Virtual object control method and device, electronic equipment and readable storage medium
By introducing the game character identity conversion mechanism in the game, the problem of players being frequently defeated and exited the game is solved, reducing server load and improving the gaming experience.
Patent Information
- Application Number
- CN202411600464.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-08
- Publication Date
- 2025-03-04
AI Technical Summary
In the game, the game characters controlled by the player are frequently defeated in a short period of time, resulting in multiple exits from the game, increasing the server data processing volume and performance overhead, and affecting the player's gaming experience.
Implement the conversion mechanism of the game character identity. When the first game character is defeated, it is allowed to switch to the second game identity to continue participating in the current game to defeat the second game character and obtain virtual resources.
It reduces the frequent exit and re-start of the game by players, reduces the server load, improves the player's gaming experience, and provides an opportunity to regain virtual resources.
Smart Images

Figure CN119548824A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of human-computer interaction technology, and in particular to a control method, device, electronic device and readable storage medium for a virtual object. Background Art
[0002] In different games of the game, players can control the target game character to interact virtually with other game characters in the game scene. If the target game character is defeated by other game characters, the health value of the first game character drops below the preset health value threshold, that is, after the target game character dies, it may lose all the virtual supplies it currently owns, which will be picked up by the game character that defeated the target game character. The target game character will exit the current game and the game will end.
[0003] In this way, for players, if they do not have good skills in controlling the target game character, they may exit the game multiple times in a short period of time and repeatedly start the next game, resulting in excessive server data processing and increasing the performance overhead of the game server. At the same time, being repeatedly defeated in different games and being unable to retain the obtained virtual resources also affects the player's gaming experience. Summary of the invention
[0004] In view of this, the purpose of the present disclosure is to provide a control method, device, electronic device and readable storage medium for a virtual object. After a first game character of a first game identity controlled by a player is defeated, the first game character can be controlled to switch to a second game identity to continue to participate in the current game, so as to defeat the second game character and obtain virtual resources again, thereby avoiding the situation where the player exits the game multiple times in a short period of time and repeatedly starts the next game, which can reduce the server data processing volume and the performance overhead of the game server. At the same time, for the player controlling the defeated first game character, after being defeated, he will not exit the current game immediately, but can obtain the opportunity to continue to participate in the current game and defeat the second game character to pick up the dropped materials again, which further enhances the player's gaming experience.
[0005] In a first aspect, an embodiment of the present disclosure provides a method for controlling a virtual object, the method comprising:
[0006] In response to a game start instruction, providing a game scene corresponding to the game game, wherein the game scene includes a first game character and a second game character respectively playing a first game identity, wherein the first game character and the second game character belong to different camps, the first game character is controlled by a first terminal, and the second game character is controlled by a second terminal;
[0007] In response to the first game character in the game scene being defeated by the second game character, controlling the conversion of the first game character from the first game identity to the second game identity so that the first game character continues the current game with the second game identity; wherein the first game character with the second game identity is configured to have the right to pick up only the dropped materials of the second game character.
[0008] In a second aspect, an embodiment of the present disclosure further provides a control device for a virtual object, the control device comprising:
[0009] a scene providing module, configured to provide a game scene corresponding to the game game in response to a game start instruction, wherein the game scene includes a first game character and a second game character respectively playing a first game identity, wherein the first game character and the second game character belong to different camps, the first game character is controlled by a first terminal, and the second game character is controlled by a second terminal;
[0010] An identity conversion module is used to control the conversion of the first game character from the first game identity to the second game identity in response to the first game character in the game scene being defeated by the second game character, so that the first game character continues the current game with the second game identity; wherein the first game character with the second game identity is configured to have the right to pick up only the dropped materials of the second game character.
[0011] In a third aspect, an embodiment of the present disclosure further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to execute the virtual object control method as described in the first aspect.
[0012] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the method for controlling a virtual object as described in the first aspect is executed.
[0013] The control method, device, electronic device and readable storage medium of the virtual object provided by the embodiment of the present disclosure provide a game scene corresponding to the game in response to a game start instruction, wherein the game scene includes a first game character and a second game character playing a first game identity respectively; in response to the first game character in the game scene being defeated by the second game character, the first game character is controlled to be converted from the first game identity to the second game identity, so that the first game character continues the current game with the second game identity. In this way, after the first game character of the first game identity controlled by the player is defeated, the first game character can be controlled to switch to the second game identity to continue to participate in the current game, so as to defeat the second game character and obtain virtual resources again, thereby avoiding the situation where the player exits the game multiple times in a short period of time and repeatedly starts the next game, and can reduce the server data processing volume and reduce the performance overhead of the game server. At the same time, for the player who controls the defeated first game character, after being defeated, he will not exit the current game immediately, and can obtain the opportunity to continue to participate in the current game and defeat the second game character to pick up the dropped materials again, which further enhances the player's gaming experience.
[0014] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0016] Figure 1 A flowchart of a method for controlling a virtual object provided by an embodiment of the present disclosure;
[0017] Figure 2 One of the schematic diagrams of the first graphical user interface of the first terminal provided by the embodiment of the present disclosure;
[0018] Figure 3 A second schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure;
[0019] Figure 4 A third schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure;
[0020] Figure 5 A fourth schematic diagram of the first graphical user interface of the first terminal provided in an embodiment of the present disclosure;
[0021] Figure 6 A fifth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure;
[0022] Figure 7 One of the schematic diagrams of the second graphical user interface of the second terminal provided by the embodiment of the present disclosure;
[0023] Figure 8 A second schematic diagram of a second graphical user interface of a second terminal provided in an embodiment of the present disclosure;
[0024] Fig. 9 A third schematic diagram of a second graphical user interface of a second terminal provided in an embodiment of the present disclosure;
[0025] Fig.10 A schematic diagram of the structure of a virtual object control device provided by an embodiment of the present disclosure;
[0026] Fig.11 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION
[0027] In order to make the purpose, technical scheme and advantages of the embodiments of the present disclosure clearer, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present disclosure.
[0028] First, the nouns involved in this disclosure are introduced:
[0029] (1) Terminal equipment
[0030] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual objects. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.
[0031] (2) Graphical User Interface
[0032] A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.
[0033] (3) Game scenes
[0034] The game scene is the game scene displayed (or provided) when the application is running on the terminal or server, that is, the scene used in the normal game process. In other words, the game scene refers to the virtual game control that carries the virtual object during the game process. The virtual object can be controlled by the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene to move, release skills and other actions. Optionally, the game scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The game scene can be any one of a two-dimensional game scene, a 2.5-dimensional game scene and a three-dimensional game scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene in which the user controls the complete game logic of the virtual object. Optionally, the game scene can also be used for a game scene battle between at least two virtual objects, and there are virtual resources available for at least two virtual objects in the game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.
[0035] (4) First game character:
[0036] Refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device (e.g., a terminal device), or an artificial intelligence (AI) set in a virtual scene battle through training, or a non-player character (NPC) set in a game scene battle. Optionally, the virtual object may include a virtual character competing in a game scene. Optionally, the number of virtual objects in the game scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the disclosed embodiment does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.
[0037] Secondly, the technical background of the present disclosure is introduced:
[0038] In different games of the game, players can control the target game character to interact virtually with other game characters in the game scene. If the target game character is defeated by other game characters, the health value of the first game character drops below the preset health value threshold, that is, after the target game character dies, it may lose all the virtual supplies it currently owns, which will be picked up by the game character that defeated the target game character. The target game character will exit the current game and the game will end.
[0039] In this way, for players, if they do not have good skills in controlling the target game character, they may exit the game multiple times in a short period of time and repeatedly start the next game, resulting in excessive server data processing and increasing the performance overhead of the game server. At the same time, being repeatedly defeated in different games and being unable to retain the obtained virtual resources also affects the player's gaming experience.
[0040] Based on this, the embodiments of the present disclosure provide a method for controlling a virtual object to reduce the amount of server data processing and the performance overhead of the game server; at the same time, it improves the player's gaming experience.
[0041] In one embodiment of the application, the control method of the virtual object can be run on a local mobile terminal or a server. When the control method of the virtual object 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.
[0042] 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 control method of the virtual object 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.
[0043] In an optional embodiment, taking a game as an example, a local mobile terminal stores a game program and is used to present a game screen. The local mobile terminal is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by a conventional electronic device and run. The local mobile terminal may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local mobile terminal 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.
[0044] In an optional implementation, an embodiment of the present invention provides a method for controlling a virtual object, providing a graphical user interface through a mobile terminal, wherein the mobile terminal may be the local mobile terminal mentioned above (such as a local touch terminal), or may be a client device in the cloud interaction system mentioned above. The following is an example of the control method of the virtual object running on a local mobile terminal (hereinafter referred to as a mobile terminal).
[0045] See also Figure 1 , Figure 1 Flow chart of a method for controlling a virtual object provided by an embodiment of the present disclosure. Figure 1 As shown in , the control method of the virtual object provided by the embodiment of the present disclosure includes:
[0046] S101. In response to a game start instruction, provide a game scene corresponding to the game, wherein the game scene includes a first game character and a second game character who respectively play a first game identity, wherein the first game character and the second game character belong to different camps, the first game character is controlled by a first terminal, and the second game character is controlled by a second terminal.
[0047] S102. In response to the first game character in the game scene being defeated by the second game character, controlling the conversion of the first game character from the first game identity to the second game identity, so that the first game character continues the current game with the second game identity; wherein the first game character with the second game identity is configured to have the right to pick up only the dropped materials of the second game character.
[0048] The control method of virtual objects provided by the disclosed embodiment can control the first game character to switch to the second game identity to continue to participate in the current game after the first game character of the first game identity controlled by the player is defeated, so as to defeat the second game character and obtain virtual resources again, thereby avoiding the situation where the player exits the game multiple times in a short period of time and repeatedly starts the next game, and can reduce the server data processing volume and reduce the performance overhead of the game server. At the same time, for the player who controls the defeated first game character, after being defeated, he will not exit the current game immediately, and can obtain the opportunity to continue to participate in the current game and defeat the second game character to pick up the dropped materials again, which further enhances the player's gaming experience.
[0049] The following is a description of the exemplary steps of the embodiment of the present disclosure:
[0050] S101. In response to a game start instruction, provide a game scene corresponding to the game, wherein the game scene includes a first game character and a second game character who respectively play a first game identity, wherein the first game character and the second game character belong to different camps, the first game character is controlled by a first terminal, and the second game character is controlled by a second terminal.
[0051] In the disclosed embodiment, after the game is determined to start, different players can control different game characters through different terminals to enter the game for virtual interaction; the game scene can include a first game character and a second game character who play the first game identity. If the first game character is defeated by the second game character or other game characters, the health value of the first game character drops below the preset health value threshold, that is, after the first game character dies, it may lose all the virtual supplies it currently has, which will be picked up by the game character that defeated the first game character. The first game character will exit the current game and the game will end.
[0052] In this way, for players, if they do not have good skills in controlling the first game character, they may exit the game multiple times in a short period of time and repeatedly start the next game, resulting in excessive server data processing and increasing the performance overhead of the game server. At the same time, being repeatedly defeated in different games and being unable to retain the obtained virtual resources also affects the player's gaming experience.
[0053] In an optional implementation, if it is determined that the current first game character is defeated by the second game character, the first game character is given an opportunity to continue to participate in the current game. The first game character can be converted from the first game identity when defeated to the second game identity and continue the current game with the second game identity.
[0054] Among them, after determining that the first game character currently playing the first game identity is defeated by the second game character, a selection interface can be displayed, and the player can choose whether to continue to participate in the current game according to the selection operation.
[0055] Specifically, the step of “in response to the first game character in the game scene being defeated by the second game character, controlling the conversion of the first game character from the first game identity to the second game identity” includes:
[0056] a1: In response to the first game character in the game scene being defeated by the second game character, a game identity conversion confirmation interface is displayed in a first terminal device corresponding to the first game character.
[0057] a2: In response to the identity confirmation operation triggered by the first terminal device through the game identity conversion confirmation interface, control the conversion of the first game character from the first game identity to the second game identity.
[0058] In the disclosed embodiment, the first game character playing the first game identity is in a normal state of participating in a game match. The first game character in the first game identity can normally perform a series of virtual interactions in the game scene, while the actions of the first game character in the second game identity in the game scene are different from those of the first game character in the first game identity.
[0059] Specifically, the control method further includes:
[0060] b1: In response to the first game character being converted from the first game identity to the second game identity, controlling the change of the combat method corresponding to the first game character so that the combat methods corresponding to the first game character of the first game identity and the first game character of the second game identity are at least partially different.
[0061] In the disclosed embodiment, after determining that the first game character is converted from the first game identity to the second game identity, it is necessary to control the change of the combat method of the first game character, that is, the combat method of the first game character of the first game identity is different from that of the first game character of the second game identity. Specifically, the first game character of the first game identity and the first game character of the second game identity may use different virtual weapons when fighting. At the same time, the first game character of the first game identity and the first game character of the second game identity may also have different skills that can be used in combat.
[0062] In an optional implementation, specifically, the control method further includes:
[0063] c1: In response to the first game character being the first game identity, configuring the first game character to at least be in a remote combat mode.
[0064] c2: In response to the first game character being the second game identity, configuring the first game character to be in a close range combat mode.
[0065] In the disclosed embodiment, when the first game character is the first game identity, the first game character will be configured for at least a long-range combat mode, that is, when the first game character is the first game identity, it can perform long-range combat as well as short-range combat, and the combat mode will not be restricted; and when the first game character is the second game identity, there will be certain restrictions on the combat mode of the first game character, and the first game character of the second game identity is configured for a short-range combat mode, that is, the first game character of the second game identity cannot perform a long-range combat mode.
[0066] In another optional implementation, specifically, the control method further includes:
[0067] d1: In response to the first game character being the first game identity, at least configuring the first game character with a remote weapon use permission.
[0068] d2: In response to the first game character being the second game identity, canceling the long-range weapon usage permission configured for the first game character and the progress melee weapon usage permission configured for the first game character, and canceling the permission of the first game character of the second game identity to discard the melee weapon.
[0069] In the disclosed embodiment, when the first game character is the first game identity, since both long-range combat and melee combat can be performed, the first game character of the first game identity can use long-range weapons and melee weapons, that is, the first game character of the first game identity has the authority to use long-range weapons and melee weapons.
[0070] As for the first game character of the second game identity, since only close-range combat can be performed, the first game character of the second game identity does not have the authority to use long-range weapons but only has the authority to use close-range weapons.
[0071] In another optional implementation, the first game character of the first game identity can discard the configured long-range weapons or short-range weapons in the game scene according to the requirements of its own weapon configuration; and the first game character of the second game identity can also restrict the weapon discarding authority, that is, the first game character of the second game identity cannot discard short-range weapons at will in the game scene.
[0072] For example, when the first game character is the first game identity, he can use melee virtual props (virtual dagger props, etc.) and use virtual firearm props for long-range attacks; when the first game character is the second game identity, he can only use melee virtual props for close combat, and can no longer use virtual firearm props for long-range attacks.
[0073] In an optional implementation, in the related art, after a virtual character in a first game identity is attacked and converted to a second game identity, the virtual character will automatically join the previously hostile camp and become a member of the hostile camp.
[0074] In the disclosed example, the first game character and the second game character of the second game identity belong to different camps, that is, even if the game identity of the first game character is changed, the first game character and the second game character still belong to different camps, which is different from the way the game identity is changed and the camp is changed in the related art.
[0075] In another optional implementation, the first game character with different game identities has different abilities to pick up virtual resources in the game scene. Specifically, the first game character with the first game identity can pick up virtual props scattered in the game scene and can also pick up virtual props dropped by other virtual objects after defeating any other virtual object; while the first game character with the second game identity cannot pick up virtual props scattered in the game scene and can only pick up virtual props dropped by virtual objects after defeating specific virtual objects.
[0076] Furthermore, after determining that the first game character is defeated, if the probability of hitting the character switching skill is determined at the same time, a game identity conversion confirmation interface will be displayed in the graphical user interface. If it is determined that the player has issued an identity confirmation operation in the game identity conversion confirmation interface, the first game character will be controlled to convert from the first character identity to the second character identity.
[0077] Exemplarily, a confirmation control and a rejection control may be included in the game identity conversion confirmation interface. If it is determined that a trigger operation for the confirmation control is received from the player, it is determined that an identity confirmation operation is received on the game identity conversion confirmation interface, and the first game character can be controlled to convert from the first character identity to the second character identity; and if it is determined that a trigger operation for the rejection control is received, it is determined that the player has issued a rejection operation, and the first game character is directly controlled to exit the current game.
[0078] In an optional implementation, the triggering operation for the confirmation control or the rejection control may be a touch operation on the confirmation control or the rejection control or may be a click operation on the confirmation control or the rejection control.
[0079] For example, when the terminal device is a mobile terminal, the trigger operation for the confirmation control or the rejection control can be a touch operation (long press operation, click operation or sliding operation, etc.) for the confirmation control or the rejection control; when the terminal device is a PC, the trigger operation for the confirmation control or the rejection control can be a click operation (through a mouse click operation, etc.) for the confirmation control or the rejection control through an external input device.
[0080] In an optional implementation, in the case of converting the first game character from the first character identity to the second character identity, there is not always an opportunity to convert the character identity after the first game character is defeated, but there is a certain conversion probability (the conversion probability is determined by the game background settings and is related to the game type, etc.). If the conversion probability is hit, the game identity conversion confirmation interface will be displayed for the player to choose whether to convert the character identity.
[0081] In an optional implementation, after determining that the first game character is defeated and the conversion probability is hit, the first game character is directly controlled to switch from the first character identity to the second character identity, without the player having to make a choice again, and the character identity is directly switched, which reduces the player's operation steps and can improve the efficiency of human-computer interaction. However, this direct conversion method does not allow the player to participate in the decision-making, which may be contrary to the player's idea (the player does not want to continue the game, but needs to control the first game character in the second character identity again to continue the current game), resulting in the problem of low player gaming experience. Therefore, in the present disclosed embodiment, it is preferred to display the game identity conversion confirmation interface and let the player decide whether to continue the current game.
[0082] Furthermore, after determining that the first game character is converted from the first character identity to the second character identity, a character identity conversion prompt mark will be displayed in the first graphical user interface of the first game terminal controlling the first game character to prompt the current character identity conversion status of the first game character.
[0083] Specifically, after the step of “controlling the conversion of the first game character from the first game identity to the second game identity”, the control method further includes:
[0084] e1: Displaying a role identity conversion prompt mark in the first graphical user interface of the first terminal.
[0085] In an optional embodiment, the role identity conversion prompt logo can be displayed at a preset position of the first graphical user interface of the first terminal device, and can also be displayed at the location of the first game character. In order to avoid other game characters quickly locating to the location of the first game character after receiving the prompt, and then quickly ending the current game again, resulting in further reduction of the player's gaming experience, it is preferred to display the role identity conversion prompt logo at the preset position of the first graphical user interface.
[0086] Among them, the role identity conversion prompt can be in icon form or text form. When the role identity conversion prompt is in icon form, you can choose to display the second role identity of the first game character; and when the role identity conversion prompt is in text form, the text prompt can display the prompt words "has switched to the second role identity".
[0087] In an optional implementation, the images of different virtual objects in the first game identity may be different, and when different virtual objects switch to the second game identity, the role models of the different virtual objects are consistent, and are all the specific second game identity.
[0088] Specifically, the control method further includes:
[0089] f1: In response to the first game character being the second game identity, controlling the switching of the role model of the first game character to a designated target role model, wherein the designated target role model is at least used to indicate that the first game character is in the second game identity.
[0090] In an optional implementation, after determining that the first game character is converted to the second game identity, the role model of the first game character will also change, and the role model of the first game character will be directly converted into a target role model. The target role model is a role model shared by all game characters in the second game identity. The game character in the second game identity in the current game scene is identified by the target role model.
[0091] In another optional implementation, after determining that the first game character is converted from the first game identity to the second game identity, the first game character in the second game identity will obtain a gain to enhance some skills of the first game character in the second game identity.
[0092] Specifically, the control method further includes:
[0093] g1: In response to the first game character switching from the first game identity to the second game identity, controlling the first game character of the second game identity to provide a game gain.
[0094] The game gain is at least used to increase the moving speed of the first game character in the game scene.
[0095] In another optional embodiment, after determining that the first game character is converted from the first game identity to the second game identity, the game gain of the first game character under the second game identity will be adapted according to the characteristics of the second game identity to enhance the skills of the first game character under the second game identity.
[0096] Exemplarily, the game gain is used to at least improve the movement skill of the first game character. With respect to the movement skill, the movement speed of the first game character in the second game identity is greater than the movement speed of the first game character in the first game identity.
[0097] Furthermore, after the first game character controlled by the player switches from the first game identity to the second game identity, the first game character in the second game identity needs to perform virtual interaction with the second game character that defeated the first game character with the first game identity in order to obtain the corresponding virtual resources. That is, the main purpose of the first game character in the second game identity is to interact with the second game character. Therefore, in order to facilitate the first game character to observe the position of the second game character in the game scene, the position of the second game character can be marked after the first game character is converted from the first game identity to the second game identity, so as to reduce the time for the first game character to find the second game character and further improve the efficiency of human-computer interaction.
[0098] Specifically, the control method further includes:
[0099] h1: In response to the first game character converting from the first game identity to the second game identity, a prompt message regarding the position of the second game character in the game scene is sent to a first terminal device corresponding to the first game character, wherein the prompt message is at least used to prompt: the location area of the second game character in the game scene.
[0100] In the disclosed embodiment, in order to increase the competitiveness in the game, the specific position of the current second game character in the game scene will not be directly and clearly marked. Instead, an object area is determined at the position of the second game character. At the same time, the position area of the second game character in the game scene is marked in the first graphical user interface of the first terminal.
[0101] Exemplarily, the position area in the game scene can be a circular area determined with the position of the second game character in the game scene as the center and a preset distance as the radius, and the circular area is marked as the position area.
[0102] In an optional embodiment, the prompt information about the position of the second game character in the game scene can be displayed in the area where the second game character is located, and can also be displayed simultaneously in a small map in the first graphical user interface, so that the player controlling the first game character can accurately move toward the position of the second game character.
[0103] In an optional implementation, in order to further ensure that the first game character can accurately and timely determine the second game character and perform virtual interactive behavior with the second game character, after determining that the first game character has changed from the first game identity to the second game identity, the first game character can be directly transferred to the location of the second game character to continue the current game. This can further reduce the time it takes for the first game character to search for the second game character, thereby helping to improve the efficiency of human-computer interaction.
[0104] Specifically, the step of “in response to the first game character in the game scene being defeated by the second game character, controlling the first game character to be converted from the first game identity to the second game identity” includes:
[0105] i1: In response to the first game character in the game scene being defeated by the second game character, controlling the first game character to be resurrected within a first preset range of the second game character, and converting the first game character from the first game identity to the second game identity.
[0106] In an optional implementation, the first preset range is a range set according to game setting requirements, and illustratively, may be a range of 300 meters (game distance) from the second game character.
[0107] Further, after determining that the first game character switches to the second character identity and continues the current game within the first preset range of the second game character, the first game character can perform virtual interactive behaviors with the second game character and other game characters in the game scene.
[0108] S102: In response to the first game character in the game scene being defeated by the second game character, controlling the conversion of the first game character from the first game identity to the second game identity, so that the first game character continues the current game with the second game identity.
[0109] Among them, the first game character of the second game identity is configured to have the right to pick up only the dropped materials of the second game character.
[0110] In another optional embodiment, when the first game character is in the second game identity, an additional target game skill can be configured for the first game character. The first game character can view the real-time position of the second game character in the position area by releasing the target game skill, and then move toward the position of the second game character, which helps to improve the accuracy of the first game character's mobile attack and the human-computer efficiency.
[0111] Specifically, the control method further includes:
[0112] j1: in response to the first game character being converted from the first game identity to the second game identity, configuring a target game skill for the first game character;
[0113] j2: In response to the first game character performing the target game skill, the position area is displayed in the first terminal device, and the real-time position of the second game character in the position area is identified.
[0114] In an optional implementation, the real-time position of the second game character in the position area may be displayed by a character identifier of the second game character that is within the observation range of the first game character.
[0115] Here, after the first game character of the second game identity releases the target game skill, the real-time position of the second game character in the position area can be displayed, and the display of the real-time position changes with the change of the position of the second game character in the game scene. When the first game character releases the target game skill, the position of the second game character will be displayed even if the current position of the second game character is blocked.
[0116] In an optional embodiment, if the second game character is currently within the field of view of the first game character, but is obstructed by an obstruction from the current viewing angle of the first game character (the second game character is behind a virtual obstruction or is inside a virtual building), the position of the second game character also needs to be displayed. At this time, the real-time position of the second game character can be displayed at the relative position of the obstruction.
[0117] The real-time position of the second game character may be displayed via a character identifier, which may be outline information of the second game character or position prompt information (text information, icon information, etc.) of the second game character.
[0118] In an optional implementation, taking the example that the character identification of the second game character is the outline information of the second game character, the character outline information of the second game character can be projected toward the current position of the first game character based on the current position of the second game character, and the character outline information of the second game character can be projected onto an obstruction, so that the first game character has a "perspective" visual effect, and the position of the second game character is displayed by "penetrating" the obstruction.
[0119] Specifically, the character outline information of the second game character can be the projected shape of the entire outline information of the second game character, which moves with the movement of the second game character, and when the second game character moves to a position that is no longer obscured, the outline information of the second game character may no longer be displayed, and the movement of the second game character in the game scene may be directly displayed.
[0120] In an optional implementation, after the first game character displays the real-time position of the second game character by releasing the target game skill, if it is determined that a preset cancellation event is triggered, the display of the real-time position of the second game character will be canceled.
[0121] Specifically, the control method further includes:
[0122] k1: in response to triggering of a preset cancel event, cancel display of the real-time position of the second game character.
[0123] The preset cancellation event includes at least one of the following:
[0124] The display time of the real-time position is greater than the preset display time, a cancel operation for the real-time position is received, and the second game character is no longer blocked by the blocking object.
[0125] In an optional embodiment, if it is determined that the current display time for the real-time position of the second game character is greater than the preset display time, it will no longer be displayed. Exemplarily, the preset display time may be 5 seconds. When it is determined that the display time of the real-time position of the second game character reaches 5 seconds, the display of the real-time position of the second game character is cancelled.
[0126] In another optional implementation, the player may actively cancel the display of the real-time position of the second game character. For example, a cancel control may be provided in the first graphical user interface, and the player may trigger the cancel control to issue a cancel operation to cancel the display of the real-time position of the second game character.
[0127] In another optional implementation, it is also possible to determine that an obstruction between the first game character and the second game character is no longer obstructed due to the movement of the first game character and / or the second game character (for example, the first game character moves to a position relatively close to the second game character, at which point the second game character is already within the field of vision of the first game character), and then cancel the display of the real-time position of the second game character.
[0128] In an optional implementation, in order to increase the interactivity of the game and prevent the first game character from using the target game skill to always determine the real-time position of the second game character, the number of times the target game skill can be released can be set. If the number of releases is exceeded, the target game skill cannot be released again.
[0129] Specifically, the control method further includes:
[0130] l1: In response to a trigger operation on a release control of the target game skill, detecting whether the number of releases of the target game skill reaches a preset number of releases.
[0131] l2: If the number of times the target game skill is released does not reach the preset number of times, the real-time position of the second game character is displayed in the first graphical user interface of the first terminal.
[0132] In an optional embodiment, if it is determined that the number of releases of the target game skill has reached a preset number of releases, the target game skill cannot be released at this time, and a release failure prompt message can be displayed in the first graphical user interface to prompt the player that the target game skill cannot be used again.
[0133] Exemplarily, the preset number of releases can be set to 3 times. After determining that the player has issued a release operation for the target game skill, if it is determined that the current number of releases for the target game skill has not reached 3 times, the target game skill can continue to be released at this time, and the real-time position of the second game character can be displayed in the first graphical user interface of the first terminal device; if it is determined that the current number of releases for the target game skill has reached 3 times, the target game skill cannot be released again at this time, and a release failure prompt message is displayed in the first graphical user interface.
[0134] In an optional embodiment, a target game skill release control for the target game skill can be set in the first graphical user interface, and the player can release the target game skill by triggering the target game skill release control. At the same time, the remaining number of releases for the target game skill is displayed at the preset position of the target game skill release control, so as to prompt the player of the current release status of the target game skill.
[0135] In an optional embodiment, the number of times a target game skill can be released can be fixed, that is, after the player's release of the target game skill reaches a preset number of times, the target game skill cannot be released again before the end of the game; at the same time, the number of times a target game skill can be released can also be variable, that is, after the player's release of the target game skill reaches a preset number of times, the player can control the first game character to perform corresponding virtual interactive behaviors in the game scene and get the opportunity to release the target game skill again.
[0136] In an optional embodiment, the first game character in the second game identity can perform virtual interaction with the second game character and / or other virtual objects in the game scene, and the virtual interaction between the first game character in the second game identity and the second game character is different from the virtual interaction between the first game character in the second game identity and the other virtual objects.
[0137] Specifically, regarding the result of the virtual interaction between the second game character and the first game character, when the second game character virtually interacts with the first game character having a different game identity, the generated interaction results are also different.
[0138] Specifically, the control method further includes:
[0139] m1: In response to the first game character of the first game identity being defeated by the second game character, controlling the first game character to drop first virtual supplies in the game scene, wherein the first virtual supplies include: supplies brought into the game match by the first game character and / or supplies picked up by the first game character in the game scene.
[0140] m2: In response to the first game character of the second game identity being defeated by the second game character, controlling the first game character to drop a second virtual resource in the game scene, wherein the second virtual resource is a target resource determined from a preset resource pool.
[0141] In the disclosed embodiment, the first game character of the first game identity will bring in supplies when entering a game match. At the same time, the first game character of the first game identity can also pick up supplies in the game scene. When the second game character defeats the first game character of the first game identity, all virtual supplies brought into the game match and picked up in the game scene by the first game character will be obtained.
[0142] In an optional implementation, if the second game character defeats the first game character of the second game identity again, the first game character will additionally obtain a second virtual resource. This target resource is not dropped by the first game character, nor is it allocated in the game scene. Instead, it is an additional target resource allocated by the system from a preset resource pool that can be taken out of the current game for exchange.
[0143] In an optional implementation, if the first game character in the second game identity is defeated by the second game character, the current game of the first game character will end completely, and at the same time, the second game character will additionally obtain the second virtual material determined in the preset resource pool.
[0144] Here, the target resources are configured to be visible only to the second game character, that is, the additional second virtual materials determined from the preset resource pool that can be obtained by defeating the first game character with the second game identity can only be obtained by the second game character, and other virtual characters cannot obtain the additional second virtual materials determined from the preset resource pool again even if they defeat the first game character with the second game identity.
[0145] Specifically, for the virtual interactive behavior between the first game character and the second game character, if the first game character with the second game identity defeats the second game character, the virtual resources of the second game character can be picked up.
[0146] Specifically, the control method further includes:
[0147] n1: In response to the second game character being defeated by the first game character of the second game identity, controlling the second game character to drop third virtual supplies in the game scene, wherein the third virtual supplies include: supplies brought into the game match by the second game character and / or supplies picked up by the second game character in the game scene.
[0148] In an optional embodiment, the target virtual resources that can be obtained by the first game character after defeating the second game character include the virtual resources owned by the second game character himself (including the virtual resources brought into the game match by the second game character before the game, and also including the virtual resources picked up by the second game character in the game scene) and may also include the target virtual resources obtained by the second game character after defeating the first game character.
[0149] Furthermore, after defeating the second game character, the first game character in the second game identity can withdraw from the current game with the picked up virtual resources.
[0150] Specifically, the control method further includes:
[0151] o1: Control the first game character of the second game identity to move to an evacuation position in the game scene, and exit the current game via the evacuation position carrying the third virtual supplies of the second game character.
[0152] In an optional implementation, different exit points can be set at different locations in the game scene, and the player can control the first game character to move to the exit point to exit the current game, and the third virtual material obtained in the game can be taken outside the game for trading.
[0153] In another optional embodiment, if the first game character in the second game identity interacts virtually with a third game character other than the second game character, the interaction result of the first game character with the second game identity defeating the third game character, or the third game character defeating the first game character with the second game identity, is different from the interaction between the first game character with the second game identity and the second game character.
[0154] Specifically, the control method further includes:
[0155] p1: In response to the first game character of the second game identity being defeated by the third game character, controlling the first game character of the second game identity to drop the picked up third virtual supplies in the game scene, or not to drop supplies in the game scene.
[0156] p2: In response to the first game character of the second game identity defeating the third game character, controlling the third game character not to drop supplies that can be picked up by the first game character in the game scene.
[0157] In the disclosed embodiment, if the first game character with the second game identity defeats the third game character in the game scene, the third game character is in a dead state. However, after the third game character is defeated by the first game character with the second game identity, the third game character will not drop any supplies, and the first game character with the second game identity will not be able to pick up the supplies dropped by the third game character.
[0158] In another optional implementation, after the third game character is defeated by the first game character in the second game identity, virtual supplies will also be dropped in the game scene. However, the virtual supplies dropped by the third game character cannot be picked up by the first game character in the second game identity, but can be picked up by other game characters.
[0159] In an optional embodiment, the first game character of the second game identity is configured to only be able to defeat the second game character and pick up supplies dropped by the second game character, but cannot pick up supplies defeated by the third game character, nor can it pick up supplies in the game scene; while the first game character of the first game identity can pick up any supplies in the game scene.
[0160] Specifically, the control method further includes:
[0161] q1: In response to the first game character being the first game identity, the first game character is configured to have the authority to pick up at least the dropped materials in the game scene and the dropped materials of other game characters.
[0162] In the disclosed embodiment, if the first game character is the first game identity, the materials that the first game character can pick up include materials dropped by defeating other game characters (including the second game character and the third game character), and can also pick up materials dropped in the game scene. That is, the first game character with the first game identity has a larger range and authority to pick up materials than the first game character with the second game identity.
[0163] Furthermore, for the first game character in the second game identity, the consequences of being defeated by the second game character, or by a third game character other than the second game character, are also different.
[0164] Specifically, the game scene includes a third game character that belongs to a different camp from the first game character; and the control method further includes:
[0165] In an optional implementation, if the first game character of the second game identity defeats the second game character, the first game character will pick up the third virtual supplies dropped by the second game character, and carry the third virtual supplies dropped by the second game character toward the evacuation position in the game scene, preparing to evacuate the current game. During the evacuation process of the first game character carrying the third virtual supplies, the first game character is defeated again by the third game character. In this case, the third game character may currently have picked up the dropped third virtual supplies, and the third virtual supplies picked up by the first game character from the second game character will be transferred to the third game character.
[0166] In another optional implementation, if the first game character of the second game identity is currently moving in the game scene and has not defeated the second game character, there will be no dropped supplies that can be picked up. At this time, since the supplies carried by the first game character when it was defeated in the first game identity have all been dropped, and when the second game character has not been defeated, the first game character does not carry any dropped supplies. Therefore, even if the third game character defeats the first game character of the second game identity, it will not be able to pick up any dropped supplies.
[0167] Here, for the target virtual object first game character in the first game identity, the effect is the same whether it defeats the target enemy object second game character or other virtual object third game character, or is defeated by the target enemy object second game character or other virtual object third game character.
[0168] In an optional embodiment, the first game character that switches to the second game identity returns to the current game again and the main attack target is to defeat the second game character in the current game. In order to avoid the second game character being unable to detect the situation of the first game character and being attacked and ending the game, thereby affecting the confrontation of the current game and the player experience, after it is determined that the first game character in the second game identity has returned to the current game again, certain prompts will also be given to the second game character at the second terminal.
[0169] Specifically, after the step of “controlling the conversion of the first game character from the first game identity to the second game identity”, the control method further includes:
[0170] r1: Determine the number of the first game character in the second game identity, and display identity conversion prompt information of the first game character and the number of characters in the second graphical user interface of the second terminal.
[0171] In an optional embodiment, if it is determined that there is a first game character in a second game identity in the current game scene, then the identity conversion prompt information of the first game character currently in the second game identity will be displayed on the second graphical user interface of the second terminal that controls the second game character that defeats the first game character. At the same time, if there is more than one first game character defeated by the second game character, it is necessary to display prompt information on the number of characters in the first game identity.
[0172] In an optional embodiment, the display position of the prompt information on the number of characters can be displayed at a preset position of the second graphical user interface, or it can be simultaneously displayed in a small map in the second graphical user interface, so that the player controlling the second game character can have a certain understanding of the approximate position of the first game character and make corresponding preparations.
[0173] Among them, the prompt information of the number of characters can be in icon form or text form. When the role identity conversion prompt mark is in icon form, the second game identity mark (such as avatar, etc.) of the first game character can be selected to be displayed; and when the prompt information of the number of characters is in text form, the text prompt mark can display the prompt words "Currently marked by X first game characters in the second game identity".
[0174] Furthermore, when the first game character moves to a position close to the second game character, the second game character may be prompted again so that the player of the second game character can be prepared for corresponding responses.
[0175] Specifically, the control method further includes:
[0176] s1: In response to the first game character of the second game identity moving into a second preset range of the second game character, sending identity prompt information for the second game identity of the first game character to a second terminal device corresponding to the second game character.
[0177] The second preset range is a range set according to game setting requirements, and illustratively, may be a range of 80 meters (game distance) from the second game character.
[0178] In an optional embodiment, the identity prompt information may also be displayed in the form of an icon at a preset position of the second graphical user interface (exemplarily, displayed at the preset position of the object quantity prompt information), and may also be displayed in the form of an icon in a small map in the second graphical user interface.
[0179] Specifically, the control method further includes:
[0180] t1: In response to the first game character of the second game identity moving to within a second preset range of the second game character, multiple location identifiers are displayed in the second terminal device, wherein the multiple location identifiers include at least: a first location identifier for indicating a real location of the first game character and a second location identifier for indicating a false location of the first game character.
[0181] In a possible implementation, when it is determined that the first game character with a second game identity moves to within a second preset range of the second game character, multiple location markers can be displayed in the mini-map of the second terminal device. However, in order for the player controlling the second game character to quickly locate the position of the first game character and quickly defeat the first game character with the second game identity again, a first location marker representing the real position of the first game character and a second location marker indicating the false position of the first game character can be displayed in the mini-map, so that the player controlling the second game character will not directly locate the first game character.
[0182] In another optional implementation, while displaying the warning prompt logo, a role prompt sound can be emitted by controlling the second terminal of the second game character to prompt the first game character currently in the second game identity to be close to the location of the second game character.
[0183] Specifically, the control method further includes:
[0184] u1: In response to the first game character of the second game identity moving to within a second preset range of the second game character, the second terminal device plays a character prompt sound corresponding to the second game identity of the first game character and displays a corresponding voiceprint identification.
[0185] Exemplarily, the object prompt sound may be a simulated sound of the speaking voice of the first game character of the second game identity.
[0186] In an optional embodiment, the voiceprint identifier can be a dynamic prompt identifier that changes as the distance between the first game character in the second game identity and the second game character changes. For example, the closer the distance between the first game character in the second game identity and the second game character, the larger the shape of the voiceprint identifier and the clearer the texture of the voiceprint identifier.
[0187] The following will use a specific example to illustrate the control process of the virtual object in the embodiment of the present disclosure, taking the example of a first player controlling a first game character through a first terminal and a second player controlling a second game character through a second terminal:
[0188] See also Figure 2 , Figure 2 This is one of the schematic diagrams of the first graphical user interface of the first terminal provided by the embodiment of the present disclosure, such as Figure 2 As shown, in the first graphical user interface 200 , the first game character 210 and the second game character 220 are virtually interacting, and the first game character 210 is in the first game identity. The result of the virtual interaction is that the first game character 210 is defeated by the second game character 220 .
[0189] For further information, see Figure 3 , Figure 3 A second schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, such as Figure 3 As shown, after the first game character (not shown in the figure) is defeated, a game identity conversion confirmation interface 230 is displayed in the first graphical user interface 200. An acceptance control 231 and a rejection control 232 are displayed in the game identity conversion confirmation interface 230. If a trigger operation is received for the acceptance control 231, the first game character (not shown in the figure) is converted from the first game identity to the second game identity and returns to the current game; if a trigger operation is received for the rejection control 232, the current game is directly exited and the current game is ended.
[0190] For further information, see Figure 4 , Figure 4 The third schematic diagram of the first graphical user interface of the first terminal provided in the embodiment of the present disclosure is as follows: Figure 4 As shown, in the first graphical user interface 200, the first game character 210 appears again in the game game with the second game identity, and at the same time, the role identity conversion prompt mark 240 is displayed at the preset position of the first graphical user interface 200; after the first game character 210 appears again in the current game with the second game identity, the position area 250 of the second game character 220 in the game scene will be displayed to identify the current position range of the second game character 220 in the game scene.
[0191] For further information, see Figure 5 , Figure 5 A fourth schematic diagram of a first graphical user interface of a first terminal provided in an embodiment of the present disclosure, such as Figure 5 As shown, a target game skill release control 260 is also displayed in the first graphical user interface 200. The player can release the target game skill by triggering the target game skill release control 260, thereby representing the character identifier 270 of the second game character that is blocked. Figure 5 As shown, the upper limit of the release times of the target game skill is 3 times, and there are 2 release opportunities left after this release.
[0192] For further information, see Figure 6 , Figure 6The fifth schematic diagram of the first graphical user interface of the first terminal provided in the embodiment of the present disclosure, if the first game character 210 in the second game identity defeats the second game character (not shown in the figure), the virtual supplies 280 dropped by the second game character (not shown in the figure) will be displayed in the first graphical user interface 200, and the first game character 210 can pick up the virtual supplies 280 and take them out of the current game.
[0193] For further information, see Figure 7 , Figure 7 This is one of the schematic diagrams of the second graphical user interface of the second terminal provided by the embodiment of the present disclosure, such as Figure 7 As shown, a second game character 220 is displayed in the second graphical user interface 700. At the same time, if the first game character (not shown in the figure) has been converted to the second game identity, identity prompt information 710 will be displayed in the second graphical user interface 700 to prompt the second player who controls the second game character 220 of the game identity conversion status of the first game character that has switched to the second game identity and the number of virtual objects.
[0194] For further information, see Figure 8 , Figure 8 A second schematic diagram of a second graphical user interface of a second terminal provided in an embodiment of the present disclosure, such as Figure 8 As shown, if the first game character (not shown in the figure) in the second game identity has moved to the second preset range of the second game character 220 (a position that is relatively close to the second game character 220), the identity prompt information 720 is displayed in the second graphical user interface 700, and at the same time, the position identifier 740 of the first game character is displayed in the small map 730 to prompt the second player that the current first game character is relatively close to the second game character 220 and needs to pay attention to the situation in the current game scene; and the role prompt sound corresponding to the second game identity of the first game character can also be played through the second terminal device, and at the same time, the corresponding voiceprint identifier 750 is displayed to prompt the player controlling the second game character to pay attention to the situation in the current game scene.
[0195] For further information, see Fig. 9 , Fig. 9 The third schematic diagram of the second graphical user interface of the second terminal provided in the embodiment of the present disclosure is as follows: Fig. 9 As shown, if the second game character 220 defeats the first game character in the second game identity again, at this time, the second game character will obtain additional target resources 760, and the target resources 760 can be taken out of the current game for trading.
[0196] The control method of the virtual object provided by the embodiment of the present disclosure provides a game scene corresponding to the game in response to a game start instruction, wherein the game scene includes a first game character and a second game character who play the first game identity respectively; in response to the first game character in the game scene being defeated by the second game character, the control is to convert the first game character from the first game identity to the second game identity, so that the first game character continues the current game with the second game identity. In this way, after the first game character of the first game identity controlled by the player is defeated, the first game character can be controlled to switch to the second game identity to continue to participate in the current game, so as to defeat the second game character and obtain virtual resources again, thereby avoiding the situation where the player exits the game multiple times in a short period of time and repeatedly starts the next game, and can reduce the server data processing volume and reduce the performance overhead of the game server. At the same time, for the player who controls the defeated first game character, after being defeated, he will not exit the current game immediately, and can obtain the opportunity to continue to participate in the current game and defeat the second game character to pick up the dropped materials again, which further enhances the player's gaming experience.
[0197] Based on the same inventive concept, the embodiment of the present disclosure also provides a control device for a virtual object corresponding to the control method for a virtual object. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the control method for a virtual object in the embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0198] See also Fig.10 , Fig.10 This is a schematic diagram of the structure of a virtual object control device provided by an embodiment of the present disclosure. Fig.10 As shown in , the control device 1000 includes:
[0199] The scene providing module 1010 is used to provide a game scene corresponding to the game game in response to the game start instruction, wherein the game scene includes a first game character and a second game character who respectively play a first game identity, wherein the first game character and the second game character belong to different camps, the first game character is controlled by a first terminal, and the second game character is controlled by a second terminal;
[0200] The identity conversion module 1020 is used to control the conversion of the first game character from the first game identity to the second game identity in response to the first game character in the game scene being defeated by the second game character, so that the first game character continues the current game with the second game identity; wherein the first game character with the second game identity is configured to have the right to pick up only the dropped materials of the second game character.
[0201] In an optional implementation, the control device 1000 further includes a combat mode update module (not shown in the figure), and the combat mode update module is used to:
[0202] In response to the first game character being converted from the first game identity to the second game identity, controlling the change of the combat method corresponding to the first game character so that the combat methods corresponding to the first game character of the first game identity and the first game character of the second game identity are at least partially different.
[0203] In an optional implementation, the control device 1000 further includes a combat mode configuration module (not shown in the figure), and the combat mode configuration module is used to:
[0204] In response to the first game character being the first game identity, configuring the first game character to at least be in a remote combat mode;
[0205] In response to the first game character being the second game identity, the first game character is configured to be in a close range combat mode.
[0206] In an optional implementation, the control device 1000 further includes a weapon use permission configuration module (not shown in the figure), and the weapon use permission configuration module is used to:
[0207] In response to the first game character being the first game identity, at least configuring remote weapon use permission for the first game character;
[0208] In response to the first game character being the second game identity, the long-range weapon use permission configured for the first game character and the short-range weapon use permission configured for the first game character are canceled, and the permission for the first game character of the second game identity to discard the short-range weapon is canceled.
[0209] In an optional implementation, the control device 1000 further includes a first material picking module (not shown in the figure), and the first material picking module is used to:
[0210] In response to the first game character being the first game identity, the first game character is configured to have the authority to pick up at least the dropped materials in the game scene and the dropped materials of other game characters.
[0211] In an optional implementation, the first game character and the second game character of the second game identity belong to different camps.
[0212] In an optional implementation, the control device 1000 further includes a role model switching module (not shown in the figure), and the role model switching module is used to:
[0213] In response to the first game character being the second game identity, controlling the role model of the first game character to be switched to a designated target role model, wherein the designated target role model is at least used to indicate that the first game character is in the second game identity.
[0214] In an optional implementation, the control device 1000 further includes a first virtual material acquisition module (not shown in the figure), and the first virtual material acquisition module is used to:
[0215] In response to the first game character of the first game identity being defeated by the second game character, controlling the first game character to drop first virtual supplies in the game scene, wherein the first virtual supplies include: supplies brought into the game by the first game character and / or supplies picked up by the first game character in the game scene;
[0216] In response to the first game character of the second game identity being defeated by the second game character, the first game character is controlled to drop a second virtual resource in the game scene, wherein the second virtual resource is a target resource determined from a preset resource pool.
[0217] In an optional implementation, the target resource is configured to be visible only to the second game character.
[0218] In an optional implementation, the control device 1000 further includes a second virtual material acquisition module (not shown in the figure), and the second virtual material acquisition module is used to:
[0219] In response to the second game character being defeated by the first game character of the second game identity, the second game character is controlled to drop third virtual supplies in the game scene, wherein the third virtual supplies include: supplies brought into the game match by the second game character and / or supplies picked up by the second game character in the game scene.
[0220] In an optional implementation, the game scene further includes a third game character belonging to a different camp from the first game character; the control device 1000 further includes a third virtual material acquisition module (not shown in the figure), and the third virtual material acquisition module is used to:
[0221] In response to the first game character of the second game identity being defeated by the third game character, controlling the first game character of the second game identity to drop the picked up third virtual material in the game scene, or not to drop the material in the game scene;
[0222] In response to the first game character of the second game identity defeating the third game character, the third game character is controlled not to drop supplies that can be picked up by the first game character in the game scene.
[0223] In an optional implementation, the control device 1000 further includes a location area prompt module (not shown in the figure), and the location area prompt module is used to:
[0224] In response to the first game character converting from the first game identity to the second game identity, prompt information regarding the position of the second game character in the game scene is sent to a first terminal device corresponding to the first game character, wherein the prompt information is at least used to prompt: the location area of the second game character in the game scene.
[0225] In an optional implementation, the control device 1000 further includes a target skill configuration module (not shown in the figure), and the target skill configuration module is used to:
[0226] In response to the first game character switching from the first game identity to the second game identity, configuring a target game skill for the first game character;
[0227] In response to the first game character performing the target game skill, the position area is displayed in the first terminal device, and the real-time position of the second game character in the position area is identified.
[0228] In an optional implementation, when the identity conversion module 1020 is used to control the conversion of the first game character from the first game identity to the second game identity in response to the first game character in the game scene being defeated by the second game character, the identity conversion module 1020 is used to:
[0229] In response to the first game character in the game scene being defeated by the second game character, the first game character is controlled to be resurrected within a first preset range of the second game character, and the first game character is converted from the first game identity to the second game identity.
[0230] In an optional implementation, the control device 1000 further includes an identity prompt information display module (not shown in the figure), and the identity prompt information display module is used to:
[0231] In response to the first game character of the second game identity moving into a second preset range of the second game character, identity prompt information for the second game identity of the first game character is sent to a second terminal device corresponding to the second game character.
[0232] In an optional implementation, the control device 1000 further includes a position identification display module (not shown in the figure), and the position identification display module is used to:
[0233] In response to the first game character of the second game identity moving to within a second preset range of the second game character, multiple location identifiers are displayed in the second terminal device, wherein the multiple location identifiers include at least: a first location identifier for indicating a real location of the first game character and a second location identifier for indicating a false location of the first game character.
[0234] In an optional implementation, the control device 1000 further includes a sound prompt module (not shown in the figure), and the sound prompt module is used to:
[0235] In response to the first game character of the second game identity moving into a second preset range of the second game character, a character prompt sound corresponding to the second game identity of the first game character is played through the second terminal device, and a corresponding voiceprint identification is displayed.
[0236] In an optional implementation, when the identity conversion module 1020 is used to control the conversion of the first game character from the first game identity to the second game identity in response to the first game character in the game scene being defeated by the second game character, the identity conversion module 1020 is used to:
[0237] In response to the first game character in the game scene being defeated by the second game character, displaying a game identity conversion confirmation interface in a first terminal device corresponding to the first game character;
[0238] In response to the identity confirmation operation triggered by the first terminal device through the game identity conversion confirmation interface, control the conversion of the first game character from the first game identity to a second game identity.
[0239] In an optional implementation, the control device 1000 further includes a gain providing module (not shown in the figure), and the gain providing module is used to:
[0240] In response to the first game character switching from the first game identity to a second game identity, controlling the first game character of the second game identity to provide a game gain;
[0241] The game gain is at least used to increase the moving speed of the first game character in the game scene.
[0242] The control device of the virtual object provided by the embodiment of the present disclosure provides a game scene corresponding to the game in response to the game start instruction, wherein the game scene includes a first game character and a second game character playing the first game identity respectively; in response to the first game character in the game scene being defeated by the second game character, the control converts the first game character from the first game identity to the second game identity, so that the first game character continues the current game with the second game identity. In this way, after the first game character of the first game identity controlled by the player is defeated, the first game character can be controlled to switch to the second game identity to continue to participate in the current game, so as to defeat the second game character and obtain virtual resources again, thereby avoiding the situation where the player exits the game multiple times in a short period of time and repeatedly starts the next game, and can reduce the server data processing volume and reduce the performance overhead of the game server. At the same time, for the player who controls the defeated first game character, after being defeated, he will not exit the current game immediately, and can obtain the opportunity to continue to participate in the current game and defeat the second game character to pick up the dropped materials again, which further enhances the player's gaming experience.
[0243] See also Fig.11 , Fig.11 This is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Fig.11 As shown in , the electronic device 1100 includes a processor 1110 , a memory 1120 and a bus 1130 .
[0244] The memory 1120 stores machine-readable instructions executable by the processor 1110. When the electronic device 1100 is running, the processor 1110 communicates with the memory 1120 via the bus 1130, so that the processor 1110 executes the following instructions when running:
[0245] In response to a game start instruction, providing a game scene corresponding to the game game, wherein the game scene includes a first game character and a second game character respectively playing a first game identity, wherein the first game character and the second game character belong to different camps, the first game character is controlled by a first terminal, and the second game character is controlled by a second terminal;
[0246] In response to the first game character in the game scene being defeated by the second game character, controlling the conversion of the first game character from the first game identity to the second game identity so that the first game character continues the current game with the second game identity; wherein the first game character with the second game identity is configured to have the right to pick up only the dropped materials of the second game character.
[0247] In an optional implementation manner, the instructions executed by the processor 1110 further include:
[0248] In response to the first game character being converted from the first game identity to the second game identity, controlling the change of the combat method corresponding to the first game character so that the combat methods corresponding to the first game character of the first game identity and the first game character of the second game identity are at least partially different.
[0249] In an optional implementation manner, the instructions executed by the processor 1110 further include:
[0250] In response to the first game character being the first game identity, configuring the first game character to at least be in a remote combat mode;
[0251] In response to the first game character being the second game identity, the first game character is configured to be in a close range combat mode.
[0252] In an optional implementation manner, the instructions executed by the processor 1110 further include:
[0253] In response to the first game character being the first game identity, at least configuring remote weapon use permission for the first game character;
[0254] In response to the first game character being the second game identity, the long-range weapon use permission configured for the first game character and the short-range weapon use permission configured for the first game character are canceled, and the permission for the first game character of the second game identity to discard the short-range weapon is canceled.
[0255] In an optional implementation manner, the instructions executed by the processor 1110 further include:
[0256] In response to the first game character being the first game identity, the first game character is configured to have the authority to pick up at least the dropped materials in the game scene and the dropped materials of other game characters.
[0257] In an optional implementation, the first game character of the second game identity and the second game character belong to different camps.
[0258] In an optional implementation manner, the instructions executed by the processor 1110 further include:
[0259] In response to the first game character being the second game identity, controlling the role model of the first game character to be switched to a designated target role model, wherein the designated target role model is at least used to indicate that the first game character is in the second game identity.
[0260] In an optional implementation manner, the instructions executed by the processor 1110 further include:
[0261] In response to the first game character of the first game identity being defeated by the second game character, controlling the first game character to drop first virtual supplies in the game scene, wherein the first virtual supplies include: supplies brought into the game by the first game character and / or supplies picked up by the first game character in the game scene;
[0262] In response to the first game character of the second game identity being defeated by the second game character, the first game character is controlled to drop a second virtual resource in the game scene, wherein the second virtual resource is a target resource determined from a preset resource pool.
[0263] In an optional implementation, the target resource is configured to be visible only to the second game character.
[0264] In an optional implementation manner, the instructions executed by the processor 1110 further include:
[0265] In response to the second game character being defeated by the first game character of the second game identity, the second game character is controlled to drop third virtual supplies in the game scene, wherein the third virtual supplies include: supplies brought into the game match by the second game character and / or supplies picked up by the second game character in the game scene.
[0266] In an optional implementation manner, the game scene further includes a third game character that belongs to a different camp from the first game character; the instructions executed by the processor 1110 further include:
[0267] In response to the first game character of the second game identity being defeated by the third game character, controlling the first game character of the second game identity to drop the picked up third virtual material in the game scene, or not to drop the material in the game scene;
[0268] In response to the first game character of the second game identity defeating the third game character, the third game character is controlled not to drop supplies that can be picked up by the first game character in the game scene.
[0269] In an optional implementation manner, the instructions executed by the processor 1110 further include:
[0270] In response to the first game character converting from the first game identity to the second game identity, prompt information regarding the position of the second game character in the game scene is sent to a first terminal device corresponding to the first game character, wherein the prompt information is at least used to prompt: the location area of the second game character in the game scene.
[0271] In an optional implementation manner, the instructions executed by the processor 1110 further include:
[0272] In response to the first game character switching from the first game identity to the second game identity, configuring a target game skill for the first game character;
[0273] In response to the first game character performing the target game skill, the position area is displayed in the first terminal device, and the real-time position of the second game character in the position area is identified.
[0274] In an optional implementation manner, in the instructions executed by the processor 1110, in response to the first game character in the game scene being defeated by the second game character, controlling the conversion of the first game character from the first game identity to the second game identity includes:
[0275] In response to the first game character in the game scene being defeated by the second game character, the first game character is controlled to be resurrected within a first preset range of the second game character, and the first game character is converted from the first game identity to the second game identity.
[0276] In an optional implementation manner, the instructions executed by the processor 1110 further include:
[0277] In response to the first game character of the second game identity moving into a second preset range of the second game character, identity prompt information for the second game identity of the first game character is sent to a second terminal device corresponding to the second game character.
[0278] In an optional implementation manner, the instructions executed by the processor 1110 further include:
[0279] In response to the first game character of the second game identity moving to within a second preset range of the second game character, multiple location identifiers are displayed in the second terminal device, wherein the multiple location identifiers include at least: a first location identifier for indicating a real location of the first game character and a second location identifier for indicating a false location of the first game character.
[0280] In an optional implementation manner, the instructions executed by the processor 1110 further include:
[0281] In response to the first game character of the second game identity moving into a second preset range of the second game character, a character prompt sound corresponding to the second game identity of the first game character is played through the second terminal device, and a corresponding voiceprint identification is displayed.
[0282] In an optional implementation manner, in the instructions executed by the processor 1110, in response to the first game character in the game scene being defeated by the second game character, controlling the conversion of the first game character from the first game identity to the second game identity includes:
[0283] In response to the first game character in the game scene being defeated by the second game character, displaying a game identity conversion confirmation interface in a first terminal device corresponding to the first game character;
[0284] In response to the identity confirmation operation triggered by the first terminal device through the game identity conversion confirmation interface, control the conversion of the first game character from the first game identity to a second game identity.
[0285] In an optional implementation manner, the instructions executed by the processor 1110 further include:
[0286] In response to the first game character switching from the first game identity to a second game identity, controlling the first game character of the second game identity to provide a game gain;
[0287] The game gain is at least used to increase the moving speed of the first game character in the game scene.
[0288] Through the above method, after the first game character of the first game identity controlled by the player is defeated, the first game character can be controlled to switch to the second game identity to continue to participate in the current game, so as to defeat the second game character and obtain virtual resources again, thereby avoiding the situation where the player exits the game multiple times in a short period of time and repeatedly starts the next game, which can reduce the server data processing volume and reduce the performance overhead of the game server. At the same time, for the player who controls the defeated first game character, after being defeated, he will not exit the current game immediately, but can obtain the opportunity to continue to participate in the current game and defeat the second game character to pick up the dropped materials again, which further enhances the player's gaming experience; at the same time, after determining that the first game character is converted from the first game identity to the second game identity, the first game character can be directly teleported to the location of the second game character to continue the current game, further reducing the time for the first game character to search for the second game character, which helps to improve the efficiency of human-computer interaction.
[0289] The present disclosure also provides a computer-readable storage medium, on which a computer program is stored, so that when the computer program is executed by a processor, the following instructions are executed:
[0290] In response to a game start instruction, providing a game scene corresponding to the game game, wherein the game scene includes a first game character and a second game character respectively playing a first game identity, wherein the first game character and the second game character belong to different camps, the first game character is controlled by a first terminal, and the second game character is controlled by a second terminal;
[0291] In response to the first game character in the game scene being defeated by the second game character, controlling the conversion of the first game character from the first game identity to the second game identity so that the first game character continues the current game with the second game identity; wherein the first game character with the second game identity is configured to have the right to pick up only the dropped materials of the second game character.
[0292] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0293] In response to the first game character being converted from the first game identity to the second game identity, controlling the change of the combat method corresponding to the first game character so that the combat methods corresponding to the first game character of the first game identity and the first game character of the second game identity are at least partially different.
[0294] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0295] In response to the first game character being the first game identity, configuring the first game character to at least be in a remote combat mode;
[0296] In response to the first game character being the second game identity, the first game character is configured to be in a close range combat mode.
[0297] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0298] In response to the first game character being the first game identity, at least configuring remote weapon use permission for the first game character;
[0299] In response to the first game character being the second game identity, the long-range weapon use permission configured for the first game character and the short-range weapon use permission configured for the first game character are canceled, and the permission for the first game character of the second game identity to discard the short-range weapon is canceled.
[0300] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0301] In response to the first game character being the first game identity, the first game character is configured to have the authority to pick up at least the dropped materials in the game scene and the dropped materials of other game characters.
[0302] In an optional implementation, the first game character of the second game identity and the second game character belong to different camps.
[0303] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0304] In response to the first game character being the second game identity, controlling the role model of the first game character to be switched to a designated target role model, wherein the designated target role model is at least used to indicate that the first game character is in the second game identity.
[0305] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0306] In response to the first game character of the first game identity being defeated by the second game character, controlling the first game character to drop first virtual supplies in the game scene, wherein the first virtual supplies include: supplies brought into the game by the first game character and / or supplies picked up by the first game character in the game scene;
[0307] In response to the first game character of the second game identity being defeated by the second game character, the first game character is controlled to drop a second virtual resource in the game scene, wherein the second virtual resource is a target resource determined from a preset resource pool.
[0308] In an optional implementation, the target resource is configured to be visible only to the second game character.
[0309] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0310] In response to the second game character being defeated by the first game character of the second game identity, the second game character is controlled to drop third virtual supplies in the game scene, wherein the third virtual supplies include: supplies brought into the game match by the second game character and / or supplies picked up by the second game character in the game scene.
[0311] In an optional implementation manner, the game scene further includes a third game character that belongs to a different camp from the first game character; the instructions executed by the computer-readable storage medium further include:
[0312] In response to the first game character of the second game identity being defeated by the third game character, controlling the first game character of the second game identity to drop the picked up third virtual material in the game scene, or not to drop the material in the game scene;
[0313] In response to the first game character of the second game identity defeating the third game character, the third game character is controlled not to drop supplies that can be picked up by the first game character in the game scene.
[0314] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0315] In response to the first game character converting from the first game identity to the second game identity, prompt information regarding the position of the second game character in the game scene is sent to a first terminal device corresponding to the first game character, wherein the prompt information is at least used to prompt: the location area of the second game character in the game scene.
[0316] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0317] In response to the first game character switching from the first game identity to the second game identity, configuring a target game skill for the first game character;
[0318] In response to the first game character performing the target game skill, the position area is displayed in the first terminal device, and the real-time position of the second game character in the position area is identified.
[0319] In an optional implementation, in the instructions executed by the computer-readable storage medium, in response to the first game character in the game scene being defeated by the second game character, controlling the conversion of the first game character from the first game identity to the second game identity includes:
[0320] In response to the first game character in the game scene being defeated by the second game character, the first game character is controlled to be resurrected within a first preset range of the second game character, and the first game character is converted from the first game identity to the second game identity.
[0321] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0322] In response to the first game character of the second game identity moving into a second preset range of the second game character, identity prompt information for the second game identity of the first game character is sent to a second terminal device corresponding to the second game character.
[0323] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0324] In response to the first game character of the second game identity moving to within a second preset range of the second game character, multiple location identifiers are displayed in the second terminal device, wherein the multiple location identifiers include at least: a first location identifier for indicating a real location of the first game character and a second location identifier for indicating a false location of the first game character.
[0325] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0326] In response to the first game character of the second game identity moving into a second preset range of the second game character, a character prompt sound corresponding to the second game identity of the first game character is played through the second terminal device, and a corresponding voiceprint identification is displayed.
[0327] In an optional implementation, in the instructions executed by the computer-readable storage medium, in response to the first game character in the game scene being defeated by the second game character, controlling the conversion of the first game character from the first game identity to the second game identity includes:
[0328] In response to the first game character in the game scene being defeated by the second game character, displaying a game identity conversion confirmation interface in a first terminal device corresponding to the first game character;
[0329] In response to the identity confirmation operation triggered by the first terminal device through the game identity conversion confirmation interface, control the conversion of the first game character from the first game identity to a second game identity.
[0330] In an optional implementation manner, the instructions executed by the computer-readable storage medium further include:
[0331] In response to the first game character switching from the first game identity to a second game identity, controlling the first game character of the second game identity to provide a game gain;
[0332] The game gain is at least used to increase the moving speed of the first game character in the game scene.
[0333] Through the above method, after the first game character of the first game identity controlled by the player is defeated, the first game character can be controlled to switch to the second game identity to continue to participate in the current game, so as to defeat the second game character and obtain virtual resources again, thereby avoiding the situation where the player exits the game multiple times in a short period of time and repeatedly starts the next game, which can reduce the server data processing volume and reduce the performance overhead of the game server. At the same time, for the player who controls the defeated first game character, after being defeated, he will not exit the current game immediately, but can obtain the opportunity to continue to participate in the current game and defeat the second game character to pick up the dropped materials again, which further enhances the player's gaming experience; at the same time, after determining that the first game character is converted from the first game identity to the second game identity, the first game character can be directly teleported to the location of the second game character to continue the current game, further reducing the time for the first game character to search for the second game character, which helps to improve the efficiency of human-computer interaction.
[0334] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0335] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.
[0336] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0337] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0338] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0339] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the aforementioned embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be based on the protection scope of the claims.
Claims
1. A method for controlling a virtual object, characterized in that: The control method comprises: In response to a game start instruction, providing a game scene corresponding to the game game, wherein the game scene includes a first game character and a second game character respectively playing a first game identity, wherein the first game character and the second game character belong to different camps, the first game character is controlled by a first terminal, and the second game character is controlled by a second terminal; In response to the first game character in the game scene being defeated by the second game character, controlling the conversion of the first game character from the first game identity to the second game identity so that the first game character continues the current game with the second game identity; wherein the first game character with the second game identity is configured to have the right to pick up only the dropped materials of the second game character.
2. The control method according to claim 1, characterized in that: The control method further comprises: In response to the first game character being converted from the first game identity to the second game identity, controlling the change of the combat method corresponding to the first game character so that the combat methods corresponding to the first game character of the first game identity and the first game character of the second game identity are at least partially different.
3. The control method according to claim 2, characterized in that: The control method further comprises: In response to the first game character being the first game identity, configuring the first game character to at least be in a remote combat mode; In response to the first game character being the second game identity, the first game character is configured to be in a close range combat mode.
4. The control method according to claim 2, characterized in that: The control method further comprises: In response to the first game character being the first game identity, at least configuring remote weapon use permission for the first game character; In response to the first game character being the second game identity, the long-range weapon use permission configured for the first game character and the short-range weapon use permission configured for the first game character are canceled, and the permission for the first game character of the second game identity to discard the short-range weapon is canceled.
5. The control method according to claim 1, characterized in that: The control method further comprises: In response to the first game character being the first game identity, the first game character is configured to have the authority to pick up at least the dropped materials in the game scene and the dropped materials of other game characters.
6. The control method according to claim 4, characterized in that: The first game character and the second game character of the second game identity belong to different camps.
7. The control method according to claim 1, characterized in that: The control method further comprises: In response to the first game character being the second game identity, controlling the role model of the first game character to be switched to a designated target role model, wherein the designated target role model is at least used to indicate that the first game character is in the second game identity.
8. The control method according to claim 1, characterized in that: The control method further comprises: In response to the first game character of the first game identity being defeated by the second game character, controlling the first game character to drop first virtual supplies in the game scene, wherein the first virtual supplies include: supplies brought into the game by the first game character and / or supplies picked up by the first game character in the game scene; In response to the first game character of the second game identity being defeated by the second game character, the first game character is controlled to drop a second virtual resource in the game scene, wherein the second virtual resource is a target resource determined from a preset resource pool.
9. The control method according to claim 8, characterized in that: The target resource is configured to be visible only to the second game character.
10. The control method according to claim 8, characterized in that: The control method further comprises: In response to the second game character being defeated by the first game character of the second game identity, the second game character is controlled to drop third virtual supplies in the game scene, wherein the third virtual supplies include: supplies brought into the game match by the second game character and / or supplies picked up by the second game character in the game scene.
11. The control method according to claim 10, characterized in that: The game scene also includes a third game character that belongs to a different camp from the first game character; the control method also includes: In response to the first game character of the second game identity being defeated by the third game character, controlling the first game character of the second game identity to drop the picked up third virtual material in the game scene, or not to drop the material in the game scene; In response to the first game character of the second game identity defeating the third game character, the third game character is controlled not to drop supplies that can be picked up by the first game character in the game scene.
12. The control method according to claim 1, characterized in that: The control method further comprises: In response to the first game character converting from the first game identity to the second game identity, prompt information regarding the position of the second game character in the game scene is sent to a first terminal device corresponding to the first game character, wherein the prompt information is at least used to prompt: the location area of the second game character in the game scene.
13. The control method according to claim 12, characterized in that: The control method further comprises: In response to the first game character switching from the first game identity to the second game identity, configuring a target game skill for the first game character; In response to the first game character performing the target game skill, the position area is displayed in the first terminal device, and the real-time position of the second game character in the position area is identified.
14. The control method according to claim 1, characterized in that: In response to the first game character in the game scene being defeated by the second game character, controlling the first game character to be converted from the first game identity to the second game identity comprises: In response to the first game character in the game scene being defeated by the second game character, the first game character is controlled to be resurrected within a first preset range of the second game character, and the first game character is converted from the first game identity to the second game identity.
15. The control method according to claim 14, characterized in that: The control method further comprises: In response to the first game character of the second game identity moving into a second preset range of the second game character, identity prompt information for the second game identity of the first game character is sent to a second terminal device corresponding to the second game character.
16. The control method according to claim 15, characterized in that: The control method further comprises: In response to the first game character of the second game identity moving to within a second preset range of the second game character, multiple location identifiers are displayed in the second terminal device, wherein the multiple location identifiers include at least: a first location identifier for indicating a real location of the first game character and a second location identifier for indicating a false location of the first game character.
17. The control method according to claim 15, characterized in that: The control method further comprises: In response to the first game character of the second game identity moving into a second preset range of the second game character, a character prompt sound corresponding to the second game identity of the first game character is played through the second terminal device, and a corresponding voiceprint identification is displayed.
18. The control method according to claim 1, characterized in that: In response to the first game character in the game scene being defeated by the second game character, controlling the first game character to be converted from the first game identity to the second game identity comprises: In response to the first game character in the game scene being defeated by the second game character, displaying a game identity conversion confirmation interface in a first terminal device corresponding to the first game character; In response to the identity confirmation operation triggered by the first terminal device through the game identity conversion confirmation interface, control the conversion of the first game character from the first game identity to a second game identity.
19. The control method according to any one of claims 1 to 18, characterized in that: The control method further comprises: In response to the first game character switching from the first game identity to a second game identity, controlling the first game character of the second game identity to provide a game gain; The game gain is at least used to increase the moving speed of the first game character in the game scene.
20. A control device for a virtual object, characterized in that: The control device comprises: a scene providing module, configured to provide a game scene corresponding to the game game in response to a game start instruction, wherein the game scene includes a first game character and a second game character respectively playing a first game identity, wherein the first game character and the second game character belong to different camps, the first game character is controlled by a first terminal, and the second game character is controlled by a second terminal; An identity conversion module is used to control the conversion of the first game character from the first game identity to the second game identity in response to the first game character in the game scene being defeated by the second game character, so that the first game character continues the current game with the second game identity; wherein the first game character with the second game identity is configured to have the right to pick up only the dropped materials of the second game character.
21. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the virtual object control method as described in any one of claims 1 to 19.
22. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the method for controlling a virtual object according to any one of claims 1 to 19.
Citation Information
Cited By
Game control method and device, electronic equipment and storage medium
CN120679166A