Game map loading method and device, electronic equipment and storage medium
By switching the vertical map in the game and changing the attribute values of the virtual character, the problem of poor user experience and resource consumption caused by game map loading in the existing technology is solved, realizing dynamic loading and a rich game experience.
Patent Information
- Application Number
- CN202111247048.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-10-26
- Publication Date
- 2025-12-30
- Estimated Expiration
- 2041-12-30
AI Technical Summary
In existing technologies, the way game maps are loaded results in poor user experience and excessive resource consumption, making it difficult to generate maps according to player needs.
By calling a second game map that is different from the first game map and providing a way to switch between them, the virtual character can switch maps vertically and change attribute values under specific conditions, increasing the sense of difference and playability of the game maps.
It enables dynamic map loading based on game progress, reducing resource consumption, enhancing the differentiation of game maps and user experience, and making the game map switching process an integral part of the game, thus improving playability.
Smart Images

Figure CN113877207B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the technical field of computer, in particular to a game map loading method and device, electronic device and storage medium. BACKGROUND
[0002] In a large game, a player character usually moves in a pre-set map environment, for example, collecting pre-set resources in the map, fighting monsters or interacting with NPCs (non-player characters) to complete tasks, etc.
[0003] In the prior art, a game map is usually pre-set according to a region, and a map corresponding to the region is displayed when a player character moves to the region. For example, for a level-clearing game, a corresponding map is pre-set for each level, and when a player character successfully clears a level and enters a next level, a map corresponding to the next level is displayed. For another example, for a role-playing game, a movable region is pre-set, the movable region is divided into a plurality of sub-regions according to the needs of the game, and a corresponding map is set for each sub-region, and when a game player moves a character to a corresponding sub-region, a map of the sub-region is displayed. Figure One However, the existing map loading method is loaded according to the position of a user character or a pre-set condition (level clearing success), and the maps corresponding to different positions of the character can be completely different, which makes the user experience poor in terms of continuity of the game.
[0004] Although the prior art also provides a method for generating a game map according to the needs of a game player, the generation of the map according to the needs of the player can cause excessive occupation of resources due to the various needs of the player.
[0005] SUMMARY The present disclosure aims to at least solve one of the problems existing in the prior art, and provides a game map loading method and device, an electronic device and a storage medium.
[0006] One aspect of the present disclosure provides a game map loading method applied to an electronic device running a multi-virtual character online game, wherein the virtual character is associated with a pre-set attribute value, and the virtual character can receive an attack instruction and attack other virtual characters, and the method comprises:
[0007] calling a first game map;
[0008] outputting a first prompt information, wherein the first prompt information is used to prompt to switch the first game map to a second game map;
[0009] outputting a first prompt information, wherein the first prompt information is used to prompt to switch the first game map to a second game map;
[0010] switching the first game map to the second game map, the second game map being different from the first game map and not being a part of the first game map; the first game map plane and the second game map plane intersecting at different positions of an axis perpendicular to the first game map plane;
[0011] providing a first transfer path for enabling the current virtual character to transfer from the first game map to the second game map through the first transfer path, the attribute value of the current virtual character being changed if the current virtual character does not transfer to the second game map under a first preset transfer condition.
[0012] Optionally, the switching of the first game map to the second game map comprises:
[0013] at a starting moment of a first preset time period, clearing the first game map, loading the second game map along an axis perpendicular to the first game map plane, and completing the clearing of the first game map and the loading of the second game map at an ending moment of the first preset time period.
[0014] Optionally, the method further comprises:
[0015] each time the first game map is switched to the second game map, the second game map presents different content.
[0016] Optionally, the providing of the first transfer path comprises:
[0017] providing a plurality of first transfer paths with different attributes for enabling the current virtual character to transfer to the second game map along an axis perpendicular to the first game map plane through any one of the first transfer paths after the first game map is cleared.
[0018] Optionally, the providing of a plurality of first transfer paths with different attributes for enabling the current virtual character to transfer to the second game map along an axis perpendicular to the first game map plane through any one of the first transfer paths after the first game map is cleared comprises:
[0019] The first game map is cleared, and the current virtual character is enabled to use the first props to transfer to the second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths, and the current virtual character is enabled to attack the first props used by other virtual characters, and if the attack causes the first props used by the other virtual characters to be disabled, the attribute values of the other virtual characters are changed according to a first preset rule.
[0020] Optionally, the first transfer paths with different attributes are provided, so that the current virtual character is enabled to transfer to the second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths after the first game map is cleared, and the method comprises the following steps of:
[0021] A plurality of materials are provided, so that the current virtual character is enabled to generate second props corresponding to the plurality of materials by using the plurality of materials, and to transfer to the second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths after the first game map is cleared by using the second props, and the current virtual character is enabled to attack the second props being generated by other virtual characters, and if the attack causes the other virtual characters to fail to generate the second props, the attribute values of the other virtual characters are changed according to a first preset rule.
[0022] Optionally, after the first transfer path is provided, the method further comprises the following steps of:
[0023] The second game map is switched to a third game map, the third game map is different from the second game map and does not belong to a part of the second game map, the third game map plane and the second game map plane respectively intersect with different positions of an axis perpendicular to the second game map plane, and the third game map, the second game map and the first game map correspond to different game levels respectively.
[0024] A second transfer path is provided, so that the current virtual character is enabled to transfer from the second game map to the third game map through the second transfer path, and if the current virtual character does not transfer to the third game map under a second preset transfer condition, the attribute values of the current virtual character are changed.
[0025] Optionally, the attribute values include first sub-attribute values and second sub-attribute values, and when the other virtual characters are attacked, the first sub-attribute values of the other virtual characters are changed according to a second preset rule.
[0026] The attribute value of the current virtual role changes, including that the second sub-attribute value of the current virtual role changes according to a third preset rule.
[0027] When the first sub-attribute value and / or the second sub-attribute value meets an exit condition, the virtual role corresponding to the attribute value loses the ability to attack other virtual roles.
[0028] Optionally, when the current virtual role attacks other virtual roles, the attribute value of the other virtual roles changes according to a second preset rule.
[0029] The attribute value of the current virtual role changes, including that the attribute value of the current virtual role changes according to a third preset rule.
[0030] When the attribute value meets an exit condition, the virtual role corresponding to the attribute value loses the ability to attack other virtual roles.
[0031] Another aspect of the present disclosure provides a loading device of a game map, applied to an electronic device running a multi-virtual role simultaneous online game, the virtual role being associated with a preset attribute value, the virtual role being capable of receiving an attack instruction to attack other virtual roles, the device comprising:
[0032] A calling module is configured to call a first game map.
[0033] An output module is configured to output a first prompt information, the first prompt information being used to prompt to switch the first game map to a second game map.
[0034] A first switching module is configured to switch the first game map to the second game map, the second game map being different from the first game map and not belonging to a part of the first game map; the first game map plane and the second game map plane intersecting different positions of an axis perpendicular to the first game map plane.
[0035] A first transfer module is configured to provide a first transfer path, so that a current virtual role can be transferred from the first game map to the second game map through the first transfer path; if the current virtual role is not transferred to the second game map under a first preset transfer condition, the attribute value of the current virtual role changes.
[0036] Optionally, the first switching module is configured to switch the first game map to the second game map, including:
[0037] The first switching module is configured to clear the first game map at a starting moment of a first preset time period, load the second game map along an axis direction perpendicular to a plane of the first game map, and complete the clearing of the first game map and the loading of the second game map at an ending moment of the first preset time period.
[0038] Optionally, the first switching module switches the first game map to the second game map multiple times, and the second game map presents different content each time.
[0039] Optionally, the first transfer module is configured to provide a first transfer path, including:
[0040] The first transfer module is configured to provide multiple first transfer paths with different attributes, so that the current virtual character can transfer to the second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths after the first game map is cleared.
[0041] Optionally, the first transfer module is configured to provide multiple first transfer paths with different attributes, so that the current virtual character can transfer to the second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths after the first game map is cleared, including:
[0042] The first transfer module is configured to provide multiple first props, so that the current virtual character can use the first props to transfer to the second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths after the first game map is cleared, and the current virtual character can attack the first props used by other virtual characters, and if the attack causes the first props used by the other virtual characters to be invalid, the attribute value of the other virtual characters changes according to a first preset rule.
[0043] Optionally, the first transfer module is configured to provide multiple first transfer paths with different attributes, so that the current virtual character can transfer to the second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths after the first game map is cleared, including:
[0044] The first transfer module is configured to provide a plurality of materials, so that the current virtual character can generate a second prop corresponding to the plurality of materials using the plurality of materials, and use the second prop to transfer to a second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths after the first game map is cleared, and the current virtual character can attack the second prop being generated by another virtual character, and if the attack fails to enable the another virtual character to generate the second prop, the attribute value of the another virtual character is changed according to a first preset rule.
[0045] Optionally, the device further comprises:
[0046] The second switching module is configured to switch the second game map to a third game map, the third game map being different from the second game map and not belonging to a part of the second game map, the plane of the third game map and the plane of the second game map intersecting with different positions of an axis perpendicular to the plane of the second game map respectively, and the third game map, the second game map and the first game map corresponding to different game levels respectively.
[0047] The second transfer module is configured to provide a second transfer path, so that the current virtual character can transfer from the second game map to the third game map through the second transfer path, and if the current virtual character fails to transfer to the third game map under a second preset transfer condition, the attribute value of the current virtual character is changed.
[0048] Optionally, the attribute value includes a first sub-attribute value and a second sub-attribute value, and when the other virtual character is attacked, the first sub-attribute value of the other virtual character is changed according to a second preset rule.
[0049] The attribute value of the current virtual character is changed, including that the second sub-attribute value of the current virtual character is changed according to a third preset rule.
[0050] When the first sub-attribute value and / or the second sub-attribute value meet an exit condition, the virtual character corresponding to the attribute value loses the ability to attack other virtual characters.
[0051] Optionally, when the other virtual character is attacked, the attribute value of the other virtual character is changed according to a second preset rule.
[0052] The attribute value of the current virtual character is changed, including that the attribute value of the current virtual character is changed according to a third preset rule.
[0053] When the attribute value meets the exit condition, the virtual character corresponding to the attribute value loses the ability to attack other virtual characters.
[0054] In another aspect of the present disclosure, an electronic device is provided, comprising:
[0055] at least one processor; and
[0056] a memory in communication connection with the at least one processor; wherein
[0057] The memory stores instructions executable by the at least one processor, and the instructions are executed by the at least one processor to enable the at least one processor to perform the method described above.
[0058] In another aspect of the present disclosure, a computer readable storage medium is provided, which stores a computer program, and the computer program is executed by a processor to implement the method described above.
[0059] Compared with the prior art, the embodiment of the present disclosure can dynamically load the game map according to the game progress, so that the resources occupied by the loading of the game map are less, and the difference of the game map in the game process is stronger, and the user experience is more abundant. The switching process of the game map can also be part of the game, so that the user can continue to participate in the game and experience the new game process in the switching process of the game map, and the playability of the game is stronger. BRIEF DESCRIPTION OF DRAWINGS
[0060] One or more embodiments are illustrated by way of example in the drawings, which are not intended to be limiting of the embodiments, and like reference numerals designate corresponding parts throughout the drawings, in which the drawings do not limit the scope of the embodiments, and the drawings are not necessarily to scale.
[0061] Figure 1 A flowchart of a game map loading method provided by an embodiment of the present disclosure;
[0062] Figure 2 A flowchart of a game map loading method provided by another embodiment of the present disclosure;
[0063] Figure 3 A structural schematic diagram of a game map loading device provided by another embodiment of the present disclosure;
[0064] Figure 4 A structural schematic diagram of a game map loading device provided by another embodiment of the present disclosure;
[0065] Figure 5 A structural schematic diagram of an electronic device provided by another embodiment of the present disclosure. DETAILED DESCRIPTION
[0066] In order to make the objectives, technical solutions and advantages of the embodiments of the present disclosure clearer, the following will be combined with the accompanying drawings to describe the embodiments of the present disclosure in detail. However, those skilled in the art can understand that in the embodiments of the present disclosure, many technical details are presented in order to make the readers better understand the present disclosure. However, the technical solutions claimed by the present disclosure can be implemented even without these technical details and based on various changes and modifications of the following embodiments. The division of the following embodiments is for the convenience of description, and should not constitute any limitation on the specific implementation of the present disclosure, and the embodiments can be combined and referenced with each other without contradiction.
[0067] One embodiment of the present disclosure relates to a game map loading method applied to an electronic device running a multi-virtual character online game, wherein the virtual character is associated with a preset attribute value, and the virtual character can receive an attack instruction to attack other virtual characters.
[0068] The electronic device related to the present embodiment can be a terminal device such as a smart phone, a tablet computer, a personal computer, a mobile Internet device, etc. Generally, one user of a terminal device can correspond to one virtual character. After the terminal device receives an operation (such as sliding, clicking, etc.) instruction of the user, the terminal device can convert the operation instruction into an instruction that the virtual character can receive, such as a movement instruction, an attack instruction, etc., so that the virtual character can perform corresponding operations according to the received instruction. For example, the virtual character can move on each game map according to the received movement instruction, and can attack other virtual characters according to the received attack instruction, etc.
[0069] The electronic device related to the present embodiment can also be a server. The server can be in communication connection with the terminal device through a network, and can provide data calculation, data storage, etc. services for the terminal device according to actual needs. For example, when a virtual character A is attacked by other virtual characters, the attribute value associated with the virtual character A will change, and the server can calculate the attribute value associated with the virtual character A according to the attack situation of the virtual character A. The server can also store the game progress of each virtual character, etc. The terminal device can obtain the required data from the server for display.
[0070] It should be noted that the present embodiment does not limit the specific type of the electronic device, as long as the electronic device can run a multi-virtual character online game.
[0071] In this embodiment, the attribute values associated with the virtual character may include one or more of the following: health, energy, and signal value. Health is associated with the virtual character's vitality; if the virtual character's health does not meet the preset survival requirements, the virtual character will lose vitality and will be unable to attack other virtual characters, i.e., it will lose its combat ability. Energy is associated with the virtual character's movement ability, including agility and speed. Signal value is associated with the distance between the virtual character and its destination; the magnitude of the signal value reflects the distance between the virtual character and its destination.
[0072] In this implementation, a virtual character can have two life states, such as alive and dead, or three life states, such as alive, critically injured, and dead. Different life states correspond to different amounts of health, reflecting different levels of vitality. When a virtual character is alive, it can receive attack commands and attack other virtual characters. When a virtual character is critically injured, it cannot attack other virtual characters. If, before the preset countdown ends, the virtual character's life state does not change from critically injured to alive and it does not receive help from other virtual characters, its life state changes to dead, and the virtual character enters spectator mode or exits the game.
[0073] like Figure 1 As shown, the method includes:
[0074] Step 101: Call the first game map.
[0075] Specifically, in this step, since the server provides data computing and data storage services to the terminal device, it can directly access the first game map without displaying it. The terminal device, however, can access and display the first game map, allowing the user to control the corresponding virtual character to move, attack, and perform other activities on the map via operation commands. The display duration of the first game map can be preset or dynamically set during gameplay based on factors such as the number of surviving virtual characters; this implementation does not limit this.
[0076] The first game map can be generated based on preset buildings, plains, high mountains, valleys, water areas, forests, grasslands, islands, etc. or directly generated according to actual needs. The present embodiment does not limit this, and does not limit the map scene included in the first game map. The first game map can be a three-dimensional map, including horizontal and vertical directions. The horizontal direction refers to a direction parallel to the plane on which the buildings, high mountains, etc. on the first game map are located, and the vertical direction refers to a direction perpendicular to the plane on which the buildings, high mountains, etc. on the first game map are located. In the horizontal and vertical directions, the design of the first game map can be basically the same as that of the three-dimensional map in the prior art. For example, in the horizontal direction, the first game map can be divided into a plurality of sub-regions, each sub-region corresponding to a part of the first game map. During the game process, the virtual character can move between different positions in the horizontal direction of the first game map, or move between different positions in the vertical direction of the first game map in a preset manner within a preset time period, thereby advancing the game process. For example, the virtual character can move along the vertical direction of the first game map using an aircraft or other means of transportation within a preset time period. The movement range of the virtual character in the horizontal and vertical directions can be set according to actual game needs, and the present embodiment does not limit this.
[0077] Step 102, outputting first prompt information, the first prompt information being used to prompt switching the first game map to a second game map.
[0078] Specifically, in this step, the server can directly output the first prompt information without displaying the first prompt information. The terminal device can output and display the first prompt information to prompt the user during the game process, so that the user can prepare for entering the second game map before the first game map comes.
[0079] Step 103, switching the first game map to the second game map, the second game map being different from the first game map and not belonging to a part of the first game map; the first game map plane and the second game map plane intersecting different positions of an axis perpendicular to the first game map plane.
[0080] Specifically, in this step, the server can directly switch the first game map to the second game map without displaying the second game map. The terminal device can switch the first game map to the second game map and display the second game map, so that the user can control the corresponding virtual character to move, attack, etc. on the second game map through the operation instruction.
[0081] In the embodiment, the second game map is neither a zoomed version of the first game map nor a part of the first game map. In other words, the second game map is completely different from the first game map and has no relation with the first game map.
[0082] The second game map plane can be in a plane different from the first game map plane in height, i.e., the second game map plane and the first game map plane intersect at different positions along the axis perpendicular to the first game map plane. For example, the second game map can be in the air above the first game map or in a basin of the first game map.
[0083] It should be noted that the first game map plane and the second game map plane in the embodiment are respectively used to describe the extension directions of the first game map and the second game map in the full game map scale and are not affected by the materials such as high mountains and buildings on the game map. In other words, the first game map plane and the second game map plane are not local sections of a high mountain, a canyon, a building or the like, but planes on which the high mountain, the building or the like is located.
[0084] In step 104, a first transfer path is provided to enable the current virtual character to transfer from the first game map to the second game map through the first transfer path. If the current virtual character does not transfer to the second game map under the first preset transfer condition, the attribute value of the current virtual character changes.
[0085] Specifically, in this step, the server can directly provide the first transfer path without displaying the first transfer path. The terminal device can display the first transfer path while providing the first transfer path to enable the user to discover the first transfer path and utilize the first transfer path.
[0086] Providing the first transfer path can include pre-setting a mountain path capable of communicating with the second game map on the first game map. The mountain path can be part of the first game map and appear when the first game map is called. Providing the first transfer path can also include setting a new water area on the first game map. The water surface of the water area can gradually rise or fall to communicate the first game map with the second game map.
[0087] The first transfer path can include at least one of an environmental element and a prop that communicates the first game map with the second game map. For example, the first transfer path can include an environmental element such as a mountain path or a water area that communicates the first game map with the second game map, or a prop such as an airplane or a ship that communicates the first game map with the second game map.
[0088] The first preset transfer condition can be within a preset transfer time period. For example, the preset transfer time period can start from outputting the first prompt information and end when the second game map is loaded. If the current virtual character does not transfer to the second game map within the preset transfer time period, the attribute value of the current virtual character is changed.
[0089] Compared with the prior art, the embodiments of the present disclosure can dynamically load game maps according to game progress, so that the resources occupied by loading game maps are less, the difference of game maps in the game process is stronger, and the user experience is more abundant. The switching process of the game map can also be part of the game, so that the user can continue to participate in the game and experience new game progress during the switching process of the game map, and the playability of the game is stronger.
[0090] For example, step 103 can include:
[0091] At the start time of the first preset time period, the first game map is cleared, the second game map is loaded along the axis direction perpendicular to the plane of the first game map, and the clearing of the first game map and the loading of the second game map are completed at the end time of the first preset time period.
[0092] Specifically, the start time of the first preset time period can be the time when the output of the first prompt information is completed, or can be a certain time after the output of the first prompt information is completed. The length of the first preset time period can be set according to the actual needs of the game, for example, the length of the first preset time period can be 1 minute, or 2 minutes, or 3 minutes, etc. The present embodiment does not limit this.
[0093] For example, this step can switch the first game map to the second game map in the way of rising water level. That is, at the start time of the first preset time period, the water level starts to rise, and the water level gradually floods the first game map and approaches the second game map. At the end time of the first preset time period, the water level completely floods the first game map and reaches the plane of the second game map without flooding the plane of the second game map, and the loading of the second game map is completed.
[0094] It should be noted that the present embodiment is not simply a game map switching, but the user can still play the game normally during the switching process of the game map, for example, the user can still control the virtual character to attack and other activities during the switching process of the game map, so as to eliminate other virtual characters in the game.
[0095] By completing the clearing of the first game map and the loading of the second game map within the first preset time period, the continuity of the game during the switching process of the game map can be ensured, and the game experience of the user is further enriched.
[0096] Exemplarily, the method further comprises:
[0097] The second game map presents different content each time the first game map is switched to the second game map.
[0098] Specifically, a map material library can be pre-set, and each time the second game map is switched, map materials are randomly selected from the map material library according to a random algorithm to generate the second game map, so that the second game map switched each time can be different in terms of regional position, area size, or resource area distribution.
[0099] By making the second game map switched each time present different content, the playability of the game can be increased, and the user's game experience can be further enriched.
[0100] Exemplarily, step 104 can comprise:
[0101] A plurality of first transfer paths with different attributes are provided, so that the current virtual character can be transferred to the second game map along an axis direction perpendicular to the plane of the first game map through any one of the first transfer paths after the first game map is cleared.
[0102] Specifically, the plurality of first transfer paths with different attributes can be a plurality of different types of environmental elements or props, and each type corresponds to a preset acquisition condition or use condition. The virtual character can use the environmental elements or props of the corresponding type only when the preset acquisition condition or use condition is met. For example, the environmental elements can include different types such as mountain roads and water areas, and the props can include different types such as airplanes and ships.
[0103] It should be noted that there can be one or more first transfer paths of each attribute, and the present embodiment does not limit the number of attribute types of the first transfer paths and the specific number of first transfer paths of each attribute, as long as a plurality of first transfer paths with different attributes are provided.
[0104] Since the first game map plane and the second game map plane intersect at different positions of the axis perpendicular to the first game map plane, the current virtual character can be transferred to the second game map along the axis direction perpendicular to the plane of the first game map through the first transfer path, thereby advancing the game progress.
[0105] By providing a plurality of first transfer paths with different attributes, the current virtual character can be transferred to the second game map along the axis direction perpendicular to the plane of the first game map through any one of the first transfer paths, thereby improving the continuity of the game and further enriching the user's game experience.
[0106] For example, the providing of the plurality of first transfer paths with different attributes can include:
[0107] The plurality of first props can be provided to enable the current virtual character to use the first props to transfer to the second game map through any one of the first transfer paths in the axial direction perpendicular to the plane of the first game map after the first game map is cleared, and the current virtual character can attack the first props used by other virtual characters, and if the attack causes the first props used by the other virtual characters to be disabled, the attribute values of the other virtual characters change according to a first preset rule.
[0108] Specifically, the first props can be lifeboats, flying boats, and the like. The virtual characters can search for and use lifeboats, flying boats, and the like to transfer to the second game map. During the game, the current virtual character can attack the first props used by other virtual characters one or more times to cause the first props used by the other virtual characters to gradually be disabled, thereby preventing the other virtual characters from transferring to the second game map. If the attack by the current virtual character causes the first props used by the other virtual characters to be disabled, the attribute values of the other virtual characters can change according to a first preset rule. The first preset rule can be to decrease according to the type of the props by a preset amount. For example, when the first props are lifeboats, the attribute values such as the blood volume, energy, and signal value of the other virtual characters can decrease by a certain preset amount, when the first props are flying boats, the attribute values such as the blood volume, energy, and signal value of the other virtual characters can decrease by another preset amount, and so on.
[0109] By providing the first props and associating the use of the first props with the attribute values of the virtual characters, the playability of the game is further increased, and the game experience of the user is enriched.
[0110] For example, the providing of the plurality of first transfer paths with different attributes can include:
[0111] The plurality of materials are provided to enable the current virtual character to generate a second prop corresponding to the plurality of materials using the plurality of materials, and use the second prop to transfer to the second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths after the first game map is cleared, and the current virtual character can attack the second prop being generated by other virtual characters, and if the attack fails to enable the other virtual characters to generate the second prop, the attribute values of the other virtual characters are changed according to a first preset rule.
[0112] Specifically, the second prop can be a building, a raft, or the like. The virtual character can search for and use the plurality of materials to generate a building, a raft, or the like corresponding to the plurality of materials, and then use the generated prop to transfer to the second game map. During the game, the current virtual character can also attack the second prop being generated by other virtual characters one or more times to prevent the generation of the second prop and prevent other virtual characters from using the second prop to transfer to the second game map. If the attack of the current virtual character fails to enable other virtual characters to generate the second prop using the materials, the attribute values of the other virtual characters can be changed according to a first preset rule, for example, the attribute values of the other virtual characters can be reduced by a preset amount according to the type of the prop. For example, when the second prop is a building, the attribute values such as blood volume, energy, signal value, etc. of the other virtual characters can be reduced by a certain preset amount, when the second prop is a raft, the attribute values such as blood volume, energy, signal value, etc. of the other virtual characters can be reduced by another preset amount, and so on.
[0113] By providing materials capable of generating a second prop and associating the generation process of the second prop with the attribute values of the virtual character, the playability of the game is further increased, and the game experience of the user is enriched.
[0114] For example, as shown in FIG. 1, after step 104, the method can further include: Figure 2
[0115] Step 105, switching the second game map to a third game map, the third game map being different from the second game map and not belonging to a part of the second game map; the third game map plane and the second game map plane respectively intersect with different positions of an axis perpendicular to the second game map plane; the third game map, the second game map, and the first game map correspond to different game levels, respectively.
[0116] Specifically, the process of switching the second game map to the third game map can be similar to the process of switching the first game map to the second game map, which will not be described here.
[0117] Before the second game map is switched to the third game map, second prompt information can also be outputted, the second prompt information is used for prompting the second game map to be switched to the third game map, so as to prompt the user, and the user can prepare for entering the third game map before the third game map comes.
[0118] In the embodiment, the third game map is not obtained by scaling the second game map, and does not belong to a part of the second game map, in other words, the third game map is completely different from and has no association with the second game map.
[0119] The third game map plane refers to a plane on which high mountains, buildings and the like in the third game map are located. The third game map plane can be at a different height from the second game map plane. For example, the third game map can be in the air of the second game map, or in a basin of the second game map, and the like.
[0120] The first game map, the second game map and the third game map can correspond to different game levels respectively, and the switching process of each game map is the switching process of each game level. If the virtual character fails to transfer from the previous game map to the subsequent game map, it can be determined that the virtual character fails to pass the corresponding game level.
[0121] In step 106, a second transfer path is provided to enable the current virtual character to transfer from the second game map to the third game map through the second transfer path. If the current virtual character does not transfer to the third game map under the second preset transfer condition, the attribute value of the current virtual character changes.
[0122] Specifically, the second transfer path can be similar to the first transfer path, and includes at least one of environmental elements and props that connect the second game map and the third game map. The environmental elements can include mountain roads, water areas and the like, and the props can include airplanes, ships and the like.
[0123] The second preset transfer condition can be within a preset transfer time period. For example, the preset transfer time period can start from when the second prompt information is outputted and end when the third game map is loaded. If the current virtual character does not transfer to the third game map within the preset transfer time period, the attribute value of the current virtual character changes.
[0124] The embodiment sets the third game map and the second transfer path that enables the virtual character to transfer to the third game map, so that the game is more playable, and the user's game experience is further enriched.
[0125] The attribute value of the current virtual role can be changed according to a third preset rule.
[0126] The attribute value of the current virtual role can be changed according to a third preset rule.
[0127] When the first attribute value and / or the second attribute value meet an exit condition, the virtual role corresponding to the attribute value loses the ability to attack other virtual roles.
[0128] Specifically, the first attribute value can be a blood volume or energy value that can reflect the attack resistance attribute of a virtual role, and the second attribute value can be a signal value that can reflect the timely transfer attribute of a virtual role.
[0129] The second preset rule can be to reduce a preset number according to the attack type. For example, attacking another virtual role once in a bullet shooting manner can reduce the first attribute value of the other virtual role by a certain preset number, or attacking another virtual role once in a cannon shooting manner can reduce the first attribute value of the other virtual role by another preset number, and so on.
[0130] The third preset rule can be to reduce a preset number according to the transfer degree. For example, when the current virtual role does not leave the game map where it is located, the second attribute value of the current virtual role can be reduced by a certain preset number; when the current virtual role leaves the game map where it is located but fails to transfer to a new game map, the second attribute value of the current virtual role can be reduced by another preset number.
[0131] If the first attribute value and / or the second attribute value of a virtual role meet an exit condition, the virtual role loses the ability to attack other virtual roles. For example, if the first attribute value and / or the second attribute value of a virtual role is 0, the virtual role will not be able to attack other virtual roles.
[0132] By setting the first attribute value and the second attribute value, and associating the first attribute value with the attack process of a virtual role and the second attribute value with the transfer process of a virtual role to a new game map, the playability of the game is stronger, and the user's game experience is further enriched.
[0133] The attribute value of the current virtual role can be changed according to a third preset rule.
[0134] The attribute value of the current virtual role can be changed according to a third preset rule.
[0135] When the attribute value meets the exit condition, the virtual character corresponding to the attribute value loses the ability to attack other virtual characters.
[0136] Specifically, the attribute value of the virtual character can simultaneously reflect the attack resistance attribute and the timely transfer attribute of the virtual character, that is, the attribute value of the virtual character can simultaneously respond to the attack process and the transfer process of the virtual character, and simultaneously reflect the blood volume, energy, signal value, etc.
[0137] When the virtual character is attacked, the attribute value thereof can be changed according to a second preset rule, for example, a preset number can be reduced according to the attack type. When the virtual character fails to transfer to a new game map, the attribute value thereof can be changed according to a third preset rule, for example, a preset number can be reduced according to the transfer degree.
[0138] If the attribute value of the virtual character meets the exit condition, such as 0, the virtual character loses the ability to attack other virtual characters.
[0139] It should be noted that the virtual character losing the ability to attack other virtual characters can include the following three cases. The first case is that the life state of the virtual character is changed to death, and the virtual character exits the current game at the same time. The second case is that the virtual character enters a watching mode to watch other virtual characters fight, and the virtual character can regain the ability to attack other virtual characters after the current battle ends to return to the battlefield and participate in a new round of battle. The third case is that the life state of the virtual character is changed to a serious injury, and the virtual character cannot attack other virtual characters, but after being rescued by other virtual characters, the virtual character can re-enter the battle mode, that is, regain the ability to attack other virtual characters.
[0140] By associating the attribute value with the attack process of the virtual character and simultaneously associating the attribute value with the process of transferring the virtual character to a new game map, the playability of the game is stronger, and the user's game experience is further enriched.
[0141] In order for those skilled in the art to better understand the above-mentioned embodiments, a specific example is described below.
[0142] This example is illustrated by taking the survival game on the empty island as an example. The survival game on the empty island is a large multi-player interactive battle royale game similar to the game of survival. Users find weapons and other resources in the game map by controlling the virtual characters they choose, and use the weapons and other resources they find to attack other virtual characters selected by users. In the game process, if the virtual character selected by the user is eliminated by the virtual character selected by other users, the user loses the game and the game ends; if the virtual character selected by the user eliminates the virtual character selected by other users, or the virtual character selected by the user boards the limited airship, etc., the user or the team to which the user belongs wins the game, and all users end the game, i.e. the game ends.
[0143] In the survival game on the empty island, four layers of game maps can be set, which are the bottom layer game map, the second layer game map, the third layer game map and the top layer game map.
[0144] The bottom layer game map can include a whole continent, and the corresponding actual area size can be 1500m x 1500m. It can take 300 seconds for a virtual character to run through one side of the bottom layer game map. 15-25 size resource areas and a number of wild scattered points can be set on the bottom layer game map. The design style can refer to the game of Apex hero (a tactical competitive game). According to the range of different weapons and the design style, the area is divided, and each area is refined on the basis of the area division. There can be 60 virtual characters on the bottom layer game map, a number of virtual characters form a team, and each team can search for 2-4 resource areas. Virtual characters can transfer positions on the bottom layer game map and contact other virtual characters. The display duration of the bottom layer game map can be 10 minutes, and the virtual character can transfer to the upper layer game map, i.e. the second layer game map, at the earliest 8 minutes of the display duration.
[0145] The second layer game map can correspond to an overall actual area size of 1200m x 1200m, and can include 3-5 empty islands. The actual side length of each empty island can fluctuate between 400m and 600m, so that the actual area size of each empty island can be 500m x 500m on average. Each empty island can include 2-3 resource areas and a number of small wild points, and appropriate undulating terrain can be set in the wild. Each resource area can also include a building with multiple floors or rooms. There can be 40 virtual characters on the second layer game map, and there can be 10-15 virtual characters on each empty island on average and divided into 4-5 teams. The display duration of the second layer game map can be 8 minutes, and the virtual character can transfer to the upper layer game map, i.e. the third layer game map, at the earliest 6 minutes of the display duration.
[0146] The overall actual size of the third layer game map can be 600m x 600m, and can include 2-3 empty islands. The actual size of each empty island can be between 200m and 300m, so that the actual size of each empty island can be 250m x 250m on average. Each empty island can include 1-2 resource areas and several small wild points, and appropriate undulating terrain can be set in the wild. Each resource area can also include a building with multiple floors or rooms. There can be 25 virtual characters on the third layer game map, 8-12 virtual characters on average on each empty island, and divided into 3-4 teams. The display duration of the third layer game map can be 6 minutes, and the virtual characters can be transferred to the upper game map, i.e. the top game map, at the earliest 5 minutes into the display duration.
[0147] The overall actual size of the top game map can be 300m x 300m, and can include a small empty island with an actual size of 150m x 150m. The middle area of the small empty island can be set as a relatively open resource competition area, so that each virtual character can have a small encounter in this area. There can be 10 virtual characters on the top game map and divided into 2-3 teams. The display duration of the top game map can be 4 minutes, and the game will be forcibly ended 2 minutes after the display duration ends.
[0148] Based on the above game map, the game process of the empty island survival game is briefly described below.
[0149] At the start of the game, a single game is set to include 60 virtual characters, and matching is performed in the quality square. Users can preview the route of the birth speedboat in the quality square, discuss and vote, etc. Users can also select virtual characters in the quality square and wait for battle, and after the selected virtual characters are killed and eliminated, they are revived and select other virtual characters for replacement. The quality square can also display different game skins. For the birth speedboat, users can observe the flight path of the birth speedboat, select the resource area through which the birth speedboat and the center of the empty island are connected, and other virtual characters taking off, to play a game. Users can also select the flight speed, and at a certain time, launch the birth speedboat, so that the birth speedboat can turn or follow other virtual characters of the team in the air.
[0150] At the beginning of the game preparation stage, the upper air island outline and the flight cabin landing point are refreshed, and the flight cabin is started to be released. The user can control the virtual character to collect hero cards, skill medals, consumables and other props, and compete with other virtual characters for the flight cabin or defend themselves in the competition. Each user can correspond to two virtual characters at the same time and switch between the two virtual characters at any time, and can also collect skill medals and other props to help the virtual character grow. In this stage, the virtual character can transfer to other air islands in the same layer game map by riding a bird mount or driving a raft, and the interfaces of different virtual characters are different, and virtual characters in different layers of game maps cannot interact. The flight cabin is released at the beginning of the game preparation stage, and the flight path and landing point are displayed, and the takeoff time of the flight cabin is delayed to increase the competition for the flight cabin by the virtual characters. The virtual character can board the air island in the upper game map about 1 minute before the display time of the game map ends to develop and deploy in advance.
[0151] Each virtual character can collect various resources on each layer of the game map, fight against other virtual characters, so that they can smoothly transfer to the upper layer of the game map, until they climb to the plane on the top layer of the game map or kill and eliminate all enemies to win the game. If the virtual character fails to obtain the prop to enter the upper layer of the game map before the game map switching time, the virtual character will be at a disadvantage during the map switching process, and will more likely lose the game and exit the game.
[0152] The switching between each layer of the game map can adopt the way of water rising. In the switching stage of the game map, that is, the water rising stage, the virtual character can build a raft in the water and ride the raft to the upper layer of the game map after the raft is built. The raft is fast and can perform jumping and other actions, and the virtual character can use the raft to evade other rafts on the game map. When the water reaches the upper layer of the game map, if the raft is outside the air island range of the layer of the game map, the attribute value of the virtual character is reduced, and if the attribute value of the virtual character is reduced to 0 or less than 0, the life state of the virtual character is changed to dead, indicating that the virtual character is eliminated. The virtual character becomes a fleeing state after being killed by another virtual character once, at this time, if the virtual character is killed by another virtual character again, the virtual character becomes a dead state, that is, the life state is changed to dead, and the nameplate of the virtual character can be picked up by other virtual characters in the team to revive the virtual character in the upper layer of the game map. The air island distribution, resource area and the like of each layer of the game map can be randomly generated to provide a rich and varied gaming experience.
[0153] In the top game map stage, an airplane escape point can be marked on the empty island of the top game map, and the virtual character climbs to the airplane through the airplane escape point or kills all the enemies to make the team of the virtual character win the game. This stage is a forced stage of the game, and when the display time of the top game map ends, the water level rises and the empty island is submerged, and all virtual characters float on the water and are deducted corresponding signal values. At this time, if the signal value of the virtual character is greater than 0, the virtual character can continue to survive for a certain time, such as 2 minutes; if the signal value of the virtual character is 0 or less than 0, the virtual character loses the game.
[0154] Another embodiment of the present disclosure relates to a loading device of a game map applied to an electronic device running a multi-virtual character simultaneous online game, wherein the virtual character is associated with a preset attribute value, and the virtual character can receive an attack instruction to attack other virtual characters.
[0155] As shown in Figure 3 The device comprises:
[0156] The calling module 301 is configured to call a first game map.
[0157] The output module 302 is configured to output a first prompt information, wherein the first prompt information is used to prompt to switch the first game map to a second game map.
[0158] The first switching module 303 is configured to switch the first game map to the second game map, wherein the second game map is different from the first game map and does not belong to a part of the first game map; the first game map plane and the second game map plane intersect at different positions of an axis perpendicular to the first game map plane.
[0159] The first transfer module 304 is configured to provide a first transfer path to enable a current virtual character to transfer from the first game map to the second game map through the first transfer path, and if the current virtual character does not transfer to the second game map under a first preset transfer condition, the attribute value of the current virtual character changes.
[0160] Compared with the prior art, the embodiments of the present disclosure can dynamically load the game map according to the game progress, so that the resources occupied by the loaded game map are less, the difference of the game map in the game process is stronger, and the user experience is more abundant; the switching process of the game map can also be part of the game, so that the user can continue to participate in the game and experience the new game process in the switching process of the game map, and the playability of the game is stronger.
[0161] For example, the first switching module 303 is configured to switch the first game map to the second game map, comprising:
[0162] The first switching module 303 is configured to clear the first game map at a starting moment of a first preset time period, load the second game map along an axis direction perpendicular to a plane of the first game map, and complete the clearing of the first game map and the loading of the second game map at an ending moment of the first preset time period.
[0163] Illustratively, the first switching module 303 switches the first game map to the second game map multiple times, and the second game map presents different content each time.
[0164] Illustratively, the first transfer module 304 is configured to provide a first transfer path, including:
[0165] The first transfer module 304 is configured to provide multiple first transfer paths with different attributes, so that the current virtual character can transfer to the second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths after the first game map is cleared.
[0166] Illustratively, the first transfer module 304 is configured to provide multiple first transfer paths with different attributes, so that the current virtual character can transfer to the second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths after the first game map is cleared, including:
[0167] The first transfer module 304 is configured to provide multiple first props, so that the current virtual character can use the first props to transfer to the second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths after the first game map is cleared, and the current virtual character can attack the first props used by other virtual characters, and if the attack causes the first props used by the other virtual characters to be invalid, the attribute values of the other virtual characters change according to a first preset rule.
[0168] Illustratively, the first transfer module 304 is configured to provide multiple first transfer paths with different attributes, so that the current virtual character can transfer to the second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths after the first game map is cleared, including:
[0169] The first transfer module 304 is configured to provide a plurality of materials, so that the current virtual character can generate a second prop corresponding to the plurality of materials by using the plurality of materials, and use the second prop to transfer to a second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths after the first game map is cleared, and the current virtual character can attack the second prop being generated by another virtual character, and if the attack fails to enable the another virtual character to generate the second prop, the attribute value of the another virtual character is changed according to a first preset rule.
[0170] For example, as shown in Figure 4 The device further includes:
[0171] The second switching module 305 is configured to switch the second game map to a third game map, the third game map being different from the second game map and not belonging to a part of the second game map, the plane of the third game map and the plane of the second game map intersecting with different positions of an axis perpendicular to the plane of the second game map respectively, and the third game map, the second game map and the first game map corresponding to different game levels respectively.
[0172] The second transfer module 306 is configured to provide a second transfer path, so that the current virtual character can transfer from the second game map to the third game map through the second transfer path, and if the current virtual character fails to transfer to the third game map under a second preset transfer condition, the attribute value of the current virtual character is changed.
[0173] For example, the attribute value includes a first sub-attribute value and a second sub-attribute value, and when the another virtual character is attacked, the first sub-attribute value of the another virtual character is changed according to a second preset rule.
[0174] The attribute value of the current virtual character is changed, including that the second sub-attribute value of the current virtual character is changed according to a third preset rule.
[0175] When the first sub-attribute value and / or the second sub-attribute value meet an exit condition, the virtual character corresponding to the attribute value loses the ability to attack another virtual character.
[0176] For example, when the another virtual character is attacked, the attribute value of the another virtual character is changed according to a second preset rule.
[0177] The attribute value of the current virtual character is changed, including that the attribute value of the current virtual character is changed according to a third preset rule.
[0178] When the attribute value meets the exit condition, the virtual character corresponding to the attribute value loses the ability to attack other virtual characters.
[0179] The specific implementation method of the game map loading device provided by the embodiment of the present disclosure can be referred to the game map loading method provided by the embodiment of the present disclosure, which will not be described here.
[0180] Another embodiment of the present disclosure relates to an electronic device, such as Figure 5 As shown in the figure, comprising:
[0181] At least one processor 501; and,
[0182] The memory 502 is in communication connection with the at least one processor 501; wherein,
[0183] The memory 502 stores instructions executable by the at least one processor, and the instructions are executed by the at least one processor 501 to enable the at least one processor 501 to execute the method described in the above embodiments.
[0184] Wherein, the memory and the processor are connected in a bus mode, the bus can include any number of interconnected buses and bridges, the bus connects various circuits of one or more processors and memories together. The bus can also connect various other circuits such as peripheral devices, voltage stabilizers and power management circuits, which are well known in the art, and therefore, they will not be further described herein. The bus interface provides an interface between the bus and the transceiver. The transceiver can be one element or multiple elements, such as multiple receivers and transmitters, which provide units for communicating with various other devices on the transmission medium. The data processed by the processor is transmitted on the wireless medium through the antenna, further, the antenna also receives data and transmits the data to the processor.
[0185] The processor is responsible for managing the bus and general processing, and can also provide various functions, including timing, peripheral interface, voltage regulation, power management and other control functions. And the memory can be used to store the data used by the processor in the execution operation.
[0186] Another embodiment of the present disclosure relates to a computer readable storage medium, storing a computer program, the computer program is executed by the processor to realize the method described in the above embodiments.
[0187] That is, a person skilled in the art can understand that all or part of the steps in the method described in the above embodiments can be completed by instructing the relevant hardware by a program stored in a storage medium, including a plurality of instructions for causing an apparatus (which can be a single-chip microcomputer, a chip, etc.) or a processor to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, and various media that can store program codes.
[0188] A person of ordinary skill in the art can understand that the above embodiments are specific implementations of the present disclosure, and in actual applications, various changes can be made in form and details without departing from the spirit and scope of the present disclosure.
Claims
1. A method for loading a game map, characterized by, An electronic device applied to a multi-virtual character simultaneous online game, the virtual character is associated with a preset attribute value, the virtual character can receive an attack instruction and attack other virtual characters, the method comprises: calling a first game map; outputting a first prompt information, the first prompt information is used to prompt switching the first game map to a second game map; switching the first game map to the second game map, the second game map is different from the first game map and does not belong to a part of the first game map; the first game map plane and the second game map plane intersect at different positions of an axis perpendicular to the first game map plane; providing a first transfer path to enable the current virtual character to transfer from the first game map to the second game map through the first transfer path, if the current virtual character does not transfer to the second game map under a first preset transfer condition, the attribute value of the current virtual character changes; wherein the first preset transfer condition includes a preset transfer time period; wherein the first game map is switched to the second game map, comprising: at the beginning of the first preset time period, clearing the first game map, loading the second game map along the axis perpendicular to the first game map plane, and completing the clearing of the first game map and the loading of the second game map at the end of the first preset time period.
2. The method of claim 1, wherein, The method further comprises: when the first game map is switched to the second game map multiple times, the second game map presents different contents each time.
3. The method of claim 1, wherein, The method further comprises: providing multiple first transfer paths with different attributes to enable the current virtual character to transfer to the second game map through any one of the first transfer paths along the axis perpendicular to the first game map plane after the first game map is cleared.
4. The method of claim 3, wherein, The method further comprises: providing multiple first transfer paths with different attributes to enable the current virtual character to transfer to the second game map through any one of the first transfer paths along the axis perpendicular to the first game map plane after the first game map is cleared.
5. The method of claim 3, wherein, The method further comprises: providing multiple first transfer paths with different attributes to enable the current virtual character to transfer to the second game map through any one of the first transfer paths along the axis perpendicular to the first game map plane after the first game map is cleared. The method further comprises: providing multiple first transfer paths with different attributes to enable the current virtual character to transfer to the second game map through any one of the first transfer paths along the axis perpendicular to the first game map plane after the first game map is cleared. A plurality of materials are provided to enable the current virtual character to generate a second prop corresponding to the plurality of materials using the plurality of materials, and to use the second prop to transfer to a second game map along an axis direction perpendicular to a plane of the first game map through any one of the first transfer paths after the first game map is cleared, and the current virtual character can attack the second prop being generated by other virtual characters, and if the attack causes the other virtual characters to fail to generate the second prop, the attribute values of the other virtual characters change according to a first preset rule.
6. The method of claim 1, wherein, After the first transfer path is provided, the method further includes: switching the second game map to a third game map, the third game map being different from the second game map and not belonging to a part of the second game map; the third game map plane and the second game map plane intersecting with different positions of an axis perpendicular to the second game map plane, respectively; the third game map, the second game map and the first game map corresponding to different game levels, respectively; a second transfer path is provided to enable the current virtual character to transfer from the second game map to the third game map through the second transfer path, and if the current virtual character does not transfer to the third game map under a second preset transfer condition, the attribute values of the current virtual character change.
7. The method according to any one of claims 1 to 6, characterized in that, The attribute values include first and second sub-attribute values, and when attacking other virtual characters, the first sub-attribute values of the other virtual characters change according to a second preset rule; The attribute values of the current virtual character change, including the second sub-attribute values of the current virtual character changing according to a third preset rule; When the first and / or second sub-attribute values meet an exit condition, the virtual character corresponding to the attribute values loses the ability to attack other virtual characters.
8. The method according to any one of claims 1 to 6, characterized in that, When attacking other virtual characters, the attribute values of the other virtual characters change according to a second preset rule; The attribute values of the current virtual character change, including the attribute values of the current virtual character changing according to a third preset rule; When the attribute values meet an exit condition, the virtual character corresponding to the attribute values loses the ability to attack other virtual characters.
9. A game map loading apparatus characterized by comprising: An electronic device for running a multi-virtual character simultaneous online game, the virtual character being associated with a preset attribute value, the virtual character being capable of receiving an attack instruction to attack other virtual characters, the device comprising: a calling module configured to call a first game map; an output module configured to output a first prompt information, the first prompt information being used to prompt switching the first game map to a second game map; a first switching module configured to switch the first game map to the second game map, the second game map being different from the first game map and not belonging to a part of the first game map; a first game map plane and a second game map plane intersecting with different positions of an axis perpendicular to the first game map plane, respectively; The first transfer module is configured to provide a first transfer path for enabling the current virtual character to transfer from the first game map to the second game map through the first transfer path, and the attribute value of the current virtual character is changed if the current virtual character does not transfer to the second game map under a first preset transfer condition. The first preset transfer condition comprises a preset transfer time period. The first switching module is further configured to clear the first game map, load the second game map along an axis direction perpendicular to the plane of the first game map at a starting moment of a first preset time period, and complete the clearing of the first game map and the loading of the second game map at an ending moment of the first preset time period.
10. An electronic device, comprising: The computer program product comprises: at least one processor; and a memory connected to the at least one processor in communication; wherein the memory stores instructions executable by the at least one processor, and the instructions are executed by the at least one processor to enable the at least one processor to perform the method of any one of claims 1 to 8.
11. A computer-readable storage medium storing a computer program, characterized in that, The computer program is executed by the processor to implement the method of any one of claims 1 to 8.
Citation Information
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Game scene generation method and device, storage medium and electronic device
CN113398580A