WO2023127544A1 - 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

Info

Publication number
WO2023127544A1
WO2023127544A1 PCT/JP2022/046385 JP2022046385W WO2023127544A1 WO 2023127544 A1 WO2023127544 A1 WO 2023127544A1 JP 2022046385 W JP2022046385 W JP 2022046385W WO 2023127544 A1 WO2023127544 A1 WO 2023127544A1
Authority
WO
WIPO (PCT)
Prior art keywords
character
screen
event
displayed
player
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/JP2022/046385
Other languages
English (en)
French (fr)
Japanese (ja)
Inventor
健太 豊福
雄大 武田
寿樹 坂本
友二郎 出口
結花 田中
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
Original Assignee
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 CN202280086208.2A priority Critical patent/CN118450929A/zh
Priority to KR1020247021197A priority patent/KR20240103066A/ko
Publication of WO2023127544A1 publication Critical patent/WO2023127544A1/ja
Priority to US18/755,009 priority patent/US20240359097A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

Links

Images

Classifications

    • 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
    • A63F13/45Controlling the progress of the video 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
    • A63F13/50Controlling 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • 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
    • 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
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/825Fostering virtual characters

Definitions

  • the present invention relates to an information processing program, an information processing method, and an information processing system.
  • Patent Document 1 a game is known in which progress is controlled by a player selecting one of a plurality of types of selection items.
  • the game progresses based on the selection items selected by the player, so the game can be progressed advantageously by selecting appropriate options.
  • it is necessary to determine which option is appropriate to select each time, and thus there is a problem that the player's motivation to play the game decreases.
  • An object of the present invention is to provide an information processing program, an information processing method, and an information processing system capable of suppressing a decline in the player's desire to play a game by improving convenience for the player.
  • the information processing program A process for registering a plurality of reservation selection information indicating the specific option selected by the player from among the specific options included in the plurality of options presented in the predetermined game; In the predetermined game, a process of presenting the plurality of options, and a process of updating a parameter based on the option selected by the player from among the presented options, to progress the predetermined game. and, a process of acquiring the registered reservation selection information and making it possible to identify the specific option included in the reservation selection information during the predetermined game based on the acquired reservation selection information; is performed by a computer.
  • the predetermined game includes a plurality of turns,
  • the process of progressing the predetermined game includes: The options may be presented for each turn.
  • the processing for enabling multiple registration of the reservation selection information includes:
  • the reservation selection information may be registered during execution of the predetermined game.
  • the processing for enabling multiple registration of the reservation selection information includes:
  • the reservation selection information may be registered when the predetermined game is not being executed.
  • the information processing method includes: An information processing method performed by one or more computers, comprising: A process for registering a plurality of reservation selection information indicating the specific option selected by the player from among the specific options included in the plurality of options presented in the predetermined game; In the predetermined game, a process of presenting the plurality of options, and a process of updating a parameter based on the option selected by the player from among the presented options, to progress the predetermined game. and, a process of acquiring the registered reservation selection information and making it possible to identify the specific option included in the reservation selection information during the predetermined game based on the acquired reservation selection information; including.
  • the information processing system comprising one or more computers,
  • the computer is A process for registering a plurality of reservation selection information indicating the specific option selected by the player from among the specific options included in the plurality of options presented in the predetermined game;
  • 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 an option setting screen.
  • FIG. 3C is a diagram illustrating an example of a profile setting screen.
  • FIG. 3D is a diagram illustrating an example of a home setting screen.
  • FIG. 4A is a diagram illustrating an example of an enhancement screen.
  • FIG. 4B is a diagram illustrating an example of a breeding character screen.
  • FIG. 5 is a diagram for explaining the general progress flow of the breeding game.
  • FIG. 5 is a diagram for explaining the general progress flow of the breeding game.
  • FIG. 6A is a diagram explaining the main character selection screen.
  • FIG. 6B is the first diagram for explaining the character detail screen.
  • FIG. 6C is a second diagram illustrating the character detail screen.
  • FIG. 7A is a diagram illustrating an ability parameter (initial value) table.
  • FIG. 7B is a diagram illustrating an aptitude parameter (initial value) table.
  • FIG. 7C is a diagram explaining a skill table.
  • FIG. 7D is a diagram illustrating a dedicated event table.
  • FIG. 8A is a first diagram for explaining the succession character selection screen.
  • FIG. 8B is a first diagram for explaining the breeding character list screen.
  • FIG. 8C is a second diagram for explaining the succession character selection screen.
  • FIG. 8D is a third diagram illustrating the succession character selection screen.
  • FIG. 8A is a first diagram for explaining the succession character selection screen.
  • FIG. 8B is a first diagram for explaining the breeding character list screen.
  • FIG. 8C is a second
  • FIG. 9A is the first diagram for explaining the support card organization screen.
  • FIG. 9B is a diagram explaining a support card selection screen.
  • FIG. 9C is a second diagram for explaining the support card organization screen.
  • FIG. 10A is a diagram explaining a support card table.
  • FIG. 10B is a diagram explaining a support effect table.
  • FIG. 10C is a diagram explaining a possessed skill table.
  • FIG. 10D is a diagram explaining a support event table.
  • FIG. 11A is a diagram for explaining the final confirmation screen.
  • FIG. 11B is a diagram illustrating a preset selection screen.
  • FIG. 12 is the first diagram for explaining the character identification information table.
  • FIG. 13 is a second diagram for explaining the character identification information table.
  • FIG. 14 is a diagram illustrating a selection item table.
  • FIG. 15A is the first diagram for explaining the game screen.
  • FIG. 15B is a second diagram for explaining the game screen.
  • FIG. 16A is the first diagram for explaining the training screen.
  • FIG. 16B is a second diagram illustrating the training screen.
  • FIG. 16C is a diagram illustrating a training result notification screen.
  • FIG. 16D is a diagram explaining an event screen.
  • FIG. 17A is the first diagram for explaining the skill screen.
  • FIG. 17B is a second diagram illustrating the skill screen.
  • FIG. 18A is the first diagram for explaining the individual race selection screen.
  • FIG. 18B is a second diagram illustrating the individual race selection screen.
  • FIG. 18C is a diagram illustrating an individual race start screen.
  • FIG. 18D is a diagram illustrating an individual race result screen.
  • FIG. 19A is a diagram illustrating a reservation list screen.
  • FIG. 19B is a diagram illustrating a reservation edit screen.
  • FIG. 19C is a diagram illustrating a calendar screen.
  • FIG. 20A is a diagram illustrating a preset screen.
  • FIG. 20B is a diagram explaining the first confirmation screen.
  • FIG. 20C is a diagram explaining the second confirmation screen.
  • FIG. 21A is a diagram explaining the team race selection screen.
  • FIG. 21B is a diagram explaining the team race organization screen.
  • FIG. 21C is a diagram illustrating a team race start screen.
  • FIG. 21D is a diagram for explaining the team race interim result screen.
  • FIG. 22A is the first diagram for explaining the team race detailed result screen.
  • FIG. 22B is a first diagram for explaining the team race overall result screen.
  • FIG. 22C is a second diagram illustrating the team race detailed result screen.
  • FIG. 22D is a second diagram for explaining the team race overall result screen.
  • FIG. 23 is a diagram for explaining the rough flow of processing at the start of a turn.
  • FIG. 24 is a diagram explaining an arrangement presence/absence table.
  • FIG. 25A is a diagram explaining a training level table.
  • FIG. 25B is a diagram illustrating an upward fixed value (speed) table.
  • FIG. 25C is a diagram for explaining an upward fixed value table (power).
  • FIG. 25D is a diagram explaining a bonus addition rate table.
  • FIG. 26 is a diagram for explaining event types and event classifications.
  • FIG. 27 is a diagram for explaining the relationship between the event type and the number of turns.
  • FIG. 28A is the third diagram for explaining the game screen.
  • FIG. 28B is a third diagram illustrating the training screen.
  • FIG. 29A is a diagram for explaining a special training event execution presence/absence determination table.
  • FIG. 29B is a diagram explaining a special icon determination table.
  • FIG. 29C is a diagram explaining a bonus icon determination table.
  • FIG. 30A is a diagram illustrating a fixed bonus value (main character) table.
  • FIG. 30B is a diagram illustrating a bonus additional value (main character) table.
  • FIG. 31A is a diagram illustrating a fixed increase value (for special training) table.
  • FIG. 31B is a diagram illustrating a bonus increase value (special training target) table.
  • FIG. 32A is a diagram explaining a training completion screen.
  • FIG. 32B is a second diagram for explaining the training completion screen.
  • FIG. 32A is a diagram explaining a training completion screen.
  • FIG. 32B is a second diagram for explaining the training completion screen.
  • FIG. 32C is a third diagram for explaining the training completion screen.
  • FIG. 33 is a diagram for explaining the configuration of a memory in a player terminal and functions as a computer.
  • FIG. 34 is a diagram for explaining the configuration of a memory in a server and functions as a computer.
  • FIG. 35 is a sequence diagram explaining processing of the player terminal and the server relating to the breeding game.
  • FIG. 36 is a first flowchart for explaining preparatory stage processing in the player terminal.
  • FIG. 37 is a second flowchart for explaining preparatory stage processing in the player terminal.
  • FIG. 38 is a third flowchart for explaining preparatory stage processing in the player terminal.
  • FIG. 39 is a flowchart for explaining preparatory stage processing in the server.
  • FIG. 39 is a flowchart for explaining preparatory stage processing in the server.
  • FIG. 40 is a flow chart for explaining training stage processing in the player terminal.
  • FIG. 41 is a flowchart for explaining turn start processing in the player terminal.
  • FIG. 42 is a flowchart for explaining placement processing in the player terminal.
  • FIG. 43 is a flowchart for explaining numerical value determination processing in the player terminal.
  • FIG. 44 is a flowchart for explaining event determination processing in the player terminal.
  • FIG. 45 is a flowchart for explaining in-turn processing in the player terminal.
  • FIG. 46 is a flowchart for explaining training execution processing in the player terminal.
  • FIG. 47 is a first flowchart for explaining race reservation processing in the player terminal.
  • FIG. 48 is a second flowchart for explaining race reservation processing in the player terminal.
  • FIG. 49 is a third flowchart for explaining race reservation processing in the player terminal.
  • FIG. 50 is a fourth flowchart for explaining race reservation processing in the player terminal.
  • FIG. 51 is a flowchart for explaining the breeding game end processing in the server
  • 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 functioning as a client, that is, a game terminal, a server 1000, and a communication network N having communication base stations Na.
  • the player terminal 1 and the server 1000 function as the game device G.
  • the player terminal 1 and the server 1000 are each assigned a role to control the progress of the game, and cooperation between the player terminal 1 and the server 1000 enables the game to progress.
  • the player terminal 1 can establish communication with the server 1000 via the communication network N.
  • the player terminal 1 includes a wide range of electronic devices that can be connected to the server 1000 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 1000 is connected to a plurality of player terminals 1 for communication.
  • the server 1000 accumulates various types of information for each player who plays the game.
  • the server 1000 mainly performs processing such as updating accumulated information and downloading images and various information to the player terminal 1 based on operations input from the player terminal 1 .
  • the communication base station Na is connected to the communication network N, and wirelessly transmits and receives information to and from the player terminal 1.
  • the communication network N 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 1000 .
  • 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 1000.
  • the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input/output interface 16, a storage section 18, a communication section 20, an input section 22, and an output section 24. be done.
  • CPU Central Processing Unit
  • the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input/output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
  • the configurations and functions of the CPU 1010, the memory 1012, the bus 1014, the input/output interface 1016, the storage unit 1018, the communication unit 1020, the input unit 1022, and the output unit 1024 of the server 1000 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 1000 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 Na, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N.
  • the program or the like received from the server 1000 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 player can own a character obtained by a lottery called gacha, or a character distributed by the management side. Also, the player can possess a support card obtained by lottery or a support card distributed by the management side.
  • a training game is provided in the game according to the present embodiment.
  • a player can train a character possessed by the player in the training game.
  • the breeding game in the present embodiment has a game property in which a character is trained while participating in a race simulating a horse race.
  • FIG. 3A is a diagram illustrating an example of the home screen 100.
  • FIG. When the game application is started on the player terminal 1, the home screen 100 is displayed on the display 26.
  • FIG. A menu bar 102 is displayed at the bottom of the home screen 100 .
  • the menu bar 102 is provided with a plurality of operation units that can be operated (tapped) by the player.
  • the menu bar 102 is provided with a home screen selection operation section 102a, an enhanced screen selection operation section 102b, a story screen selection operation section 102c, a team stadium screen selection operation section 102d, and a gacha screen selection operation section 102e.
  • the operation unit corresponding to the screen being displayed is highlighted so that the screen being displayed on the display 26 can be identified.
  • the home screen selection operation unit 102a When the home screen selection operation unit 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
  • an enhancement screen 140 (FIG. 4A), which will be described later, is displayed.
  • a story screen (not shown) is displayed.
  • a story image is provided for each character appearing in the game. The player can select and view characters and story images on the story screen.
  • a team stadium screen (not shown) is displayed.
  • the player can play a team competition game in which the team organized by the player is matched against the teams of other players selected by the computer.
  • the team competition game has a game feature of competing with other players for ranking.
  • gacha screen selection operation unit 102e When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can perform a so-called gacha lottery, in which the player can spend in-game currency to obtain characters and support cards by lottery.
  • a breeding game operation unit 104 is provided on the home screen 100, above the menu bar 102.
  • a breeding game operation unit 104 is tapped, a breeding game screen is displayed, and a breeding game, which will be described later, is started.
  • a training game is roughly divided into a preparation stage and a training stage.
  • a player selects one character from among the characters owned by the player and sets it as the main character, which is the character to be trained. do.
  • the player sets the deck to be used when training the main character.
  • the deck is composed of a plurality of succession characters and a plurality of support cards, which will be described later in detail. Therefore, in the breeding game, inherited characters organized in a deck and support cards are used.
  • the preparation stage will shift to the training stage, and the game for training the main character will begin.
  • a player can have a character trained in the training game as a trained character. As described above, the player can organize his/her breeding characters into a team and use them in the team competition game.
  • the main purpose of the game of the present embodiment is to train a breeding character in the breeding game and to use the breeding character to raise the ranking of the team competition game.
  • a function for sharing breeding characters or support cards among players and a function for sharing information among a plurality of players are provided.
  • the player can set breeding characters and support cards that other players can use in the breeding game.
  • a setting operation section 106 is provided in the upper right portion of the home screen 100 .
  • an option setting screen 110 is displayed.
  • FIG. 3B is a diagram illustrating an example of the option setting screen 110.
  • the option setting screen 110 is a screen for confirming and setting various kinds of information.
  • the option setting screen 110 is provided with a plurality of operation units, and when an operation unit is tapped, it is possible to confirm and set information corresponding to the operation unit.
  • the operation section of the option setting screen 110 includes a profile setting operation section 110a and a close operation section 110b.
  • the close operation portion 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed.
  • the profile setting operation section 110a is tapped, a profile setting screen 120 is displayed.
  • FIG. 3C is a diagram illustrating an example of the profile setting screen 120.
  • the player can confirm and set his/her own profile information.
  • the profile information includes a profile character, player name, player ID, belonging circle, representative character, and rental card.
  • a profile character functions as a character that is displayed when a player's information is viewed by other players. For example, the profile character is displayed when using the circle function, which is a place for sharing information with other players.
  • a profile character image 122 that is currently being set is displayed on the profile setting screen 120 .
  • a change button 124 is provided near the profile character image 122 . When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.
  • the profile setting screen 120 also displays the player name set by the player, the player ID given to the player, and the name of the circle to which the player belongs.
  • the profile setting screen 120 is also provided with a representative character setting operation section 126a and a rental card setting operation section 126b.
  • a representative character setting screen (not shown) is displayed.
  • the player can set one of the breeding characters trained by the player as the representative character.
  • An icon image representing the currently set representative character is displayed in the representative character setting operation section 126a.
  • the representative character can be organized in a deck as a successor character in a breeding game played by another player.
  • a rental card setting screen (not shown) is displayed.
  • the player can set one of the support cards owned by the player as a rental card on the rental card setting screen.
  • An icon image indicating the rental card currently being set is displayed in the rental card setting operation section 126b.
  • the support cards set as rental cards can be organized into decks by other players, and are used in breeding games played by other players.
  • the setting change information is transmitted to the server 1000.
  • the server 1000 stores profile information for each player.
  • a setting icon 128 is also displayed on the home screen 100, as shown in FIG. 3A.
  • setting icon 128 is tapped, home setting screen 130 is displayed.
  • FIG. 3D is a diagram illustrating an example of the home setting screen 130.
  • the player can set a home screen setting character 132 displayed on the home screen 100 on the home setting screen 130 .
  • the player can set four home screen setting characters 132 displayed on the home screen 100 .
  • the screen displayed on the display 26, that is, the display of the home screen 100 is switched.
  • the home screen 100 displays four home screen setting characters 132 currently set.
  • the home screen setting character 132 is assigned a function as each operation unit displayed on the menu bar 102 . Therefore, when the home screen setting character 132 displayed on the home screen 100 is tapped, the screen is switched in the same manner as when the operation section of the menu bar 102 is tapped.
  • character images corresponding to each of the currently set four home screen setting characters 132 and corresponding operating units are displayed in a identifiable manner.
  • a character selection screen (not shown) is displayed. The player can select the home screen setting character 132 on the character selection screen. Also, the player can set the costume of the home screen setting character 132 on the home setting screen 130 .
  • a circle icon 134 is also displayed on the home screen 100, as shown in FIG. 3A.
  • the circle icon 134 is tapped, a circle screen is displayed. The player can exchange information with other players belonging to the same circle on the circle screen.
  • a mission icon 136 is displayed on the home screen 100 .
  • a mission screen (not shown) is displayed.
  • the player is given a predetermined mission.
  • Players can obtain in-game currency and predetermined items as rewards each time they complete an assigned mission.
  • a list of the contents of the missions imposed on the player and the contents of the rewards obtained when the mission is completed is displayed.
  • in-game currency and predetermined items obtained as rewards may differ depending on the difficulty level of the mission. Also, for example, the higher the difficulty level of the mission, the more advantageous the in-game currency and predetermined items obtained as rewards.
  • missions missions with a limited period and missions without a limited period may be provided.
  • a list of missions may be displayed according to whether or not there is a time limit, or for each set time limit.
  • limited-time missions disappear after a certain period of time, which is a limited period, and cannot be set again, so they can only be completed once within a certain period of time.
  • rewards set for limited-time missions may be more advantageous than rewards set for daily missions.
  • the raising game operation unit 104 When the raising game operation unit 104 is tapped on the home screen 100, the raising game screen is displayed and the raising game is started.
  • FIG. 4A is a diagram illustrating an example of the enhancement screen 140.
  • FIG. 4A As described above, when the enhanced screen selection operation portion 102b of the menu bar 102 is tapped, the enhanced screen 140 shown in FIG. 4A is displayed.
  • the enhancement screen 140 is provided with a breeding character screen selection operation section 140a, a support card screen selection manipulation section 140b, and a breeding character list screen selection manipulation section 140c.
  • FIG. 4B is a diagram illustrating an example of the breeding character screen 142.
  • FIG. When the breeding character screen selection operation section 140a is tapped on the strengthening screen 140 shown in FIG. 4A, a breeding character screen 142 shown in FIG. 4B is displayed.
  • the training character screen 142 is provided with an operation unit for displaying a screen for strengthening the character possessed by the player.
  • this operation unit By operating this operation unit, the character possessed by the player can be strengthened.
  • the player By strengthening the character, the player can increase the level set for the character.
  • Various parameters are set for the character, and the parameters increase as the level increases. By raising the parameters of the character, the player can train a character with a stronger status in the training game.
  • the breeding character screen 142 is provided with an operation unit for displaying a list of characters possessed by the player and a list of items for strengthening the character possessed by the player.
  • the breeding character screen 142 is provided with a preset screen selection operation section 142a.
  • a preset screen selection operation section 142a When the preset screen selection operation section 142a is tapped, a preset screen (not shown) is displayed.
  • reservations for one or more races to participate in can be set in advance as presets (reservation selection information) in the individual races described later in the breeding game.
  • preset reservation selection information
  • reservations for one or more races to participate in the individual races, which will be described later, in the breeding game are preset (reservation selection) in advance. information).
  • the player can examine an appropriate race in advance and set it as a preset according to the type of character to be trained.
  • reservation selection information indicating specific options selected by the player from among the specific options included in the multiple options presented in the predetermined game.
  • reservation selection information can be registered when a predetermined game is not being executed.
  • a support card screen (not shown) is displayed.
  • the support cards owned by the player can be strengthened.
  • the player can increase the level set for the support card.
  • Various parameters are set in the support card, and the parameters increase as the level increases. By raising the parameters of the support card, the player can train a character with a stronger status in the breeding game.
  • breeding character list screen selection operation section 140c When the breeding character list screen selection operation section 140c is tapped on the strengthening screen 140 shown in FIG. 4A, a breeding character list screen (not shown) is displayed. On the breeding character list screen, it is possible to display a list of characters trained by the player (hereinafter referred to as breeding characters) and to check the status of each breeding character. Next, the breeding game will be described in detail.
  • FIG. 5 is a diagram for explaining the rough flow of the breeding game.
  • the breeding game is roughly divided into a setting game and a breeding main game.
  • the breeding main game is a game in which one main character selected from the characters possessed by the player is trained as a character to be trained.
  • the player registers the main character and deck (inherited characters and support cards), and corresponds to the preparatory stage of the breeding game.
  • the processing performed in the setting game will be referred to as preparatory stage processing
  • the processing performed in the training main game will be referred to as training stage processing.
  • the general flow of the preparatory stage processing and the growing stage processing will be described first.
  • ⁇ Preparation stage processing> In the preparatory stage processing, main character registration, deck (inherited character and support card) registration, preset selection, specific character registration, and initial character identification information setting are mainly performed.
  • the support card is for assisting the training of the main character.
  • Each support card is always associated with one character, and the character associated with the support card registered in the preparatory stage assists the development of the main character.
  • the character tied to the support card is called a support character.
  • a scenario selection screen (not shown) is displayed.
  • a plurality of training main game scenarios are provided.
  • Each scenario of the breeding main game is set with a final goal, a goal during the game, etc., and the player needs to clear the set goals in order.
  • Each target and the period until the target is achieved are different for each scenario.
  • the player can select one of a plurality of scenarios on the scenario selection screen.
  • a predetermined scenario is selected will be described.
  • FIG. 6A is a diagram explaining the main character selection screen 150.
  • FIG. A plurality of character icons 151 are displayed in the central portion of the main character selection screen 150, and a list of characters possessed by the player is displayed.
  • a parameter display section 152 is displayed at the top of the main character selection screen 150 .
  • a return operation section 153 marked with "Return” and a next operation section 154 marked with "NEXT” are displayed.
  • an initial value of the ability parameter is set for each character, and the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player is displayed in the parameter display section 152 as a numerical value.
  • the higher the numerical value of the ability parameter the higher the ability.
  • FIG. 7A is a diagram explaining an ability parameter (initial value) table.
  • an ability parameter (initial value) table stores initial values of ability parameters for each character. Then, the initial values of the ability parameters are displayed on the parameter display section 152 based on the initial values of the ability parameters stored in the ability parameter (initial value) table.
  • initial values of ability parameters are set for each of a plurality of types of abilities for each character.
  • a speed ability parameter marked as "Speed” in the parameter display section 152 is provided.
  • a stamina ability parameter labeled as “Stamina” is provided in the parameter display section 152 .
  • a power ability parameter indicated as “Power” is provided in the parameter display section 152 .
  • an ability parameter of wisdom written as "Wisdom" is provided in the parameter display section 152.
  • the initial value of the ability parameter for each character may be increased by the player's operation or the like.
  • a character may have five levels, and the player can increase the level of the character by consuming in-game currency or predetermined items.
  • the initial value of the ability parameter increases as the character's level increases.
  • the player can increase the value of the ability parameter in the training main game.
  • the purpose of the training main game is to train characters with higher ability parameter values.
  • FIG. 7B is a diagram illustrating an aptitude parameter (initial value) table.
  • the aptitude parameter (initial value) table stores the initial value of the aptitude parameter for each character.
  • the initial value of the aptitude parameter is set to one of seven levels from A to G in the alphabet.
  • the aptitude parameter indicates that A has the highest aptitude and G has the lowest aptitude.
  • the initial values of the aptitude parameters may be displayed in the parameter display section 152 based on the initial values of the aptitude parameters stored in the aptitude parameter (initial value) table.
  • initial values of aptitude parameters are set for each of a plurality of types of aptitudes for each character.
  • suitability parameters suitability parameters relating to suitability for each of grass and dirt are provided.
  • aptitude parameters aptitude parameters relating to short distance, mile, middle distance, and long distance distance aptitudes are provided.
  • aptitude parameters there are provided aptitude parameters relating to leg quality aptitudes for each of escape, leading, leading, and trailing.
  • the initial value of the aptitude parameter for each character may be raised by consuming in-game currency.
  • the value of the aptitude parameter may change in the training main game.
  • the aptitude parameter In the training main game, the aptitude parameter may be set to S, which is higher in aptitude than A.
  • FIG. 6B is the first diagram for explaining the character detail screen 160.
  • FIG. FIG. 6C is a second diagram for explaining the character detail screen 160.
  • a character detail screen 160 is displayed on the display 26 .
  • the character detail screen 160 displays details of the ability of the character corresponding to the character icon 151 long-pressed on the main character selection screen 150 .
  • a skill operation section 161 and an event operation section 162 are displayed.
  • the skill operation section 161 is highlighted and the skills provided for each character are displayed.
  • a skill is an ability that may be activated when a predetermined condition is met during individual races and team races, which will be described later. Each character's race development becomes advantageous by activating skills.
  • FIG. 7C is a diagram explaining the skill table.
  • the skill table stores skills for each character possessed by the player. Based on the skills stored in the skill table, the skills are displayed on the character detail screen 160 as shown in FIG. 6B. Skills cannot be activated just by possessing them, and can only be activated by acquiring them. A skill that can be activated by a character is hereinafter referred to as an acquired skill.
  • a character has one acquired skill 161a set from the beginning of the training main game.
  • the character has a plurality of possessed skills 161b.
  • Possessed skills 161b are skills that can be acquired by consuming skill points, which will be described later, after the start of the training main game. In other words, the possessed skill 161b can become the acquired skill 161a in exchange for skill points.
  • the skill corresponding to " ⁇ " in the skill table shown in FIG. 7C is displayed as the acquired skill 161a on the character detail screen 160 in FIG. 6B.
  • the skill corresponding to "o” in the skill table shown in FIG. 7C is displayed as possessed skill 161b on the character detail screen 160 in FIG. 6B.
  • the acquired skill 161a is highlighted so that the acquired skill 161a and the possessed skill 161b can be easily distinguished.
  • FIG. 6B shows a case where one acquired skill 161a and seven possessed skills 161b are displayed as skills provided for each character, but the present invention is not limited to this. not something.
  • the number of acquired skills 161a and possessed skills 161b may differ for each character.
  • the number of acquired skills 161a or possessed skills 161b of each character may increase due to an increase in character level, consumption of in-game currency or items, or the like.
  • the event operation section 162 of the character detail screen 160 when the player taps the event operation section 162 of the character detail screen 160, the contents of the character detail screen 160 are switched, and a dedicated event 162a provided for each character is displayed, as shown in FIG. 6C. In this case, the event operation section 162 is highlighted as shown in FIG. 6C.
  • the dedicated event 162a occurs when a predetermined condition is satisfied in the breeding main game, and displays a story related to a character appearing in the breeding game, or changes the value of an ability parameter.
  • FIG. 7D is a diagram explaining a dedicated event table.
  • the dedicated event table stores a dedicated event 162a for each character possessed by the player. Based on the dedicated event 162a stored in the dedicated event table, the dedicated event 162a is displayed on the character detail screen 160 as shown in FIG. 6C.
  • the dedicated event 162a may include a hint event that makes it possible to possess or acquire a skill, an ability event that increases or decreases the numerical value of a character's ability parameter, and the like.
  • the dedicated event 162a displayed on the character detail screen 160 shown in FIG. 6C may all be executed while the training main game is being executed. Also, at least a part of the dedicated event 162a displayed on the character detail screen 160 shown in FIG. 6C may be executed while the training main game is being executed. Moreover, if a predetermined condition is not satisfied, none of the dedicated events 162a displayed on the character detail screen 160 shown in FIG. 6C may be executed during execution of the breeding main game. Further, for example, the number of dedicated events 162a provided for each character may increase due to an increase in character level, consumption of in-game currency or items, or the like. Also, when a predetermined condition is satisfied, a dedicated event 162a not displayed as a dedicated event 162a may be executed during the breeding main game.
  • a close operation section 163 labeled "close” is displayed at the bottom of the character detail screen 160.
  • the close operation portion 163 of the character detail screen 160 is tapped, the display of the character detail screen 160 ends and the main character selection screen 150 is displayed on the display 26 .
  • the return operation unit 153 is tapped on the main character selection screen 150 shown in FIG. 6A
  • the home screen 100 shown in FIG. 3A is displayed on the display 26.
  • the next operation unit 154 is tapped on the main character selection screen 150 shown in FIG. 6A, the character being selected is set as the main character, and a succession character selection screen 170 is displayed on the display 26 .
  • FIG. 8A is a first diagram for explaining the succession character selection screen 170.
  • FIG. FIG. 8B is a first diagram for explaining the breeding character list screen 180.
  • FIG. 8C is a second diagram for explaining the succession character selection screen 170.
  • FIG. 8D is a third diagram for explaining the succession character selection screen 170.
  • the succession character selection screen 170 is a screen for the player to register a succession character.
  • the succession character is a character that inherits ability values, skills, etc. from the main character.
  • the player selects two succession characters from among the characters for breeding owned by the player and representative characters of friends such as followers extracted according to predetermined extraction conditions, and organizes them into a deck. , can be registered. Note that only one representative character of another player can be organized in the deck as a successor character in one breeding game.
  • the inherited character selection screen 170 is provided with a first inherited character selection area 171a and a second inherited character selection area 171b.
  • the first succession character selection area 171a and the second succession character selection area 171b are displayed blank.
  • the breeding character list screen 180 shown in FIG. 8B is displayed.
  • the breeding character list screen 180 is provided with a My Character tab 181a and a Rental tab 181b.
  • a breeding character list display area is provided below the My Character tab 181a and the Rental tab 181b.
  • a breeding character icon 182 is displayed in the breeding character list display area.
  • a breeding character icon 182 corresponding to the breeding character possessed by the player is displayed.
  • a breeding character icon 182 corresponding to the friend's representative character that is, the breeding character trained by the friend is displayed.
  • the breeding character icon 182 is long pressed, the detailed information of the breeding character corresponding to the breeding character icon 182 is displayed.
  • the breeding character icon 182 when the breeding character icon 182 is tapped, the breeding character corresponding to the breeding character icon 182 is provisionally selected. Also, when the breeding character icon 182 is tapped, a succession character selection screen 170 is displayed as shown in FIG. 8C. At this time, for example, when the first succession character selection area 171a is tapped to display the breeding character list screen 180, and the breeding character icon 182 is tapped on the breeding character list screen 180, the breeding character in the provisionally selected state is displayed. An image representing the character is displayed in the first inherited character selection area 171a. In addition, the breeding character is stored in association with information related to inherited characters used during breeding. In the first inheritance character selection area 171a, information related to the inheritance character used when training the breeding character is displayed.
  • next operation section 154 provided on the succession character selection screen 170 is activated.
  • the breeding character in the provisionally selected state is organized and registered in the deck as a successor character, and a support card organization screen 190, which will be described later, is displayed.
  • the player must always select two breeding characters as inherited characters on the inherited character selection screen 170 .
  • the next operation section 154 is grayed out as shown in FIGS. 8A and 8C, and the player's operation cannot be accepted.
  • the succession character selection screen 170 is provided with a return operation section 153, and when the return operation section 153 is tapped, the main character selection screen 150 is displayed.
  • FIG. 9A is the first diagram for explaining the support card organization screen 190.
  • FIG. 9A When two inherited characters are registered on the inherited character selection screen 170, a support card organization screen 190 shown in FIG. 9A is displayed.
  • a support card display area 191 is provided in the center of the support card organization screen 190 .
  • Support card display area 191 includes a plurality of support card display frames 192 .
  • a return operation section 153 marked with "Return” and a start operation section 193 marked with "START” are displayed.
  • a plurality of (here, six) support card display frames 192 are displayed in the support card display area 191 .
  • the support card display frames 192 are displayed in the same number as the support cards that can be set by the player. Incidentally, when the support card formation screen 190 is initially displayed, the support card display frame 192 is displayed as a blank column.
  • the player can set 6 types of support cards in the deck. Of the six types that the player can set, some (for example, five types) can be selected from the support cards possessed by the player. Also, of the six types that can be set by the player, another part (for example, one type) can be selected from support cards set as rental cards by other players, such as friends.
  • FIG. 9B is a diagram explaining the support card selection screen 200.
  • FIG. 9A when the support card display frame 192 (excluding the support card display frame 192 displayed at the lower right) is tapped, the support card selection screen 200 shown in FIG. 9B is displayed on the display 26. be done.
  • the support card selection screen 200 displays a list of card icons 201 corresponding to the support cards possessed by the player. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.
  • the support card display frame 192 displayed in the lower right of the support card formation screen 190 is tapped, a friend or a player extracted based on a predetermined condition such as a lottery is displayed.
  • a support card set as a rental card is displayed on the support card selection screen 200.
  • the player can select one support card of a friend.
  • the player can use the support cards possessed by other players in the breeding game.
  • FIG. 10A is a diagram explaining the support card table.
  • the support card table stores the support character type (that is, character ID), rarity, level, and specialty training for each support card type (that is, support card ID) possessed by the player.
  • It is Support characters correspond one-to-one with support card types. That is, the support card ID is always associated with one character ID. In other words, one support card is always associated with one support character.
  • the rarity is set for each support card. There are three levels of rarity: R (rare), SR (super rare), and SSR (super special rare). Note that R has the lowest rarity and SSR has the highest rarity.
  • R rare
  • SR super rare
  • SSR super special rare
  • support cards with higher rarity tend to have higher support effects, which will be described later.
  • the higher the rarity of the support card the greater the number of possessed skills and the number of support events, which will be described later.
  • level 1 to level 50 There are 50 levels of support cards, from level 1 to level 50.
  • the level of the support card can be raised by the player, and the level raised by the player is stored for each support card.
  • the level of support cards can be raised by using in-game currency or items. Support card levels are capped by rarity.
  • R rarity support cards have an upper limit of level 20
  • SR rarity support cards have an upper limit of level 25
  • SSR rarity support cards have an upper limit of level 30.
  • the upper limit of the level can be raised in stages when a predetermined condition is met.
  • a support card with a rarity of R may be able to raise the upper limit to level 40 at the maximum.
  • support cards with a rarity of SR may be able to raise the upper limit to level 45 at the maximum.
  • the upper limit of a support card with an SSR rarity may be raised up to level 50 at the maximum.
  • FIG. 10B is a diagram explaining the support effect table. As shown in FIG. 10B, the support effect table stores support effects for each type of support card possessed by the player.
  • the support effect increases various stats in the training main game.
  • a support card has multiple targets for support effects. Examples of targets for the support effect include physical strength, speed, stamina, power, guts, wisdom, and the like.
  • FIG. 10C is a diagram explaining the possessed skill table.
  • possessed skills are set in the possessed skill table for each support card possessed by the player.
  • possessed skills are set for each support card so that the character set as the main character by the player possesses possessed skills.
  • Possessed skills set for each support card can be acquired by a main character selected by the player or another character promoted to a team member, which will be described later, when a hint event occurs during the training main game.
  • FIG. 10D is a diagram explaining the support event table.
  • the support event table stores support events that can occur for each support card possessed by the player.
  • a support event is an event that may occur during execution of the training main game. When a support event occurs, the values of various statuses in the training main game may increase or decrease.
  • the support event that occurs may be determined according to the number of turns, or the support event that occurs may be determined by a predetermined lottery. Also, multiple support events may be selected in one turn. In any case, the support event to occur may be determined according to a predetermined determination method that has been set in advance.
  • FIG. 9C is a second diagram for explaining the support card organization screen 190.
  • FIG. 9C when all six support cards are selected, the start operation section 193 becomes operable as shown in FIG. 9C. On the other hand, when all the six support cards are not selected, the start operation section 193 cannot be operated as shown in FIG. 9A.
  • the succession character selection screen 170 shown in FIG. 8D is displayed on the display 26. Also, as shown in FIG. 9C, when the start operation section 193 is tapped on the support card organization screen 190, the currently selected support card is registered, and a final confirmation screen 195 (FIG. 11A), which will be described later, is displayed on the display 26. be.
  • FIG. 11A is a diagram illustrating the final confirmation screen 195.
  • the final confirmation screen 195 displays the main characters and decks (inherited characters and support cards) registered as described above. Further, on the final confirmation screen 195, a preset selection screen operation section 195a is displayed. At the bottom of the final confirmation screen 195, a start operation section 195b labeled "START” and a cancel operation section 195c labeled "cancel" are displayed.
  • FIG. 11B is a diagram explaining the preset selection screen 197.
  • FIG. 11B When the preset selection screen operating portion 195a is tapped on the final confirmation screen 195, a preset selection screen 197 shown in FIG. 11B is displayed on the display 26.
  • FIG. On the preset selection screen 197, a preset selection section 197a corresponding to each preset preset by the player and a preset non-selection section 197b for non-selecting a preset are displayed in a list.
  • a select operation section 197c marked with "Select” and a cancel operation section 197d marked with "cancel" are displayed.
  • the preset selection screen 197 when the preset selection section 197a or preset non-selection section 197b displayed as a list is tapped, the tapped item is highlighted.
  • the select operation portion 197c is tapped while any item is highlighted, the highlighted item is selected and a final confirmation screen 195 shown in FIG. 11A is displayed on the display 26. be done.
  • a pop-up screen may be displayed that lists the contents (reservation selection information) set in the long-pressing preset selection section 197a.
  • an image (character) corresponding to the selected preset selection section 197a or preset non-selection section 197b is displayed. Note that at the beginning of the final confirmation screen 195 being displayed, either one of the preset selection sections 197a may be displayed (selected), or the preset non-selection section 197b may be displayed (selected). good too.
  • the preset selection section 197a marked with "preset1" to "preset5" is displayed, but the player may freely change the name of each preset. In this case, a preset selection section 197a indicating the name of the preset set by the player can be displayed.
  • the final confirmation screen 195 is displayed on the display 26.
  • the start operation portion 195b is tapped on the final confirmation screen 195
  • the selected preset selection portion 197a or preset non-selection portion 197b is registered, and the game screen 210 (FIG. 15A) is displayed on the display 26.
  • the game screen 210 FIG. 15A
  • a race reservation is made based on the contents (reservation selection information) set in the preset selection section 197a.
  • the player terminal 1 and the server 1000 are provided with preset information storage units 752 and 1152 that store reservation selection information for each preset set by the player.
  • the player terminal 1 and the server 1000 are provided with reserved information storage units 753 and 1153 for storing reservation selection information set for the breeding game being executed.
  • the support card organization screen 190 is displayed on the display 26.
  • FIG. 12 is the first diagram for explaining the character identification information table.
  • FIG. 13 is a second diagram for explaining the character identification information table.
  • "Character C" is registered as a main character
  • "Character E”, “Character I”, “Character L”, “Character M”, “Character Q”, and “Character T” are registered as support characters. Indicates the case of registration.
  • "Character F” is registered as a main character
  • “Character E”, “Character J”, “Character L”, “Character M”, “Character Q”, and “Character T” are registered as support characters. ” is registered.
  • character F "character F”, "character J”, “character N”, and “character R” are set as specific characters. Then, when the player selects a main character from a plurality of characters, the selected character is registered as the main character in the character identification information table.
  • the character identification information table is updated, and the character corresponding to the selected support card is registered as a support character.
  • character identification information table when information related to the main character and support card is registered, information related to the specific character is registered. At this time, as shown in FIGS. 12 and 13, "character F”, “character J”, “character N”, and “character R" are designated as specific characters regardless of the types of registered main characters and support characters. be registered.
  • characters registered as main characters, support characters, and specific characters are registered as team members in the character identification information table. That is, in the case of FIG. 12, "character C”, “character E”, “character F”, “character I”, “character J”, “character L”, “character M”, “character N”, “character Q”, “Character R”, and “Character T” are registered as team members. In the case of FIG. 13, “character E”, “character F”, “character J”, “character L”, “character M”, “character N”, “character Q”, “character R”, “character T” is registered as a team member.
  • characters that are not registered as team members are registered as sub-members.
  • all of the remaining characters not registered as team members, or some characters selected by lottery may be registered as sub-members.
  • support characters and specific characters are registered as team members from the beginning of the breeding main game, but are not limited to this.
  • support characters and specific characters may be registered as sub-members at the start of the training main game, and then registered as team members at a predetermined timing.
  • FIG. 14 is a diagram explaining the selection item table.
  • a selection item table is provided for each type of main character.
  • a common selection item table may be provided regardless of the type of main character.
  • the breeding game consists of 1st to 60th turns, and has a game feature in which various parameters are updated according to the selection results of the player in each turn. Also, according to the selection item table, items that can be selected by the player are set in advance for each turn.
  • FIG. 15A is the first diagram for explaining the game screen 210.
  • FIG. FIG. 15B is a second diagram illustrating the game screen 210.
  • FIG. When shifting to the training stage process, the game screen 210 shown in FIGS. 15A and 15B is displayed on the display 26.
  • FIG. A physical strength display portion 211 and a condition display portion 212 are displayed in the upper portion of the game screen 210 .
  • the main character is provided with a "physical strength" parameter.
  • the "physical strength” parameter is mainly used to calculate a failure rate, which is the probability of failure in training, which will be described later.
  • the physical strength display section 211 is displayed so that the remaining amount of the current "physical strength" of the main character can be visually grasped with respect to the upper limit value of the "physical strength".
  • the main character has a "tone" parameter.
  • the condition display section 212 displays the current "condition" of the main character so that it can be visually grasped in a plurality of stages (five levels of bad condition, bad condition, normal, good condition, and excellent condition). The higher the "condition” parameter, the more advantageous the main character's race progresses, and the greater the increase in the ability parameter due to training.
  • an image of the main character, a status display portion 213 and a skill point display portion 214 are displayed.
  • the current status of the main character is indicated by numerical values and multiple ranks (G + , F, F + , E, E + , D, D + , C, C + , B, B + , 16 stages of A, A + , S, SS, SS + ).
  • each ability parameter of "Speed” (speed), "Stamina” (stamina), “Power” (power), “Spirit” (guts), “Wisdom” (wisdom) Numerical values and ranks are displayed.
  • the skill point display section 214 the remaining amount of skill points possessed by the main character in the breeding game is displayed numerically.
  • FIGS. 15A and 15B at the bottom of the game screen 210, there is a rest operation section 215 labeled “Rest”, a training operation section 216 labeled “Training”, and a training operation section 216 labeled “Skill”.
  • a skill operation section 217, an outing operation section 218 labeled “Going Out”, and an individual race operation section 219 labeled "Race” are displayed. Also, the current number of turns is displayed at the top of the game screen 210 .
  • the personal race operation unit 219 A reservation icon 219a labeled "reserved" is displayed so as to be superimposed.
  • the races reserved in the growing game being executed are identifiably displayed during the growing game.
  • the registered reservation selection information is acquired, and based on the acquired reservation selection information, the specific option included in the reservation selection information can be identified during a predetermined game.
  • the reservation for the individual race is made after the breeding game is started. be able to.
  • the reservation selection information can be registered (updated) during execution of the predetermined game. Therefore, the reservation icon 219a is similarly displayed even when there is an individual race for which a reservation has been made after the breeding game has started in the current turn.
  • a target race is set for each main character in the breeding game. Specifically, in the turns for which the target race is set, the 20th, 30th, 35th, 57th, 59th, 74th, 76th and 78th turns shown in FIG. , each item of the rest operation section 215, the training operation section 216, and the outing operation section 218 is set to be unselectable. Therefore, in a turn in which such a target race is set, as shown in FIG. 15B, the rest operation section 215, the training operation section 216, and the outing operation section 218 are grayed out, and player operations cannot be accepted. . Therefore, the player must select the individual race control 219 for this turn.
  • a pop-up display may be displayed to notify that the content (race) set in the registered preset has not been reserved.
  • the timing of this pop-up display may be at the start of the breeding game or at the start of the turn in which the target race is set. Alternatively, it may be the timing of calling the contents of a predetermined preset (reservation selection information) described later and overwriting the information (reservation selection information) of the individual race reserved in the breeding game.
  • the period from the 1st turn to the 24th turn is set as junior. Also, the period from the 25th turn to the 48th turn is set as a classic class. Also, the period from the 49th turn to the 72nd turn is set as a senior class. Also, the period from the 73rd turn to the 78th turn is set as the final.
  • a target icon 219b with "purpose” is displayed so as to be superimposed on the individual race operation section 219.
  • the player can select one of the rest operation section 215, the training operation section 216, the outing operation section 218, and the individual race operation section 219.
  • the goal icon 219b is displayed, the player must select the individual race operation section 219.
  • the skill operation section 217 is set to be selectable at all times during all turns.
  • the details will be described later, even if the skill is acquired, the turn will not end. It should be noted that in this embodiment, the team race is forcibly executed after the end of the predetermined turn.
  • FIG. 16A is the first diagram for explaining the training screen 220.
  • FIG. FIG. 16B is a second diagram illustrating the training screen 220.
  • FIG. When the training operation section 216 of the game screen 210 is operated, a training screen 220 is displayed on the display 26 .
  • training items are displayed at the bottom of the training screen 220 .
  • a speed operation section 221 labeled “Speed” is displayed.
  • a stamina operation section 222 labeled “Stamina” is displayed.
  • a power operation section 223 marked with "Power” is displayed.
  • a guts operation section 224 marked with “Spirit” is displayed.
  • a wisdom operation section 225 marked with "Wisdom” is displayed.
  • FIG. 16A shows a state in which the power operation section 223 is provisionally selected.
  • FIG. 16B shows a state in which the stamina operation section 222 is provisionally selected.
  • the training level for each training item is also displayed on each of the operation units 221 to 225.
  • the training level is a parameter that increases based on the team ranking, and the higher the training level, the greater the increase in the ability parameter when training is performed.
  • the training level is initially set at level 1 and increases up to level 5.
  • a failure rate display section 226 marked "Failure” is displayed in the operation sections 221 to 225 during provisional selection.
  • the failure rate numerically displayed in the failure rate display section 226 is set to increase in inverse proportion to the remaining physical strength displayed in the physical strength display section 211 .
  • the status display section 213 displays the value by which the ability parameter increases when the training corresponding to the temporarily selected operation sections 221 to 225 is executed and is successful.
  • the power operation unit 223 is provisionally selected, and the status display unit 213 displays "+8" for "Stamina” and "+10" for "Power”.
  • the stamina operation section 222 is provisionally selected, and the status display section 213 displays "+15" for "Stamina” and "+5" for "Spirit”.
  • an event notification display 227 is displayed on the operation units 221 to 225 corresponding to the training item in which a predetermined event occurs when the training is executed successfully. It should be noted that the event notification display 227 can have different display modes depending on the type of event.
  • FIG. 16C is a diagram explaining the training result notification screen 220a.
  • training corresponding to the tapped operation unit 221 to 225 is performed.
  • a training result notification screen 220a is displayed on the display 26 to notify success or failure of the training.
  • the characters "success" are displayed to inform the player of the success of the training.
  • the ability parameters of the status display section 213 are updated and displayed based on the success of the training. That is, the ability parameter (ability information) of the main character corresponding to the training item (training item) selected by the player is updated.
  • the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 16A or 16B is successful is added.
  • the display of the physical fitness display section 211 is updated according to the training item that has been executed. Train speed, stamina, power, or guts, and if you succeed, your health will decrease. On the other hand, if you train your wisdom and succeed, your strength will be restored.
  • the content of the penalty includes a decrease in physical strength, a decrease in numerical values of ability parameters, a decrease in condition, and the like. For example, penalties given when the failure rate is high are more disadvantageous than penalties given when the failure rate is low. (large, step of decreasing tone is large).
  • the content of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may decrease, and if power training fails, the value of the power ability parameter may decrease. Also, for some training items (for example, wisdom), even if the training fails, no penalty may be given.
  • FIG. 16D is a diagram explaining the event screen 220b.
  • the display 26 may display an event screen 220b.
  • Various events are executed on the event screen 220b. Multiple events may occur during one turn.
  • a hint event For example, if a hint event occurs, you can get a skill hint. Once the skill hint is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may trigger a specific ability. Activation conditions and effects are defined for each skill, and the predetermined effects are activated when each activation condition is met. Skills may be activated during individual races and team races, which will be described later.
  • Events include skill acquisition events, physical strength recovery events, physical strength reduction events, ability parameter increase events, ability parameter decrease events, condition increase events, condition decrease events, etc. is Although the details will be described later, the event includes an event that is predetermined for each turn and an event that occurs when a player wins a predetermined lottery. Also, when all the events that have occurred are finished, the game screen 210 for the next turn is displayed.
  • FIG. 17A is the first diagram for explaining the skill screen 230.
  • FIG. FIG. 17B is a second diagram illustrating the skill screen 230.
  • FIG. When the skill operation section 217 of the game screen 210 is operated, the skill screen 230 shown in FIG. 17A is displayed on the display 26.
  • a skill display column 231 is displayed on the skill screen 230 .
  • acquired skills, possessed skills preset to the main character, possessed skills due to the occurrence of various events, and the like are displayed.
  • the skill points consumed to acquire this possessed skill are discounted.
  • the skill points required to acquire them are discounted and displayed.
  • a discount rate display icon 232 indicating the discount rate is also displayed in the skill display field 231 .
  • the skills displayed on the skill screen 230 display the conditions for activating each skill and the effect when activated.
  • a physical strength display section 211 is displayed at the top of the skill screen 230. Also, the current number of turns is displayed at the top of the skill screen 230 .
  • FIG. 18A is the first diagram for explaining the individual race selection screen 240.
  • FIG. FIG. 18B is a second diagram for explaining the individual race selection screen 240.
  • the individual race operation section 219 of the game screen 210 When the individual race operation section 219 of the game screen 210 is operated, the individual race selection screen 240 shown in FIG. 18A corresponding to the current number of turns is displayed.
  • the period from the 1st turn to the 24th turn is the junior class
  • the period from the 25th to the 48th turn is the classic class
  • the period from the 49th to the 72nd turn is the senior class.
  • Each turn corresponds to 24 divisions of the year, such as the first half of January, the second half of January, the first half of February, . . .
  • an individual race selection screen 240 corresponding to the junior class first half of October is displayed so as to correspond to the current number of turns.
  • the individual race has a game feature in which the main character races with a so-called non-player character (hereinafter referred to as NPC).
  • a physical strength display section 211 and a condition display section 212 are displayed.
  • an individual race selection operation section 241 is displayed for selecting the type of individual race in which the main character will run.
  • a start operation section 242 labeled "Start" is displayed at the bottom of the individual race selection screen 240.
  • the races that can be selected by the individual race selection operating section 241 of the individual race selection screen 240 are set in advance for each turn. Further, conditions for entering each race may be set in advance, and when the conditions are met, the race may be entered. Further, the content of the next target in the scenario of the breeding game being executed and the period until the next target (for example, the number of turns until the next target race) may be displayed.
  • the individual race selection screen 240 displays a next turn operation section 240a.
  • the next turn operation section 240a of the individual race selection screen 240 is tapped, the individual race selection screen 240 corresponding to the next turn is displayed on the display 26 as shown in FIG. 18B.
  • the next turn operation section 240a and the previous turn operation section 240b are displayed as shown in FIG. 18B.
  • the previous turn operation portion 240b of the individual race selection screen 240 is tapped, the individual race selection screen 240 corresponding to the turn immediately before the displayed turn is displayed on the display 26.
  • FIG. 18A For example, when the individual race selection screen 240 shown in FIG. 18B corresponding to the second half of October for the junior class is displayed, if the previous turn operation section 240b is tapped, the first half of October for the junior class (current turn) is displayed. is displayed on the display 26 as shown in FIG. 18A.
  • the individual race selection screen 240 when a preset is registered in the preparatory stage processing, there is a race reserved based on the preset (reservation selection information) in the turn.
  • a reservation icon 219a labeled with "reserved” is displayed so as to be superimposed on the individual race selection operation section 241.
  • FIG. 18A That is, the individual races that can be reserved during execution of the breeding game are limited to individual races that are set in turns after the current turn. In other words, the current turn and individual races set in turns before the current turn cannot be reserved during execution of the breeding game.
  • reservation icon 219a is similarly displayed even if there is an individual race reserved after the breeding game has started in the current turn.
  • a limited-time mission icon 240d labeled with "mission” is displayed so as to be superimposed on the personal race selection operation section 241, as shown in FIG. 18B. be.
  • a target icon 219b (similar to FIG. 15B) labeled "purpose” is displayed so as to be superimposed on the individual race selection operation section 241.
  • the target icon 219b and the reservation icon 219a are not displayed at the same time.
  • the limited-time mission icon 240d may be displayed simultaneously with the target icon 219b or the reservation icon 219a.
  • predetermined conditions are set in advance that allow each individual race to be selected.
  • the predetermined condition may be set based on various parameters in the breeding game, for example. For example, when the number of fans that increases or decreases based on the results of individual races is set as a parameter in the breeding game, the value of the number of fans above a predetermined value may be set as the predetermined condition.
  • the individual race selection operation section 241 corresponding to the individual race that does not satisfy the predetermined condition is grayed out, and the player's operation cannot be accepted.
  • the individual race selection operation unit 241 cannot accept the player's operation. In this case, the reservation is deleted and the reservation selection information is updated. At this time, a pop-up may be displayed to notify that the reservation has been deleted because the predetermined condition is not satisfied.
  • a reservation operation section 246 labeled "Reserve” is displayed as shown in FIG. 18B. Then, when the individual race selection screen 240 corresponding to the turn after the current turn is displayed, the player selects (tap) one of the displayed individual race selection operation sections 241, and further , the reservation operation section 246 is tapped, the race corresponding to the selected individual race selection operation section 241 can be reserved.
  • FIG. 18C is a diagram explaining the individual race start screen 250.
  • FIG. 18C When the start operation unit 242 is operated while the type of individual race to participate in is selected in the individual race selection operation unit 241, an individual race start screen 250 shown in FIG. 18C is displayed.
  • a strategy display section 251 is displayed in the center of the individual race start screen 250 .
  • the currently selected strategy (run-in, push, advance, escape) is highlighted, and a change operation section 252 labeled "Change" is displayed.
  • a strategy change screen (not shown) is displayed on the display 26 . The player can change the strategy in the individual race to any strategy by operating the strategy change screen.
  • a race screen (not shown) is displayed on the display 26.
  • the display 26 displays a moving image of the development of the race (hereinafter also referred to as a racing moving image).
  • FIG. 18D is a diagram explaining the individual race result screen 255.
  • FIG. When the reproduction of the race moving image ends and when the result operation unit 253 is operated, the individual race result screen 255 is displayed on the display 26 . The order of finish in the individual race is displayed on the individual race result screen 255 .
  • the individual race selection screen 240 displays a reservation list screen operation section 244 labeled "Reservation List".
  • a reservation list screen 256 is displayed.
  • FIG. 19A is a diagram explaining the reservation list screen 256.
  • the reservation list screen 256 displays a reserved individual race selection operation section 257 showing a list of reserved individual races.
  • Each reserved individual race selection operation section 257 may display the name of the corresponding race, the timing of the race (set turn), the conditions of the race (distance, track, etc.), and the like.
  • each reserved individual race selection operation section 257 is provided with a check box.
  • the player can select a plurality of reserved individual race selection operation sections 257 by selecting (tapping) each check box.
  • the reservation list screen 256 also displays a reservation deletion operation section 258 marked with "delete". By tapping the reservation deletion operation section 258 with at least one of the checkboxes selected, the player can delete the reservation for the individual race and update the reservation selection information. At this time, a pop-up screen may be displayed to notify that the reservation for the individual race is to be deleted. It should be noted that it may be possible to determine whether or not to cancel the reservation for the race by tapping the display of each reserved individual race selection operation section 257 without going through the operation of the reservation deletion operation section 258 .
  • the personal race selection screen 240 displays a reservation edit screen operation section 259 labeled "Reservation Setting".
  • a reservation editing screen 262 (FIG. 19B) corresponding to the selected reservation individual race selection operation section 257 is displayed on the display 26. to be displayed.
  • the reservation edit screen 262 (FIG. 19B) may be displayed even if the reservation edit screen operation unit 259 is tapped while none of the check boxes is selected. In this case, a reservation edit screen 262 (FIG. 19B) corresponding to the current turn may be displayed.
  • the reservation list screen 256 displays a close operation section 260 labeled "close”.
  • a close operation section 260 labeled "close”.
  • an individual race selection screen 240 shown in FIG. 18A is displayed on the display 26.
  • the reservation list screen 256 displays a preset screen operation section 261 labeled "preset".
  • a preset screen 270 (FIG. 20A), which will be described later, is displayed on the display 26.
  • FIG. 19B is a diagram explaining the reservation editing screen 262.
  • the reservation edit screen 262 includes a next turn operation section 240a, a previous turn operation section 240b, a reservation icon 219a, a limited-time mission icon 240d, a reservation operation section 240a, and a reservation operation section 240b, similarly to the individual race selection screen 240 described above. 246 is displayed.
  • a plurality of switching operation sections 263 labeled "junior”, “classic”, and “senior” are displayed.
  • a schedule edit screen 262 is displayed on the display 26 .
  • a reservation edit screen 262 for the junior class period is displayed on the display 26 .
  • a reservation edit screen 262 for the period of the classic class is displayed on the display 26 .
  • a reservation editing screen 262 for a senior class period is displayed on the display 26.
  • a calendar screen operation section 264 is also displayed on the reservation editing screen 262 .
  • a calendar screen 267 to be described later is displayed on the display 26 .
  • a close operation section 265 labeled "close” is displayed on the reservation edit screen 262.
  • a reservation list screen 256 shown in FIG. 19A is displayed on the display 26.
  • a search screen operation section 266 labeled "search" is displayed on the reservation edit screen 262.
  • search screen operation portion 266 When the search screen operation portion 266 is tapped, a search screen (not shown) is displayed on the display 26 .
  • search screen On the search screen, it is possible to search for individual races. For example, on the search screen, individual races can be narrowed down and displayed according to the type of individual race, the set time, and the like. In addition, it may be possible to narrow down the target individual races set for the limited-time mission.
  • FIG. 19C is a diagram explaining the calendar screen 267.
  • a calendar screen 267 displays a switching operation section 263 in the same manner as the reservation edit screen 262 shown in FIG. 19B.
  • a calendar screen 267 of the junior grade period is displayed on the display 26.
  • a calendar screen 267 of the classical period is displayed on the display 26 .
  • a calendar screen 267 of the senior class period is displayed on the display 26.
  • the calendar screen 267 displays a reservation operation section 268 that displays the reservation status (contents of reservation selection information) for individual races in each turn during the selected period. Note that, as shown in FIG. 19C, the reservation operation section 268 corresponding to the turn before the current turn is grayed out and cannot be operated by the player.
  • reservation operation section 268 corresponding to the turn for which the reservation for the individual race is set, informing that the reservation for the individual race is set.
  • An icon that allows the player to identify the name and type of the individual race is displayed on the reservation operation section 268 corresponding to the turn in which the reservation for the individual race is set and the turn in which the target race is set.
  • the personal race and target race reserved (set) for the player may be notified.
  • the reservation operation section 268 corresponding to a turn for which a reservation for an individual race is not set is marked with a "+" to notify that a reservation for an individual race is possible. It should be noted that the reservation operation unit 268 corresponding to the turn for which the target race has been set may display a notification that the target race has been set.
  • the reservation edit screen 262 for the turn corresponding to the tapped reservation operation unit 268 is displayed on the display 26 .
  • the calendar screen 267 displays a close operation section 269 labeled "close”.
  • the close operation portion 269 is tapped, the reservation editing screen 262 shown in FIG. 19B is displayed on the display 26.
  • FIG. 19B the reservation editing screen 262 shown in FIG. 19B is displayed on the display 26.
  • FIG. 20A is a diagram explaining the preset screen 270.
  • the preset screen 270 is displayed on the display 26 when the preset screen operation portion 261 of the reservation list screen 256 in FIG. 19A is tapped.
  • the preset screen 270 is provided with a reserved individual race display area 271 in which the content of the reserved individual race in the breeding game is displayed under the heading "Reserved race". ing.
  • the reserved individual race display area 271 the number of individual races reserved in the breeding game (number of reservations) is displayed based on the individual races reserved in the breeding game (reservation selection information).
  • the type of the personal race reserved in the breeding game any of GI, GII, and GIII). grade
  • a preview image (up to two ) is displayed. Note that the preview image may be set randomly from individual races reserved in the breeding game, or may be determined based on a predetermined priority. For example, higher individual race grades (GI, GII, GIII) may be set with priority, and among the same grades, those with earlier start times (set turns) may be given priority. It is also possible to set
  • a list screen operation section 272 is displayed in the reserved individual race display area 271 .
  • a list screen (not shown) showing a list of individual races (reservation selection information) reserved in the breeding game is displayed on the display 26 .
  • the preset screen 270 is provided with a preset display area 273 for each set preset under the heading "Preset".
  • each preset display area 273 the number of individual races (number of reservations) set in each preset is displayed based on the individual races (reservation selection information) set in each preset.
  • the type of individual race set in each preset (either grade of GI, GII, or GIII) number is displayed.
  • preview images (up to two) showing at least part of the individual races set in each preset are displayed based on the individual races (reservation selection information) set in each preset. Is displayed.
  • a list screen operation section 272 is displayed in each preset display area 273 .
  • a list screen (not shown) showing a list of individual races set in the preset corresponding to the tapped preset display area 273 is displayed on the display 26. Is displayed.
  • an overwrite save operation section 274 labeled “save” and a call operation section 275 labeled "call” are displayed.
  • a first confirmation screen 277 to be described later is displayed on the display 26 .
  • a second confirmation screen 280 to be described later is displayed on the display 26 .
  • FIG. 20B is a diagram explaining the first confirmation screen 277.
  • the first confirmation screen 277 notifies that the information (reservation selection information) of the individual race reserved in the breeding game is to be overwritten and saved on the predetermined preset contents (reservation selection information). A warning is displayed.
  • a reserved individual race display area 271 is displayed in the same manner as the preset screen 270 of FIG. 20A.
  • a preset display area 273 is displayed below the reserved individual race display area 271 .
  • a downward triangular image is displayed between the reserved individual race display area 271 and the preset display area 273, and the information of the individual race reserved in the breeding game (reservation selection information) is displayed as the contents of the predetermined preset. (Reservation selection information) is visually notified to the effect that it will be overwritten.
  • a cancel operation section 278 labeled "cancel" is displayed on the first confirmation screen 277.
  • the cancel operation section 278 is tapped, the preset screen 270 is displayed on the display 26 .
  • an overwrite save operation section 279 labeled "save” is displayed on the first confirmation screen 277.
  • the overwrite save operation section 279 is tapped, the information (reservation selection information) of the individual race reserved in the breeding game is overwritten on the predetermined preset content (reservation selection information), and the predetermined preset content (reservation selection information) is saved. reservation selection information) is updated.
  • FIG. 20C is a diagram explaining the second confirmation screen 280.
  • FIG. 20C As shown in FIG. 20C, on the second confirmation screen 280, it is notified that the contents of a predetermined preset (reservation selection information) will be called up and saved by overwriting the personal race information (reservation selection information) reserved in the breeding game. A warning display is displayed to
  • a preset display area 273 is displayed at the top of the second confirmation screen 280 .
  • a reserved individual race display area 271 is displayed below the preset display area 273 .
  • a downward triangular image is displayed between the preset display area 273 and the reserved individual race display area 271, and the content of a predetermined preset (reservation selection information) is called, and the personal race reserved in the breeding game is displayed. The fact that the information (reservation selection information) will be overwritten and saved is visually notified.
  • a cancel operation section 278 labeled "cancel" is displayed on the second confirmation screen 280.
  • the cancel operation section 278 is tapped, the preset screen 270 is displayed on the display 26 .
  • a call operation section 281 labeled "call” is displayed on the second confirmation screen 280.
  • the call operation unit 281 is tapped, the content of a predetermined preset (reservation selection information) is called, and the information (reservation selection information) of the individual race reserved in the breeding game is overwritten and saved. As a result, the information (reservation selection information) of the individual race reserved in the breeding game is updated. It should be noted that, in the present embodiment, an individual race set for a turn earlier than the current turn cannot be reserved during execution of the training game.
  • the content of a predetermined preset includes an individual race set in a turn before the current turn
  • the content (race) set in the recalled preset It is also possible to display a pop-up notifying that the reservation has not been made.
  • an individual race set in a turn earlier than the current turn may be reserved. In this case, in the training game, the personal race set in the turn before the current turn may not actually be executed.
  • the specific option selected by the player can be registered as presets, and in a breeding game, the registered presets (reservation selection information) are acquired, and based on the acquired presets (reservation selection information), during a predetermined game , the convenience of the player can be improved by making it possible to identify the specific option (individual race) included in the preset (reservation selection information).
  • FIG. 21A is a diagram explaining the team race selection screen 290.
  • the team race is forcibly started when a predetermined turn ends.
  • a team race selection screen 290 shown in FIG. 21A is displayed.
  • an opponent team selection operation section 291 is displayed for selecting an opponent for the team race to participate in.
  • the opponent can be an NPC.
  • opponents are not limited to NPCs, and may be teams of other players. In this case, a communication competition is held against a team of other players.
  • characters to participate in the team race need only be selectable by the team members, and do not necessarily include the main character. Also, one team member may be allowed to participate in multiple races in the team race.
  • FIG. 21B is a diagram explaining the team formation screen 292.
  • FIG. 21B is a diagram explaining the team formation screen 292.
  • the opponent team selection operation section 291 When the opponent team selection operation section 291 is operated, a team formation screen 292 is displayed on the display 26 .
  • a team formation operation section 293 is displayed on the team formation screen 292 .
  • the player By operating the team formation operation section 293, the player can use characters registered as team members to form characters for the team race.
  • the team race includes five races: "short distance”, “mile”, “middle distance”, “long distance”, and "dirt race”. The overall victory or defeat of the team race is decided based on the victory or defeat of each race.
  • the number of races won by the player's team out of the five races is less than the number of races won by the opponent's team, the overall team race is defeated.
  • the number of races won by the player's team and the number of races won by the opponent's team are the same, the game is tied.
  • the player can organize up to 3 types of characters from the team members for each race. Also, here, characters of the same type cannot be organized into multiple races. Also, at the bottom of the team formation screen 292, a start operation section 294 labeled "Start" is displayed.
  • FIG. 21C is a diagram explaining the team race start screen 295.
  • FIG. 21C When the start operation section 294 of the team formation screen 292 is operated, a team race start screen 295 shown in FIG. 21C is displayed.
  • five races are run in the team race, and the order in which they are run may be a predetermined order or may be randomly determined.
  • the characters of the team organized by the players and the characters of the opponent's team related to the race to be executed are displayed.
  • the player organizes two characters for the "middle distance" race, and two opponent characters are organized.
  • a result operation section 296 labeled "Result” and a race operation section 297 labeled "Race” are displayed.
  • a race moving image (not shown) is displayed.
  • FIG. 21D is a diagram explaining the team race interim result screen 300.
  • FIG. When the reproduction of the race moving image ends and when the result operation section 296 of the team race start screen 295 is operated, the team race interim result screen 300 is displayed on the display 26 .
  • the team race interim result screen 300 displays wins and losses in the race (here, the “middle distance” race).
  • the method of determining the win/loss of each of the five races in the team race is not particularly limited. For example, the team to which the first-place character belongs may win. Alternatively, points may be given for each order of arrival, and the team with the highest number of points may win.
  • a team race start screen 295 relating to the next race (for example, a "short distance” race) is displayed. Thereafter, in the same manner as described above, the team race start screen 295 and the team race interim result screen 300 are sequentially displayed until the races of all five types are completed.
  • FIG. 22A is the first diagram for explaining the team race detailed result screen 310.
  • FIG. After the team race start screen 295 and the team race interim result screen 300 for all five types of races are displayed as described above, the team race detailed result screen 310 is displayed on the display 26 .
  • a win/loss result display portion 311 is displayed in the center of the team race detailed result screen 310 .
  • the win/loss result display section 311 notifies the player of the win/loss result of each race.
  • FIG. 22A the case is shown in which there are 3 wins and 2 losses in each race.
  • FIG. 22B is the first diagram for explaining the team race overall result screen 320.
  • FIG. 22A When the display of the winning/losing result display section 311 ends, the team race overall result screen 320 is displayed on the display 26 . On the team race overall result screen 320, the player is notified of the overall win/loss result of the team race. As shown in FIG. 22A, when there are 3 wins and 2 losses in each race, the team race overall result screen 320 reports that the team race has been won.
  • Team rankings are also displayed on the team race overall result screen 320 .
  • the team ranking fluctuates based on the results of team race wins and losses. For example, when a team race is won, the team ranking goes up.
  • next operation section 321 labeled "NEXT” is displayed on the team race overall result screen 320 that reports that the team race has been won.
  • the game screen 210 for the next turn is displayed.
  • FIG. 22C is a second diagram for explaining the team race detailed result screen 310.
  • FIG. 22C the case is shown in which there are 2 wins and 3 losses in each race.
  • FIG. 22D is a second diagram illustrating the team race overall result screen 320.
  • FIG. 22C if there are 2 wins and 3 losses in each race, the team race overall result screen 320 informs that the team has lost the race.
  • team races are carried out at predetermined turn intervals. If you win the team race, you will be granted benefits such as an increase in the main character's ability parameters.
  • sub-members are promoted to team members in a predetermined turn. Here, a predetermined number of sub-members are promoted to team members in the turn following the team race. In this way, while gradually increasing the number of team members, the player wins the team competition, which is the nature of the breeding game.
  • FIG. 23 is a diagram explaining the general flow of processing at the start of a turn.
  • the breeding stage processing includes turn start processing that is executed at the start of each turn of the breeding game. The details of the turn start processing will be described later, but here, the general flow of the turn start processing will be described.
  • FIG. 24 is a diagram explaining an arrangement presence/absence table. As shown in FIG. 24, in the placement presence/absence table, a selection ratio of placement presence/absence (“place” or “not place”) is set for each character identification information of a character. In this embodiment, based on the arrangement presence/absence table shown in FIG. 24, the character identification information table shown in FIG. 12 or 13 is referenced to determine the arrangement presence/absence for all team members.
  • team members registered as "support character” and “specific character” as character identification information are "arranged” with a probability of 80%. selected.
  • "arrange” is selected with a probability of 60%.
  • team members registered as support characters are more likely to be placed in training than team members who are not registered as support characters.
  • a team member registered as a specific character is more likely to be placed in training than a team member not registered as a specific character.
  • the method of determining the training items to be placed is not particularly limited, but for example, a lottery may be conducted so that each training item has an equal probability of winning.
  • the character may be arranged in a preset training item for each character without performing a lottery.
  • a lottery may be conducted to make it easier for the character to be placed in the character's specialty training (see FIG. 10A).
  • a lottery table in which selection ratios in the lottery are determined may be stored in advance, or a lottery table may be created each time a lottery is held.
  • FIG. 25A is a diagram explaining a training level table.
  • the training level is set to increase as the team ranking increases. Specifically, if the team ranking is 100th or lower, “Speed” (speed), “Stamina” (stamina), “Power” (power), “Spirit” (guts), “Wisdom” (wisdom) ) is set to "Level 1". Also, when the team ranking is 99th or higher and 60th or lower, each training level is set to "level 2". Also, when the team ranking is 59th or higher and 30th or lower, each training level is set to "level 3". Also, when the team ranking is 29th or higher and 10th or lower, each training level is set to "level 4". Also, when the team ranking is ninth or higher, each training level is set to "level 5".
  • the training level is set to increase as the team ranking increases, but the training level is not limited to this.
  • a team member's favorite training may be counted for each training item, and the training level may be increased according to the counted value (count value).
  • count value it is assumed that all training items have the same training level for the team ranking, but the same team ranking may have different training levels for each training item.
  • the value of the predetermined ability parameter increases according to the training item executed.
  • Stamina stamina training is performed, and if successful, the values of "Stamina” (stamina) and “Spirit” (guts) ability parameters increase.
  • the value of the ability parameter that increases when training is successful is a value obtained by multiplying a fixed increase value determined corresponding to the training item and training level performed by a bonus addition rate described later. Calculated by adding to a fixed value.
  • FIG. 25B is a diagram explaining an upward fixed value (speed) table.
  • FIG. 25C is a diagram for explaining an upward fixed value table (power). That is, FIG. 25B shows the rising fixed value when the training item is "Speed”. FIG. 25C also shows the rising fixed value when the training item is "Power”.
  • the rising fixed value table stores the rising fixed value determined corresponding to the executed training item and training level. Moreover, in this embodiment, as shown in FIGS. 25B and 25C, the higher the training level, the greater the increase in the ability parameter.
  • the bonus addition rate is determined based on the character arranged for each training item and the character identification information table shown in FIG. 12 or 13 described above.
  • FIG. 25D is a diagram explaining a bonus addition rate table.
  • the bonus addition rate is determined based on the character identification information of the character whose placement is determined for each training.
  • the presence or absence of the bonus addition rate and the selection ratio of the addition rate (10% increase or 20% increase) are set for each character identification information of the character. ing.
  • the value obtained by multiplying the fixed increase value determined by the fixed increase value table by the bonus addition rate is derived as the added bonus value.
  • the value obtained by adding the bonus additional value to the fixed increase value is determined as the amount of increase in the value of the ability parameter when the training is successful.
  • the additional bonus value of each of the arranged characters is added to the fixed increase value. In this way, the amount of increase in the ability parameter of the main character when the training is successful is determined for all training types.
  • FIG. 26 is a diagram for explaining event types and event classifications.
  • Events are broadly classified into four types: scenario events, the above-mentioned dedicated events 162a provided for each main character, support events, and team member events.
  • scenario events the above-mentioned dedicated events 162a provided for each main character, support events, and team member events.
  • a scenario event, a dedicated event 162a, a support event, and a team member event that can appear during the training main game are predetermined.
  • a scenario event is an event that is set for each scenario in the training main game.
  • multiple scenarios are provided, and the player can select a scenario.
  • a scenario event appears for each scenario selected by the player.
  • the scenario event that appears in the training main game is determined based on the scenario selected by the player.
  • scenario events may include scenario-specific events and scenario-common events.
  • a scenario-specific event is an event linked to only one scenario. For example, a scenario-specific event linked to a first scenario appears only when the first scenario is selected, and does not appear when another scenario is selected.
  • common scenario events are events that commonly appear in multiple scenarios. Therefore, the scenario common event appears both when the first scenario is selected and when the second scenario is selected.
  • scenario-specific events and scenario-common events are provided as scenario events. However, only one of the scenario-specific event and the scenario-common event may be provided.
  • the dedicated event 162a is an event preset for each character, as described above.
  • a special event 162a for a character registered as a main character by the player in the setting game, ie, the preparation stage process appears.
  • a support event is an event preset for each support card.
  • a support event appears that is tied to the support card registered by the player in the setting game. Also, apart from the support event linked to the registered support card, for example, a support event linked to the team member may appear. However, the probability that the support event associated with the support card registered by the player in the setting game is determined is set higher than the probability that other support events are determined.
  • a team member event is an event that appears mainly when team members are assigned training, that is, joint training is performed. Team member events may also appear when certain conditions are met, regardless of training.
  • scenario events is determined based on the scenario. Also, whether or not the dedicated event 162a, the support event, and the team member event appear is determined based on the main character, the support card, and the team member, respectively. In other words, the event types are classified according to information referred to when determining whether or not an event appears.
  • each event is classified into one of five event classifications depending on the content brought about by the occurrence of the event.
  • each event is classified into one of the event classifications of hint event, ability event, aptitude event, story event, and special training event.
  • hint events are events that allow you to possess or acquire skills.
  • the ability event is an event that increases or decreases the ability parameter of the main character.
  • An aptitude event is an event that increases or decreases the aptitude parameter of the main character.
  • a story event is an event that displays a story related to a character appearing in the breeding game. Note that some story events change ability parameters and aptitude parameters in addition to the display of the story.
  • a special training event is an event that raises a team member's ability parameters.
  • scenario events include hint events, ability events, aptitude events, and story events.
  • Specialized events 162a and support events also include hint events and ability events.
  • Team member events include story events and special training events. Note that the relationship between event types and event classifications shown in FIG. 26 is merely an example. Thus, for example, dedicated events 162a may include story events and training events.
  • FIG. 27 is a diagram explaining the relationship between the event type and the number of turns.
  • FIG. 27 shows an example of a case where a predetermined character is registered as a main character when the breeding main game is executed. Whether an event appears or not is determined based on an event determination table provided for each scenario.
  • the event determination table includes an event appearance determination table and an event content determination table.
  • information indicating whether or not an event will appear information indicating the probability of an event appearing, and the like are associated with each turn.
  • information indicating whether or not an event appears and information indicating the probability of an event appearing are defined for each type of event for all turns.
  • the events to appear or the events that can appear are set in advance for each turn and for each type of event.
  • the event occurrence determination table is referenced, and it is first determined for each event type whether or not to cause the event to appear. At this time, depending on the number of turns and the type of event, the "appearance" of the event may always be determined. Also, depending on the number of turns and the type of event, for example, it may be specified that the event appears with a probability of 50%. In this case, a lottery is conducted in which the "appearance" of the event is determined with a probability of 50%.
  • event ID 0002, 0003 at the 4th turn, 5th turn, 6th turn, 7th turn, and 10th turn, respectively. , 0004, 0005, 0006 scenario events are determined to appear.
  • each event is roughly divided into a fixed event and a random event.
  • a fixed event is an event whose appearance turn is fixed, in other words, an event that can appear in a predetermined turn and will not appear in any turn other than the predetermined turn.
  • a random event is an event that appears when it is decided to appear and it is decided as an event to appear.
  • the 4th to 7th turns are set as branch turns.
  • a branch turn means a turn in which the contents of an event are changed when a predetermined condition is satisfied.
  • a predetermined condition it is set that a predetermined number of specific characters are included in the team members, in other words, that a predetermined number of specific characters are included in the main characters or support characters.
  • the team members it is determined whether the team members include four specific characters as a predetermined number. Then, when four specific characters are included in the team members, the scenario event is replaced with the team member event.
  • the team member event includes a specific character event provided for each specific character.
  • the scenario event is replaced with the specific character event in the branch turn.
  • the team members include a predetermined number of 3, 2, and 1 specific characters, respectively. Then, when each team member includes a predetermined number of specific characters, the scenario event is replaced with the specific character event.
  • a story is reproduced in which a team member thinks of a team name, but ends without a team name being proposed. Therefore, if the specific character is not included in the team members, the team name will not be proposed for four consecutive turns.
  • scenario events are replaced with specific character events by the number of specific characters.
  • a specific character event is a story event. In the specific character event, a story in which a specific character proposes a team name is reproduced. Four specific characters are provided, and a different team name is proposed for each specific character. Therefore, when the specific character is included in the team members, the same number of team names as the specific character will be proposed from the 4th turn to the 7th turn.
  • this story event a story is reproduced that prompts the player to select a team name.
  • a total of five types of team names are provided by adding a preset default team name to the four team names proposed by the four specific characters.
  • the team name that can be selected by the player in the 10th turn is the default team. name only. In this case the player must choose the default team name. Further, for example, when two team names are proposed from the fourth turn to the seventh turn, the player chooses one of three team names, the two proposed team names and the default team name. Any one can be selected from.
  • the team name selected by the player on the 10th turn will be registered as the official team name, and will be used in various situations until the end of the training main game.
  • a privilege corresponding to the registered team name may be given to the player at a predetermined timing until the training main game ends.
  • Benefits given to the player include, for example, acquisition of skills corresponding to the registered team name, increases in ability parameters and aptitude parameters, acquisition of in-game currency, and the like.
  • a scenario ID is managed in association with an event ID that can appear. Therefore, the scenario events and specific character events appearing in the 4th to 7th turns and the 10th turn are linked only to one scenario ID.
  • the presence or absence of the dedicated event 162a and the dedicated event 162a to appear are determined by lottery from the 3rd turn to the 7th turn, the 9th turn, the 11th turn, and the 12th turn. .
  • the dedicated event 162a differs for each character. Also, the relationship between the number of turns and the appearing dedicated event 162a is set for each character. Therefore, the turn in which the dedicated event 162a appears and the dedicated event 162a that appears in each turn differ depending on the character registered as the main character.
  • the event determination table as shown in FIG. 27, it is set that whether or not a support event will appear and the content of the support event to appear will be determined by lottery in a predetermined turn.
  • the event ID that can be won by lottery may be different for each turn, or may be common for all turns.
  • the probability of "appearing" is not affected by the registered support card. In other words, in each turn, the probability of determining that a support event will appear is common regardless of which support card is registered. On the other hand, when the "appearance" of the support event is determined, the content of the support event is determined, but at this time, the probability that the content of the support event is determined changes depending on the registered support card. .
  • the event IDs of support events that can appear in that turn are extracted based on the event content determination table. Then, a lottery table is generated based on the extracted event IDs, and one event ID is determined based on the generated lottery table.
  • the extracted event IDs include the event ID of the support event linked to the registered support card and the event ID of the support event not linked to the registered support card.
  • the winning probability of the event ID of the support event linked to the registered support card is higher than the winning probability of the event ID of the support event not linked to the registered support card. is also set higher.
  • the support event linked to the registered support card has a higher appearance probability than other support events.
  • the probability of a support event appearing itself, or the content (type) of a support event that appears itself, may change depending on the registered support card.
  • the number or occurrence probability of events occurring during the breeding main game may differ depending on the registered support card.
  • FIG. 28A is a third diagram for explaining the game screen 210.
  • FIG. FIG. 28A shows a case where a special training event appears in the turn.
  • an event notification display 227 is displayed in the training operation section 216 of the game screen 210 as shown in FIG. 28A.
  • FIG. 28B is a third diagram for explaining the training screen 220.
  • FIG. When the training operation section 216 of the game screen 210 is operated, a training screen 220 is displayed on the display 26 .
  • an event notification display 227 is displayed on the arranged character icon 228 of the corresponding character.
  • a bond gauge 228a and a special icon 228b are displayed for each placed character icon 228 of a character placed in training.
  • the bond gauge 228a indicates a parameter (hereinafter referred to as a bond parameter) that increases according to the number of joint trainings performed with the character of the corresponding team member.
  • This bond parameter is initially set to 0 and increases up to 100.
  • a bond gauge 228a visually indicates the value of the bond parameter.
  • the special icon 228b indicates the number of executions of special training events for the character of the corresponding team member. Although details will be described later, the special icon 228b is displayed in a display mode according to the number of completed special training events for the character of the arranged character icon 228 on which the special icon 228b is displayed.
  • FIG. 29A is a diagram explaining a special training event execution presence/absence determination table.
  • a team member When it is decided that a team member will be assigned to each training item, whether or not to perform a special training event is determined by lottery for each team member assigned to each training item based on the special training event execution/non-execution decision table shown in FIG. 29A. It is determined.
  • the team member for whom execution of the special training event has been decided is also referred to as a special training target team member.
  • the selection probability of whether or not to execute a special training event is set based on the value of the bond parameter of the team member subject to special training.
  • the selection probability is set such that the larger the value of the bond parameter, the more likely the execution of the special training event is selected.
  • the same number of special training events as the number of team members who won the lottery can appear.
  • a limit may be set for the number of team members who are subject to special training that can appear at the same time.
  • FIG. 29B is a diagram explaining the special icon determination table.
  • the special training event includes a “successful” execution pattern and a “great success” execution pattern. For each special training target team member, when the special training event is executed for the fifth time, the special training event is always executed with the execution pattern of "great success”. On the other hand, when a special training event other than the fifth special training event is executed for each special training target team member, the special training event is always executed with a "successful” execution pattern. That is, a special training event can be executed only once with the execution pattern of "great success” for one special training target team member.
  • the event notification display 227 varies depending on the content of the special training event to be executed ("successful” execution pattern or "great success” execution pattern) and the number of team members for whom execution of the special training event has been decided. may be displayed as
  • the special icon 228b is displayed in a larger size as the number of executions of the special training event increases. That is, when the special training event has not yet been executed with the execution pattern of "great success", the special icon 228b is displayed in a larger size as the number of executions of the special training event increases.
  • the execution pattern of the special training event may be “successful” or “successful” may be determined by lottery.
  • the lottery probability may be set such that the greater the number of executions of the special training event related to the special training target team member, the more likely the execution pattern of "great success” will be selected.
  • the larger the size of the special icon 228b the more likely it is that the “successful” execution pattern will be selected. Become.
  • the special training event is executed in the execution pattern of "great success" that is, when the special training event related to the special training team member is executed 5 times or more, the special training event related to the special training team member is executed 0 to 4 times, the special icon 228b is displayed in a larger size.
  • a suggestion display a is displayed, suggesting that the special training event has been executed with the execution pattern of "great success”.
  • the status display portion 213 of the training screen 220 displays a bonus icon 228c indicating the value by which the ability parameter of the main character increases due to the special training event.
  • FIG. 29C is a diagram explaining the bonus icon determination table.
  • the bonus icon 228c is displayed in different sizes according to the value by which the main character's ability parameter increases due to the special training event.
  • the bonus icon 228c is displayed in a larger size when the ability parameter of the main character is increased by the special training event when it is 20-39 than when it is 0-19.
  • the bonus icon 228c is displayed in a larger size when the ability parameter of the main character is raised by a special training event of 40 or more than when it is 20-39.
  • FIG. 30A is a diagram explaining a bonus fixed value (main character) table.
  • a value (bonus fixed value) by which the ability parameter of the main character is increased by the special training event is determined according to the number of team members for whom execution of the special training event is decided.
  • the value (fixed bonus value) by which the ability parameter of the main character is increased by the special training event is set to increase as the number of team members determined to execute the special training event increases. ing.
  • FIG. 30B is a diagram explaining a bonus additional value (main character) table.
  • a special training event is executed with a "great success” execution pattern, in addition to the above fixed bonus value, the special training event with a "great success” execution pattern increases the ability parameter of the main character (bonus addition value) is determined.
  • a value is set to increase the ability parameter of the main character according to the special training of the team member whose special training event is executed in the execution pattern of "great success”. ing. That is, the value by which the ability parameter of the main character increases due to the special training event is the sum of the fixed bonus value and the added bonus value.
  • FIG. 31A is a diagram explaining a fixed increase value (for special training) table.
  • the value (fixed increase value) by which the ability parameter of the team member subject to special training is increased by the special training event is determined.
  • a range of values (fixed increase values) for increasing the ability parameter of the team member subject to special training is set according to the type of training performed.
  • a value (fixed increase value) within the range set in FIG. 31A is determined by lottery.
  • FIG. 31B is a diagram explaining a bonus increase value (special training target) table.
  • a value (bonus increase value) by which the ability parameter of the team member subject to special training is increased by the special training event is determined.
  • a value (bonus rising value) is set.
  • An increase event may be executed in which the ability parameter or the main character's ability parameter increases. For example, the higher the number of special training events (number of times) in the execution pattern of "great success” that is executed at the same time, the larger the value that increases the ability parameters of the team members who are subject to special training and the ability parameters of the main character. can be
  • the ability parameters of the main character and team members subject to special training will increase. If the main character or the team member for special training is a specific character, the fixed increase value or the bonus increase value may be multiplied by a predetermined addition rate. In other words, when the main character or the team member for special training is the specific character, the ability parameter increases more than when the character is not the specific character.
  • the player can increase the number of team members as the turn progresses. Also, the player can increase the ability parameters of the main character and team members as turns progress. Ability parameters increase due to successful training or the appearance of various events. As described above, in training, if a specific character is placed in a training item, a bonus additional value is added.
  • main character or support character is a specific character
  • a predetermined bonus addition value will be added when the ability event appears. Therefore, by registering a specific character as a main character or a support character, the player can advantageously proceed with the training main game.
  • a specific character event will occur in the branch turn. Therefore, by registering a specific character as a main character or a support character, the player can expand the options in the game and improve the interest in the game.
  • the training game when all turns are completed, the training game ends. Also, in the middle of the breeding main game, if the goal set for each character cannot be achieved, the breeding game ends at that point.
  • breeding character information information about a breeding character trained in a breeding game (hereinafter referred to as breeding character information) is stored in association with a player ID.
  • breeding character information is stored in both the player terminal 1 and the server 1000 .
  • the training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, and the like.
  • the evaluation points of the trained breeding character are calculated.
  • evaluation points are calculated based on the ability parameters, aptitude parameters, acquired skills, individual race results, team race results, and the like at the time the breeding game ends.
  • a method of calculating the evaluation points in other words, a calculation formula for calculating the evaluation points is prepared in advance, and the evaluation points are calculated based on the predetermined calculation formulas.
  • the evaluation point calculation method and calculation formula are not particularly limited. For example, when a training character enters a race in a team competition game or other game, such as ability parameters, aptitude parameters, and acquired skills at the end of the training game, evaluation points are given based only on parameters that affect the race results. may be calculated.
  • a training rank is set for the training character based on the evaluation points.
  • the training rank is an index indicating the strength of the training character, and each training rank is associated with a range of evaluation points. For example, a breeding character with evaluation points of 13000-14499 is given a training rank of "A+", and a breeding character with evaluation points of 14500-15499 is given a training rank of "S".
  • the breeding character information also includes an evaluation score and a breeding rank.
  • FIG. 32A is the first diagram for explaining the training completion screen 330.
  • FIG. FIG. 32B is a second diagram for explaining the training completion screen 330.
  • FIG. FIG. 32C is a third diagram for explaining the training completion screen 330.
  • FIG. 32A When the breeding game ends, a breeding completion screen 330 is displayed on the display 26 as shown in FIG. 32A.
  • the training completion screen 330 first displays the training rank of the trained training character, and then displays the evaluation points as shown in FIG. 32B. Further, when a predetermined time has passed since the evaluation points were displayed, as shown in FIG. 32C, the training completion screen 330 displays the training character's ability parameters, aptitude parameters, and acquired skills. At this time, the training completion screen 330 is provided with a close operation section 331 . When the close operation portion 331 is tapped, the training completion screen 330 is hidden and the home screen 100 is displayed on the display 26 .
  • FIG. 33 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 an information setting processing program 700, a breeding game execution program 701, a preset information management program 702, a reserved information management program 703, and a mission information management program 704. Note that the programs listed in FIG. 33 are only examples, and many other programs are provided in the terminal-side game control program.
  • the data storage area 12b is provided with a player information storage unit 750, a game information storage unit 751, a preset information storage unit 752, a reserved information storage unit 753, and a mission information storage unit 754 as storage units for storing data. .
  • the data storage area 12b is provided with a large number of other storage units.
  • information directly related to games such as training games (hereinafter referred to as game information) is stored in the game information storage unit 751 .
  • game information storage unit 751 also temporarily stores various kinds of information during the progress of each game, such as a breeding game. Also, all information other than the game information, such as information about the player or other players, setting information of the player terminal 1, etc., is player information.
  • Player information is stored in the player information storage unit 750 .
  • the reservation selection information for each preset set by the player is stored in the preset information storage unit 752 .
  • reservation selection information set for the breeding game being executed is stored in the reserved information storage unit 753 .
  • Information (mission information) of various missions including limited-time missions is stored in the mission information storage unit 754 .
  • 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 an information setting processing section 700a, a breeding game execution section 701a, a preset information management section 702a, a reserved information management section 703a, and a mission information management section 704a.
  • the CPU 10 operates the information setting processing program 700 and causes the computer to function as the information setting processing section 700a.
  • the CPU 10 operates a breeding game execution program 701, a preset information management program 702, a reserved information management program 703, and a mission information management program 704, and operates a breeding game execution section 701a, a preset information management section 702a, and a reserved information management section 701a, respectively. It functions as a management section 703a and a mission information management section 704a.
  • the information setting processing section 700a stores information about the settings in the player information storage section 750 as player information. Further, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits update information to the server 1000.
  • FIG. 1 illustrates that the information setting processing section 700a stores information about the settings in the player information storage section 750 as player information. Further, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits update information to the server 1000.
  • the breeding game execution unit 701a executes all processing related to the breeding game.
  • the preset information management unit 702 a acquires the reservation selection information of each preset set by the player from the server 1000 and stores it in the preset information storage unit 752 . Further, when the reservation selection information of each preset is changed in the player terminal 1, the preset information management unit 702a stores the changed reservation selection information in the preset information storage unit 752, and stores the changed reservation selection information. to the server 1000 .
  • the reserved information management unit 703 a acquires reservation selection information set for the breeding game being executed from the server 1000 and stores it in the reserved information storage unit 753 . Further, when the reservation selection information set for the breeding game being executed in the player terminal 1 is changed, the reserved information management unit 703a transmits the changed reservation selection information to the server 1000 .
  • the timing at which the reservation information management unit 703a acquires the reservation selection information from the server 1000 may include, for example, the time when the breeding game is started on the player terminal 1.
  • the reserved information management unit 703a acquires the reservation selection information from the server 1000 at the time when the breeding game being executed on the player terminal 1 is temporarily interrupted and the execution of the interrupted breeding game is resumed. may include Further, the timing at which the reserved information management section 703a acquires the reservation selection information from the server 1000 may include the time when the reservation selection information is saved (updated) in the player terminal 1.
  • the mission information management unit 704a acquires mission information from the server 1000 and stores it in the mission information storage unit 754.
  • FIG. 34 is a diagram for explaining the configuration of memory 1012 in server 1000 and its function as a computer.
  • the memory 1012 is provided with a program storage area 1012a and a data storage area 1012b.
  • CPU 1010 stores a server-side game control program (module) in program storage area 1012a.
  • the server-side game control program includes an information setting processing program 1100, a breeding game execution program 1101, a breeding game end processing program 1102, a preset information management program 1103, a reserved information management program 1104, and a mission information management program 1105.
  • the programs listed in FIG. 34 are only examples, and many other programs are provided in the server-side game control program.
  • the data storage area 1012b is provided with a player information storage unit 1150, a game information storage unit 1151, a preset information storage unit 1152, a reserved information storage unit 1153, and a mission information storage unit 1154 as storage units for storing data. .
  • the data storage area 1012b is provided with a large number of storage units.
  • game information of all players is stored in the game information storage unit 1151 in association with player IDs.
  • Player information of all players is stored in the player information storage unit 1150 in association with the player ID.
  • the reservation selection information of each preset set by the player is stored in the preset information storage unit 1152 .
  • reservation selection information set for the breeding game being executed is stored in the reserved information storage unit 1153 .
  • Information (mission information) of various missions including limited-time missions is stored in the mission information storage unit 1154 .
  • the CPU 1010 operates each program stored in the program storage area 1012a and updates the data in each storage section in the data storage area 1012b.
  • the CPU 1010 causes the server 1000 (computer) to function as the server-side game control section 1000A by operating each program stored in the program storage area 1012a.
  • the server-side game control unit 1000A includes an information setting processing unit 1100a, a breeding game execution unit 1101a, a breeding game end processing unit 1102a, a preset information management unit 1103a, a reserved information management unit 1104a, and a mission information management unit 1105a.
  • the CPU 1010 operates the information setting processing program 1100 and causes the computer to function as the information setting processing unit 1100a. Similarly, CPU 1010 operates breeding game execution program 1101, breeding game end processing program 1102, preset information management program 1103, reserved information management program 1104, and mission information management program 1105, respectively. It functions as an end processing unit 1102a, a preset information management unit 1103a, a reserved information management unit 1104a, and a mission information management unit 1105a.
  • the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1 when various information is set in the player terminal 1.
  • the breeding game execution unit 1101a executes all processing related to the breeding game.
  • the breeding game end processing unit 1102a derives the evaluation points, breeding rank, etc. for the breeding character that has been trained. Also, the breeding game end processing unit 1102 a stores the breeding character information in the game information storage unit 1151 .
  • the preset information management unit 1103 a acquires reservation selection information of each preset set by the player in the player terminal 1 from the player terminal 1 and stores it in the preset information storage unit 1152 .
  • the reserved information management unit 1104 a acquires reservation selection information set for the breeding game being executed on the player terminal 1 from the player terminal 1 and stores it in the reserved information storage unit 1153 .
  • the mission information management unit 1105a stores the mission information in the mission information storage unit 1154.
  • the information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 both store player information. The ranges are different from each other. Also, the breeding game execution unit 701a in the player terminal 1 and the breeding game execution unit 1101a in the server 1000 are common in that they both execute processing related to the breeding game, but their roles, that is, the scope of their responsibility are different. there is
  • FIG. 35 is a sequence diagram illustrating processing of the player terminal 1 and the server 1000 relating to the breeding game.
  • processing in the player terminal 1 will be indicated as Pn (n is an arbitrary integer).
  • processing in the server 1000 is represented by Sn (n is an arbitrary integer).
  • the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the player's operation input. I do.
  • update information is transmitted to the server 1000 .
  • the information setting processing section 1100a updates the player information in the player information storage section 1150 (S1).
  • Player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Also, for example, when an operation of adding another player to friends or an operation of canceling friends is input as a setting change operation, friend information, which is information about friends, is updated.
  • the preset information management unit 702a stores the changed reservation selection information in the preset information. Store in section 752 . Then, the preset information management unit 702a transmits the changed reservation selection information to the server 1000 as update information.
  • the preset information management section 1103a stores the received reservation selection information of each preset in the preset information storage section 1152 (updates the reservation selection information).
  • the breeding game execution unit 701a executes the preparation stage process (P6). Further, communication processing is performed between the player terminal 1 and the server 1000 during this preparatory stage processing. In the server 1000, based on the information received from the player terminal 1, the breeding game execution unit 1101a executes the preparatory stage process (S6).
  • FIG. 36 is a first flowchart for explaining the preparatory stage processing (P6) in the player terminal 1.
  • FIG. FIG. 37 is a second flowchart for explaining the preparatory stage process (P6) in the player terminal 1.
  • FIG. FIG. 38 is a third flowchart for explaining the preparatory stage process (P6) in the player terminal 1.
  • the breeding game execution unit 701a of the player terminal 1 determines whether or not the main character selection screen 150 is being displayed on the display 26 (P6-1). When the main character selection screen 150 is being displayed (YES in P6-1) and a display switching operation for switching the display of the screen is input (YES in P6-2), the breeding game execution unit 701a causes the display 26 to display Switch the screen (P6-13).
  • the breeding game execution unit 701a corresponds to the character icon 151 for which the selection operation has been input.
  • the character to be played is temporarily stored (P6-4), and the display screen is switched (P6-13).
  • the breeding game execution unit 701a selects the character temporarily stored in P6-4. Temporarily register as a main character (P6-6). Also, the breeding game execution unit 701a acquires from the server 1000 information about representative characters extracted according to predetermined extraction conditions, such as friend's representative characters (P6-7), and switches the display screen (P6-13).
  • the breeding game is executed.
  • the unit 701a switches the display screen of the display 26 (P6-13).
  • a selection operation (tapping the breeding character icon 182) is input on the breeding character list screen 180 (YES in P6-10)
  • the breeding game execution unit 701a A character corresponding to is temporarily stored as an inherited character (P6-11), and the display screen is switched (P6-13).
  • the breeding game execution unit 701a displays the support card formation screen 190 on the display 26. (P6-13).
  • the breeding game execution section 701a temporarily stores the support card corresponding to the card icon 201 for which the selection operation has been performed (P6-16), and switches the display screen (P6-17).
  • the breeding game execution unit 701a switches the display 26 (P6-20).
  • the preset selection screen 197 when a selection operation (tapping the select operation section 197c) is input (YES in P6-23), the reservation selection information corresponding to the preset for which the selection operation is input is temporarily stored ( P6-24), and switch the display screen (P6-25).
  • the breeding game execution unit 701a Switch the display screen (P6-27).
  • the breeding game execution unit 701a transmits confirmation information to the server 1000 (P6-29 ).
  • the confirmation information includes information identifying the temporarily registered main character, successor character, and support card.
  • the server 1000 determines in the preparatory stage process (S6) whether or not to permit execution of the training main game using the temporarily registered main character, successor character, and support card.
  • the breeding game execution unit 701a After sending the confirmation information (P6-29) in the player terminal 1, when the permission information is received (YES in P6-30), the breeding game execution unit 701a registers the main character provisionally registered in P6-6. (P6-31). In addition, the breeding game execution unit 701a registers the breeding character temporarily stored as the succeeding character at P6-11 and the support card temporarily stored at P6-16 in the deck.
  • the breeding game execution unit 701a registers the character ID of the character set as the specific character based on the specific character information (P6-32).
  • the breeding game execution unit 701a sets initial character identification information (P6-33).
  • the reserved information management unit 703a stores the preset reservation selection information temporarily stored in P6-24 above in the reserved information storage unit 753 (P6-34). Also, the breeding game execution unit 701a displays the game screen 210 on the display 26 (P6-35).
  • FIG. 39 is a flowchart for explaining the preparatory stage processing (S6) in the server 1000.
  • the breeding game execution unit 1101a receives the confirmation information, it confirms the player's possessed character stored in the player information storage unit 1150 (S6-1). If the main character selected by the player is included in the owned characters, the breeding game execution unit 1101a determines that there is no abnormality (S6-2).
  • the breeding game execution unit 1101a checks whether the support card selected by the player is normal (S6-3). It should be noted that in S6-3, if a support card that the player does not possess is selected, it is determined that there is an abnormality. Also, in S6-3, if the rental card selected by the player is not associated with the player ID of the player, it is determined that there is an abnormality. Also, in S6-3, if the support character overlaps with the main character, it is determined that there is an abnormality.
  • the breeding game execution unit 1101a checks the breeding character information stored in the game information storage unit 1151 (S6-5). Then, if the breeding character selected by the player as the successor character is associated with the player ID of the player, the breeding game execution unit 1101a determines that there is no abnormality in the inheritance character (YES in S6-6). In other words, when the breeding character trained by the player himself/herself is selected as the successor character, it is determined that there is no abnormality in the succession character (YES in S6-6).
  • the breeding game execution unit 1101a determines whether the breeding character selected by the player as the inherited character includes a representative character of another player (S6-7). If a representative character of another player is included (YES in S6-7), the breeding game execution unit 1101a determines whether the number of uses on the day is less than three (S6-8).
  • the breeding game execution unit 1101a determines whether the predetermined in-game currency possessed by the player is 2000 or more (S6-9). That is, in S6-8 and S6-9, it is determined whether the knitting conditions are satisfied. If the player has 2000 or more in-game currency (YES in S6-9), the breeding game execution unit 1101a adds "1" to the number of uses on the day (S6-10). Also, the breeding game execution unit 1101a subtracts 2000 from the number of possession of predetermined in-game currency stored in the player information storage unit 1150 (S6-11).
  • the breeding game execution unit 1101a sets permission information (S6- 12), causing the player terminal 1 to receive it.
  • the breeding game execution unit 1101a sets non-permission information (S6-13) and causes the player terminal 1 to receive it.
  • the breeding game execution unit 1101a sets disapproval information (S6-13) and causes the player terminal 1 to receive it.
  • the breeding game execution unit 701a executes the breeding stage process (P7). Further, communication processing is performed between the player terminal 1 and the server 1000 during the training stage processing. In the server 1000, based on the information received from the player terminal 1, the breeding game execution unit 1101a executes the breeding stage process (S7). In practice, roles are divided between the player terminal 1 and the server 1000, and the training main game progresses between the training stage process (P7) in the player terminal 1 and the training stage process (S7) in the server 1000. . However, here, in order to facilitate understanding, it is assumed that all the processing is performed in the training stage processing (P7) of the player terminal 1. FIG. However, part or all of each process in the raising stage process (P7) described below may be performed in the raising stage process (S7) in the server 1000. FIG.
  • FIG. 40 is a flowchart for explaining the training stage processing in the player terminal 1.
  • the breeding game execution unit 701a of the player terminal 1 executes turn start processing (P10) if it is the start of the turn (YES in P7-1), and executes mid-turn processing (P20) if it is not the start of the turn. Execute.
  • FIG. 41 is a flowchart for explaining the turn start processing in the player terminal 1.
  • the breeding game execution unit 701a updates the current number of turns stored in the game information storage unit 751 (P10-1).
  • the breeding game execution unit 701a also refers to the selection item table (FIG. 14) stored in the data storage area 12b, and confirms that the current turn is the personal race, that is, the turn in which only the individual race operation unit 219 can be selected ( (P10-2). If the turn is not limited to individual races (NO in P10-2), the placement process (P11), numerical value determination process (P12), and event determination process (P13) are performed in order. If it is an individual race only turn (YES in P10-2), the placement process (P11) and numerical value determination process (P12) are not performed, and the event determination process (P13) is performed.
  • the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) are executed only on the player terminal 1.
  • a part or all of the arrangement processing (P11), the numerical value determination processing (P12), and the event determination processing (P13) may be executed in the server 1000.
  • the server 1000 may execute part of the later-described processing of the arrangement processing (P11), the numerical value determination processing (P12), and the event determination processing (P13).
  • the player terminal 1 executes the process based on the information received from the server 1000 .
  • FIG. 42 is a flowchart for explaining placement processing in the player terminal 1.
  • the breeding game execution unit 701a refers to the character identification information table (FIGS. 12 and 13) and extracts all characters registered as team members (P11-1). Then, the breeding game execution unit 701a selects a character for which the processes of P11-3 to P11-7, which will be described later, have not been executed, from among the team members extracted in P11-1, as a target character to execute the process. (P11-2).
  • the breeding game execution unit 701a refers to the character identification information table to confirm the character identification information of the target character selected in P11-2 (P11-3). In addition, the breeding game execution unit 701a sets the arrangement presence/absence table (FIG. 24) based on the character identification information confirmed in P11-3 (P11-4). In addition, the breeding game execution unit 701a determines "arrange” or “not arrange” by lottery based on the arrangement presence/absence table set in P11-4 (P11-5).
  • the breeding game execution unit 701a determines and stores training items for arranging the target character (P11-7). If the process has not been completed for all of the team members extracted in P11-1 (NO in P11-8), the breeding game execution unit 701a continues processing from P11-2 until the process is completed for all team members. repeat. On the other hand, when the processing for all team members is completed (YES in P11-8), the breeding game execution section 701a ends the placement processing and executes the numerical value determination processing (P12).
  • FIG. 43 is a flowchart for explaining numerical value determination processing in the player terminal 1.
  • the breeding game execution unit 701a selects training items such as "Speed”, “Stamina”, “Power”, “Spirit”, and “Wisdom”, which will be described later.
  • the items to be processed for which the processes of P12-2 to P12-9 have not been executed are set (P12-1).
  • the breeding game execution unit 701a determines and stores the failure rate when training is executed for the processing target items set in P12-1 (P12-2). Further, the breeding game execution unit 701a determines and stores the reduction value of physical strength when training is executed for the processing target item set in P12-1 (P12-3).
  • the training game execution unit 701a confirms the current team ranking (P12-4), and determines the training level by referring to the training level table (FIG. 25A) based on the team ranking (P12-5). .
  • the breeding game execution unit 701a refers to the rising fixed value table (FIGS. 25B and 25C) corresponding to the processing target item set in P12-1, and based on the training level determined in P12-5, the rising fixed value is determined and set (P12-6). Further, the breeding game executing section 701a confirms the information (arrangement information) of the character whose arrangement has been determined in P11 for training of the processing target item (P12-7).
  • the breeding game execution unit 701a refers to the bonus addition rate table (FIG. 25D) to calculate the bonus addition rate (P12-8).
  • the breeding game execution unit 701a updates the increase value for the processing target item training based on the bonus addition rate calculated in P12-8 (P12-9).
  • the breeding game execution unit 701a repeats the processing from P12-1.
  • the breeding game execution section 701a ends the numerical value determination processing and executes the event determination processing (P13).
  • FIG. 44 is a flowchart for explaining event determination processing in the player terminal 1.
  • the breeding game execution unit 701a loads the current number of turns (P13-1). Further, the breeding game execution section 701a refers to the event occurrence determination table stored in the data storage area 12b, and determines whether or not to cause the scenario event to appear (P13-2). If it is determined that the scenario event will appear, that is, if it is the scenario event appearance turn (YES in P13-2), the content of the scenario event (event ID) is determined based on the event content determination table, Store (P13-3).
  • the breeding game execution unit 701a generates a lottery table with event IDs of possible scenario events based on the event content determination table. Then, the breeding game execution unit 701a uses the generated lottery table to determine the content of the scenario event, that is, the event ID by lottery. If the determined scenario event is an event that changes parameters, such as an ability event, the change value is determined.
  • the breeding game execution unit 701a refers to the event occurrence determination table and determines whether or not to cause the special event 162a to appear (P13-4). Then, if it is decided to make the special event 162a appear, that is, if it is the special event appearance turn (YES in P13-4), the content (event ID) of the special event 162a is determined based on the event content determination table. and store (P13-5).
  • the breeding game execution unit 701a generates a lottery table based on the event IDs of the exclusive events 162a that can appear, based on the event content determination table. Then, the breeding game execution unit 701a uses the generated lottery table to determine the content of the dedicated event 162a, that is, the event ID by lottery. If the determined dedicated event 162a is an event that changes a parameter, such as an ability event, the change value is determined.
  • the breeding game execution unit 701a executes parameter change processing (P13-6) for changing the change value of the parameter that changes according to the special event 162a.
  • P13-6 parameter change processing
  • a predetermined fixed value is added or subtracted from the change value determined in P13-5, or a predetermined magnification is multiplied.
  • the change value changes so as to be advantageous to the player.
  • the main character is the specific character, the parameters are changed more favorably by the special event 162a.
  • the breeding game execution unit 701a refers to the event occurrence determination table and determines whether or not to cause the support event to appear (P13-7). Then, if it is decided to make the support event appear, that is, if it is the support event appearance turn (YES in P13-7), the content of the support event (event ID) is determined based on the event content determination table, Store (P13-8).
  • the breeding game execution unit 701a generates a lottery table with event IDs of support events that can appear based on the event content determination table. At this time, the winning probability of the support event associated with the registered support card is set higher than the winning probability of other support events. Then, the breeding game execution unit 701a uses the generated lottery table to determine the content of the support event, that is, the event ID by lottery. If the determined support event is an event that changes parameters, such as an ability event, the change value is determined.
  • the breeding game execution unit 701a performs parameter change processing (P13-9) for changing the change value of the parameter that changes according to the support event. to run.
  • the breeding game execution unit 701a refers to the event occurrence determination table and determines whether or not to cause the team member event to appear (P13-10). Then, if it is determined that the team member event will appear, that is, if it is the team member event appearance turn (YES in P13-10), the breeding game execution unit 701a determines whether the current turn is a branch turn. (P13-11).
  • the breeding game execution unit 701a determines and stores the special training event corresponding to the current number of turns as an event to appear based on the event content determination table (P13 -12). Here, various increments associated with training events are determined.
  • the breeding game execution unit 701a executes parameter change processing (P13-13) for changing the change value of the parameter that changes according to the special training event.
  • the breeding game execution unit 701a determines whether a predetermined condition is satisfied (P13-14). Here, as described above, it is determined whether or not the number of specific characters included in the team members is the predetermined number defined for each number of turns. Then, if the predetermined condition is satisfied (YES in P13-14), the breeding game execution section 701a replaces the scenario event stored in P13-3 with the specific character event (P13-15).
  • the specific character event to be replaced may be decided by lottery, or a specific character event preset for each turn may be decided.
  • the breeding game execution unit 701a performs hint event determination processing relating to hint events for each character placed in training (P13-16). Here, it is decided by lottery whether or not to cause a hint event to appear for each character placed in the training. Also, when a hint event is to appear, it is determined which hint event is to appear.
  • the breeding game execution unit 701a confirms the reservation selection information stored in the reserved information storage unit 753 (P10-3). Also, the breeding game execution unit 701a confirms the mission information stored in the mission information storage unit 754 (P10-4).
  • the breeding game execution unit 701a updates the screen displayed on the display 26 (P10-5). Based on the reservation selection information stored in the reserved information storage unit 753 confirmed in P10-3, if an individual race is reserved for the turn, the reservation icon 219a (FIG. 15B) is displayed. I do. Also, when a target race is set for the turn, a target icon 219b (FIG. 15B) is displayed.
  • the story event is generated among the events determined in P13 (P10-6).
  • the breeding game execution unit 701a executes the in-turn process (P20).
  • FIG. 45 is a flowchart for explaining in-turn processing in the player terminal 1.
  • the breeding game execution unit 701a determines whether the result operation unit 253 or the race operation unit 254 of the individual race start screen 250 is operated to start the individual race (P20-1). When the individual race is started (YES in P20-1), the breeding game execution unit 701a derives the result of the individual race and stores it in the game information storage unit 751 (P20-2).
  • a calculation formula that weights the ability parameters and acquired skills of each NPC and main character is set in advance, and the results of this calculation determine the ranking in the individual race.
  • the above formula may be set differently for each race.
  • a plurality of patterns of NPC ability parameters may be provided for each race, and which ability parameter to use may be determined by lottery. In other words, even if the main character's ability parameters, acquired skills, and races to run are exactly the same, the race results are not always the same.
  • a plurality of patterns of calculation formulas such as weighting may be provided for each race, and the result may differ depending on the selected calculation formula.
  • the individual race result is derived at the player terminal 1.
  • individual race results may be derived at server 1000 .
  • the player terminal 1 transmits to the server 1000 information requesting the derivation of the individual race results and information necessary for deriving the individual race results. Then, the player terminal 1 may receive the individual race results derived by the server 1000 .
  • the breeding game execution unit 701a executes race result display processing for displaying an individual race result screen 255 or a race video on the display 26 based on the individual race results derived in P20-2 (P20-3).
  • the breeding game execution unit 701a determines whether the result operation unit 296 or the race operation unit 297 of the team race start screen 295 has been operated to start the team race (P20-4). As a result, if the team race has started, the process moves to P20-5, and if the team race has not started, the process moves to P20-9.
  • the breeding game execution unit 701a derives the team race result and stores it in the game information storage unit 751 (P20-5). Specifically, for example, a calculation formula that weights the ability parameters of each NPC, main character, and other team members, and acquired skills is set in advance, and the results of this calculation determine the ranking in the team race. . Note that the above formula may be set differently for each race. Also, for example, a plurality of patterns of NPC ability parameters may be provided for each race, and which ability parameter to use may be determined by lottery. In other words, even if the ability parameters and acquired skills of the main character and other team members are exactly the same as the race they enter, the race results will not always be the same. Further, a plurality of patterns of calculation formulas such as weighting may be provided for each race, and the result may differ depending on the selected calculation formula.
  • team race results may be derived at server 1000 .
  • the player terminal 1 transmits to the server 1000 information requesting derivation of the team race result and information necessary for deriving the team race result. Then, the player terminal 1 may receive the team race result derived by the server 1000 .
  • the breeding game execution unit 701a displays the team race interim result screen 300, the team race detailed result screen 310, and the team race overall result screen 320 on the display 26 based on the team race results derived in P20-5 above.
  • a result display process (P20-6) is executed.
  • the breeding game execution unit 701a executes a character identification information update process (P20-7).
  • a predetermined number of characters are extracted according to predetermined conditions from characters currently registered as sub-members. Then, the character identification information of the extracted character is updated to the team member. In other words, in this embodiment, the number of team members increases each time the team race ends.
  • the breeding game execution unit 701a executes a parameter update process for updating the information related to the team ranking based on the team race result derived in P20-5 (P20-8).
  • the breeding game execution unit 701a performs the training execution process (P21). If none of the training items have been selected (NO in P20-9), the breeding game execution section 701a, the preset information management section 702a, and the reserved information management section 703a perform race reservation processing (P22). After that, the breeding game execution unit 701a executes other processes such as acquiring skills by consuming skill points (P20-10).
  • FIG. 46 is a flowchart for explaining training execution processing in the player terminal 1.
  • FIG. The breeding game executing section 701a updates the physical strength of the main character for the selected training item based on the decreased physical strength determined in P12-3 (P21-1).
  • the breeding game execution unit 701a executes a success judgment process for judging whether or not the training is successful for the selected training item based on the failure rate determined in P12-2 above (P21-2). If the training fails (NO in P21-3), the breeding game execution section 701a subtracts the ability parameter such as a decrease in condition based on the training failure (P21-4).
  • the breeding game execution unit 701a adds the increased value derived in P12-9 to the ability parameter of the main character (P21-5). Also, the breeding game execution section 701a adds an increase value to the value of the bond parameter determined in P13-12 and P13-13 (P21-6). Also, the breeding game execution unit 701a confirms the hint event information stored in the hint event determination process (P21-7).
  • the breeding game execution unit 701a causes a hint event to appear based on the hint event information related to the selected training item. (P21-9). If a plurality of hint event information are stored for the selected training item, any one hint event appears. Also, the breeding game execution unit 701a updates the skill information related to the main character stored in the game information storage unit 751 based on the hint event information that appeared in P21-9 (P21-10).
  • the breeding game execution unit 701a stores special training event information based on the special training event information related to the selected training item.
  • a team member to be executed is set (P21-12).
  • the breeding game execution unit 701a adds "1" to the number of training events for the team member to be executed set in P21-12 (P21-13). Also, the breeding game execution unit 701a updates the ability parameters of the special training target (P21-14). When the processing of P21-13 to P21-14 is completed for all the team members who are the targets of the special training event (YES in P21-15), the breeding game execution unit 701a applies the selected training item and the special training event information. Based on this, the additional bonus value is added to the ability parameter of the main character (P21-16).
  • FIG. 47 is a first flowchart for explaining race reservation processing in the player terminal 1.
  • FIG. FIG. 48 is a second flowchart for explaining race reservation processing in the player terminal 1.
  • FIG. FIG. 49 is a third flowchart for explaining race reservation processing in the player terminal.
  • FIG. 50 is a fourth flowchart for explaining race reservation processing in the player terminal.
  • the breeding game execution unit 701a of the player terminal 1 determines whether the game screen 210 is being displayed on the display 26 (P22-1 in FIG. 47).
  • the game screen 210 is being displayed (YES in P22-1), and when an individual race selection operation (tapping the individual race operation unit 219) is input on the game screen 210 (YES in P22-2), training The game execution unit 701a switches the display screen of the display 26 (P22-8).
  • the reservation selection information stored in the reservation information storage unit 753 confirmed in P10-3 if the individual race is reserved for the turn, the reservation icon 219a (FIG. 18B) is displayed. display.
  • the target icon 219b is displayed.
  • the limited-time mission icon 240d see FIG. 18B ) is displayed.
  • the breeding game execution unit 701a displays the display 26 (P22-8).
  • the breeding game execution unit 701a switches the display screen of the display 26. (P22-8).
  • the reserved information management unit 703a causes the selected individual race selection operation unit 241 to A reservation update process is executed to update the reservation selection information stored in the reserved information storage unit 753 so as to reserve the corresponding individual race (P22-7). Then, the breeding game execution unit 701a switches the display screen of the display 26 (P22-8).
  • the breeding game execution unit 701a The display screen of the display 26 is switched (P22-19).
  • the breeding game execution section 701a performs selection operation input.
  • the display screen of the display 26 is switched so that a check is displayed in the check box of the reserved individual race selection operation section 257 (P22-19).
  • the reserved information management section 703a displays a check in the check box.
  • a collective cancellation process is executed to delete the reservation of the individual race corresponding to the reserved individual race selection operation section 257 and update the reservation selection information stored in the reserved information storage section 753 (P22-13). Further, in the collective cancellation process, the reserved information management unit 703a transmits updated reservation selection information to the server 1000 as update information. Then, the breeding game execution unit 701a switches the display screen of the display 26 (P22-19).
  • the breeding game execution unit 701a Switch the display screen (P22-19).
  • the breeding game execution section 701a selects the individual race for which the selection operation has been input.
  • the display screen of the display 26 is switched so that the operation section 241 is highlighted (P22-19).
  • the reserved information management section 703a selects the individual race tapped on P22-16.
  • a reservation update process is executed to update the reservation selection information stored in the reserved information storage section 753 so as to reserve the individual race corresponding to the operation section 241 (P22-18).
  • the reserved information management unit 703a transmits updated reservation selection information to the server 1000 as update information.
  • the breeding game execution unit 701a switches the display screen of the display 26 (P22-19).
  • the breeding game execution unit 701a 26 display screen (P22-27).
  • the breeding game execution unit 701a switches the display screen of the display 26 (P22- 27).
  • the breeding game execution unit 701a causes the display 26 to display Switch the screen (P22-27).
  • the breeding game execution unit 701a switches the display screen of the display 26 (P22-27).
  • the breeding game execution unit 701a switches the display screen of the display 26 (P22-27).
  • the breeding game execution unit 701a when the first confirmation screen 277 is being displayed (YES at P22-28 in FIG. 50) and a display switching operation for switching the display of the screen is input (YES at P22-29), the breeding game execution unit 701a , to switch the display screen of the display 26 (P22-36).
  • the preset information management unit 702a is stored in the reserved information storage unit 753.
  • the reservation selection information displayed is overwritten on the reservation selection information corresponding to the preset displayed on the first confirmation screen 277, and an overwriting process for updating the reservation selection information is executed (P22-31).
  • the preset information management unit 702a transmits updated reservation selection information to the server 1000 as update information.
  • the breeding game execution unit 701a switches the display screen of the display 26 (P22-36).
  • the breeding game execution unit 701a (P22-36).
  • the reserved information management unit 703a is displayed on the second confirmation screen 280.
  • the reservation selection information corresponding to the preset is stored by overwriting the reservation selection information stored in the reserved information storage unit 753, and overwrite processing for updating the reservation selection information is executed (P22-35).
  • the reserved information management unit 703a transmits updated reservation selection information to the server 1000 as update information. Then, the breeding game execution unit 701a switches the display screen of the display 26 (P22-36).
  • the breeding game execution unit 701a of the player terminal 1 executes the breeding game end process (P8).
  • the breeding game execution unit 701a stores information about the breeding character trained in the breeding game in the game information storage unit 751 in the breeding game end processing. Also, the breeding game execution unit 701 a transmits end information to the server 1000 . This end information includes information about the breeding character and the like.
  • the breeding game end processing section 1102a executes the breeding game end processing (S8).
  • FIG. 51 is a flowchart for explaining the breeding game end processing in the server 1000.
  • the breeding game end processing unit 1102a derives an evaluation point based on the end information received from the player terminal 1 (S8-1). Also, the breeding game end processing unit 1102a derives a breeding rank based on the derived evaluation points (S8-2). In addition, the breeding game end processing unit 1102a associates breeding character information including evaluation points, breeding ranks, ability parameters, aptitude parameters, acquired skills, inheritance information, etc. with the player ID of the player, and stores the information in the game information storage unit. 1151 (S8-3). Also, the breeding game end processing unit 1102a sets breeding result information and causes the player terminal 1 to receive it (S8-4).
  • the breeding result information may include at least the evaluation points and the breeding rank, and is the same as the breeding character information stored in S8-3.
  • the breeding game execution unit 701a executes the breeding game end processing (P9).
  • the breeding game execution unit 701 a stores the received breeding result information in the game information storage unit 751 .
  • the breeding game execution unit 701a also displays a breeding completion screen 330 (see FIGS. 32A, 32B, and 32C) on the display 26 based on the breeding result information.
  • the breeding game described above is realized.
  • the breeding character information related to the breeding character trained (created) by the breeding game is stored in association with the player ID.
  • the processing in the player terminal 1 and the server 1000 described above is merely an example. Further, each of the processes described above may be executed only by the player terminal 1 or may be executed only by the server 1000 .
  • the game genre to which the technology according to the above embodiment can be applied is not limited to this, and can be applied to any game genre.
  • the reserved information management unit 703a sets It is possible to determine whether or not all of the contents (races) included in the reservation selection information can be reserved (updated) based on the target race and the current number of turns.
  • the reservation update process (P22-7, P22-18) and the overwrite process (P22-35) in the race reservation process at the timing of updating the reservation selection information, for example, the target By comparing the information about the race with the called preset reservation selection information, it is possible to extract a race that cannot be reserved, and update the reservation selection information based on the extraction result.
  • the breeding game execution unit 701a indicates that at least some of the contents (races) could not be reserved. can be displayed on the display.
  • the information processing program for executing the processes in the above embodiments and various modifications may be stored in a computer-readable non-temporary storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Further, the above-described embodiment and various modifications may be an information processing method that implements each function and the steps shown in the flowchart.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
PCT/JP2022/046385 2021-12-28 2022-12-16 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 Ceased WO2023127544A1 (ja)

Priority Applications (3)

Application Number Priority Date Filing Date Title
CN202280086208.2A CN118450929A (zh) 2021-12-28 2022-12-16 信息处理程序、信息处理方法和信息处理系统
KR1020247021197A KR20240103066A (ko) 2021-12-28 2022-12-16 정보 처리 프로그램, 정보 처리 방법 및 정보 처리 시스템
US18/755,009 US20240359097A1 (en) 2021-12-28 2024-06-26 Non-transitory computer readable medium, information processing method, and information processing system

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2021214030A JP7200350B1 (ja) 2021-12-28 2021-12-28 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
JP2021-214030 2021-12-28

Related Child Applications (1)

Application Number Title Priority Date Filing Date
US18/755,009 Continuation US20240359097A1 (en) 2021-12-28 2024-06-26 Non-transitory computer readable medium, information processing method, and information processing system

Publications (1)

Publication Number Publication Date
WO2023127544A1 true WO2023127544A1 (ja) 2023-07-06

Family

ID=84796990

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2022/046385 Ceased WO2023127544A1 (ja) 2021-12-28 2022-12-16 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

Country Status (5)

Country Link
US (1) US20240359097A1 (enExample)
JP (2) JP7200350B1 (enExample)
KR (1) KR20240103066A (enExample)
CN (1) CN118450929A (enExample)
WO (1) WO2023127544A1 (enExample)

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP7574988B2 (ja) * 2022-07-28 2024-10-29 任天堂株式会社 情報処理プログラム、情報処理装置、情報処理方法、および情報処理システム
JP7574989B2 (ja) * 2022-07-28 2024-10-29 任天堂株式会社 情報処理プログラム、情報処理装置、情報処理方法、および情報処理システム
JP7766756B1 (ja) * 2024-08-13 2025-11-10 株式会社Cygames 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

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2017086923A (ja) * 2016-12-12 2017-05-25 株式会社セガゲームス 情報処理装置及びプログラム
JP6327726B1 (ja) * 2016-12-13 2018-05-23 株式会社コナミデジタルエンタテインメント ゲーム制御装置、ゲームシステム、及びプログラム
JP6709421B1 (ja) * 2019-03-27 2020-06-17 株式会社コナミデジタルエンタテインメント ゲームプログラム、ゲーム処理方法、及びゲーム装置
JP2020146165A (ja) * 2019-03-12 2020-09-17 株式会社コナミデジタルエンタテインメント ゲームシステム、ゲーム装置、ゲーム処理方法及びプログラム
JP6879591B1 (ja) * 2019-11-29 2021-06-02 株式会社コナミデジタルエンタテインメント プログラム、ゲーム制御方法、ゲーム装置およびゲームシステム

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2017086923A (ja) * 2016-12-12 2017-05-25 株式会社セガゲームス 情報処理装置及びプログラム
JP6327726B1 (ja) * 2016-12-13 2018-05-23 株式会社コナミデジタルエンタテインメント ゲーム制御装置、ゲームシステム、及びプログラム
JP2020146165A (ja) * 2019-03-12 2020-09-17 株式会社コナミデジタルエンタテインメント ゲームシステム、ゲーム装置、ゲーム処理方法及びプログラム
JP6709421B1 (ja) * 2019-03-27 2020-06-17 株式会社コナミデジタルエンタテインメント ゲームプログラム、ゲーム処理方法、及びゲーム装置
JP6879591B1 (ja) * 2019-11-29 2021-06-02 株式会社コナミデジタルエンタテインメント プログラム、ゲーム制御方法、ゲーム装置およびゲームシステム

Also Published As

Publication number Publication date
JP2023098669A (ja) 2023-07-10
US20240359097A1 (en) 2024-10-31
CN118450929A (zh) 2024-08-06
KR20240103066A (ko) 2024-07-03
JP7200350B1 (ja) 2023-01-06
JP2023097757A (ja) 2023-07-10

Similar Documents

Publication Publication Date Title
JP7193608B1 (ja) 情報処理プログラム、情報処理方法、ゲーム装置および情報処理システム
JP7334021B2 (ja) 情報処理システム、情報処理方法、ゲーム装置および情報処理プログラム
WO2023127544A1 (ja) 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
JP7389216B1 (ja) 情報処理プログラム、情報処理方法、情報処理システム
JP7217329B1 (ja) 情報処理プログラム、情報処理方法およびゲーム装置
WO2023106162A1 (ja) 情報処理プログラム、情報処理方法、ゲーム装置および情報処理システム
WO2023127577A1 (ja) 情報処理プログラム、情報処理方法、ゲーム装置および情報処理システム
JP2023033252A (ja) 情報処理方法、情報処理システムおよび情報処理プログラム
JP7200351B1 (ja) 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
JP7197673B1 (ja) 情報処理プログラム、情報処理方法、ゲーム装置および情報処理システム
JP7766756B1 (ja) 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
JP7714593B2 (ja) 情報処理プログラム、情報処理方法、ゲーム装置
WO2025263577A1 (ja) 情報処理プログラム、情報処理方法、情報処理システム、ゲーム装置

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 22915768

Country of ref document: EP

Kind code of ref document: A1

WWE Wipo information: entry into national phase

Ref document number: 1020247021197

Country of ref document: KR

WWE Wipo information: entry into national phase

Ref document number: 202280086208.2

Country of ref document: CN

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 22915768

Country of ref document: EP

Kind code of ref document: A1