Virtual target capture implementation method and system in virtual world and electronic device

By introducing the ‘contract conclusion’ behavior mechanism in the game, the main control virtual characters establish sensing states with virtual targets, analyze and select capture virtual targets, solving the problem of the lack of strategic and interestingness of the existing capture mechanism, and improving the game experience and interaction depth.

CN120361534APending Publication Date: 2025-07-25SHANGHAI JIMI NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510641948.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-19
Publication Date
2025-07-25

AI Technical Summary

Technical Problem

The existing bio-capture mechanism lacks strategic and fun, emotional connection and interaction in the game, the operation experience is not smooth enough, and the capture process is monotonous, resulting in high repetition of the game experience, low success rate, lack of innovation and differentiation.

Method used

The biological capture mechanism based on the ‘contract conclusion’ behavior is adopted, and a mutually inductive conclusion state is established by controlling the virtual character and the virtual target, analyzing the target information, selecting and capturing the virtual target, using the capture props to help improve the success rate, and providing target screening and capturing operation process.

Benefits of technology

It significantly improves the strategy, fun and immersiveness of the game, improves the depth of interaction between players and creatures and game experience, reduces the difficulty of operation, and increases the strategicity and success rate of the capture process.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a method and a system for realizing target capture in a virtual world and an electronic device. The method comprises the following steps: S1, acquiring a capture signal of a master control virtual character; s2, collecting and analyzing virtual target information capable of being captured by a master control virtual character in an open area, wherein the open area is a virtual space displayed on a screen at the current moment; s3, the master control virtual role gets close to the virtual target to be captured, and establishes a mutual induction connective state with the virtual target through operation; s4, the master control virtual character selects and captures virtual targets which can be captured in the open area, if capture succeeds, a capture success signal is displayed, and if capture fails, it is displayed that capture is not successful, and the player continues to capture or ends capture. According to the method, a biological capture mechanism based on a contract conclusion behavior is established, and the strategy, interestingness and immersion of the game are remarkably improved and the game experience is improved by establishing an active cooperation or interaction relationship between players and organisms.
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Description

Technical Field

[0001] This application relates to the field of information processing technologies, and particularly to a method, system, and electronic device for realizing virtual target capture in a virtual world. Background Art

[0002] In the field of game design, especially in role-playing games (RPGs) and open-world games, players, as the main virtual characters, capture various virtual pets or virtual targets in the game and use the captured virtual targets, such as training, riding, or assisting in battles, etc.

[0003] In such games, the capture of virtual pets or virtual targets is a core gameplay. This capture is usually used to allow players to obtain and control virtual creatures in the game in a certain way, such as pets, companions, or combat units. Existing capture mechanisms are mainly based on the following several technologies or methods:

[0004] 1. Combat-based capture mechanism

[0005] This mechanism usually requires players to fight against the target creature and use specific skills or items (such as capture nets, paralysis skills, etc.) to reduce the creature's resistance ability, thus completing the capture. However, this method has the following disadvantages: ① Players need to fight repeatedly, resulting in repetitiveness and monotony of the game experience; ② The success rate is usually low, which is likely to make players feel frustrated; ③ After being captured, the creature often lacks deep interaction with the player and appears passive.

[0006] 2. Item-based capture mechanism

[0007] This mechanism allows players to use specific items (such as capture balls, traps, etc.) to capture creatures. Although this method simplifies the capture process to a certain extent, it also has the following deficiencies: ① The acquisition and use of items usually require additional resource investment (such as gold coins, materials, etc.), increasing the burden on players; ② The capture process lacks strategy, and the operation space for players is limited; ③ After being captured, the creature still lacks emotional connection or interaction with the player.

[0008] 3. Environment-interaction-based capture mechanism

[0009] This mechanism requires players to interact with the game environment (such as setting traps, feeding food, etc.) to attract and capture creatures. Although this method increases the immersion of the game to a certain extent, it still has the following deficiencies: ① The capture process is too dependent on the environment settings, restricting the flexibility of players; ② The behavior patterns of creatures are usually relatively fixed, lacking intelligence and interest; ③ The randomness of successful capture is relatively high, which may reduce the sense of achievement of players.

[0010] In summary, the existing creature capture mechanism has major problems in design and implementation, such as lack of strategy and fun, lack of emotional connection and interaction, insufficient smooth operation experience, lack of innovation and differentiation. A more innovative, interesting and in-depth solution is urgently needed. Summary of the invention

[0011] In order to solve the above problems, the present invention provides a method for realizing target capture in a virtual world, the method comprising the following steps:

[0012] S1: Obtain the capture signal of the master virtual character;

[0013] S2: Collecting and analyzing virtual target information that can be captured by the master virtual character in an open area, where the open area is the virtual space displayed on the screen at the current moment;

[0014] S3: The main control virtual character approaches the virtual target to be captured, and establishes a mutually inductive connection with the virtual target through operation;

[0015] S4: The main control virtual character selects and captures the virtual target that can be captured in the open area. If the capture is successful, a capture success signal is displayed. If the capture fails, it is displayed that the capture is not successful, and the player continues to capture or ends the capture.

[0016] Furthermore, in step S3, the master virtual character and the virtual target establish a mutually inductive connection state in which the master virtual character cannot move but can perform capture preparation actions normally, and the action and state of the virtual target are stagnant.

[0017] Furthermore, the virtual target in the contracted state displays the attribute information and capture success rate of the virtual target.

[0018] Furthermore, in step S4, the master virtual character selects the captureable virtual target including:

[0019] S41: Select virtual targets within a certain angle range of the direct viewing direction of the main control virtual character as default targets for screening and selection, and the screening order is:

[0020] S411: Prioritize the virtual target with the lowest health;

[0021] S412: If there are multiple virtual targets with the same health, the virtual target with the smallest distance from the main virtual character in the direct viewing direction is preferentially selected;

[0022] S413: If there are multiple virtual targets with the same angle condition, the virtual target closest to the main control virtual character is preferentially selected;

[0023] S42: Automatically rotate the perspective according to the player's mouse operation, and the master virtual character selects the virtual target whose current direct view direction is at the center of the screen.

[0024] Further, the capture in step S4 also includes selecting a capture item to assist in the capture.

[0025] Further, the capture in step S4 also includes a bull's-eye. The master virtual character controls the bull's-eye. When the bull's-eye is aligned with a specific virtual target, the attribute information of the virtual target is displayed.

[0026] Further, the capture in step S4 also includes a quick operation: quickly move the bull's-eye to the virtual target with the smallest horizontal offset angle on the left / right side of the master virtual character's perspective through the A / D keys and make a selection.

[0027] Further, in step S3, the conclusion state also includes opening the star knot capture UI interface and playing the special effect of the selected virtual target.

[0028] The present invention also provides a virtual target capture system in a virtual world for implementing the virtual target capture method in the virtual world, including an acquisition unit, an information collection unit, a conclusion unit, and a capture unit, where:

[0029] The acquisition unit is used to acquire the capture signal of the master virtual character;

[0030] The information collection unit is used to collect and analyze the information of virtual targets that can be captured by the master virtual character in the open area, and the open area is the virtual space displayed on the screen at the current moment;

[0031] The conclusion unit is used to control the master virtual character to approach the virtual target to be captured and establish a conclusion state of mutual induction with the virtual target through operations;

[0032] The capture unit is used to control the master virtual character to select and capture the virtual targets that can be captured in the open area. If the capture is successful, a capture success signal is displayed. If the capture fails, it is shown that the capture is not successful, and the player continues to capture or ends the capture.

[0033] The present invention also provides a computer storage medium, which can store an executable program. When the executable program runs on a computer, the computer executes the target capture implementation method in the virtual world.

[0034] The present invention also provides an electronic device, which includes a processor and a memory. The memory is used to store an executable program, and the processor is used to execute the executable program to implement the target capture implementation method in the virtual world.

[0035] The present invention proposes a biological capture mechanism based on the "contract conclusion" behavior, which significantly improves the strategy, interest, and immersion of the game and enhances the game experience by establishing an active cooperation or interaction relationship between players and creatures. BRIEF DESCRIPTION OF THE DRAWINGS

[0036] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0037] Figure 1 Schematic flowchart of the method for realizing virtual target capture in the virtual world of the embodiment of the present application.

[0038] Figure 2 Schematic diagram of the special contract space of the variant embodiment of the present application.

[0039] Figure 3 Schematic diagram of the successful conclusion interface of the embodiment of the present application;

[0040] Figure 4 Schematic diagram of the bull's-eye aiming of the embodiment of the present application.

[0041] Figure 5 Schematic diagram of the prop selection of the embodiment of the present application.

[0042] Figure 6 Another schematic diagram of the prop selection of the embodiment of the present application.

[0043] Figure 7 Schematic diagram of the capture failure interface of the embodiment of the present application. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0044] The following will clearly and completely describe the technical solutions in the embodiments of the present application with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only some embodiments of the present application, rather than all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative efforts belong to the scope of protection of the present application.

[0045] The meanings of some names involved in the present application are as follows:

[0046] The virtual world refers to the virtual world screen displayed when the application program runs on the terminal device. In this virtual world, all activities in the game are within the scope of this virtual world, including various elements such as the environment, virtual targets, creatures, devices, props, and other virtual entities and information. This virtual space can be a two-dimensional or three-dimensional space, etc.

[0047] The main controlled virtual character refers to an active object, person, character, pet, etc. played by a user or player in a virtual world. This main controlled virtual character receives input instructions from the user or player and realizes various activities and tasks in the virtual world.

[0048] A virtual target refers to an active object, person, character, or target generated by a program in a game relative to the main controlled virtual character. These active objects, persons, characters, or targets are usually controlled by artificial intelligence or a program. In a multiplayer interactive game, the virtual characters controlled by other users or players can also be regarded as virtual targets.

[0049] Taking the example of a player capturing a virtual target in the virtual world as a pet or an animal in this embodiment of the application to illustrate the inventive concept and technical solution of the application. Of course, it can also be used in other game content scenarios. In the embodiment scenario described in this embodiment of the application, it is defaulted that the player already has the permission to use relevant gameplay in the game, understand various functions, and obtain the permission of the contract conclusion system, etc. The system permission specifically means that the player has met all the conditions for unlocking the system, such as character level conditions, large world level conditions, gameplay unlocking conditions, manufacturing ability unlocking conditions, etc. Secondly, the player has learned how to match with the creatures in the large world through the contract conclusion system, such as having completed relevant teaching tasks and being proficient in the operation method.

[0050] At the same time, it is also defaulted that the player already has the permission to use other systems to manufacture capture items, and through various means in the game such as exploration, has accumulated basic materials that can be converted into capture items, and on this basis, has obtained the items used in the process of capturing virtual targets through various methods, such as capture items, etc.

[0051] In addition, the player also has the permission to freely explore a certain biological activity area in the virtual world and can successfully approach the creature and independently initiate the ability to establish a contract relationship with the virtual target.

[0052] This application provides a method for realizing target capture in a virtual world, including the following steps:

[0053] S1: Obtain the capture signal of the main controlled virtual character;

[0054] S2: Collect and analyze the information of virtual targets that can be captured by the main controlled virtual character in the open area, where the open area is the virtual space displayed on the screen at the current moment;

[0055] S3: The main controlled virtual character approaches the virtual target to be captured and establishes a contract state of mutual induction with the virtual target through operations;

[0056] S4: The main control virtual character selects and captures the virtual target that can be captured in the open area. If the capture is successful, a capture success signal is displayed. If the capture fails, it is displayed that the capture is not successful, and the player continues to capture or ends the capture.

[0057] The technical solution of the present application is described in detail below in conjunction with various specific preferred implementations.

[0058] S1: Obtain the capture signal of the master virtual character;

[0059] In the game scene, the player controls the main virtual character. The player inputs information through the input device and issues instructions to the main virtual character in the game. The main virtual character performs various activities and tasks in the virtual world. When the game system receives a capture signal sent by the main virtual character, or when the game player performs various activities and tasks in the game to meet the preset conditions and levels and meets the requirements for capturing pets, step S2 is entered.

[0060] S2: Collecting and analyzing virtual target information that can be captured by the master virtual character in an open area, where the open area is the virtual space displayed on the screen at the current moment;

[0061] In this embodiment, the virtual targets are various types of pets. When the main virtual character keeps moving, the open space will also keep changing. The virtual space displayed on the screen at the current moment is also changing. When the main virtual character finds that there is a pet that he wants to capture in the current virtual space, he enters step S3.

[0062] S3: The main virtual character approaches the virtual target that he wants to capture, and establishes a mutually inductive connection with the virtual target through operation.

[0063] As a preferred implementation, in the embodiment of the present application, the concluded state means that the main virtual character cannot move but can perform capture preparation actions normally, and the pet (i.e., the virtual target) moves and the state is stagnant. In addition, the pet in the concluded state displays the pet's attribute information and capture success rate.

[0064] The state of mutual induction is a two-way relationship, which enriches the interactive relationship and game experience between the main virtual character and the pet. In the state of contracting, the virtual world displayed on the screen will show the bull's eye, the capture prop backpack, the contract success rate, etc., and also include the attribute information of the pet selected by the bull's eye. Players can also change the perspective to view all pets in the current open area, and can also display the attribute information and capture success rate of pets. Players can also browse the types and numbers of capture props they own, so as to choose the appropriate capture strategy for capture.

[0065] See also Figure 2As shown, as a preferred implementation, for the open area, in some scenarios, the space in the conclusion state can be reduced, thereby reducing the capture range. A special contract space is set in the open area. This special contract space refers to a mutual induction conclusion state formed between the main control virtual character and pets within a certain range or space, rather than the entire open area, and can also be called the conclusion contract space. For example Figure 2 As shown, the conclusion contract space is a spherical space with the main control virtual character as the center of the sphere and a certain length as the radius. For example, the system is set to form a spherical space with the main control virtual character as the center of the sphere and a radius of a virtual 200-meter range. Within this spherical space range, it may include pets in the sky, on the ground, in the sea, and in the river. In this figure, there is a pet "ground creature B" in the conclusion contract space, while there is a pet "air creature E" in the non-conclusion contract space in the upper right corner.

[0066] As a variant embodiment, the specific special contract space can be modified according to different game types or game scenarios. For example, it can be set only for the sky, or only for the land, or in a game, according to different conditions, time periods, or scenarios, the space within a certain area is restricted as the special contract space.

[0067] The conclusion state also includes opening the star knot capture UI interface and playing the special effect of the selected pet.

[0068] Please refer to Figure 3 , when the player makes a decision by combining the conclusion contract success probability and their own expected goal, a request to conclude a contract with the currently selected pet will be initiated, and the system will feedback to the player whether they successfully own the pet according to the success probability. When the conclusion is successful, the details of the pet will be shown to the player, and the ownership of the pet will be transferred to the player; when the conclusion fails, return to the large world, and the player can perform the conclusion operation again.

[0069] In addition, the player can also exit the conclusion state and change the success probability of the conclusion contract with the pet by attacking and other behaviors on the pet's state to make the pet enter a special stage.

[0070] S4: The main control virtual character selects and captures the capturable virtual target in the open area. If the capture is successful, a capture success signal will be displayed; if the capture fails, it will show that the capture is not successful, and the player can choose to continue capturing or end the capture.

[0071] After entering the conclusion state, the main control virtual character cannot move but can normally perform capture preparation actions. Since the pet's movement and state are stagnant, it helps the main control virtual character to select and capture the capturable pet, reducing the difficulty of the player's operation and greatly improving the game experience.

[0072] As a preferred embodiment, the method for the master virtual character to select a capturable pet includes:

[0073] S41: Select a virtual target within a certain angle range in the direct viewing direction of the master virtual character's perspective as the default target for screening and capturing.

[0074] The direct viewing direction of the master virtual character's perspective generally refers to the field of view seen when the "virtual person" of the master virtual character rotates within the eye socket range of both eyes as the direct viewing direction. As a variation of the game design, the field of view can also be increased as the head rotates, or it can be designed as needed to set the field of view as a sector area centered on the center point of the master virtual character, with a limited angle range, such as 60°, extending to the boundary of the contract space.

[0075] As a preferred embodiment, the screening order is as follows:

[0076] S411: Prioritize selecting the virtual target with the lowest health.

[0077] S412: If there are multiple virtual targets with the same health, then prioritize selecting the virtual target with the smallest angle from the direct viewing direction of the master virtual character's perspective.

[0078] S413: If there are multiple virtual targets with the same angle condition, then prioritize selecting the virtual target closest to the master virtual character.

[0079] S42: According to the player's operation of rotating the mouse to change the perspective, the master virtual character selects the virtual target located at the center of the screen in the current direct viewing direction.

[0080] Please refer to Figure 4 , the capture in step S4 also includes selecting the bullseye. The master virtual character controls the bullseye and can move the bullseye by rotating the perspective. When the bullseye is aligned with a specific pet, more attribute information of the pet can be viewed, such as what the capture success rate is under the current conditions, and the attributes of the pet, including but not limited to information such as level, health value, attack value, and defense value, which are used to assist in deciding whether to capture the pet.

[0081] As a more optimal embodiment, when capturing, for faster and more convenient capture, the bullseye can also be quickly moved left and right through shortcut keys such as the A / D keys, that is, pressing the A key moves it left, and pressing the D key moves it right. The bullseye is moved onto the virtual target for selection, so as to aim at the virtual target with the smallest horizontal offset angle to the left or right of the current direct viewing direction.

[0082] Please refer to Figure 5 and Figure 6In addition, when entering the contract state, several capture props are displayed in the lower right corner of the screen. Each capture prop has different properties. The main virtual character selects the capture prop to assist in capturing, thereby increasing the success rate of capturing. In the design of the game, each successful contract with a pet consumes a capture prop. Due to the different properties of various capture props, when the player switches to different capture props, the success probability of the contract for each pet on the interface will change accordingly, which can greatly increase the richness of the game, thereby changing the monotony of capturing pets in the current open area. Figure 5 In the game, if you select the leftmost item in the lower right corner, the success rate is 50%. If you select the item in the middle, the success rate is 50%. Figure 6 The success rate shown is 70%.

[0083] After the above operations and selections, the player selects a pet to capture. If the capture is successful, a capture success signal will be displayed, and a capture performance will pop up, followed by a display of capture success and a pet details page.

[0084] If the capture fails, it will be displayed as not captured successfully. The player can continue to capture or end the capture. Figure 7 shown.

[0085] Based on the above method embodiment, the present application also provides a virtual target capture system in a virtual world, including an acquisition unit, an information collection unit, a conclusion unit and a capture unit, wherein:

[0086] The acquisition unit is used to acquire the capture signal of the master virtual character;

[0087] The information collection unit is used to collect and analyze virtual target information that can be captured by the main control virtual character in the open area, and the open area is the virtual space displayed on the screen at the current moment;

[0088] The bonding unit is used to control the virtual character to approach the virtual target to be captured, and establish a mutually inductive bonding state with the virtual target through operation;

[0089] The capture unit is used to control the virtual character to select and capture the virtual targets that can be captured in the open area. If the capture is successful, a capture success signal is displayed. If the capture fails, it is displayed that the capture is not successful, and the player continues to capture or ends the capture.

[0090] The present application also provides a computer storage medium, which can store an executable program. When the executable program runs on a computer, the computer executes the method for implementing target capture in a virtual world described in any of the above embodiments.

[0091] The present application further provides an electronic device, which includes a processor and a memory. The memory is used to store an executable program, and the processor is used to execute the executable program to implement the above-mentioned target capture implementation method in the virtual world.

[0092] It should be noted that those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructing relevant hardware through a computer program. The computer program can be stored in a computer-readable storage medium, and the storage medium can include, but is not limited to: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disk, etc.

[0093] The above description of the disclosed embodiments enables those skilled in the art to implement or use the present invention. Various modifications to these embodiments will be obvious to those skilled in the art, and the general principles defined herein can be implemented in other embodiments without departing from the spirit or scope of the present invention. Therefore, the present invention will not be limited to the embodiments shown herein, but will be accorded the widest scope consistent with the principles and novel features disclosed herein.

Claims

1. A method for realizing virtual target capture in a virtual world, characterized in that It includes the following steps: S1: Obtain the capture signal of the main control virtual character; S2: Collect and analyze the virtual target information that can be captured by the main control virtual character in the open area, where the open area is the virtual space displayed on the screen at the current moment; S3: The main control virtual character approaches the virtual target to be captured and establishes a mutual induction binding state with the virtual target through operations; S4: The main control virtual character selects and captures the virtual targets that can be captured in the open area. If the capture is successful, a capture success signal is displayed. If the capture fails, it is shown that the capture is not successful, and the player can continue to capture or end the capture.

2. The method for realizing virtual target capture in a virtual world according to claim 1, wherein In step S3, the main control virtual character establishing a mutual induction binding state with the virtual target means that the main control virtual character cannot move but can normally perform capture preparation actions, and the actions and states of the virtual target are stagnant.

3. The method for realizing virtual target capture in a virtual world according to claim 2, characterized in that, The virtual target in the binding state displays the attribute information and capture success rate of the virtual target.

4. The method for realizing virtual target capture in a virtual world according to claim 1, wherein In step S4, the main control virtual character's selection of the virtual targets that can be captured includes: S41: Select the virtual targets within a certain angle range in the direct viewing direction of the main control virtual character's perspective as the default targets for screening and selection. The screening order is: S411: Prioritize selecting the virtual target with the lowest health; S412: If there are multiple virtual targets with the same health, prioritize selecting the virtual target with the smallest angle from the direct viewing direction of the main control virtual character's perspective; S413: If there are multiple virtual targets with the same angle condition, prioritize selecting the virtual target closest to the main control virtual character; S42: Rotate the perspective and select the virtual target whose current direct viewing direction is at the center of the screen.

5. The method for realizing virtual target capture in a virtual world according to claim 1, characterized in that, The capture in step S4 also includes selecting capture items to assist in the capture.

6. The method for realizing virtual target capture in a virtual world according to claim 1, wherein The capture in step S4 also includes a bullseye. The main control virtual character controls the bullseye. When the bullseye is aligned with a specific virtual target, the attribute information of that virtual target is displayed.

7. The method for realizing virtual target capture in a virtual world according to claim 6, characterized in that, The capture in step S4 also includes a quick operation: Use the A / D keys to quickly move the bullseye to the virtual target with the smallest horizontal offset angle on the left / right side of the main control virtual character's perspective and make a selection.

8. The method for realizing virtual target capture in a virtual world according to claim 1, characterized in that, In step S3, the binding state also includes opening the star knot capture UI interface and playing the special effect of the selected virtual target.

9. A virtual target capture system in a virtual world, which is used to implement the virtual target capture implementation method in the virtual world according to any one of claims 1-8, characterized in that, It includes an acquisition unit, an information collection unit, a binding unit, and a capture unit, where: The acquisition unit is used to obtain the capture signal of the main control virtual character; The information collection unit is used to collect and analyze the virtual target information that can be captured by the main control virtual character in the open area, where the open area is the virtual space displayed on the screen at the current moment; The binding unit is used for the main control virtual character to approach the virtual target to be captured and establish a mutual induction binding state with the virtual target through operations; The capture unit is used for the main control virtual character to select and capture the virtual targets that can be captured in the open area. If the capture is successful, a capture success signal is displayed. If the capture fails, it is shown that the capture is not successful, and the player can continue to capture or end the capture.

10. A computer storage medium, the computer storage medium being capable of storing an executable program, characterized in that, When the executable program runs on a computer, the computer executes the method for realizing target capture in the virtual world according to any one of claims 1-8.