Game skill generation method and device, storage medium and electronic equipment
By introducing game skills generation methods in the game, using virtual props to open new game maps and add new skills, the problems of insufficient novelty and playability of existing games are solved, and the game experience and user stickiness are improved.
Patent Information
- Application Number
- CN202411477197.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-21
- Publication Date
- 2025-02-18
- Estimated Expiration
- 2044-10-21
Smart Images

Figure CN119455395A_ABST
Abstract
Description
Background Art
[0002] With the development of game technology and the diversity of people's leisure life, games have become one of the important leisure methods in people's daily life. In existing game products, in order to attract game players to join the game, the game usually includes a rich variety of virtual props, various virtual objects and unpredictable game scenes. In one type of game products, such as Tarkov-like games, players can take the virtual props picked up in the game out of the game to use or sell them, thereby enriching the player's gaming experience.
[0003] However, the gameplay of the above-mentioned games is still relatively fixed, for example, always providing fixed game scenes for game players, or providing a specific number of game scenes for players to choose from before the game starts, making the existing games lack novelty and playability, which in turn affects the players' gaming experience and game application and user stickiness. Summary of the invention
[0004] The present disclosure provides a method for generating game skills, a device for generating game skills, a computer storage medium and an electronic device, thereby expanding the depth of game play, increasing the novelty and playability of the game, and thus improving the player's gaming experience and user stickiness.
[0005] In a first aspect, an embodiment of the present disclosure provides a method for generating a game skill, wherein the method runs a game through a terminal device, and a first game account is logged in to the terminal device, the game includes multiple game maps, and different game maps correspond to different game scenes, including: in response to a start instruction of a first game match, displaying a first game scene corresponding to the first game map, wherein the first game scene at least includes a controlled virtual object corresponding to the first game account; in response to the controlled virtual object completing the first game match, according to a first virtual prop obtained by the controlled virtual object from the first game scene, controlling the permission to enter a second game map to the first game account; in response to a start instruction of a second game match, displaying a second game scene corresponding to the second game map, and adding a first game skill determined based on the first virtual prop to the controlled virtual object corresponding to the first game account; in response to the controlled virtual object casting the first game skill in the second game scene, presenting a game effect corresponding to the first game skill.
[0006] In a second aspect, an embodiment of the present disclosure provides a device for generating a game skill, which runs a game through a terminal device, and a first game account is logged in to the terminal device. The game includes multiple game maps, and different game maps correspond to different game scenes, including: a first scene display module, configured to execute in response to a start instruction of a first game game, and display a first game scene corresponding to the first game map, wherein the first game scene at least includes a controlled virtual object corresponding to the first game account; a permission control module, configured to execute in response to the controlled virtual object completing the first game game, and according to the first virtual props obtained by the controlled virtual object from the first game scene, control the permission to enter the second game map to the first game account; the second scene display module, configured to execute in response to the start instruction of the second game game, display the second game scene corresponding to the second game map, and add a first game skill determined based on the first virtual prop to the controlled virtual object corresponding to the first game account; a gain providing module, configured to execute in response to the controlled virtual object casting the first game skill in the second game scene, and present the game effect corresponding to the first game skill.
[0007] In a third aspect, an embodiment of the present disclosure provides a computer-readable storage medium having a computer program stored thereon, which implements the above-mentioned method for generating game skills when executed by a processor.
[0008] In a fourth aspect, an embodiment of the present disclosure provides an electronic device, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the above-mentioned method for generating gaming skills by executing the executable instructions.
[0009] In a fifth aspect, an embodiment of the present disclosure provides a computer program product, including a computer program, which is executed by a processor to implement the above method for generating game skills.
[0010] The technical solution disclosed in this disclosure has the following beneficial effects:
[0011] Through the above-mentioned method for generating game skills, the virtual props picked up in the game match corresponding to the ordinary game map (the first game map) are brought out of the game match, and used as a condition for opening a new game map (i.e., the second game map) to open a new game map and add game skills in the new game map. This process associates the first virtual props obtained in the first game map with the new game map, which not only realizes the reuse of virtual props in the first game map and the second game map, enhances the map relevance, and reduces the repeated addition of virtual props; and can expand new game maps and new game skills on the basis of the original inherent game map, increasing the fun and novelty of the game, thereby solving the technical problem of the inherent game map in the prior art that the game map leads to insufficient novelty and playability. On the other hand, by obtaining the first game props in the first game map and taking it out of the game to unlock the second game map and enter, there is no need for the player to exit the game map selection interface and then select the second game map to enter the repeated operation, which simplifies the player's operation and reduces the pressure of game resource loading. On the other hand, from the player's perspective, based on the above method, the player's exploration of the new game map can be greatly improved, thereby improving the player's game experience and user stickiness.
[0012] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] The drawings herein are incorporated into the specification and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and are used together with the specification to explain the principles of the present disclosure. Obviously, the drawings described below are only some embodiments of the present disclosure, and for ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0014] Figure 1 A system architecture diagram schematically showing a system for generating a gaming skill in the exemplary embodiment;
[0015] Figure 2 A flowchart schematically illustrating a method for generating a gaming skill according to the exemplary embodiment;
[0016] Figure 3A A schematic diagram schematically shows a first display of a first game map and a second game map in the present exemplary embodiment;
[0017] Figure 3B A schematic diagram schematically shows a second display of a first game map and a second game map in this exemplary embodiment;
[0018] Figure 3CA schematic diagram schematically shows a third display of a first game map and a second game map in this exemplary embodiment;
[0019] Figure 4 A schematic diagram schematically shows a scene of obtaining a first virtual prop in a first game match in this exemplary embodiment;
[0020] Figure 5A A schematic diagram schematically shows a scene diagram of storing a first virtual prop in this exemplary embodiment;
[0021] Figure 5B A schematic diagram schematically shows a display of one of the parsing interfaces in this exemplary embodiment;
[0022] Figure 5C A schematic diagram schematically shows a display of a second virtual prop in this exemplary embodiment;
[0023] Figure 6 A schematic diagram schematically showing one of the newly added first game skills in this exemplary embodiment;
[0024] Fig. 7A A schematic diagram of a state identification showing a state of a first sub-game in this exemplary embodiment is schematically shown;
[0025] Figure 7B A schematic diagram of a state identification showing a second state of a first sub-game in this exemplary embodiment is schematically shown;
[0026] Figure 8 A schematic diagram of a radiation area in this exemplary embodiment is schematically shown;
[0027] Fig. 9 A schematic diagram of the structure of a device for generating game skills in this exemplary embodiment is shown schematically;
[0028] Fig.10 The structure diagram of an electronic device in this exemplary embodiment is schematically shown. DETAILED DESCRIPTION
[0029] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, exemplary embodiments can be implemented in a variety of forms and should not be construed as being limited to the examples set forth herein; on the contrary, these embodiments are provided so that the present disclosure will be more comprehensive and complete, and the concepts of the exemplary embodiments are fully conveyed to those skilled in the art. The described features, structures, or characteristics may be combined in one or more embodiments in any suitable manner. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other cases, known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.
[0030] In addition, the accompanying drawings are only schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the figures represent the same or similar parts, and their repeated description will be omitted. Some of the block diagrams shown in the accompanying drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or implemented in one or more hardware modules or integrated circuits, or implemented in different networks and / or processor devices and / or microcontroller devices.
[0031] The flowcharts shown in the accompanying drawings are only exemplary and do not necessarily include all the steps. For example, some steps may be decomposed, while some steps may be combined or partially combined, so the actual execution order may change according to the actual situation.
[0032] SUMMARY OF THE INVENTION :
[0033] With the development of game technology and the diversity of people's leisure life, games have become one of the important leisure methods in people's daily life. In existing game products, in order to attract game players to join the game, the game usually includes a rich variety of virtual props, various virtual objects and unpredictable game scenes for players to choose from.
[0034] However, in existing online games, players are usually provided with fixed game scenes or several optional game scenes, and can participate in game matches, pick up valid virtual props, etc. in the game scenes. In an existing new type of game play, such as Tarkov-type games, players are allowed to take the equipment obtained in the game match out of the game match and sell it. This gameplay not only increases the strategic and repeated play value of the game, but also gives players the opportunity to obtain virtual currency by selling equipment, further strengthen the character or purchase new equipment, thereby increasing the strategic depth of the game. However, this type of game product has not expanded the depth of the core gameplay of the game, that is, it has not expanded the scenes and rules set by the game, so that the novelty and playability of the existing game play have room for improvement. That is, players are very likely to become bored and visually fatigued due to the unchanged game scenes and the same game play, resulting in a poor gaming experience for players, thereby reducing the stickiness between game products and users.
[0035] Therefore, based on the above findings, the inventors propose a method for generating game skills, which can be applied to any type of game scene, such as Tarkov games or shooting games, massively multiplayer online games (Massive (Massively) Multiplayer Online Game, MMOG for short), etc. This method allows players to take virtual props picked up in ordinary game matches out of the game match, and use the virtual props as a condition for opening a new game map outside the game match. The new game map may contain new game scenes, game rules or richer virtual data, etc., and randomly generate new game skills in the new game map based on the virtual props. Compared with the specific game scenes provided by the above-mentioned existing online games, this method uses the virtual props in the game match as a condition for opening a new game map, thereby generating new game skills in the opened new game map, enhancing the novelty and playability of the game, thereby improving the player's gaming experience and user activity.
[0036] Exemplary methods:
[0037] The following will be combined Figure 1 An example description is given of an application environment of a method and device for generating gaming skills proposed in the present disclosure.
[0038] Figure 1 To schematically illustrate a system architecture diagram of a system for generating a game skill in this exemplary embodiment, refer to Figure 1As shown, the system architecture 100 may include one or more of terminal devices 101, 102, 103, 104, a network 105, and a server 106. The network 105 is used to provide a medium for communication links between the terminal devices 101, 102, 103, 104 and the server 106. The network 105 may include various connection types, such as wired, wireless communication links or optical fiber cables, etc. The terminal devices 101, 102, 103, 104 may be, for example, smart phones, personal digital assistants (PDAs), laptop computers, servers, desktop computers, or any other computing devices with networking capabilities, but are not limited thereto.
[0039] It should be understood that Figure 1 The number of terminal devices, networks and servers in the example is only illustrative. Any number of terminal devices, networks and servers may be provided as required. For example, server 106 may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.
[0040] The method for generating gaming skills provided in the embodiment of the present disclosure can be executed on the server 106, and accordingly, the device for generating gaming skills is generally disposed in the server 106. The method for generating gaming skills provided in the embodiment of the present disclosure can also be executed in a terminal device, and accordingly, the device for generating gaming skills can also be disposed in a terminal device. The method for generating gaming skills provided in the embodiment of the present disclosure can also be partially executed in the server 106 and partially executed in the terminal device, and accordingly, some modules of the device for generating gaming skills can be disposed in the server 106, and some modules can be disposed in the terminal device.
[0041] For example, in an exemplary embodiment, one or more users may play games through terminal devices 101, 102, 103 or 104, and the server 106 may provide resources and services for the operation process of the terminal devices. Taking any terminal device as an example, a game is run through the terminal device, and a first game account is logged in to the terminal device. The game includes multiple game maps, and different game maps correspond to different game scenes. Specifically, the terminal device displays the first game scene corresponding to the first game map in response to the start instruction of the first game match, wherein the first game scene at least includes the controlled virtual object corresponding to the first game account; in response to the controlled virtual object completing the first game match, according to the first virtual props obtained by the controlled virtual object from the first game scene, control the first game account to open the right to enter the second game map; in response to the start instruction of the second game match, display the second game scene corresponding to the second game map, and add the first game skill determined based on the first virtual prop to the controlled virtual object corresponding to the first game account; in response to the controlled virtual object casting the first game skill in the second game scene, present the game effect corresponding to the first game skill.
[0042] In one embodiment of the present disclosure, the method for generating game skills can be run on a local terminal device or a server. When the method for generating game skills is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0043] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the method for generating game skills are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0044] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0045] In a possible implementation, an embodiment of the present invention provides a method for generating gaming skills by providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above.
[0046] However, it is easy for those skilled in the art to understand that the above application scenarios are only used as examples and are not limited to this in the present exemplary embodiment.
[0047] After understanding the system architecture of the embodiment of this formula, the following Figure 1 Any terminal device shown is the execution subject, and the method for generating game skills is applied to the above-mentioned terminal device as an example for explanation. The game is run through the above-mentioned terminal device, and the target player logs in to the corresponding first game account on the terminal device, and multiple game maps are provided in the game, and different game maps correspond to different game scenes. Among them, the terminal device can be the local terminal device mentioned above, or it can be the client device in the above-mentioned cloud interaction system. Figure 2 A flowchart schematically showing a method for generating a game skill in this exemplary embodiment is shown in FIG. Figure 2 The method for generating game skills provided by the embodiment of the present disclosure includes the following steps S201 to S204:
[0048] Step S201: In response to a start instruction of a first game match, a first game scene corresponding to a first game map is displayed, wherein the first game scene at least includes a controlled virtual object corresponding to a first game account.
[0049] Step S202: in response to the controlled virtual object completing the first game match, according to the first virtual prop obtained by the controlled virtual object from the first game scene, controlling the first game account to be given access to the second game map.
[0050] Step S203, in response to the start instruction of the second game match, display the second game scene corresponding to the second game map, and add the first game skill determined based on the first virtual prop to the controlled virtual object corresponding to the first game account.
[0051] Step S204: In response to the controlled virtual object performing the first game skill in the second game scene, presenting a game effect corresponding to the first game skill.
[0052] In the technical solutions provided in some embodiments of the present disclosure, in response to a start instruction of a first game match, a first game scene corresponding to a first game map is displayed, wherein the first game scene includes at least a controlled virtual object corresponding to a first game account; in response to the controlled virtual object completing the first game match, according to the first virtual prop obtained by the controlled virtual object from the first game scene, the permission to enter a second game map is controlled to be opened to the first game account; in response to a start instruction of a second game match, a second game scene corresponding to the second game map is displayed, and a first game skill determined based on the first virtual prop is added to the controlled virtual object corresponding to the first game account; in response to the controlled virtual object casting the first game skill in the second game scene, a game effect corresponding to the first game skill is presented. The method takes the virtual props picked up in the game match corresponding to the ordinary game map (the first game map) out of the game match, and uses it as a condition for opening a new game map (i.e., the second game map) to open the new game map and add game skills in the new game map. The process associates the first virtual props obtained in the first game map with the new game map, which not only realizes the reuse of virtual props in the first game map and the second game map, enhances the map relevance, and reduces the repeated addition of virtual props; and can expand new game maps and new game skills on the basis of the original inherent game map, increasing the fun and novelty of the game, thereby solving the technical problem of the inherent game map in the prior art that the game map leads to insufficient novelty and playability. On the other hand, by obtaining the first game props in the first game map and taking it out of the game to unlock the second game map and enter, there is no need for the player to exit the game map selection interface and then select the second game map to enter the repeated operation, which simplifies the player's operation and reduces the pressure of game resource loading. On the other hand, from the player's perspective, based on the above method, the player's exploration of the new game map can be greatly improved, thereby improving the player's game experience and user stickiness.
[0053] The following will be combined with specific embodiments to Figure 2 The specific implementation methods of each step in the embodiment shown are described in detail:
[0054] In step S201, in response to a start instruction of a first game match, a first game scene corresponding to a first game map is displayed, wherein the first game scene at least includes a controlled virtual object corresponding to a first game account.
[0055] Among them, the first game game is played by players based on the first game map; the controlled virtual object is a virtual object controlled by the target player in the opened first game game.
[0056] Exemplarily, before starting the game match, the target player logs in to the first game account in the game application by running the game application on the above-mentioned terminal device, and starts the corresponding game match under the first game account.
[0057] It should be noted that the controlled virtual object may have game skills that match it in the first game match, or it may not include any game skills, and the disclosed embodiment does not impose any special restrictions on this. For example. In shooting games, the controlled virtual object does not include any game skills; while in some MMOG type games, the controlled virtual object is usually equipped with some attack and protection game skills. For example, the controlled virtual object of the mage profession includes game skills such as restoring health, normal attack, and spell attack.
[0058] In an optional embodiment of the present disclosure, a first game map and a second game map are displayed in a terminal device, wherein the first game map is displayed in a permission unlocked state, and the second game map is displayed in a permission locked state.
[0059] In this embodiment, the first game map may be a common map type displayed in the game, which is usually in a permission unlocked state for a long time, that is, all players can directly enter the game map without any conditions after entering the game. The second game map is a common map type displayed in the game, which is in a permission locked state by default, and players need to meet specific conditions to have the permission to enter this type of game map.
[0060] Figure 3A Schematically showing a first schematic diagram of displaying a first game map and a second game map in this exemplary embodiment, referring to Figure 3A As shown, before the player starts the first game match, multiple game maps can be displayed on the terminal device, including the first game map in the permission unlocked state, such as Figure 3A The game maps b and c in the game map; also include a second game map in a permission-locked state, such as Figure 3A Game map a in.
[0061] It needs to be explained that Figure 3A The permission unlocking state and permission locking state shown are represented by a lock mark 301 (i.e. Figure 3AThe lock shown in FIG. 1 is shown as an example, and can be of any shape. Figure 3A The number and map forms of the first game map and the second game map shown are merely exemplary and may be adjusted and designed according to the design requirements of game designers. The embodiments of the present disclosure do not impose any special restrictions on this.
[0062] exist Figure 3A Based on the illustrated embodiment, the terminal device can generate a start instruction for the first game match in response to a touch operation on the first game map, thereby displaying the first game scene corresponding to the first game map according to the start instruction of the first game match.
[0063] In contrast to the above embodiment, if the terminal device responds to a touch operation on the second game map, since the second game map is in a locked state and the first game account does not have permission to enter the second game map, a start instruction for the first game game cannot be generated.
[0064] In addition to the above embodiments, only the first game map in the permission unlocking state may be displayed in the terminal device. In step S202, in response to the controlled virtual object completing the first game match, after the controlled virtual object obtains the first virtual prop from the first game scene, the second game map is jumped to and a dynamic screen of updating from the permission locking state to the permission unlocking state is displayed to the player.
[0065] Furthermore, based on the above embodiment in which the second game map is displayed in a permission locked state, in an optional embodiment of the present disclosure, prompt information for the second game map may be displayed in the terminal device.
[0066] The prompt information is used to remind the player that the player needs to use the first virtual item to unlock the permission lock state of the second game map in order to gain permission to enter the second game map.
[0067] For example, in addition to displaying the lock mark, a prompt message can also be displayed. Through the prompt message, the player can intuitively understand the conditions that need to be met to enable access to the second game map, which is convenient for the player to complete the above task in the first game.
[0068] Figure 3B Schematically showing a second schematic diagram of displaying the first game map and the second game map in this exemplary embodiment; Figure 3B As shown, the second game map displayed in the terminal device not only displays the lock mark 301, but also displays a prompt text 302 under the lock mark 301. For example, for game map a, the unlocking condition is to obtain an artifact, and the prompt information "You need to obtain XXX equipment to open" is displayed in the terminal device.
[0069] It should be explained that the prompt information Figure 3B The display can be presented in the manner shown, or in other ways, such as voice, scrolling screen, video animation, and the embodiments of the present disclosure do not impose any special restrictions on this.
[0070] In this embodiment, the first game map is displayed in a permission unlocked state, and the second game map is displayed in a permission locked state, which can intuitively prompt the player that the game for the first game map can be started, but the game for the second game map cannot be started, thereby improving convenience. The permission locked state can also encourage the player to actively unlock the permission for the second game map, thereby increasing the novelty and playability of the game.
[0071] Through the above embodiment, when the terminal device responds to the start instruction of the first game match, the first game scene corresponding to the first game map can be displayed in the terminal device.
[0072] In step S202, in response to the controlled virtual object completing the first game match, according to the first virtual prop obtained by the controlled virtual object from the first game scene, the permission to enter the second game map is controlled to be opened to the first game account.
[0073] The number of the first virtual props may be one or more.
[0074] For example, after the first game scene corresponding to the first game map is displayed in the terminal device, the player can search for and pick up the first virtual prop in the first game scene of the first game match. The first virtual prop can be displayed in a specific form (for example, displayed as materials to be analyzed), so that the player can intuitively understand that the materials to be analyzed are the key to entering the second game map. In order to increase the difficulty of the game, the first virtual prop can also be displayed in a common form, and the player cannot intuitively understand that it is the key to entering the second game map, and can only obtain it through the prompt information displayed before the first game match starts.
[0075] For example, Figure 4 A schematic diagram schematically shows a scene diagram of obtaining a first virtual prop in a first game match in this exemplary embodiment, referring to Figure 4 As shown, the first virtual prop is directly displayed as the material to be analyzed.
[0076] In the first game match, there are situations where the player searches for and picks up the first virtual prop in the game match, and there are also situations where the player does not search for and pick up the first virtual prop from the game match. The first game match in the embodiment of the present disclosure specifically refers to a game match in which the player searches for and picks up the first virtual prop.
[0077] Exemplarily, when the terminal device responds to the controlled virtual object completing the first game game, it can take the first virtual prop obtained by the controlled virtual object from the first game scene out of the first game game, and control the first game account to access the second game map based on the first virtual prop.
[0078] In addition to the above embodiments, the terminal device may also send the first virtual prop obtained from the first game scene to the first game account in response to the controlled virtual object successfully withdrawing from the first game scene, so as to open the access to the second game map to the first game account according to the first virtual prop control.
[0079] For example, in order to increase the playability of the game, as well as the strategic and repeat play value of the game, the first virtual props obtained from the first game scene can be sent to the first game account only after the first game match is successfully completed. On the contrary, if the game record of the first game match is a failure, even if the player picks up the first virtual props from the first game scene, the first virtual props cannot be sent to the first game account.
[0080] Figure 3C The third schematic diagram of displaying the first game map and the second game map in this exemplary embodiment is schematically shown, referring to Figure 3C As shown, after the first virtual prop obtained from the first game scene is sent to the first game account, the second game map can be unlocked according to the first virtual prop, so as to update the permission lock state of the second game map to the permission unlock state, so as to remind the player that he can enter the second game map. Figure 3C As shown, the prompt information for the second game map can also be updated to "unlocked through XXX equipment".
[0081] In an optional embodiment, after the first virtual props obtained from the first game scene are sent to the first game account, the second game map can be automatically triggered to unlock, so as to guide the user to enter the first game map to start the game.
[0082] In addition, in another optional embodiment, after obtaining the first virtual prop from the first game scene, the second game map may not be unlocked directly, but waiting for the player's operation. For example, the first virtual prop needs to be converted to obtain the permission to enter the second game map, that is, the terminal device responds to the first game account's analysis operation on the first virtual prop and allocates the second virtual prop to the first game account.
[0083] Among them, the first virtual prop can be a virtual prop obtained in a game match for the first game map opened in any historical period, that is, after the player takes the first virtual prop out of the first game game, it can be stored in the material storage space corresponding to the first game account, such as the "warehouse" or "backpack", and when it is necessary to unlock the second game map, the first virtual prop can be parsed.
[0084] The following will be combined Figure 5A , Figure 5B , Figure 5C The parsing operation shown in the above embodiment is exemplified.
[0085] Figure 5A A schematic diagram of a scene for storing a first virtual prop in this exemplary embodiment is schematically shown; Figure 5A As shown, when the terminal device responds to the controlled virtual object completing the first game game or the terminal device responds to the controlled virtual object successfully withdrawing from the first game scene, the first virtual props obtained from the first game scene are sent to the first game account, and the first virtual props are stored in the warehouse or backpack corresponding to the first game account.
[0086] Figure 5B The following is a schematic diagram showing a display of one of the parsing interfaces in this exemplary embodiment, that is, through the parsing control, that is, Figure 5B The "Parse Now" control in triggers the parsing operation of the first virtual item, and after the parsing is successful, the following is obtained: Figure 5C The second virtual prop is shown.
[0087] Depend on Figure 5B As can be seen from the shown content, the number of the first virtual props can be one or more. When parsing the first virtual props, the parsing operation can be performed on a single first virtual prop, or on multiple first virtual props in batches, so as to obtain one or more second virtual props.
[0088] In an optional embodiment of the present disclosure, when executing the above-mentioned step of allocating the second virtual prop to the first game account in response to the first game account's parsing operation on the first virtual prop, the terminal device displays the attribute information of the second virtual prop on the terminal device in response to the first game account's parsing operation on the first virtual prop.
[0089] The attribute information includes the second game map that can be unlocked corresponding to the second virtual item, the first game skill corresponding to the second game item, and the game effect corresponding to the first game skill in the second game scene. For example, the game effect corresponding to the first game skill can be the first game gain and / or first game loss provided by the first game skill for the controlled virtual object in the second game map or the first game gain and / or first game loss provided for other controlled virtual objects. The first game skill can be in a default state so that the corresponding first game skill is generated when entering the second game map.
[0090] Reference Figure 5C As shown, the terminal device can display not only the second virtual item obtained after successful parsing, but also the attribute information of the second virtual item. The attribute information of the second virtual item is, for example, Figure 5C The name of the second virtual item shown in the figure, the corresponding first game skill for entering the second game map (which is the default state), the game effect corresponding to the first game skill (for example, the energy consumption value provided to the controlled virtual object when releasing the game skill, reducing a certain amount of recoil when shooting), and the name of the unlockable game map.
[0091] It should be understood that, in addition to Figure 5C In addition to the successful analysis shown, there are also cases where the analysis fails. The reason for the analysis failure can be displayed to the player, and / or prompt information about the conditions required for successful analysis can be displayed to the player.
[0092] Exemplarily, after the second virtual prop is parsed and obtained, the second virtual prop can be stored in the material storage space again, so that the player can take it out from the material storage space later to equip the second virtual prop to enter the second game.
[0093] In step S203, in response to the start instruction of the second game match, the second game scene corresponding to the second game map is displayed, and the first game skill determined based on the first virtual prop is added to the controlled virtual object corresponding to the first game account.
[0094] Among them, the newly added first game skill can be any type of skill, such as attack, defense, exploration, etc.
[0095] Exemplarily, after enabling access to the second game map in any of the above embodiments, the player can start a second game match so that the terminal device responds to a start instruction of the second game match and displays a second game scene corresponding to the second game map.
[0096] In the second game scene of entering the second game game, the terminal device can add a first game skill determined based on the first virtual prop for the controlled virtual object corresponding to the first game account.
[0097] For example, the first game skill may be determined after parsing the first virtual item or successfully parsing the first virtual item to obtain the second virtual item. Figure 5C The game skill introduction of the attribute information is not the default state, but directly displays the game skills), and when entering the second game scene of the second game match, the first game skill determined based on the first virtual prop is added to the controlled virtual object corresponding to the first game account according to the displayed game skills.
[0098] In order to increase the fun of the game, the first game skill may also be a first game skill randomly generated in the second game scene after the second game scene corresponding to the second game map is displayed in response to the start instruction of the second game match. Of course, it is understandable that the first game skill may also be a game skill pre-matched with the first virtual prop / the second virtual prop.
[0099] Figure 6 A schematic diagram schematically shows a newly added first game skill in this exemplary embodiment; Figure 6 In the second game scene shown, a prompt message is displayed in the terminal device: "Because the second virtual item is equipped, a new skill - distorted magnetic field - is unlocked", that is, a new first game skill "distorted magnetic field" is added, and a skill control for the first game skill is displayed in the terminal device, so that the player can control the controlled virtual object to cast the first game skill in the second game scene through touch operations on the skill control.
[0100] The first game map and the second game map may also include the following differences:
[0101] In another optional embodiment of the present disclosure, the number of virtual props in the second game scene is greater than the number of virtual props in the first game scene. And / or, the value of the virtual props in the second game scene is higher than the value of the virtual props in the first game scene. And / or, the game task in the second game scene is different from the game task in the first game scene. Thus, the player is attracted to obtain the first virtual prop from the first game scene to enter the second game scene.
[0102] In step S204, in response to the controlled virtual object performing the first game skill in the second game scene, a game effect corresponding to the first game skill is presented.
[0103] Among them, the game effect corresponding to the first game skill can be to provide a specified first game gain for the controlled virtual object, such as increasing the damage value, increasing the blood volume recovery speed, etc., reducing the recoil of the shooting props, etc.; through the first game skill, it can also be to provide the controlled virtual object with a specified first game gain and a specified first game debuff. For example, as long as the player controls the controlled virtual object to cast the first game skill in the second game scene, the energy value / spirit value of the controlled virtual object will be reduced while the damage value is increased, and the radiation value is increased. It is also possible to provide other controlled virtual objects (such as friendly virtual objects) with a specified first game gain, such as blood volume recovery, or provide other controlled virtual objects (such as enemy virtual objects) with a specified first game debuff, such as a higher damage value, a faster blood volume reduction speed, etc.
[0104] In an optional embodiment of the present disclosure, in response to the controlled virtual object performing the first game skill in the second game scene, the controlled virtual object is provided with a specified first game gain, or the controlled virtual object is provided with a specified first game gain and a specified first game loss at the same time.
[0105] For example, after the first game skill is added to the second game scene, the player can control the controlled virtual object to cast the first game skill in the second game scene, thereby providing the controlled virtual object with a specified first game gain, or providing the controlled virtual object with a specified first game gain and a specified first game loss. Through this embodiment, the controlled virtual object can have a new game effect in the second game scene corresponding to the new second game map, so as to enhance the effect of the game itself.
[0106] Generally, the game debuff objects set by the game for the controlled virtual object are usually limited in number and the value is the maximum value in the initial state. For example, after the controlled virtual object enters the second game, the default debuff objects such as energy value / spirit value / health value are 100. When the controlled virtual object performs related tasks or is injured, its corresponding energy value / spirit value / health value will decrease until it drops to the minimum value.
[0107] In an optional embodiment of the present disclosure, in response to the value of the game deduction object obtained after providing the controlled virtual object with a specified first game deduction being less than a second quantity threshold, a first game state is added to the controlled virtual object to provide the controlled virtual object with a corresponding second game deduction.
[0108] The game deduction object may be health, mental strength, etc. The first game state is added to the controlled virtual object, so as to provide the controlled virtual object with a corresponding second game deduction. The second game deduction may be a reduction in health, mental strength, etc.
[0109] Exemplarily, when the value of the game deduction object obtained after the controlled virtual object provides a specified first game deduction drops to a second quantity threshold, a first game state can be added to the controlled virtual object to cause the controlled virtual object to experience deduction effects such as blurred vision, continuous blood loss, and continuous reduction in blood volume.
[0110] In addition to the above-mentioned embodiment of adding a first game state to the controlled virtual object to provide a corresponding second game deduction for the controlled virtual object, the second game deduction can also be counteracted by superimposing a preset time in response to the game time of the second game match through the terminal device, or, in response to equipping the controlled virtual object with a third virtual prop, adding a second game state to the controlled virtual object to provide a corresponding second game gain for the controlled virtual object, thereby increasing the value of the game deduction object.
[0111] The second game state is opposite to the game state of the first game state. The third virtual prop is a functional prop for counteracting the second game debuff and providing the controlled virtual object with a second game gain. For example, a first aid kit prop for increasing the health of the controlled virtual object, a functional drink prop for increasing physical strength, etc., thereby adding a second game state to the controlled virtual object to improve its physical strength, mental strength, etc.
[0112] Exemplarily, the controlled virtual object can be made to gradually restore the value of the game deduction object in the above embodiment over time, thereby adding a second game state that opposes the first game state to the controlled virtual object.
[0113] Through this embodiment, the health value of the controlled virtual object can be gradually restored, thereby improving the playability and game strategy of the game.
[0114] Furthermore, in order to increase the fun and strategy of the game, it can also be implemented based on the following embodiments:
[0115] In an optional embodiment of the present disclosure, based on the embodiment of allocating a second virtual prop to the first game account in response to the first game account's parsing operation on the first virtual prop, when executing step S203 of adding a first game skill determined based on the first virtual prop to the controlled virtual object corresponding to the first game account, in response to the controlled virtual object equipping the second virtual prop to enter the second game game, the first game skill is added to the controlled virtual object.
[0116] In this embodiment, the first virtual item (such as a key, an ether core, etc.) may be a necessary condition for unlocking the permission to enter the second game map; and when the player enters the second game map, he may equip the second virtual item generated by the parsing operation of the first virtual item, or he may not equip the second virtual item, which is up to the player to choose.
[0117] On the basis of the above-mentioned embodiment, in an optional embodiment of the present disclosure, in response to the controlled virtual object being equipped with the second virtual prop to enter the second game game, the terminal device adds the first game state to the controlled virtual object.
[0118] The state value of the first game state is related to the number of the second virtual props. The second virtual props equipped by the controlled virtual object can also be one or more, and the player can make a decision based on his own needs.
[0119] For example, the first game state is a negative state added to the controlled virtual object, such as blurred vision, difficulty breathing, slow movement, continuous reduction in health, continuous reduction in energy value, etc. of the controlled virtual object. Accordingly, the state value of the first game state can be used to represent the degree of the negative state added to the controlled virtual object.
[0120] In an optional embodiment of the present disclosure, in response to an increase in the number of second virtual props equipped on the controlled virtual object, the state value of the first game state attached to the controlled virtual object is increased; in response to a decrease in the number of second virtual props equipped on the controlled virtual object, the state value of the first game state attached to the controlled virtual object is decreased.
[0121] Exemplarily, the state value of the first game state is positively correlated with the number of second virtual props, that is, the more second virtual props equipped for the controlled virtual object, the larger the state value of the first game state. For example, the state value of the first game state of the controlled virtual object itself is 10. If the controlled virtual object is equipped with 1 second virtual prop, the state value of the controlled virtual object increases by 10. At this time, the state value of the first game state of the controlled virtual object is 20. Similarly, if the controlled virtual object is equipped with 2 second virtual props, the state value of the first game state of the controlled virtual object is 30.
[0122] Correspondingly, the larger the state value of the first game state, the stronger the first game state attached to the controlled virtual object. For example, the more second virtual props are equipped, the faster the blood volume of the controlled virtual object decreases, the faster the energy value decreases, the slower the action, etc. On the contrary, the fewer second virtual props are equipped for the controlled virtual object, the smaller the state value of the first game state, and the weaker the attached first game state.
[0123] For example, in addition to equipping the controlled virtual object with the second virtual prop when entering the second game map, the player can also equip the controlled virtual object with the second virtual prop during the second game match, or can reduce the number of second virtual props equipped for the controlled virtual object during the second game match, such as discarding the equipped second virtual prop into the second game scene.
[0124] In this embodiment, when the controlled virtual object chooses to equip the second virtual prop to enter the second game, a negative game state can be added to the controlled virtual object based on the equipped second virtual prop, so that while enjoying the newly added game skills, a higher consumption is added. In this regard, when entering the second game map, the player will not choose to equip the second virtual prop without a limit, but will reasonably choose the number of second virtual props that need to be equipped. This increases the strategy of the game, thereby improving the game's playability and novelty, and expands the depth of the game play, improving the player's gaming experience.
[0125] In an optional embodiment of the present disclosure, the first game state includes multiple first sub-game states.
[0126] The multiple first sub-game states included in the first game state may be the same or different. When the multiple first sub-game states are the same, the first game states of the controlled virtual object with the same state are superimposed. When the multiple first sub-game states are different, different first game states are added to the controlled virtual object.
[0127] For example, when the multiple first sub-game states are different, the multiple first sub-game states may be DeBuff effects such as blurred vision, difficulty breathing, slow movement, continuous reduction in health, and continuous reduction in energy value.
[0128] In one embodiment, the terminal device determines the current state value of the controlled virtual object based on the number of second virtual props equipped by the controlled virtual object; determines a state threshold interval corresponding to the current state value, and determines a target number of first sub-game states corresponding to the current state value based on the state threshold interval; adds a target number of first sub-game states to the controlled virtual object, and displays a state identifier of the first sub-game state in a target display form on the terminal device.
[0129] Among them, the state threshold intervals corresponding to the current state value are different, and the display forms of the state identifiers corresponding to the first sub-game states are different.
[0130] Exemplarily, the state value of the first game state may be divided into different threshold intervals, so that different game states are presented when the current state value of the controlled virtual object is in different state threshold intervals.
[0131] For example, when the state value of the first game state is in the range of 0 to 30, no first sub-game state is superimposed; when the state value of the first game state is in the range of 30 to 50, one first sub-game state is superimposed on the controlled virtual object (for example, a first sub-game state of continuous blood volume reduction is superimposed); if the state value of the first game state is in the range of 50 to 90, two first sub-game states are superimposed on the controlled virtual object (for example, a first sub-game state of continuous blood volume reduction and blurred vision is superimposed); if the state value of the first game state is in the range of 90 to 100, three first sub-game states are superimposed on the controlled virtual object (for example, a first sub-game state of continuous blood volume reduction, blurred vision, and slow movement is superimposed). It should be explained that the above state threshold intervals and the number of superimposed targets are merely exemplary.
[0132] In addition, while adding a target number of first sub-game states to the controlled virtual object, in order to facilitate the player to intuitively view the first sub-game state added to the current controlled virtual object, the state identifier of the first sub-game state can be displayed in the terminal device in a target display form.
[0133] The state identifier is used to represent the identification information of the first sub-game state currently attached to the controlled virtual object.
[0134] Fig. 7A The schematic diagram of the state identification of the first sub-game state in this exemplary embodiment is schematically shown, referring to Fig. 7A As shown, in combination with the above embodiment, when the current state value of the controlled virtual object is 92, and the state threshold interval is between 90 and 100, three first sub-game states are added to the controlled virtual object (for example, the first sub-game states of continuous blood volume reduction, blurred vision, and slow movement are added). The state identifiers 701 of the above three first sub-game states are displayed in the terminal device.
[0135] Figure 7B The second state identification diagram showing the state of the first sub-game in this exemplary embodiment is schematically shown, referring to Figure 7B As shown, in combination with the above embodiment, when the current state value of the controlled virtual object is 92 and the state threshold interval is between 90 and 100, three first sub-game states are added to the controlled virtual object (for example, the first sub-game states of continuous blood volume reduction, blurred vision, and slow movement are added), and in addition to the state identifiers 701 of the above three first sub-game states displayed in the terminal device, another state identifier 702 may be added. The state identifier 702 includes text and icons.
[0136] Among them, the display form of the status indicator can be differentiated by color, or differentiated by other means, such as differentiated by filling area, text or superposition of the above display forms. The embodiments of the present disclosure do not impose any special restrictions on this.
[0137] For example, when the current state value of the controlled virtual object is in the range of 0 to 30, the state identifier 702 can be displayed in green; if the current state value is in the range of 30 to 50, the state identifier 701 and the state identifier 702 of the first sub-game state are displayed in yellow; if the current state value is in the range of 50 to 90, the state identifier 701 and the state identifier 702 of the first sub-game state are displayed in orange; if the current state value is in the range of 90 to 100, the state identifier 701 and the state identifier 702 of the first sub-game state are displayed in red.
[0138] In this embodiment, different first game states are superimposed based on different state threshold intervals corresponding to the current state values of the controlled virtual objects, thereby displaying different game effects, improving the richness and novelty of the game while enhancing the strategy of the game.
[0139] In the above embodiment, the more second virtual props the controlled virtual object is equipped with, the more first state values attached to the controlled virtual object, and when the first state value of the controlled virtual object accumulates to a preset value (e.g., 100), the game usually fails. In order to enhance the game experience of the player, the number of second virtual props that the controlled virtual object can be equipped with is usually limited.
[0140] In an optional embodiment of the present disclosure, the number of second virtual props equipped by the controlled virtual object is less than a first quantity threshold. The first quantity threshold can be preset by a game developer or set by other methods, and the size of the first quantity threshold can be set according to actual conditions, and the present embodiment does not impose any special restrictions on this.
[0141] In the case where the controlled virtual object is equipped with the second virtual prop and intends to enter the first game map, it can be implemented based on the following embodiments:
[0142] Embodiment 1: In an optional embodiment of the present disclosure, in response to the controlled virtual object being equipped with a second virtual prop and entering a first game map, a second game skill is configured for the controlled virtual object.
[0143] Among them, the second game skill is a basic game skill set by default.
[0144] For example, when the controlled virtual object is equipped with the second virtual prop and enters the first game map, the terminal device only contains the default basic game skills, and no new game skills are generated. Basic game skills are such as the skill of shooting bullets in a shooting game.
[0145] Embodiment 2: In another optional embodiment of the present disclosure, in response to the controlled virtual object being equipped with the second virtual prop, entry into the first game map is denied.
[0146] For example, for the first game map, when the controlled virtual object is equipped with the second virtual prop and wants to enter the first game map, an instruction can be generated to refuse entry. A prompt message can also be generated to remind the user to remove the second virtual prop before entering the first game map.
[0147] Furthermore, a radiation area can be set in the second game scene of the second game map, and the number of virtual props in the radiation area is greater than the number of virtual props in the non-radiation area, and / or the value of the virtual props in the radiation area is higher than the value of the virtual props in the non-radiation area, thereby attracting players to enter the radiation area.
[0148] However, in an optional embodiment of the present disclosure, in response to the controlled virtual object entering the radiation area from the non-radiation area, the state value of the first game state is increased; in response to the current state value of the controlled virtual object being greater than a preset state threshold, the first game state is added to the controlled virtual object.
[0149] Exemplarily, when the controlled virtual object enters the radiation area from the non-radiation area, the state value of the first game state will increase. Thus, when the state value of the first game state attached to the controlled virtual object accumulates to be greater than a preset state threshold, the first game state will be attached to the controlled virtual object to provide a corresponding second game deduction for the controlled virtual object.
[0150] The following will be combined Figure 8 , an exemplary description of the radiation area in the second game map is given.
[0151] Figure 8 A schematic diagram of a radiation area in this exemplary embodiment is shown schematically, referring to Figure 8 As shown, taking the small map of the second game map as an example, the game map includes four areas A, B, C, and D, of which area B is the radiation area, and areas A, C, and D are non-radiation areas. The number of virtual props in the radiation area B is greater than the number of virtual props in the non-radiation areas A, C, and D, and / or the value of the virtual props in the radiation area B is higher than the value of the virtual props in the non-radiation areas A, C, and D, thereby attracting players to enter the radiation area.
[0152] When the player controls the controlled virtual object to enter the radiation area B from any non-radiation area, the state value of the first game state will increase. When the state value of the first game state attached to the controlled virtual object is greater than the preset state threshold, the first game state will be attached to the controlled virtual object, such as blurred vision, continuous blood loss, etc.
[0153] It should be explained that dividing the second game map into multiple different areas is only for the convenience of explaining the non-radiation area, and is not a necessary step. The location, area size, and number of radiation areas of radiation area B are all exemplary and can be set according to actual needs.
[0154] In order to implement the above-mentioned method for generating game skills, a device for generating game skills is provided in one embodiment of the present disclosure. Fig. 9 The schematic architecture diagram of the device for generating game skills is schematically shown.
[0155] Among them, the game skill generating device 900 runs the game through the terminal device, and the first game account is logged in to the terminal device. The game includes multiple game maps, and different game maps correspond to different game scenes. It includes a first scene display module 901, an authority control module 902, a second scene display module 903 and a gain providing module 904.
[0156] The first scene display module 901 is configured to execute in response to a start instruction of the first game match, and display a first game scene corresponding to the first game map, wherein the first game scene at least includes a controlled virtual object corresponding to the first game account;
[0157] The permission control module 902 is configured to execute, in response to the controlled virtual object completing the first game game, controlling the permission of the first game account to enter the second game map according to the first virtual prop obtained by the controlled virtual object from the first game scene;
[0158] The second scene display module 903 is configured to execute in response to the start instruction of the second game match, display the second game scene corresponding to the second game map, and add the first game skill determined based on the first virtual prop to the controlled virtual object corresponding to the first game account;
[0159] The gain providing module 904 is configured to execute, in response to the controlled virtual object performing the first game skill in the second game scene, presenting a game effect corresponding to the first game skill.
[0160] In an optional embodiment of the present disclosure, the gain providing module 904 may be specifically configured to provide a specified game gain to the controlled virtual object in response to the controlled virtual object performing a first game skill in a second game scene, or to provide a specified game gain and a specified game loss to the controlled virtual object at the same time.
[0161] In an optional embodiment of the present disclosure, the device may also include a display module and an instruction generation module, the display module is used to display the first game map and the second game map in the terminal device, the first game map is displayed in a permission unlocked state, and the second game map is displayed in a permission locked state; the instruction generation module is used to generate a start instruction for the first game game in response to a touch operation on the first game map.
[0162] In an optional embodiment of the present disclosure, the display module can also be used to display prompt information for the second game map in the terminal device, and the prompt information is used to remind to release the permission lock state of the second game map through the first virtual prop to enable permission to enter the second game map.
[0163] In an optional embodiment of the present disclosure, the permission control module 902 is configured to execute, in response to the controlled virtual object completing the first game game, updating the second game map in the terminal device from a permission locked state to a permission unlocked state according to the first virtual props obtained by the controlled virtual object from the first game scene, so as to open the permission to enter the second game map to the first game account.
[0164] In an optional embodiment of the present disclosure, the permission control module 902 is configured to execute, in response to the controlled virtual object successfully withdrawing from the first game scene, sending the first virtual prop obtained from the first game scene to the first game account, so as to control the permission to enter the second game map to the first game account based on the first virtual prop.
[0165] In an optional embodiment of the present disclosure, the device further includes a prop allocation module, which is used to allocate a second virtual prop to the first game account in response to the first game account's parsing operation on the first virtual prop; a second scene display module 903 is used to add a first game skill to the controlled virtual object in response to the controlled virtual object equipping the second virtual prop to enter the second game game.
[0166] In an optional embodiment of the present disclosure, the prop allocation module is used to display attribute information of the second virtual prop on the terminal device in response to the parsing operation of the first virtual prop by the first game account; wherein the attribute information includes the second game map that can be unlocked corresponding to the second virtual prop, the first game skill corresponding to the second game prop, and the first game skill providing a specified first game gain and / or first game loss for the controlled virtual object in the second game map.
[0167] In an optional embodiment of the present disclosure, the device further includes a state addition module, which is used to add a first game state to the controlled virtual object in response to the controlled virtual object being equipped with a second virtual prop to enter a second game game, and provide a corresponding second game deduction for the controlled virtual object; wherein the state value of the first game state is related to the number of the second virtual props.
[0168] In an optional embodiment of the present disclosure, the device further includes a state value adjustment module, which is used to increase the state value of the first game state attached to the controlled virtual object in response to an increase in the number of second virtual props equipped to the controlled virtual object; the state value adjustment module is used to reduce the state value of the first game state attached to the controlled virtual object in response to a decrease in the number of second virtual props equipped to the controlled virtual object.
[0169] In an optional embodiment of the present disclosure, the first game state includes multiple first sub-game states, and the device further includes a determination module, the determination module is used to determine the current state value of the controlled virtual object according to the number of second virtual props equipped by the controlled virtual object; determine the state threshold interval corresponding to the current state value, and determine the target number of first sub-game states corresponding to the current state value based on the state threshold interval; the state adding module is used to add the target number of first sub-game states to the controlled virtual object, and display the state identifier of the first sub-game state in the terminal device in the form of a target display; wherein the display form of the state identifier is differentiated according to the different state threshold intervals corresponding to the current state value.
[0170] In an optional embodiment of the present disclosure, the number of second virtual props equipped on the controlled virtual object is less than a first number threshold.
[0171] In an optional embodiment of the present disclosure, the skill allocation module is used to configure a second game skill for the controlled virtual object in response to the controlled virtual object being equipped with a second virtual prop to enter the first game map, where the second game skill is a basic game skill set by default; or, in response to the controlled virtual object being equipped with the second virtual prop, refuse to enter the first game map.
[0172] In an optional embodiment of the present disclosure, there is a radiation area in the second game map, the number of virtual props in the radiation area is greater than the number of virtual props in the non-radiation area, and / or the value of the virtual props in the radiation area is higher than the value of the virtual props in the non-radiation area, the state value adjustment module is used to increase the state value of the first game state in response to the controlled virtual object entering the radiation area from the non-radiation area; the state addition module is used to add the first game state to the controlled virtual object in response to the current state value of the controlled virtual object being greater than a preset state threshold.
[0173] In an optional embodiment of the present disclosure, the state adding module may also be used to add a first game state to the controlled virtual object in response to the value of the game deduction object obtained after providing the controlled virtual object with a specified first game deduction being less than a second quantity threshold, so as to provide the controlled virtual object with a corresponding second game deduction.
[0174] In an optional embodiment of the present disclosure, in response to the game time of the second game game being superimposed with a preset time, or in response to equipping the controlled virtual object with a third virtual prop, a second game state is added to the controlled virtual object, and a corresponding second game gain is provided for the controlled virtual object, so that the value of the game deduction object is increased; wherein the second game state is opposite to the game state of the first game state.
[0175] In an optional embodiment of the present disclosure, the number of virtual props in the second game scene is greater than the number of virtual props in the first game scene, and / or the value of the virtual props in the second game scene is higher than the value of the virtual props in the first game scene; and / or the game tasks in the second game scene are different from the game tasks in the first game scene.
[0176] The gaming skill generating device 900 provided in the embodiments of the present disclosure may execute the technical solution of the gaming skill generating method in any of the above-mentioned embodiments, and its implementation principle and beneficial effects are similar to those of the gaming skill generating method. Please refer to the implementation principle and beneficial effects of the gaming skill generating method, which will not be described in detail here.
[0177] In an exemplary embodiment of the present disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the above method of the present specification is stored. In some possible implementations, various aspects of the present invention may also be implemented in the form of a program product, which includes a program code, and when the program product is run on a terminal device, the program code is used to enable the terminal device to execute the steps according to various exemplary embodiments of the present invention described in the above "Exemplary Method" section of the present specification.
[0178] The program product for implementing the above method according to an embodiment of the present invention may adopt a portable compact disc read-only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto, and in this document, a readable storage medium may be any tangible medium containing or storing a program, which may be used by or in combination with an instruction execution system, an apparatus or a device.
[0179] The program product may adopt any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples (non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.
[0180] Computer readable signal media may include data signals propagated in baseband or as part of a carrier wave, in which readable program code is carried. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Readable signal media may also be any readable medium other than a readable storage medium, which may send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0181] The program code contained on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, radio frequency (RF), etc., or any suitable combination of the foregoing.
[0182] Program code for performing the operations of the present invention may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, etc., and conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device may be connected to the user computing device through any type of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet Service Provider).
[0183] In an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided.
[0184] It will be appreciated by those skilled in the art that various aspects of the present invention may be implemented as a system, method or program product. Therefore, various aspects of the present invention may be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or a combination of hardware and software, which may be collectively referred to herein as a "circuit", "module" or "system".
[0185] Refer to the following Fig.10 The electronic device 1000 according to this embodiment of the present invention will be described. Fig.10 The electronic device 1000 shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present invention.
[0186] like Fig.10 As shown, the electronic device 1000 is in the form of a general computing device. The components of the electronic device 1000 may include but are not limited to: the at least one processing unit 1010, the at least one storage unit 1020, a bus 1030 connecting different system components (including the storage unit 1020 and the processing unit 1010), and a display unit 1040.
[0187] The storage unit stores program codes, which can be executed by the processing unit 1010, so that the processing unit 1010 performs the steps according to various exemplary embodiments of the present invention described in the above “Exemplary Method” section of this specification. For example, the processing unit 1010 can perform the following steps: Figure 2 Steps S201 to S203 shown in FIG.
[0188] The storage unit 1020 may include a readable medium in the form of a volatile storage unit, such as a random access storage unit (RAM) 10201 and / or a cache storage unit 10202 , and may further include a read-only storage unit (ROM) 10203 .
[0189] The storage unit 1020 may also include a program / utility 10204 having a set (at least one) of program modules 10205, such program modules 10205 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.
[0190] Bus 1030 may represent one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.
[0191] The electronic device 1000 may also communicate with one or more external devices 1100 (e.g., keyboards, pointing devices, Bluetooth devices, etc.), may also communicate with one or more devices that enable a user to interact with the electronic device 1000, and / or communicate with any device that enables the electronic device 1000 to communicate with one or more other computing devices (e.g., routers, modems, etc.). Such communication may be performed via an input / output (I / O) interface 1050. In addition, the electronic device 1000 may also communicate with one or more networks (e.g., local area networks (LANs), wide area networks (WANs), and / or public networks, such as the Internet) via a network adapter 1060. As shown, the network adapter 1060 communicates with other modules of the electronic device 1000 via a bus 1030. It should be understood that, although not shown in the figure, other hardware and / or software modules may be used in conjunction with the electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, disk arrays (Redundant Arrays of Independent Disks, RAID) systems, tape drives, and data backup storage systems.
[0192] Through the description of the above implementation, it is easy for those skilled in the art to understand that the example implementation described here can be implemented by software, or by software combined with necessary hardware. Therefore, the technical solution according to the implementation of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, including several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the implementation of the present disclosure.
[0193] In addition, the above-mentioned figures are only schematic illustrations of the processes included in the method according to an exemplary embodiment of the present invention, and are not intended to be limiting. It is easy to understand that the processes shown in the above-mentioned figures do not indicate or limit the time sequence of these processes. In addition, it is also easy to understand that these processes can be performed synchronously or asynchronously, for example, in multiple modules.
[0194] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. On the contrary, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0195] Those skilled in the art will readily appreciate other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and examples are to be considered as exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.
[0196] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
Claims
1. A method for generating game skills, characterized in that: A game is run through a terminal device, and a first game account is logged in to the terminal device. The game includes multiple game maps, and different game maps correspond to different game scenes. The method includes: In response to a start instruction of a first game match, displaying a first game scene corresponding to a first game map, wherein the first game scene at least includes a controlled virtual object corresponding to the first game account; In response to the controlled virtual object completing the first game match, according to the first virtual prop obtained by the controlled virtual object from the first game scene, controlling the first game account to be given permission to enter a second game map; In response to a start instruction of a second game match, a second game scene corresponding to the second game map is displayed, and a first game skill determined based on the first virtual prop is added to the controlled virtual object corresponding to the first game account; In response to the controlled virtual object performing the first game skill in the second game scene, a game effect corresponding to the first game skill is presented.
2. The method according to claim 1, characterized in that In response to the controlled virtual object performing the first game skill in the second game scene, presenting a game effect corresponding to the first game skill, including: In response to the controlled virtual object performing the first game skill in the second game scene, a specified first game gain is provided to the controlled virtual object, or a specified first game gain and a specified first game loss are provided to the controlled virtual object.
3. The method according to claim 1, characterized in that The method further comprises: Displaying the first game map and the second game map in the terminal device, wherein the first game map is displayed in a permission unlocked state, and the second game map is displayed in a permission locked state; The method further comprises: In response to the touch operation on the first game map, a start instruction for the first game match is generated.
4. The method according to claim 3, characterized in that The method further comprises: Prompt information for the second game map is displayed in the terminal device, and the prompt information is used to remind the user to release the permission lock state of the second game map through the first virtual prop to open the permission to enter the second game map.
5. The method according to claim 3 or 4, characterized in that: In response to the controlled virtual object completing the first game match, according to the first virtual prop obtained by the controlled virtual object from the first game scene, controlling the first game account to be given permission to enter the second game map, including: In response to the controlled virtual object completing the first game game, based on the first virtual prop obtained by the controlled virtual object from the first game scene, the second game map in the terminal device is updated from a permission locked state to a permission unlocked state to open the permission to the first game account to enter the second game map.
6. The method according to claim 1, characterized in that In response to the controlled virtual object completing the first game match, according to the first virtual prop obtained by the controlled virtual object from the first game scene, controlling the first game account to be given permission to enter the second game map, including: In response to the controlled virtual object successfully evacuating from the first game scene, the first virtual prop obtained from the first game scene is sent to the first game account to control the permission of the first game account to enter the second game map based on the first virtual prop.
7. The method according to claim 1, characterized in that The method further comprises: In response to the first game account's parsing operation on the first virtual item, allocating a second virtual item to the first game account; In response to the controlled virtual object being equipped with the second virtual prop to enter the second game match, the first game skill is added to the controlled virtual object.
8. The method according to claim 7, characterized in that In response to the first game account parsing operation on the first virtual item, allocating the second virtual item to the first game account includes: In response to the first game account's parsing operation on the first virtual item, displaying attribute information of the second virtual item on the terminal device; The attribute information includes a second game map that can be unlocked corresponding to the second virtual prop, the first game skill that corresponds to the second game prop, and a game effect presented by the first game skill in the second game map.
9. The method according to claim 7, characterized in that: The method further comprises: In response to the controlled virtual object being equipped with the second virtual prop to enter the second game game, a first game state is added to the controlled virtual object, and a corresponding second game deduction is provided to the controlled virtual object; wherein the state value of the first game state is related to the number of the second virtual prop.
10. The method according to claim 9, characterized in that The method further comprises: In response to an increase in the number of the second virtual props equipped to the controlled virtual object, increasing a state value of the first game state attached to the controlled virtual object; In response to reducing the number of the second virtual props equipped to the controlled virtual object, the state value of the first game state attached to the controlled virtual object is reduced.
11. The method according to claim 9, characterized in that The first game state includes a plurality of first sub-game states, and the method further includes: Determining a current state value of the controlled virtual object based on the number of the second virtual props equipped on the controlled virtual object; Determine a state threshold interval corresponding to the current state value, and determine a target number of first sub-game states corresponding to the current state value based on the state threshold interval; Adding the target number of first sub-game states to the controlled virtual object, and displaying a state identifier of the first sub-game state in a target display form on the terminal device; The display form of the state identifier is differentiated according to the state threshold interval corresponding to the current state value.
12. The method according to claim 11, characterized in that The number of the second virtual props equipped on the controlled virtual object is less than a first number threshold.
13. The method according to claim 7, characterized in that The method further comprises: In response to the controlled virtual object being equipped with the second virtual prop and entering the first game map, configuring a second game skill for the controlled virtual object, wherein the second game skill is a basic game skill set by default; Alternatively, in response to the controlled virtual object being equipped with the second virtual prop, entry into the first game map is denied.
14. The method according to claim 9, characterized in that There is a radiation area in the second game map, the number of virtual props in the radiation area is greater than the number of virtual props in the non-radiation area, and / or the value of the virtual props in the radiation area is higher than the value of the virtual props in the non-radiation area, and the method further includes: In response to the controlled virtual object entering the radiation area from the non-radiation area, increasing the state value of the first game state; In response to the current state value of the controlled virtual object being greater than a preset state threshold, the first game state is added to the controlled virtual object.
15. The method according to claim 2, characterized in that After providing a specified first game gain and a specified first game loss to the controlled virtual object in response to the controlled virtual object performing the first game skill in the second game scene, the method further includes: In response to the value of the game deduction object obtained after providing the controlled virtual object with a specified first game deduction being less than a second quantity threshold, a first game state is added to the controlled virtual object to provide the controlled virtual object with a corresponding second game deduction.
16. The method according to claim 15, characterized in that The method further comprises: In response to the game time of the second game match being superimposed with a preset time, or in response to equipping the controlled virtual object with a third virtual prop, a second game state is added to the controlled virtual object, and a corresponding second game gain is provided to the controlled virtual object, so that the value of the game deduction object is increased; wherein the second game state is opposite to the game state of the first game state.
17. The method according to claim 1, characterized in that The number of virtual props in the second game scene is greater than the number of virtual props in the first game scene, and / or the value of the virtual props in the second game scene is higher than the value of the virtual props in the first game scene; and / or the game tasks in the second game scene are different from the game tasks in the first game scene.
18. A device for generating game skills, characterized in that: A game is run through a terminal device, and a first game account is logged in to the terminal device. The game includes multiple game maps, and different game maps correspond to different game scenes. The device includes: A first scene display module is configured to execute in response to a start instruction of a first game match, and display a first game scene corresponding to a first game map, wherein the first game scene at least includes a controlled virtual object corresponding to the first game account; a permission control module configured to execute, in response to the controlled virtual object completing the first game match, controlling the first game account to be given permission to enter a second game map according to a first virtual item obtained by the controlled virtual object from the first game scene; A second scene display module is configured to execute in response to a start instruction of a second game match, display a second game scene corresponding to the second game map, and add a first game skill determined based on the first virtual prop to the controlled virtual object corresponding to the first game account; The gain providing module is configured to execute, in response to the controlled virtual object performing the first game skill in the second game scene, presenting a game effect corresponding to the first game skill.
19. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method for generating game skills according to any one of claims 1 to 17 is implemented.
20. An electronic device, characterized in that: include: processor; as well as A memory, configured to store executable instructions of the processor; Wherein, the processor is configured to execute the method for generating gaming skills as described in any one of claims 1 to 17 by executing the executable instructions.
Citation Information
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