HK40063222A - Program, server, and game system - Google Patents
Program, server, and game system Download PDFInfo
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- HK40063222A HK40063222A HK62022052681.3A HK62022052681A HK40063222A HK 40063222 A HK40063222 A HK 40063222A HK 62022052681 A HK62022052681 A HK 62022052681A HK 40063222 A HK40063222 A HK 40063222A
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Description
Technical Field
The invention relates to a program, a server, and a game system.
Background
A program has heretofore been known with which a player constructs a deck by combining a plurality of kinds of cards, and a card game is executed based on a card selected by the player from the deck constructed by the player and a card selected by an opponent from the deck constructed by the opponent.
Further, among the above-described types of programs, there is a program with which cards that become unselectable by the player as the game runs are excluded from a card group constructed by the player, thereby making it possible to add a specific card that is not included in the card group constructed by the player as a card that can be selected by the player (see patent document 1).
Documents of the prior art
Patent document
Patent document 1: japanese patent 6369769
Disclosure of Invention
Problems to be solved by the invention
With such a program, an important factor in card games is how players combine cards to build a card set. However, there is a problem that some players feel difficult or hard to construct the card set. Further, among the above-described types of programs, there is also a program that allows a player to select a card set from among a plurality of kinds of different card sets defined in advance. However, there are problems as follows: depending on the combination of the set of cards selected by the player and the set of cards selected by the opponent, advantages and disadvantages arise even before the game is run.
The present invention has been made in view of the above circumstances, and an object thereof is to provide a program, a server, and a game system that make it possible to appropriately run a game while allowing a player to easily play the game.
Means for solving the problems
(1) The present invention relates to a program for executing a game based on a game medium included in a game medium group associated with a player and a game medium included in a game medium group associated with an opponent, the program causing a computer to function as: a category processing unit for associating one of a plurality of categories with the player; a game media group processing unit for associating a game media group including a plurality of special game media with the player; and a game media processing unit for determining a game media from a game media group corresponding to a category associated with the player and adding the determined game media to the game media group associated with the player, in a case where a special condition corresponding to a special game media is satisfied.
With the present invention, a game can be executed based on a game medium added to a game medium group associated with a player, in the case where a special condition corresponding to the special game medium is satisfied.
(2) Further, in the present invention, the game media group processing unit may associate a game media group including a plurality of kinds of special game media with the player, and the game media processing unit may determine the game media according to a condition corresponding to the kind of special game media satisfying the special condition.
With this feature, game media can be added to the game media group associated with the player according to the kind of the special game media satisfying the special condition.
(3) Further, in the present invention, the game media processing unit may execute processing for causing the player to reduce the number of game media that can be selected from the game media group associated with the player, in a case where the special condition is satisfied.
With this feature, in the case where a special condition is satisfied, it is possible to add game media to the game media group associated with the player while reducing the number of game media that the player can select from the game media group associated with the player.
(4) Further, in the present invention, the game media group processing unit may associate a game media group including only a special game media with the player.
With this feature, the content of the game media set associated with the player can be simplified.
(5) Further, in the present invention, in a case where the game is started, the game media processing unit may determine a prescribed number of game media as game media that the player can initially select from among game media groups associated with the player, and the game media group processing unit may associate a game media group including a plurality of special game media and a number of non-special game media that is zero or more and less than the prescribed number with the player.
With this feature, it is possible to include a non-special game medium in the game medium group associated with the player while providing the special game medium as a game medium that the player can initially select from the game medium group associated with the player.
(6) Further, the present invention relates to a server for executing a game based on a game medium included in a game medium group associated with a player and a game medium included in a game medium group associated with an opponent, the server comprising: a category processing unit for associating one of a plurality of categories with the player; a game media group processing unit for associating a game media group including a plurality of special game media with the player; and a game media processing unit for determining a game media from a game media group corresponding to a category associated with the player and adding the determined game media to the game media group associated with the player, in a case where a special condition corresponding to a special game media is satisfied.
(7) Further, the present invention relates to a game system for executing a game based on a game medium included in a game medium group associated with a player and a game medium included in a game medium group associated with an opponent, the game system comprising: a category processing unit for associating one of a plurality of categories with the player; a game media group processing unit for associating a game media group including a plurality of special game media with the player; and a game media processing unit for determining a game media from a game media group corresponding to a category associated with the player and adding the determined game media to the game media group associated with the player, in a case where a special condition corresponding to a special game media is satisfied.
Drawings
Fig. 1 is a schematic block diagram showing the structure of an information processing system in the embodiment of the present invention.
Fig. 2 is a functional block diagram showing functions of a server apparatus in the embodiment of the present invention.
Fig. 3 is a functional block diagram showing functions of a terminal apparatus in the embodiment of the present invention.
Fig. 4 is a diagram showing an image displayed in a display area of a terminal device in the embodiment of the present invention.
Fig. 5 is a diagram for explaining a master list (master list) in the embodiment of the present invention.
Fig. 6 is a diagram for explaining a default card pile in the embodiment of the present invention.
Fig. 7 is a diagram showing transition between game modes in the embodiment of the present invention.
Fig. 8 is a diagram showing an image displayed in a display area of a terminal device in the embodiment of the present invention.
Fig. 9 is a diagram for explaining a special card stack in the embodiment of the present invention.
Fig. 10 is a diagram showing an image displayed in a display area of a terminal apparatus of an embodiment of the present invention.
Fig. 11 is a diagram showing an image displayed in a display area of a terminal apparatus of an embodiment of the present invention.
Fig. 12 is a diagram showing an image displayed in a display area of a terminal apparatus of an embodiment of the present invention.
Fig. 13 is a diagram showing an image displayed in the display area of the terminal apparatus of the embodiment of the present invention.
Fig. 14 is a diagram for explaining a decimation table in the embodiment of the present invention.
Fig. 15 is a flowchart showing processing at the terminal apparatus in the embodiment of the present invention.
Fig. 16 is a flowchart showing processing at the terminal apparatus in the embodiment of the present invention.
Fig. 17 is a flowchart showing processing at the terminal apparatus in the embodiment of the present invention.
Fig. 18 is a flowchart showing processing at the terminal apparatus in the embodiment of the present invention.
Detailed Description
Embodiments of the present invention will be described below. Note that the embodiments described below do not unduly limit the contents of the present invention recited in the claims. Further, all components described in the context of the present embodiment are not necessarily essential constituent elements of the present invention.
1. Structure of information processing system
Fig. 1 is a schematic block diagram showing the structure of an information processing system 10 in the present embodiment. As shown in fig. 1, in an information processing system 10, a server apparatus 12 and a plurality of terminal apparatuses 14 are connected via a network 16 (such as the internet, a mobile phone network, a LAN, a WAN, or the like), thereby constituting a so-called client-server communication system. Further, each of the plurality of terminal apparatuses 14 performs communication with the server apparatus 12 via the network 16 to transmit and receive various information, and performs communication with the other terminal apparatuses 14 via the network 16 and the server apparatus 12 to transmit and receive various information.
The server apparatus 12 includes a processor such as a CPU, a main storage apparatus such as a ROM or a RAM, an external storage apparatus such as a hard disk, an input apparatus such as a keyboard, a display apparatus such as a liquid crystal display, a communication apparatus, and the like. Further, at the server apparatus 12, the CPU executes various processes according to a program stored in the main storage apparatus or a program loaded into the main storage apparatus from the external storage apparatus, and receives and transmits information from and to the terminal apparatus 14 through the communication apparatus.
Each terminal device 14 may be various types of information processing devices such as a smart phone, a tablet computer, a personal computer, a portable game machine, or a mounted game machine, which further includes a processor such as a CPU or the like, 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 touch panel, 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, or the like. Further, also at each terminal apparatus 14, the CPU executes various processes in accordance with a program stored in the main storage apparatus or a program loaded into the main storage apparatus from the external storage apparatus, and receives information from the server apparatus 12 and transmits information to the server apparatus 12 or other terminal apparatuses 14 through the communication apparatus.
Fig. 2 is a functional block diagram showing the functions of the server apparatus 12 in the present embodiment. As shown in fig. 2, the server apparatus 12 in the present embodiment includes a server information storage medium 20, a server storage unit 30, a server communication unit 36, and a server information processing unit 40. Note that these constituent elements (respective units) 2 in fig. 2 may be partially omitted from the structure.
The server information storage medium 20 stores programs, data, and the like for the server information processing unit 40 and the server communication unit 36 to execute various processes, and the functions thereof may 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 a program for causing a computer to function as each unit in the present embodiment (a program for causing a computer to execute processing with each unit).
The server storage unit 30 serves as a work area used by the server information processing unit 40 and the server communication unit 36, and its function 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 loaded with programs and data from the server information storage medium 20.
The server communication unit 36 performs various controls for performing communication with an external network (for example, other server apparatuses 12 and terminal apparatuses 14), and its functions may be realized by hardware such as various processors (CPU (central processing unit), GPU (rendering processor), DSP, or the like) or a communication ASIC, or a program or the like.
The server information processing unit 40 executes various processes such as game processing and the like based on the reception data received by the server communication unit 36, various programs and data in the server storage unit 30, and the like by using the main storage unit 32 as a work area, and the functions thereof may be realized by hardware (such as various processors or ASICs or the like) or programs.
Further, 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 structure.
The server game processing unit 41 performs processing such as the following based on the reception data received by the server communication unit 36, the results of various processing performed by the server information processing unit 40, programs and data loaded into the main storage unit 32, and the like: a process for managing players based on the player ID; a process of starting the game in a case where a game start condition is satisfied; processing for executing a selected game mode of a plurality of kinds of game modes; a process for progressing the game; processing for generating an event if an event generation condition is satisfied; processing for calculating a game result; and a process for terminating the game in the case where the game termination condition is satisfied.
Specifically, based on the player input as the input of the player at the terminal device 14, the server game processing unit 41 executes various processes for executing a card game in which the player at one terminal device 14 and the player at the other terminal device 14, or the player at one terminal device 14 and the CPU player at the server device 12, select cards to be placed in the field among cards added by lottery to their respective hands (game media) from cards (game media) included in their respective card stacks (game media groups), and battle by using the cards placed in the field. Further, the server game processing unit 41 includes a pattern processing unit 43, a class processing unit 44, a card pile processing unit 45, a round processing unit 46, and a card processing unit 47. Note that these components may be partially omitted from the structure.
The mode processing unit 43, upon accepting a player input for a player to select one of a plurality of kinds of game modes, executes processing for setting the selected game mode as the game mode of the player by associating the game mode selected by the player with the player ID of the player.
In the present embodiment, a multiple-player game mode in which each player at a plurality of terminal devices 14 fights, or a single-player game mode in which a player at one of the terminal devices 14 fights with a CPU player, may be selected. In the case where the plurality of player game modes are selected, processing for matching opponents is performed based on player inputs respectively given at the plurality of terminal devices 14.
The class processing unit 44, upon accepting a player input for a player to select a class from among a plurality of classes (classes) including different kinds of cards available in a battle, performs processing for setting the selected class as a class of the player by associating the class selected by the player with a player ID of the player. Further, in the case where the opponent is a CPU player, the class processing unit 44 executes processing for setting the class of the CPU player based on a prescribed algorithm. In the present embodiment, eight kinds of classes, class a to class H, can be selected, and a captain role (category) serving as a captain in battle differs between the respective classes. Specifically, in the present embodiment, there are eight captain characters from the captain character corresponding to the class a to the captain character H corresponding to the class H, and the captain character corresponding to the class of the player or the CPU player is set as the captain character of the player or the CPU player.
The card stack processing unit 45, upon accepting player input for a player to select a card stack from among a plurality of kinds of card stacks (categories) including different kinds of cards, performs processing for setting the selected card stack as the player's card stack by associating the card stack selected by the player with the player ID of the player. Further, in the case where the opponent is a CPU player, the card pile processing unit 45 executes processing for setting the card pile of the CPU player based on a prescribed algorithm.
In the present embodiment, as default card piles that can be selected from when the player starts the game for the first time, eight kinds of default card piles (i.e., one kind of default card pile a corresponding to class a to one kind of default card pile H corresponding to class H) are stored in the server information storage medium 20. Further, as constructed card stacks that can be selected under the condition that the player is on a mission or otherwise makes the game progress or under the condition that the player pays in-game money or real money, a plurality of kinds of constructed card stacks (i.e., a plurality of kinds of constructed card stacks a corresponding to class a to a plurality of kinds of constructed card stacks H corresponding to class H) are stored in the server information storage medium 20.
Further, in the present embodiment, the player can construct custom card stacks by combining cards owned from the time the player first started a game with cards already owned by the player under the condition that the player passed through a mission or otherwise made progress of the game or under the condition that the player paid for with in-game money or real money, and the player can select these custom card stacks. Further, the custom card stack is stored in the server information storage medium 20 in association with the player ID.
The round processing unit 46 performs processing for determining who plays the first and who plays the second between two players who play the battle or between a player who plays the battle and a CPU player. Then, the round processing unit 46 executes processing for making a round alternately come for a first player or CPU player and a second player or CPU player, wherein the first player or CPU player plays first.
Further, in the case of the multiple-player game mode, the round processing unit 46 ends one round and brings the round of another player to the coming, upon accepting player input for ending the round by the player whose round has come or upon expiration of 90 seconds which is a time limit of the one round.
On the other hand, in the case of the single-player game mode, in a state where the round of the player has come, regardless of the time limit of one round, the round processing unit 46, upon accepting a player input for ending the round taken by the player, ends the one round and brings the round of the CPU player in, and in a state where the round of the CPU player has come, the round processing unit 46 ends the one round and brings the round of the player based on a prescribed algorithm.
The card processing unit 47 performs processing for determining, by lottery, cards to be added to the hands of players whose rounds have come, from cards remaining after cards that have been set as hands of players are excluded from cards included in the player's card pile, and for making settings for adding the determined cards as hands of players.
Further, in the case where the opponent is a CPU player, when the round of the CPU player comes, the card processing unit 47 executes processing for determining a card to be added to the hand of the CPU player from cards remaining after the card having been set as the hand of the CPU player is excluded from cards included in the card pile of the CPU player by lottery, and for making setting for adding the determined card as the hand of the CPU player.
Specifically, the card processing unit 47 acquires one random number value from the random number generation unit for randomly generating the random number value used for the drawing, and determines one card corresponding to the acquired one random number value with reference to a drawing table including cards remaining after the card that has been set as the hand of the player or CPU player is excluded from the cards included in the card pile of the player or CPU player as an item subject to the drawing.
Here, the random number generation unit may be implemented by a random number generator for generating a hardware random number or a program for generating a software random number. The software random number may be generated based on a count value of an incremental counter (a counter for circularly counting a number within a prescribed count range), for example. Note that in the present embodiment, the "random numerical value" includes not only a value that is randomly generated in a mathematical sense but also a value whose generation itself is systematic but which can be basically used as a random value due to irregularities in its acquisition timing or the like.
Specifically, in the case where one battle is started, for each of two players who play the battle, or in the case where the opponent is a CPU player, for each of one player who plays the battle and the CPU player, the card processing unit 47 determines three (a prescribed number of) cards as a predefined number, as candidates for the initial hand of the player or the CPU player, from among the cards included in the card pile of the player or the CPU player by lottery.
Here, in the present embodiment, the player can only make one selection of a card to be replaced with another card from three cards serving as candidates for the player's initial hand. Further, upon accepting player input for the player to select not to replace any of the three cards serving as candidates for the player's initial hand with another card, the card processing unit 47 sets the three cards serving as candidates for the player's initial hand as they are as the player's initial hand.
On the other hand, upon accepting player input for a player to select a card to be replaced with another card, the card processing unit 47 determines the same number of cards as the number of cards selected for replacement, from cards remaining after three cards serving as candidates for the player's hand are excluded from cards included in the player's card stack, by another lottery. Then, in a case where there are cards determined by another drawing and cards not selected for replacement, the card processing unit 47 sets cards that are candidates for the initial hand and are not selected for replacement as the initial hand of the player.
Further, in the case where the opponent is a CPU player, the card processing unit 47 determines, based on a prescribed algorithm, whether none of the three cards that are candidates for the initial hand of the CPU player is replaced with another card, or one or more of the cards are to be replaced with another card. Then, in a case where it is determined that no card is to be replaced with another card, the card processing unit 47 sets three cards serving as candidates for the initial hand of the CPU player as they are as the initial hand of the CPU player.
On the other hand, in a case where it is determined that one or more than one card is to be replaced with other cards, the card processing unit 47 selects, by another lottery, cards of the same number as the number of cards selected for replacement from cards remaining after three cards serving as candidates for the hand of the CPU player are excluded from the cards included in the card pile of the CPU player. Then, in a case where there are cards determined by another drawing and cards not selected for replacement, the card processing unit 47 selects cards serving as candidates for the initial hand and not selected for replacement as the initial hand of the CPU player.
Then, in the first round of the first player or the CPU player, the card processing unit 47 determines one card to be added to the hand of the first player or the CPU player from cards remaining after the card set as the initial hand of the first player or the CPU player is excluded by lottery.
On the other hand, in the first round of the second player or the CPU player, the card processing unit 47 determines two cards to be added to the hand of the second player or the CPU player by lottery from cards remaining after cards that have been set as the hand of the second player or the CPU player (i.e., cards determined as the initial hand of the second player or the CPU player) are excluded from cards included in the card pile of the second player or the CPU player.
Then, in the second and subsequent rounds, the card processing unit 47 performs processing for determining one card to be added to the hand by drawing for both the first player or the CPU player and the second player or the CPU player.
That is, in the present embodiment, since there is a factor giving the first player or CPU player an advantage, two cards are added to the hand of the second player or CPU player only in the first round.
Note that, in the present embodiment, the upper limit of the number of cards that can be set as hands is set to 9. In a case where a round of a player or a CPU player comes in a state where 9 cards are set as hands of the player or the CPU player, processing for determining cards to be added to the hands of the player or the CPU player is not performed so that new cards are not added to the hands of the player or the CPU player.
Here, in the present embodiment, among cards set as hands, there are cards for which a cost is set as a parameter required to place the cards in a field. Further, in the present embodiment, the aforementioned round processing unit 46 assigns a play point (play point) consumed when a card set with a cost is placed in a field to a player who has arrived in a round or a CPU player, as each round is changed.
In the present embodiment, first, 1 point is assigned as a play point of a first round of a first player or CPU player, then, 1 point is assigned as a play point of a first round of a second player or CPU player, then, 2 points are assigned as a play point of a second round of the first player or CPU player, and then, 2 points are assigned as a play point of a second round of the second player or CPU player. In this way, the same game points are respectively assigned to the first player or CPU player and the second player or CPU player each time their respective turn comes, and the assigned game points are increased by 1 point each time their respective turn comes. Note that, in the present embodiment, game points that are not consumed in one round are not inherited to the next round.
Further, in the present embodiment, the maximum value of game points assigned for one round is set to 10 points. Thus, after 10 points are assigned as playing points for the respective tenth round of the first player or CPU player and the second player or CPU player, 10 points are assigned as playing points for their respective tenth and subsequent rounds in their respective tenth and subsequent rounds.
Further, in the case where a game point is assigned to a player or CPU player whose round has come, the card processing unit 47 performs processing for setting, from cards set as hands of players or CPU players whose round has come, cards whose set cost is less than or equal to the game point assigned in the round to a playable state that allows the cards to be placed in the field, and cards whose set cost is greater than the game point assigned in the round to an playunable state that does not allow the cards to be placed in the field.
Further, the card processing unit 47 executes processing for setting cards set as hands of players who have not arrived in the round or CPU players as a playable state regardless of the cost set for the cards.
Further, the card processing unit 47, upon accepting a player input for placing one of the cards set to a playable state in the field from among the cards set as the hands of the players whose rounds have come, performs processing for removing the card, which has accepted the player input for placing the card in the field, from the player's hand and for adding the card as a layout of the player.
Further, in the case where the opponent is a CPU player, the card processing unit 47 executes processing for causing which card of cards set to a playable state to be placed in the field, removing the determined card from the CPU player's hand, and adding the card as the layout of the CPU player, from among cards set as the CPU player's hand whose round has come, based on a prescribed algorithm.
In the case where a new card is added as a layout of a player or a CPU player, the card processing unit 47 performs processing for subtracting a value set as a cost of the newly added card from a value set as a play point of the player or the CPU player.
Then, the card processing unit 47 executes processing for setting, from cards set as hands of players or CPU players who have come round, cards whose set cost is less than or equal to the game point after subtraction as a playable state, and cards whose set cost is greater than the game point after subtraction as a playable state.
Therefore, in the present embodiment, since the game point assigned in the first round is 1 point for both the first player or the CPU player and the second player or the CPU player, when one card having a cost of 1 is placed in the field, the game point becomes 0, so that any card having a cost set thereto can no longer be further placed in the field. Note, however, that since cards having no set cost (i.e., cards having a cost of 0) can be placed in the field without consuming the play point, such cards can be placed in the field even when the play point becomes zero.
Note that, in the present embodiment, the upper limit of the number of cards that can be set as the layout is set to 5, so that in a state where 5 cards are set as the layout of a player or a CPU player, no new card is added as the layout of the player or CPU player.
Here, the cards in the present embodiment may be classified into the following types: a follower card with which the opponent's leader role can be attacked when set to layout; spell cards, which when set to a layout, invoke effects immediately and remove from the layout; and amulet cards, which, when set as a layout, invoke an effect when a predefined effect invocation condition is satisfied, and remove from the layout when a predefined removal condition is satisfied.
Further, in the present embodiment, with a follower card set as the layout of a player or a CPU player, the leader character of an opponent can be attacked, and also a follower card set as the layout of an opponent can be attacked, but a spell card or a amulet card set as the layout of an opponent cannot be attacked.
In addition, each follower card is provided with attacking power, physical strength and cost as card parameters. In addition, each spell card or amulet card is provided with a cost as a card parameter, and no offensive power or physical power is set. Note that there are cards with a set cost of 0 (i.e., no set cost) among the follower cards, the spell cards, and the amulet cards.
Further, for the follower cards set as the layout of the player who has not arrived in the round or the CPU player, the card processing unit 47 executes processing for setting these cards in an attack disabled state in which it is impossible to attack the captain character or the follower cards of the opponent.
Further, among the satellite cards set as the layouts of the players or CPU players whose rounds have come, the card processing unit 47 executes processing for setting these cards to an attack-capable state in which attack can be made on the captain character or satellite card of the opponent for the satellite cards added as the layouts in the last and previous rounds of the players or CPU players, and the card processing unit 47 executes processing for setting these cards to an attack-incapable state for the satellite cards newly added as the layouts in the current round of the players or CPU players.
That is, in the present embodiment, with the valet cards added as a layout in the current round, the opponent's leader character or the valet card cannot be attacked in the current round basically.
Further, the card processing unit 47 executes, when accepting a player input for evolving one of the satellite cards set as the layout of the player whose round has come, an evolution process for evolving the satellite card for which the player input for the evolution has been accepted. Then, for the follower cards subjected to the evolution process, the offensive power and physical strength increase, or the card pattern changes.
Further, in the case where the opponent is a CPU player, the card processing unit 47 executes processing for determining which follower card to be evolved from cards set as the layout of CPU players whose round has come, based on a prescribed algorithm, and for evolving the follower card by increasing the offensive power and physical strength of the determined follower card.
Here, in the present embodiment, since there is a factor giving an advantage to the first player or the CPU player as described above, the allowable number of evolutions is set to 2 for the first player or the CPU player, and the allowable number of evolutions is set to 3 for the second player or the CPU player, where the allowable number of evolutions refers to the number of times the satellite card can be evolved.
Further, in the present embodiment, as described earlier, for the satellite cards newly added as the layout in the current round of the player or the CPU player, the card processing unit 47 first sets these cards to the attack-disabled state; however, in the case where processing for evolving one of these cards is performed in the current round, the card processing unit 47 sets the card-follower on which the evolution processing is performed to be in an attack-capable state.
Further, the card processing unit 47 executes processing for selecting a follower card set to an attack-capable state as a subject of attack from follower cards set as a layout of players whose round has come. Then, upon accepting a player input for selecting one of the opponent's satellite cards as a target of an attack, the card processing unit 47 executes processing for setting the satellite card of the player selected as the subject of the attack and for setting the opponent's satellite card selected as the target of the attack.
Further, in the case where the opponent is a CPU player, the card processing unit 47 executes processing for setting, as a subject of attack, a follower card set to an attack-capable state from among follower cards set as a layout of CPU players whose round has come, based on a prescribed algorithm, and for setting one of the opponent's follower cards as a target of attack.
Then, the card processing unit 47 executes processing for subtracting a value set for the attack power of the satellite card of the player or CPU player serving as the subject of the attack from a value set for the physical strength of the satellite card of the opponent serving as the target of the attack, and the card processing unit 47 also executes processing for subtracting a value set for the attack power of the satellite card of the opponent serving as the target of the attack from a value set for the physical strength of the satellite card of the player serving as the subject of the attack.
Then, the card processing unit 47 performs processing for removing any satellite card whose physical strength becomes less than or equal to 0 from the layout of the player or CPU player and for setting the satellite card as a card in the player or CPU player's graveyard (graveyard).
Further, the card processing unit 47 executes processing for selecting a follower card set to an attack-capable state as a subject of attack from follower cards set as a layout of players whose round has come. Then, upon accepting a player input for selecting the opponent's captain character as a target of the attack, the card processing unit 47 executes processing for setting a satellite card of the player selected as a subject of the attack and for setting the opponent's captain character selected as a target of the attack.
Further, in the case where the opponent is a CPU player, the card processing unit 47 executes processing for setting a follower card set in an attack-capable state as a subject of attack from follower cards set as a layout of CPU players whose round has come, and for setting a captain character of the opponent as a target of attack, based on a prescribed algorithm.
Then, the card processing unit 47 executes processing for subtracting the value set by the attack power of the follower card of the player or CPU player serving as the subject of the attack from the value set by the physical force of the captain character of the opponent serving as the target of the attack, while executing no processing for subtracting the physical force of the follower card of the player serving as the subject of the attack since the captain character is not provided with the attack power. Alternatively, the attack force of the captain character may be set to 0.
That is, in the present embodiment, when the follower cards are set as the subject of the attack and the target of the attack, the subtraction is performed from the physical strength 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 the follower card is set as the subject of the attack and the captain character is set as the target of the attack, the subtraction is performed unilaterally from the physical strength of the captain character, and the captain character is not allowed to serve as the subject of the attack.
Further, in the case where the physical strength of the captain character of the player or the CPU player becomes less than or equal to zero, the card processing unit 47 determines that the player or the CPU player is defeated, while determining that the other player or the CPU player wins. Further, in the case where there is no card that has not been set as a hand in the card pile of the player or CPU player whose round has come, that is, 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 is beaten, while determining that the other player or CPU player wins.
Further, the card processing unit 47 sets the player set as the target of the attack or the satellite card of the CPU player to a non-attack state until the next round of the player or the CPU player comes. That is, in the present embodiment, with respect to the follower card used to attack the opponent's captain character or follower card in the current round, it is not allowed to attack the opponent's captain character or follower card again.
The server communication control unit 42 performs processing for causing the server communication unit 36 to communicate with other server apparatuses 12 or terminal apparatuses 14 to transmit and receive various information. For example, the server communication control unit 42 causes the server communication unit 36 to transmit and receive the following information: information required in processing for newly registering a player in the information processing system 10, information required in processing for allowing a player to log in to the information processing system 10, information required in processing for setting a player or a CPU player who collaborates with a logged-in player or battles, information required in processing for synchronizing the plurality of terminal devices 14, information required in processing for executing a common game at the plurality of terminal devices 14, and the like. Further, the server communication control unit 42 also causes the server communication unit 36 to transmit and receive destination information indicating a destination of the information, source information indicating a source of the information, identification information identifying the information processing system 10 that generated the information, and the like.
Specifically, the server communication control unit 42 executes processing for receiving various player inputs acquired at the respective terminal devices 14 from the respective terminal devices 14, and transmitting information on opponents and results of the various processing at the server game processing unit 41 to the respective terminal devices 14.
Fig. 3 is a functional block diagram showing the functions of each terminal device 14 in the present embodiment. As shown in fig. 3, each terminal device 14 in the present embodiment includes a player input detection unit 60, a display unit 52, a sound output unit 54, a terminal information storage medium 56, a terminal storage unit 60, a terminal communication unit 66, and a terminal information processing unit 100. Note that constituent elements (respective units) in fig. 3 may be partially omitted from the structure.
The player input detection unit 50 detects an input of a player to the terminal device 14 as a player input, and its function may be realized by a touch sensor, a switch, an optical sensor, a microphone, or the like.
The display unit 52 displays an image on a display screen, and its function may be realized by a liquid crystal display, an organic EL display, or the like.
The sound output unit 54 outputs sound, and its function may be realized by a speaker, a headphone, or the like.
The terminal information storage medium 56 stores programs, data, and the like for the terminal information processing unit 100 and the terminal communication unit 66 to execute various processes, and the functions thereof may be realized by a flash memory, a hard disk, an optical disk (DVD or DB), or the like. That is, the terminal information storage medium 56 stores a program for causing a computer to function as each unit in the present embodiment (a program for causing a computer to execute processing of each unit).
The terminal storage unit 60 serves as a work area for the terminal information processing unit 100 and the terminal communication unit 66, and its functions may be realized by a RAM (main memory), a VRAM (video memory), or the like. Specifically, the terminal storage unit 60 includes a main storage unit 62 and a rendering buffer (rendering buffer)64, wherein a program and data are loaded from the terminal information storage medium 56 into the main storage unit 62, and an image to be displayed on the display unit 52 is rendered in the rendering buffer 64.
The terminal communication unit 66 performs various controls for performing communication with an external network (for example, the server apparatus 12 or other terminal apparatuses 14), and its functions may be realized by hardware such as various processors or communication ASICs, or programs.
Note that the program (data) for causing a computer to function as each unit in the present embodiment may be downloaded from the server apparatus 12 to the terminal information storage medium 56 (or the main storage unit 62) of the terminal apparatus 14 via the network 16 and the terminal communication unit 66, and such use of the server apparatus 12 may also be included in the scope of the present invention.
The terminal information processing unit 100 executes various processes such as game processing, image generation processing, sound generation processing, and the like based on the player input detected by the player input detection unit, the reception data received by the terminal communication unit 66, various programs and data in the terminal storage unit 60, and the like by using the main storage unit 62 as a work area, and the functions thereof may be realized by hardware such as various processors (CPU (main processor), GPU (rendering processor), DSP, or the like), ASIC, or the like, or programs.
Further, 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 structure.
The player input acquiring unit 101 acquires a player input as an input of a kind corresponding to a situation based on the player input detected by the player input detecting unit 50, a program and data loaded into the main storage unit 62, and the like. For example, when a GUI such as a button or the like is tapped in a state in which the GUI is displayed, a player input is acquired as an input corresponding to the kind of the displayed GUI. Specifically, the player input acquisition unit 101 acquires various player inputs such as a player input for selecting a game mode, a class, and a card pile, a player input for matching an opponent, a player input for ending a round, a player input for placing a card in a field, and a player input for attacking a follower card or a captain character of an opponent.
The terminal game processing unit 102 performs the following processing based on the player input acquired by the player input acquisition unit 101, the reception data received by the terminal communication unit 66, the results of various processing performed by the terminal information processing unit 100, programs and data loaded into the main storage unit 62, and the like: a process for starting a game if a game start condition is satisfied, a process for executing a selected game mode of a plurality of kinds of game modes, a process for progressing a game, a process for generating an event if an event generation condition is satisfied, a process for calculating a game result, a process for terminating a game if a game termination condition is satisfied, and the like.
The display control unit 104 controls display of an image displayed on the display unit 52. Specifically, the display control unit 104 performs display control regarding the display contents, display modes, display timings, and the like of various objects and pre-drawn images (animation images) based on the player input acquired by the player input acquisition unit 101, reception data received by the terminal communication unit 66, results of various processes performed by the terminal information processing unit 100, programs and data loaded into the main storage unit 62, and the like.
In the present embodiment, the terminal information storage medium 56 stores object data of various objects such as a card object for displaying a card, a character object for displaying a character, a non-character object for displaying items other than a character such as a building, a tool, a vehicle, a terrain, and the like, a background object for displaying a background, an effect object for displaying an effect, and a GUI object for displaying a GUI (graphical user interface) such as a button and the like, and image data of various pre-drawn images. Further, the display control unit 104 performs display control of the object and the pre-drawn image according to the kind of the game mode being executed and the progress status of the game, based on the object data and the image data of the pre-drawn image loaded into the main storage unit 62.
Specifically, for objects composed of primitives (such as polygons, free-form surfaces, or two-dimensional images) representing the objects, the display control unit 104 performs processing for arranging the objects in the object space, moving the objects, or causing the objects to take actions, based on the object data loaded into the main storage unit 62. Specifically, based on the player input acquired by the player input acquisition unit 101, the reception data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, the programs and data loaded into the main storage unit 62, and the like, the display control unit 104 determines the position and orientation (rotation angle) of objects in the object space in each frame (e.g., 1/30 seconds), and arranges the objects at the determined positions in the determined orientation, or causes a plurality of parts constituting the objects to take action individually.
The image generation unit 108 executes processing for rendering a game image on the rendering buffer 64 in units of frames based on the player input acquired by the player input acquisition unit 101, the reception data received by the terminal communication unit 66, the results of various processing performed by the terminal information processing unit 100 (in particular, the results of various processing performed by the display control unit 104), programs and data loaded in the main storage unit 62, and the like, thereby generating a game image on which various objects and various pre-rendered images are displayed. Then, the image generation unit 108 outputs the generated game image to the display unit on which the game image is displayed.
Note that the functions of the display control unit 104 and the image generation unit 108 of the terminal apparatus 14 may be provided in the server apparatus 12.
The sound generation unit 110 performs sound processing based on the results of various processes performed by the terminal information processing unit 100, thereby generating game sound such as BGM, sound effect, voice, or the like, and outputs the game sound to the sound output unit 54.
The terminal communication control unit 112 performs processing for causing the terminal communication unit 66 to communicate with the server apparatus 12 or other terminal apparatuses 14 to transmit and receive various information. For example, the terminal communication control unit 112 causes the terminal communication unit 66 to transmit and receive the following information: information required in processing for newly registering a player in the information processing system 10, information required in processing for enabling a player to log in to the information processing system 10, information required in processing for setting cooperation with a player already logged in or with another player playing a battle, information required in processing for synchronizing the plurality of terminal devices 14, information required in processing for executing a common game at the plurality of terminal devices 14, and the like. Further, the terminal communication control unit 112 also causes the terminal communication unit 66 to transmit 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 the information, and the like.
Specifically, the terminal communication control unit 112 executes processing for receiving information on opponents and results of various processing by the server game processing unit 41 from the server device 12, and for transmitting information on players at the terminal devices 14 and player inputs acquired by the player input acquisition unit 101 to the server device 12.
2. Control method in the present embodiment
The control method in the present embodiment is explained below in the context of an example in the case of applying the game program in the present embodiment to a game App (application) used by a smartphone (terminal device 14).
Fig. 4 shows an example of a game image in a card game displayed in the display area 200 of the touch screen display of the smartphone by the game program in the present embodiment. In the present embodiment, as shown in fig. 4, in the middle right portion of the display area 200, a round end button 202 for ending the round of the player at the local terminal is displayed. When the round end button 202 is tapped, the round of the player at the local terminal ends, and the round of the opponent starts.
Further, below the round end button 202, a local terminal PP indication 204 indicating a Play Point (PP) of a player at the local terminal is displayed. The local terminal PP indication 204 indicates the player's game point at the beginning of the round and the current remaining game points at the local terminal. In the example of fig. 4, the player at the local terminal is making a round, and the local terminal PP indication 204 indicates that the play point at the start of the round is 5 points and the current remaining play points are 3 points.
Further, in the central lower portion of the display area 200, a local terminal captain image 206 indicating a captain character of the player at the local terminal is displayed, and in the upper right portion of the local terminal captain image 206, a physical strength indication 208 indicating a physical strength of the captain character of the player at the local terminal is displayed. In the example of fig. 4, since class a is set as the class of the player at the local terminal, the captain character a corresponding to class a is displayed as the local terminal captain image 206.
Further, on the right side of the local terminal lead image 206, a local terminal hand area 212 is provided, in which local terminal hand area 212, a card image 210 corresponding to a card set as a hand of a player at the local terminal is displayed. In the local terminal hand area 212, up to nine card images 210 may be displayed. In the example of FIG. 4, four card images 210 are displayed in the local terminal hand area 212.
Further, for each card image 210 displayed in the local terminal hand area 212, although not shown, not only the name and the graphic of the card but also a cost indication 214 indicating the cost of the card, an offensive power indication 216 indicating the offensive power of the card, or a physical power indication 208 indicating the physical power of the card are displayed. In the example of fig. 4, of the four card images 210 displayed in local terminal hand area 212, the first card image 210 from the left is the card image 210 of the spell card, and a cost indication 214 is displayed, but not a power indication 216 and a physical indication 208. Further, the second to fourth card images 210 from the left are card images 210 of the follower cards, and a cost indication 214, an offensive power indication 216, and a physical strength indication 208 are displayed.
Further, in the example of fig. 4, the current remaining play point of the player at the local terminal is 3 points, and the respective cost indications 214 of the four cards displayed in the local terminal hand region 212 indicate points less than or equal to 3 points, so a play-enabled indication 218 indicating that the card is in a play-enabled state is displayed in each of the four card images 210 displayed in the local terminal hand region 212.
Further, on the upper left side of the local terminal hand area 212, a local terminal card pile image 220 indicating the card pile of the player at the local terminal is displayed. Where cards are added to a player's hand at the local terminal, the card image 210 is displayed as moving from the local terminal card pile image 220 to the local terminal hand area 212.
Further, on the upper left side of the local terminal hand region 212, a local terminal layout region 222 is provided, in which local terminal layout region 222 a card image 210 corresponding to a card set as a layout of a player at the local terminal is displayed. In the local terminal layout area 222, a maximum of five card images 210 may be displayed. In the example of FIG. 4, two card images 210 are displayed in the local terminal layout area 222.
Further, in the card image 210 displayed in the local terminal layout area 222, although not shown, in the case of a follow-up card, not only the name and the graphic of the card but also the offensive power indication 216 and the physical strength indication 208 are displayed, but since the cost has been consumed as a result of being placed in the field from the hand, the cost indication 214 is not displayed. In the example of fig. 4, each of the two card images 210 displayed in the local terminal layout area 222 is a card image 210 of a follower card, thus displaying an offensive indication 216 and a physical indication 208.
Further, in the example of fig. 4, of the two card images 210 displayed in the local terminal layout area 222, the left card image 210 is the card image 210 corresponding to the follower card added as the layout in the last round of the player at the local terminal, and therefore the attack enable indication 224 indicating that the card is in the attack enable state is displayed. On the other hand, the right card image 210 is a card image 210 corresponding to a follower card added as a layout in the current round of the player at the local terminal, and therefore the attack-capable indication 224 is not displayed.
Further, on the left side of the local terminal captain image 206, a permitted-evolution number indication 226 indicating the permitted number of evolutions of the player at the local terminal is displayed. In the example of fig. 4, since the player at the local terminal is the first player, the allowed-number-of-evolution indication 226 indicates that the initial value of the allowed number of evolutions of the player at the local terminal is 2 times, and the current remaining allowed number of evolutions is 2 times.
Further, at the central upper portion of the display area 200, an opponent captain image 228 indicating a captain character of the opponent is displayed, and at the right upper portion of the opponent captain image 228, a physical strength indication 208 indicating a physical strength of the captain character of the opponent is displayed. In the example of fig. 4, since class D is set as the class of the opponent, the captain character D corresponding to class D is displayed as the opponent captain image 228.
Further, on the left side of the opponent captain image 228, an opponent PP indication 230 indicating a play point of the opponent is displayed, and the opponent PP indication 230 indicates a play point at the start of the round of the opponent and a currently remaining play point. In the example of fig. 4, the player at the local terminal is making a round, and the play point at the start of the round indicating an opponent immediately before the round of the player at the local terminal is 4 points, and the currently remaining play point is 0 point.
Further, on the left side of the opponent PP indication 230, an opponent hand area 232 is provided, and in this opponent hand area 232, a card image 210 corresponding to a card set as an opponent hand is displayed. In the opponent hand area 232, up to nine card images 210 may be displayed. In the example of FIG. 4, five card images 210 are displayed in the opponent hand area 232.
Further, in each of the card images 210 displayed in the opponent hand area 232, a graphic of the bottom face of the card is displayed, and the name, the graphic, the cost indication 214, the attack force indication 216, or the physical strength indication 208 of the card is not displayed. That is, the player at the local terminal can grasp the number of cards of the hand set as the opponent based on the card image 210 displayed in the opponent hand area 232, but cannot grasp the content of the cards of the hand set as the opponent.
Further, on the upper side of the local terminal card pile image 220 displayed on the right end of the above-described display area 200, an opponent card pile image 234 indicating an opponent card pile is displayed. With the addition of cards to the opponent's hand, the card image 210 is displayed to move from the opponent card pile image 234 to the opponent hand area 232.
Further, on the lower side of the opponent captain image 228, i.e., on the upper side of the local terminal layout region 222, an opponent layout region 236 is provided, and in this opponent layout region 236, the card image 210 corresponding to the cards set as the opponent layout is displayed. A maximum of five card images 210 may be displayed in the opponent layout area 236. In the example of FIG. 4, two card images 210 are displayed in the opponent layout area 236.
Further, in each of the card images 210 displayed in the opponent layout area 236, although not shown, in the case of an accompanying card, not only the name and the graphic of the card but also the offensive power indication 216 and the physical strength indication 208 are displayed, but since the cost has been consumed as a result of putting the card in the field from the hand, the cost indication 214 is not displayed. In the example of fig. 4, of the two card images 210 displayed in the opponent layout area 236, the left card image 210 is the card image 210 of the follower card, thus displaying the attack power indication 216 and the physical strength indication 208. On the other hand, the right card image 210 is a card image 210 of an amulet card. Since the amulet card is not provided with the offensive power or physical power, in the card image 210 corresponding to the amulet card, the offensive power indication 216 or the physical power indication 208 is not displayed, but the effect indication 238 indicating the effect set for the amulet card is displayed.
Further, on the right side of the opponent captain image 228, an allowable number-of-evolution indication 226 indicating the allowable number of evolution of the opponent is displayed. In the example of fig. 4, since the opponent is the second player, the allowable number-of-evolutions indication 226 indicates that the initial value of the allowable number of evolutions of the opponent is 3 times and the currently remaining allowable number of evolutions is 2 times.
Further, in the present embodiment, in the round of the player at the local terminal, with the card images 210 of which the playable indication 218 is displayed in the local terminal hand area 212, in the case where the player at the local terminal drags and drops one of the card images 210 in the local terminal layout area 222 while touching the card image 210, the operation is acquired as a player input for putting the card corresponding to the dropped card image 210 in the field. The dropped card image 210 is then displayed in the local terminal layout area 222 with the cost indication 214 removed, and the result of subtracting the cost of the card corresponding to the dropped card image 210 from the current remaining playing point in the local terminal PP indication 204 is displayed.
Further, in the round of the player at the local terminal, in a case where the player at the local terminal drags from one of the card images 210 of the satellite cards on which the attack enabling instruction 224 is displayed in the local terminal layout area 222 to one of the card images 210 of the satellite cards displayed in the opponent layout area 236, the operation is acquired as a player input for selecting the card image 210 of the satellite card at the start point of the drag as a subject of the attack and for selecting the card image 210 of the satellite card at the end point of the drag as a target of the attack. Then, in the card image 210 of the follower card of the player at the local terminal serving as the subject of the attack and the card image 210 of the follower card of the opponent serving as the target of the attack, effect images indicating the attack on each other are displayed, and the result of subtraction from: a physical strength indication 208 of a card image 210 of a player's satellite card at a local terminal serving as a subject of the attack, and a physical strength indication 208 of a card image 210 of a satellite card serving as an opponent to the target of the attack. Further, the card image 210 of the satellite card for which the physical strength indication 208 has become a value indicating less than or equal to 0 is deleted from the local terminal layout area 222 or the opponent layout area 236.
Further, in the round of the player at the local terminal, in the case where the player at the local terminal drags from one of the card images 210 of the satellite cards, on which the attack enabling instruction 224 is displayed in the local terminal layout area 222, to the opponent leader image 228, the operation is acquired as a player input for selecting the card image 210 of the satellite card at the start point of the dragging as the subject of the attack and for selecting the opponent leader image 228 at the end point of the dragging as the target of the attack. Then, an effect image indicating the hacked is displayed in the counter captain image 228 serving as a target of the hacking, and a result of subtraction from the physical strength indication 208 of the counter captain image 228 serving as a target of the hacking is displayed. Further, when the physical strength indication 208 of the opponent captain image 228 becomes a value indicating less than or equal to 0, an indication indicating a player winning at the local terminal is displayed.
Further, in the present embodiment, in the round of the opponent, one card image 210 is displayed to move from the opponent hand region 232 to the opponent layout region 236 every time one card is added as the opponent layout. Then, the card image 210 corresponding to the cards added as the opponent layout is displayed in the opponent layout area 236 in a state where the cost indication 214 is eliminated, and the result of subtracting the cost of the cards displayed in the opponent layout area 236 from the current remaining play point in the opponent PP indication 230 is displayed.
Further, in the opponent's round, in the card image 210 displayed in the opponent layout area 236, the attack capable indication 224 is displayed in the card image 210 corresponding to the follower card set in the attack capable state.
Further, in the opponent round, in a case where one of the satellite cards set to be capable of attack state among the satellite cards set as the opponent's hands is set as a subject of attack, and one of the satellite cards of the player at the local terminal is set as a target of attack, in the card image 210 of the satellite card of the opponent serving as the subject of attack and the card image 210 of the satellite card of the player at the local terminal serving as the target of attack, effect images indicating attacks on each other are displayed, and a result of subtraction from: a physical strength indication 208 of a card image 210 of a satellite card serving as an opponent to the subject of the attack, and a physical strength indication 208 of a card image 210 of a satellite card of a player at the local terminal serving as a target of the attack. Further, the card image 210 of the satellite card that changes the physical strength indication 208 to indicate a value less than or equal to 0 is deleted from the local terminal layout area 222 or the opponent layout area 236.
Further, in the opponent round, in a case where one of the slave cards set to be capable of attack state among the slave cards set as the layout of the opponent is set as the subject of the attack and the local terminal captain role is set as the target of the attack, an effect image indicating being attacked is displayed in the local terminal captain image 206 serving as the target of the attack, and a result of subtraction from the physical strength indication 208 of the local terminal captain image 206 serving as the target of the attack is displayed. Further, when the physical strength indication 208 of the local terminal captain image 206 becomes a value indicating less than or equal to 0, an indication indicating the player's battle failure at the local terminal is displayed.
Fig. 5 shows a master list used as a list of all cards in the card game in the present embodiment. The master list in the present embodiment is stored in the server information storage medium 20. As shown in fig. 5, the master list includes eight kinds of per-class master lists (i.e., a master list a corresponding to class a through a master list H corresponding to class H), and a common master list of one kind corresponding to all eight kinds of classes from class a through class H.
The master list by class of these eight categories is each an exhaustive list of cards that may be included in the card stack if the player's or CPU player's class is the respective class; for example, master list A is an exhaustive list of class A cards that may be included in the card stack if the player or CPU player's class is class A, …, and master list H is an exhaustive list of class H cards that may be included in the card stack if the player or CPU player's class is class H.
Specifically, in each of these eight kinds of class-by-class master lists, various card information is associated with each card ID of 80 kinds of cards of each class; for example, in the master list a, various card information (such as card names, card classifications, costs, offensive power, physical strength, effects, effect generation conditions, removal conditions, rareness, and the like) is associated with the respective card IDs of 80 kinds of cards of class a having card IDs of a000 to a079, …, and in the master list H, various card information is associated with the respective card IDs of 80 kinds of cards of class H having card IDs of H000 to H079.
Further, the common master list is an exhaustive list of cards that may be included in the card stack that are common between various classes, regardless of the class of player or CPU player. Specifically, in the common master list, various card information is associated with respective card IDs of 62 kinds of cards whose card IDs shared among the respective classes are I000 to I061.
Note that, in the present embodiment, the eight kinds of per-class master lists and the one kind of common master list each include a follower card, an spell card, and an amulet card.
Fig. 6 shows the above-described eight kinds of default card heaps (i.e., default card heap a corresponding to class a to default card heap H corresponding to class H) stored in the server information storage medium 20.
As shown in fig. 6, default card pile a includes a total of 40 cards, including class a cards and cards shared between classes, such as two cards with a card ID of a000, two cards with a card ID of a001, …, two cards with a card ID of I015, and one card with a card ID of I016, etc. Further, the default card pile H includes 40 cards in total, the 40 cards including a plurality of cards of class H and a plurality of cards shared between the classes, such as one card with card ID H000, one card with card ID H001, two cards with card ID H002, …, one card with card ID I017, one card with card ID I018, one card with card ID I019, and the like. That is, the default card stacks of the eight categories each include a total of 40 cards, the 40 cards including a plurality of cards that are category specific and a plurality of cards that are shared between the categories.
Further, in the present embodiment, although not shown, the server information storage medium 20 stores a plurality of kinds of constructed card stacks ranging from the plurality of kinds of constructed card stacks a corresponding to the class a to the plurality of kinds of constructed card stacks H corresponding to the class H described above.
Further, each of the many kinds of built card stacks is a built card stack that can be set in a case where the class of the player or the CPU player is the corresponding class; for example, each of the plural kinds of constructed card stacks a is a constructed card stack that can be set in the case where the class of the player or CPU player is class a, …, and each of the plural kinds of constructed card stacks H is a constructed card stack that can be set in the case where the class of the player or CPU player is class H.
Specifically, similar to each of the eight categories of default card piles, each of the many categories of constructed card piles collectively includes 40 cards, the 40 cards including a plurality of cards specific to the category and a plurality of cards shared between the categories; for example, the plurality of categories of constructed card stacks a each collectively include 40 cards, the 40 cards including a plurality of cards of category a and a plurality of cards shared between the categories, …, and the plurality of categories of constructed card stacks H each collectively include 40 cards, the 40 cards including a plurality of cards of category H and a plurality of cards shared between the categories.
Here, the eight kinds of default card stacks in the present embodiment are each structured such that the default card stack includes: a small number of cards with high attacking force or physical strength; a small number of cards for which effects, effect generation conditions, and removal conditions are favorable; or a small number of cards with a high rarity. That is, the default card piles of the eight categories are each a card pile that can be selected from when the player starts playing for the first time, and thus are constructed to give the player a low degree of advantage.
On the other hand, a plurality of kinds of constructed card stacks are each constructed such that, according to the kind of the constructed card stack, the constructed card stack includes: many cards with high offensive or physical strength; a number of cards for which effects, effect generating conditions, and removing conditions are favorable; or a number of cards with a high rarity. That is, many kinds of constructed card stacks each have different conditions for enabling a player to select, and are thus constructed to give a player different degree of advantage depending on the conditions for enabling a player to make a selection.
Further, although not shown, the server information storage medium 20 may also store the aforementioned custom card heaps, and each custom card heap is also constructed as a custom card heap corresponding to one of eight kinds of classes, class a to class H. Specifically, in the present embodiment, in the case where the player constructs a custom card stack, first, a player input for the player to select one of eight categories, class a to class H, is accepted. Then, among the cards owned by the player, the player combines the cards corresponding to the class selected by the player and the cards shared between the classes so that the total number becomes 40, thereby constructing a custom card stack. Note that where a player has multiple cards of the same category, multiple cards of the same category may be included in a custom card pile, similar to the default card pile and the constructed card pile.
As described above, in the present embodiment, the default card stack, the constructed card stack, and the custom card stack each correspond to one of eight kinds of classes from class a to class H, and each includes 40 cards in total, the 40 cards including class-specific cards and cards common between the classes.
Fig. 7 shows phase transition before the start of battle in each of a plurality of kinds of game modes. As shown in fig. 7, in the present embodiment, the player can select one of four kinds of game modes, namely, a story mode, a battle mode, a challenge mode, and a special mode. The story mode is a single-player game mode, and the battle mode, the challenge mode, and the special mode are each a plurality of player game modes.
Further, in the case where the player selects the story mode, first, a transition to a class selection phase occurs in which a player input for the player to select one of eight classes, class a to class H, is accepted.
Specifically, in the class selection phase in the story mode, although not shown, a captain selection image including eight captain buttons (i.e., captain button a displaying captain character a to captain button H displaying captain character H) is displayed in the display area 200. Then, when one of the captain buttons is tapped in the captain selection image, the operation is accepted as a player input for selecting a class corresponding to the captain character displayed in the tapped captain button. Then, the class selected by the player is set as the player's class.
A transition then occurs to a card stack selection and construction phase in which player input is accepted for a player to select one of a plurality of categories of card stacks corresponding to the category selected by the player, or player input for a player to select to construct a new custom card stack.
Specifically, in the card pile selection and construction phase in story mode, although not shown, a card pile selection image is displayed in the display area 200, the card pile selection image including a default card pile button for selecting a default card pile corresponding to a class selected by a player, a constructed card pile button for selecting a constructed card pile corresponding to the class selected by the player, a custom card pile button for selecting a custom card pile corresponding to the class selected by the player, and a new construction button for selecting construction of a new custom card pile. Further, when one of the card stack buttons is tapped in the card stack selection image, the operation is accepted as a player input for selecting a card stack corresponding to the tapped card stack button. Then, the card stack selected by the player is set as the player's card stack.
Then, a transition to a battle start phase occurs in which a battle with the CPU player is started.
On the other hand, when a new build button is tapped in the card stack selection image, this operation is accepted as player input for the player to select building of a new custom card stack. Then, although not shown, a custom card pile building image for building a custom card pile corresponding to the class selected by the player is displayed in the display area 200. Further, when the player builds a new custom card pile in the custom card pile build image, a card pile selection image to which a custom card pile button for selecting the custom card pile newly built by the player is added is displayed.
Further, in the case where the player selects the battle mode, first, a transition to a card stack selection and construction phase occurs in which a player input for the player to select one of a plurality of kinds of card stacks respectively corresponding to eight kinds of classes from class a to class H or a player input for the player to select to construct a new custom card stack is accepted.
Specifically, in the card pile selection and construction phase in the battle mode, although not shown, a card pile selection screen including eight default card pile buttons (i.e., default card pile button a for selecting default card pile a through default card pile button H for selecting default card pile H), a custom card pile button for selecting a card pile constructed by a player regardless of the category, and a new construction button, but not displaying the constructed card pile buttons, is displayed in the display area 200. Further, when one of the card stack buttons is tapped in the card stack selection image, the operation is accepted as a player input for selecting a card stack corresponding to the tapped card stack button.
Here, at the card pile selection and construction stage in the battle mode, when accepting a player input for selecting a card pile, the card pile selected by the player is set as the card pile of the player, and a class corresponding to the card pile selected by the player is set as the class of the player. Thus, during the card stack selection and build phase in the battle mode, the player input for selecting a card stack is also accepted as the player input for selecting a class.
Then, a transition to a battle start phase occurs in which a battle with another player is started.
On the other hand, when a new build button is tapped in the card stack selection image, this operation is accepted as player input for the player to select building of a new custom card stack. Then, although not shown, the custom card pile build image is displayed in the display area 200. When a player builds a new custom card pile in the custom card pile build image, a card pile selection image is displayed with the addition of a custom card pile button for selecting the custom card pile that the player newly builds.
Further, in the case where the player selects the challenge mode, first, a transition to a class selection phase occurs in which a player input for the player to select one of eight classes, class a to class H, is accepted.
Specifically, in the class selection stage in the challenge mode, although not shown, a head choice image similar to the head choice image in the class selection stage in the story mode described previously is displayed in the display area 200. Then, when one of the captain buttons is tapped in the captain selection image, the operation is accepted as a player input for selecting a class corresponding to the captain character displayed in the tapped captain button. Further, the class selected by the player is set as the player's class.
Then, in the challenge mode, a transition occurs to a card pile construction phase in which player input is accepted for constructing a card pile in the challenge mode from a plurality of categories of cards corresponding to the category selected by the player.
Specifically, in the card pile construction phase in the challenge mode, although not shown, a challenge card pile construction image for constructing the card pile 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 card pile among cards determined by lottery from among a plurality of kinds of cards corresponding to the class selected by the player is accepted. Further, when the player constructs a card stack in the challenge mode in the challenge card stack construction image, the constructed card stack in the challenge mode is set as the player's card stack.
Then, a transition to a battle start phase occurs in which a battle with another player is started.
As described above, in the story mode, the battle mode and the challenge mode in the present embodiment, before starting the battle, the card pile is constructed by selecting 40 cards from many kinds of cards, or one card pile from many kinds of card piles.
Here, in the card game like the card game in the present embodiment, an important factor in the card game is which combination of cards the player selects for the card pile or how the player combines the cards to construct the card pile. However, there are problems as follows: some players experience difficulty or effort in selecting a card stack from a number of card stacks including different types of cards, or building a card stack from a number of types of cards.
However, in the case where a player selects a card pile from among a plurality of different kinds of card piles constructed in advance (as with a default card pile or a constructed card pile), there is a problem that advantages and disadvantages may be generated before a battle is started depending on a combination of a card pile selected by the player and a card pile selected by an opponent, and there is also a problem that the player feels bored with the previously constructed card pile.
Therefore, in the present embodiment, the special mode shown in fig. 7 is provided. In this special mode, the battle can be easily started without having to select one card stack from a plurality of kinds of card stacks including different kinds of cards, or without having to build a card stack from a plurality of kinds of cards. Further, a card game is executed which can appropriately start a battle without giving advantages and disadvantages before starting the battle.
Specifically, as shown in fig. 7, when the player selects the special mode, first, a transition occurs to a special card pile selection phase in which a player input for the player to select one special card pile from among special card piles respectively corresponding to eight kinds of classes, i.e., class a to class H, is accepted.
Specifically, in the special card stack selection phase, as shown in fig. 8, eight special card stack buttons (i.e., a special card stack button a for selecting a special card stack a corresponding to class a to a special card stack button H for selecting a special card stack H corresponding to class H) are displayed in the display area 200, but a default card stack button, a built card stack button, a custom card stack button, and a new build button are not displayed. Further, when one of the special card stack buttons is tapped in the special card stack selection image, the operation is accepted as a player input for selecting a special card stack corresponding to the tapped special card stack button.
Here, in the present embodiment, as shown in fig. 8, in each of the special card stack button a to the special card stack button H, not only the name of the class corresponding to the special card stack selected via the special card stack button but also the captain role of the class is displayed. Further, in the special card pile selection stage, when accepting a player input for selecting a special card pile, the special card pile selected by the player is set as the player's card pile, and a class corresponding to the card pile selected by the player is set as the player's class. Thus, in the special card pile selection phase, player input for selecting a special card pile is also accepted as player input for selecting a class.
Then, a transition to a battle start phase occurs in which a battle with another player is started.
Fig. 9 shows eight kinds of special card stacks from the special card stack a corresponding to class a to the special card stack H corresponding to class H. As shown in fig. 9, the special card stack a includes 30 cards having card numbers 00 to 29, in which the card IDs corresponding to the card numbers 00 to 19, respectively, are all I060, and the card IDs corresponding to the card numbers 20 to 29, respectively, are all I061, …, and the special card stack H includes 30 cards having card numbers 00 to 29, in which the card IDs corresponding to the card numbers 00 to 19, respectively, are all I060, and the card IDs corresponding to the card numbers 20 to 29, respectively, are all I061. That is, the special card pile a includes 30 cards in common between the respective categories in total, the 30 cards including 20 cards having a card ID of I060 and 10 cards having a card ID of I061, …, and the special card pile H also includes 30 cards in common between the respective categories in total, the 30 cards including 20 cards having a card ID of I060 and 10 cards having a card ID of I061.
Here, in the common master list shown in fig. 5, the card name of the card having the card ID of I060 is the first special card (special game medium), and the card name of the card having the card ID of I061 is the second special card (special game medium). Further, although not shown, cards with a card ID of I060 and cards with a card ID of I061 (i.e., the first special card and the second special card) are classified as spell cards. For these cards, the cost is zero, no attack force or physical force is set, the effect is to add two cards determined by lottery from among a plurality of kinds of cards corresponding to the player's kind to the hand, and the effect generation condition (special condition) and removal condition are to place these cards from the hand in the field.
That is, each of the eight kinds of special card stacks includes 30 spell cards (which includes 20 first special cards and 10 second special cards) in total, and each of the eight kinds of special card stacks has the same contents.
As described above, in the special mode, no matter which of the special card stack buttons of the special card stack button a to the special card stack button H shown in fig. 8 is tapped at the special card stack selection stage shown in fig. 7, the special card stack having the same contents is set as the player's card stack.
Fig. 10 is a diagram illustrating an example game image displayed in the display area 200 in the special mode. In the present embodiment, also in the special mode, similarly to the other game modes, in the case of starting a battle, first, three cards are determined as candidates for an initial hand from among the cards included in the special card pile by drawing for each of the player and the opponent at the local terminal.
Specifically, for each of the player's special card pile and the opponent's special card pile at the local terminal, three card numbers are determined as candidate card numbers of the initial hand from among the 30 card numbers of the respective special card piles by lottery. In this way, in the present embodiment, when the card stack is set as the player's card stack, the cards included in the card stack are managed based on the card numbers in the card stack.
Then, as shown in fig. 10, card images 210 of three candidates for the initial hand are displayed above the local terminal captain image 206 based on the three card numbers determined by the lottery. In the example of fig. 10, of the three card numbers determined by the lottery, the card ID corresponding to two card numbers is I060, and the card ID corresponding to one card number is I061. Thus, of the three candidate card images 210 of the initial hand, the first card image 210 from the left and the second card image 210 from the left are card images 210 of the first special card, and the third card image 210 from the left is a card image 210 of the second special card. Further, in each of the card image 210 of the first special card and the card image 210 of the second special card, the cost indication 214 indicates zero, but the attack force indication 216 or the physical force indication 208 is not displayed.
Here, in the example of fig. 10, since the captain character a corresponding to the class a is displayed as the local terminal captain image 206, the special card pile a is set as the card pile of the player at the local terminal, and since the captain character D corresponding to the class D is displayed as the opponent captain image 228, the special card pile D is set as the card pile of the opponent. However, as previously described, the special card pile a and the special card pile D have the same contents and include only the first special card and the second special card. Thus, for both the player and the opponent at the local terminal, three candidates for the initial hand are determined to be either the first special card or the second special card.
Further, above the card images 210 of the three candidates of the initial hand, a replacement area 240 to which a card to be replaced with another card is moved is provided, and an OK button 242 is displayed on the right side of the replacement area 240. Further, when the player at the local terminal taps the OK button 242 without moving any of the three candidate card images 210 of the initial hand into the replacement area 240, the operation is accepted as a player input for selecting not to replace any of the three cards serving as candidates of the initial hand with another card. Then, three cards serving as 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.
Specifically, three card numbers determined by lottery as the card numbers of the candidates of the initial hand are set as the card numbers of the initial hand.
On the other hand, when the player at the local terminal moves any of the three candidate card images 210 of the initial hand into the replacement area 240 and taps the OK button 242, the operation is accepted as a player input for selecting replacement of a card corresponding to one or more card images 210 moved into the replacement area 240 with another card or other cards. Then, from among the cards remaining after three cards serving as candidates for the player's hand are excluded from the cards included in the player's special card pile a at the local terminal, the cards of the same number as the number of cards selected for replacement are determined by another drawing. Then, in a case where there are cards determined by another drawing and cards not selected for replacement, cards serving as candidates for the initial hand not selected for replacement are set as the initial hand of the player at the local terminal.
Specifically, from among the card numbers remaining after excluding the three card numbers determined by lottery as the card numbers of candidates of the initial hand among the card numbers of 30 card stacks a of the player at the local terminal, the card numbers of the same number as the number of cards to be selectively replaced are determined by another lottery. Then, in a case where there are a card number determined by another lottery and a card not selected for replacement, the card number of the candidate of the initial hand not selected for replacement is set as the card number of the initial hand of the player at the local terminal.
For example, when the card image 210 of the second special card third from the left among the three card images 210 of the candidates of the initial hand is moved into the replacement area 240 and the OK button 242 is tapped, one card is determined by another drawing from the cards remaining after two first special cards and one second special card serving as candidates of the player's hand are excluded from the cards included in the player's special pile a at the local terminal.
Then, one of the first special card or the second special card determined by the other drawing and two cards not selected to be replaced are set as the initial hand of the player at the local terminal.
Specifically, one card number is determined by another lottery from among the card numbers remaining after excluding three card numbers determined by lottery as the card numbers of candidates of the initial hand from among the 30 card numbers of the special card pile a of the player at the local terminal. Further, one card number determined by another drawing and card numbers corresponding to two cards not selected for replacement are set as the card numbers of the initial hands of the players at the local terminal.
Note that in the special mode, since the special card pile includes only the first special card and the second special card, the first special card or the second special card is determined by another drawing.
Then, as shown in fig. 11, the replacement area 240 and the OK button 242 are eliminated, the round end button 202, the local terminal PP indication 204, the opponent PP indication 230, and the like are displayed, and the card image 210 of three cards set as the initial hand of the player at the local terminal is displayed in the local terminal hand area 212. Further, in the example of fig. 11, since the player at the local terminal is the first player, one card is added to the hand of the player at the local terminal in the first round, and thus a total of four card images 210 are displayed in the local terminal hand region 212.
In the example of fig. 11, of the four card images 210 displayed in the local terminal hand area 212, the first to third card images 210 from the left are card images 210 of three cards set as the initial hands. However, since a first special card is determined by another drawing as described above and a second special card is replaced with the first special card, the card images 210 of the three cards set as the initial hands are all the card images 210 of the first special card.
Further, the fourth card image 210 from the left is the card image 210 corresponding to the card added to the player's hand at the local terminal in the first round. Since the card added to the player's hand at the local terminal in the first round is the second special card, the card image 210 of the card added to the player's hand at the local terminal in the first round is the card image 210 of the second special card.
Further, in the example of fig. 11, the current remaining play point of the player at the local terminal is 1 point, and the respective cost indications 214 of the three card images 210 of the first special card and the one card image 210 of the second special card displayed in the local terminal hand area 212 indicate 0. Accordingly, a play enabled indication 218 is displayed in each of the three card images 210 of the first special card and the one card image 210 of the second special card displayed in the local terminal hand area 212. That is, in the present embodiment, the first special card or the second special card may be placed in the field regardless of the current remaining play point.
Further, when a player input for causing one of the card image 210 of the first special card and the card image 210 of the second special card, which display the playable indication 218 in the local terminal hand area 212, to be placed in the field is acquired, the first special card or the second special card acquired for causing the player input of the card to be placed in the field is set to a waiting state in which a waiting effect is generated. Further, as shown in fig. 12, the card image 210 of the first special card or the second special card set in the waiting state is displayed at the waiting position set at the left center portion of the display area 200, and a removed card selection image 244 is displayed at the center portion of the display area 200, the removed card selection image 244 indicating that one card to be removed from the hand is to be selected.
Further, in a case where the first special card or the second special card is in a waiting state, when one of the card images 210 displayed in the local terminal hand area 212 is tapped, the removal button 246 displayed in the removal card selection image 244 is valid, and when the valid removal button 246 is tapped, the operation is acquired as a player input for selecting the tapped one card image 210 as a card to be removed.
Then, the card image 210 of the first special card or the card image 210 of the second special card in the waiting state is removed, and the card image 210 acquired to the player input for selecting a card as a card to be removed is removed. Further, as an effect of the first special card or the second special card in the waiting state, special drawing for determining two cards from a plurality of kinds of cards corresponding to the kind of the player at the local terminal is performed, and the two cards determined by the special drawing are added to the hand of the player at the local terminal.
On the other hand, in the case where the first special card or the second special card is in the waiting state, when the cancel button 248 displayed in the removal card selection image 244 shown in fig. 12 is tapped, the waiting state of the first special card or the second special card is cancelled. The remove card selection image 244 is then eliminated and the card image 210 of the first special card or the second special card in a waiting state is displayed to return from the waiting position to the local terminal hand area 212.
Further, in the present embodiment, in the case where the card image 210 displayed in the local terminal hand area 212 is only one card image 210 of the first special card or one card image 210 of the second special card, when one card image 210 of the first special card or the second special card is placed in the field, the card image 210 is no longer displayed in the local terminal hand area 212, and then a card to be removed from the hand cannot be selected. Thus, a card image 210 of a first special card or a second special card is not allowed to be placed in the field.
As described above, in the special mode of the present embodiment, in the case where two cards in total (i.e., the first special card or the second special card placed in the field, and the card selected by the player from the cards set as hands) are removed, two cards for each category determined by the special lottery are added to the hands.
In the example of fig. 13, of the four card images 210 displayed in the local terminal hand area 212, the third and fourth card images 210 from the left are card images 210 corresponding to two cards determined by a special lottery. The third card image 210 from the left is the card image 210 of the amulet card and the fourth card image 210 from the left is the card image 210 of the follower card.
Further, in the example of fig. 13, the current remaining play point of the player at the local terminal is 1 point. The cost indication 214 of the card image 210 of the amulet card third from the left is 2, and therefore the playable indication 218 is not displayed in this card image 210. The cost indication 214 of the card image 210 of the follower card fourth from the left indicates 1, and therefore the playable indication 218 is displayed in the card image 210.
Further, in the example of fig. 13, since the class of the player at the local terminal is class a, both cards determined by the special lottery are class a cards.
Fig. 14 is a diagram showing an example of a special lottery table (game medium group) referred to in special lottery. Referring to fig. 14, the first special lottery table a is a special lottery table referred to in a case where the class of the player is class a and the first special card is placed in the field, and the second special lottery table a is a special lottery table referred to in a case where the class of the player is class a and the second special card is placed in the field. Further, in the first special drawing table a, all the cards of 80 categories of category a set in the master list a shown in fig. 5 are set as drawing items. On the other hand, in the second special drawing table a, cards with high rareness are set as drawing items among the cards of class a set in each of the master lists a shown in fig. 5.
In addition, in the present embodiment, the server information storage medium 20 stores eight kinds of first special lottery tables and eight kinds of second special lottery tables, that is, the first special lottery table a and the second special lottery table a corresponding to the class a to the first special lottery table H and the second special lottery table H corresponding to the class H. In addition, in the eight kinds of first special lottery tables and the eight kinds of second special lottery tables, the drawing probabilities of the respective drawing items are set to be the same.
Therefore, in the present embodiment, both the cards determined by the special drawing become cards corresponding to the player's class, and any card corresponding to the player's class is likely to be added to the hand by the special drawing. Further, in the case where the second special card is placed in the field, the rarity of cards added to the hand is higher than in the case where the first special card is placed in the field.
As described above, in the special mode of the present embodiment, since the special card piles having the same contents are set as the player's card piles, the battle can be easily started without having to select one card pile from among many kinds of card piles or without having to build a card pile from many kinds of cards, and the battle can be appropriately started without giving rise to advantages and disadvantages even before the battle is started. Further, the game may be advanced by placing cards determined by special drawings and added to the hand in the field.
The flow of processing performed at the server apparatus 12 in the present embodiment is described below with reference to the flowcharts of fig. 15 to 18.
In the special card stack setting process shown in fig. 15, first, when the special mode is selected (yes in step S100), the mode processing unit 43 displays a special card stack selection image to accept selection of a special card stack (step S102). Then, when the special card pile is selected (yes in step S104), the card pile processing unit 45 sets the selected special card pile as the player 'S special card pile (step S106), and the class processing unit 44 sets the class corresponding to the selected special card pile as the player' S class (step S108). Then, the card processing unit 47 sets the first special lottery table and the second special lottery table corresponding to the class of the player as the special lottery table of the player (step S110).
In the special card processing shown in fig. 16, the card processing unit 47, upon accepting a player input for placing a special card in the field (yes in step S120), executes removal card selection processing (step S122) and executes addition card drawing processing (step S124).
Specifically, in the removal card selection processing in step S122 shown in fig. 16, as shown in fig. 17, in the waiting state, the card processing unit 47 sets a special card placed in the field to the waiting state (step S128). Further, a removed card selection image is displayed (step S130), and selection of a card to be removed is accepted (step S132). When the card to be removed is determined (yes in step S134), the determined card and the special card placed in the field are removed from the hand and set as a cemetery card (step S136). On the other hand, when the cancel button 248 displayed in the removed card selection image 244 is tapped or when 90 seconds, which is a time limit of one round, has elapsed and thus a card to be removed is not determined (no in step S134), the waiting state of the special card placed in the field is cancelled (step S138), the removed card selection image is eliminated (step S139), and the special card processing is ended without performing the added card lottery processing in step S124 shown in fig. 16.
Further, in the add-card drawing process in step S124 shown in fig. 16, as shown in fig. 18, in the case where the special card placed in the field is the first special card (yes in step S140), the card processing unit 47 selects the first special drawing table (step S142), determines the first card from the drawing items in the first special drawing table by drawing (step S144), and determines the second card from the drawing items remaining after excluding the first card from the drawing items in the first special drawing table by drawing (step S146). Then, the card processing unit 47 adds the determined two cards to the hand (step S148). On the other hand, in the case where the special card placed in the field is the second special card (no in step S140), the card processing unit 47 selects the second special lottery table (step S150), determines the first card from the lottery items in the second special lottery table by lottery (step S144), and determines the second card from the lottery items remaining after excluding the first card from the lottery items in the second special lottery table by lottery (step S146). Then, the card processing unit 47 adds the determined two cards to the hand (step S148).
3. Modification example
The present invention may be modified and embodied in various forms without being limited to the above-described embodiments. Modifications are described below. Note that the above-described embodiments and various methods described below as modifications can be appropriately combined and employed as a method of implementing the present invention.
First, although the above embodiments are described in the context of an example where there is one captain role for one class, there may be two or more captain roles for one class. Further, in this case, the player may select one class from a plurality of classes, and then may select one captain character from a plurality of captain characters belonging to the selected one class, or in the case where the player selects one captain character from a plurality of captain characters, the class of the selected one captain character may be set as the class of the player.
Further, although the above-described embodiment has been described in the context of an example in which a player selects a class, the class of the player may be determined in accordance with a prescribed condition such as a lottery or the like, for example, at the start of the game.
Further, although the above embodiments are described in the context of examples in which the primary list includes a primary list by class and a common primary list, the primary list may include a primary list by class or a common primary list. Further, the common master list may be created by extracting or combining card information included in the master lists by class, or the master lists by class may be created by extracting or combining card information included in the common master list.
Further, although the above-described embodiments are described in the context of an example in which the special mode is a multiple-player gaming mode, the special mode may be a single-player gaming mode, or a player may be allowed to select a multiple-player special mode or a single-player special mode.
Further, although the above-described embodiment is described in the context of an example in which a player selects a special card pile from a plurality of special card piles in a special mode, the configuration may be such that: when the player selects one class from among a plurality of classes, the selected class is set as the player's class and one special card pile common among the classes is set as the player's card pile, or the configuration may be such that: when a player selects one captain character from a plurality of kinds of captain characters, a class corresponding to the selected captain character is set as a player's class, and one special card pile shared among the classes is set as a player's card pile.
Further, although the above-described embodiment is explained in the context of an example in which the eight kinds of special card piles each have the same content, the content of each of the eight kinds of special card piles may vary; for example, the ratio between the first and second special cards may vary in each of the eight types of special card stacks, or some of the special card stacks may include a third special card that references a different special lottery table than the special lottery table used for the first and second special cards.
Further, although the above-described embodiment is explained in the context of an example in which eight kinds of special card stacks each include only a first special card and a second special card, at least one of the eight kinds of special card stacks may include at least one type of card (non-special game medium) of a follower card, a amulet card, and a spell card different from the first special card and the second special card.
Further, in the above-described embodiment, in the first round of the first player, three cards are set as the initial hands, and four cards are set as the hands as a result of adding one card to the hands, whereas in the first round of the second player, three cards are set as the initial hands, and five cards are set as the hands as a result of adding two cards to the hands. Thus, a prescribed number of cards (less than or equal to three) may be included in the special card stack that will be different from the first special card and the second special card. That is, for either the first player or the second player, the special deck may include different cards that do not prohibit setting the first special card or the second special card to the number of hands in the first round.
Further, although the above-described embodiment is explained in the context of an example in which the effect generation conditions of the first special card and the second special card are "put in the field from the hand", as the effect generation conditions of the first special card and the second special card, various conditions such as the following and the like may be set: "when added to a hand", "when removed", "when attacked", and "when the prescribed conditions for the other cards in the hand are satisfied". Further, the effects of the first special card and the second special card may be displayed in the form of monsters or may be invoked in the form of the skill of the captain character.
Further, the above-described embodiment is explained in the context of an example in which the effects of the first special card and the second special card vary depending on the class of the player; for example, the effect of the first special card and the second special card is: two cards of class a are added to the hand if the player's class is class a, and two cards of class B are added to the hand if the player's class is class B. However, special cards having different effects may be included in the special card stacks corresponding to the respective categories; for example, in the case where the class of the player is class a, the special card pile a is set as the player's card pile, and the special card pile a includes a special card a having an effect of adding two cards of class a to the hand, and in the case where the class of the player is class B, the special card pile B is set as the player's card pile, and the special card pile B includes a special card B having an effect of adding two cards of class B to the hand.
Further, although the above-described embodiment is explained in the context of an example in which the server information storage medium 20 stores eight kinds of first special lottery tables and eight kinds of second special lottery tables (i.e., the first special lottery table a and the second special lottery table a corresponding to class a to the first special lottery table H and the second special lottery table H corresponding to class H), the special lottery table may be created based on the master list corresponding to the class of the player each time the special lottery is performed. In this case, the configuration may be such that: when a player input for placing a first special card in a field is acquired, a first special drawing table is created based on a master list corresponding to a class of a player, and when a player input for placing a second special card in a field is acquired, a second special drawing table is created based on a master list corresponding to a class of a player.
Further, although the above-described embodiment is explained in the context of an example in which two cards determined by special lottery are added to a player's hand, two cards determined by special lottery may be added to a player's card pile. Alternatively, one card may be added to the hand and another card may be added to the card stack among the two cards determined by the special drawing. Alternatively, the player may be allowed to determine the destination of the addition.
Further, although the above-described embodiment is explained in the context of an example in which two cards determined by special lottery are different cards, there may be a case in which two cards determined by special lottery are the same card.
Further, although the above-described embodiment is explained in the context of an example in which all the cards of each class are set as the draw items in the special drawing table of that class, cards that are common between all classes or cards that are common between some of these classes may be set as the draw items.
Further, although the above-described embodiment is described in the context of a case where two cards are determined by special lottery, two cards may be extracted from a list according to prescribed conditions, or two cards may be determined by using a pseudo random number.
Description of the reference numerals
10 information processing system
12 server device
14 terminal device
16 network
20 server information storage medium
22 server role information storage unit
24 server player information storage unit
30 server storage unit
36 server communication unit
40 server information processing unit
41 server game processing unit
42 server communication control unit
43-mode processing unit
Class 44 processing unit
45 card pile processing unit
46 round processing unit
47 card processing unit
50 player input detection unit
52 display unit
54 sound output unit
56 terminal information storage medium
57 terminal role information storage unit
58 terminal player information storage unit
60 terminal memory cell
62 main memory unit
64 rendering buffer
66 terminal communication unit
100 terminal information processing unit
102 terminal game processing unit
103 input accepting unit
104 display control unit
105 hit judging unit
106 terminal parameter updating unit
108 image generation unit
110 sound generating unit
112 terminal communication control unit
200 display area
Claims (7)
1. A program for executing a game based on a game medium included in a game medium group associated with a player and a game medium included in a game medium group associated with an opponent, the program causing a computer to function as:
a category processing unit for associating one of a plurality of categories with the player;
a game media group processing unit for associating a game media group including a plurality of special game media with the player; and
a game media processing unit for determining a game media from a game media group corresponding to a category associated with the player and adding the determined game media to a game media group associated with the player, in a case where a special condition corresponding to a special game media is satisfied.
2. The program according to claim 1, wherein,
the game media group processing unit associates a game media 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 a kind of a special game medium satisfying the special condition.
3. The program according to claim 1 or 2, wherein,
in a case where the special condition is satisfied, the game media processing unit executes processing for causing the player to reduce the number of game media that can be selected from among game media groups associated with the player.
4. The program according to any one of claims 1 to 3,
the game media group processing unit associates a game media group including only a special game media with the player.
5. The program according to any one of claims 1 to 3,
in a case where the game is started, the game media processing unit determines a prescribed number of game media from a game media group associated with the player as game media that the player can initially select, 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 that is greater than or equal to zero and less than the prescribed number with the player.
6. A server for executing a game based on a game medium included in a game medium group associated with a player and a game medium included in a game medium group associated with an opponent, the server comprising:
a category processing unit for associating one of a plurality of categories with the player;
a game media group processing unit for associating a game media group including a plurality of special game media with the player; and
a game media processing unit for determining a game media from a game media group corresponding to a category associated with the player and adding the determined game media to a game media group associated with the player, in a case where a special condition corresponding to a special game media is satisfied.
7. A game system for executing a game based on a game medium included in a game medium group associated with a player and a game medium included in a game medium group associated with an opponent, the game system comprising:
a category processing unit for associating one of a plurality of categories with the player;
a game media group processing unit for associating a game media group including a plurality of special game media with the player; and
a game media processing unit for determining a game media from a game media group corresponding to a category associated with the player and adding the determined game media to a game media group associated with the player, in a case where a special condition corresponding to a special game media is satisfied.
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2019-162112 | 2019-09-05 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| HK40063222A true HK40063222A (en) | 2022-06-17 |
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