Game data processing method, device, electronic device and storage medium

By generating skill identifiers and adjusting the skill configuration parameters of virtual characters in stealth-based confrontation games, the problem of the pursuer taking a long time to catch the enemy is solved, and the game progress speed is increased and the player experience is improved.

CN114377396BActive Publication Date: 2025-09-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210015984.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-01-07
Publication Date
2025-09-12
Estimated Expiration
2042-01-07

AI Technical Summary

Technical Problem

In stealth-based confrontation games, it takes a long time for the pursuing party to catch the sneaking party, which causes the game to progress slowly and affects the game rhythm and player experience.

Method used

By generating skill identifiers in the game interface and adjusting the skill configuration parameters of the virtual character according to the relative displacement relationship, including movement speed and health value, the game process of the attacking and defending sides is optimized.

Benefits of technology

It speeds up the game progress for both the offensive and defensive sides, improves the game rhythm, and enhances the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a method, device, electronic device, and storage medium for processing game data. The method comprises: displaying a game interface corresponding to the first virtual character in a graphical user interface of a terminal device that controls the first virtual character, the game interface including a first skill control and a game screen, the game screen including a virtual scene screen within the field of view of the first virtual character, and the first virtual character belonging to a first camp; in response to a trigger operation on the first skill control, controlling the generation of a skill identifier between the first virtual character and other virtual characters in the first camp; and in response to a displacement control operation on a target virtual character, adjusting the skill configuration parameters of the target virtual character according to the relative displacement relationship of the target virtual character with respect to the skill identifier. In this way, the present application can promote the game progress of both the offensive and defensive sides, increase the speed of the game match, improve the game rhythm, and thus enhance the player's gaming experience.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and more specifically, to a method, device, electronic device, and storage medium for processing game data. Background Art

[0002] In stealth-based competitive games, multiple players are divided into two camps: the infiltrators and the pursuers. The infiltrators infiltrate a designated location to perform a mission, potentially requiring disguises and obtaining mission-related information. The pursuers must identify and hunt down the infiltrators in a crowd to prevent them from completing their mission. While the pursuers rely on their basic skills to track down the infiltrators, the time required to do so can slow down the game's progress and slow down the pace, impacting the player experience. Summary of the Invention

[0003] In view of this, the purpose of this application is to provide a method, device, electronic device and storage medium for processing game data, which can promote the game progress of both the offensive and defensive sides, increase the progress speed of the game, improve the game rhythm, and thus enhance the player's gaming experience.

[0004] In a first aspect, an embodiment of the present application provides a method for processing game data, wherein a terminal device provides a graphical user interface, wherein the graphical user interface includes a virtual scene of a current virtual game, wherein the game includes a first camp and a second camp that is different from the first camp. The method includes:

[0005] Displaying a game interface corresponding to the first virtual character on a graphical user interface of a terminal device controlling the first virtual character, the game interface including a first skill control and a game screen, the game screen including a virtual scene within the field of view of the first virtual character, wherein the first virtual character belongs to the first camp;

[0006] In response to a triggering operation on a first skill control, controlling the generation of skill identifiers between the first virtual character and other virtual characters in the first camp;

[0007] In response to the displacement control operation on the target virtual character, the skill configuration parameters of the target virtual character are adjusted according to the relative displacement relationship of the target virtual character with respect to the skill identifier.

[0008] In one embodiment of the present application, the number of virtual characters in the first camp is less than the number of virtual characters in the second camp, the virtual characters in the first camp perform a first game task, and the virtual characters in the second camp perform a second game task; the first game task is different from the second game task.

[0009] In one embodiment of the present application, the target virtual character includes the virtual character in the first camp and / or the virtual character in the second camp, and the virtual character in the first camp includes the first virtual character and the other virtual characters.

[0010] In one embodiment of the present application, the target virtual character includes a virtual character in the first camp; the skill identifier includes a virtual line for connecting the first virtual character and the other virtual characters;

[0011] The step of adjusting the skill configuration parameters of the target virtual character according to the relative displacement relationship between the target virtual character and the skill identifier includes:

[0012] Obtaining a moving direction of the target virtual character in the virtual scene;

[0013] Determine a first angle value of an angle formed by the moving direction and the virtual line;

[0014] If the first angle value meets a first preset condition, the skill configuration parameters of the target virtual character are adjusted.

[0015] In one embodiment of the present application, the first preset condition is that the first angle value is less than a preset angle threshold, and the skill configuration parameter includes a movement speed of the virtual character in the first camp in the virtual scene;

[0016] The step of adjusting the skill configuration parameters of the target virtual character includes:

[0017] Increase the movement speed of the target virtual character.

[0018] In one embodiment of the present application, the target virtual character includes a virtual character in the second camp; the skill identifier includes a virtual line for connecting the first virtual character and the other virtual characters;

[0019] The step of adjusting the skill configuration parameters of the target virtual character according to the relative displacement relationship between the target virtual character and the skill identifier includes:

[0020] Obtaining a moving trajectory of the target virtual character in the virtual scene;

[0021] Determining whether there is an intersection between the movement trajectory and the virtual line;

[0022] If so, the skill configuration parameters of the target virtual character are adjusted.

[0023] In one embodiment of the present application, the skill configuration parameter includes a movement speed of the virtual character in the second camp in the virtual scene;

[0024] The step of adjusting the skill configuration parameters of the target virtual character includes:

[0025] The movement speed of the target virtual character is reduced.

[0026] In one embodiment of the present application, before the skill identifier is generated in the virtual scene, the method further includes:

[0027] In response to a displacement control operation on the first virtual character, skill configuration parameters of the first virtual character are adjusted according to a relative displacement relationship between the first virtual character and other virtual characters in the first camp.

[0028] In one embodiment of the present application, the step of adjusting the skill configuration parameters of the first virtual character according to the relative displacement relationship between the first virtual character and other virtual characters in the first camp includes:

[0029] Obtaining a moving direction of the first virtual character in the virtual scene;

[0030] determining a second angle value of an angle formed between the moving direction and a connection direction, wherein the connection direction is a direction of a line pointing from the first virtual character to the other virtual character when the first virtual character and the other virtual character are connected in a straight line;

[0031] If the second angle value meets a second preset condition, the skill configuration parameters of the first virtual character are adjusted.

[0032] In one embodiment of the present application, the second preset condition is that the second angle value is less than a preset angle threshold;

[0033] The step of adjusting the skill configuration parameters of the first virtual character includes:

[0034] Increase the movement speed of the first virtual character.

[0035] In one embodiment of the present application, before the skill identifier is generated in the virtual scene, when adjusting the skill configuration parameters of the first virtual character based on the relative displacement relationship between the first virtual character and other virtual characters in the first camp, the skill configuration parameters of the first virtual character are adjusted according to a first change ratio;

[0036] After the skill identifier is generated in the virtual scene, if the target virtual character includes a virtual character in the first camp, when adjusting the skill configuration parameters of the target virtual character based on the relative displacement relationship of the target virtual character with respect to the skill identifier, the skill configuration parameters of the target virtual character are adjusted according to a second change ratio;

[0037] The value of the first change ratio is smaller than the value of the second change ratio.

[0038] In one embodiment of the present application, the game interface includes a second skill control, and the method further includes:

[0039] In response to the triggering operation for the second skill control, the first virtual character is controlled to teleport to the current position of other virtual characters in the first camp in the virtual scene, and the skill configuration parameters of the virtual characters in the second camp within the preset area of ​​the first virtual character are adjusted.

[0040] In one embodiment of the present application, the game interface includes a second skill control, and before the skill identifier is generated in the virtual scene, the method further includes:

[0041] In response to a triggering operation on the second skill control, sending a transfer request to other virtual characters in the first camp;

[0042] When other virtual characters in the first camp accept the transfer request, a skill countdown is displayed on the game interface;

[0043] At the end of the skill countdown, the other virtual characters are controlled to teleport to the designated position of the first virtual character in the virtual scene; the designated position is the position of the first virtual character in the virtual scene when the other virtual characters accept the transmission request.

[0044] In one embodiment of the present application, the display form of the skill countdown includes at least one of the following items: a display form of a progress bar, a display form of a percentage, and a display form of a changing number.

[0045] In a second aspect, an embodiment of the present application provides a device for processing game data, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a virtual scene of a virtual game, wherein the game includes a first camp and a second camp that is different from the first camp, and the device includes:

[0046] a screen display module, configured to display a game interface corresponding to the first virtual character in a graphical user interface of a terminal device controlling the first virtual character, the game interface including a first skill control and a game screen, the game screen including a virtual scene within the field of view of the first virtual character, wherein the first virtual character belongs to the first camp;

[0047] an identification generating module, configured to control the generation of skill identifications between the first virtual character and other virtual characters in the first camp in response to a triggering operation on the first skill control;

[0048] The parameter adjustment module is used to adjust the skill configuration parameters of the target virtual character in response to the displacement control operation on the target virtual character according to the relative displacement relationship of the target virtual character with respect to the skill identifier.

[0049] In a third aspect, an embodiment of the present application further provides an electronic device comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the game data processing method as described above.

[0050] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method for processing game data as described above are executed.

[0051] An embodiment of the present application provides a method, device, electronic device and storage medium for processing game data, wherein a game interface corresponding to the first virtual character is displayed in a graphical user interface of a terminal device that controls the first virtual character, the game interface including a first skill control and a game screen, the game screen including a virtual scene screen within the field of view of the first virtual character, and the first virtual character belongs to a first camp; in response to a trigger operation on the first skill control, a skill identifier is controlled to be generated between the first virtual character and other virtual characters in the first camp; in response to a displacement control operation on a target virtual character, the skill configuration parameters of the target virtual character are adjusted according to the relative displacement relationship of the target virtual character with respect to the skill identifier.

[0052] In an embodiment of the present application, by triggering the first skill control, a skill identifier can be generated between the first virtual character and other virtual characters in the first camp, and the skill identifier can prompt the movement of the virtual character controlled by the user in the virtual scene. If the first virtual character and other virtual characters in the first camp generate skill identifiers in a virtual scene that requires support, the virtual characters in the second camp can also be surrounded to kill more efficiently; further, according to the relative displacement relationship of the virtual characters in the first camp and / or the virtual characters in the second camp relative to the skill identifier, the skill configuration parameters of the virtual characters in the first camp and / or the virtual characters in the second camp are adjusted accordingly. The adjusted skill configuration parameters can speed up the pursuit speed of the virtual characters in the first camp when chasing the virtual characters in the second camp, thereby promoting the game process of the offensive and defensive sides, increasing the progress speed of the game match, and improving the game rhythm, thereby improving the player's gaming experience.

[0053] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0054] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0055] Figure 1 A flowchart of a method for processing game data provided in an embodiment of the present application;

[0056] Figure 2 A schematic diagram of the structure of a game data processing device provided in an embodiment of the present application;

[0057] Figure 3 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0058] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application for which protection is claimed, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, each other embodiment obtained by those skilled in the art without making creative work falls within the scope of protection of the present application.

[0059] To facilitate understanding, a game scenario applicable to this embodiment is first described.

[0060] In stealth games, the virtual characters in the second camp can be called the attackers or infiltrators, while the virtual characters in the first camp can be called the defenders or pursuers. After a game begins, the virtual characters in the second camp must infiltrate a designated location to perform a mission. During this mission, they must disguise themselves and hide, blending in with non-player characters to avoid detection by the virtual characters in the first camp. They then utilize various virtual items to complete the mission. While the virtual characters in the second camp are performing their mission, the virtual characters in the first camp must identify the virtual characters in the second camp among the numerous non-player characters in the scene and pursue them, thereby preventing them from completing their mission. Once the virtual characters in the second camp are discovered by the virtual characters in the first camp, they can use terrain, props, and other tools to escape, thereby re-entering their disguised state. Throughout the game, the virtual characters in the second camp and the first camp cycle through disguise, hiding, searching, and pursuing each other.

[0061] Specifically, in a game, the virtual characters in the second camp, the attacking side, must complete numerous steps within a limited timeframe to win. For example, before or during a mission, they must subdue the virtual characters in the first camp, change disguises, and hide the subdued virtual characters. During the mission, they must enable specific virtual settings to obtain relevant password information, transmit the obtained password information, and use the password information to obtain the final intelligence. If the virtual characters in the second camp complete their mission, they win. If all the virtual characters in the second camp are discovered and successfully attacked by the virtual characters in the first camp, the virtual characters in the first camp win.

[0062] However, during the game, when the defender uses its basic skills to chase the attacker, the time-consuming process causes the game to progress slowly and the game rhythm to drag on, affecting the player's gaming experience.

[0063] Based on this, the embodiment of the present application provides a method for processing game data, which can promote the game progress of both the attacking and defending sides, increase the progress speed of the game, improve the game rhythm, and thus improve the player's gaming experience.

[0064] To facilitate understanding of this embodiment, a method, device, electronic device, and storage medium for processing game data provided in an embodiment of the present application are described in detail below.

[0065] See also Figure 1 , Figure 1 A flowchart of a method for processing game data provided in an embodiment of the present application is shown in FIG. Figure 1 As shown, the method for processing game data provided in the embodiment of the present application provides a graphical user interface through a terminal device, wherein the graphical user interface includes a virtual scene of the current virtual game, and the game includes a first camp and a second camp that is different from the first camp. The method includes:

[0066] S110: Displaying a game interface corresponding to the first virtual character on a graphical user interface of a terminal device controlling the first virtual character, the game interface including a first skill control and a game screen, the game screen including a virtual scene within the field of view of the first virtual character, wherein the first virtual character belongs to a first camp;

[0067] S120: In response to a triggering operation on the first skill control, controlling the generation of skill identifiers between the first virtual character and other virtual characters in the first camp;

[0068] S130: In response to the displacement control operation on the target virtual character, adjust the skill configuration parameters of the target virtual character according to the relative displacement relationship of the target virtual character with respect to the skill identifier.

[0069] First, a brief introduction is given to the names involved in the embodiments of this application.

[0070] (1) Terminal equipment

[0071] The terminal device mainly refers to a terminal for providing a graphical user interface and capable of controlling the player's character. The terminal device may include but is not limited to any of the following devices: a laptop computer, a smart phone, a tablet computer, a desktop computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer IV) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiment of the present application, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0072] (2) Graphical User Interface

[0073] A graphical user interface (GUI) is an interface display format for communication between humans and computers. It allows users to manipulate icons, logos, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch-sensitive terminal to select commands, start programs, or perform other tasks.

[0074] (3) Virtual scene (game scene)

[0075] A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene where the user controls the virtual character to execute the complete game logic. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual characters to fight. Example virtual scenes may include: mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and at least one of vehicles. For example, for 2D or 5D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles. For 2D or 2.5D multiplayer online tactical competitive games, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, routes, rivers, classrooms, tables and chairs, podiums and other elements.

[0076] (4) Game interface

[0077] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, etc.), indicator logos (such as skill logos, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual characters such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0078] (5) Virtual Characters

[0079] A virtual character refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, a virtual animal, an animated character, etc. The virtual character is a character controlled by the player through an input device, or an artificial intelligence (AI) set in a virtual environment through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual character is a virtual character competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset, or dynamically determined based on the number of clients joining the battle, which is not limited in the embodiments of the present application. In one possible implementation, the user can control the virtual character to move in the virtual scene, for example, to control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use the skills, virtual props, etc. provided by the application to fight with virtual characters in other camps.

[0080] In one embodiment of the present disclosure, the method for processing game data can be executed on a terminal device or a server. The terminal device can be a local terminal device. When the method for processing game data is executed on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and a client device.

[0081] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game data processing method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device for data processing is the cloud game server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0082] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in various ways, for example, it can be rendered and displayed on the terminal display, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface including the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0083] In one possible implementation, an embodiment of the present invention provides a method for processing game data, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above or a client device in the cloud interaction system mentioned above. A graphical user interface is provided through the terminal device, and the graphical user interface includes a scene screen of at least a portion of a game scene. The game includes a game scene and virtual characters in a first camp and a virtual character in a second camp located in the game scene. The virtual characters in the first camp and the virtual characters in the second camp are in the same game game, and the first camp and the second camp are opposing camps.

[0084] The following describes the above exemplary steps provided in the embodiment of the present application by taking the application of the above-mentioned game data processing method to a server as an example.

[0085] In step S110, a game interface corresponding to the first virtual character is displayed in the graphical user interface of the terminal device that controls the first virtual character. The game interface includes a first skill control and a game screen. The game screen includes a virtual scene screen within the field of view of the first virtual character. The first virtual character belongs to the first camp.

[0086] Here, the virtual scene images within the field of view and the virtual scene images outside the field of view can be displayed differently in the game screen. For example, the different displays can be made by adjusting the display color, transparency and / or clarity.

[0087] The first skill control is used to release the first skill, which is used to control the first virtual character to establish a connection with other virtual characters in the first camp. After the connection is established, an identification effect representing the connection between the first virtual character and the other virtual characters can be displayed on the game interface. The identification effect can be a virtual line showing that the first virtual character has established a connection with the other virtual characters.

[0088] In a single game, multiple virtual characters can participate, with each user corresponding to one virtual character. These multiple virtual characters can be divided into two camps: a first camp and a second camp. Each camp can have one or more virtual characters, and the number of virtual characters in the two camps can be different. Virtual characters in the first camp have a first identity, while virtual characters in the second camp have a second identity, and the first identity is opposed to the second identity.

[0089] Specifically, the number of virtual characters in the first camp is smaller than the number of virtual characters in the second camp. The virtual characters in the first camp perform the first game task, and the virtual characters in the second camp perform the second game task. The first game task is different from the second game task, and thus, the winning conditions of the first camp and the second camp are also different.

[0090] For example, For example, the game Mission Zero is a 2v4 stealth game, with two pursuers and four infiltrators. There are two opposing camps, and players can choose their own character and engage in chase and escape in different virtual scenarios. Here, the virtual characters in the first camp are called pursuers, and the virtual characters in the second camp are called infiltrators. That is, the first virtual character belongs to the pursuer. It should be noted that the first virtual character in the embodiments of this application can only be used in the camp to which the pursuer belongs.

[0091] In step S120, in response to a triggering operation on the first skill control, skill identifiers are generated between the first virtual character and other virtual characters in the first camp.

[0092] Here, the skill identifier is used to indicate that the first virtual character has released the first skill and the first skill has taken effect. The first skill taking effect here refers to the establishment of a connection between the first virtual character and other virtual characters in the first camp. The skill identifier can be a virtual line connecting the first virtual character and other virtual characters, and the other virtual characters refer to any virtual characters in the first camp other than the first virtual character.

[0093] Among them, the duration of the skill logo in the game interface is limited, and the duration can be pre-set according to the actual game scene. The duration here refers to the time for displaying the skill logo after the first skill control is triggered and the first virtual character establishes a connection with other virtual characters in the first camp.

[0094] During the game, in response to a trigger operation on the first skill control, skill identifiers are generated between the first virtual character and the other virtual characters in the first camp. The trigger operation in the embodiment of the present application is issued by the user to the terminal device, and the trigger operation is used to control the display of skill identifiers in the game interfaces corresponding to the first virtual character and the other virtual characters in the first camp. In addition, if the field of view of the virtual character in the second camp also includes the skill identifier, the skill identifier can also be displayed in the game interface corresponding to the virtual character in the second camp.

[0095] In step S130 , in response to the displacement control operation on the target virtual character, the skill configuration parameters of the target virtual character are adjusted according to the relative displacement relationship of the target virtual character with respect to the skill identifier.

[0096] In this step, in response to the displacement control operation for the target virtual character, the target virtual character is controlled to move in the virtual scene. During the movement of the target virtual character, a relative displacement is formed between the target virtual character and the skill identifier. Preferably, the embodiment of the present application can adjust the skill configuration parameters of the target virtual character according to the relative displacement relationship between the target virtual character and the skill identifier.

[0097] Here, relative displacement refers to the displacement of the target virtual character relative to the skill identifier; the relative displacement relationship refers to the motion relationship or position relationship between the target virtual character and the skill identifier after the target virtual character is displaced relative to the skill identifier; among which, the motion relationship is determined by the movement direction of the target virtual character in the virtual scene, and the position relationship is determined by the movement trajectory of the target virtual character in the virtual scene.

[0098] The skill configuration parameters may include the movement speed of the target virtual character in the virtual scene, and may also include the health value of the target virtual character in this virtual game.

[0099] In the embodiment of the present application, since the target virtual character can be a virtual character in the first camp, a virtual character in the second camp, or a virtual character in the first camp and a virtual character in the second camp, the process of adjusting the skill configuration parameters of the target virtual character is different according to the relative displacement relationship of the target virtual character with respect to the skill identifier. This is specifically described in the following embodiments:

[0100] In a first embodiment, the target virtual character includes a virtual character in a first camp; the skill identifier includes a virtual line connecting the first virtual character and other virtual characters. Here, the virtual characters in the first camp include the first virtual character and other virtual characters, and the other virtual characters may be one or more. When there are multiple other virtual characters, the user controlling the first virtual character must first select one of the multiple other virtual characters and then activate the first skill on the selected other virtual character to form a virtual line between the first virtual character and the selected other virtual character.

[0101] On this basis, the step of adjusting the skill configuration parameters of the target virtual character according to the relative displacement relationship of the target virtual character with respect to the skill identifier includes:

[0102] Step 210: Obtain the moving direction of the target virtual character in the virtual scene.

[0103] Here, the moving direction refers to the direction in which the target virtual character moves in the virtual scene.

[0104] Step 220: Determine a first angle value of an angle formed by the moving direction and the virtual line.

[0105] Here, the virtual line has a specified direction, which is the direction along the virtual line, and is pointed from the first virtual character to the other virtual characters connected to the first virtual character. In addition, the virtual line is displayed on the game interface. Specifically, the virtual line is displayed in the game interface in the form of a special effect, such as a straight line effect that passes through a wall. This special effect is not affected by opaque objects in the virtual scene.

[0106] An angle formed by the intersection of the moving direction and the specified direction of the virtual line is determined as the angle formed by the moving direction and the virtual line, and a first angle value of the angle is calculated, wherein the first angle value ranges from 0 degrees to 180 degrees.

[0107] Step 230: If the first angle value satisfies a first preset condition, adjust the skill configuration parameters of the target virtual character.

[0108] Here, the first preset condition is that the first angle value is less than the preset angle threshold, and the skill configuration parameters include the movement speed of the virtual character in the first camp in the virtual scene; illustratively, the preset angle threshold in the game can be set at 60 degrees.

[0109] Specifically, the step of adjusting the skill configuration parameters of the target virtual character includes: increasing the moving speed of the target virtual character.

[0110] The target virtual character's movement speed can be increased according to the second change ratio, for example, relative to the target virtual character's initial speed, the target virtual character's movement speed is adjusted to 140% of the initial speed, i.e., a 40% initial speed bonus is applied. The target virtual character's movement speed can also be increased according to a pre-set association between the first angle value and the speed bonus, for example, when the first angle value is between [0, 20], the target virtual character's movement speed is increased by 40% of the initial speed bonus; when the first angle value is between [20, 40], the target virtual character's movement speed is increased by 30% of the initial speed bonus; when the first angle value is between [40, 60], the target virtual character's movement speed is increased by 25% of the initial speed bonus, etc.

[0111] For example, when the first virtual character or other virtual characters in the first camp move in the virtual scene, if the first angle value of the angle formed between their moving direction and the specified direction of the virtual line is less than a preset angle threshold, speed bonus can be achieved.

[0112] In a second embodiment, the target virtual character includes a virtual character in the second camp; the skill identifier includes a virtual line connecting the first virtual character and the other virtual character. Here, the virtual character in the second camp has a hostile relationship with the virtual character in the first camp.

[0113] The step of adjusting the skill configuration parameters of the target virtual character according to the relative displacement relationship of the target virtual character with respect to the skill identifier includes:

[0114] Step 310: Obtain the movement trajectory of the target virtual character in the virtual scene.

[0115] Here, the movement trajectory refers to the entire path that the target virtual character passes through when moving in the virtual scene. Wherein, since the target virtual character will move in the virtual scene, it is necessary to obtain the movement trajectory of the target virtual character in the virtual scene in real time.

[0116] Step 320: Determine whether there is an intersection between the movement trajectory and the virtual line.

[0117] Here, when the movement trajectory intersects the virtual line, it means that the target virtual character has touched the virtual line. Because the virtual line is formed when the first virtual character in the first camp releases the first skill to other virtual characters, and the virtual characters in the second camp are hostile to the virtual characters in the first camp, the virtual line will have a reverse effect on the target virtual character, such as reducing the target virtual character's health or reducing the target virtual character's movement speed.

[0118] Step 330: If so, adjust the skill configuration parameters of the target virtual character.

[0119] Exemplarily, the skill configuration parameters include the movement speed of the virtual character in the second camp in the virtual scene; when there is an intersection between the movement trajectory and the virtual line, the step of adjusting the skill configuration parameters of the target virtual character includes: reducing the movement speed of the target virtual character.

[0120] The moving speed of the target avatar may be reduced according to the third change ratio. For example, relative to the initial speed of the target avatar, the moving speed of the target avatar is adjusted to 80% of the initial speed, i.e., a -20% initial speed reduction is performed.

[0121] In a third embodiment, the target virtual characters include virtual characters in the first camp and virtual characters in the second camp. The process of adjusting the skill configuration parameters of the target virtual characters based on the relative displacement relationship of the target virtual characters relative to the skill identifiers can be combined with the first and second embodiments, and the details are not repeated here.

[0122] For example, when a first virtual character approaches other virtual characters in a first camp, the first virtual character may establish a virtual connection with the other virtual characters in the first camp. When the first virtual character approaches the other virtual characters along the virtual connection, the movement speed is significantly increased, for example, the movement speed bonus is doubled, and the bonus lasts for 10 seconds. Similarly, when the other virtual characters approach the first virtual character along the virtual connection, the movement speed is also significantly increased, for example, the movement speed bonus is doubled, and the bonus lasts for 10 seconds. When a virtual character in a second camp touches the virtual connection while moving in the virtual scene, the virtual connection causes the virtual character in the second camp to slow down, for example, by a -20% reduction in movement speed, so that the virtual character in the first camp can more quickly catch up with the virtual character in the second camp. The limiting condition for touching the virtual connection can be that there is an intersection between the movement trajectory of the virtual character in the second camp in the virtual scene and the virtual connection, or that the shortest distance between the virtual character in the second camp and the virtual connection is within a preset distance range.

[0123] As a preferred embodiment, before the skill identifier is generated in the virtual scene, the method also includes: in response to a displacement control operation on the first virtual character, adjusting the skill configuration parameters of the first virtual character according to the relative displacement relationship between the first virtual character and other virtual characters in the first camp.

[0124] In this step, during the movement of the first virtual character, when the first virtual character has not yet released the first skill, the skill configuration parameter of the first virtual character may also be adjusted based on the relative displacement relationship between the first virtual character and other virtual characters in the first camp. The skill configuration parameter is the movement speed of the first virtual character.

[0125] Specifically, in response to the displacement control operation for the first virtual character, the first virtual character is controlled to move in the virtual scene. During the movement of the first virtual character, the first virtual character will form a relative displacement with other virtual characters. Preferably, the embodiment of the present application can only adjust the skill configuration parameters of the first virtual character according to the relative displacement relationship between the first virtual character and other virtual characters, without adjusting the skill configuration parameters of other virtual characters.

[0126] Here, relative displacement refers to the displacement of the first virtual character relative to other virtual characters; the relative displacement relationship refers to the movement relationship between the first virtual character and other virtual characters after the first virtual character is displaced relative to other virtual characters; wherein the movement relationship can be determined by the movement direction of the first virtual character in the virtual scene.

[0127] Specifically, the step of adjusting the skill configuration parameters of the first virtual character according to the relative displacement relationship between the first virtual character and other virtual characters in the first camp includes:

[0128] Step 410: Obtain the moving direction of the first virtual character in the virtual scene.

[0129] Here, the moving direction refers to the direction in which the first virtual character moves in the virtual scene.

[0130] Step 420: Determine a second angle value of an angle formed between the moving direction and the connection direction; the connection direction is the direction of the line from the first virtual character to the other virtual characters when the first virtual character is connected to the other virtual characters in a straight line.

[0131] Here, the connection direction is the direction of the line from the first avatar to the other avatar when the first avatar is connected to the other avatar. This connection direction is not displayed on the game interface. In other words, the connection direction is the direction the first avatar always maintains in the virtual scene (as long as the other avatar exists) and does not require a trigger condition. However, the virtual connection is only triggered after the first avatar uses the first skill on the other avatar.

[0132] Step 430: If the second angle value satisfies the second preset condition, adjust the skill configuration parameters of the first virtual character.

[0133] Here, the second preset condition is that the second angle value is less than a preset angle threshold; the step of adjusting the skill configuration parameters of the first virtual character includes: increasing the movement speed of the first virtual character.

[0134] The preset angle threshold is always constant, that is, the first angle value and the second angle value are both compared with the preset angle threshold to determine whether to adjust the skill configuration parameters of the first virtual character.

[0135] In one specific embodiment, the movement speed of the first virtual character can be increased according to a first change ratio. For example, relative to the initial speed of the first virtual character, the movement speed of the first virtual character is adjusted to 120% of the initial speed, i.e., a 20% initial speed bonus is applied. In another specific embodiment, the movement speed of the first virtual character can also be increased according to a pre-set association between a second angle value and a speed bonus. For example, when the first angle value is between [0, 20], the movement speed of the first virtual character is increased by 20% of the initial speed bonus; when the first angle value is between [20, 40], the movement speed of the first virtual character is increased by 15% of the initial speed bonus; when the first angle value is between [40, 60], the movement speed of the first virtual character is increased by 10% of the initial speed bonus, etc.

[0136] For example, when the first virtual character moves in the virtual scene, if the second angle value of the angle formed between its moving direction and the connecting line direction is less than a preset angle threshold, speed addition can be achieved.

[0137] As a preferred embodiment, an association relationship is established between the virtual characters in the first camp and the virtual characters in the second camp for skill configuration parameter adjustment before and after the skill identifier is generated in the virtual scene.

[0138] Before the skill identifier is generated in the virtual scene, when adjusting the skill configuration parameters of the first virtual character based on the relative displacement relationship between the first virtual character and other virtual characters in the first camp, the skill configuration parameters of the first virtual character are adjusted according to the first change ratio;

[0139] After the skill identifier is generated in the virtual scene, if the target virtual characters include virtual characters in the first camp, when adjusting the skill configuration parameters of the target virtual characters based on the relative displacement relationship of the target virtual characters with respect to the skill identifier, the skill configuration parameters of the target virtual characters are adjusted according to the second change ratio;

[0140] The value of the first change ratio is smaller than the value of the second change ratio. Preferably, the value of the first change ratio can be set to half of the value of the second change ratio, that is, the effect of doubling the moving speed can be achieved.

[0141] In addition, after the skill identifier is generated in the virtual scene, if the target virtual character includes a virtual character in the second camp, when adjusting the skill configuration parameters of the target virtual character according to the relative displacement relationship of the target virtual character relative to the skill identifier, the skill configuration parameters of the target virtual character are adjusted according to the third change ratio; preferably, the absolute value of the third change ratio can be set to be the same as the numerical value of the first change ratio.

[0142] In a preferred embodiment, the game interface further includes a second skill control, and the method further includes:

[0143] In response to the triggering operation for the second skill control, the first virtual character is controlled to teleport to the current position of other virtual characters in the first camp in the virtual scene, and the skill configuration parameters of the virtual characters in the second camp within the preset area of ​​the first virtual character are adjusted.

[0144] Here, since other virtual characters will move in the virtual scene, the positions of other virtual characters in the virtual scene are changing in real time. In order to teleport the first virtual character to the vicinity of other virtual characters, it is necessary to control the first virtual character to teleport to the current positions of other virtual characters in the first camp in the virtual scene to achieve a better game balance.

[0145] Furthermore, when the first virtual character teleports to the current location of other virtual characters in the first camp in the virtual scene, the skill configuration parameters of the virtual characters in the second camp within the preset range of the first virtual character are adjusted. Here, the preset range refers to a circle with a preset radius, centered on the position of the first virtual character in the virtual scene after the teleportation. If there are virtual characters in the second camp within the preset range, the movement speed of the virtual characters in the second camp within the preset range is reduced. This allows for better encirclement and trapping of the virtual characters in the second camp, resulting in more efficient kills.

[0146] For example, when the first virtual character teleports to the current position of other virtual characters in the first camp in the virtual scene, a special effect of an energy pulse can be displayed on the game interface, so that the virtual characters in the second camp within the preset area can intuitively understand that their movement speed will be reduced and will continue for a period of time.

[0147] In another preferred embodiment, the game interface further includes a second skill control, and before generating a skill identifier in the virtual scene, the method further includes:

[0148] In response to the triggering operation for the second skill control, a teleportation request is sent to other virtual characters in the first camp; when the other virtual characters in the first camp accept the teleportation request, the skill countdown is displayed on the game interface; when the skill countdown ends, the other virtual characters are controlled to teleport to the designated position of the first virtual character in the virtual scene; the designated position is the position of the first virtual character in the virtual scene when the other virtual characters accept the teleportation request.

[0149] Here, the skill countdown can be displayed on the game interface of the first virtual character and other virtual characters. The display form of the skill countdown includes at least one of the following items: a display form of a progress bar, a display form of a percentage, and a display form of a digital change.

[0150] For example, when a skill countdown is displayed as a progress bar, a corresponding progress bar is displayed on the game interface. The total length of the progress bar represents the total skill countdown time, and a moving indicator on the progress bar represents real-time time change information. For example, the position of the moving indicator on the progress bar represents the progress of the countdown. Similarly, percentage display formats and numerical change display formats are not further described.

[0151] During a battle between two virtual characters, if the first virtual character summons other virtual characters to help, if the other virtual characters are directly teleported to the position where the first virtual character is fighting, the virtual characters in the second camp will be killed to a great extent, which will cause an imbalance in the game. Therefore, in order to achieve a balance in the game and taking into account the fact that the first virtual character will move during the battle, the other virtual characters are controlled to teleport to the designated position of the first virtual character in the virtual scene, where the designated position is the position of the first virtual character in the virtual scene when the other virtual characters accept the teleportation request.

[0152] Here, when other virtual characters teleport to the designated position of the first virtual character in the virtual scene, the special effect of the energy pulse is not displayed on the game interface. At this time, when other virtual characters teleport to the designated position of the first virtual character in the virtual scene, it will not affect the virtual characters in the nearby second camp.

[0153] In one example, if the first virtual character has established a virtual connection with other virtual characters in the first camp, when the player to which the first virtual character belongs triggers the second skill, the first virtual character enters the skill continuous release phase, which can last for a preset time period, such as 3 seconds. During the skill continuous release phase, the first virtual character cannot move and cannot use any skills, but when attacked by a virtual character in the second camp, the skill release will be interrupted. When the skill continuous release phase ends, the first virtual character can teleport to the current position of other virtual characters in the first camp in the virtual scene, and reduce the movement speed of virtual characters in the second camp within the preset area of ​​the first virtual character. For example, the first virtual character teleports to the current position of teammates in the virtual scene and releases an energy second charge, which can cause a deceleration effect on virtual characters in the second camp within the preset area, and lasts for 5 seconds.

[0154] In another example, if the first virtual character has not established a virtual connection with other virtual characters in the first camp, when the player to which the first virtual character belongs triggers the second skill, the other virtual characters will receive a teleportation request. At this time, a UI button appears on the game interface. Clicking the UI button can accept the teleportation request. If the other virtual characters choose to accept the teleportation request within 5 seconds, the other virtual characters will enter the skill continuous release phase. The skill continuous release phase can last for a period of time, such as 2 seconds. During the skill continuous release phase, the other virtual characters cannot move and cannot use any skills. At the same time, they cannot be selected by the first skill of the first virtual character. The position of the first virtual character in the virtual scene when the other virtual characters accept the teleportation request is recorded, and the position is marked as the designated position. When the skill continuous release phase ends, the other virtual characters will teleport to the designated position.

[0155] The method for processing game data provided in the embodiment of the present application can generate a skill identifier between the first virtual character and other virtual characters in the first camp by triggering a first skill control. The skill identifier can prompt the movement of the virtual character controlled by the user in the virtual scene. If the first virtual character and other virtual characters in the first camp generate skill identifiers in a virtual scene that requires support, they can also surround the virtual characters in the second camp to kill them more efficiently; further, according to the relative displacement relationship of the virtual characters in the first camp and / or the virtual characters in the second camp relative to the skill identifier, the skill configuration parameters of the virtual characters in the first camp and / or the virtual characters in the second camp are adjusted accordingly. The adjusted skill configuration parameters can speed up the pursuit speed of the virtual characters in the first camp when chasing the virtual characters in the second camp, thereby promoting the game process of the offensive and defensive sides, increasing the progress speed of the game match, and improving the game rhythm, thereby improving the player's gaming experience.

[0156] Based on the same inventive concept, an embodiment of the present application also provides a game data processing device corresponding to the game data processing method. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the above-mentioned game data processing method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0157] See also Figure 2 , Figure 2 This is a structural diagram of a game data processing device provided in an embodiment of the present application. A graphical user interface is provided through a terminal device. The graphical user interface includes a virtual scene of this virtual game. The game includes a first camp and a second camp that is different from the first camp. Figure 2 As shown in FIG, the apparatus 200 includes:

[0158] A screen display module 210 is configured to display a game interface corresponding to the first virtual character in a graphical user interface of a terminal device controlling the first virtual character, the game interface including a first skill control and a game screen, the game screen including a virtual scene within the field of view of the first virtual character, wherein the first virtual character belongs to a first camp;

[0159] The identifier generating module 220 is configured to control the generation of skill identifiers between the first virtual character and other virtual characters in the first camp in response to a triggering operation on the first skill control;

[0160] The parameter adjustment module 230 is configured to adjust the skill configuration parameters of the target virtual character in response to the displacement control operation on the target virtual character according to the relative displacement relationship of the target virtual character with respect to the skill identifier.

[0161] In one embodiment of the present application, the number of virtual characters in the first camp is less than the number of virtual characters in the second camp, the virtual characters in the first camp perform a first game task, and the virtual characters in the second camp perform a second game task; the first game task is different from the second game task.

[0162] In one embodiment of the present application, the target virtual character includes a virtual character in the first camp and / or a virtual character in the second camp, and the virtual character in the first camp includes the first virtual character and other virtual characters.

[0163] In one embodiment of the present application, the target virtual character includes a virtual character in the first camp; the skill identifier includes a virtual line for connecting the first virtual character and other virtual characters;

[0164] The parameter adjustment module 230 is specifically used for:

[0165] Obtain the moving direction of the target virtual character in the virtual scene;

[0166] Determine a first angle value of an angle formed by the moving direction and the virtual line;

[0167] If the first angle value satisfies the first preset condition, the skill configuration parameters of the target virtual character are adjusted.

[0168] In one embodiment of the present application, the first preset condition is that the first angle value is less than a preset angle threshold, and the skill configuration parameter includes a movement speed of the virtual character in the first camp in the virtual scene;

[0169] The parameter adjustment module 230 is further specifically configured to:

[0170] Increases the target avatar's movement speed.

[0171] In one embodiment of the present application, the target virtual character includes a virtual character in the second camp; the skill identifier includes a virtual line for connecting the first virtual character and the other virtual characters;

[0172] The parameter adjustment module 230 is specifically used for:

[0173] Obtaining the movement trajectory of the target virtual character in the virtual scene;

[0174] Determine whether there is an intersection between the moving trajectory and the virtual line;

[0175] If so, adjust the skill configuration parameters of the target virtual character.

[0176] In one embodiment of the present application, the skill configuration parameter includes the movement speed of the virtual character in the second camp in the virtual scene;

[0177] The parameter adjustment module 230 is further specifically configured to:

[0178] Reduces the target avatar's movement speed.

[0179] In one embodiment of the present application, before generating a skill identifier in the virtual scene, the apparatus 200 further includes a configuration adjustment module (not shown in the figure), which is configured to:

[0180] In response to a displacement control operation on the first virtual character, skill configuration parameters of the first virtual character are adjusted according to a relative displacement relationship between the first virtual character and other virtual characters in the first camp.

[0181] In one embodiment of the present application, the configuration adjustment module is specifically configured to:

[0182] Obtaining a moving direction of the first virtual character in the virtual scene;

[0183] Determining a second angle value of an angle formed between the moving direction and the connection direction; the connection direction is the direction of the line from the first virtual character to the other virtual characters when the first virtual character is connected to the other virtual characters in a straight line;

[0184] If the second angle value meets the second preset condition, the skill configuration parameters of the first virtual character are adjusted.

[0185] In one embodiment of the present application, the second preset condition is that the second angle value is less than a preset angle threshold;

[0186] The configuration adjustment module is also specifically used to:

[0187] Increase the movement speed of the first avatar.

[0188] In one embodiment of the present application, before a skill identifier is generated in the virtual scene, when adjusting the skill configuration parameters of the first virtual character based on the relative displacement relationship between the first virtual character and other virtual characters in the first camp, the skill configuration parameters of the first virtual character are adjusted according to a first change ratio;

[0189] After the skill identifier is generated in the virtual scene, if the target virtual characters include virtual characters in the first camp, when adjusting the skill configuration parameters of the target virtual characters based on the relative displacement relationship of the target virtual characters with respect to the skill identifier, the skill configuration parameters of the target virtual characters are adjusted according to the second change ratio;

[0190] The value of the first change ratio is smaller than the value of the second change ratio.

[0191] In one embodiment of the present application, the game interface includes a second skill control, and the apparatus 200 further includes a first teleportation module (not shown in the figure), which is configured to:

[0192] In response to the triggering operation for the second skill control, the first virtual character is controlled to teleport to the current position of other virtual characters in the first camp in the virtual scene, and the skill configuration parameters of the virtual characters in the second camp within the preset area of ​​the first virtual character are adjusted.

[0193] In one embodiment of the present application, the game interface includes a second skill control. Before a skill identifier is generated in the virtual scene, the device further includes a second teleportation module (not shown in the figure). The second teleportation module is configured to:

[0194] In response to a triggering operation on the second skill control, sending a teleportation request to other virtual characters in the first camp;

[0195] When other avatars in the first camp accept the transfer request, the skill countdown is displayed on the game interface;

[0196] At the end of the skill countdown, the other virtual characters are controlled to teleport to the designated position of the first virtual character in the virtual scene; the designated position is the position of the first virtual character in the virtual scene when the other virtual characters accept the transfer request.

[0197] In one embodiment of the present application, the display form of the skill countdown includes at least one of the following items: a display form of a progress bar, a display form of a percentage, and a display form of a changing number.

[0198] The game data processing device provided in the embodiment of the present application can generate a skill identifier between the first virtual character and other virtual characters in the first camp by triggering the first skill control. The skill identifier can prompt the movement of the virtual character controlled by the user in the virtual scene. If the first virtual character and other virtual characters in the first camp generate skill identifiers in a virtual scene that requires support, they can also surround the virtual characters in the second camp to kill them more efficiently; further, according to the relative displacement relationship of the virtual characters in the first camp and / or the virtual characters in the second camp relative to the skill identifier, the skill configuration parameters of the virtual characters in the first camp and / or the virtual characters in the second camp are adjusted accordingly. The adjusted skill configuration parameters can speed up the pursuit speed of the virtual characters in the first camp when chasing the virtual characters in the second camp, thereby promoting the game process of the offensive and defensive sides, increasing the progress speed of the game match, and improving the game rhythm, thereby improving the player's gaming experience.

[0199] See also Figure 3 , Figure 3 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Figure 3 As shown in FIG, the electronic device 300 includes a processor 310 , a memory 320 and a bus 330 .

[0200] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the above-mentioned Figure 1 The specific implementation of the steps of the method for processing game data in the method embodiment shown can be found in the method embodiment, and will not be repeated here.

[0201] The embodiment of the present application also provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the computer program can execute the above-mentioned Figure 1The specific implementation of the steps of the method for processing game data in the method embodiment shown can be found in the method embodiment, and will not be repeated here.

[0202] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0203] In the several embodiments provided in this application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. There may be other division methods in actual implementation. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed may be through some communication interface, indirect coupling or communication connection of devices or units, which may be electrical, mechanical or other forms.

[0204] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0205] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0206] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0207] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-mentioned embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-mentioned embodiments within the technical scope disclosed in the present application, or perform equivalent replacements for some of the technical features thereof. These modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the scope of protection of the present application. Therefore, the scope of protection of the present application should be based on the scope of protection of the claims.

Claims

1. A method for processing game data, characterized in that: Providing a graphical user interface via a terminal device, the graphical user interface including a virtual scene of a virtual game, the game including a first camp and a second camp that is different from the first camp, the method comprising: Displaying a game interface corresponding to the first virtual character on a graphical user interface of a terminal device controlling the first virtual character, the game interface including a first skill control and a game screen, the game screen including a virtual scene within the field of view of the first virtual character, wherein the first virtual character belongs to the first camp; In response to a triggering operation on a first skill control, controlling the generation of skill identifiers between the first virtual character and other virtual characters in the first camp; In response to a displacement control operation on a target virtual character, adjusting a skill configuration parameter of the target virtual character according to a relative displacement relationship of the target virtual character with respect to the skill identifier; Wherein, before the skill identifier is generated in the virtual scene, when adjusting the skill configuration parameters of the first virtual character based on the relative displacement relationship between the first virtual character and other virtual characters in the first camp, the skill configuration parameters of the first virtual character are adjusted according to a first change ratio; After the skill identifier is generated in the virtual scene, if the target virtual character includes a virtual character in the first camp, when adjusting the skill configuration parameters of the target virtual character based on the relative displacement relationship of the target virtual character with respect to the skill identifier, the skill configuration parameters of the target virtual character are adjusted according to a second change ratio; The value of the first change ratio is smaller than the value of the second change ratio.

2. The method according to claim 1, characterized in that The number of virtual characters in the first camp is smaller than the number of virtual characters in the second camp, the virtual characters in the first camp perform a first game task, and the virtual characters in the second camp perform a second game task; the first game task is different from the second game task.

3. The method according to claim 1, characterized in that The target virtual characters include virtual characters in the first camp and / or virtual characters in the second camp, and the virtual characters in the first camp include the first virtual character and the other virtual characters.

4. The method according to claim 1, wherein The target virtual character includes a virtual character in the first camp; the skill identifier includes a virtual line for connecting the first virtual character and the other virtual characters; The step of adjusting the skill configuration parameters of the target virtual character according to the relative displacement relationship between the target virtual character and the skill identifier includes: Obtaining a moving direction of the target virtual character in the virtual scene; Determine a first angle value of an angle formed by the moving direction and the virtual line; If the first angle value meets a first preset condition, the skill configuration parameters of the target virtual character are adjusted.

5. The method according to claim 4, characterized in that The first preset condition is that the first angle value is less than a preset angle threshold, and the skill configuration parameter includes a movement speed of the virtual character in the first camp in the virtual scene; The step of adjusting the skill configuration parameters of the target virtual character includes: Increase the movement speed of the target virtual character.

6. The method according to claim 1, characterized in that The target virtual character includes a virtual character in the second camp; the skill identifier includes a virtual line for connecting the first virtual character and the other virtual characters; The step of adjusting the skill configuration parameters of the target virtual character according to the relative displacement relationship between the target virtual character and the skill identifier includes: Obtaining a moving trajectory of the target virtual character in the virtual scene; Determining whether there is an intersection between the movement trajectory and the virtual line; If so, the skill configuration parameters of the target virtual character are adjusted.

7. The method according to claim 6, characterized in that The skill configuration parameters include the movement speed of the virtual character in the second camp in the virtual scene; The step of adjusting the skill configuration parameters of the target virtual character includes: The movement speed of the target virtual character is reduced.

8. The method according to claim 1, characterized in that Before the skill identifier is generated in the virtual scene, the method further includes: In response to a displacement control operation on the first virtual character, skill configuration parameters of the first virtual character are adjusted according to a relative displacement relationship between the first virtual character and other virtual characters in the first camp.

9. The method according to claim 8, characterized in that The step of adjusting the skill configuration parameters of the first virtual character according to the relative displacement relationship between the first virtual character and other virtual characters in the first camp includes: Obtaining a moving direction of the first virtual character in the virtual scene; determining a second angle value of an angle formed between the moving direction and a connection direction, wherein the connection direction is a direction of a line pointing from the first virtual character to the other virtual character when the first virtual character and the other virtual character are connected in a straight line; If the second angle value meets a second preset condition, the skill configuration parameters of the first virtual character are adjusted.

10. The method according to claim 9, characterized in that The second preset condition is that the second angle value is less than a preset angle threshold; The step of adjusting the skill configuration parameters of the first virtual character includes: Increase the movement speed of the first virtual character.

11. The method according to claim 1, wherein The game interface includes a second skill control, and the method further includes: In response to the triggering operation for the second skill control, the first virtual character is controlled to teleport to the current position of other virtual characters in the first camp in the virtual scene, and the skill configuration parameters of the virtual characters in the second camp within the preset area of ​​the first virtual character are adjusted.

12. The method according to claim 1, characterized in that The game interface includes a second skill control, and before the skill identifier is generated in the virtual scene, the method further includes: In response to a triggering operation on the second skill control, sending a transfer request to other virtual characters in the first camp; When other virtual characters in the first camp accept the transfer request, a skill countdown is displayed on the game interface; At the end of the skill countdown, the other virtual characters are controlled to teleport to the designated position of the first virtual character in the virtual scene; the designated position is the position of the first virtual character in the virtual scene when the other virtual characters accept the transmission request.

13. The method according to claim 12, characterized in that The display form of the skill countdown includes at least one of the following items: a display form of a progress bar, a display form of a percentage, and a display form of a changing number.

14. A device for processing game data, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a virtual scene of the current virtual game, wherein the game includes a first camp and a second camp that is different from the first camp, and the apparatus includes: a screen display module, configured to display a game interface corresponding to the first virtual character in a graphical user interface of a terminal device controlling the first virtual character, the game interface including a first skill control and a game screen, the game screen including a virtual scene within the field of view of the first virtual character, wherein the first virtual character belongs to the first camp; an identification generating module, configured to control the generation of skill identifications between the first virtual character and other virtual characters in the first camp in response to a triggering operation on the first skill control; a parameter adjustment module, configured to adjust, in response to a displacement control operation on a target virtual character, a skill configuration parameter of the target virtual character according to a relative displacement relationship of the target virtual character with respect to the skill identifier; Before the skill identifier is generated in the virtual scene, when adjusting the skill configuration parameters of the first virtual character based on the relative displacement relationship between the first virtual character and other virtual characters in the first camp, the skill configuration parameters of the first virtual character are adjusted according to a first change ratio; After the skill identifier is generated in the virtual scene, if the target virtual character includes a virtual character in the first camp, when adjusting the skill configuration parameters of the target virtual character based on the relative displacement relationship of the target virtual character with respect to the skill identifier, the skill configuration parameters of the target virtual character are adjusted according to a second change ratio; The value of the first change ratio is smaller than the value of the second change ratio.

15. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any one of the methods described in claims 1 to 13.

16. A computer-readable storage medium, characterized in that A computer program is stored on a computer-readable storage medium, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 13 are executed.