであることが望ましい。 The series of input operations for instructing the limit breakthrough includes an input operation for designating the character to be the limit breakthrough and an input operation for designating the consumption target character to be consumed for breaking the limit of the character. It is desirable that the character targeted for breaking through the limit and the character targeted for consumption are the same or the same type of character.
ゲーム進行部112は、該複数のレコードのうち、ユーザが消費対象に指定したキャラクタを示すレコードを削除し、ユーザが限界突破対象に指定したキャラクタを示すレコードを更新することで、該限界突破対象のキャラクタの能力を変化させる。 The game progress unit 112 deletes the record indicating the character designated as the consumption target among the plurality of records, and updates the record indicating the character designated as the limit breakthrough target by the user, thereby breaking the limit breakthrough target. Change the ability of the character.
キャラクタを成長または限界突破させた場合、該キャラクタの外見を変化させてもよい。成長または限界突破に合わせてキャラクタの外見を変更することで、キャラクタの成長段階、または限界突破の段階を一見して判別できるようにすることができる。また、キャラクタの成長または限界突破させたときに外見がどのように変化するか、ユーザに期待感を持たせることができる。 When a character grows or breaks through the limits, the appearance of the character may change. By changing the appearance of the character according to the growth or the limit breakthrough, it is possible to distinguish the growth stage or the limit breakthrough stage of the character at a glance. In addition, it is possible to give the user a sense of expectation as to how the appearance changes when the character grows or breaks through the limit.
例えば、キャラクタを成長または限界突破させたときに、より強そうな、またはより華やかな外見に変更することが望ましい。これにより、ユーザに、キャラクタを成長または限界突破させた事に対する満足感をより多く感じさせることができる。また、ユーザに、キャラクタを成長または限界突破させるための動機をより強く与えることができる。 For example, when a character grows or breaks through its limits, it is desirable to change it to a stronger or more glamorous appearance. This allows the user to feel more satisfied with the growth or breakthrough of the character. It can also give the user a stronger motivation to grow or break through the limits of the character.
<レンタル試供処理>
本実施形態では、上述した抽選部112Bによる抽選(以下、ガチャ抽選とも呼ぶ。)が、例えば、本ゲームのゲームプログラムが公開されてサーバ200から配信開始可能となってから(一例として、リリースされてから)一定期間(例えば1か月等)経過後において実行可能となるものとする。当該「本ゲームのゲームプログラムが公開されてサーバ200から配信開始可能となってから一定期間経過後」という条件は、第1条件の一例である。このようにすることで、ユーザに抽選(ガチャ)をしたいという意欲を溜め込ませることができる。また、当該期間をユーザ毎にではなく、配信者側で、一律に設定することにより、当該期間の管理をし易くなる。本実施形態に係るゲームシステム1では、ガチャ抽選が実行可能となるまでなどの特定期間においてレンタル試供処理が行われる。
<Rental trial processing>
In the present embodiment, the lottery by the above-mentioned lottery unit 112B (hereinafter, also referred to as a gacha lottery) is released after, for example, the game program of this game is released and distribution can be started from the server 200 (as an example). It shall be feasible after a certain period of time (for example, one month). The condition "after a certain period of time has elapsed since the game program of this game was released and distribution can be started from the server 200" is an example of the first condition. By doing so, it is possible to motivate the user to draw a lottery (gacha). Further, by setting the period uniformly not for each user but on the distributor side, it becomes easy to manage the period. In the game system 1 according to the present embodiment, rental trial processing is performed during a specific period such as until the gacha lottery becomes feasible.
レンタル試供処理とは、例えばガチャ抽選が可能となるまでの期間(ガチャができない期間)のうちの特定期間において、その後(一定期間経過後)に可能となるガチャ抽選において付与可能となるキャラクタを、ユーザにレンタルさせてゲームにおいて利用して試すことができるようにするための処理である。特定期間は、レンタル期間ともいい、例えばガチャができない一定期間と同じ期間であってもよく、また、一定期間の一部(例えば一定期間のうちの残り2週間等)であってもよい。 The rental trial processing is, for example, a character that can be given in a gacha lottery that is possible after that (after a certain period of time) in a specific period of the period until the gacha lottery is possible (a period in which gacha is not possible). This is a process for letting the user rent it so that it can be used and tried in the game. The specific period is also referred to as a rental period, and may be, for example, the same period as a fixed period during which gacha is not possible, or may be a part of a fixed period (for example, the remaining two weeks of the fixed period).
レンタル試供処理は、例えば、サーバ200側の制御部210により実行される。レンタル試供処理が行われることにより、ユーザは、ガチャ抽選が不可能な段階から、レンタルされたキャラクタをゲームにおいて実際に利用でき、当該キャラクタの性能や使い勝手を把握できる。これにより、例えば気に入ったキャラクタをその後に実行可能となるガチャ抽選によって取得することへの意欲を事前に高めることができ、その結果、ガチャ抽選が可能となったときに当該抽選を行う動機をユーザに対して事前に生じさせるとともに、実際に利用させることによりその動機をより一層高めることができる。なお、特定期間は、1ヶ月や2週間等に限られず、これよりも短い、例えば、1週間でもよく、これよりも長い、3ヶ月、6ヶ月以上でもよい。また、特定期間は、ゲーム提供者側において設定されるキャンペーン期間のようなものであってもよく、例えば、ゲーム配信日から1ヶ月の期間やゲーム配信日から1周年となる前後の1ヶ月の期間などであってもよい。 The rental trial process is executed, for example, by the control unit 210 on the server 200 side. By performing the rental trial process, the user can actually use the rented character in the game from the stage where the gacha lottery is impossible, and can grasp the performance and usability of the character. As a result, for example, the motivation to acquire a favorite character by a gacha lottery that can be executed after that can be increased in advance, and as a result, the user is motivated to perform the lottery when the gacha lottery becomes possible. It is possible to further enhance the motivation by causing it in advance and actually using it. The specific period is not limited to one month or two weeks, and may be shorter than this, for example, one week, or longer than this, such as three months or six months or more. Further, the specific period may be something like a campaign period set by the game provider, for example, a period of one month from the game distribution date or one month before and after the first anniversary of the game distribution date. It may be a period or the like.
レンタル期間においては、レンタル期間用の画面がユーザ端末100に表示される。図9は、レンタル期間でないとき(以下、通常期間ともいう)と、レンタル期間であるときとにおいて表示部に表示される画面の一例を示す図である。図9(a)、(b)は、スプラッシュ画面の一例を示している。スプラッシュ画面とは、ゲーム起動時のタイトル画面に続く画面である。図9(a)では、通常期間におけるスプラッシュ画面として、所定のキャラクタ群401を含む画像が表示される画面例が示されている。所定のキャラクタ群401には、例えば、本ゲームの初期段階からユーザに保有されているキャラクタ(一例として、主人公キャラクタやメインキャラクタと呼ばれるもの)や、ゲーム進行において必ず仲間になる(一例として、ガチャ抽選によらずにゲーム進行に応じて必ずユーザに保有される)キャラクタなどが含まれる。 During the rental period, the screen for the rental period is displayed on the user terminal 100. FIG. 9 is a diagram showing an example of a screen displayed on the display unit when it is not a rental period (hereinafter, also referred to as a normal period) and when it is a rental period. 9 (a) and 9 (b) show an example of a splash screen. The splash screen is a screen following the title screen when the game is started. FIG. 9A shows an example of a screen in which an image including a predetermined character group 401 is displayed as a splash screen in a normal period. The predetermined character group 401 includes, for example, characters possessed by the user from the initial stage of this game (for example, what is called a main character or a main character), and always becomes friends in the progress of the game (as an example, gacha). Characters and the like that are always owned by the user according to the progress of the game regardless of the lottery are included.
一方、図9(b)では、レンタル期間におけるスプラッシュ画面として、特定のキャラクタ群402を含む画像が表示される画面例が示されている。特定のキャラクタ群402は、所定のキャラクタ群401に含まれていないキャラクタであって、レンタル期間においてレンタルされ得るキャラクタ(以下、特定オブジェクト、特定キャラクタと呼ぶこともある。)である。換言すれば、特定のキャラクタ群402は、レンタル期間終了後に実行可能となるガチャ抽選によりユーザに付与可能となるキャラクタであるともいえる。また、図9(b)は、特定のキャラクタ群402とともに、レンタル期間中であることを報知する報知画像403が表示される。なお、図9(a)、(b)では、各々、キャラクタを6体表示している例を示しているが、表示されるキャラクタの数はこれに限られず適宜設定されるものである。また、図9(a)、(b)では、各々、異なるキャラクタを表示している例を示しているが、例えば、レンタル期間におけるスプラッシュ画面では、図9(a)に示す所定のキャラクタ群401に加えて、図9(b)に示す特定のキャラクタ群
402を表示するものであってもよい。
On the other hand, FIG. 9B shows an example of a screen in which an image including a specific character group 402 is displayed as a splash screen during the rental period. The specific character group 402 is a character that is not included in the predetermined character group 401 and can be rented during the rental period (hereinafter, may be referred to as a specific object or a specific character). In other words, it can be said that the specific character group 402 is a character that can be given to the user by a gacha lottery that can be executed after the rental period ends. Further, in FIG. 9B, a notification image 403 notifying that the rental period is in progress is displayed together with the specific character group 402. Note that FIGS. 9 (a) and 9 (b) show an example in which six characters are displayed, but the number of displayed characters is not limited to this and is appropriately set. Further, FIGS. 9A and 9B show examples in which different characters are displayed, but for example, on the splash screen during the rental period, the predetermined character group 401 shown in FIG. 9A is shown. In addition, the specific character group 402 shown in FIG. 9B may be displayed.
図9(c)、(d)は、ロード画面の一例を示している。ロード画面とは、ゲームの進行に応じて次の画面(あるいは次の段階と呼ぶこともある)に移行する際などに、必要なデータを受信あるいは読み出しする間に表示される画面である。図9(c)では、通常期間におけるロード画面として、所定のキャラクタ群401に含まれているキャラクタ401a(以下、通常キャラクタともいう)を含む画像が表示される画面例が示されている。一方、図9(d)では、レンタル期間におけるロード画面として特定のキャラクタ群402に含まれている特定キャラクタ402aを含む画像例が示されている。また、特定キャラクタ402aとともに、レンタル期間中であることを示す報知画像403と、表示された特定キャラクタ402aのキャラクタ名を表示する名称画像404と、モンスター(以下、騎乗モンスターと呼ぶこともある)405とが表示される。なお、騎乗モンスター405についても、レンタルされ得る特定キャラクタ群に含まれるキャラクタであってもよい。 9 (c) and 9 (d) show an example of a loading screen. The loading screen is a screen that is displayed while receiving or reading necessary data, such as when moving to the next screen (or sometimes called the next stage) according to the progress of the game. FIG. 9C shows an example of a screen in which an image including a character 401a (hereinafter, also referred to as a normal character) included in a predetermined character group 401 is displayed as a loading screen in a normal period. On the other hand, FIG. 9D shows an example of an image including a specific character 402a included in the specific character group 402 as a loading screen during the rental period. Further, together with the specific character 402a, a notification image 403 indicating that the rental period is in progress, a name image 404 displaying the displayed character name of the specific character 402a, and a monster (hereinafter, also referred to as a riding monster) 405. Is displayed. The riding monster 405 may also be a character included in a specific character group that can be rented.
図9(e)、(f)は、ホーム画面の一例を示している。ホーム画面とは、ユーザが、ゲームを進行するための操作選択を行う基本的な画面(以下、基点となる画面と呼ぶこともある)である。図9(e)の画面例では、通常期間において、背面から見た、通常キャラクタ401aと、選択肢アイコン406~409と、キャラクタ図鑑アイコン410と、キャラクタ図鑑アイコン410であることを目立たせる報知画像411と、背景として建物オブジェクト412とが表示される。なお、通常期間におけるホーム画面では、キャラクタ図鑑アイコン410に換えて、ガチャ抽選を行うための抽選(ガチャ)アイコン(以下、ガチャアイコンと呼ぶこともある)を表示してもよいし、キャラクタ図鑑アイコン410を表示したまま、ガチャアイコンを別途表示してもよい。図9(f)の画面例では、レンタル期間において、図9(e)で表示されたものに追加してレンタル期間であることを報知する報知画像413が表示される。選択肢アイコン406~409としては、例えば、クエストを選択する画面に遷移するためのアイコンや、パーティー編成を示す画面に遷移するためのアイコン、メニュー画面に遷移するためのアイコン等が挙げられる。 9 (e) and 9 (f) show an example of a home screen. The home screen is a basic screen (hereinafter, also referred to as a base screen) in which a user selects an operation for advancing a game. In the screen example of FIG. 9E, the notification image 411 that conspicuously shows the normal character 401a, the option icons 406 to 409, the character picture book icon 410, and the character picture book icon 410 as seen from the back in the normal period. And the building object 412 are displayed as the background. In addition, on the home screen during the normal period, a lottery (gacha) icon (hereinafter, also referred to as a gacha icon) for performing a gacha lottery may be displayed instead of the character picture book icon 410, or the character picture book icon may be displayed. You may display the gacha icon separately while displaying 410. In the screen example of FIG. 9 (f), in the rental period, the notification image 413 that notifies that the rental period is in addition to the one displayed in FIG. 9 (e) is displayed. Examples of the option icons 406 to 409 include an icon for transitioning to a screen for selecting a quest, an icon for transitioning to a screen showing party organization, an icon for transitioning to a menu screen, and the like.
クエストとは、ユーザに所定の条件を満たすことを指示するものであって、例えば、特定の敵キャラクタとの戦闘に勝利することや、あるステージにおいて敵キャラクタを戦闘により100体撃破すること、所定時間内に初期位置から指定された位置に移動することなどの所定の条件を達成することを目的とするものである。ユーザは、当該条件を達成することにより、達成した条件に応じた報酬を取得することができる。クエストは、後述する登録されたパーティーで挑戦する。クエストを受注すると、挑戦するパーティーのアイコンとともにOKアイコンが表示される(図示しない)。OKアイコンに対して入力操作を受け付けると表示されたパーティーでクエストを開始する。一方、表示されたパーティーアイコンに対する入力操作を受け付けるとパーティー編成画面が表示され、挑戦するパーティーのキャラクタを変更することができる。ユーザは、自身が保有するキャラクタおよびレンタルキャラクタ(一例として、レンタルされ得るキャラクタのうちユーザに試供中のキャラクタ)の中からいくつかのキャラクタを選択してパーティー編成することができる。 A quest is to instruct a user to satisfy a predetermined condition, for example, to win a battle with a specific enemy character, or to destroy 100 enemy characters in a battle at a certain stage. The purpose is to achieve a predetermined condition such as moving from an initial position to a designated position in time. By achieving the conditions, the user can obtain a reward according to the achieved conditions. The quest will be challenged at the registered party described below. When you receive an order for a quest, an OK icon is displayed along with the icon of the party you are trying to challenge (not shown). When the input operation is accepted for the OK icon, the quest is started at the displayed party. On the other hand, when the input operation for the displayed party icon is accepted, the party organization screen is displayed, and the character of the party to be challenged can be changed. The user can select some characters from the characters owned by the user and the rental characters (for example, the characters that can be rented and are being tested by the user) to form a party.
以上のように、レンタル期間中においては、レンタル期間用の画面がユーザ端末100に表示されるため、ユーザに対して現在レンタル期間であって、以降に実行可能となるガチャで抽選可能となるキャラクタを事前に試すことができる期間であることを分かり易く報知できる。また、レンタル期間中にレンタルし得るキャラクタを、レンタル期間用の画面に表示することで、どんなキャラクタがレンタルできるかを分かりやすく報知できる。 As described above, since the screen for the rental period is displayed on the user terminal 100 during the rental period, the character that is currently in the rental period for the user and can be drawn by the gacha that can be executed after that. Can be easily notified that it is a period during which you can try in advance. In addition, by displaying the characters that can be rented during the rental period on the screen for the rental period, it is possible to inform in an easy-to-understand manner what characters can be rented.
ホーム画面におけるキャラクタ図鑑アイコン410を操作することにより、通常期間であれば、例えばガチャ抽選により付与可能なキャラクタを表示する画面に遷移する。一方、レンタル期間中においては、図9(f)に示すホーム画面におけるキャラクタ図鑑アイコン410を操作することにより、レンタルされ得るキャラクタを確認でき、かつレンタルされ得るキャラクタのうちで実際にレンタルできる確率を高めるための操作を受け付け可能となる画面に遷移する。図10は、レンタル期間においてキャラクタ図鑑アイコン410に対するユーザからの入力操作を受け付けることにより遷移するユーザ端末100における画面の一例を示す図である。 By operating the character picture book icon 410 on the home screen, the screen transitions to a screen displaying characters that can be given by, for example, a gacha lottery during a normal period. On the other hand, during the rental period, by operating the character picture book icon 410 on the home screen shown in FIG. 9 (f), the characters that can be rented can be confirmed, and the probability that the characters that can be rented can actually be rented can be determined. The screen transitions to a screen that can accept operations for enhancing. FIG. 10 is a diagram showing an example of a screen in the user terminal 100 that transitions by accepting an input operation from the user for the character picture book icon 410 during the rental period.
レンタル期間においてキャラクタ図鑑アイコン410を操作すると、例えば、図10(a)に示す画面に遷移する。図10(a)に示されるように、画面上方において「翌日のレンタルキャラクタ」といった報知画像501が表示され、その下方において、レンタルされ得る複数種類のキャラクタ(特定オブジェクトと呼ぶこともある)を含むキャラクタ(レンタルされ得るキャラクタ群と呼ぶこともある)のレンタルキャラクタアイコン502が表示されるとともに、各種アイコン504~507が表示される。レンタルキャラクタアイコン502は、横方向および縦方向の各々に4体ずつ配置され計16体のキャラクタの顔画像と、キャラクタ各々の希少度を示す星画像とを含む。前述したようにキャラクタに対応する星の数が多いほど、当該キャラクタの希少度が高く、ユーザにとって有利度合いが高いことを示す。 When the character picture book icon 410 is operated during the rental period, for example, the screen transitions to the screen shown in FIG. 10A. As shown in FIG. 10A, a notification image 501 such as "rental character of the next day" is displayed at the upper part of the screen, and a plurality of types of characters (sometimes referred to as specific objects) that can be rented are included below the notification image 501. A rental character icon 502 of a character (sometimes referred to as a group of characters that can be rented) is displayed, and various icons 504 to 507 are displayed. The rental character icon 502 includes face images of a total of 16 characters arranged four by each in the horizontal direction and the vertical direction, and a star image showing the rarity of each character. As described above, the larger the number of stars corresponding to a character, the higher the rarity of the character and the higher the degree of advantage for the user.
本実施形態におけるレンタルされ得るキャラクタは、ユーザにとって希少度が高い星4および星3のキャラクタに予め限定されている。このため、レンタル期間においてはユーザにとって希少度が高いキャラクタを利用できることとなる。レンタルキャラクタアイコン502内に表示されるキャラクタは、レンタル期間終了後において実行可能となるガチャ抽選により付与可能となりユーザが保有可能となるキャラクタでもある。しかし、レンタル期間終了後に実行可能となるガチャ抽選では、希少度の低い星2以下のキャラクタが、星3以上のキャラクタよりも高い割合で当選してユーザに付与される。その結果、レンタル期間においてレンタルしたキャラクタを利用しようとする動機を生じさせるとともに、実際に利用したことによりガチャ抽選が開始可能となったときにこのような希少度が高いキャラクタを取得することに対する意欲を向上させることができる。レンタルキャラクタアイコン502内に表示されるいずれかのキャラクタに対して入力操作を行うことにより、当該キャラクタのステータス等に関する情報を表示する画面に遷移する。この点については、図10(b)を参照して後述する。 The characters that can be rented in the present embodiment are limited in advance to the characters of Star 4 and Star 3, which are highly rare for the user. Therefore, during the rental period, it is possible to use a character that is highly rare for the user. The character displayed in the rental character icon 502 is also a character that can be given by a gacha lottery that can be executed after the rental period ends and can be owned by the user. However, in the gacha lottery that can be executed after the rental period ends, characters with a low rarity of 2 stars or less are won at a higher rate than characters with 3 stars or more and are given to the user. As a result, the motivation to use the rented character during the rental period is generated, and the willingness to acquire such a highly rare character when the gacha lottery can be started by actually using it. Can be improved. By performing an input operation on any of the characters displayed in the rental character icon 502, the screen transitions to a screen for displaying information regarding the status of the character. This point will be described later with reference to FIG. 10 (b).
また、レンタルキャラクタアイコン502内の斜線枠に囲まれた最上段の4体のキャラクタは、ユーザに対して明日(翌日)レンタルされる可能性のあるキャラクタ(以下、レンタル候補キャラクタと呼ぶこともある)を示している。本実施形態におけるレンタル候補キャラクタは、レンタルされ得る複数種類のキャラクタのうちから例えば1日(24時間)毎に抽選で決定されて切り替えられる。これにより、ユーザは翌日のレンタル候補キャラクタを事前に把握できるとともに、翌日のレンタル候補キャラクタがどのキャラクタであるかを確認する面白味を提供でき、翌日もログインしてゲームを行う動機を生じさせることができる。翌日のレンタル候補キャラクタは、所定の時刻(一例として、午前0時0分)にリセットされ、新たなレンタル候補キャラクタに切り替えられる。レンタル期間の、ある1日のうちの例えば初回ログイン時においては、前日の段階において、翌日のレンタル候補キャラクタとして表示されていた4体のキャラクタのうちから所定のレンタル抽選確率に基づき一のキャラクタを抽選で決定(以下、レンタル抽選ともいう)され、当該キャラクタをユーザに対して試供される。ユーザは、当日(一例として、午前0時0分まで)に限って試供されたキャラクタをゲームにおいて利用可能となる。 In addition, the four characters in the uppermost row surrounded by the diagonal frame in the rental character icon 502 may be referred to as characters that may be rented to the user tomorrow (next day) (hereinafter, may be referred to as rental candidate characters). ) Is shown. The rental candidate character in the present embodiment is determined and switched by lottery, for example, every day (24 hours) from among a plurality of types of characters that can be rented. As a result, the user can grasp the rental candidate character of the next day in advance, and can provide the fun of confirming which character the rental candidate character of the next day is, and can motivate the user to log in and play the game the next day. can. The rental candidate character on the next day is reset at a predetermined time (for example, 0:00 am) and switched to a new rental candidate character. For example, at the time of the first login in a certain day of the rental period, one character is selected from the four characters displayed as rental candidate characters on the next day based on the predetermined rental lottery probability at the stage of the previous day. It is decided by lottery (hereinafter, also referred to as rental lottery), and the character is tried out to the user. The user can use the character tested only on the day (for example, until 0:00 am) in the game.
図10(a)では、レンタル候補キャラクタとして、星4のキャラクタが2体、星3のキャラクタが2体表示されている例を示しているが、レンタル候補キャラクタの希少度の組合せは、これに限定されるものではなく、星3のキャラクタ4体でもよいし、星4のキャラクタ1体と星3のキャラクタ3体となるものでもよく、また予め定められた条件が成立しているとき(一例として、特定の曜日)においては星4のキャラクタがレンタル候補キャラクタとして決定される割合が高くなるものであってもよい。また、レンタル候補キャラクタの候補数は、4体に限るものではなく、また日毎に候補数が変動するものであってもよく、また予め定められた条件が成立しているとき(一例として、特定の曜日)においては候補数が少なく(あるいは多く)なるものであってもよい。 FIG. 10A shows an example in which two star 4 characters and two star 3 characters are displayed as rental candidate characters, but the combination of rarity levels of the rental candidate characters includes this. It is not limited, and may be four characters of star 3, one character of star 4, and three characters of star 3, and when predetermined conditions are satisfied (example). However, on a specific day), the rate at which the character with 4 stars is determined as a rental candidate character may be high. Further, the number of candidates for rental candidate characters is not limited to four, and the number of candidates may vary from day to day, and when predetermined conditions are satisfied (as an example, specific). The number of candidates may be small (or large) on the day of the week.
レンタルキャラクタアイコン502の右方には、各種アイコンとして、キャラクタアイコン504、クエストアイコン505、アクセサリーアイコン506、および、ミニオンアイコン507が例示されている。キャラクタアイコン504は、例えば、ユーザがゲームにおいて利用可能なキャラクタ(例えば、ユーザが保有しているキャラクタ、試供中のレンタルキャラクタ)を表示する画面へ移行するアイコンである。クエストアイコン505は、例えば、クエストを選択して戦闘を開始するための画面へ移行するアイコンである。具体的には、クエストアイコン505に対して入力操作することにより、クエスト選択画面(図示しない)に移行する。クエスト選択画面からユーザがクエストを選択することにより、クエストを受注することができる。ユーザは、受注したクエストを自身が保有するキャラクタ(レンタル期間においてはレンタルキャラクタを含む)を利用して戦闘などによってクエストを達成する。アクセサリーアイコン506は、例えば、ユーザが保有するアクセサリーを表示する画面へ移行するアイコンである。アクセサリーとは、キャラクタに装備させるものであって、装備するキャラクタのパラメータなどを上昇させる。ミニオンアイコン507は、例えば、ユーザが保有するモンスター(騎乗モンスターと呼ぶこともある)を表示する画面へ移行するアイコンである。騎乗モンスターは、ユーザが保有するキャラクタのうち例えば人間キャラクタを乗せるモンスターである。 To the right of the rental character icon 502, character icons 504, quest icons 505, accessory icons 506, and minion icons 507 are exemplified as various icons. The character icon 504 is, for example, an icon that shifts to a screen for displaying a character that can be used by the user in the game (for example, a character owned by the user or a rental character under trial). The quest icon 505 is, for example, an icon that shifts to a screen for selecting a quest and starting a battle. Specifically, by inputting the quest icon 505, the screen shifts to the quest selection screen (not shown). A user can order a quest by selecting a quest from the quest selection screen. The user completes the quest by fighting or the like by using the character (including the rental character in the rental period) that the user owns the ordered quest. The accessory icon 506 is, for example, an icon that shifts to a screen for displaying accessories owned by the user. An accessory is something that a character is equipped with, and raises the parameters of the character to be equipped. The minion icon 507 is, for example, an icon that shifts to a screen for displaying a monster owned by the user (sometimes referred to as a riding monster). The riding monster is a monster on which, for example, a human character is placed among the characters owned by the user.
図10(b)は、レンタルキャラクタアイコン502内に表示されるいずれかのキャラクタに対する入力操作を受け付けたときに遷移するキャラクタのステータス等に関する情報を表示する画面の一例を示している。図10(b)では、最上段に位置する4体の翌日のレンタル候補キャラクタの左から2番目に表示されているキャラクタに対する入力操作を受け付けたときに表示される画面の一例を示している。図10(b)では、入力操作対象となったキャラクタの上半身画像508(あるいは全身画像であってもよい)と、図10(a)の画面に戻るアイコン510と、レンタル期間中である旨を示す報知画像511と、当該キャラクタのステータス画像512と、借りたいアイコン513とが表示される。 FIG. 10B shows an example of a screen that displays information regarding the status of the character that transitions when an input operation for any of the characters displayed in the rental character icon 502 is accepted. FIG. 10B shows an example of a screen displayed when an input operation is received for the character displayed second from the left of the four rental candidate characters located in the uppermost row on the next day. In FIG. 10B, the upper body image 508 (or the whole body image) of the character targeted for the input operation, the icon 510 returning to the screen of FIG. 10A, and the fact that the rental period is in progress are shown. The notification image 511 to be shown, the status image 512 of the character, and the icon 513 to be borrowed are displayed.
ステータス画像512には、当該キャラクタの名前(B)、職業(魔法使い)、レベル(LV)などが表示される。レベル(LV)とは、キャラクタの強さを示す指標の一つであり、レベルは1から始まり、数字が大きくなるほど段階的にキャラクタは強くなる。レベルの上限(最高)値は、ゲームの進行に応じて適宜設定される。レベルは、所定の条件を満たすことにより高くなる。所定の条件としては、敵キャラクタとの戦闘することによって高くなるものであってもよく、所定のクエストを達成することによって高くなるものであってもよい。図10(b)において表示されている「LV17/20」とは、このキャラクタの最高レベルは、20であるが、レンタルキャラクタとして、ユーザにレンタルされた場合、ユーザの現在のゲーム進行度(一例として、ユーザの現在のレベルやランクと呼ばれるもの)に基づいて例えば、レベル17の状態でユーザに試供されることを示している。 The name (B), occupation (witch), level (LV), and the like of the character are displayed on the status image 512. The level (LV) is one of the indexes showing the strength of the character, and the level starts from 1, and the larger the number, the stronger the character gradually becomes. The upper limit (maximum) value of the level is appropriately set according to the progress of the game. The level is increased by satisfying certain conditions. As a predetermined condition, it may be increased by fighting with an enemy character, or may be increased by completing a predetermined quest. The "LV17 / 20" displayed in FIG. 10B means that the maximum level of this character is 20, but when the character is rented to the user as a rental character, the user's current game progress (example). Based on what is called the user's current level or rank), for example, it is shown to be tried by the user in the state of level 17.
また、借りたいアイコン513とは、ユーザが当該キャラクタを翌日レンタルできる確率を高めるための操作を受け付けるものである。ユーザが借りたいアイコン513に対する入力操作を行うことにより、次回(翌日)のレンタル抽選において当該キャラクタが当選する確率が高まるようにレンタル抽選確率が更新される。借りたいアイコン513への1日における操作回数には、上限が設けられている。また、借りたいアイコン513は、レンタル期間において表示可能となり、レンタル期間が終了した後に表示されることがないように表示が制御されている。また、レンタル期間が終了した後に、借りたいアイコン513は、完全に表示がされないように制御されてもよいし、完全に表示は消えずに、表示形態がレンタル期間終了前から変更された状態(一例として、グレードアウトした状態)で表示がされていてもよいし、借りたいアイコン自体の表示は残ったまま、アイコンに対する入力を受け付けないように制御してもよい。さらに、借りたいアイコン513に対してアイコンに対する入力を受け付けるが、受け付けた後に、レンタル期間が終了した旨を表示する制御としても良い。 Further, the icon 513 to be borrowed accepts an operation for increasing the probability that the user can rent the character the next day. By performing an input operation on the icon 513 that the user wants to borrow, the rental lottery probability is updated so that the probability that the character will be won in the next (next day) rental lottery is increased. There is an upper limit to the number of operations per day for the icon 513 that you want to borrow. Further, the icon 513 to be borrowed can be displayed during the rental period, and the display is controlled so that the icon 513 is not displayed after the rental period ends. Further, after the rental period ends, the icon 513 to be borrowed may be controlled so that it is not completely displayed, or the display does not disappear completely and the display form is changed from before the end of the rental period (). As an example, it may be displayed in a graded-out state), or it may be controlled so that the input to the icon is not accepted while the display of the icon itself to be borrowed remains. Further, although the input to the icon is accepted for the icon 513 to be borrowed, the control may be used to display that the rental period has ended after the input is accepted.
図10(c)は、図10(b)において、借りたいアイコン513に対する入力操作を受け付けた後のキャラクタ図鑑を示す画面の一例である。最上段の4体の翌日のレンタル候補キャラクタにおいて、借りたいアイコン513に対する入力操作を受け付けたときキャラクタの画像には、翌日のレンタル候補キャラクタとして決定される抽選確率がアップしたことを示す「確率UP」といった報知画像514が表示される。図10(d)は、さらに、同じキャラクタについて借りたいアイコン513に対する入力操作を受け付けたとき後のキャラクタ図鑑を示す画面の一例である。さらに、借りたいアイコン513に対する入力操作(2回目の入力操作)を受け付けたキャラクタの画像には、翌日のレンタルキャラクタとして決定される抽選確率がさらにアップしたことを示す「高確率」といった報知画像515が表示される。さらに借りたいアイコン513に対する入力操作(3回目の入力操作)を受け付けたキャラクタの画像には、翌日のレンタルキャラクタとして決定される抽選確率が100%となったことを示す「確定」といった報知画像が表示される(図示省略)。 FIG. 10 (c) is an example of a screen showing a character picture book after receiving an input operation for the icon 513 to be borrowed in FIG. 10 (b). In the top four rental candidate characters of the next day, when the input operation for the icon 513 to be borrowed is accepted, the image of the character shows that the lottery probability determined as the rental candidate character of the next day has increased. The notification image 514 such as "" is displayed. FIG. 10D is an example of a screen showing a character pictorial book after receiving an input operation for the icon 513 to be borrowed for the same character. Further, in the image of the character that has received the input operation (second input operation) for the icon 513 to be borrowed, the notification image 515 such as "high probability" indicating that the lottery probability determined as the rental character of the next day has further increased. Is displayed. Furthermore, in the image of the character that has received the input operation (third input operation) for the icon 513 that you want to borrow, there is a notification image such as "confirm" indicating that the lottery probability determined as the rental character of the next day has reached 100%. Displayed (not shown).
図11は、借りたいアイコン513に対する入力操作を受け付けたことにより、翌日のレンタル抽選におけるレンタル抽選確率の変動パターン(更新パターン)の一例を示す図である。図11では、縦軸において、レンタル候補キャラクタとなる4体のキャラクタとして「キャラA」「キャラB」「キャラC」「キャラD」が示され、横軸において、借りたいアイコン513の操作回数に応じて「キャラA」~「キャラD」各々のレンタル抽選確率がどのように変動するかが示されている。また、図11では、グレー表示欄により、どのキャラクタの借りたいアイコン513が操作されたかを示しており、例えば、図11(a)の1回目の借りたいアイコン513の操作が、キャラクタAに対するものであったことを示している。 FIG. 11 is a diagram showing an example of a fluctuation pattern (update pattern) of the rental lottery probability in the rental lottery on the next day by accepting an input operation for the icon 513 to be borrowed. In FIG. 11, “Character A”, “Character B”, “Character C”, and “Character D” are shown as four characters that are candidate rental characters on the vertical axis, and the number of operations of the icon 513 to be borrowed is shown on the horizontal axis. It is shown how the rental lottery probability of each of "Character A" to "Character D" fluctuates accordingly. Further, in FIG. 11, the gray display column indicates which character the icon 513 to be borrowed was operated. For example, the first operation of the icon 513 to be borrowed in FIG. 11A is for the character A. It shows that it was.
借りたいアイコン513は、1日に最大で3回操作可能となる。より具体的に、借りたいアイコン513を操作できる期間としては、例えば、レンタル期間中の1日の0時0分~6時59分までの第1の期間と、7時0分~14時59分までの第2の期間と、15時0分~23時59分までの第3の期間とに分けられており、借りたいアイコン513への操作を第1の期間~第3の期間各々において1回だけ受け付け可能となるように定められている。 The icon 513 you want to borrow can be operated up to 3 times a day. More specifically, as the period during which the icon 513 to be borrowed can be operated, for example, the first period from 0:00 to 6:59 of the day during the rental period and the period from 7:00 to 14:59 It is divided into a second period up to the minute and a third period from 15:00 to 23:59, and the operation to the icon 513 you want to borrow is performed in each of the first period to the third period. It is stipulated that it can be accepted only once.
借りたいアイコン513は、第1の期間~第3の期間各々において操作可能なときにだけ(一例として、各期間において未だいずれのキャラクタに対しても操作されていないとき)、図10(b)に示すようにキャラクタに対応して表示される。第1の期間~第3の期間各々においていずれかのキャラクタの借りたいアイコン513が操作された後においては、当該期間が終了して次の期間が開始されて再び借りたいアイコン513への操作が可能となるまでの間、すべてのキャラクタについて借りたいアイコン513が非表示となる。借りたいアイコン513は、レンタル期間中であって上記のように操作を有効に受け付けるときにだけ表示され、レンタル期間中であっても操作を有効に受け付けない間や通常期間において表示されることはない。なお、第1の期間~第3の期間各々において操作可能な回数は、1回に限らず、予め定められた回数であれば、2回以上の値であってもよい。また、第1の期間~第3の期間各々において、操作可能な回数が同じに定められているものに限らず、いずれの期間であるかに応じて操作可能な回数として異なる回数が定められているものであってもよい。また、借りたいアイコン513は、レンタル期間中において操作できないときであっても、操作できない旨を示唆する態様(一例として、グレー)で表示するものであってもよい。 The icon 513 to be borrowed is only when it can be operated in each of the first to third periods (for example, when it has not been operated for any character in each period), FIG. 10 (b). It is displayed corresponding to the character as shown in. After the icon 513 that any character wants to borrow is operated in each of the first period to the third period, the period ends and the next period starts, and the operation to the icon 513 that wants to borrow again is performed. Until it becomes possible, the icon 513 that you want to borrow for all characters will be hidden. The icon 513 to be borrowed is displayed only during the rental period and when the operation is effectively accepted as described above, and is displayed even during the rental period while the operation is not effectively accepted or during the normal period. not. The number of times that the operation can be performed in each of the first period to the third period is not limited to one time, and may be a value of two or more times as long as it is a predetermined number of times. Further, in each of the first period to the third period, the number of operations that can be performed is not limited to the same, and a different number of times is determined as the number of operations that can be performed depending on which period. It may be the one that exists. Further, the icon 513 to be borrowed may be displayed in a mode (as an example, gray) suggesting that it cannot be operated even when it cannot be operated during the rental period.
1日において借りたいアイコン513が1回も操作されずに翌日を迎えた際のレンタル抽選では、図11(a)の「0回」欄に示されるように、「キャラA」~「キャラD」各々が「25%」の確率で抽選される。次に、1日において借りたいアイコン513が1回だけ操作(ここでは「キャラA」)されて翌日を迎えた際のレンタル抽選では、図11(a)の「1回」欄に示されるように、「キャラA」が「50%」の確率で抽選されるのに対し、それ以外のキャラ各々については「50/3%(約16.7%)」の確率で抽選される。なお、借りたいアイコン513が1回操作されたキャラクタについては、図10(c)で示したように、「確率UP」という報知画像が対応して表示される。 In the rental lottery when the icon 513 you want to borrow in one day is not operated even once and the next day comes, as shown in the "0 times" column of FIG. 11A, "Character A" to "Character D" Each is drawn with a probability of "25%". Next, in the rental lottery when the icon 513 to be borrowed in one day is operated only once (here, "Character A") and the next day is reached, as shown in the "1 time" column of FIG. 11 (a). In addition, while "Character A" is drawn with a probability of "50%", each of the other characters is drawn with a probability of "50/3% (about 16.7%)". As shown in FIG. 10 (c), the notification image "probability UP" is displayed correspondingly to the character whose icon 513 to be borrowed has been operated once.
図11(a)では、1日において借りたいアイコン513が同じキャラクタ(ここでは「キャラA」)に対して操作されて翌日を迎えた際のレンタル抽選確率が示されている。
1日において「キャラA」に対して借りたいアイコン513が2回操作されて翌日を迎えた際のレンタル抽選では、図11(a)の「2回」欄に示されるように、「キャラA」が「75%」の確率で抽選されるのに対し、それ以外のキャラ各々については「25/3%(約8.3%)」の確率で抽選される。なお、借りたいアイコン513が2回操作されたキャラクタについては、図10(d)で示したように、「高確率」という報知画像が対応して表示される。
FIG. 11A shows the rental lottery probability when the icon 513 to be borrowed in one day is operated on the same character (here, “character A”) and the next day is reached.
In the rental lottery when the icon 513 that you want to borrow for "Character A" is operated twice in one day and the next day comes, as shown in the "Twice" column of FIG. 11A, "Character A" Is drawn with a probability of "75%", while each of the other characters is drawn with a probability of "25/3% (about 8.3%)". As shown in FIG. 10D, a notification image of "high probability" is displayed correspondingly to the character whose icon 513 to be borrowed has been operated twice.
また、1日において「キャラA」に対して借りたいアイコン513が3回操作されて翌日を迎えた際のレンタル抽選では、図11(a)の「3回」欄に示されるように、「キャラA」が「100%」の確率で抽選される。なお、借りたいアイコン513が3回操作されたキャラクタについては、当該キャラクタの画像に対応させて「確定」という報知画像が対応して表示される。 Further, in the rental lottery when the icon 513 to be borrowed for "Character A" is operated three times in one day and the next day is reached, as shown in the "three times" column of FIG. 11A, " "Character A" is drawn with a probability of "100%". For a character whose icon 513 to be borrowed has been operated three times, a notification image of "confirmed" is displayed corresponding to the image of the character.
図11(a)では、同じキャラクタについて3回操作したときのレンタル抽選確率の変動パターンを説明したが、図11(b)~(f)では、複数のキャラクタに対して借りたいアイコン513が操作したときのレンタル抽選確率の変動パターンを説明する。図11(b)は、「キャラA」「キャラB」「キャラC」各々の借りたいアイコン513が1回ずつ操作されて翌日を迎えた際のレンタル抽選におけるレンタル抽選確率が示されている。図11(c)および図11(d)は、「キャラA」の借りたいアイコン513が2回操作され、「キャラB」の借りたいアイコン513が1回操作されて翌日を迎えた際のレンタル抽選におけるレンタル抽選確率が示されている。なお、図11(c)は、「キャラA」の借りたいアイコン513を連続して2回操作した場合を示しており、図11(d)は、「キャラA」→「キャラB」→「キャラA」の順で借りたいアイコン513を操作した場合を示している。図11(e)は、「キャラB」の借りたいアイコン513が2回操作され、「キャラA」の借りたいアイコン513が1回操作されて翌日を迎えた際のレンタル抽選におけるレンタル抽選確率が示されている。 In FIG. 11A, the fluctuation pattern of the rental lottery probability when the same character is operated three times has been described, but in FIGS. 11B to 11F, the icon 513 to be borrowed for a plurality of characters is operated. The fluctuation pattern of the rental lottery probability at the time of the event will be explained. FIG. 11B shows the rental lottery probability in the rental lottery when the icon 513 to be borrowed for each of "Character A", "Character B", and "Character C" is operated once and the next day is reached. In FIGS. 11 (c) and 11 (d), the icon 513 to be borrowed from "Character A" is operated twice, and the icon 513 to be borrowed from "Character B" is operated once to reach the next day. The rental lottery probability in the lottery is shown. Note that FIG. 11 (c) shows the case where the icon 513 to be borrowed of "Character A" is operated twice in succession, and FIG. 11 (d) shows "Character A"-> "Character B"-> "Character A". It shows the case where the icon 513 to be borrowed is operated in the order of "Character A". In FIG. 11 (e), the rental lottery probability in the rental lottery when the icon 513 to be borrowed of "Character B" is operated twice and the icon 513 to be borrowed of "Character A" is operated once to reach the next day is It is shown.
図11に例示したように、借りたいアイコン513が操作された回数が多い程、翌日のレンタル抽選において決定される確率が高くなり、3回操作されたキャラクタについては翌日において必ずレンタル可能となる。また、上記の通り、借りたいアイコン513を操作できる期間は、第1の期間~第3の期間に分けられており、間隔をあけて借りたいアイコン513の操作が可能となるように定められている。このため、借りたいアイコン513への操作を上限回数まで連続して受け付け可能なものと比較して、ユーザのログイン頻度を向上させつつログインさせる動機付けを向上させることができる。 As illustrated in FIG. 11, the more times the icon 513 to be borrowed is operated, the higher the probability that it will be decided in the rental lottery on the next day, and the character operated three times can always be rented on the next day. Further, as described above, the period during which the icon 513 to be borrowed can be operated is divided into the first period to the third period, and it is defined so that the icon 513 to be borrowed can be operated at intervals. There is. Therefore, it is possible to improve the motivation for logging in while improving the login frequency of the user, as compared with the one that can continuously accept the operation of the icon 513 to be borrowed up to the maximum number of times.
図12は、レンタル抽選の結果、レンタルされるキャラクタ(以下、レンタルキャラクタともいう)を報知する画面、および、レンタルキャラクタをパーティー編成に入れる場合の画面の一例を示す図である。レンタルキャラクタは、例えば、レンタル期間中の1日毎において初回のログイン時にユーザに試供される。図12では、図10(b)で示していたキャラクタがレンタルキャラクタとして試供される場合を例示する。図12(a)には、当日の初回ログイン時において試供されるレンタルキャラクタを報知する画面例が示されている。レンタルキャラクタを報知する画面においては、レンタルキャラクタが利用可能となったことを報知する報知画像601と、試供されるレンタルキャラクタの画像602と、レンタルキャラクタの利用可能期間を示す利用期間画像603とが表示される。本実施形態におけるレンタルキャラクタの利用可能時間は、最大で24時間となるが、これに限られず、例えば、レンタルされてから最大で12時間などであってもよい。 FIG. 12 is a diagram showing an example of a screen for notifying a character to be rented as a result of a rental lottery (hereinafter, also referred to as a rental character) and a screen when the rental character is included in a party organization. The rental character is tried out to the user at the first login, for example, every day during the rental period. FIG. 12 illustrates a case where the character shown in FIG. 10B is used as a rental character. FIG. 12A shows an example of a screen for notifying the rental character to be tried at the time of the first login on the day. On the screen for notifying the rental character, the notification image 601 for notifying that the rental character has become available, the image 602 for the rental character to be tried, and the usage period image 603 showing the usable period of the rental character are displayed. Is displayed. The usable time of the rental character in the present embodiment is not limited to 24 hours at the maximum, but may be, for example, 12 hours at the maximum after being rented.
図12(b)は、図12(a)の画面が所定時間(一例として、2秒)表示された後に引き続いて表示される画面である。図12(b)では、試供されたレンタルキャラクタをユーザのパーティー編成に入れるか否かの選択肢アイコン604が表示される。この選択肢アイコン604に対し、「はい」を選択すると、パーティー編成画面に遷移してクエストを開始可能となる。また、「はい」を選択することにより、現在使用中のパーティーに試供されたレンタルキャラクタが組み込まれた状態で表示されてもよく、レンタルキャラクタをいずれのパーティーに編成するかを選択する画面が表示されてもよい。これにより、レンタルキャラクタをゲーム(一例として、クエスト)に利用することをユーザに促して、当該レンタルキャラクタが利用される頻度を高めることができる。一方、「いいえ」を選択するとパーティー編成画面に遷移せず、レンタルキャラクタをパーティーに編成することなくそのままゲームが進行する。 12 (b) is a screen in which the screen of FIG. 12 (a) is displayed for a predetermined time (for example, 2 seconds) and then subsequently displayed. In FIG. 12B, an option icon 604 for whether or not to include the trial rental character in the user's party organization is displayed. If you select "Yes" for this option icon 604, you can move to the party organization screen and start the quest. Also, by selecting "Yes", the rental character that was tried for the party currently in use may be displayed in a built-in state, and a screen for selecting which party the rental character should be organized into is displayed. May be done. This makes it possible to encourage the user to use the rental character in a game (for example, a quest) and increase the frequency with which the rental character is used. On the other hand, if "No" is selected, the screen does not change to the party organization screen, and the game proceeds as it is without organizing the rental characters into the party.
図12(c)は、レンタルキャラクタをパーティー編成したときの画面を示している。なお、図12(c)は、図12(b)において「はい」を選択したときに遷移する画面でもある。図12(c)は、現在表示しているパーティー名を示す名称画像605と、通常キャラクタを示すアイコン606、608、609と、レンタルキャラクタを示すアイコン607と、これらのキャラクタ606~609の各々のステータスを表示するアイコン610と、ユーザが保有するキャラクタを表示するキャラクタアイコン611と、パーティーを決定するOKアイコン612と、パーティー編成画面からホーム画面に遷移するための戻るアイコン613とを表示している画面例が示されている。 FIG. 12C shows a screen when the rental characters are organized into a party. Note that FIG. 12 (c) is also a screen that transitions when "Yes" is selected in FIG. 12 (b). FIG. 12 (c) shows a name image 605 showing the party name currently displayed, icons 606, 608, 609 showing normal characters, icons 607 showing rental characters, and each of these characters 606 to 609. The icon 610 for displaying the status, the character icon 611 for displaying the character owned by the user, the OK icon 612 for determining the party, and the return icon 613 for transitioning from the party organization screen to the home screen are displayed. A screen example is shown.
ユーザが保有するキャラクタ群からパーティーに編成されたキャラクタアイコン611は、選択されたことが分かるように、表示態様が変化する(図では、パーティーに編成された通常キャラクタのキャラクタアイコンは、グレー表示されている)。また、図12(c)の上部に表示された矢印アイコン614を操作することにより、前のパーティー又は、次のパーティーを表示することができる。下部の矢印アイコン615を操作することにより、前のキャラクタ群のキャラクタアイコン611、または、次のキャラクタ群のキャラクタアイコン611を表示することができる。図12(c)の状態において、OKアイコン612に対する入力操作を受け付けると、パーティー1にレンタルキャラクタが編成されたことが登録される。この状態で、戦闘を行うと、パーティー1に編成されているキャラクタで戦闘することができ、試供中のレンタルキャラクタを戦闘に利用することができる。 The display mode of the character icon 611 organized into a party from the character group owned by the user changes so that it can be seen that the character icon 611 is selected (in the figure, the character icon of the normal character organized into the party is grayed out. ing). Further, by operating the arrow icon 614 displayed at the upper part of FIG. 12 (c), the previous party or the next party can be displayed. By operating the arrow icon 615 at the bottom, the character icon 611 of the previous character group or the character icon 611 of the next character group can be displayed. When the input operation for the OK icon 612 is accepted in the state of FIG. 12 (c), it is registered that the rental character is organized in the party 1. If a battle is performed in this state, the characters organized in Party 1 can be used for battle, and the rental character being tested can be used for battle.
図12(d)は、図12(a)においてレンタルキャラクタが試供された日の翌日となり、レンタルキャラクタの利用期間が終了して、自動的にレンタルキャラクタが返却された状態におけるパーティー編成画面を示す図である。前日において図12(c)に示したようにパーティー1にレンタルキャラクタを編成していた状態でゲームを終了し、翌日においてゲームを再開したときには、図12(d)に示すように、パーティーに編成していたレンタルキャラクタはいなくなり(非表示となり)、その分、通常キャラクタ608および609が左に詰めて表示される。 FIG. 12D shows a party organization screen in a state where the rental character is automatically returned on the day following the day when the rental character is tried in FIG. 12A, the usage period of the rental character ends, and the rental character is automatically returned. It is a figure. When the game is ended with the rental characters organized in party 1 as shown in FIG. 12 (c) on the previous day and the game is restarted on the next day, they are organized into parties as shown in FIG. 12 (d). The rental characters that have been used are gone (hidden), and the normal characters 608 and 609 are displayed in the left-handed manner.
レンタルキャラクタは、図12(d)に示すように、利用期間が終了すると、基本的には、返却されてゲームに利用することができない状態となる。しかし、翌日を迎えて利用期間が終了する場合であっても、予め定められた継続条件が成立しているときには、終了条件が成立するまでは、レンタルキャラクタを継続して利用可能となる。継続条件としては、例えば、クエスト(一例として、所定のゲーム)に挑戦するためのキャラクタを設定するパーティー編成中(設定期間移行中と呼ぶこともある)であることや、レンタルキャラクタを用いてクエストを実行中であることなどにより成立するものであってもよい。また、終了条件としては、レンタルキャラクタをパーティーに編成することなくクエストを開始あるいはクエストを開始することなくパーティー編成を終了することや、レンタルキャラクタを用いて実行していたクエストが終了することなどにより成立するものであってもよい。 As shown in FIG. 12D, the rental character is basically returned and cannot be used for the game when the usage period ends. However, even when the usage period ends on the next day, if the predetermined continuation condition is satisfied, the rental character can be continuously used until the termination condition is satisfied. As a continuation condition, for example, a party is being organized to set a character to challenge a quest (for example, a predetermined game) (sometimes called a transition to a setting period), or a quest using a rental character. It may be established by the fact that is being executed. In addition, as the end condition, the quest is started without organizing the rental character into the party, the party organization is ended without starting the quest, the quest that was executed using the rental character is completed, and so on. It may be established.
具体的に、継続条件がクエストに挑戦するためのキャラクタを設定するパーティー編成中であることにより成立する場合には、パーティー編成画面表示中に翌日を迎えて利用期間が終了してもレンタルキャラクタを編成しているパーティーからレンタルキャラクタが返却されず、当該パーティーを用いてクエストを開始したときには、当該クエストが終了するまでレンタルキャラクタを利用できる。なお、当該パーティーを用いてクエストを開始しなかった場合や、クエストを開始せずにパーティー編成を終了したときには、レンタルキャラクタが返却される。また、継続条件がレンタルキャラクタを用いてクエストを実行中であることにより成立する場合には、当該クエスト中に翌日を迎えて利用期間が終了しても、当該クエスト終了までは、レンタルキャラクタを利用できる。 Specifically, if the continuation condition is satisfied by the fact that the party is in the process of setting the character to challenge the quest, the rental character will be used even if the usage period ends the next day while the party organization screen is displayed. When the rental character is not returned from the party being organized and the quest is started using the party, the rental character can be used until the quest ends. If the quest is not started using the party, or if the party formation is completed without starting the quest, the rental character will be returned. In addition, if the continuation condition is satisfied by executing the quest using the rental character, even if the usage period ends on the next day during the quest, the rental character will be used until the end of the quest. can.
(ゲーム開始時処理)
本実施形態におけるゲームシステム1では、ゲームプログラムをインストールしているユーザを対象に、レンタル期間中であればその旨をユーザに通知し、当該レンタル期間にログインされたときにレンタル候補キャラクタのいずれかを試供するための処理が行われる。以下では、レンタル期間通知およびログインに関連する処理の一例を説明する。
(Processing at the start of the game)
In the game system 1 of the present embodiment, the user who has installed the game program is notified to that effect if it is during the rental period, and one of the rental candidate characters is logged in during the rental period. Is processed for trial use. The following describes an example of processing related to rental period notification and login.
図13は、ゲーム開始時の処理の流れの一例を示すフローチャートである。当該ゲーム開始時処理は、ユーザ端末100においてゲームを開始する際に出力されるログイン情報(ユーザID等を含む)を受信したときにサーバ200側において実行される。ステップS01においては、ログイン情報を受信したか否かが判定される。当該情報を受信したと判定されたときは、ステップS02に移行する。一方、当該情報を受信したと判定されなかったときは、当該情報を受信するまで当該ステップS01を繰り返す。 FIG. 13 is a flowchart showing an example of the processing flow at the start of the game. The game start processing is executed on the server 200 side when the login information (including the user ID and the like) output when the user terminal 100 starts the game is received. In step S01, it is determined whether or not the login information has been received. When it is determined that the information has been received, the process proceeds to step S02. On the other hand, when it is not determined that the information has been received, the step S01 is repeated until the information is received.
ステップS02において、レンタル期間中であるかを判定する。レンタル期間中と判定されなかったときには、ステップS05に移行し、通常のタイトル画面、スプラッシュ画面、ロード画面、ホーム画面等を表示させるための画面設定情報を出力する。これにより、今回ログインしたユーザ所有のユーザ端末100においては、ゲームの進行に応じて、通常の画面が表示されることになる。通常の画面とは、図9(a)(c)(e)等で例示したように、上記のタイトル画面、スプラッシュ画面、ロード画面、ホーム画面等に通常キャラクタ群401又は通常キャラクタ401aを表示する画面である。さらに、ステップS06に移行し、キャラクタ図鑑としてノーマル期間用の図鑑を表示させるための図鑑設定情報を出力してリターンする。これにより、今回ログインしたユーザ所有のユーザ端末100においては、キャラクタ図鑑アイコン410が操作されたときにノーマル期間用のキャラクタ図鑑が表示されることになる。 In step S02, it is determined whether the rental period is in progress. When it is not determined that the rental period is in progress, the process proceeds to step S05, and screen setting information for displaying a normal title screen, splash screen, loading screen, home screen, etc. is output. As a result, on the user terminal 100 owned by the user who logged in this time, a normal screen is displayed according to the progress of the game. The normal screen means that the normal character group 401 or the normal character 401a is displayed on the above title screen, splash screen, loading screen, home screen, etc., as illustrated in FIGS. 9 (a), 9 (c), and 9 (e). It is a screen. Further, the process proceeds to step S06, and the picture book setting information for displaying the picture book for the normal period as the character picture book is output and returned. As a result, on the user terminal 100 owned by the user who logged in this time, the character picture book for the normal period is displayed when the character picture book icon 410 is operated.
ステップS02においてレンタル期間中と判定されたときには、ステップS03に移行し、レンタル期間用のタイトル画面、スプラッシュ画面、ロード画面、ホーム画面等を表示させるための画面設定情報を出力する。これにより、今回ログインしたユーザ所有のユーザ端末100においては、ゲームの進行に応じて、レンタル期間用の画面が表示されることになる。レンタル期間用の画面とは、図9(b)(d)(f)等で例示したように、上記のタイトル画面、スプラッシュ画面、ロード画面、ホーム画面等に特定キャラクタ群402又は特定キャラクタ402aを登場させる画面、あるいは、レンタル期間中であることを報知する報知画像を表示する画面である。このように、レンタル期間用の画面を表示することで、ユーザにレンタルされ得るキャラクタやレンタル期間中であることを報知し、レンタルされるキャラクタを利用する意欲を向上させることができる。 When it is determined in step S02 that the rental period is in progress, the process proceeds to step S03, and screen setting information for displaying the title screen, splash screen, loading screen, home screen, etc. for the rental period is output. As a result, on the user terminal 100 owned by the user who logged in this time, the screen for the rental period is displayed according to the progress of the game. As the screen for the rental period, as illustrated in FIGS. 9 (b), 9 (d), (f) and the like, the specific character group 402 or the specific character 402a is displayed on the above title screen, splash screen, loading screen, home screen and the like. It is a screen to appear or a screen to display a notification image notifying that the rental period is in progress. In this way, by displaying the screen for the rental period, it is possible to notify the user of the character that can be rented or that the rental period is in progress, and to improve the motivation to use the rented character.
ステップS04において、キャラクタ図鑑としてレンタル期間用の図鑑を表示させるためのレンタル期間用の図鑑設定情報を出力する。サーバ200は、レンタル期間中における日毎の4体のレンタル候補キャラクタを予め決定している。なお、レンタル候補キャラクタは、全ユーザにおいて共通となるが、これに限らず、ユーザ毎に異なるものであってもよい。つまり、サーバ200は、ユーザ毎にレンタル候補キャラクタとするキャラクタを決定するものであってもよい。ステップS04において出力される図鑑設定情報には、翌日の4体のレンタル候補キャラクタを特定するための情報が含まれる。これにより。ユーザ端末100においては、図鑑設定情報に基づいて、図10(a)で例示したレンタル期間用のキャラクタ図鑑が表示可能となる。 In step S04, the picture book setting information for the rental period for displaying the picture book for the rental period as the character picture book is output. The server 200 determines in advance four rental candidate characters for each day during the rental period. The rental candidate character is common to all users, but is not limited to this, and may be different for each user. That is, the server 200 may determine a character to be a rental candidate character for each user. The picture book setting information output in step S04 includes information for identifying the four rental candidate characters of the next day. By this. On the user terminal 100, the character picture book for the rental period illustrated in FIG. 10A can be displayed based on the picture book setting information.
ステップS07において、所定条件が成立したか否かを判定する。所定条件は、例えば、ログイン情報から特定されるユーザにとって、今回のログインが当日(その日)の初回ログインであることなどにより成立する。所定条件が成立したと判定されなかったときは、リターンする。一方、所定条件が成立したと判定されたときには、ステップS08に移行し、前日の4体のレンタル候補キャラクタの中からレンタル抽選確率に基づいて1体のキャラクタを決定し、当該キャラクタを特定するためのレンタルキャラクタ情報を出力する。これにより、レンタル期間中の1日において初回ログインしたユーザ端末100においては、図12(a)において例示したように、レンタルキャラクタ情報から特定されるレンタルキャラクタが報知され、図12(b)等で示したように、当該レンタルキャラクタをパーティーに編成してゲームに利用することが可能となる。 In step S07, it is determined whether or not the predetermined condition is satisfied. The predetermined condition is satisfied, for example, for the user specified from the login information, that this login is the first login on the current day (that day). If it is not determined that the predetermined condition is satisfied, a return is made. On the other hand, when it is determined that the predetermined condition is satisfied, the process proceeds to step S08, and one character is determined from the four rental candidate characters on the previous day based on the rental lottery probability, and the character is specified. Outputs the rental character information of. As a result, in the user terminal 100 that logs in for the first time on one day during the rental period, the rental character specified from the rental character information is notified as illustrated in FIG. 12 (a), and in FIG. 12 (b) and the like. As shown, the rental character can be organized into a party and used in the game.
レンタルキャラクタには、ゲームにおける有利度合いに相当するレベルやランクなどのパラメータが設定される。サーバ200は、ユーザのゲーム進行度合い(一例として、ユーザの現在のレベルやランクと呼ばれるもの)に応じて、試供するレンタルキャラクタの能力を示すパラメータ等を設定する。例えば、試供するレンタルキャラクタのレベルとしては、当該ユーザの現在のレベルと同じとなるよう(あるいは同程度であってもよい)に調整される。 Parameters such as a level and a rank corresponding to the degree of advantage in the game are set for the rental character. The server 200 sets parameters and the like indicating the ability of the rental character to be tried according to the degree of progress of the game of the user (for example, what is called the current level or rank of the user). For example, the level of the rental character to be tested is adjusted to be the same as (or may be the same as) the current level of the user.
LV(レベル)とは、キャラクタの強さを示す指標の一つであり、レベルは1から始まり、数字が大きくなるほど段階的にキャラクタは強くなる。レベルが上がるとパラメータも上がる。パラメータとしては、前述したとおり、例えば、キャラクタの体力、攻撃力、攻撃速度、および防御力などが挙げられる。これらがレベルとともに上昇することによって、キャラクタは強くなる。レベルの上限値は、ゲームの進行に応じて適宜設定される。このレベルを当該ユーザと同レベルに調整することにより、試供されたレンタルキャラクタが、弱すぎず、又は強すぎず、ユーザのゲーム進行度合い適した状態で、使用可能となる。その結果、レンタルキャラクタをユーザが使用し易くなり、利用頻度を高めることができる。 The LV (level) is one of the indexes showing the strength of the character, and the level starts from 1, and the larger the number, the stronger the character gradually becomes. As the level goes up, so do the parameters. As described above, the parameters include, for example, the physical strength, attack power, attack speed, and defense power of the character. As these rise with level, the character becomes stronger. The upper limit of the level is appropriately set according to the progress of the game. By adjusting this level to the same level as the user, the trial rental character can be used in a state where it is not too weak or too strong and is suitable for the user's game progress. As a result, the rental character can be easily used by the user, and the frequency of use can be increased.
ステップS08において出力されるレンタルキャラクタ情報は、サーバ200により設定された当該レンタルキャラクタのパラメータを特定するための情報を含む。また、試供されたレンタルキャラクタのパラメータは、レンタルされている間におけるユーザの使用度に応じて、当該レンタルキャラクタのパラメータを変化させてもよい。すなわち、レンタルキャラクタは、通常キャラクタとともに戦闘などを行うことによって、レベルやランクを上げるようにしてもよい。なお、レンタル期間中においてレンタルされ得るキャラクタを、レンタル期間経過後におけるガチャ抽選によりユーザが取得する場合、当該キャラクタのパラメータは、試供されたか否かや試供されていた場合にパラメータが向上していたか否かにかかわらず、初期値(全ユーザ一律となる値、一例として、レベル1)に設定された状態でユーザに付与される。 The rental character information output in step S08 includes information for specifying the parameters of the rental character set by the server 200. Further, the parameters of the rented character that has been tried may be changed according to the degree of use of the user while being rented. That is, the rental character may raise the level or rank by fighting with the normal character. When a user acquires a character that can be rented during the rental period by a gacha lottery after the rental period has elapsed, whether or not the parameter of the character has been tried and whether the parameter has improved if it has been tried. Regardless of whether or not, it is given to the user in a state of being set to an initial value (a value that is uniform for all users, for example, level 1).
本実施形態では、図12のゲーム開始時処理をサーバ200側において実行する例について説明したが、これに限らず、ゲーム開始時処理に相当する処理をユーザ端末100側において実行するものであってもよく、また、ゲーム開始時処理のうち決定等にかかわる処理(例えば、ステップS04、S07、S08)についてはサーバ200側で実行し、その他の処理についてはユーザ端末100側で実行するようにしてもよい。 In the present embodiment, an example in which the game start processing of FIG. 12 is executed on the server 200 side has been described, but the present invention is not limited to this, and the processing corresponding to the game start processing is executed on the user terminal 100 side. Also, among the processes at the start of the game, the processes related to determination and the like (for example, steps S04, S07, S08) are executed on the server 200 side, and the other processes are executed on the user terminal 100 side. May be good.
(ホーム画面表示処理)
図14は、ホーム画面表示処理の流れの一例を示すフローチャートである。当該ホーム画面表示処理は、ホーム画面等を表示する際にユーザ端末100側において実行される。ステップS21において、キャラクタ図鑑アイコン410への入力操作を受け付けたか否かを判定する。キャラクタ図鑑アイコン410への入力操作を受け付けていないと判定されたときは、ステップS23に移行し、他のアイコン(例えば、図9(e)等の選択肢アイコン406~409)などへの入力操作に応じた処理を行う。入力操作に応じた処理とは、例えば、図9(e)の406~409に示された、クエストを選択する画面に遷移するためのアイコンや、パーティー編成を示す画面に遷移するためのアイコン、メニュー画面に遷移するためのアイコン等に対する入力操作を行うことにより、当該アイコンに応じたゲーム進行を行う処理である。一方、ステップS21においてキャラクタ図鑑アイコン410への入力操作を受け付けたと判定されたときは、ステップS22に移行する。
(Home screen display processing)
FIG. 14 is a flowchart showing an example of the flow of the home screen display process. The home screen display process is executed on the user terminal 100 side when displaying the home screen or the like. In step S21, it is determined whether or not the input operation to the character picture book icon 410 is accepted. When it is determined that the input operation to the character picture book icon 410 is not accepted, the process proceeds to step S23, and the input operation to another icon (for example, the option icons 406 to 409 such as FIG. 9E) is performed. Perform the corresponding processing. The processing according to the input operation is, for example, the icon for transitioning to the screen for selecting a quest and the icon for transitioning to the screen showing party organization, which are shown in FIGS. 406 to 409 in FIG. 9 (e). By performing an input operation for an icon or the like for transitioning to the menu screen, the game progresses according to the icon. On the other hand, when it is determined in step S21 that the input operation to the character picture book icon 410 has been accepted, the process proceeds to step S22.
ステップS22においては、特定条件が成立しているか否かを判定する。特定条件は、例えば、ユーザがパーティー編成できる段階までゲームを進行させていることにより成立する。パーティー編成ができる段階とは、例えば、ゲーム開始当初から登場するキャラクタしか所有していない場合にはパーティー編成できず、キャラクタが所定数増えた段階、あるいは、主人公キャラクタ以外のキャラクタを仲間にすることができる段階でパーティー編成可能となる。特定条件が成立していると判定されなかったときは、ステップS21に戻る。一方、特定条件が成立していると判定されたときは、ステップS24に移行する。ステップS24においては、レンタル期間中であるか否かが判定される。レンタル期間中であるかは、例えば、ログイン時にサーバ200からレンタル期間用の図鑑設定情報を受信した日であるか等に基づいて判断される。レンタル期間中であると判定されたときは、ステップS25に移行する。一方、レンタル期間中であると判定されなかったときは、ステップS30に移行する。 In step S22, it is determined whether or not the specific condition is satisfied. The specific condition is satisfied, for example, by advancing the game to the stage where the user can organize a party. The stage where party formation is possible is, for example, when the party cannot be organized if only the characters appearing from the beginning of the game are owned, the number of characters has increased by a predetermined number, or characters other than the main character are made friends. It will be possible to organize a party at the stage where it can be done. If it is not determined that the specific condition is satisfied, the process returns to step S21. On the other hand, when it is determined that the specific condition is satisfied, the process proceeds to step S24. In step S24, it is determined whether or not the rental period is in progress. Whether or not the rental period is in progress is determined based on, for example, whether or not the date is the date when the picture book setting information for the rental period is received from the server 200 at the time of login. If it is determined that the rental period is in progress, the process proceeds to step S25. On the other hand, if it is not determined that the rental period is in progress, the process proceeds to step S30.
ステップS25においては、レンタル期間用の図鑑設定情報に基づいてレンタル期間用の図鑑を表示する。レンタル期間用の図鑑には、図10(a)に示すように、レンタルキャラクタアイコン502およびその最上段に4体の翌日のレンタル候補キャラクタが表示される。レンタル期間用の図鑑を表示すると、ステップS26に移行する。ステップS26において、翌日もレンタル期間であり、かつ、借りたいアイコン513の表示条件が成立しているか否かを判定する。翌日もレンタル期間であるときとは、翌日にレンタルキャラクタを利用可能であるときであり、翌日がレンタル期間でないときとは、翌日にレンタルキャラクタを利用できないときであり、例えば、当日(本日)がレンタル期間の終了日(最終日)であるときである。借りたいアイコン513の表示条件とは、翌日がレンタル期間であり、かつ、第1の期間~第3の期間のうち現時点が属する期間において未だ操作していないこと(一例として、借りたいアイコン513への操作が可能であること)により成立する。 In step S25, the picture book for the rental period is displayed based on the picture book setting information for the rental period. As shown in FIG. 10A, the rental character icon 502 and four next-day rental candidate characters are displayed in the uppermost row of the picture book for the rental period. When the picture book for the rental period is displayed, the process proceeds to step S26. In step S26, it is determined whether or not the next day is also the rental period and the display condition of the icon 513 to be borrowed is satisfied. When the rental period is also on the next day, the rental character can be used on the next day, and when the next day is not the rental period, the rental character cannot be used on the next day. It is when it is the end date (last day) of the rental period. The display condition of the icon 513 you want to borrow is that the next day is the rental period and you have not operated yet during the period from the first period to the third period to which the current time belongs (for example, to the icon 513 you want to borrow). It is established by the fact that the operation of) is possible.
翌日もレンタル期間であり、かつ、借りたいアイコン513の表示条件が成立していると判定されたときは、ステップS27に移行する。ステップS27では、レンタル期間用のキャラクタ図鑑において借りたいアイコン513を表示可能とする。そして、ステップS28に移行し、借りたいアイコン513への入力操作を受け付けたか否かを判定する。借りたいアイコン513への入力操作を受け付けたと判定されたときは、ステップS29に移行する。ステップS29においては、入力操作を受け付けた対象の翌日のレンタル候補キャラクタのレンタル抽選確率を上昇させるための処理を行う。レンタル抽選確率を上昇させるための処理とは、例えば、当該入力操作を受け付けた借りたいアイコン513に対応するキャラクタを特定可能とする借りたいキャラクタ情報をサーバ200に出力する処理である。サーバ200は、当該借りたいキャラクタ情報に基づいて、入力操作を受け付けたキャラクタがレンタル抽選で当選しやすくなるように当該ユーザのレンタル抽選確率を変動させる(図11参照)。 When it is determined that the next day is also the rental period and the display condition of the icon 513 to be borrowed is satisfied, the process proceeds to step S27. In step S27, the icon 513 to be borrowed can be displayed in the character picture book for the rental period. Then, the process proceeds to step S28, and it is determined whether or not the input operation to the icon 513 to be borrowed has been accepted. When it is determined that the input operation to the icon 513 to be borrowed has been accepted, the process proceeds to step S29. In step S29, a process for increasing the rental lottery probability of the rental candidate character of the target next day for which the input operation is accepted is performed. The process for increasing the rental lottery probability is, for example, a process of outputting to the server 200 the character information to be borrowed that makes it possible to identify the character corresponding to the icon 513 to be borrowed that has received the input operation. Based on the character information to be borrowed, the server 200 changes the rental lottery probability of the user so that the character who has received the input operation can easily win the rental lottery (see FIG. 11).
レンタル期間中でないときには、ステップS30において、ノーマル期間用の図鑑を表示する。ステップS31においては、ガチャ可能期間であるか否かを判定する。ガチャ可能期間とは、レンタル期間が終了した後であって、ユーザからの入力操作に応じてガチャ抽選が可能となる期間である。ガチャ可能期間であると判定されたときは、ステップS32に移行し、図鑑に重畳させて各種アイコンの一つとしてガチャ画面へ移行可能なガチャアイコンを表示する。これにより、レンタル期間終了後のガチャ可能期間においては、ユーザからの入力操作に応じてガチャ抽選が可能となり、レンタル期間においてレンタルされ得るキャラクタ(実際に試供されたキャラクタを含む)が付与され得る。 When the rental period is not in progress, the picture book for the normal period is displayed in step S30. In step S31, it is determined whether or not the gacha is possible period. The gacha possible period is a period after the rental period is over and the gacha lottery is possible according to the input operation from the user. When it is determined that the gacha is possible period, the process proceeds to step S32, and the gacha icon that can be transferred to the gacha screen is displayed as one of various icons by superimposing it on the pictorial book. As a result, in the gacha possible period after the end of the rental period, a gacha lottery can be performed according to an input operation from the user, and characters that can be rented during the rental period (including characters actually tried) can be given.
<本実施形態の効果>
本実施形態では、ガチャ抽選ができない期間のうちのレンタル期間において通常キャラクタとは異なる特定キャラクタをレンタルキャラクタとしてユーザに試供する。特定キャラクタは、レンタル期間が経過した後において実行可能となるガチャ抽選で取得可能となるキャラクタである。これにより、ユーザは、抽選対象となるキャラクタを事前に試すことができ、当該キャラクタの性能や使い勝手を把握できる。これにより、例えば気に入ったキャラクタをその後に実行可能となるガチャ抽選によって取得することへの意欲を事前に高めることができ、その結果、ガチャ抽選が可能となったときに当該抽選を行う動機をユーザに対して事前に生じさせるとともに、実際に利用させることによりその動機をより一層高めることができる。
<Effect of this embodiment>
In the present embodiment, a specific character different from the normal character is provided to the user as a rental character during the rental period during the period during which the gacha lottery cannot be performed. The specific character is a character that can be acquired by a gacha lottery that can be executed after the rental period has elapsed. As a result, the user can try the character to be the lottery in advance, and can grasp the performance and usability of the character. As a result, for example, the motivation to acquire a favorite character by a gacha lottery that can be executed after that can be increased in advance, and as a result, the user is motivated to perform the lottery when the gacha lottery becomes possible. It is possible to further enhance the motivation by causing it in advance and actually using it.
また、図10(b)で示したように、レンタル候補キャラクタに対応させて借りたいアイコン513が表示され、借りたいアイコン513が操作されたキャラクタがレンタル抽選において高い割合でレンタルキャラクタとして決定される。このように、ユーザの意思をレンタル抽選に反映させることができるため、借りたいアイコン513への操作を促すことができ、抽選に参加するといった面白味を向上させることができる。また、レンタル候補キャラクタに対応させて借りたいアイコン513が表示されるため、ユーザにわかりやすく報知できる。 Further, as shown in FIG. 10B, the icon 513 to be borrowed corresponding to the rental candidate character is displayed, and the character operated by the icon 513 to be borrowed is determined as a rental character at a high rate in the rental lottery. .. In this way, since the user's intention can be reflected in the rental lottery, it is possible to encourage the operation of the icon 513 to be borrowed, and it is possible to improve the fun of participating in the lottery. Further, since the icon 513 to be borrowed corresponding to the rental candidate character is displayed, the user can be notified in an easy-to-understand manner.
本実施形態では、借りたいアイコン513は、レンタル期間において表示可能とされ、レンタル期間が終了した後に表示されない。このようにすることで、レンタルできないときにまで借りたいアイコン513が表示されてしまうことを防止できる。 In the present embodiment, the icon 513 to be borrowed can be displayed during the rental period, and is not displayed after the rental period ends. By doing so, it is possible to prevent the icon 513 that you want to rent from being displayed even when you cannot rent it.
また、借りたいアイコン513への操作回数には上限(1日3回)が設けられている。一方で、借りたいアイコン513への操作回数が多いほど、当該借りたいアイコン513に対応するキャラクタがレンタル抽選で当選する確率が高くなる。このようにすることで、上限回数までどのキャラクタに対する借りたいアイコンを操作するかといった面白味を提供できるとともに、ユーザの意思をレンタル抽選に反映させることができる。 In addition, there is an upper limit (three times a day) for the number of operations for the icon 513 to be borrowed. On the other hand, the more times the icon 513 to be borrowed is operated, the higher the probability that the character corresponding to the icon 513 to be borrowed will be won in the rental lottery. By doing so, it is possible to provide fun such as which character the icon to be borrowed is operated for up to the maximum number of times, and it is possible to reflect the user's intention in the rental lottery.
さらに、1日が第1の期間~第3の期間に区分けされ、各期間において借りたいアイコン513を1回操作可能となるように定められている。つまり、借りたいアイコン513を操作できる期間は1日のうちで第1の期間~第3の期間に分けられており、間隔をあけて借りたいアイコン513の操作が可能となるように定められている。このため、借りたいアイコン513への操作を上限回数まで連続して受け付け可能なものと比較して、ユーザのログイン頻度を向上させつつログインさせる動機付けを向上させることができる。 Further, one day is divided into a first period to a third period, and it is defined that the icon 513 to be borrowed can be operated once in each period. That is, the period during which the icon 513 to be borrowed can be operated is divided into the first period to the third period within a day, and it is defined so that the icon 513 to be borrowed can be operated at intervals. There is. Therefore, it is possible to improve the motivation for logging in while improving the login frequency of the user, as compared with the one that can continuously accept the operation of the icon 513 to be borrowed up to the maximum number of times.
本実施形態におけるレンタルキャラクタのパラメータは、図13のステップS08で示した通り、試供されるユーザのゲーム進行度合いに応じて設定される。このようにすることで、試供されたレンタルキャラクタを、弱すぎず又は強すぎず、ユーザの現在のレベルに合わせた適切な状態で、使用可能となる。その結果、レンタルキャラクタをユーザが使用する頻度を高めることができる。 As shown in step S08 of FIG. 13, the parameters of the rental character in the present embodiment are set according to the degree of game progress of the user to be tried. By doing so, the trial rental character can be used in an appropriate state according to the user's current level, not too weak or too strong. As a result, the frequency with which the rental character is used by the user can be increased.
本実施形態では、前記レンタルキャラクタは、試供中であっても、ゲームの進行に応じて通常キャラクタと同じようにパラメータ(一例として、レベル)を上げることができる。このようにすることで、ユーザにレンタルキャラクタを通常キャラクタと同様に利用する意欲を向上させることができる。 In the present embodiment, the rental character can raise the parameter (as an example, the level) according to the progress of the game, even during the trial. By doing so, it is possible to increase the motivation of the user to use the rental character in the same manner as the normal character.
また、レンタル期間終了後において実行可能となるガチャ抽選により当選したキャラクタのパラメータは、レンタル期間中においてユーザに試供されたキャラクタであっても、取得したユーザのゲーム進行度合いやレンタル期間中における使用度などにかかわらず、初期値(一例として、レベル1)に設定されてユーザに付与される。このようにすることで、レンタルキャラクタとは異なり、ガチャ抽選によりユーザが実際に取得するキャラクタについては、1から成長させていく面白さを提供できる。 In addition, the parameters of the characters won by the gacha lottery that can be executed after the rental period ends are the degree of game progress of the acquired user and the degree of use during the rental period, even if the character is tried by the user during the rental period. Regardless of the above, it is set to the initial value (for example, level 1) and given to the user. By doing so, unlike the rental character, the character actually acquired by the user by the gacha lottery can be provided with the fun of growing from 1.
図12(d)で示したように、利用期間が終了するとレンタルキャラクタは、基本的に返却されてゲームに利用することができない状態となる。しかし、予め定められた継続条件が成立しているときには、終了条件が成立するまでレンタルキャラクタを継続して利用可能となる。このようにすることで、例えばユーザがレンタルキャラクタを利用している最中において突然使えなくなるという不都合を防止することができる。 As shown in FIG. 12D, when the usage period ends, the rental character is basically returned and cannot be used for the game. However, when the predetermined continuation condition is satisfied, the rental character can be continuously used until the end condition is satisfied. By doing so, for example, it is possible to prevent the inconvenience that the user suddenly becomes unusable while using the rental character.
ガチャ抽選は、レンタル期間が終了した後において行うことが可能である。このように抽選できない期間を設けることで、ユーザに抽選したいという意欲を貯め込ませ、レンタル期間終了後においてユーザに対して抽選を効果的に促すことができる。 The gacha lottery can be done after the rental period has expired. By providing a period during which the lottery cannot be performed in this way, it is possible to motivate the user to draw a lottery and effectively encourage the user to draw a lottery after the rental period ends.
本実施形態によれは、図10(a)で示したように、レンタルされ得るキャラクタは、ユーザにとって希少度が高い星4および星3のキャラクタに設定されている。このため、レンタル期間においてはユーザにとって希少度が高いキャラクタを利用できることとなり、その結果、ガチャ抽選が開始可能となったときにこのような希少度が高いキャラクタを取得することに対する意欲を向上させることができる。 According to the present embodiment, as shown in FIG. 10A, the characters that can be rented are set to the characters of Star 4 and Star 3, which are highly rare for the user. Therefore, during the rental period, the user can use the character with high rarity, and as a result, it is possible to improve the motivation to acquire such a character with high rarity when the gacha lottery can be started. Can be done.
<変形例>
以上説明した実施形態の変形例などを以下に列挙する。
<Modification example>
Modifications of the embodiments described above are listed below.
(1)上記実施形態では、レンタル期間が、ユーザの入力操作に応じたガチャ抽選が実行可能となるまでに設けられており、ガチャ抽選が実行可能となった後においてはレンタル期間に移行されることがない例について説明した。しかし、レンタル期間は、ガチャ抽選が実行可能となるまでに設けられていることに替えてあるいは加えて、ガチャ抽選が実行可能となった後において移行され得るものであってもよい。例えば、ガチャ抽選において抽選対象となるキャラクタは、ガチャ可能期間であっても、例えばユーザのゲーム進行度合いやゲーム提供者側における設定などに応じて更新条件が成立することにより新たなキャラクタが追加される。当該「更新条件」は、第2条件の一例である。このように更新条件が成立して新たなキャラクタ(特定キャラクタと呼ぶこともある)が追加されるまでにレンタル期間を設けて、当該レンタル期間において、その後のガチャ抽選の抽選対象として新たに追加される予定のキャラクタ(特定キャラクタと呼ぶこともある)を事前にユーザがゲームに利用可能となるようにしてもよい。更新条件が成立するまでのレンタル期間においても、図9~図14で示した技術的事項が適用される。なお、更新条件が成立するまでのレンタル期間中においては、更新条件が成立して追加される予定のキャラクタ以外のキャラクタを抽選対象とするガチャ抽選については引き続き実行可能となる。 (1) In the above embodiment, the rental period is set until the gacha lottery can be executed according to the input operation of the user, and after the gacha lottery can be executed, the rental period is shifted to the rental period. I explained an example that has never happened. However, the rental period may be set up before the gacha lottery becomes feasible, or in addition, it may be possible to shift after the gacha lottery becomes feasible. For example, as for the character to be drawn in the gacha lottery, a new character is added by satisfying the update condition according to, for example, the degree of game progress of the user or the setting on the game provider side, even during the gacha possible period. To. The "renewal condition" is an example of the second condition. In this way, a rental period is set until the update condition is satisfied and a new character (sometimes called a specific character) is added, and in the rental period, it is newly added as a lottery target for the subsequent gacha lottery. The character to be planned (sometimes called a specific character) may be made available to the user in advance in the game. The technical matters shown in FIGS. 9 to 14 are applied even in the rental period until the renewal condition is satisfied. During the rental period until the renewal condition is satisfied, the gacha lottery for characters other than the character to be added after the renewal condition is satisfied can be continuously executed.
また、上記実施形態では、本ゲームのゲームプログラムが公開されてサーバ200から配信開始可能となってから一定期間経過後においてガチャ抽選が実行可能となる例について説明したが、ガチャ抽選は、配信開始可能となった時点から実行可能であってもよく、また、ユーザがパーティー編成できる段階までゲームを進行させた時点から実行可能となるものであってもよい。ガチャ抽選が実行可能な期間であっても、上記のとおり、更新条件が成立するまでの期間にレンタル期間に移行させるようにしてもよい。 Further, in the above embodiment, an example in which the gacha lottery can be executed after a certain period of time has elapsed after the game program of this game is released and distribution can be started from the server 200 has been described. However, the gacha lottery starts distribution. It may be executable from the time when it becomes possible, or it may be executable from the time when the game is advanced to the stage where the user can organize a party. Even if the gacha lottery is feasible, as described above, the rental period may be shifted to the period until the renewal condition is satisfied.
(2)上記実施形態では、レンタル期間終了後におけるガチャ抽選においては、当該レンタルキャラクタを含む複数種類のキャラクタから予め定められた割合であって、レンタル期間中におけるレンタルキャラクタの利用頻度にかかわらない割合で、ユーザに付与するキャラクタを決定する。これにより、レンタル期間における利用頻度に応じてガチャ抽選の有利度合い(一例として、抽選割合)をユーザ毎に異ならせてしまい、ユーザ間において有利不利を生じさせてしまうことを防止できる。しかし、レンタル期間終了後におけるガチャ抽選においては、レンタル期間中におけるレンタルキャラクタの利用頻度に応じて、ユーザに付与するキャラクタを決定するようにしてもよい。例えば、レンタル期間終了後におけるガチャ抽選においては、レンタル期間中において最も長い時間利用したレンタルキャラクタ(あるいはレンタル期間中においてパラメータの更新度合いが最も大きいレンタルキャラクタ)に決定される割合が高くなるようにしてもよい。これにより、レンタル期間において利用したキャラクタが、その後のガチャ抽選で当選して付与しやすくなり、ゲームの興趣を向上させることができる。 (2) In the above embodiment, in the gacha lottery after the rental period ends, the ratio is predetermined from a plurality of types of characters including the rental character, and is not related to the frequency of use of the rental character during the rental period. To determine the character to be given to the user. As a result, it is possible to prevent the degree of advantage of the gacha lottery (for example, the lottery ratio) from being different for each user according to the frequency of use during the rental period, which causes advantages and disadvantages among the users. However, in the gacha lottery after the end of the rental period, the character to be given to the user may be determined according to the frequency of use of the rental character during the rental period. For example, in the gacha lottery after the end of the rental period, the ratio of being determined as the rental character that has been used for the longest time during the rental period (or the rental character with the highest parameter update degree during the rental period) is increased. May be good. As a result, the character used during the rental period can be easily won and given in the subsequent gacha lottery, and the interest of the game can be improved.
(3)上記実施形態では、レンタル期間において事前にユーザに利用させるオブジェクトとして、キャラクタを例示したが、ゲームに用いられるオブジェクトであればこれに限らず、例えば、武器、防具、アクセサリー、道具などのアイテムや、所定のスキルを生じさせるアイテム等であってもよい。この場合、キャラクタ付与部112Cで行われる制御が、対象物を当該オブジェクト(一例として、アイテム)として、オブジェクト付与部112C(例えば、アイテム付与部112C)として機能する。 (3) In the above embodiment, a character is exemplified as an object to be used by the user in advance during the rental period, but the object is not limited to this as long as it is an object used in a game, for example, weapons, armor, accessories, tools, and the like. It may be an item, an item that gives rise to a predetermined skill, or the like. In this case, the control performed by the character giving unit 112C functions as the object giving unit 112C (for example, the item giving unit 112C) with the object as the object (for example, an item).
また、レンタル期間において事前にユーザに利用させるオブジェクトとしては、その後のガチャ抽選の抽選対象となるオブジェクトに限らず、例えば戦闘終了後に付与される報酬アイテムやキャラクタなどであってもよい。この場合、レンタル期間が終了した後においては、戦闘終了後に特定の報酬アイテムや特定のキャラクタが付与可能となるように定められており、レンタル期間においては、特定の報酬アイテムや特定のキャラクタを事前にユーザに利用させるようにしてもよい。 Further, the object to be used by the user in advance during the rental period is not limited to the object to be the lottery target of the subsequent gacha lottery, and may be, for example, a reward item or a character given after the end of the battle. In this case, after the rental period ends, it is stipulated that a specific reward item or a specific character can be given after the battle ends, and in the rental period, a specific reward item or a specific character is given in advance. May be used by the user.
(4)上記実施形態では、レンタル期間においてユーザに利用させるキャラクタを、レンタル抽選により決定する例について説明したが、これに限らず、予め定められているものであってもよい。レンタル期間中のレンタルキャラクタは、例えば、日毎に予め定められているものであってもよい。 (4) In the above embodiment, an example in which a character to be used by a user during a rental period is determined by a rental lottery has been described, but the present invention is not limited to this, and a predetermined character may be used. The rental character during the rental period may be, for example, a predetermined character for each day.
(5)上記実施形態では、レンタル候補キャラクタが日毎にリセットされる例について説明したが、これに限らず、2日毎や1週間毎にリセットされるようにしてもよい。また、リセットされる時刻は、午前0時0分に定められているものに限らず、午前3時0分や、正午に定められているものであってもよい。 (5) In the above embodiment, the example in which the rental candidate character is reset every day has been described, but the present invention is not limited to this, and the rental candidate character may be reset every two days or every week. Further, the reset time is not limited to the time set at 0:00 am, but may be set at 3:00 am or noon.
また、レンタルキャラクタの利用開始タイミング・終了タイミングは、レンタル候補キャラクタのリセットタイミングと同じとなるように定められている例について説明したが、これに限らず、レンタル候補キャラクタのリセットタイミングとは異なるタイミングに定められているものであってもよい。例えば、レンタルキャラクタの利用開始タイミング・終了タイミングは、午前0時0分に限らず、午前3時0分や、正午に定められているものであってもよい。また、試供されたレンタルキャラクタを利用できる期間は、最大で24時間に限らず、2日や、1週間であってもよく、あるいはレンタル期間が終了するまで利用できるように定められているものであってもよい。 Further, the example in which the use start timing and end timing of the rental character are set to be the same as the reset timing of the rental candidate character has been described, but the timing is not limited to this and is different from the reset timing of the rental candidate character. It may be the one specified in. For example, the use start timing / end timing of the rental character is not limited to 0:00 am, but may be set at 3:00 am or noon. In addition, the period during which the trial rental character can be used is not limited to 24 hours at the maximum, but may be 2 days or 1 week, or it is stipulated that the rental character can be used until the end of the rental period. There may be.
また、試供されたレンタルキャラクタを利用できる期間は、当該レンタルキャラクタの種類に応じて異なるようにしてもよい。試供されたレンタルキャラクタを利用できる期間は、当該レンタルキャラクタの希少度に応じて異なるようにし、例えば、希少度が高いキャラクタの方が希少度の低いキャラクタよりも長くなるようにしてもよい。また、ゲーム内のイベント(一例として、クエストやミッションと呼ばれるもの)の進行状況や、クリアした数に応じて、レンタルキャラクタを利用できる期間を決めてもよい。例えば、特定のイベントをクリアした場合に、レンタルキャラクタのレンタル期間を長くしてもよいし、短くしてもよい。 Further, the period during which the trial rental character can be used may be different depending on the type of the rental character. The period during which the trial rental character can be used may vary depending on the rarity of the rental character, for example, a character with a high rarity may be longer than a character with a low rarity. In addition, the period during which the rental character can be used may be determined according to the progress of in-game events (for example, quests and missions) and the number of cleared characters. For example, when a specific event is cleared, the rental period of the rental character may be lengthened or shortened.
(6)上記実施形態では、図10(a)に示すように、星3キャラクタ10体、星4キャラクタ6体の計16体をレンタルされ得るキャラクタとした例について説明した。しかし、レンタルされ得るキャラクタの数としては、これに限られず、16体を超えてもよいし、16体よりも少なくてもよい。また、レンタルされ得るキャラクタとしては、星4キャラクタの方が、星3キャラクタよりも多くなるように定められていてもよい。 (6) In the above embodiment, as shown in FIG. 10A, an example in which a total of 16 characters, 10 star 3 characters and 6 star 4 characters, can be rented has been described. However, the number of characters that can be rented is not limited to this, and may exceed 16 characters or may be less than 16. Further, as the characters that can be rented, the number of 4 star characters may be set to be larger than that of 3 star characters.
また、上記実施形態では、レンタルされ得るキャラクタが希少度の高い星3以上のキャラクタに定められている例を示したが、これに限らず、レンタルされ得るキャラクタに希少度の低い星2以下のキャラクタも含まれるようにしてもよい。この場合、例えば、レンタルされ得るキャラクタとしては、星3以上のキャラクタの方が、星2以下のキャラクタよりも多くなるようにしてもよい。 Further, in the above embodiment, an example is shown in which the character that can be rented is defined as a character with a high rarity of 3 or more stars, but the present invention is not limited to this, and the character that can be rented is a star 2 or less with a low rarity. Characters may also be included. In this case, for example, as the characters that can be rented, the number of characters with 3 or more stars may be larger than the number of characters with 2 or less stars.
(7)    上記実施形態では、レンタル候補キャラクタに対応させて借りたいアイコン513を表示し、当該借りたいアイコン513に対する操作により、当該アイコンに対応するレンタル候補キャラクタの抽選確率を変動させる例について説明した。しかし、借りたいアイコン513を表示するものではなく、例えば、図10(a)に示したようにレンタル候補キャラクタの顔アイコンに対する操作により、当該レンタル候補キャラクタの抽選確率を向上させるようにしてもよい。 (7) In the above embodiment, an example has been described in which the icon 513 to be borrowed corresponding to the rental candidate character is displayed, and the lottery probability of the rental candidate character corresponding to the icon is changed by operating the icon 513 to be borrowed. .. However, instead of displaying the icon 513 to be borrowed, for example, as shown in FIG. 10A, the lottery probability of the rental candidate character may be improved by operating the face icon of the rental candidate character. ..
(8)上記実施形態では、レンタル期間中においては、借りたいアイコンを操作することにより、操作に対応するキャラクタがレンタルキャラクタに決定される割合が高くなる例について説明した。しかし、レンタル期間中においては、ユーザからの操作により、ユーザが所望するキャラクタに決定される割合が高くなるものであれば、これに限らず、例えば操作に応じたキャラクタをレンタル抽選の対象から除外するもの(つまり、抽選対象となるキャラクタ数を減らしていくもの)であってもよい。 (8) In the above embodiment, an example has been described in which the ratio of the character corresponding to the operation to be determined as the rental character increases by operating the icon to be borrowed during the rental period. However, during the rental period, the character corresponding to the operation is excluded from the rental lottery, for example, as long as the ratio of the character determined by the user is high due to the operation from the user. (That is, the one that reduces the number of characters to be drawn) may be used.
(9)上記実施形態では、レンタル期間である特定期間において、その後のガチャ抽選の抽選対象となるキャラクタをゲームにおいて利用させる例について説明したが、これに替えてあるいは加えて、特定期間においては、その後のガチャ抽選の抽選対象となるキャラクタを図9に例示するようにタイトル画面、スプラッシュ画面、ロード画面、ホーム画面等に出現させるようにし、ユーザに対して実際に利用させないものであってもよい。 (9) In the above embodiment, an example in which a character to be a lottery target of a subsequent gacha lottery is used in a game during a specific period, which is a rental period, has been described. Characters to be drawn for the subsequent gacha lottery may be made to appear on the title screen, splash screen, loading screen, home screen, etc. as illustrated in FIG. 9, and may not be actually used by the user. ..
(10)上記実施形態では、図13のステップS07、S08で示したように、当日の初回ログインによりレンタルキャラクタを試供する所定条件が成立する例について説明した。しかし、所定条件は、これに替えてあるいは加えて、例えば、レンタルキャラクタの利用頻度などに応じて成立するものであってもよい。所定条件は、レンタルキャラクタの利用頻度として、例えば、前日に試供されたレンタルキャラクタが利用されたこと、あるいは利用してクエストをクリアしたことなどにより成立するものであってもよい。 (10) In the above embodiment, as shown in steps S07 and S08 of FIG. 13, an example in which a predetermined condition for trial use of a rental character is satisfied by the first login on the day has been described. However, the predetermined condition may be satisfied in place of or in addition to this, for example, depending on the frequency of use of the rental character. The predetermined condition may be satisfied as the frequency of use of the rental character, for example, the rental character tried on the previous day is used, or the quest is cleared by using the rental character.
(11)上記実施形態においては、戦闘を行うことによりゲームを進行するゲームに関連してレンタル期間にキャラクタを試供させる例について説明した。しかし、レンタル期間におけるキャラクタの試供に関する技術的事項は、戦闘を行うことによりゲームを進行するゲームに限らず適用でき、例えば、ビーチバレーボールやサッカーなどのスポーツゲームに適用するものであってもよく、スポーツゲームに限らず格闘ゲームやアクションゲーム等に適用するものであってもよい。例えば、スポーツゲームにおいて、レンタル期間の間、レンタルキャラクタを一定期間ユーザに試供するようにしてもよい。 (11) In the above embodiment, an example in which a character is tried out during a rental period in relation to a game in which a game is advanced by performing a battle has been described. However, the technical matters concerning the trial use of the character during the rental period can be applied not only to the game in which the game progresses by performing the battle, and may be applied to, for example, a sports game such as beach volleyball or soccer. Not limited to sports games, it may be applied to fighting games, action games, and the like. For example, in a sports game, the rental character may be tried out to the user for a certain period during the rental period.
(12)上記実施形態においては、ガチャ抽選やレンタル抽選を含む処理をサーバ200側の制御部210により実行される例について説明した。しかし、ガチャ抽選やレンタル抽選を含む処理はユーザ端末100側の制御部110により実行し、抽選結果をサーバ200に送信するものであってもよい。 (12) In the above embodiment, an example in which a process including a gacha lottery and a rental lottery is executed by the control unit 210 on the server 200 side has been described. However, the process including the gacha lottery and the rental lottery may be executed by the control unit 110 on the user terminal 100 side, and the lottery result may be transmitted to the server 200.
(13)上記実施形態では、図9で示したレンタル期間用の画面として、レンタルされ得るキャラクタを画面に表示させる例について説明した。しかし、レンタル期間用の画面においては、翌日のレンタル候補キャラクタを表示させるようにしてもよい。つまり、レンタル期間用の画面に表示されるキャラクタを、レンタルされ得るキャラクタのうちで日毎に異なるキャラクタに切り替えて表示させるものであってもよい。 (13) In the above embodiment, an example of displaying a character that can be rented on the screen as the screen for the rental period shown in FIG. 9 has been described. However, on the screen for the rental period, the rental candidate character of the next day may be displayed. That is, the character displayed on the screen for the rental period may be switched to a different character for each day among the characters that can be rented and displayed.
(14)上記実施形態では、レンタルキャラクタのパラメータは、ユーザの現在のゲーム進行度(一例として、レベルやランクと呼ばれるもの)に応じて同程度に調整される例について説明した。しかし、レンタルキャラクタのパラメータは、ユーザのレベル等よりも高いレベルに設定するものや、ユーザのレベル等よりも低いレベルに設定するものであってもよい。例えば、ユーザのレベル等よりも高いレベルに設定する場合には、ユーザはより有利にゲームを進めることをレンタル期間中に実感でき、当キャラクタを当てるための抽選を行う動機付けを高めることができる。 (14) In the above embodiment, the example in which the parameters of the rental character are adjusted to the same degree according to the user's current game progress (for example, what is called a level or a rank) has been described. However, the parameters of the rental character may be set to a level higher than the level of the user or the like, or may be set to a level lower than the level of the user or the like. For example, when the level is set higher than the user's level, the user can realize that the game is advanced more advantageously during the rental period, and can increase the motivation to draw a lottery to win the character. ..
<付記>
以上の各実施形態で説明した事項を、以下に付記する。
<Additional Notes>
The matters described in each of the above embodiments will be added below.
(付記1):
本開示に示す一実施形態のある局面によれば、プロセッサ、メモリ、入力部、および表示部を備える情報処理装置において実行されるプログラムであって、前記プロセッサに、ユーザが利用可能なオブジェクト(一例として、ユーザがゲーム内で利用可能となるすべてのキャラクタ)を用いてゲームを進行させるステップと、ユーザからの入力操作に応じて複数種類のオブジェクト(一例として、ガチャ抽選の抽選対象となる複数種類のキャラクタ)のうちから第1抽選(一例として、ガチャ抽選)により決定されたオブジェクト(一例として、ガチャ抽選で当選したキャラクタ)を、当該ユーザに付与して前記ゲームに利用可能とするステップと、特定オブジェクト(一例として、レンタル期間終了後にガチャ抽選の抽選対象となるキャラクタ)が前記第1抽選により決定可能となるまでの特定期間(一例として、レンタル期間)において、当該特定オブジェクトをユーザが前記ゲームに利用可能とするステップ(S08)とを実行させる。
(Appendix 1):
According to an aspect of one embodiment shown in the present disclosure, a program executed in an information processing apparatus including a processor, a memory, an input unit, and a display unit, the object being available to the user to the processor (one example). As a step of advancing the game using all the characters that can be used by the user in the game, and multiple types of objects according to the input operation from the user (for example, multiple types that are subject to the lottery of the gacha lottery). An object (as an example, a character won in the gacha lottery) determined by the first lottery (as an example, a gacha lottery) is given to the user and made available to the game. In the specific period (for example, the rental period) until the specific object (for example, the character to be drawn by the gacha lottery after the rental period ends) can be determined by the first lottery, the user can play the specific object in the game. To execute the step (S08) to make it available.
(付記2):
(付記1)において、前記特定オブジェクトは、複数種類定められており、前記特定期間において利用可能とするステップは、複数種類の特定オブジェクトのうちから第2抽選により決定された特定オブジェクトを前記ゲームに利用可能とし、前記プロセッサに、前記第2抽選の対象となる前記複数種類の特定オブジェクトを表示するステップ(S25)と、前記複数種類の特定オブジェクトのうちのいずれかを指定するためのユーザからの入力操作を受け付けるステップ(S27、S28)とを実行させ、前記第2抽選により決定される割合は、指定されていないオブジェクトよりも前記入力操作により指定されたオブジェクトの方が高い(図11)。
(Appendix 2):
In (Appendix 1), a plurality of types of the specific object are defined, and in the step of making the specific object available in the specific period, the specific object determined by the second lottery from among the plurality of types of specific objects is used in the game. A step (S25) for displaying the plurality of types of specific objects to be made available and subject to the second lottery to the processor, and a user for designating one of the plurality of types of specific objects. The ratio determined by the second lottery by executing the steps (S27, S28) for accepting the input operation is higher in the object designated by the input operation than in the object not designated (FIG. 11).
(付記3):
(付記2)において、前記特定オブジェクトを表示するステップ(S25)は、前記複数種類の特定オブジェクト各々に対応させてユーザからの入力操作を受け付けるための画像(一例として、借りたいことを操作によって指定するためのボタン、以下、借りたいアイコンと呼ぶ)を表示し、前記指定するための入力操作を受け付けるステップ(S28)は、前記画像に対する入力操作を、当該画像に対応する特定オブジェクトを指定するための入力操作として受け付ける。
(Appendix 3):
In (Appendix 2), the step (S25) for displaying the specific object is an image for accepting an input operation from the user corresponding to each of the plurality of types of specific objects (as an example, designating what is desired to be borrowed by the operation). In the step (S28) of displaying a button for displaying an icon to be borrowed (hereinafter referred to as an icon to be borrowed) and accepting an input operation for specifying the image, an input operation for the image is performed to specify a specific object corresponding to the image. Accept as an input operation of.
(付記4):
(付記3)において、前記特定オブジェクトを表示するステップ(S25)は、前記特定期間のうちの少なくとも前記指定するための入力操作を受け付けるステップが前記指定するための入力操作を受け付け可能であるときに前記画像を表示し(S27)、前記特定期間が終了した後においては前記画像の表示がされないように制御する。
(付記5):
(付記2)から(付記4)のいずれかにおいて、前記指定するための入力操作を受け付けるステップ(S28)は、前記第2抽選により決定されるまでの間において所定回数を上限として、前記指定するための入力操作を受け付け可能であり、前記第2抽選により決定される割合は、指定された回数が所定回数である特定オブジェクトよりも指定された回数が前記所定回数よりも多い回数である特定オブジェクトの方が高い(図11)。
(Appendix 4):
In (Appendix 3), the step (S25) for displaying the specific object is when at least the step for accepting the input operation for the designation in the specific period can accept the input operation for the designation. The image is displayed (S27), and control is performed so that the image is not displayed after the specific period ends.
(Appendix 5):
In any one of (Appendix 2) to (Appendix 4), the step (S28) for accepting the input operation for the designation is designated by the predetermined number of times up to the time until the determination is made by the second lottery. The ratio determined by the second lottery is a specific object in which the specified number of times is larger than the specified number of times than the specified number of times. Is higher (Fig. 11).
(付記6):
(付記2)から(付記4)のいずれかにおいて、前記第2抽選により決定されるまでの間には、第1の期間と、第1の期間が経過した後の第2の期間とを含む複数の期間が設けられており、前記指定するための入力操作を受け付けるステップ(S28)は、前記第1の期間において第1の回数を上限として前記指定するための入力操作を受け付け可能であり、前記第2の期間において第2の回数を上限として前記指定するための入力操作を受け付け可能であり、前記第2抽選により決定される割合は、指定された回数が所定回数である特定オブジェクトよりも指定された回数が前記所定回数よりも多い回数である特定オブジェクトの方が高い(図11)。
(Appendix 6):
In any of (Appendix 2) to (Appendix 4), the period until the determination is made by the second lottery includes a first period and a second period after the first period has elapsed. A plurality of periods are provided, and the step (S28) for accepting the input operation for the designation can accept the input operation for the designation up to the first number of times in the first period. In the second period, the input operation for designating the specified number can be accepted up to the second number of times, and the ratio determined by the second lottery is higher than that of the specific object in which the designated number of times is a predetermined number of times. The specific object whose specified number of times is larger than the predetermined number of times is higher (FIG. 11).
(付記7):
(付記1)から(付記6)のいずれかにおいて、オブジェクトには、パラメータが対応付けられており、前記プロセッサに、前記進行させるステップによるゲームの進行に応じて、ユーザのゲーム進行度合いを特定するための進行情報を更新するステップを実行させ、前記特定期間において利用可能とするステップは、前記特定オブジェクトのパラメータが前記進行情報から特定されるユーザのゲーム進行度合いに応じた値に設定された状態で、前記ゲームに利用可能とする(S08)。
(Appendix 7):
In any of (Appendix 1) to (Appendix 6), a parameter is associated with the object, and the processor specifies the degree of game progress of the user according to the progress of the game by the step to be advanced. In the step of executing the step of updating the progress information for the purpose and making it available in the specific period, the parameter of the specific object is set to a value according to the game progress degree of the user specified from the progress information. Then, it can be used for the game (S08).
(付記8):
(付記7)において、前記第1抽選により決定されたオブジェクトを利用可能とするステップは、前記第1抽選により決定されたオブジェクトが前記特定オブジェクトであっても、当該オブジェクトを、前記進行情報から特定されるユーザのゲーム進行度合いにかかわらない予め定められた値にパラメータが設定された状態で、前記ゲームに利用可能とする。
(Appendix 8):
In (Appendix 7), the step of making the object determined by the first lottery available is to specify the object from the progress information even if the object determined by the first lottery is the specific object. It is made available for the game in a state where the parameter is set to a predetermined value regardless of the degree of progress of the game of the user to be played.
(付記9):
(付記1)から(付記8)のいずれかにおいて、前記プロセッサに、前記進行させるステップによるゲームの進行に応じて、前記特定期間において利用可能とするステップにより利用可能となっている特定オブジェクトのパラメータを更新するステップを実行させる。
(Appendix 9):
In any of (Appendix 1) to (Appendix 8), the parameter of the specific object made available to the processor by the step made available in the specific period according to the progress of the game by the step to be advanced. To execute the step to update.
(付記10):
(付記9)において、前記第1抽選により決定されたオブジェクトを利用可能とするステップは、前記第1抽選により決定されたオブジェクトが前記特定期間において前記更新するステップによりパラメータが更新された特定オブジェクトであっても、当該オブジェクトを、予め定められた値にパラメータが設定された状態で、前記ゲームに利用可能とする。
(Appendix 10):
In (Appendix 9), the step of making the object determined by the first lottery available is a specific object whose parameters are updated by the step of updating the object determined by the first lottery in the specific period. Even if there is, the object can be used for the game with parameters set to predetermined values.
(付記11):
(付記1)から(付記10)のいずれかにおいて、前記特定オブジェクトは、複数種類定められており、前記特定期間には、複数の利用期間が設けられており、前記特定期間において利用可能とするステップは、前記複数種類の特定オブジェクトのうちから前記複数の利用期間毎に第2抽選により決定された特定オブジェクトを前記ゲームに利用可能とし、前記第2抽選により第1の利用期間において利用可能とするオブジェクトとして決定された特定オブジェクトを、当該第1の利用期間において利用可能とし、前記第1の利用期間の次の第2の利用期間においては、予め定められた継続条件が成立していないときには利用可能としない一方、前記継続条件が成立しているときには終了条件が成立するまで利用可能とする。
(Appendix 11):
In any of (Appendix 1) to (Appendix 10), a plurality of types of the specific object are defined, and a plurality of usage periods are provided in the specific period, and the specific object can be used in the specific period. The step makes it possible to use the specific object determined by the second lottery for each of the plurality of usage periods from the plurality of types of specific objects in the game, and to be available in the first usage period by the second lottery. When the specific object determined as the object to be used is made available in the first usage period and the predetermined continuation condition is not satisfied in the second usage period following the first usage period. While it is not available, when the continuation condition is satisfied, it is available until the end condition is satisfied.
(付記12):
(付記11)において、前記プロセッサは、所定の達成条件を成立させるための所定ゲームを開始するときに、ユーザの入力操作に応じて、ユーザが利用可能なオブジェクトのうちから前記所定ゲームに用いるオブジェクトを設定するための設定期間に移行するステップを実行させ、前記継続条件は、前記第1の利用期間が終了するタイミングにおいて前記設定期間に移行されているときに成立する条件を含み、前記終了条件は、前記第1の利用期間が終了するタイミングにおいて移行されていた前記設定期間を経て開始された前記所定ゲームが終了したときに成立する条件を含む。
(Appendix 12):
In (Appendix 11), when the processor starts a predetermined game for satisfying a predetermined achievement condition, an object used for the predetermined game from among the objects available to the user in response to a user's input operation. The step of transitioning to the setting period for setting is executed, and the continuation condition includes a condition that is satisfied when the transition to the setting period is performed at the timing when the first usage period ends, and the termination condition. Includes a condition that is satisfied when the predetermined game started after the set period that has been shifted at the timing when the first usage period ends.
(付記13):
(付記1)から(付記12)のいずれかにおいて、前記ユーザからの入力操作に応じた前記第1抽選は、第1条件が成立した後において行うことが可能となり、前記特定期間は、前記第1条件が成立するまでの予め定められた期間である。
(Appendix 13):
In any of (Appendix 1) to (Appendix 12), the first lottery corresponding to the input operation from the user can be performed after the first condition is satisfied, and the specific period is the first. 1 It is a predetermined period until the condition is satisfied.
(付記14):
(付記1)から(付記12)のいずれかにおいて、前記特定オブジェクトは、第2条件が成立した後に前記第1抽選において抽選可能となるオブジェクトに加えられるオブジェクトであり、前記特定オブジェクトと異なるオブジェクトについては、前記第2条件が成立するまでの期間においても前記第1抽選において抽選可能であり、前記特定期間は、前記第2条件が成立するまでの予め定められた期間である。
(Appendix 14):
In any of (Appendix 1) to (Appendix 12), the specific object is an object added to an object that can be drawn in the first lottery after the second condition is satisfied, and an object different from the specific object. Can be drawn in the first lottery even in the period until the second condition is satisfied, and the specific period is a predetermined period until the second condition is satisfied.
(付記15):
(付記1)から(付記14)のいずれかにおいて、前記特定オブジェクトは、前記複数種類のオブジェクトのうちの所定のオブジェクトよりもユーザにとって有利度合いが高いオブジェクトである。
(Appendix 15):
In any of (Appendix 1) to (Appendix 14), the specific object is an object having a higher degree of advantage to the user than a predetermined object among the plurality of types of objects.
(付記16):
(付記1)から(付記15)のいずれかにおいて、前記特定オブジェクトは、複数種類定められており、前記特定期間には、複数の利用期間が設けられており、前記特定期間において利用可能とするステップは、前記複数種類の特定オブジェクトのうちから前記複数の利用期間毎に第2抽選により決定された特定オブジェクトを前記ゲームに利用可能とし、前記利用期間は、当該利用期間において前記特定期間において利用可能とするステップにより利用可能とされる特定オブジェクトの種類に応じて異なる。
(Appendix 16):
In any of (Appendix 1) to (Appendix 15), a plurality of types of the specific object are defined, and a plurality of usage periods are provided in the specific period, and the specific object can be used in the specific period. The step makes the specific object determined by the second lottery available for the game from the plurality of types of specific objects for each of the plurality of usage periods, and the usage period is used in the specific period in the usage period. It depends on the type of specific object that is available depending on the steps you enable.
(付記17):
本開示に示す一実施形態のある局面によれば、プロセッサ、メモリ、入力部、および表示部を備える情報処理装置において実行される方法であって、前記情報処理装置が、ユーザが利用可能なオブジェクトを用いてゲームを進行させるステップと、ユーザからの入力操作に応じて複数種類のオブジェクトのうちから第1抽選により決定されたオブジェクトを、当該ユーザに付与して前記ゲームに利用可能とするステップと、特定オブジェクトが前記第1抽選により決定可能となるまでの特定期間において、当該特定オブジェクトをユーザが前記ゲームに利用可能とするステップとを備える。
(Appendix 17):
According to an aspect of one embodiment presented in the present disclosure, a method performed in an information processing apparatus comprising a processor, a memory, an input unit, and a display unit, wherein the information processing apparatus is an object available to a user. And a step of advancing the game using It is provided with a step of making the specific object available to the user in the game in a specific period until the specific object can be determined by the first lottery.
(付記18):
本開示に示す一実施形態のある局面によれば、情報処理装置であって、プログラムを記憶する記憶部と、前記プログラムを実行することにより、前記情報処理装置の動作を制御する制御部を備え、前記制御部は、ユーザが利用可能なオブジェクトを用いてゲームを進行させるステップと、ユーザからの入力操作に応じて複数種類のオブジェクトのうちから第1抽選により決定されたオブジェクトを、当該ユーザに付与して前記ゲームに利用可能とするステップと、特定オブジェクトが前記第1抽選により決定可能となるまでの特定期間において、当該特定オブジェクトをユーザが前記ゲームに利用可能とするステップとを実行させる。
(Appendix 18):
According to an aspect of the embodiment shown in the present disclosure, the information processing apparatus includes a storage unit for storing a program and a control unit for controlling the operation of the information processing apparatus by executing the program. , The control unit gives the user a step of advancing the game using an object available to the user, and an object determined by the first lottery from a plurality of types of objects according to an input operation from the user. The step of granting the object and making it available to the game and the step of making the specific object available to the user in the game are executed in a specific period until the specific object can be determined by the first lottery.
〔ソフトウェアによる実現例〕
端末装置100およびサーバ200の各々における制御は、集積回路(ICチップ)等に形成された論理回路(ハードウェア)によって実現してもよいし、ソフトウェアによって実現してもよい。
[Example of implementation by software]
The control in each of the terminal device 100 and the server 200 may be realized by a logic circuit (hardware) formed in an integrated circuit (IC chip) or the like, or may be realized by software.
後者の場合、端末装置100およびサーバ200は、各機能を実現するソフトウェアであるプログラムの命令を実行するコンピュータを備えている。このコンピュータは、例えば1つ以上のプロセッサを備えていると共に、上記プログラムを記憶したコンピュータ読み取り可能な記録媒体を備えている。そして、上記コンピュータにおいて、上記プロセッサが上記プログラムを上記記録媒体から読み取って実行することにより、本発明の目的が達成される。上記プロセッサとしては、例えばCPU(Central Processing Unit)を用いることができる。上記記録媒体としては、「一時的でない有形の媒体」、例えば、ROM(Read Only Memory)等の他、テープ、ディスク、カード、半導体メモリ、プログラマブルな論理回路などを用いることができる。また、上記プログラムを展開するRAM(Random Access Memory)などをさらに備えていてもよい。また、上記プログラムは、該プログラムを伝送可能な任意の伝送媒体(ネットワークや放送波等)を介して上記コンピュータに供給されてもよい。なお、本発明の一態様は、上記プログラムが電子的な伝送によって具現化された、搬送波に埋め込まれたデータ信号の形態でも実現され得る。 In the latter case, the terminal device 100 and the server 200 include a computer that executes instructions of a program that is software that realizes each function. The computer includes, for example, one or more processors and a computer-readable recording medium that stores the program. Then, in the computer, the processor reads the program from the recording medium and executes the program, thereby achieving the object of the present invention. As the processor, for example, a CPU (Central Processing Unit) can be used. As the recording medium, in addition to a “non-temporary tangible medium” such as a ROM (Read Only Memory), a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, or the like can be used. Further, a RAM (RandomAccessMemory) for expanding the above program may be further provided. Further, the program may be supplied to the computer via any transmission medium (network, broadcast wave, etc.) capable of transmitting the program. It should be noted that one aspect of the present invention can also be realized in the form of a data signal embedded in a carrier wave, in which the above program is embodied by electronic transmission.
本発明は上述した実施形態に限定されるものではなく、請求項に示した範囲で種々の変更が可能であり、異なる実施形態にそれぞれ開示された技術的手段を適宜組み合わせて得られる実施形態についても本発明の技術的範囲に含まれる。 The present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the claims, and the embodiment obtained by appropriately combining the technical means disclosed in the different embodiments. Is also included in the technical scope of the present invention.
1 ゲームシステム、2 ネットワーク、10,20 プロセッサ、11,21 メモリ、12,22 ストレージ、13,23 通信IF(操作部)、14,24 入出力IF(操作部)、15 タッチスクリーン(表示部、操作部)、17 カメラ(操作部)、18 測距センサ(操作部)、100 ユーザ端末(情報処理装置)、110,210 制御部、111 操作受付部、112 ゲーム進行部、113 カメラ配置制御部、114 オブジェクト制御部、115 表示制御部、120,220 記憶部、151 入力部(操作部)、152 表示部、200 サーバ、211 送受信部、212 サーバ処理部、213 データ管理部、231 ゲームプログラム、232 ゲーム情報、233 ユーザ情報、233A キャラクタデータ、1010 物体、1020 コントローラ(操作部)、1030 記憶媒体
 
1 game system, 2 networks, 10,20 processors, 11,21 memories, 12,22 storage, 13,23 communication IF (operation unit), 14,24 input / output IF (operation unit), 15 touch screen (display unit, Operation unit), 17 camera (operation unit), 18 range sensor (operation unit), 100 user terminal (information processing device), 110, 210 control unit, 111 operation reception unit, 112 game progress unit, 113 camera placement control unit. , 114 object control unit, 115 display control unit, 120, 220 storage unit, 151 input unit (operation unit), 152 display unit, 200 server, 211 transmission / reception unit, 212 server processing unit, 213 data management unit, 231 game program, 232 game information, 233 user information, 233A character data, 1010 objects, 1020 controllers (operation unit), 1030 storage media

Claims (18)

  1. プロセッサ、メモリ、入力部、および表示部を備える情報処理装置において実行されるプログラムであって、
    前記プロセッサに、
    ユーザが利用可能なオブジェクトを用いてゲームを進行させるステップと、
    ユーザからの入力操作に応じて複数種類のオブジェクトのうちから第1抽選により決定されたオブジェクトを、当該ユーザに付与して前記ゲームに利用可能とするステップと、特定オブジェクトが前記第1抽選により決定可能となるまでの特定期間において、当該特定オブジェクトをユーザが前記ゲームに利用可能とするステップとを実行させる、プログラム。
    A program executed in an information processing device including a processor, a memory, an input unit, and a display unit.
    To the processor
    Steps to progress the game with objects available to the user,
    A step of assigning an object determined by the first lottery from a plurality of types of objects according to an input operation from the user to the user so that the object can be used in the game, and a specific object are determined by the first lottery. A program that causes a user to perform a step of making a specific object available to the game in a specific period until it becomes possible.
  2. 前記特定オブジェクトは、複数種類定められており、
    前記特定期間において利用可能とするステップは、複数種類の特定オブジェクトのうちから第2抽選により決定された特定オブジェクトを前記ゲームに利用可能とし、
    前記プロセッサに、
    前記第2抽選の対象となる前記複数種類の特定オブジェクトを表示するステップと、前記複数種類の特定オブジェクトのうちのいずれかを指定するためのユーザからの入力操作を受け付けるステップとを実行させ、
    前記第2抽選により決定される割合は、指定されていないオブジェクトよりも前記入力操作により指定されたオブジェクトの方が高い、請求項1に記載のプログラム。
    Multiple types of the specific object are defined, and
    The step of making it available in the specific period makes the specific object determined by the second lottery out of a plurality of types of specific objects available to the game.
    To the processor
    A step of displaying the plurality of types of specific objects to be the target of the second lottery and a step of accepting an input operation from a user for designating one of the plurality of types of specific objects are executed.
    The program according to claim 1, wherein the ratio determined by the second lottery is higher for the object specified by the input operation than for the object not specified.
  3. 前記特定オブジェクトを表示するステップは、前記複数種類の特定オブジェクト各々に対応させてユーザからの入力操作を受け付けるための画像を表示し、
    前記指定するための入力操作を受け付けるステップは、前記画像に対する入力操作を、当該画像に対応する特定オブジェクトを指定するための入力操作として受け付ける、請求項2に記載のプログラム。
    The step of displaying the specific object displays an image for receiving an input operation from the user corresponding to each of the plurality of types of specific objects.
    The program according to claim 2, wherein the step of accepting the input operation for designating is to accept the input operation for the image as the input operation for designating the specific object corresponding to the image.
  4. 前記特定オブジェクトを表示するステップは、前記特定期間のうちの少なくとも前記指定するための入力操作を受け付けるステップが前記指定するための入力操作を受け付け可能であるときに前記画像を表示し、前記特定期間が終了した後においては前記画像の表示がされないよう制御する、請求項3に記載のプログラム。 The step of displaying the specific object displays the image when at least the step of accepting the input operation for designating in the specific period can accept the input operation for designating, and the specific period. The program according to claim 3, which controls the display of the image after the end of the process.
  5. 前記指定するための入力操作を受け付けるステップは、前記第2抽選により決定されるまでの間において所定回数を上限として、前記指定するための入力操作を受け付け可能であり、
    前記第2抽選により決定される割合は、指定された回数が所定回数である特定オブジェクトよりも指定された回数が前記所定回数よりも多い回数である特定オブジェクトの方が高い、請求項2~請求項4のいずれかに記載のプログラム。
    The step of accepting the input operation for designating can accept the input operation for designating up to a predetermined number of times until it is determined by the second lottery.
    Claims 2 to claim that the ratio determined by the second lottery is higher for the specific object having the specified number of times than the predetermined number of times than for the specific object having the specified number of times being the predetermined number of times. The program according to any one of item 4.
  6. 前記第2抽選により決定されるまでの間には、第1の期間と、第1の期間が経過した後の第2の期間とを含む複数の期間が設けられており、
    前記指定するための入力操作を受け付けるステップは、前記第1の期間において第1の回数を上限として前記指定するための入力操作を受け付け可能であり、前記第2の期間において第2の回数を上限として前記指定するための入力操作を受け付け可能であり、
    前記第2抽選により決定される割合は、指定された回数が所定回数である特定オブジェクトよりも指定された回数が前記所定回数よりも多い回数である特定オブジェクトの方が高い、請求項2~請求項4のいずれかに記載のプログラム。
    A plurality of periods including a first period and a second period after the lapse of the first period are provided until the determination is made by the second lottery.
    The step of accepting the input operation for designating can accept the input operation for designating with the first number of times as the upper limit in the first period, and the second number of times is the upper limit in the second period. It is possible to accept the input operation for specifying the above.
    Claims 2 to claim that the ratio determined by the second lottery is higher for the specific object having the specified number of times than the predetermined number of times than for the specific object having the specified number of times being the predetermined number of times. The program according to any one of item 4.
  7. オブジェクトには、パラメータが対応付けられており、
    前記プロセッサに、
    前記進行させるステップによるゲームの進行に応じて、ユーザのゲーム進行度合いを特定するための進行情報を更新するステップを実行させ、
    前記特定期間において利用可能とするステップは、前記特定オブジェクトのパラメータが前記進行情報から特定されるユーザのゲーム進行度合いに応じた値に設定された状態で、前記ゲームに利用可能とする、請求項1~請求項6のいずれかに記載のプログラム。
    Parameters are associated with the object,
    To the processor
    According to the progress of the game by the step to be progressed, the step of updating the progress information for specifying the progress degree of the game of the user is executed.
    The step to be available in the specific period is claimed to be available to the game in a state where the parameter of the specific object is set to a value corresponding to the game progress degree of the user specified from the progress information. The program according to any one of 1 to 6.
  8. 前記第1抽選により決定されたオブジェクトを利用可能とするステップは、前記第1抽選により決定されたオブジェクトが前記特定オブジェクトであっても、当該オブジェクトを、前記進行情報から特定されるユーザのゲーム進行度合いにかかわらない予め定められた値にパラメータが設定された状態で、前記ゲームに利用可能とする、請求項7に記載のプログラム。 In the step of making the object determined by the first lottery available, even if the object determined by the first lottery is the specific object, the game progress of the user who identifies the object from the progress information. The program according to claim 7, wherein the program can be used for the game in a state where the parameters are set to predetermined values regardless of the degree.
  9. 前記プロセッサに、
    前記進行させるステップによるゲームの進行に応じて、前記特定期間において利用可能とするステップにより利用可能となっている特定オブジェクトのパラメータを更新するステップを実行させる、請求項1~請求項8のいずれかに記載のプログラム。
    To the processor
    One of claims 1 to 8, wherein the step of updating the parameter of the specific object made available by the step made available in the specific period is executed according to the progress of the game by the step to be advanced. The program described in.
  10. 前記第1抽選により決定されたオブジェクトを利用可能とするステップは、前記第1抽選により決定されたオブジェクトが前記特定期間において前記更新するステップによりパラメータが更新された特定オブジェクトであっても、当該オブジェクトを、予め定められた値にパラメータが設定された状態で、前記ゲームに利用可能とする、請求項9に記載のプログラム。 The step of making the object determined by the first lottery available is the object even if the object determined by the first lottery is a specific object whose parameters have been updated by the updating step in the specific period. The program according to claim 9, wherein the program can be used for the game in a state where the parameters are set to predetermined values.
  11. 前記特定オブジェクトは、複数種類定められており、前記特定期間には、複数の利用期間が設けられており、前記特定期間において利用可能とするステップは、
    前記複数種類の特定オブジェクトのうちから前記複数の利用期間毎に第2抽選により決定された特定オブジェクトを前記ゲームに利用可能とし、
    前記第2抽選により第1の利用期間において利用可能とするオブジェクトとして決定された特定オブジェクトを、当該第1の利用期間において利用可能とし、前記第1の利用期間の次の第2の利用期間においては、予め定められた継続条件が成立していないときには利用可能としない一方、前記継続条件が成立しているときには終了条件が成立するまで利用可能とする、請求項1~請求項10のいずれかに記載のプログラム。
    A plurality of types of the specific object are defined, and a plurality of usage periods are provided in the specific period, and the step of making the specific object available in the specific period is
    From the plurality of types of specific objects, the specific object determined by the second lottery for each of the plurality of usage periods can be used for the game.
    The specific object determined as the object to be made available in the first usage period by the second lottery is made available in the first usage period, and is made available in the second usage period following the first usage period. Is not available when the predetermined continuation condition is not satisfied, while it is available until the end condition is satisfied when the continuation condition is satisfied, according to any one of claims 1 to 10. The program described in.
  12. 前記プロセッサは、
    所定の達成条件を成立させるための所定ゲームを開始するときに、ユーザの入力操作に応じて、ユーザが利用可能なオブジェクトのうちから前記所定ゲームに用いるオブジェクトを設定するための設定期間に移行するステップを実行させ、
    前記継続条件は、前記第1の利用期間が終了するタイミングにおいて前記設定期間に移行されているときに成立する条件を含み、
    前記終了条件は、前記第1の利用期間が終了するタイミングにおいて移行されていた前記設定期間を経て開始された前記所定ゲームが終了したときに成立する条件を含む、請求項11に記載のプログラム。
    The processor
    When starting a predetermined game for satisfying a predetermined achievement condition, the setting period shifts to a setting period for setting an object used for the predetermined game from among the objects available to the user according to an input operation of the user. Let the steps take place
    The continuation condition includes a condition that is satisfied when the first usage period ends and the setting period is entered.
    The program according to claim 11, wherein the end condition includes a condition that is satisfied when the predetermined game started after the set period that has been shifted at the timing when the first use period ends.
  13. 前記ユーザからの入力操作に応じた前記第1抽選は、第1条件が成立した後において行うことが可能となり、
    前記特定期間は、前記第1条件が成立するまでの予め定められた期間である、請求項1~請求項12のいずれかに記載のプログラム。
    The first lottery according to the input operation from the user can be performed after the first condition is satisfied.
    The program according to any one of claims 1 to 12, wherein the specific period is a predetermined period until the first condition is satisfied.
  14. 前記特定オブジェクトは、第2条件が成立した後に前記第1抽選において抽選可能となるオブジェクトに加えられるオブジェクトであり、
    前記特定オブジェクトと異なるオブジェクトについては、前記第2条件が成立するまでの期間においても前記第1抽選において抽選可能であり、
    前記特定期間は、前記第2条件が成立するまでの予め定められた期間である、請求項1~請求項12のいずれかに記載のプログラム。
    The specific object is an object added to an object that can be drawn in the first lottery after the second condition is satisfied.
    Objects different from the specific object can be drawn in the first lottery even during the period until the second condition is satisfied.
    The program according to any one of claims 1 to 12, wherein the specific period is a predetermined period until the second condition is satisfied.
  15. 前記特定オブジェクトは、前記複数種類のオブジェクトのうちの所定のオブジェクトよりもユーザにとって有利度合いが高いオブジェクトである、請求項1~請求項14のいずれかに記載のプログラム。 The program according to any one of claims 1 to 14, wherein the specific object is an object having a higher degree of advantage to the user than a predetermined object among the plurality of types of objects.
  16. 前記特定オブジェクトは、複数種類定められており、前記特定期間には、複数の利用期間が設けられており、
    前記特定期間において利用可能とするステップは、前記複数種類の特定オブジェクトのうちから前記複数の利用期間毎に第2抽選により決定された特定オブジェクトを前記ゲームに利用可能とし、
    前記利用期間は、当該利用期間において前記特定期間において利用可能とするステップにより利用可能とされる特定オブジェクトの種類に応じて異なる、請求項1~請求項15のいずれかに記載のプログラム。
    A plurality of types of the specific object are defined, and a plurality of usage periods are provided in the specific period.
    In the step of making it available in the specific period, the specific object determined by the second lottery for each of the plurality of usage periods from the plurality of types of specific objects can be used in the game.
    The program according to any one of claims 1 to 15, wherein the usage period differs depending on the type of the specific object made available by the step of making it available in the specific period.
  17. プロセッサ、メモリ、入力部、および表示部を備える情報処理装置において実行される方法であって、
    前記情報処理装置が、
    ユーザが利用可能なオブジェクトを用いてゲームを進行させるステップと、
    ユーザからの入力操作に応じて複数種類のオブジェクトのうちから第1抽選により決定されたオブジェクトを、当該ユーザに付与して前記ゲームに利用可能とするステップと、特定オブジェクトが前記第1抽選により決定可能となるまでの特定期間において、当該特定オブジェクトをユーザが前記ゲームに利用可能とするステップとを備える、方法。
    A method performed in an information processing device including a processor, a memory, an input unit, and a display unit.
    The information processing device
    Steps to progress the game with objects available to the user,
    A step of assigning an object determined by the first lottery from a plurality of types of objects according to an input operation from the user to the user so that the object can be used in the game, and a specific object are determined by the first lottery. A method comprising a step of making the particular object available to the user in the game in a particular period until it becomes possible.
  18. 情報処理装置であって、
    プログラムを記憶する記憶部と、
    前記プログラムを実行することにより、前記情報処理装置の動作を制御する制御部を備え、
    前記制御部は、
    ユーザが利用可能なオブジェクトを用いてゲームを進行させるステップと、
    ユーザからの入力操作に応じて複数種類のオブジェクトのうちから第1抽選により決定されたオブジェクトを、当該ユーザに付与して前記ゲームに利用可能とするステップと、特定オブジェクトが前記第1抽選により決定可能となるまでの特定期間において、当該特定オブジェクトをユーザが前記ゲームに利用可能とするステップとを実行させる、情報処理装置。
     
    It is an information processing device
    A memory unit that stores programs and
    A control unit that controls the operation of the information processing apparatus by executing the program is provided.
    The control unit
    Steps to progress the game with objects available to the user,
    A step of assigning an object determined by the first lottery from a plurality of types of objects according to an input operation from the user to the user so that the object can be used in the game, and a specific object are determined by the first lottery. An information processing device that executes a step of making a specific object available to a user in the game in a specific period until it becomes possible.
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ANONYMOUS: "Game-Game character, Guinness World Records Guinness World Records Promulgation Most Popular Game Person: Uncle Mario Takes Lead", 25 November 2011 (2011-11-25), pages 1 - 5, XP055931069, Retrieved from the Internet <URL:http://gamedivo.jugem.jp/?month=201103>> [retrieved on 20220614] *

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