WO2023063315A1 - 情報処理プログラム、情報処理方法および情報処理システム - Google Patents

情報処理プログラム、情報処理方法および情報処理システム Download PDF

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Publication number
WO2023063315A1
WO2023063315A1 PCT/JP2022/037883 JP2022037883W WO2023063315A1 WO 2023063315 A1 WO2023063315 A1 WO 2023063315A1 JP 2022037883 W JP2022037883 W JP 2022037883W WO 2023063315 A1 WO2023063315 A1 WO 2023063315A1
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WIPO (PCT)
Prior art keywords
currency
stock
player
screen
game
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/JP2022/037883
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English (en)
French (fr)
Japanese (ja)
Inventor
龍平 川口
昌聡 西村
輝 内山
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Cygames Inc
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Cygames Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Cygames Inc filed Critical Cygames Inc
Priority to CN202280068461.5A priority Critical patent/CN118159343A/zh
Publication of WO2023063315A1 publication Critical patent/WO2023063315A1/ja
Priority to US18/631,926 priority patent/US20240252931A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • 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
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling 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 using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling 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 using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving 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
    • 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
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions

Definitions

  • the present invention relates to an information processing program, an information processing method, and an information processing system.
  • Non-Patent Document 1 a system is known in which in-game currency obtained from treasure chests, sales, and events in a game that exceeds the player's possession limit is automatically sent to a bank.
  • Non-Patent Literature 1 In the system described in Non-Patent Literature 1, in-game currency that exceeds the possession limit is automatically accumulated in the bank, and there is no use for other games, and there is a desire to further improve the game.
  • An object of the present invention is to provide an information processing program, an information processing method, and an information processing system capable of improving game characteristics.
  • the information processing program A process of activating a special item that can stock elements used in the first game content and that can be used as an item of the second game content; a process of stocking the element in the special item when a predetermined condition is satisfied; is performed by a computer.
  • the second game content is a customization function that can customize the game space
  • the special item is a stock item that can be installed in the game space
  • the elements are player assets
  • the stocking process is When the special item is enabled and the asset reaches the upper limit of possession that the player can possess, the asset is automatically transferred to the stock item regardless of whether or not the stock item is installed in the game space. You can stock it with
  • a process of changing the appearance of the stock items installed in the game space according to the stock amount of the stock items may be performed by a computer.
  • a process of withdrawing the assets stocked in the stock item in the first game content or the second game content may be performed by a computer.
  • the stock item is not activated, or if the stock amount of the asset reaches the stock upper limit value of the stock item, the asset that exceeds the possession upper limit value or the stock upper limit value is transferred to the third Processing to save in game content, is executed by a computer,
  • the withdrawal process is The assets stored in the third game content may not be withdrawn in the first game content.
  • the withdrawal process is In the first game content, it may be executable by a dedicated drawer operation unit that functions when the stock item is activated.
  • the first game content is a function of purchasing an item in the game, a process of displaying the dedicated withdrawal operation unit on the display when the assets are insufficient at the time of purchase of the item; may be performed by a computer.
  • the information processing method includes: An information processing method performed by one or more computers, comprising: A process of activating a special item that can stock elements used in the first game content and that can be used as an item of the second game content; a process of stocking the element in the special item when a predetermined condition is satisfied; including.
  • the computer is A process of activating a special item that can stock elements used in the first game content and that can be used as an item of the second game content; a process of stocking the element in the special item when a predetermined condition is satisfied; carry out
  • game playability can be improved.
  • FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system.
  • FIG. 2A is a diagram for explaining the hardware configuration of the player terminal.
  • FIG. 2B is a diagram for explaining the hardware configuration of the server.
  • FIG. 3A is a diagram illustrating an example of a home screen.
  • FIG. 3B is a diagram illustrating an example of a teammate character confirmation screen.
  • FIG. 4 is a diagram illustrating an example of a room screen.
  • FIG. 5 is a diagram illustrating an example of a menu screen.
  • FIG. 6 is a diagram illustrating an example of a currency shop screen.
  • FIG. 7 is a diagram showing an example of the first currency purchase screen.
  • FIG. 8 is a first diagram illustrating an example of the present screen.
  • FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system.
  • FIG. 2A is a diagram for explaining the hardware configuration of the player terminal.
  • FIG. 2B is a diagram for explaining the hardware
  • FIG. 9A is a diagram illustrating an example of a normal quest screen.
  • FIG. 9B is a diagram illustrating an example of a quest selection screen for normal quests.
  • FIG. 9C is a diagram illustrating an example of a party selection screen.
  • FIG. 10A is a diagram illustrating an example of a battle screen.
  • FIG. 10B is a diagram illustrating an example of a result screen.
  • FIG. 10C is a diagram illustrating an example of a report screen.
  • FIG. 11 is a second diagram illustrating an example of the present screen.
  • FIG. 12 is a first diagram for explaining an example of the room menu screen.
  • FIG. 13 is a second diagram illustrating an example of the room menu screen.
  • FIG. 14A is a first diagram illustrating an example of a change in the outer shape of the first currency stock furniture.
  • FIG. 14B is a second diagram illustrating an example of a change in the outer shape of the first currency stock furniture.
  • FIG. 14C is a third diagram illustrating an example of a change in the outer shape of the first currency stock furniture.
  • FIG. 15 is a diagram illustrating an example of the first currency withdrawal dialog screen.
  • FIG. 16 is a diagram illustrating an example of a withdrawal result screen.
  • FIG. 17 is a diagram illustrating an example of an upper limit exceeded dialog screen.
  • FIG. 18 is a first diagram illustrating an example of a skip result dialog screen.
  • FIG. 19 is a second diagram illustrating an example of the skip result dialog screen.
  • FIG. 20 is a diagram illustrating an example of a setting screen.
  • FIG. 21 is a diagram illustrating an example of a first currency shortage dialog screen.
  • FIG. 22 is a diagram for explaining the configuration of a memory in a player terminal and functions as a computer.
  • FIG. 23 is a diagram for explaining the configuration of a memory in a server and functions as a computer.
  • FIG. 24 is a sequence diagram illustrating basic processing of the player terminal and server.
  • FIG. 25 is a flowchart illustrating an example of the first asset control process.
  • FIG. 26 is a flowchart illustrating an example of appearance change processing.
  • FIG. 27 is a flowchart illustrating an example of second asset control processing.
  • FIG. 28 is a flowchart illustrating an example of third asset control processing.
  • FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system S.
  • the information processing system S is a so-called client-server system including a player terminal 1, a server 100, and a communication network 200 having a communication base station 200a.
  • the player terminal (information processing device) 1 can establish communication with the server 100 via the communication network 200 .
  • the player terminal 1 includes a wide range of electronic devices that can be connected to the server 100 for wireless or wired communication. Examples of the player terminal 1 include smart phones, mobile phones, tablet devices, personal computers, game machines, and the like. In this embodiment, a case where a smart phone is used as the player terminal 1 will be described.
  • the server 100 is connected to a plurality of player terminals 1 for communication.
  • the server 100 accumulates various types of information (hereinafter referred to as player information) for each player identification information (hereinafter referred to as player ID) for identifying a player who plays the game.
  • the communication base station 200a is connected to the communication network 200 and wirelessly transmits and receives information to and from the player terminal 1.
  • the communication network 200 is composed of a mobile phone network, an Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes wireless or wired communication connection between the player terminal 1 and the server 100 .
  • the player terminal 1 and the server 100 function as the game device G.
  • the player terminal 1 and the server 100 are responsible for controlling the progress of the game, respectively.
  • FIG. 2A is a diagram for explaining the hardware configuration of the player terminal 1.
  • FIG. 2B is a diagram for explaining the hardware configuration of the server 100.
  • the player terminal 1 includes one or more CPUs (Central Processing Units) 10, a memory 12, a bus 14, an input/output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
  • CPUs Central Processing Units
  • the server 100 includes one or more CPUs 110, memory 112, bus 114, input/output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124. be.
  • the configurations and functions of the CPU 110, the memory 112, the bus 114, the input/output interface 116, the storage unit 118, the communication unit 120, the input unit 122, and the output unit 124 of the server 100 are the same as those of the CPU 10, the memory 12, and the They are substantially the same as the bus 14 , input/output interface 16 , storage section 18 , communication section 20 , input section 22 and output section 24 . Therefore, the hardware configuration of the player terminal 1 will be described below, and the description of the server 100 will be omitted.
  • the CPU 10 operates programs stored in the memory 12 to control the progress of the game.
  • the memory 12 is composed of ROM (Read Only Memory) or RAM (Random Access Memory), and stores programs and various data necessary for controlling the progress of the game.
  • Memory 12 is connected to CPU 10 via bus 14 .
  • An input/output interface 16 is connected to the bus 14 .
  • a storage unit 18 , a communication unit 20 , an input unit 22 and an output unit 24 are connected to the input/output interface 16 .
  • the storage unit 18 is composed of a semiconductor memory such as a DRAM (Dynamic Random Access Memory), and stores various programs and data.
  • the programs and data stored in the storage unit 18 are loaded by the CPU 10 into the memory 12 (RAM).
  • the communication unit 20 is wirelessly connected to the communication base station 200 a and transmits and receives information such as various data and programs to and from the server 100 via the communication network 200 .
  • the program or the like received from the server 100 is stored in the memory 12 or the storage section 18 .
  • the input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, etc., through which player's operations are input (accepts operations). Also, the input unit 22 may be a dedicated controller provided in the player terminal 1 or connected (externally attached) to the player terminal 1 . Furthermore, the input unit 22 may be configured with an acceleration sensor that detects the tilt or movement of the player terminal 1, or a microphone that detects the voice of the player. That is, the input unit 22 broadly includes a device capable of inputting the player's intention in an identifiable manner.
  • the output unit 24 includes a display device and a speaker. Note that the output unit 24 may be a device connected (externally attached) to the player terminal 1 .
  • the player terminal 1 includes a display 26 as the output unit 24 and a touch panel provided as an input unit 22 so as to overlap the display 26 .
  • a so-called battle game in which friendly characters battle enemy characters.
  • a plurality of teammate characters are provided.
  • the player selects a plurality of (here, five) ally characters from the provided ally characters to form a party.
  • the player can play a plurality of types of battle games with different enemy characters and different degrees of difficulty.
  • the purpose of the battle game is for friendly characters organized in a party to defeat enemy characters and obtain rewards.
  • FIG. 3A is a diagram explaining an example of the home screen.
  • FIG. 3B is a diagram illustrating an example of a teammate character confirmation screen.
  • FIG. 4 is a diagram illustrating an example of a room screen.
  • FIG. 5 is a diagram illustrating an example of a menu screen.
  • a game screen is displayed on the display 26 of the player terminal 1 . In this embodiment, the game screen is roughly divided into a normal screen and a battle screen.
  • the normal screen is mainly for the player to confirm various settings and information.
  • the battle screen is a screen displayed on the display 26 from the start to the end of the battle game.
  • all screens other than the battle screen are normal screens.
  • the normal screen includes the home screen shown in FIG. 3A, the friendly character confirmation screen shown in FIG. 3B, the quest screen (see FIG. 9A), the shop screen (not shown), the guild screen (not shown), the room screen (FIG. 4), and the menu.
  • a plurality of screens are provided, such as the screen (FIG. 5).
  • a menu bar 30 is displayed at the bottom of the display 26, as shown in FIG. 3A, for example.
  • the menu bar 30 is provided with a plurality of operation units that can be operated (tapped) by the player.
  • the menu bar 30 includes a home screen selection operation section 30a labeled "home”, a teammate character confirmation screen selection operation section 30b labeled “character”, a quest screen selection operation section 30c labeled "quest”, A room screen selection operation section 30d labeled "Room” and a menu screen selection operation section 30e labeled "Menu" are provided.
  • FIG. 3A When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the display 26.
  • the operation unit corresponding to each screen is highlighted so that the screen being displayed on the display 26 can be identified.
  • the home screen shown in FIG. 3A corresponds to the initial screen, and a header display area 31 is provided at the top.
  • the header display area 31 contains level information 31a indicating the player level associated with the player ID, a stamina display bar 31b indicating the stamina of the player associated with the player ID, a first currency and a second currency associated with the player ID. is displayed.
  • stamina is a necessary parameter for playing battle games.
  • a plurality of types of battle games are provided, and each battle game is set with a consumption value of stamina required for playing, the number of challenges per day, and the like.
  • the stamina consumption value required for playing is set, the player consumes stamina to play the battle game. can't play
  • the player can obtain a predetermined value as a player experience value.
  • the player level increases.
  • a management upper limit is set for the player level, and even if the player experience value is obtained, the player level will not increase beyond the set management upper limit.
  • the management upper limit value is set by the operator and is increased at a predetermined timing.
  • the management upper limit value is manually updated by the operator in a regular update that is performed once a month or the like.
  • the management upper limit value may be mechanically and automatically updated by a program in a regular update that is performed once a month or the like. In this program, the update timing and update contents are set in advance.
  • the upper limit of stamina is set for the player level, and the higher the player level, the higher the upper limit of stamina.
  • Stamina recovers by a predetermined value (for example, 1 point) at regular intervals (for example, 5 minutes) within the range of the upper limit.
  • the stamina display bar 31b displays the current remaining amount of stamina with respect to the upper limit of stamina so that the user can visually grasp the remaining amount of stamina.
  • the first and second currencies are currencies that can only be used within the game.
  • the first currency can be obtained in a predetermined amount according to the battle game cleared.
  • the second currency can be obtained for free or for a fee.
  • the first currency and the second currency can be acquired in various ways, detailed explanations are omitted.
  • a notification selection operation section 32 may be displayed on the right end of the home screen. Although the details are omitted, for example, when a guild battle, which is one of the battle games, is being held, the notification selection operation section 32 labeled "Guild Battle" is displayed.
  • a home menu 33 is displayed between the menu bar 30 and the notification selection operation section 32 on the home screen.
  • the home menu 33 includes a shop screen selection operation section 33a labeled "Shop”, a guild screen selection operation section 33b labeled “Guild”, a notification screen selection operation section 33c labeled “Notice”, and a "Gift ” is provided.
  • shop screen selection operation section 33a When the shop screen selection operation section 33a is tapped, a shop screen (not shown) where items can be purchased is displayed. Further, when the guild screen selection operation section 33b is tapped, a guild screen (not shown) is displayed on the display 26. FIG. Further, when the notification screen selection operation portion 33c is tapped, a notification screen (not shown) displaying update information, maintenance information, and the like is displayed on the display 26. FIG. Further, when the present screen selection operation section 33d is tapped, the present screen shown in FIG. 8 is displayed on the display 26. FIG. Although the details will be described later, items distributed by the operator, for example, are displayed on the gift screen.
  • a party screen selection operation section 34 labeled "Party" is displayed at the right end of the ally character confirmation screen.
  • a party screen selection operation section 34 labeled "Party" is displayed.
  • a party formation screen (not shown) is displayed on the display 26, and a party composed of up to five friendly characters can be formed and saved.
  • Allied characters are associated with various parameters such as stars (rarity), experience points, character levels, skill levels, and equipment ranks.
  • the experience value increases when the player wins a battle game, which will be described later, or when a predetermined item is used.
  • a character level is set corresponding to an experience value, and increases each time the experience value reaches a predetermined value. Note that the character level is set to the player level as the upper limit of progression. Therefore, the character level can be increased up to the player level.
  • allied characters have a base value of combat power such as life points, attack power, and defense power based on the star (rarity) and character level.
  • the player can progress the battle game more advantageously as the combat power of the ally character increases.
  • each base value set for an ally character increases as the number of stars (rarity) increases and as the character level increases.
  • each friendly character has four skills that are executed (activated) in the battle game.
  • Each skill has a skill level, and the higher the skill level, the higher the effect of the skill. Note that the skill level is set to the character level as the upper limit of progression. Therefore, the skill level can be increased with the character level as the limit.
  • allied characters can be equipped with equipment such as weapons and armor.
  • equipment such as weapons and armor.
  • Each piece of equipment is set with a character level at which it can be equipped, and an additional value for offensive power, defensive power, and the like is set.
  • the character level of the ally character By raising the character level of the ally character, the ally character can be equipped with newer and more powerful equipment, and the ally character can be further strengthened.
  • equipping an ally character with equipment the added value of each equipment item is added to the above-mentioned base value, and the fighting power of the ally character can be increased.
  • the player can enhance the weapon rank and armor rank of the ally character.
  • the additional value of each piece of equipment is increased, and the combat power of the ally character can be increased.
  • the player can increase the star (rarity), character level, skill level, weapon rank, and armor rank when strengthening the ally character.
  • the first currency is consumed when raising the star (rarity), skill level, weapon rank, and armor rank of the ally character.
  • the room screen shown in FIG. 4 is displayed on the display 26.
  • the room screen displays a room (game space) 35 as the player's own room.
  • the room 35 can be freely decorated with furniture 36 purchased by the player with in-game currency (third currency).
  • the third currency as the in-game currency can be obtained, for example, as a reward for clearing the battle game, which will be described later.
  • the player can freely arrange his/her favorite ally character and enjoy various motions of the ally character.
  • the game of the present embodiment includes a game element as a customization function (second game content) for the player to decorate (customize) his or her own room to suit his or her taste.
  • furniture 36 can be placed in the room 35.
  • furniture 36 there is furniture having a special effect that allows the game to progress advantageously.
  • furniture 36 includes potion producing furniture 36a, stamina producing furniture 36b, ticket producing furniture 36c, and first currency producing furniture 36d.
  • the potion production furniture 36a produces potions at regular intervals. Potions are used to increase the experience value of allied characters.
  • the player can acquire the potion produced from the potion producing furniture 36a by tapping the potion producing furniture 36a.
  • the stamina production furniture 36b produces stamina at regular intervals.
  • the player taps the stamina production furniture 36b to obtain stamina produced from the stamina production furniture 36b, thereby recovering the player's stamina indicated on the stamina display bar 31b.
  • the ticket production furniture 36c produces skip tickets at regular intervals.
  • the player can acquire skip tickets produced from the ticket production furniture 36c by tapping the ticket production furniture 36c.
  • the details of the skip ticket will be explained later in the battle game.
  • the first currency producing furniture 36d periodically produces a first currency.
  • the player can acquire the first currency produced from the first currency producing furniture 36d by tapping the first currency producing furniture 36d.
  • the room screen displays the furniture operation unit 37.
  • the furniture operation section 37 includes a movement operation section 37a, an information operation section 37b, a storage operation section 37c, and a first currency stock furniture operation section 37d.
  • the move operation unit 37a changes the furniture 36 installed in the room 35 to a moveable state.
  • the movable furniture 36 can be moved to an arbitrary position in the room 35 by a tap operation by the player.
  • the information operation unit 37b causes the display 26 to display detailed information about the furniture 36. For example, in the detailed information of the furniture 36 having special effects, a description of the special effects that the furniture 36 has is displayed.
  • the storage operation unit 37c stores the furniture 36 installed in the room 35 in a storage box (not shown). The stored furniture 36 is erased from the room screen.
  • the first currency stock furniture operating unit 37d will be described later.
  • the menu screen selection operation unit 30e When the menu screen selection operation unit 30e is tapped, the menu screen shown in FIG. 5 is displayed on the display 26. A currency shop operating section 38a and a setting operating section 38b are displayed on the menu screen.
  • the currency shop operation portion 38a When the currency shop operation portion 38a is tapped, the currency shop screen shown in FIG. 6 is displayed on the display 26.
  • FIG. When the setting operation section 38b is tapped, a setting screen shown in FIG. 20 is displayed on the display 26.
  • FIG. The setting screen will be described later.
  • FIG. 6 is a diagram explaining an example of the currency shop screen. As shown in FIG. 6, the currency shop screen displays a first currency purchase operation section 39a and a stamina recovery operation section 39b. When the first currency purchase operation portion 39a is tapped, the first currency purchase screen shown in FIG. 7 is displayed.
  • FIG. 7 is a diagram showing an example of the first currency purchase screen.
  • the first currency purchase screen displays the amount of the first currency currently possessed by the player (hereinafter also referred to as possessed first currency) and the amount of the second currency currently possessed by the player. Quantity is displayed.
  • a purchase operation section 40a and a cancellation operation section 40b are displayed on the first currency purchase screen.
  • the purchase operation unit 40a When the purchase operation unit 40a is tapped, a predetermined amount of the second currency is consumed to purchase a fixed amount or a random amount of the first currency obtained by lottery or the like.
  • the cancel operation part 40b When the cancel operation part 40b is tapped, the purchase of the first currency is canceled and the currency shop screen shown in FIG. 6 is displayed. Also, when the stamina recovery operation portion 39b shown in FIG. 6 is tapped, a predetermined amount of the second currency is consumed, and the player's stamina is recovered by a certain amount.
  • FIG. 8 is a first diagram illustrating an example of the present screen.
  • the present screen selection operation portion 33d shown in FIG. 3A is tapped, the present screen shown in FIG. 8 is displayed on the display 26.
  • FIG. 8 As shown in FIG. 8, on the gift screen, for example, items distributed by the operator and items acquired in content within the game such as rewards obtained when clearing a battle game such as a guild battle are displayed. be. Each item is displayed in association with the receiving operation section 41 .
  • the player taps the receiving operation portion 41, the player can acquire the item corresponding to the tapped receiving operation portion 41.
  • FIG. when the number of items to be acquired reaches the upper limit of items that the player can possess, the item cannot be acquired and is maintained (stored) in the present box.
  • an all receipt operation section 42a, a cancel operation section 42b, and a history operation section 42c are displayed.
  • the all-receipt operation part 42a is tapped, the items are stocked in the present box, and the items that have not been received by the player are collectively received. In this case as well, items that reach the upper limit of items that the player can possess are kept in the present box without being received by the player.
  • the cancel operation unit 42b When the cancel operation unit 42b is tapped, the item receiving process displayed on the present screen is canceled, and the home screen shown in FIG. 3A is displayed on the display 26.
  • the history operation section 42c When the history operation section 42c is tapped, the reception history of the items received from the present box is displayed.
  • FIG. 9A is a diagram illustrating an example of a normal quest screen.
  • FIG. 9B is a diagram illustrating an example of a quest selection screen for normal quests.
  • FIG. 9C is a diagram illustrating an example of a party selection screen.
  • the quest screen selection operation section 30c When the quest screen selection operation section 30c is tapped on the home screen shown in FIG. 3A, the quest screen shown in FIG. 9A is displayed on the display 26.
  • three types of battle games, normal quest, hard quest, and very hard quest, will be described as examples, but other types of battle games (such as guild battles) are provided. good too.
  • the release conditions include, for example, that the player level is equal to or higher than a predetermined value, that another predetermined battle game has been cleared, and the like.
  • a plurality of battle games belong to each battle game type. An opening condition is set for each of these battle games. Then, when the opening condition is satisfied, the game opening information included in the player information is updated.
  • the quest screen is provided with a normal quest selection operation section 43a for selecting normal quests, a hard quest selection operation section 43b for selecting hard quests, and a very hard quest selection operation section 43c for selecting very hard quests. It is Any one of the normal quest selection operation section 43a, the hard quest selection operation section 43b, and the very hard quest selection operation section 43c is always selected on the quest screen. 43a is selected. Although the case where the normal quest selection operation section 43a is selected will be described below, the same applies when the hard quest selection operation section 43b or the very hard quest selection operation section 43c is selected.
  • a quest operation section 44 for selecting one of a plurality of battle games (hierarchies) belonging to the normal quest is displayed.
  • Clear information for each battle game is also displayed in the quest operation section 44.
  • Clear information is indicated by, for example, three stars.
  • stars are obtained according to the number of ally characters whose life points are 0 when the battle game is cleared. For example, if there is no friendly character whose life point is 0, three stars are obtained, and if there is only one friendly character whose life point is 0, two stars are obtained. , when there are two or more allied characters whose life points are 0, one star is obtained.
  • the quests are set to clear the previous battle game as an opening condition. For example, in the example of FIG. 9A, by clearing up to the battle game "21-3", the battle game "21-4" is released, but after that ("21-5" not shown) ) battle game has not been released.
  • the quest selection screen shown in FIG. 9B is displayed on the display 26.
  • the quest selection screen displays enemy characters appearing in the battle game and items (rewards) obtainable in the battle game.
  • the quest selection screen displays the stamina before and after the execution of the battle game and the number of remaining challenges.
  • the number of remaining attempts indicates the number of times that can be challenged in one day, and the normal quest battle game is set infinitely.
  • the stamina consumed in the normal quest battle game is set to 10. However, the stamina consumed in the normal quest battle game may be different for each battle game.
  • a cancel operation section 45 and a challenge operation section 46 labeled "Challenge" for challenging the battle game are displayed.
  • the party selection screen shown in FIG. 9C is displayed on the display 26.
  • the party selection screen all teammate characters owned by the player are displayed, and a selected teammate character display area 48 for displaying the selected teammate character is displayed below.
  • a cancel operation section 45 and a battle start operation section 49 labeled "Battle Start” are displayed.
  • the operated ally character is displayed in the selected ally character display area 48 . That is, here, among a plurality of teammate character IDs associated with the player ID, the teammate character ID for use in the battle game (for determining the party) is selected.
  • FIG. 10A is a diagram explaining an example of the battle screen.
  • FIG. 10B is a diagram illustrating an example of a result screen.
  • FIG. 10C is a diagram illustrating an example of a report screen.
  • a battle screen is displayed as shown in FIG. 10A.
  • a friend character and an enemy character are displayed on the display 26 on the battle screen.
  • a friend character operates under computer control, and damages an enemy character or receives damage from the enemy character.
  • the enemy character operates under computer control, and inflicts damage on the ally character or receives damage from the ally character.
  • damage points When damage points are given to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are given to an ally character, the damage points are subtracted from the life points of the ally character. When the life points of all enemy characters become 0, the player wins (clears), and when the life points of all ally characters become 0 (defeat), the player loses.
  • an ally character display area 50 is provided at the bottom of the battle screen, as shown in FIG. 10A.
  • a life point 50a and a skill gauge 50b are displayed for each friendly character.
  • the skill gauge 50b increases when the ally character receives damage from the enemy character or damages the enemy character. Then, when the skill gauge 50b reaches a predetermined maximum value, the ally character can use the skill. Skills give more damage points to enemy characters than normal attacks, restore life points of allied characters, and give special effects to enemy characters.
  • the battle screen displays an auto-selection operation section 51 , and it is possible to switch between the auto state and the manual state according to the operation of the auto-selection operation section 51 .
  • the automatic selection operation unit 51 When the automatic selection operation unit 51 is operated in the manual state, the skill enters an automatic state in which the skill is automatically used. Further, when the automatic selection operation unit 51 is operated in the automatic state, the manual state in which the skill is manually used is entered. Even in the auto state, when the skill gauge 50b reaches the maximum value and the skill is not used under computer control, the skill can be used when the player operates (tap) the friendly character. It's becoming
  • FIG. 10B shows, as an example, a result screen when the battle game is cleared.
  • the reward information includes information about items obtained as rewards when the battle game is cleared, the first currency, and the third currency.
  • the game result information includes the friendly character ID (party) of the friendly character, the enemy character ID of the enemy character, the remaining status of the friendly character and the enemy character at the end of the battle (whether the life points are 0 at the end of the battle game). or not), damage points given (total value), manual state or auto state, battle log ID, battle game type (normal quest, hard quest, very hard quest, etc.), associated with each battle game type It includes given information (clear information, battle game level, etc.), given item information, given first currency and third currency, and the like. Also, a battle log ID is uniquely assigned to each battle game. Also, the information associated with each type of battle game has different contents for each type of battle game. Also, when the battle game is cleared, the server 100 determines by lottery whether or not to give the item to the player for each item preset in the cleared battle game. Then, the item given to the player is given to the game result information and displayed on the result screen.
  • the display on the display 26 switches from the battle screen to the normal screen. That is, the result screen is part of the battle screen.
  • the normal screen switched from the result screen may be the screen displayed immediately before switching to the battle screen, or may be a predetermined screen such as the home screen.
  • the battle game ends when the display of the result screen ends.
  • the report display operation unit 52 When the report display operation unit 52 is operated (tapped) on the result screen, the report screen shown in FIG. 10C is displayed on the display 26.
  • FIG. The report screen displays the damage points (total value) inflicted by the ally character and the enemy character, and also displays the end operation section 53 .
  • a ticket display area 47 is provided on the quest selection screen shown in FIG. 9B.
  • the number of skip tickets owned by the player (the number of skip tickets associated with the player ID) is displayed, and a ticket use challenge operation section 47a, a minus operation section 47b, and a plus operation section 47c are displayed. is provided.
  • These ticket use challenge operation section 47a, minus operation section 47b, and plus operation section 47c are valid only for battle games in which three stars have been obtained as clear information, and three stars have been obtained as clear information. It cannot be operated in battle games that do not have it.
  • the battle game with 3 stars is omitted as clear information, and the battle game is treated as cleared. This allows the player to collect items in a shorter time.
  • the amount of the first currency that the player can possess has an upper limit value (hereinafter referred to as the first currency possession upper limit value).
  • the first currency possession upper limit value When the player acquires the first currency and the amount of the player's possession of the first currency exceeds the upper limit of the possession of the first currency, the excess amount of the first currency is basically sent to the present box shown in FIG. be done.
  • the first currency is a kind of item in the game and an item that can be stored in the present box. Items include items other than the first currency, such as second currency, third currency, potions, stamina, and tickets, and are items that can be stored in the present box. These items are sent to the present box when the player exceeds the upper limit of items that the player can hold.
  • the present box can store items exceeding the item holding upper limit that the player can hold.
  • the item retention upper limit is the first currency possession upper limit.
  • the game of the present embodiment includes a game element as a storage function (third game content) for storing items exceeding the item holding upper limit that the player can hold.
  • FIG. 11 is a second diagram illustrating an example of the present screen. As shown in FIG. 11, when the first currency exceeding the upper limit of the first currency possessed is frequently sent to the present box, the display area for the first currency occupies a higher proportion of the present screen. Listability may deteriorate.
  • a first currency stock furniture (stock item) 36e capable of stocking the first currency is provided as part of the room function (customization function).
  • the stock amount (storage amount) of the first currency that can be stocked by the first currency stock furniture 36e is greater than the first currency possession upper limit that the player can possess.
  • the stock amount of the first currency that can be stocked by the first currency stock furniture 36e may be the same as or smaller than the first currency possession upper limit that the player can possess. For example, if the upper limit of the first currency that the player can possess is "999,999,999", the stock amount of the first currency that the first currency stock furniture 36e can stock is "99,999,999, 999”.
  • the first currency stock furniture 36e can be purchased by consuming in-game currency (third currency) like other furniture 36.
  • a menu operation section 54 is displayed on the room screen shown in FIG. When the menu operation unit 54 is tapped, the room menu screen is superimposed on the room screen.
  • FIG. 12 is a first diagram for explaining an example of the room menu screen.
  • FIG. 13 is a second diagram illustrating an example of the room menu screen. As shown in FIG. 12, the room menu screen includes a furniture shop operating section 55 and a first currency stock furniture operating section 37d.
  • the furniture shop operation unit 55 When the furniture shop operation unit 55 is tapped, a list of furniture available for purchase by the player is displayed, and the player consumes the in-game currency (third currency) to purchase, for example, the first currency stock furniture 36e. can be done.
  • the in-game currency third currency
  • the first currency The stock furniture operating section 37d is grayed out.
  • the first currency stock furniture operating section 37d is set to be incapable of accepting a tap operation by the player.
  • FIG. 14A is a first diagram for explaining an example of a change in the outer shape of the first currency stock furniture 36e.
  • FIG. 14B is a second diagram illustrating an example of a change in the outer shape of the first currency stock furniture 36e.
  • FIG. 14C is a third diagram illustrating an example of a change in the outer shape of the first currency stock furniture 36e.
  • the outer shape changes according to the stock amount (storage amount) of the first currency.
  • the outer shape of the first currency stock furniture 36e becomes larger as the stock amount of the first currency increases.
  • the smaller the stock amount of the first currency the smaller the outer shape of the first currency stock furniture 36e.
  • the first currency stock furniture 36e can stock the first currency even if it is not installed in the room 35 .
  • the outer shape of the first currency stock furniture 36e changes each time the stock amount of the first currency reaches a specified value. For example, when the stock amount of the first currency stock furniture 36e is less than "10,000,000", the size is shown in FIG. 14A. When the stock amount of the first currency stock furniture 36e is "10,000,000" or more and less than "100,000,000", the size shown in FIG. 14B is obtained. When the stock amount of the first currency stock furniture 36e is "100,000,000" or more, the size shown in FIG. 14C is obtained.
  • the size of the first currency stock furniture 36e becomes the smallest first size when the stock amount of the first currency is less than the first specified value. Also, when the size of the first currency stock furniture 36e is greater than or equal to the first specified value and less than the second specified value, it becomes a second size larger than the first size. Further, when the size of the first currency stock furniture 36e is equal to or larger than the second specified value, it is larger than the second size and becomes the largest third size. This makes it easier for the player to visually grasp the stock amount of the first currency stocked in the first currency stock furniture 36e.
  • the present invention is not limited to this.
  • the appearance (external shape, color, etc.) of 36e may be changed.
  • the image of the first currency stock furniture operation part 37d shown in FIGS. 4 and 13 does not change according to the stock amount of the first currency.
  • the image of the first currency stock furniture operating section 37d may change according to the stock amount of the first currency.
  • the first currency stocked in the first currency stock furniture 36e is tapped.
  • a first currency withdrawal dialog screen is displayed on the display 26 to withdraw the .
  • the first currency stocked in the first currency stock furniture 36e can be withdrawn regardless of whether the first currency stock furniture 36e is installed in the room 35 or not. For example, after purchasing the first currency stock furniture 36e, even if the first currency stock furniture 36e is not installed in the room 35, the player taps the first currency stock furniture operating section 37d shown in FIGS. The stocked first currency can be withdrawn from the first currency stock furniture 36e.
  • FIG. 15 is a diagram explaining an example of the first currency withdrawal dialog screen. As shown in FIG. 15, on the first currency withdrawal dialog screen, information on the stock amount of the first currency currently stocked in the first currency stock furniture 36e and information on the player's possession of the first currency after withdrawing the first currency are displayed. Quantity information is displayed.
  • a MAX selection operation portion 56a a numerical value input operation portion 56b, a reset selection operation portion 56c, a decision selection operation portion 57a, and a cancel selection operation portion 57b are displayed.
  • the MAX selection operation unit 56a designates the total amount of the first currency currently stocked in the first currency stock furniture 36e as the withdrawal amount (withdrawal value) of the first currency to be withdrawn from the first currency stock furniture 36e. However, when the first currency is withdrawn from the first currency stock furniture 36e, if the amount of the player's possession of the first currency reaches the first currency possession upper limit value, the first currency possession upper limit value and the current player's A difference value from the amount of possession of the first currency is specified as the withdrawal amount.
  • the numerical value input operation unit 56b designates an input value operated and input by the player as the withdrawal amount of the first currency to be withdrawn from the first currency stock furniture 36e. Here, if the player's input value exceeds the total amount of the first currency currently stocked in the first currency stock furniture 36e, the value of the total amount is designated as the input value.
  • the reset selection operation section 56c resets the value as the withdrawal amount of the first currency specified by the MAX selection operation section 56a and the numerical value input operation section 56b. According to the operations of the MAX selection operation section 56a, the numerical value input operation section 56b, and the reset selection operation section 56c, the stock amount information of the first currency on the first currency withdrawal dialog screen and the player's possession amount information of the first currency after withdrawal are displayed. changes from time to time.
  • the decision selection operation section 57a decides to withdraw the first currency from the first currency stock furniture 36e in the withdrawal amount specified by the MAX selection operation section 56a or the numerical value input operation section 56b.
  • the cancel selection operation unit 57b cancels the process of withdrawing the first currency from the first currency stock furniture 36e.
  • the decision selection operation section 57a When the decision selection operation section 57a is tapped, the first currency withdrawal process is executed, and the withdrawal result screen shown in FIG. 16 is displayed on the display 26.
  • the decision selection operation section 57a When the amount of the first currency possessed by the player has reached the first currency possession upper limit value, the decision selection operation section 57a is grayed out and is set to be unable to accept the tap operation. At this time, if the decision selection operation portion 57a is tapped, the amount of possession of the first currency has reached the upper limit value of possession of the first currency, so even if a dialog is displayed confirming that the withdrawal process cannot be performed. good.
  • FIG. 16 is a diagram illustrating an example of a withdrawal result screen.
  • the withdrawal result screen displays a confirmation that the designated amount of the first currency has been withdrawn, and the stock amount of the first currency currently stocked in the first currency stock furniture 36e. information and the amount of the player's possession of the first currency after the withdrawal of the first currency is displayed.
  • a close selection operation portion 58 is displayed on the withdrawal result screen, and when the close selection operation portion 58 is tapped, the withdrawal result screen is closed.
  • the player when the player is rewarded with the first currency when the battle game is cleared, the amount of the first currency possessed by the player may exceed the upper limit of the first currency possessed.
  • FIG. 17 is a diagram illustrating an example of an upper limit exceeded dialog screen.
  • the upper limit exceeded dialog screen includes a confirmation sentence to the effect that the amount of the player's possession of the first currency has exceeded the first currency possession upper limit, and the first currency exceeding the upper limit
  • a confirmation message to the effect that it will be automatically sent to the one-currency stock furniture 36e is displayed.
  • a check box 59 for setting whether or not to display the upper limit exceeded dialog screen from the next time is displayed on the upper limit exceeded dialog screen.
  • the player can check the check box 59 or clear the check box 59 .
  • the check box 59 is checked, the setting is changed so that the upper limit exceeded dialog screen is not displayed from the next time onward.
  • the check box 59 is unchecked, the setting is changed so that the upper limit exceeded dialog screen is displayed from the next time onward.
  • a decision selection operation section 60 is displayed, and when the decision selection operation section 60 is tapped, the setting of the check box 59 is reflected and the upper limit exceeded dialog screen is closed.
  • the first currency possessed by the player Possessed amount of may exceed the upper limit of the first currency possessed.
  • the skip result dialog screen shown in FIG. to be displayed.
  • FIG. 18 is a first diagram illustrating an example of a skip result dialog screen. As shown in FIG. 18, when the amount of the player's possession of the first currency exceeds the first currency possession upper limit value, the excess amount of the first currency is automatically transferred to the first currency stock furniture 36e on the skip result dialog screen. A confirmation message to the effect that it will be sent will be displayed.
  • a check box 61 for setting whether or not to display the next skip result dialog screen is displayed.
  • the player can check the checkbox 61 or clear the checkbox 61 .
  • the check box 61 is checked, the setting is changed so that the skip result dialog screen will not be displayed after the next time.
  • the check box 61 is unchecked, the setting is changed to display the skip result dialog screen from the next time onward.
  • a decision selection operation part 62 is displayed, and when the decision selection operation part 62 is tapped, the setting of the check box 61 is reflected and the skip result dialog screen is closed.
  • the stock amount of the first currency stock furniture 36e exceeds the stockable upper limit (hereinafter referred to as the first currency stock upper limit).
  • the first currency stock upper limit the stockable upper limit
  • the battle game is skipped and cleared and a reward is obtained
  • the amount of the first currency possessed by the player exceeds the first currency possession upper limit value
  • the stock amount of the first currency stock furniture 36e is It may exceed the first currency stock upper limit.
  • the battle game is skipped and cleared and the reward is obtained
  • the amount of the first currency possessed by the player exceeds the first currency possession upper limit value and the player has not acquired the first currency stock furniture 36e. It can be a purchase.
  • the skip result dialog screen shown in FIG. 19 is displayed on the display 26 instead of FIG.
  • FIG. 19 is a second diagram illustrating an example of the skip result dialog screen.
  • the skip result dialog screen displays a confirmation text to the effect that the first currency exceeding the first currency possession upper limit and the first currency stock upper limit will be automatically sent to the present box. be.
  • the stock amount of the first currency stock furniture 36e is equal to the first currency stock.
  • the upper limit may be exceeded.
  • the first currency obtained when the battle game is cleared without skipping may exceed the first currency possession upper limit, and the player has not purchased the first currency stock furniture 36e.
  • the display 26 displays an upper limit exceeded dialog screen describing the same contents as those shown in FIG. 19 instead of FIG.
  • a check box 61 for setting whether or not to display the next skip result dialog screen is displayed.
  • the skip result dialog screen displays a decision selection operation portion 62, and when the decision selection operation portion 62 is tapped, the setting of the check box 61 is reflected and the skip result dialog screen is closed.
  • FIG. 20 is a diagram explaining an example of the setting screen.
  • the setting screen displays a confirmation text to the effect that the display setting of the confirmation dialog when the first currency possession upper limit is reached when the first currency is acquired.
  • the setting screen also displays a display selection operation section 63a that displays a dialog, a non-display selection operation section 63b that does not display a dialog, and a close selection operation section 64.
  • FIG. 63a displays a dialog
  • a non-display selection operation section 63b that does not display a dialog
  • a close selection operation section 64 FIG.
  • the display selection operation portion 63a When the display selection operation portion 63a is tapped, when the first currency possession upper limit value that the player can possess at the time of acquiring the first currency is exceeded, the upper limit exceeded dialogue screen shown in FIG. 17 and the skip results shown in FIGS. A dialog screen is set to be displayed. That is, when the player acquires the first currency exceeding the upper limit of the possession of the first currency, the dialog screens shown in FIGS. 17 to 19 are set to be displayed.
  • the non-display selection operation portion 63b when the first currency possession upper limit value that the player can possess at the time of acquiring the first currency is exceeded, the upper limit over dialog screen shown in FIG. 17 and FIGS.
  • the skip result dialog screen shown is set to be hidden.
  • the dialog screens such as those shown in FIGS. 17 to 19 are set to be non-display.
  • the close selection operation portion 64 is tapped, either display setting or non-display setting is saved, and the setting screen is closed.
  • the game of the present embodiment includes a game element as a purchase function (first game content) in which the player purchases an item in the game by consuming the consideration (for example, the first currency). .
  • first game content the consideration
  • the amount of the first currency possessed by the player may be insufficient to purchase the item.
  • the player has purchased the first currency stock furniture 36e and the first currency is stocked in the first currency stock furniture 36e, the stocked first currency is transferred from the first currency stock furniture 36e. configured to be drawable.
  • the present box is configured so that the stored first currency cannot be withdrawn.
  • FIG. 21 is a diagram explaining an example of the first currency shortage dialog screen.
  • the first currency shortage dialog screen includes a confirmation text to the effect that the first currency required to purchase an item is insufficient, information on the amount of the first currency required to purchase an item, and the current information about the amount of the first currency possessed by the player is displayed.
  • the first currency shortage dialog screen shown in FIG. 21 can be used, for example, to enhance the friend character displayed when increasing the star (rarity), skill level, weapon rank, and armor rank of the friend character. may be displayed on the screen.
  • the first currency shortage dialog screen may be displayed on any screen as long as it is a screen that uses the first currency in the game.
  • a screen for using items such as potions and stamina in the game may be displayed as shown in FIG.
  • An item shortage dialog screen with content corresponding to the indicated content may be displayed.
  • a withdrawal selection operation portion 65a and a cancellation selection operation portion 65b are displayed on the first currency shortage dialog screen.
  • the withdrawal selection operation portion 65a is tapped, the first currency withdrawal dialog screen shown in FIG. 15 is displayed, and an arbitrary amount of the first currency can be withdrawn from the first currency stock furniture 36e as described above.
  • the player does not display the room screen shown in FIG. can be pulled out.
  • the drawer selection operation section 65a shown in FIG. You can withdraw the first currency from When the cancel selection operation portion 65b is tapped, the first currency shortage dialog screen is closed.
  • the first currency stock furniture 36e is implemented as one of the furniture 36 in the room function.
  • the first currency is the first currency stock.
  • the stock is added to the furniture 36e.
  • the first currency is sent to the present box shown in FIGS. 8 and 11. Also, when the first currency possession upper limit is exceeded and the player has not purchased (not owned) the first currency stock furniture 36e, the first currency is sent to the present box shown in FIGS.
  • the first currency is added to the amount of the first currency currently possessed by the player if the first currency does not exceed the first currency possession upper limit. be done.
  • the first currency is the first currency stock.
  • the stock is added to the furniture 36e.
  • the first currency When the first currency possession upper limit value and the first currency stock upper limit value are exceeded, the first currency is maintained in the present box without being obtained from the present box shown in FIGS. 8 and 11. . Further, when the first currency possession upper limit is exceeded and the player has not purchased (not owned) the first currency stock furniture 36e, the first currency is not obtained from the present box shown in FIGS. , it will be kept in the present box.
  • the first currency is added to the amount of the first currency possessed by the current player if the first currency does not exceed the upper limit of possession of the first currency. .
  • the first currency is sent to the present box when the player purchases (owns) the first currency stock furniture 36e and does not exceed the first currency stock upper limit. be done.
  • the first currency is not limited to this, and when the player purchases (owns) the first currency stock furniture 36e and does not exceed the first currency stock upper limit, the first currency is stocked in the first currency stock furniture 36e. may be added.
  • the first currency is sent to the present box shown in FIGS. 8 and 11. Also, when the first currency possession upper limit is exceeded and the player has not purchased (not owned) the first currency stock furniture 36e, the first currency is sent to the present box shown in FIGS.
  • the first currency is stocked in the first currency stock furniture 36e when the player acquires the first currency.
  • the frequency with which the first currency is sent to the gift box can be reduced.
  • the gameplay can be improved.
  • Information about the first currency owned by the player is managed by the server 100 in association with the player ID. Specifically, the server 100 sets the player ID, player possession information regarding the amount of the first currency owned by the player, furniture accumulation information regarding the stock amount of the first currency accumulated in the first currency stock furniture 36e, present box Each piece of present box storage information relating to the storage amount of the first currency stored in is associated and stored. Also, the server 100 updates each piece of information (player possession information, furniture accumulation information, present box storage information) associated with the player ID each time the player acquires the first currency. However, when the player purchases the first currency with a consideration such as cash, the purchased first currency is not stocked in the first currency stock furniture 36e.
  • the purchased first currency is held by the player if it is less than the upper limit of possession of the first currency, and is stored in the present box if it exceeds the upper limit of possession of the first currency ( saved). Therefore, when the player purchases the first currency for a fee, the server 100 associates it with the player ID and updates the player possession information and the present box storage information without updating the furniture accumulation information.
  • FIG. 22 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its function as a computer.
  • the memory 12 is provided with a program storage area 12a and a data storage area 12b.
  • the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
  • the terminal-side game control program includes a game execution control program 80, a battle game execution program 81, an activation control program 82, an asset control program 83, and a display control program 84.
  • the programs listed in FIG. 22 are only examples, and many other programs are provided in the terminal-side game control program.
  • a game information storage unit 90 and a player information storage unit 91 are provided in the data storage area 12b as storage units for storing data.
  • the storage units described above are only examples, and the data storage area 12b is provided with a large number of other storage units.
  • the CPU 10 operates each program stored in the program storage area 12a and updates data in each storage section in the data storage area 12b. Then, the CPU 10 causes the player terminal 1 (computer) to function as the terminal-side game control section 1A by operating each program stored in the program storage area 12a.
  • the terminal-side game control section 1A includes a game execution control section 80a, a battle game execution section 81a, an activation control section 82a, an asset control section 83a, and a display control section 84a.
  • the CPU 10 operates the game execution control program 80 and causes the computer to function as the game execution control section 80a. Similarly, the CPU 10 operates a battle game execution program 81, an activation control program 82, an asset control program 83, and a display control program 84, and controls the battle game execution unit 81a, the activation control unit 82a, the asset control unit 83a, and the display control unit 83a, respectively. It functions as the control unit 84a.
  • the game execution control unit 80a controls the progress of the entire game.
  • the game execution control unit 80a transmits login information to the server 100 when logging in, for example.
  • the game execution control unit 80a controls the transition of the normal screen.
  • the game execution control unit 80a receives the game information from the server 100 and stores it in the game information storage unit 90 when the game information of the game in general is updated.
  • the battle game execution unit 81a is responsible for controlling the execution of the battle game. For example, the battle game execution unit 81a updates the battle screen, controls the actions of the ally characters and enemy characters, and derives damage points based on operations input to the player terminal 1. FIG.
  • the activation control unit 82a activates the first currency stock furniture 36e when the player purchases (owns) the first currency stock furniture 36e at the furniture shop.
  • the activation control unit 82a associates this with the player ID as possession information (validation information) indicating that the player owns the first currency stock furniture 36e, and stores the player information as the player information.
  • the first currency stock furniture 36e is a special item that can stock a first currency that can be used to strengthen friendly characters and purchase items. Also, the first currency stock furniture 36e can be used as a decoration item for the room 35, which is the player's own room.
  • the activation control unit 82a can stock elements used in the first game content, and can activate special items that can be used as items in the second game content.
  • the first game content is, for example, a function to strengthen a teammate character or a function to purchase items in the game.
  • the second game content is a room function that allows customization of the room 35 as the player's own room.
  • the special item is the first currency stock furniture 36e that can be installed in the room 35, and the elements are the first currency, the second currency, the third currency, and the player's stamina required to start the battle game. is an asset.
  • the asset control unit 83a stocks the first currency in the first currency stock furniture 36e when a predetermined condition is satisfied.
  • the asset control unit 83a determines whether or not the first currency stock furniture 36e is installed in the room 35. automatically stocks the first currency in the first currency stock furniture 36e.
  • the asset control unit 83a executes a process of withdrawing the first currency stocked in the first currency stock furniture 36e on the shop screen or the room screen regardless of whether or not the first currency stock furniture 36e is installed in the room 35. be able to. In other words, regardless of whether or not the first currency stock furniture 36e is installed in the room 35, the asset control unit 83a controls the first currency stock furniture 36e stocked in the first game content or the second game content. A process of withdrawing one currency can be executed.
  • the asset control unit 83a performs a process of storing the first currency exceeding the first currency possession upper limit value in the present box. Further, when the stock amount of the first currency reaches the first currency stock upper limit value, the asset control unit 83a performs a process of storing the first currency exceeding the first currency stock upper limit value in the present box.
  • the present box is a game element having a storage function (third game content) for storing items distributed by the operator, items exceeding the number of items that the player can hold, and the like.
  • the asset control unit 83a sets the first currency possession upper limit value or A process of saving the first currency exceeding the first currency stock upper limit value in the third game content is performed. Note that, in the present embodiment, if the first currency possessed by the player is insufficient at the time of item purchase on the shop screen (first game content) for purchasing the item, the asset control unit 83a stores the first currency in the present box. It is not possible to process the withdrawal of the first currency.
  • the asset control unit 83a performs processing for withdrawing the first currency by a dedicated withdrawal operation unit (withdrawal selection operation unit 65a in FIG. 21) that functions when the first currency stock furniture 36e is activated on the shop screen. is executable.
  • the asset control unit 83a updates each piece of information (player possession information, furniture accumulation information, present box storage information), associates the updated information with the player ID, and stores the player information. Stored in the storage unit 91 .
  • the display control unit 84a generates a screen to be displayed on the display 26 and causes the display 26 to display the generated screen.
  • the display control unit 84a can execute processing for changing the appearance of the first currency stock furniture 36e installed in the room 35 according to the stock amount of the first currency stock furniture 36e. Further, when the first currency possessed by the player is insufficient when purchasing an item on the shop screen, the display control unit 84a controls the first currency shortage dialogue screen shown in FIG. 65a) can be performed on the display. Further, the display control unit 84a can execute processing for displaying various dialog screens on the display 26 when the amount of the first currency held by the player exceeds the upper limit value.
  • FIG. 23 is a diagram for explaining the configuration of memory 112 in server 100 and its function as a computer.
  • the memory 112 is provided with a program storage area 112a and a data storage area 112b.
  • the CPU 110 stores a server-side game control program (module) in the program storage area 112a.
  • the server-side game control program includes a game execution control program 180, a battle game execution program 181, an activation control program 182, an asset control program 183, and a display control program 184.
  • the programs listed in FIG. 23 are only examples, and many other programs are provided in the server-side game control program.
  • a game information storage unit 190 and a player information storage unit 191 are provided in the data storage area 112b as storage units for storing data.
  • the storage units described above are only examples, and the data storage area 112b is provided with a large number of other storage units.
  • the CPU 110 operates each program stored in the program storage area 112a and updates the data in each storage section in the data storage area 112b. Then, the CPU 110 causes the server 100 to function as the server-side game control section 100A by operating each program stored in the program storage area 112a.
  • the server-side game control unit 100A includes a game execution control unit 180a, a battle game execution unit 181a, an activation control unit 182a, an asset control unit 183a, and a display control unit 184a.
  • the CPU 110 operates the game execution control program 180 and causes the computer to function as the game execution control section 180a. Similarly, the CPU 110 operates a battle game execution program 181, an activation control program 182, an asset control program 183, and a display control program 184, and controls the battle game execution unit 181a, the activation control unit 182a, the asset control unit 183a, and the display control unit 183a, respectively. It functions as the control unit 184a.
  • the game execution control unit 180a controls the progress of the entire game. For example, when the login information is received from the player terminal 1 , the game execution control section 180 a enables the player terminal 1 to download the player information stored in the player information storage section 191 from the server 100 . Further, when the game information of the game in general is updated, the game execution control section 180a reads out the updated game information from the game information storage section 190 and enables the player terminal 1 to download it from the server 100.
  • the battle game execution unit 181a is responsible for controlling the execution of the battle game.
  • the activation control unit 182a, the asset control unit 183a, and the display control unit 184a have the same functions as the activation control unit 82a, the asset control unit 83a, and the display control unit 84a described above, so detailed description thereof will be omitted.
  • the activation control unit 182a associates this with the player ID as possession information (validation information) indicating that the player owns the first currency stock furniture 36e.
  • the player information storage unit 191 Stored in the player information storage unit 191 .
  • the asset control unit 183a updates each piece of information (player possession information, furniture accumulation information, present box storage information), associates the updated information with the player ID, and stores the player information. Stored in the storage unit 191 .
  • FIG. 24 is a sequence diagram illustrating basic processing of the player terminal 1 and the server 100.
  • Pn the processing performed by the player terminal 1
  • Sn a process performed by the server 100
  • the game execution control unit 80a transmits login information to the server 100.
  • the game execution control unit 180a of the server 100 identifies the player ID associated with the login information and performs login processing (S1).
  • the game execution control unit 180a reads the player information corresponding to the identified player ID from the player information storage unit 191, and enables the player terminal 1 to download the player information from the server 100.
  • the game execution control unit 180a enables the player terminal 1 to download the changed game information from the server 100 when the game information stored in the game information storage unit 190 is changed.
  • the validation control unit 82a transmits furniture purchase information to the server 100.
  • the activation control unit 182a of the server 100 receives the furniture purchase information, it assumes that the player purchased and owns the first currency stock furniture 36e, and activates the first currency stock furniture 36e (S2).
  • the activation process is, for example, a process of associating ownership information (activation information) of the first currency stock furniture 36e with the player ID and updating and storing the information.
  • the activation control unit 182a enables the player terminal 1 to download the updated player information from the server 100 as update information.
  • the asset control unit 83a transmits the receipt information to the server 100.
  • the property control unit 183a of the server 100 executes the first property control process (S3).
  • FIG. 25 is a flowchart diagram explaining an example of the first asset control process.
  • the asset control unit 183a determines whether or not the amount of the first currency possessed by the player after receiving the first currency is greater than the first currency possession upper limit value (S3-1). . If the possession amount is equal to or less than the first currency possession upper limit value (NO in S3-1), the asset control unit 183a performs an addition process of adding the received first currency to the player's current possession amount of the first currency. Execute (S3-2).
  • the asset control unit 183a determines whether or not the player possesses the first currency stock furniture 36e (S3-3). If the first currency stock furniture 36e is not possessed (NO in S3-3), the asset control unit 183a determines that the first currency cannot be received from the present box, and maintains the first currency in the present box. Processing is executed (S3-4).
  • the asset control unit 183a determines whether the received first currency satisfies a predetermined condition for stocking the first currency stock furniture 36e. (S3-5).
  • the predetermined condition is, for example, that the stock amount of the first currency stock furniture 36e after receiving the first currency is equal to or less than the first currency stock upper limit value. If the predetermined condition is satisfied (YES in S3-5), the asset control unit 183a executes the stock processing of adding the received first currency to the stock amount of the first currency stock furniture 36e and stocking it ( S3-6).
  • the asset control unit 183a determines that the first currency cannot be received from the present box, and executes maintenance processing to maintain the first currency in the present box. (S3-4). Further, the asset control unit 183a updates the player information with various information changed by the processing of S3-2, S3-6, and S3-8, and uses the updated player information as update information. 100 to make it downloadable.
  • the display control unit 84a performs appearance change processing when the stock amount of the first currency stock furniture 36e changes beyond a specified value (P2).
  • FIG. 26 is a flowchart illustrating an example of appearance change processing.
  • the display control unit 84a determines whether or not the stock amount of the first currency stock furniture 36e has changed beyond a specified value (P2-1). If the change exceeds the specified value (YES in P2-1), the display control unit 184a executes appearance change processing to change the appearance of the first currency stock furniture 36e, as shown in FIGS. 14A to 14C, for example. (P2-2). On the other hand, if the change does not exceed the specified value (NO in P2-1), the display control unit 84a ends the appearance change processing without changing the appearance of the first currency stock furniture 36e.
  • This appearance change processing is executed by the display control unit 84a every time update information is acquired from the server 100. FIG. Specifically, it is executed by the display control unit 84a after the second asset control process (S4), the withdrawal process (S5), and the third asset control process (S7), which will be described later.
  • the asset control unit 83 a transmits the first currency purchase information to the server 100 .
  • the asset control unit 183a of the server 100 assumes that the player has consumed the second currency and purchased the first currency, and executes the second asset control process (S4).
  • FIG. 27 is a flowchart diagram illustrating an example of the second asset control process.
  • the asset control unit 183a determines whether or not the amount of the first currency possessed by the player after purchasing the first currency is greater than the first currency possession upper limit value (S4-1). . If the possession amount is equal to or less than the first currency possession upper limit value (NO in S4-1), the asset control unit 183a performs an addition process of adding the purchased first currency to the player's current possession amount of the first currency. Execute (S4-2).
  • the asset control unit 183a puts the first currency stock furniture 36e in the present box regardless of whether the player possesses the first currency stock furniture 36e.
  • a saving process for saving the purchased first currency is executed (S4-3). Further, the asset control unit 183a updates the player information with various information changed by the processing of S4-2 and S4-3, and the player terminal 1 can download the updated player information from the server 100 as update information.
  • the asset control unit 83a of the player terminal 1 performs the same second asset control processing as described in FIG. Execute the process (P3). However, the player information updated by the process of P3 is overwritten by the player information downloaded from the server 100 and updated by the process of S4.
  • the display control unit 84a executes display control processing (P4 ). In the display control process, the display control unit 84a displays on the display 26 the first currency shortage dialog screen shown in FIG. Further, when the withdrawal selection operation portion 65a is tapped on the first currency shortage dialog screen and the determination selection operation portion 57a is tapped on the first currency withdrawal dialog screen shown in FIG. Send withdrawal information to
  • the asset control unit 183a of the server 100 When the asset control unit 183a of the server 100 receives the withdrawal information, it executes a withdrawal process of withdrawing the first currency from the first currency stock furniture 36e (S5). In addition, the asset control unit 183a updates the player information with the stock information about the stock amount of the first currency stock furniture 36e changed by the withdrawal process, and uses the updated player information as update information. make it downloadable from
  • start information is transmitted from the player terminal 1 to the server 100 .
  • the start information includes party information selected by the player, battle game type information, and the like.
  • the server 100 enables the player terminal 1 to download the battle game start information necessary for starting the battle game from the server 100 by inputting the start information (S6).
  • the battle game execution unit 81a of the player terminal 1 receives the battle game start information, it performs battle game start processing for starting the battle game (P6).
  • an area of the memory 12 for progressing the battle game is secured, or a predetermined program is read from the storage unit 18 to the memory 12 .
  • the battle game execution unit 81a of the player terminal 1 performs battle game control processing for controlling the battle game (P7).
  • this battle game control process an update process for updating various information is repeatedly executed on a frame-by-frame basis.
  • the number of frames is not particularly limited. For example, the number of frames per second is 30-60. Therefore, during the battle game, information is updated in the player terminal 1 at intervals of about 16 ms (milliseconds) to 33 ms.
  • the battle game execution unit 81a of the player terminal 1 performs battle game end processing to end the battle game (P8).
  • game result information is transmitted to the server 100 .
  • the display control unit 84a of the player terminal 1 displays the result screen on the display 26 (P9).
  • the battle game execution unit 181a of the server 100 acquires the game result information, it updates the player information and executes the third asset control process (S7).
  • FIG. 28 is a flowchart diagram illustrating an example of the third asset control process.
  • the third asset control process is the same process as the first asset control process shown in FIG. Only the Specifically, the third asset control process differs only in that the maintenance process of S3-4 of the first asset control process is changed to the save process of S7-4 shown in FIG.
  • the asset control unit 183a executes a saving process of saving the first currency received as reward for clearing the battle game in the present box (S7-4).
  • the player terminal 1 is provided with a game execution control program 80, a battle game execution program 81, an activation control program 82, an asset control program 83, and a display control program 84.
  • the player terminal 1 also includes a game execution control section 80a, a battle game execution section 81a, an activation control section 82a, an asset control section 83a, and a display control section 84a.
  • some or all of these programs and functional units may be provided in server 100 . In other words, these programs and functional units may be provided in one or both of the player terminal 1 and the server 100 .
  • the server 100 is provided with a game execution control program 180, a battle game execution program 181, an activation control program 182, an asset control program 183, and a display control program 184.
  • the server 100 also includes a game execution control unit 180a, a game execution control unit 180a, a battle game execution unit 181a, an activation control unit 182a, an asset control unit 183a, and a display control unit 184a.
  • some or all of these programs and functional units may be provided in the player terminal 1 . In other words, these programs and functional units may be provided in one or both of the player terminal 1 and the server 100 .
  • the information processing program in the above embodiment may be stored in a computer-readable storage medium and provided as the storage medium. Furthermore, it may be provided as a player terminal or an information processing system including this storage medium. Further, the above embodiment may be an information processing method that implements each function and the steps shown in the flowchart.

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