INFORMATION STORAGE MEDIUM, SERVER, AND GAME SYSTEM
20220387878 · 2022-12-08
Assignee
Inventors
Cpc classification
A63F13/47
HUMAN NECESSITIES
A63F13/533
HUMAN NECESSITIES
International classification
Abstract
A card image for a first special card or a card image for a second special card, for which a player input for placing the card in the field is acquired, is removed, and a card image for which a player input for selecting a card as a card to be removed is acquired is removed. Furthermore, as an effect of the first special card or second special card placed in the field, a special lottery for determining two cards from a plurality of kinds of cards corresponding to the class of a player at a local terminal is executed, and the two cards determined by the special lottery are added to the hand of the player at the local terminal.
Claims
1. A non-transitory computer-readable information storage medium storing a program for running a game on the basis of game media included in a game medium group associated with a player and game media included in a game medium group associated with an opponent, the program causing a computer to function as: a type processing unit that associates one of a plurality of types with the player; a game-medium-group processing unit that associates a game medium group including a plurality of special game media with the player; and a game-medium processing unit that determines a game medium from the game medium group corresponding to the type associated with the player and adds the determined game medium to the game medium group associated with the player in the case where a special condition corresponding to a special game medium is satisfied.
2. The information storage medium according to claim 1, wherein: the game-medium-group processing unit associates a game medium group including a plurality of kinds of special game media with the player, and the game-medium processing unit determines a game medium according to a condition corresponding to the kind of special game medium for which the special condition is satisfied.
3. The information storage medium according to claim 1, wherein: in the case where the special condition is satisfied, the game-medium processing unit executes processing for decreasing the number of game media that can be selected by the player from the game medium group associated with the player.
4. The information storage medium according to claim 1, wherein: the game-medium-group processing unit associates a game medium group including only special game media with the player.
5. The information storage medium according to claim 1, wherein: in the case where the game is started, the game-medium processing unit determines a prescribed number of game media as game media that can first be selected by the player from the game medium group associated with the player, and the game-medium-group processing unit associates a game medium group including a plurality of special game media and a number of non-special game media with the player, where the number is greater than or equal to zero and is less than the prescribed number.
6. A server for running a game on the basis of game media included in a game medium group associated with a player and game media included in a game medium group associated with an opponent, the server comprising: a type processing unit that associates one of a plurality of types with the player; a game-medium-group processing unit that associates a game medium group including a plurality of special game media with the player; and a game-medium processing unit that determines a game medium from the game medium group corresponding to the type associated with the player and adds the determined game medium to the game medium group associated with the player in the case where a special condition corresponding to a special game medium is satisfied.
7. A game system for running a game on the basis of game media included in a game medium group associated with a player and game media included in a game medium group associated with an opponent, the game system comprising: a type processing unit that associates one of a plurality of types with the player; a game-medium-group processing unit that associates a game medium group including a plurality of special game media with the player; and a game-medium processing unit that determines a game medium from the game medium group corresponding to the type associated with the player and adds the determined game medium to the game medium group associated with the player in the case where a special condition corresponding to a special game medium is satisfied.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
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DESCRIPTION OF EXEMPLARY EMBODIMENTS
[0037] (1) According to one embodiment of the invention, there is provided a non-transitory computer-readable information storage medium storing a program for running a game on the basis of game media included in a game medium group associated with a player and game media included in a game medium group associated with an opponent, the program causing a computer to function as: a type processing unit that associates one of a plurality of types with the player; a game-medium-group processing unit that associates a game medium group including a plurality of special game media with the player; and a game-medium processing unit that determines a game medium from the game medium group corresponding to the type associated with the player and adds the determined game medium to the game medium group associated with the player in the case where a special condition corresponding to a special game medium is satisfied.
[0038] With the present embodiment, in the case where a special condition corresponding to a special game medium is satisfied, it is possible to run the game on the basis of a game medium that is added to the game medium group associated with the player.
[0039] (2) Furthermore, in the present embodiment, the game-medium-group processing unit may associate a game medium group including a plurality of kinds of special game media with the player, and the game-medium processing unit may determine a game medium according to a condition corresponding to the kind of special game medium for which the special condition is satisfied.
[0040] With this feature, it is possible to add a game medium to the game medium group associated with the player in accordance with the kind of special game medium for which a special condition is satisfied.
[0041] (3) Furthermore, in the present embodiment, in the case where the special condition is satisfied, the game-medium processing unit may execute processing for decreasing the number of game media that can be selected by the player from the game medium group associated with the player.
[0042] With this feature, in the case where a special condition is satisfied, it is possible to add a game medium to the game medium group associated with the player, while decreasing the number of game media that can be selected by the player from the game medium group associated with the player.
[0043] (4) Furthermore, in the present embodiment, the game-medium-group processing unit may associate a game medium group including only special game media with the player.
[0044] With this feature, it is possible to simplify the content of the game medium group associated with the player.
[0045] (5) Furthermore, in the present embodiment, in the case where the game is started, the game-medium processing unit may determine a prescribed number of game media as game media that can first be selected by the player from the game medium group associated with the player, and the game-medium-group processing unit may associate a game medium group including a plurality of special game media and a number of non-special game media with the player, where the number is greater than or equal to zero and is less than the prescribed number.
[0046] With this feature, it is possible to include non-special game media in the game medium group associated with the player, while providing special game media as game media that can first be selected by the player from the game medium group associated with the player.
[0047] (6) Furthermore, according to another embodiment of the invention, there is provided a server for running a game on the basis of game media included in a game medium group associated with a player and game media included in a game medium group associated with an opponent, the server including: a type processing unit that associates one of a plurality of types with the player; a game-medium-group processing unit that associates a game medium group including a plurality of special game media with the player; and a game-medium processing unit that determines a game medium from the game medium group corresponding to the type associated with the player and adds the determined game medium to the game medium group associated with the player in the case where a special condition corresponding to a special game medium is satisfied.
[0048] (7) Furthermore, according to another embodiment of the invention, there is provided a game system for running a game on the basis of game media included in a game medium group associated with a player and game media included in a game medium group associated with an opponent, the game system including: a type processing unit that associates one of a plurality of types with the player; a game-medium-group processing unit that associates a game medium group including a plurality of special game media with the player; and a game-medium processing unit that determines a game medium from the game medium group corresponding to the type associated with the player and adds the determined game medium to the game medium group associated with the player in the case where a special condition corresponding to a special game medium is satisfied.
[0049] Embodiments of the present invention will be described below. Note that the embodiments described below do not unduly limit the content of the present invention recited in the claims. Furthermore, all the components described in the context of the embodiments are not necessarily necessary constituent elements of the present invention.
1. Configuration of Information Processing System
[0050]
[0051] The server device 12 includes a processor such as a CPU, a main storage device such as a ROM or a RAM, an external storage device such as a hard disk, an input device such as a keyboard, a display device such as a liquid crystal display, a communication device, etc. Furthermore, at the server device 12, the CPU executes various kinds of processing according to programs stored in the main storage device or programs loaded from the external storage device into the main storage device, and receives information from the terminal devices 14 and sends information to the terminal devices 14 by means of the communication device.
[0052] Each of the terminal devices 14 may be various types of information processing devices, such as a smartphone, a tablet, a personal computer, a portable game machine, or an installed game machine, which also include a processor such as a CPU, a main storage device such as a ROM or a RAM, an external storage device such as a flash memory or a hard disk, an input device such as a touchscreen, a keyboard, or a microphone, a display device such as a liquid crystal display or an organic EL display, a sound output device such as a speaker, a communication device, etc. Furthermore, also at each of the terminal devices 14, the CPU executes various kinds of processing according to programs stored in the main storage device or programs loaded from the external storage device into the main storage device, and receives information from the server device 12 and sends information to the server device 12 or the other terminal devices 14 by means of the communication device.
[0053]
[0054] The server information storage medium 20 stores programs, data, etc. for the server information processing unit 40 and the server communication unit 36 to execute various kinds of processing, and the function thereof can be realized by a flash memory, a hard disk, an optical disk (DVD or BD), or the like. That is, the server information storage medium 20 stores programs for causing a computer to function as the individual units in this embodiment (programs for causing a computer to execute processing by the individual units).
[0055] The server storage unit 30 serves as a work area for the server information processing unit 40 and the server communication unit 36, and the function thereof can be realized by a RAM (main memory), a VRAM (video memory), or the like. Specifically, the server storage unit 30 includes a main storage unit 32 into which programs and data are loaded from the server information storage medium 20.
[0056] The server communication unit 36 executes various kinds of control for carrying out communication with an external network (e.g., other server devices 12 and the terminal devices 14), and the function thereof can be realized by hardware such as various kinds of processors (a CPU (main processor), a GPU (rendering processor), a DSP, etc.) or a communication ASIC, programs, or the like.
[0057] The server information processing unit 40, by using the main storage unit 32 as a work area, executes various kinds of processing, such as game processing, on the basis of received data received by the server communication unit 36, various kinds of programs and data in the server storage unit 30, etc., and the function thereof can be realized by hardware such as various kinds of processors or an ASIC, or programs.
[0058] Furthermore, the server information processing unit 40 includes a server game processing unit 41 and a server communication control unit 42. Note that these components may be partially omitted from the configuration.
[0059] The server game processing unit 41 executes processing such as the following on the basis of received data received by the server communication unit 36, the results of various kinds of processing executed by the server information processing unit 40, programs and data loaded into the main storage unit 32, etc.: processing for managing players on the basis of player IDs; processing for starting a game in the case where a game start condition is satisfied; processing for executing a selected game mode among a plurality of kinds of game modes; processing for proceeding with the game; processing for generating an event in the case where an event generation condition is satisfied; processing for computing a game result; and processing for terminating the game in the case where a game termination condition is satisfied.
[0060] Specifically, on the basis of player inputs, which are inputs by players at terminal devices 14, the server game processing unit 41 executes various kinds of processing for executing a card game in which a player at one terminal device 14 and a player at another terminal device 14, or a player at one terminal device 14 and a CPU player at the server device 12, select cards to be placed in the field from cards added to their individual hands (game media that can be selected by the players) by a lottery among cards (game media) included in their individual decks (game medium groups) and play a battle by using the cards placed in the field. Furthermore, the server game processing unit 41 includes a mode processing unit 43, a class processing unit 44, a deck processing unit 45, a turn processing unit 46, and a card processing unit 47. Note that these components may be partially omitted from the configuration.
[0061] The mode processing unit 43, upon accepting a player input with which a player selects one of a plurality of kinds of game modes, executes processing for setting the game mode selected by the player as the game mode for the player by associating the selected game mode with the player ID of the player.
[0062] In this embodiment, it is possible to select a multi-play game mode, in which the individual players at the plurality of terminal devices 14 play battles, or a solo-play game mode, in which the player at one of the terminal devices 14 plays a battle against a CPU player. In the case where the multi-play game mode is selected, processing for matching opponents is executed on the basis of player inputs individually given at the plurality of terminal devices 14.
[0063] The class processing unit 44, upon accepting a player input with which a player selects a class from a plurality of kinds of classes (types) including different kinds of cards available in battles, executes processing for setting the class selected by the player as the class for the player by associating the selected class with the player ID of the player. Furthermore, in the case where the opponent is a CPU player, the class processing unit 44 executes processing for setting a class for the CPU player on the basis of a prescribed algorithm. In this embodiment, it is possible to select eight kinds of classes, namely, class A to class H, and the leader character (type) that serves as a leader in a battle varies among the individual classes. Specifically, in this embodiment, there exist eight leader characters, namely, leader character A corresponding to class A to leader character H corresponding to class H, and the leader character corresponding to the class of a player or CPU player is set as the leader character for the player or CPU player.
[0064] The deck processing unit 45, upon accepting a player input with which a player selects a deck from a plurality of kinds of decks (types) including different kinds of cards, executes processing for setting the deck selected by the player as the deck for the player by associating the selected deck with the player ID of the player. Furthermore, in the case where the opponent is a CPU player, the deck processing unit 45 executes processing for setting a deck for the CPU player on the basis of a prescribed algorithm.
[0065] In this embodiment, as default decks, which can be selected from the time when a player starts the game for the first time, eight kinds of default decks, namely, one kind of default deck A corresponding to class A to one kind of default deck H corresponding to class H, are stored in the server information storage medium 20. Furthermore, as constructed decks, which can be selected on condition that a player clears a mission or otherwise proceeds with the game or on condition that the player makes a payment in an in-game currency or a real currency, a large number of kinds of constructed decks, namely, a plurality of kinds of constructed decks A corresponding to class A to a plurality of kinds of constructed decks H corresponding to class H, are stored in the server information storage medium 20.
[0066] Furthermore, in this embodiment, a player is allowed to construct custom decks by combining cards that are possessed from the time when the player starts the game for the first time and cards that have come to be possessed by the player on condition that the player clears a mission or otherwise proceeds with the game or on condition that the player makes a payment in an in-game currency or a real currency, and the player is allowed to select those custom decks. Furthermore, the custom decks are stored in the server information storage medium 20 in association with the player ID.
[0067] The turn processing unit 46 executes processing for determining who plays first and who plays second between two players who play a battle or between a player and a CPU player who play a battle. Then, the turn processing unit 46 executes processing for making turns arrive alternately for the first player or CPU player and the second player or CPU player, with the first player or CPU player going first.
[0068] Furthermore, in the case of the multi-play game mode, the turn processing unit 46, upon accepting a player input for finishing a turn by a player whose turn has arrived or upon the expiration of 90 seconds, which is the time limit for one turn, finishes the one turn and makes a turn arrive for the other player.
[0069] Meanwhile, in the case of the solo-play game mode, in the state where a turn for the player has arrived, irrespective of the time limit for one turn, the turn processing unit 46, upon accepting a player input for finishing a turn by the player, finishes the one turn and makes a turn arrive for the CPU player, and in the state where a turn for the CPU player has arrived, the turn processing unit 46 finishes the one turn and makes a turn arrive for the player on the basis of a prescribed algorithm.
[0070] The card processing unit 47 executes processing for determining, by a lottery, a card to be added to the hand of a player whose turn has arrived from the cards remaining after excluding cards already set as the hand of the player from the cards included in the deck of the player and for making a setting so as to add the determined card as the hand of the player.
[0071] Furthermore, in the case where the opponent is a CPU player, upon the arrival of a turn for the CPU player, the card processing unit 47 executes processing for determining, by a lottery, a card to be added to the hand of the CPU player from the cards remaining after excluding cards already set as the hand of the CPU player from the cards included in the deck of the CPU player and for making a setting so as to add the determined card as the hand of the CPU player.
[0072] Specifically, the card processing unit 47 acquires one random number value from a random number generation unit that randomly generates a random number value for a lottery, and determines one card corresponding to the acquired one random number value with reference to a lottery table including, as items that are subject to the lottery, the cards remaining after excluding cards already set as the hand of the player or CPU player from the cards included in the deck of the player or CPU player.
[0073] Here, the random number generation unit can be realized by a random number generator that generates hardware random numbers or a program that generates software random numbers. The software random numbers can be generated, for example, on the basis of the count value of an increment counter (a counter that cyclically counts numerical values within a prescribed count range). Note that, in this embodiment, “random number values” include not only values that are generated randomly in the mathematical sense but also values whose generation itself is systematic but that can substantially function as random values due to irregularity in the acquisition timings or the like thereof.
[0074] Specifically, in the case where one battle is started, for each of the two players who play the battle, or in the case where the opponent is a CPU player, for each of one player and the CPU player who play the battle, the card processing unit 47 determines, by a lottery, three (a prescribed number of) cards, which is a predefined number, as candidates for the initial hand of the player or CPU player from the cards included in the deck of the player or CPU player.
[0075] Here, in this embodiment, a player is allowed, just once, to select cards to be replaced with other cards among the three cards serving as candidates for the initial hand of the player. Furthermore, upon accepting a player input with which the player selects not to replace any of the three cards serving as candidates for the initial hand of the player with another card, the card processing unit 47 sets the three cards serving as candidates for the initial hand of the player, as they are, as the initial hand of the player.
[0076] Meanwhile, upon accepting a player input with which the player selects cards to be replaced with other cards, the card processing unit 47 determines, by another lottery, the same number of cards as the number of cards selected for replacement from the cards remaining after excluding the three cards serving as candidates for the hand of the player from the cards included in the deck of the player. Then, in the case where there exist cards determined by another lottery and cards not selected for replacement, the card processing unit 47 sets the cards serving as the candidates of the initial hand and not selected for replacement as the initial hand of the player.
[0077] Furthermore, in the case where the opponent is a CPU player, the card processing unit 47 determines, on the basis of a prescribed algorithm, whether none of the three cards serving as candidates for the initial hand of the CPU player are to be replaced with other cards or one or more of those cards are to be replaced with other cards. Then, when it is determined that none of the cards are to be replaced with other cards, the card processing unit 47 sets the three cards serving as candidates for the initial hand of the CPU player, as they are, as the initial hand of the CPU player.
[0078] Meanwhile, when one or more cards to be replaced with other cards are determined, the card processing unit 47 determines, by another lottery, the same number of cards as the number of cards selected for replacement from the cards remaining after excluding the three cards serving as candidates for the hand of the CPU player from the cards included in the deck of the CPU player. Then, in the case where there exist cards determined by another lottery and cards not selected for replacement, the card processing unit 47 selects the cards serving as candidates for the initial hand and not selected for replacement as the initial hand of the CPU player.
[0079] Then, in the first turn of the first player or CPU player, the card processing unit 47 determines, by a lottery, one card to be added to the hand of the first player or CPU player from the cards remaining after excluding the cards set as the initial hand of the first player or CPU player.
[0080] Meanwhile, in the first turn of the second player or CPU player, the card processing unit 47 determines, by a lottery, two cards to be added to the hand of the second player or CPU player from the cards remaining after excluding cards already set as the hand of the second player or CPU player, i.e., the cards determined as the initial hand of the second player or CPU player, from the cards included in the deck of the second player or CPU player.
[0081] Then, in the second and subsequent turns, for both the first player or CPU player and the second player or CPU player, the card processing unit 47 executes processing for determining, by a lottery, one card to be added to the hand.
[0082] That is, in this embodiment, since there is a factor that gives the first player or CPU player an advantage, just in the first turn, two cards are added to the hand of the second player or CPU player.
[0083] Note that, in this embodiment, the upper limit of the number of cards that can be set as the hand is set to nine. In the case where a turn for a player or CPU player arrives in a state where nine cards are set as the hand of the player or CPU player, processing for determining a card to be added to the hand of the player or CPU player is not executed, so that a new card is not added to the hand of the player or CPU player.
[0084] Here, in this embodiment, among the cards that are set as the hand, there exist cards that have set therefor costs as a parameter necessary for placing those cards in the field. Furthermore, in this embodiment, on each turn change, the turn processing unit 46 described earlier assigns play points, which are consumed when a card having a cost set therefor is placed in the field, to the player or CPU player whose turn has arrived.
[0085] In this embodiment, first, one point is assigned as the play points for the first turn of the first player or CPU player, then, one point is assigned as the play points for the first turn of the second player or CPU player, then, two points are assigned as the play points for the second turn of the first player or CPU player, and then, two points are assigned as the play points for the second turn of the second player or CPU player. In this manner, the same play points are assigned individually to the first player or CPU player and the second player or CPU player each time their individual turns arrive, and the play points that are assigned are increased by one point each time their individual turns arrive. Note that, in this embodiment, play points that are not consumed in one turn are not carried over to the next turn.
[0086] Furthermore, in this embodiment, the maximum value of the play points that are assigned for one turn is set to ten points. Thus, after ten points are assigned as the play points for the individual tenth turns of the first player or CPU player and the second player or CPU player, in their individual eleventh and subsequent turns, ten points are assigned as the play points for their individual eleventh and subsequent turns.
[0087] Furthermore, when play points have been assigned to a player or CPU player whose turn has arrived, the card processing unit 47 executes processing for setting, among the cards set as the hand of the player or CPU player whose turn has arrived, cards having costs set therefor less than or equal to the play points assigned in that turn in a play enabled state, in which it is allowed to place those cards in the field, while setting cards having costs set therefor greater than the play points assigned in that turn in a play disabled state, in which it is not allowed to place those cards in the field.
[0088] Furthermore, the card processing unit 47 executes processing for setting cards set as the hand of a player or CPU player whose turn has not arrived in the play disabled state, irrespective of the costs set therefor.
[0089] Furthermore, the card processing unit 47, upon accepting a player input for placing one of the cards set in the play enabled state in the field among the cards set as the hand of the player whose turn has arrived, executes processing for removing, from the hand of the player, the card for which the player input for placing the card in the field has been accepted and for adding the card as the layout of the player.
[0090] Furthermore, in the case where the opponent is a CPU player, the card processing unit 47 executes processing for determining, on the basis of a prescribed algorithm, which of the cards set in the play enabled state is to be placed in the field among the cards set as the hand of the CPU player whose turn has arrived, removing the determined card from the hand of the CPU player, and adding the cards as the layout of the CPU player.
[0091] When a new card has been added as the layout of a player or CPU player, the card processing unit 47 executes processing for subtracting the value set as the cost of the newly added card from the value set as the play points of the player or CPU player.
[0092] Then, the card processing unit 47 executes processing for setting, among the cards set as the hand of the player or CPU player whose turn has arrived, cards having costs set therefor less than or equal to the play points after the subtraction in the play enabled state, while setting cards having costs set therefor greater than the play points after the subtraction in the play disabled state.
[0093] Therefore, in this embodiment, since play points that are assigned in the first turn are one point for both the first player or CPU player and the second player or CPU player, when one card having a cost of one is placed in the field, the play points become zero, so that it becomes no longer possible to further place any card having a cost set therefor in the field. Note, however, that since it is possible to place cards having no costs set therefor, i.e., cards with zero costs, in the field without consuming play points, it is possible to place such cards in the field even when the play points have become zero.
[0094] Note that, in this embodiment, the upper limit of the number of cards that can be set as the layout is set to five, so that in the state where five cards are set as the layout of a player or CPU player, a new card is not added as the layout of the player or CPU player.
[0095] Here, cards in this embodiment are classified into the following types: follower cards, with which, when set as the layout, it is possible to attack the leader character of the opponent; spell cards, which, when set as the layout, immediately invoke effects and are removed from the layout; and amulet cards, which, when set as the layout, invoke effects when predefined effect invocation conditions are satisfied and are removed from the layout when predefined removal conditions are satisfied.
[0096] Furthermore, in this embodiment, with a follower card set as the layout of a player or CPU player, it is possible to attack the leader character of the opponent and also to attack a follower card set as the layout of the opponent, but it is not possible to attack a spell card or an amulet card set as the layout of the opponent.
[0097] Furthermore, each follower card has set therefor attacking ability, physical energy, and cost as card parameters. Furthermore, each spell card or amulet card has a cost set therefor as a card parameter, while not having attacking ability or physical energy set therefor. Note that there exist cards having zero cost set therefor, i.e., having no cost set therefor, among follower cards, spell cards, and amulet cards.
[0098] Furthermore, for follower cards set as the layout of a player or CPU player whose turn has not arrived, the card processing unit 47 executes processing for setting those cards in an attack disabled state, in which it is not possible to attack therewith the leader character or a follower card of the opponent.
[0099] Furthermore, among the follower cards set as the layout of a player or CPU player whose turn has arrived, for follower cards added as the layout in the last and previous turns of the player or CPU player, the card processing unit 47 executes processing for setting those cards in an attack enabled state, in which it is possible to attack therewith the leader character or a follower card of the opponent, and for follower cards newly added as the layout in the current turn of the player or CPU player, the card processing unit 47 executes processing for setting those cards in the attack disabled state.
[0100] That is, in this embodiment, with a follower card added as the layout in the current turn, basically, it is not possible to attack the leader character or a follower card of the opponent in the current turn.
[0101] Furthermore, the card processing unit 47, upon accepting a player input for evolving one of the follower cards set as the layout of a player whose turn has arrived, executes evolution processing for evolving the follower card for which the player input for evolution has been accepted. Then, with the follower card subjected to the evolution processing, the attacking ability and physical energy are increased, or the card graphics change.
[0102] Furthermore, in the case where the opponent is a CPU player, the card processing unit 47 executes processing for determining, on the basis of a prescribed algorithm, which follower card is to be evolved among the cards set as the layout of the CPU player whose turn has arrived, and for evolving the determined follower card by increasing the attacking ability and physical energy of the follower card.
[0103] Here, in this embodiment, since there is a factor that gives the first player or CPU player an advantage, as described above, the permissible number of evolutions is set to two for the first player or CPU player, and the permissible number of evolutions is set to three for the second player or CPU player, where the number of permissible evolutions refers to the number of times follower cards can be evolved.
[0104] Furthermore, in this embodiment, as described earlier, for follower cards newly added as the layout in the current turn of a player or CPU player, the card processing unit 47 first sets those cards in the attack disabled state; however, in the case where processing for evolving one of those cards is executed in the current turn, the card processing unit 47 sets the follower card for which the evolution processing has been executed in the attack enabled state.
[0105] Furthermore, the card processing unit 47 executes processing for selecting, as the subject of an attack, a follower card set in the attack enabled state among the follower cards set as the layout of the player whose turn has arrived. Then, upon accepting a player input for selecting one of the follower cards of the opponent as the target of the attack, the card processing unit 47 executes processing for setting the follower card of the player, selected as the subject of the attack, as the subject of the attack and for setting the follower card of the opponent, selected as the target of the attack, as the target of the attack.
[0106] Furthermore, in the case where the opponent is a CPU player, the card processing unit 47 executes processing for setting, on the basis of a prescribed algorithm, a follower card set in the attack enabled state as the subject of the attack among the follower cards set as the layout of the CPU player whose turn has arrived, and for setting one of the follower cards of the opponent as the target of the attack.
[0107] Then, the card processing unit 47 executes processing for subtracting the value set as the attacking ability of the follower card of the player or CPU player, serving as the subject of the attack, from the value set as the physical energy of the follower card of the opponent, serving as the target of the attack, and also executes processing for subtracting the value set as the attacking ability of the follower card of the opponent, serving as the target of the attack, from the value set as the physical energy of the follower card of the player, serving as the subject of the attack.
[0108] Then, the card processing unit 47 executes processing for removing any follower card whose physical energy has become less than or equal to zero from the layout of the player or CPU player and for setting the follower card as a card in the graveyard of the player or CPU player.
[0109] Furthermore, the card processing unit 47 executes processing for selecting, as the subject of an attack, a follower card set in the attack enabled state among the follower cards set as the layout of the player whose turn has arrived. Then, upon accepting a player input for selecting the leader character of the opponent as the target of the attack, the card processing unit 47 executes processing for setting the follower card of the player, selected as the subject of the attack, as the subject of the attack and for setting the leader character the opponent, selected as the target of the attack, as the target of the attack.
[0110] Furthermore, in the case where the opponent is a CPU player, the card processing unit 47 executes processing for setting, on the basis of a prescribed algorithm, a follower card set in the attack enabled state as the subject of an attack among the follower cards set as the layout of the CPU player whose turn has arrived, and for setting the leader character of the opponent as the target of the attack.
[0111] Then, the card processing unit 47 executes processing for subtracting the value set as the attacking ability of the follower card of the player or CPU player, serving as the subject of the attack, from the value set as the physical energy of the leader character of the opponent, serving as the target of the attack, while not executing processing for subtracting the physical energy of the follower card of the player, serving as the subject of the attack, since the leader character has no attacking ability set therefor. Alternatively, the attacking ability of the leader character may be set to zero.
[0112] That is, in this embodiment, when follower cards are set as the subject of an attack and the target of the attack, subtraction is performed from the physical energy of both the follower card serving as the subject of the attack and the follower card serving as the target of the attack, whereas when a follower card is set as the subject of an attack and a leader character is set as the target of the attack, subtraction is unilaterally performed from the physical energy of the leader character, and the leader character is not allowed to serve as the subject of an attack.
[0113] Furthermore, in the case where the physical energy of the leader character of a player or CPU player has become less than or equal to zero, the card processing unit 47 determines that the player or CPU player has been defeated, while determining that the other player or CPU player has won. Furthermore, in the case where there exists no card that has not yet been set as the hand in the deck of a player or CPU player whose turn has arrived, i.e., in the case where there is no more card that can be added to the hand, the card processing unit 47 determines that the player or CPU player has been defeated, while determining that the other player or CPU player has won.
[0114] Furthermore, the card processing unit 47 sets the follower card of the player or CPU player, set as the target of the attack, in the attack disabled state until the next turn for the player or CPU player arrives. That is, in this embodiment, with a follower card used to attack the leader character or a follower card of the opponent in the current turn, it is not allowed to attack the leader character or the follower card of the opponent again.
[0115] The server communication control unit 42 executes processing for causing the server communication unit 36 to carry out communication with other server devices 12 or the terminal devices 14 to send and receive various kinds of information. For example, the server communication control unit 42 causes the server communication unit 36 to send and receive information needed in processing for newly registering a player in the information processing system 10, information needed in processing for allowing a player to log into the information processing system 10, information needed in processing for setting a player or CPU player who cooperates with or plays a battle against a player who has logged in, information needed in processing for synchronizing the plurality of terminal devices 14, information needed in processing for executing a common game at the plurality of terminal devices 14, etc. Furthermore, the server communication control unit 42 also causes the server communication unit 36 to send and receive destination information indicating a destination of information, source information indicating a source of information, identification information identifying the information processing system 10 that has generated information, etc.
[0116] In particular, the server communication control unit 42 executes processing for receiving various kinds of player inputs acquired at the individual terminal devices 14 from the individual terminal devices 14 and for sending information concerning opponents and the results of various kinds of processing at the server game processing unit 41 to the individual terminal devices 14.
[0117]
[0118] The player-input detection unit 50 detects inputs to the terminal device 14 by a player as player inputs, and the function thereof can be realized by a touch sensor, a switch, an optical sensor, a microphone, or the like.
[0119] The display unit 52 displays images on a display screen, and the function thereof can be realized by a liquid crystal display, an organic EL display, or the like.
[0120] The sound output unit 54 outputs sound, and the function thereof can be realized by a speaker, headphones, or the like.
[0121] The terminal information storage medium 56 stores programs, data, etc. for the terminal information processing unit 100 and the terminal communication unit 66 to execute various kinds of processing, and the function thereof can be realized by a flash memory, a hard disk an optical disk (DVD or BD), or the like. That is, the terminal information storage medium 56 stores programs for causing a computer to function as the individual units in this embodiment (programs for causing a computer to execute processing by the individual units).
[0122] The terminal storage unit 60 serves as a work area for the terminal information processing unit 100 and the terminal communication unit 66, and the function thereof can be realized by a RAM (main memory), a VRAM (video memory), etc. Specifically, the terminal storage unit 60 includes a main storage unit 62 into which programs and data are loaded from the terminal information storage medium 56 and a rendering buffer 64 in which an image to be displayed on the display unit 52 is rendered.
[0123] The terminal communication unit 66 executes various kinds of control for carrying out communication with an external network (e.g., the server device 12 or the other terminal devices 14), and the function thereof can be realized by hardware such as various kinds of processors or a communication ASIC, programs, or the like.
[0124] Note that the programs (data) for causing a computer to function as the individual units in this embodiment may be downloaded from the server device 12 to the terminal information storage medium 56 (or the main storage unit 62) of the terminal device 14 via the network 16 and the terminal communication unit 66, and such usage of the server device 12 can also be encompassed in the scope of the present invention.
[0125] The terminal information processing unit 100, by using the main storage unit 62 as a work area, executes various kinds of processing, such as game processing, image generation processing, and sound generation processing, on the basis of player inputs detected by the player-input detection unit 50, received data received by the terminal communication unit 66, various kinds of program and data in the terminal storage unit 60, etc., and the function thereof can be realized by hardware such as various kinds of processors (a CPU (main processor), a GPU (rendering processor), a DSP, etc.) or an ASIC, or programs.
[0126] Furthermore, the terminal information processing unit 100 includes a player-input acquisition unit 101, a terminal game processing unit 102, a display control unit 104, an image generation unit 108, a sound generation unit 110, and a terminal communication control unit 112. Note that these units may be partially omitted from the configuration.
[0127] The player-input acquisition unit 101 acquires player inputs, as kinds of inputs corresponding to situations, on the basis of player inputs detected by the player-input detection unit 50, programs and data loaded into the main storage unit 62, etc. For example, when a GUI, such as a button, is tapped in a state where the GUI is displayed, the player input is acquired as an input corresponding to the kind of GUI displayed. Specifically, the player-input acquisition unit 101 acquires various kinds of player inputs, such as player inputs for selecting a game mode, a class, and a deck, player inputs for matching opponents, player inputs for finishing turns, player inputs for placing cards in the field, and player inputs for attacking follower cards or leader characters of opponents.
[0128] The terminal game processing unit 102 executes processing for starting a game in the case where a game start condition is satisfied, processing for executing a selected game mode among a plurality of kinds of game modes, processing for proceeding with the game, processing for generating an event in the case where an event generation condition is satisfied, processing for computing a game result, processing for terminating the game in the case where a game termination condition is satisfied, etc. on the basis of player inputs acquired by the player-input acquisition unit 101, received data received by the terminal communication unit 66, the results of various kinds of processing executed by the terminal information processing unit 100, programs and data loaded into the main storage unit 62, etc.
[0129] The display control unit 104 controls the displaying of images that are displayed on the display unit 52. Specifically, the display control unit 104 executes display control concerning the displayed content, display modes, display timings, etc. of various objects and prerendering images (movie images) on the basis of player inputs acquired by the player-input acquisition unit 101, received data received by the terminal communication unit 66, the results of various kinds of processing executed by the terminal information processing unit 100, programs and data loaded into the main storage unit 62, etc.
[0130] In this embodiment, the terminal information storage medium 56 stores object data of various objects, such as card objects for displaying cards, character objects for displaying characters, non-character objects for displaying items other than characters, such as buildings, tools, vehicles, and terrains, background objects for displaying backgrounds, effect objects for displaying effects, and GUI (Graphic User Interface) objects for displaying GUIs such as buttons, as well as image data of various prerendering images. Furthermore, the display control unit 104 executes display control for objects and prerendering images in accordance with the kind of game mode being executed and the status of progress of the game, on the basis of object data and image data of prerendering images loaded into the main storage unit 62.
[0131] Specifically, for objects constituted of primitives representing the objects, such as polygons, free surfaces, or two-dimensional images, on the basis of object data loaded into the main storage unit 62, the display control unit 104 executes processing for disposing those objects in an object space, moving the objects, or causing those objects to take actions. Specifically, on the basis of player inputs acquired by the player-input acquisition unit 101, received data received by the terminal communication unit 66, the results of various kinds of processing executed by the terminal information processing unit 100, programs and data loaded into the main storage unit 62, etc., the display control unit 104, in every frame (e.g., 1/30 seconds), determines the positions and orientations (rotation angles) of objects in the object space, and disposes the objects at the determined positions in the determined orientations or causes a plurality of parts constituting the objects to individually take actions.
[0132] The image generation unit 108 executes processing for rendering a game image on the rendering buffer 64 on a per-frame basis on the basis of player inputs acquired by the player-input acquisition unit 101, received data received by the terminal communication unit 66, the results of various kinds of processing executed by the terminal information processing unit 100, in particular, the results of various kinds of processing executed by the display control unit 104, programs and data loaded into the main storage unit 62, etc., thereby generating a game image in which various objects and various prerendering images are displayed. Then, the image generation unit 108 outputs the generated game image to the display unit 52, on which the game image is displayed.
[0133] Note that the functions of the display control unit 104 and the image generation unit 108 of the terminal device 14 may be provided in the server device 12.
[0134] The sound generation unit 110 executes sound processing on the basis of the results of various kinds of processing executed by the terminal information processing unit 100, thereby generating game sound such as BGM, sound effects, or voice, and outputs the game sound to the sound output unit 54.
[0135] The terminal communication control unit 112 executes processing for causing the terminal communication unit 66 to carry out communication with the server device 12 or the other terminal devices 14 to send and receive various kinds of information. For example, the terminal communication control unit 112 causes the terminal communication unit 66 to send and receive information needed in processing for newly registering a player in the information processing system 10, information needed in processing for allowing a player to log into the information processing system 10, information needed in processing for setting another player who cooperates with or plays a battle against a player who has logged in, information needed in processing for synchronizing the plurality of terminal devices 14, information needed in processing for executing a common game at the plurality of terminal devices 14, etc. Furthermore, the terminal communication control unit 112 also causes the terminal communication unit 66 to send and receive destination information indicating a destination of information, source information indicating a source of information, identification information identifying the information processing system 10 that has generated information, etc.
[0136] In particular, the terminal communication control unit 112 executes processing for receiving, from the server device 12, information concerning the opponent and the results of various kinds of processing by the server game processing unit 41, and for sending, to the server device 12, information concerning the player at the terminal device 14 and player inputs acquired by the player-input acquisition unit 101.
2. Control Method in the Embodiment
[0137] The following describes a control method in the embodiment in detail in the context of an example in the case where a game program in this embodiment is applied to a game app for a smartphone (the terminal device 14).
[0138]
[0139] Furthermore, under the turn finish button 202, a local-terminal PP indication 204 indicating the play points (PP) of the player at the local terminal is displayed. The local-terminal PP indication 204 indicates the play points at the start of a turn and the currently remaining play points of the player at the local terminal. In the example in
[0140] Furthermore, in a center lower part of the display area 200, a local-terminal leader image 206 indicating the leader character of the player at the local terminal is displayed, and in an upper right part of the local-terminal leader image 206, a physical energy indication 208 indicating the physical energy of the leader character of the player at the local terminal is displayed. In the example in
[0141] Furthermore, on the right side of the local-terminal leader image 206, a local-terminal hand area 212 is provided, in which card images 210 corresponding to the cards set as the hand of the player at the local terminal are displayed. In the local-terminal hand area 212, it is possible to display a maximum of nine card images 210. In the example in
[0142] Furthermore, for each of the card images 210 displayed in the local-terminal hand area 212, although not shown, a cost indication 214 indicating the cost of the card, an attacking ability indication 216 indicating the attacking ability of the card, or a physical energy indication 208 indicating the physical energy of the card, as well as the name and graphics of the card, are displayed. In the example in
[0143] Furthermore, in the example in
[0144] Furthermore, on the upper left side of the local-terminal hand area 212, a local-terminal deck image 220 indicating the deck of the player at the local terminal is displayed. In the case where a card is added to the hand of the player at the local terminal, a card image 210 is displayed so as to move from the local-terminal deck image 220 to the local-terminal hand area 212.
[0145] Furthermore, on the upper left side of the local-terminal hand area 212, a local-terminal layout area 222 is provided, in which card images 210 corresponding to the cards set as the layout of the player at the local terminal are displayed. In the local-terminal layout area 222, it is possible to display a maximum of five card images 210. In the example in
[0146] Furthermore, in the card images 210 displayed in the local-terminal layout area 222, although not shown, in the case of a follower card, an attacking ability indication 216 and a physical energy indication 208, as well as the name and graphics of the card, are displayed, but a cost indication 214 is not displayed since the cost has already been consumed as a result of being placed in the field from the hand. In the example in
[0147] Furthermore, in the example in
[0148] Furthermore, on the left side of the local-terminal leader image 206, a permissible evolution number indication 226 indicating the permissible number of evolutions for the player at the local terminal is displayed. In the example in
[0149] Furthermore, in an upper center part of the display area 200, an opponent leader image 228 indicating the leader character of the opponent is displayed, and in an upper right part of the opponent leader image 228, a physical energy indication 208 indicating the physical energy of the leader character of the opponent is displayed. In the example in
[0150] Furthermore, on the left side of the opponent leader image 228, an opponent PP indication 230 indicating the play points of the opponent is displayed, and the opponent PP indication 230 indicates the play points at the start of a turn for the opponent and the currently remaining play points. In the example in
[0151] Furthermore, on the left side of the opponent PP indication 230, an opponent hand area 232 is provided, in which card images 210 corresponding to the cards set as the hand of the opponent are displayed. In the opponent hand area 232, it is possible to display a maximum of nine card images 210. In the example in
[0152] Furthermore, in each of the card images 210 displayed in the opponent hand area 232, the graphics of the bottom face of the card are displayed, and the name, graphics, cost indication 214, attacking ability indication 216, or physical energy indication 208 of the card are not displayed. That is, the player at the local terminal is allowed to recognize the number of cards set as the hand of the opponent on the basis of the card images 210 displayed in the opponent hand area 232, but is not allowed to recognize the content of the card set as the hand of the opponent.
[0153] Furthermore, on the upper side of the local-terminal deck image 220 displayed at the right end of the display area 200, described above, an opponent deck image 234 indicating the deck of the opponent is displayed. In the case where a card is added to the hand of the opponent, a card image 210 is displayed so as to move from the opponent deck image 234 to the opponent hand area 232.
[0154] Furthermore, on the lower side of the opponent leader image 228, i.e., on the upper side of the local-terminal layout area 222, an opponent layout area 236 is provided, in which card images 210 corresponding to the cards set as the layout of the opponent are displayed. It is possible to display a maximum of five card images 210 in the opponent layout area 236. In the example in
[0155] Furthermore, in each of the card images 210 displayed in the opponent layout area 236, although not shown, in the case of a follower card, an attacking ability indication 216 and a physical energy indication 208, as well as the name and graphics of the card, are displayed, but a cost indication 214 is not displayed since the cost has already been consumed as a result of the card being placed in the field from the hand. In the example in
[0156] Furthermore, on the right side of the opponent leader image 228, a permissible evolution number indication 226 indicating the permissible number of evolutions for the opponent is displayed. In the example in
[0157] Furthermore, in this embodiment, in a turn for the player at the local terminal, with the card images 210 for which play enabled indications 218 are displayed in the local-terminal hand area 212, when the player at the local terminal drags and drops one of those card images 210 in the local-terminal layout area 222 while touching that card image 210, this operation is acquired as a player input for placing the card corresponding to the dropped card image 210 in the field. Then, the dropped card image 210 is displayed in the local-terminal layout area 222 with the cost indication 214 erased, and the result of subtracting the cost of the card corresponding to the dropped card image 210 from the currently remaining play points in the local-terminal PP indication 204 is displayed.
[0158] Furthermore, in a turn for the player at the local terminal, when the player at the local terminal performs a drag from one of the card images 210 for follower cards, for which attack enabled indications 224 are displayed in the local-terminal layout area 222, to one of the card images 210 for follower cards, displayed in the opponent layout area 236, this operation is acquired as a player input for selecting the card image 210 for the follower card at the start point of the drag as the subject of an attack and for selecting the card image 210 for the follower card at the end point of the drag as the target of the attack. Then, in the card image 210 for the follower card of the player at the local terminal, serving as the subject of the attack, and the card image 210 for the follower card of the opponent, serving as the target of the attack, effect images indicating attacks on each other are displayed, and the results of performing subtraction from the physical energy indication 208 of the card image 210 for the follower card of the player at the local terminal, serving as the subject of the attack, and the physical energy indication 208 of the card image 210 for the follower card of the opponent, serving as the target of the attack, are displayed. Furthermore, the card images 210 for follower cards whose physical energy indications 208 have come to indicate values less than or equal to zero are deleted from the local-terminal layout area 222 or the opponent layout area 236.
[0159] Furthermore, in a turn for the player at the local terminal, when the player at the local terminal performs a drag from one of the card images 210 for follower cards, for which attack enabled indications 224 are displayed in the local-terminal layout area 222, to the opponent leader image 228, this operation is acquired as a player input for selecting the card image 210 for the follower card at the start point of the drag as the subject of an attack and for selecting the opponent leader image 228 at the end point of the drag as the target of the attack. Then, an effect image indicating being attacked is displayed in the opponent leader image 228 serving as the target of the attack, and the result of performing subtraction from the physical energy indication 208 of the opponent leader image 228 serving as the target of the attack is displayed. Furthermore, when the physical energy indication 208 of the opponent leader image 228 comes to indicate a value less than or equal to zero, an indication indicating a victory for the player at the local terminal is displayed.
[0160] Furthermore, in this embodiment, in a turn for the opponent, each time one card is added as the layout of the opponent, one card image 210 is displayed so as to move from the opponent hand area 232 to the opponent layout area 236. Then, the card image 210 corresponding to the card added as the layout of the opponent is displayed in the opponent layout area 236 with the cost indication 214 erased, and the result of subtracting the cost of the card displayed in the opponent layout area 236 from the currently remaining play points in the opponent PP indication 230 is displayed.
[0161] Furthermore, in a turn for the opponent, of the card images 210 displayed in the opponent layout area 236, attack enabled indications 224 are displayed in the card images 210 corresponding to follower cards set in the attack enabled state.
[0162] Furthermore, in a turn for the opponent, when one of the follower cards set in the attack enabled state among the follower cards set as the hand of the opponent is set as the subject of an attack and one of the follower cards of the player at the local terminal is set as the target of the attack, in the card image 210 for the follower card of the opponent, serving as the subject of the attack, and the card image 210 for the follower card of the player at the local terminal, serving as the target of the attack, effect images indicating attacks on each other are displayed, the results of performing subtraction from the physical energy indication 208 of the card image 210 for the follower card of the opponent, serving as the subject of the attack, and the physical energy indication 208 of the card image 210 for the follower card of the player at the local terminal, serving as the target of the attack, are displayed. Furthermore, the card images 210 for follower cards whose physical energy indications 208 have come to indicate values less than or equal to zero are deleted from the local-terminal layout area 222 or the opponent layout area 236.
[0163] Furthermore, in a turn for the opponent, when one of the follower cards set in the attack enabled state among the follower cards set as the layout of the opponent is set as the subject of an attack and the local-terminal leader character is set as the target of the attack, an effect image indicating being attacked is displayed in the local-terminal leader image 206 serving as the target of the attack, and the result of performing subtraction from the physical energy indication 208 of the local-terminal leader image 206 serving as the target of the attack is displayed. Furthermore, when the physical energy indication 208 of the local-terminal leader image 206 comes to indicate a value less than or equal to zero, an indication indicating a defeat for the player at the local terminal is displayed.
[0164]
[0165] Each of the eight kinds of per-class master lists is an exhaustive list of cards that can be included in a deck in the case where the class of a player or CPU player is the corresponding class; for example, master list A is an exhaustive list of cards for class A, which can be included in the deck in the case where the class of the player or CPU player is class A, . . . , and master list H is an exhaustive list of cards for class H, which can be included in the deck in the case where the class of the player or CPU player is class H.
[0166] Specifically, in each of the eight kinds of per-class master lists, various kinds of card information are associated with each of the card IDs of 80 kinds of cards for each of the classes; for example, in master list A, various kinds of card information, such as a card name, a card classification, a cost, an attacking ability, a physical energy, an effect, an effect generation condition, a removal condition, and a rarity, are associated with each of the card IDs of the 80 kinds of cards for class A with card IDs from A000 to A079, . . . , and in master list H, various kinds of card information are associated with each of the card IDs of the 80 kinds of cards for class H with card IDs from H000 to H079.
[0167] Furthermore, the shared master list is an exhaustive list of cards shared among the individual classes, which can be included in a deck irrespective of the class of a player or CPU player. Specifically, in the shared master list, various kinds of card information are associated with each of the card IDs of the 62 kinds of cards with card IDs from I000 to I061, shared among the individual classes.
[0168] Note that, in this embodiment, each of the eight kinds of per-class master list and the one kind of shared master list includes follower cards, spell cards, and amulet cards.
[0169]
[0170] As shown in
[0171] Furthermore, in this embodiment, although not shown, the server information storage medium 20 stores a large number of kinds of constructed decks, from a plurality of kinds of constructed decks A corresponding to class A to a plurality of kinds of constructed decks H corresponding to class H, described above.
[0172] Furthermore, each of the large number of kinds of constructed decks is a constructed deck that can be set in the case where the class of a player or CPU player is the corresponding class; for example, each of the plurality of kinds of constructed decks A is a constructed deck that can be set in the case where the class of the player or CPU player is class A, . . . , and each of the plurality of kinds of constructed decks H is a default deck that can be set in the case where the class of the player or CPU player is class H.
[0173] Specifically, similarly to each of the eight kinds of default decks, each of the large number of kinds of constructed decks includes 40 cards in total, including a plurality of cards specific to a class and a plurality of classes shared among classes; for example, each of the plurality of kinds of constructed decks A includes 40 cards in total, including a plurality of cards for class A and a plurality of cards shared among classes, . . . , and each of the plurality of kinds of constructed decks H includes 40 cards in total, including a plurality of cards for class H and a plurality of cards shared among classes.
[0174] Here, each of the eight kinds of default decks in this embodiment is constructed such that the default deck includes few cards with high attacking ability or physical energy, few cards with advantageous effects, effect generation conditions, and removal conditions, or few cards with high rarity. That is, each of the eight kinds of default decks is a deck that can be selected from the time when a player starts the game for the first time, and is thus constructed such that the degree of giving the player an advantage is low.
[0175] Meanwhile, each of the large number of kinds of constructed decks is constructed such that, depending on the kind of constructed deck, the constructed deck includes many cards with high attacking ability or physical energy, many cards with advantageous effects, effect generation conditions, and removal conditions, or many cards with high rarity. That is, the large number of kinds of constructed decks individually have different conditions for allowing selection by a player, and thus are constructed to have different degrees of giving the player an advantage in accordance with the conditions for allowing selection by the player.
[0176] Furthermore, although not shown, the server information storage medium 20 can also store the custom decks described earlier, and each of the custom decks is also constructed as a custom deck corresponding to one of the eight kinds of classes from class A to class H. Specifically, in this embodiment, in the case where a player constructs a custom deck, first, a player input is accepted, with which the player selects one of the eight kinds of classes from class A to class H. Then, of the cards possessed by the player, the player combines cards for the class corresponding to the class selected by the player and cards shared among classes such that the total number becomes 40, thereby constructing a custom deck. Note that in the case where the player possesses multiple cards of the same kind, similarly to a default deck and a constructed deck, it is possible to include multiple cards of the same kind in a custom deck.
[0177] As described above, in this embodiment, default decks, constructed decks, and custom decks each correspond to one of the eight kinds of classes from class A to class H, and each include 40 cards in total, including cards specific to a class and cards shared among classes.
[0178]
[0179] Furthermore, in the case where the story mode is selected by the player, first, a transition to a class selection phase occurs, in which a player input with which the player selects one of the eight kinds of classes from class A to class H is accepted.
[0180] Specifically, in the class selection phase in the story mode, although not shown, a leader selection image including eight leader buttons, namely, leader button A in which leader character A is displayed to leader button H in which leader character H is displayed, is displayed in the display area 200. Then, when one of the leader buttons is tapped in the leader selection image, this operation is accepted as a player input for selecting the class corresponding to the leader character displayed in the tapped leader button. Then, the class selected by the player is set as the class of the player.
[0181] Then, a transition to a deck selection and construction phase occurs, in which a player input with which the player selects one of the plurality of kinds of decks corresponding to the class selected by the player, or a player input with which the player selects constructing a new custom deck is accepted.
[0182] Specifically, in the deck selection and construction phase in the story mode, although not shown, a deck selection image is displayed in the display area 200, which includes a default deck button for selecting a default deck corresponding to the class selected by the player, a constructed deck button for selecting a constructed deck corresponding to the class selected by the player, a custom deck button for selecting a custom deck corresponding to the class selected by the player, and a new construction button for selecting constructing a new custom deck. Furthermore, when one of the deck buttons is tapped in the deck selection image, this operation is accepted as a player input for selecting the deck corresponding to the tapped deck button. Then, the deck selected by the player is set as the deck of the player.
[0183] Then, a transition to a battle start phase occurs, in which a battle against a CPU player is started.
[0184] Meanwhile, when the new construction button is tapped in the deck selection image, this operation is accepted as a player input with which the player selects constructing a new custom deck. Then, although not shown, a custom deck construction image for constructing a custom deck corresponding to the class selected by the player is displayed in the display area 200. Furthermore, when a new custom deck is constructed by the player in the custom deck construction image, the deck selection image is displayed with an added custom deck button for selecting the custom deck newly constructed by the player.
[0185] Furthermore, in the case where the battle mode is selected by the player, first, a transition to the deck selection and construction phase occurs, in which a player input with which the player selects one of the plurality of kinds of decks individually corresponding to the eight kinds of classes from class A to class H, or a player input with which the player selects constructing a new custom deck, is accepted.
[0186] Specifically, in the deck selection and construction phase in the battle mode, although not shown, a deck selection screen is displayed in the display area 200, which includes eight default deck buttons, namely, default deck button A for selecting default deck A to default deck button H for selecting default deck H, a custom deck button for selecting a custom deck constructed by the player irrespective of the class, and a new construction button, but a constructed deck button is not displayed. Furthermore, when one of the deck buttons is tapped in the deck selection image, this operation is accepted as a player input for selecting the deck corresponding to the tapped deck button.
[0187] Here, in the deck selection and construction phase in the battle mode, when a player input for selecting a deck is accepted, the deck selected by the player is set as the deck of the player, and the class corresponding to the deck selected by the player is set as the class of the player. Therefore, in the deck selection and construction phase in the battle mode, a player input for selecting a deck is also accepted as a player input for selecting a class.
[0188] Then, a transition to the battle start phase occurs, in which a battle against another player is started.
[0189] Meanwhile, when the new construction button is tapped in the deck selection image, this operation is accepted as a player input with which the player selects constructing a new custom deck. Then, although not shown, a custom deck construction image is displayed in the display area 200. When a new custom deck is constructed by the player in the custom deck construction image, a deck selection image is displayed with an added custom deck button for selecting the custom deck newly constructed by the player.
[0190] Furthermore, in the case where the challenge mode is selected by the player, first, a transition to a class selection phase occurs, in which a player input with which the player selects one of the eight kinds of classes from class A to class H is accepted.
[0191] Specifically, in the class selection phase in the challenge mode, although not shown, a leader selection image similarly to the one in the class selection phase in the story mode, described earlier, is displayed in the display area 200. Then, when one of the leader buttons is tapped in the leader selection image, this operation is accepted as a player input for selecting the class corresponding to the leader character displayed in the tapped leader button. Furthermore, the class selected by the player is set as the class of the player.
[0192] Then, in the challenge mode, a transition to a deck construction phase occurs, in which a player input for constructing a deck in the challenge mode from the plurality of kinds of cards corresponding to the class selected by the player is accepted.
[0193] Specifically, in the deck construction phase in the challenge mode, although not shown, a challenge deck construction image for constructing a deck in the challenge mode is displayed in the display area 200, and a player input with which the player selects a card to be added to the deck among cards determined by a lottery from the plurality of kinds of cards corresponding to the class selected by the player is accepted. Furthermore, when a deck in the challenge mode is constructed by the player in the challenge deck construction image, the constructed deck in the challenge mode is set as the deck of the player.
[0194] Then, a transition to the battle start phase occurs, in which a battle against another player is started.
[0195] As described above, in the story mode, the battle mode, and the challenge mode in this embodiment, before a battle is started, a deck is constructed by selecting 40 cards from a large number of kinds of cards or one deck is selected from a large number of kinds of decks.
[0196] Here, in a card game like the one in this embodiment, an important element in the card game is which combination of cards is selected for a deck by the player or how cards are combined by the player to construct a deck. However, there is a problem in that some players feel it difficult or laborious to select one of a large number of kinds of decks including different kinds of cards or to construct a deck from a large number of kinds of cards.
[0197] However, in the case where a player selects a deck from a plurality of different kinds of decks constructed in advance, like default decks or constructed decks, there is a problem in that advantages and disadvantages may arise before a battle is started depending on the combination of the deck selected by the player and the deck selected by the opponent, and there is also a problem in that players get bored with decks constructed in advance.
[0198] Thus, in this embodiment, the special mode shown in
[0199] Specifically, as shown in
[0200] Specifically, in the special deck selection phase, as shown in
[0201] Here, in this embodiment, as shown in
[0202] Then, a transition to the battle start phase occurs, in which a battle against another player is started.
[0203]
[0204] Here, in the shared master list shown in
[0205] That is, each of the eight kinds of special decks includes 30 spell cards in total, including 20 first special cards and 10 second special cards, and the eight individual kinds of special decks have the same content.
[0206] As described above, in the special mode, regardless of which of special deck button A to special deck button H shown in
[0207]
[0208] Specifically, for each of the special deck of the player at the local terminal and the special deck of the opponent, three card numbers are determined as candidate card numbers for the initial hand by a lottery from the 30 card numbers of the respective special decks. In this manner, in this embodiment, when a deck is set as the deck of the player, the cards included in the deck are managed on the basis of card numbers in the deck.
[0209] Then, as shown in
[0210] Here, in the example in
[0211] Furthermore, above the card images 210 for the three candidates for the initial hand, a replacement area 240 into which a card to be replaced with another card is moved, and an OK button 242 is displayed on the right side of the replacement area 240. Furthermore, when the player at the local terminal taps the OK button 242 without moving any of the card images 210 for the three candidates for the initial hand into the replacement area 240, this operation is accepted as a player input for selecting not replacing any of the three cards serving as the candidates for the initial hand with another card. Then, the three cards serving as the candidates for the initial hand of the player at the local terminal are set as they are as the initial hand of the player at the local terminal.
[0212] Specifically, the three card numbers determined by a lottery as the card numbers of the candidates for the initial hand are set as the card numbers of the initial hand.
[0213] Meanwhile, when the player at the local terminal moves any of the card images 210 for the three candidates for the initial hand into the replacement area 240 and taps the OK button 242, this operation is accepted as a player input for selecting replacing the card or cards corresponding to the card image or card images 210 moved into the replacement area 240 with another card or other cards. Then, the same number of cards as the number of cards selected for replacement are determined by another lottery from the cards remaining after excluding the three cards serving as the candidates for the hand of the player from the cards included in special deck A of the player at the local terminal. Then, in the case where cards determined by another lottery and cards not selected for replacement exist, the cards serving as the candidates for the initial hand, not selected for replacement, are set as the initial hand of the player at the local terminal.
[0214] Specifically, the same number of card numbers as the number of cards selected for replacement are determined by another lottery from the card numbers remaining after excluding the three card numbers determined by a lottery as the card numbers of the candidates for the initial hand among the 30 card numbers of special deck A of the player at the local terminal. Then, in the case where card numbers determined by another lottery and cards not selected for replacement exist, the card numbers of the candidates for the initial hand, not selected for replacement, are set as the card numbers of the initial hand of the player at the local terminal.
[0215] For example, when the third card image 210 from the left for a second special card among the three card images 210 for the candidates for the initial hand is moved into the replacement area 240 and the OK button 242 is tapped, one card is determined by another lottery from the cards remaining after excluding the two first special cards and one second special card serving as the candidates for the hand of the player from the cards included in special deck A of the player at the local terminal.
[0216] Then, the one first special card or second special card determined by another lottery and the two cards not selected for replacement are set as the initial hand of the player at the local terminal.
[0217] Specifically, one card number is determined by another lottery from the card numbers remaining after excluding the three card numbers determined by a lottery as the card numbers of the candidates for the initial hand among the 30 card numbers of special deck A of the player at the local terminal. Furthermore, the one card number determined by another lottery and the card numbers corresponding to the two cards not selected for replacement are set as the card numbers of the initial hand of the player at the local terminal.
[0218] Note that, in the special mode, since a special deck includes only first special cards and second special cards, a first special card or a second special card is determined by another lottery.
[0219] Then, as shown in
[0220] In the example in
[0221] Furthermore, the fourth card image 210 from the left is the card image 210 corresponding to the card added to the hand of the player at the local terminal in the first turn. Since the card added to the hand of the player at the local terminal in the first turn is a second special card, the card image 210 for the card added to the hand of the player at the local terminal in the first turn is a card image 210 for the second special card.
[0222] Furthermore, in the example in
[0223] Furthermore, upon the acquisition of a player input for placing in the field one of the card images 210 for the first special cards and the card image 210 for the second special card in which play enabled indications 218 are displayed in the local-terminal hand area 212, the first special card or second special card for which the player input for placing the card in the field is acquired is set in a wait state, in which effect generation is awaited. Furthermore, the card image 210 of the first special card or second special card set in the wait state is displayed at a wait position set in a left middle part of the display area 200, as shown in
[0224] Furthermore, in the case where a first special card or a second special card is in the wait state, when one of the card images 210 displayed in the local-terminal hand area 212 is tapped, a remove button 246 displayed in the removed card selection image 244 is enabled, and when the enabled remove button 246 is tapped, this operation is acquired as a player input for selecting the tapped one card image 210 as a card to be removed.
[0225] Then, the card image 210 for the first special card or the card image 210 for the second special card in the wait state is removed, and the card image 210 for which the player input for selecting a card as a card to be removed is acquired is removed. Furthermore, as the effect of the first special card or second special card in the wait state, a special lottery for determining two cards from the plurality of kinds of cards corresponding to the class of the player at the local terminal is executed, and the two cards determined by the special lottery are added to the hand of the player at the local terminal.
[0226] Meanwhile, in the case where a first special card or a second special card is in the wait state, when a cancel button 248 displayed in the removed card selection image 244 shown in
[0227] Furthermore, in this embodiment, in the case where the card image 210 displayed in the local-terminal hand area 212 is only one card image 210 for a first special card or one card image 210 for a second special card, when the one card image 210 for the first special card or the second special card is placed in the field, there is no more card image 210 displayed in the local-terminal hand area 212, and then it is not possible to select a card to be removed from the hand. Thus, it is not allowed to place in the field the one card image 210 for the first special card or second special card.
[0228] As described above, in the special mode in this embodiment, when two cards in total, namely, a first special card or a second special card placed in the field and a card selected by the player among the cards set as the hand, are removed, two cards for individual classes, determined by a special lottery, are added to the hand.
[0229] In the example in
[0230] Furthermore, in the example in
[0231] Furthermore, in the example in
[0232]
[0233] Furthermore, in this embodiment, the server information storage medium 20 stores eight kinds of first special lottery tables and eight kinds of second special lottery tables, namely, first special lottery table A and second special lottery table A corresponding to class A to first special lottery table H and second special lottery table H corresponding to class H. Furthermore, the hit probabilities of the individual lottery items are set to be the same among the individual eight kinds of first special lottery tables and eight kinds of second special lottery tables.
[0234] Thus, in this embodiment, the two cards determined by the special lottery both become cards corresponding to the class of the player, and any card corresponding to the class of the player has a possibility of being added to the hand through the special lottery. Furthermore, the rarity of a card that is added to the hand is higher in the case where a second special card is placed in the field than in the case where a first special card is placed in the field.
[0235] As described above, in the special mode in this embodiment, since a special deck having the same content is set as the deck of a player, it is possible to casually start a battle without having to select one deck from a large number of kinds of decks or having to construct a deck from a large number of kinds of cards, and it is possible to start a battle appropriately without advantages and disadvantages arising even before the battle is started. Furthermore, it is possible to proceed with the game by placing the card determined by the special lottery and added to the hand.
[0236] The following describes the flows of processes that are executed at the server device 12 in this embodiment with reference to flowcharts in
[0237] In a special deck setting process shown in
[0238] In a special card process shown in
[0239] Specifically, in the removed card selection process in step S122 shown in
[0240] Furthermore, in the added card lottery process in step S124 shown in
3. Modifications
[0241] The present invention can be modified and embodied in various forms, without limitation to the embodiment described above. The following introduces modifications. Note that the embodiment described above and various methods described below as modifications can be adopted in combinations as appropriate as methods for realizing the present invention.
[0242] First, although the above-described embodiment has been described in the context of an example where one leader character exists for one class, two or more leader characters may exist for one class. Furthermore, in this case, a player may select one class from a plurality of classes and may then select one leader character from the plurality of leader characters belonging to the selected one class, or when the player selects one leader character from the plurality of characters, the class of the selected one leader character may be set as the class of the player.
[0243] Furthermore, although the above-described embodiment has been described in the context of an example where a player selects a class, the class of a player may be determined according to a prescribed condition, such as a lottery, for example, when the game is started.
[0244] Furthermore, although the above-described embodiment has been described in the context of an example where master lists include per-class master lists and a shared master list, master lists may include either per-class master lists or a shared master list. Furthermore, a shared master list may be created by extracting or combining card information included in the per-class master lists, or per-class master lists may be created by extracting or combining card information included in the shared master list.
[0245] Furthermore, although the above-described embodiment has been described in the context of an example where the special mode is a multi-play game mode, the special mode may be a solo-play game mode, or a player may be allowed to select a multi-play special mode or a solo-play special mode.
[0246] Furthermore, although the above-described embodiment has been described in the context of an example where a player selects one special deck from a plurality of special decks in the special mode, the configuration may be such that when a player selects one class from a plurality of kinds of classes, the selected class is set as the class of the player, and one special deck shared among individual classes is set as the deck of the player, or the configuration may be such that when a player selects one leader character from a plurality of kinds of leader characters, a class corresponding to the selected leader character is set as the class of the player, and one special deck shared among individual classes is set as the deck of the player.
[0247] Furthermore, although the above-described embodiment has been described in the context of an example where the individual eight kinds of special decks have the same content, the content of the individual eight kinds of special decks may vary; for example, among the individual eight kinds of special decks, the ratio between first special cards and second special cards may vary, or some special decks may include third special cards for which special lottery tables different from those for first special cards and second special cards are referred to.
[0248] Furthermore, although the above-described embodiment has been described in the context of an example where each of the eight kinds of special decks includes only first special cards and second special cards, at least one of the eight kinds of special decks may include at least one type of cards (non-special game media) among follower cards, amulet cards, and spell cards that are different from first special cards and second special cards.
[0249] Furthermore, in the above-described embodiment, in the first turn for the first player, three cards are set as the initial hand, and as a result of adding one card to the hand, four cards are set as the hand, whereas in the first turn for the second player, three cards are set as the initial hand, and as a result of adding two cards to the hand, five cards are set as the hand. Thus, a prescribed number of cards, the number being less than or equal to three, that are different from first special cards and second special cards may be included in a special deck. That is, for either the first player or the second player, a special deck may include a number of different cards that do not prohibit a first special card or a second special card from being set as the hand in the first turn.
[0250] Furthermore, although the above-described embodiment has been described in the context of an example where the effect generation condition for first special cards and second special cards is “being placed in the field from the hand”, various conditions may be set as the effect generation conditions for first special cards and second special cards, such as “when added to the hand”, “when removed”, “when attacking”, “when being attacked”, and “when a prescribed condition for the other cards in the hand is satisfied”. Furthermore, the effects of first special cards and second special cards may be exhibited in the form of monsters or may be invoked in the form of skills of leader characters.
[0251] Furthermore, the above-described embodiment has been described in the context of an example where the effect of first special cards and second special cards varies depending on the class of the player; for example, the effect of first special cards and second special cards is to add two cards for class A to the hand in the case where the class of the player is class A, and to add two cards for class B to the hand in the case where the class of the player is class B. However, special cards having different effects may be included in special decks corresponding to individual classes; for example, in the case where the class of the player is class A, special deck A is set as the deck of the player, and special deck A includes special card A having an effect of adding two cards for class A to the hand, and in the case where the class of the player is class B, special deck B is set as the deck of the player, and special deck B includes special card B having an effect of adding two cards for class B to the hand.
[0252] Furthermore, although the above-described embodiment has been described in the context of an example where the server information storage medium 20 stores eight kinds of first special lottery tables and eight kinds of second special lottery tables, namely, first special lottery table A and second special lottery table A corresponding to class A to first special lottery table H and second special lottery table H corresponding to class H, a special lottery table may be created each time a special lottery is executed on the basis of the master list corresponding to the class of the player. In this case, the configuration may be such that a first special lottery table is created on the basis of a master list corresponding to the class of the player when a player input for placing a first special card in the field is acquired and such that a second special lottery table is created on the basis of a master list corresponding to the class of the player when a player input for placing a second special card in the field is acquired.
[0253] Furthermore, although the above-described embodiment has been described in the context of an example where two cards determined by a special lottery are added to the hand of the player, two cards determined by a special lottery may be added to the deck of the player. Alternatively, of the two cards determined by a special lottery, one may be added to the hand, and the other may be added to the deck. Alternatively, the player may be allowed to determine the destination of addition.
[0254] Furthermore, although the above-described embodiment has been described in the context of an example where two cards determined by a special lottery are different cards, there may be cases where two cards determined by a special lottery are the same card.
[0255] Furthermore, although the above-described embodiment has been described in the context of an example where all the cards for each class are set as lottery items in special lottery tables for that class, cards shared among all the classes or cards shared among some of the classes may be set as lottery items.
[0256] Furthermore, although the above-described embodiment has been described in the context of a case where two cards are determined by a special lottery, two cards may be extracted from a list according to a prescribed condition, or two cards may be determined by using a pseudo-random number.