A method, apparatus, and device for resource allocation in a game

By displaying controls in MOBA games, players are allowed to adjust the proportion of support teammate resources, which solves the problem of teammate support affecting the current branch development, improving the game experience and chances of victory.

CN114984579BActive Publication Date: 2025-07-22NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210428330.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-04-22
Publication Date
2025-07-22
Estimated Expiration
2042-04-22

AI Technical Summary

Technical Problem

In MOBA games, teammates support affects the development of current branch teammates, resulting in unfair economic distribution and reducing the gaming experience.

Method used

A resource allocation method is provided, by displaying controls in the first screen, allowing the player to adjust the proportion of resources obtained by supporting teammates according to his own development, including resource allocation between controlled virtual characters and teammate virtual characters.

Benefits of technology

When teammates support, it is possible to reasonably allocate resources based on the actual development of the current branch players to ensure that all teammates in the same team can develop well, and improve the chances of game victory and player experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a resource allocation method in a game, which displays a first screen. The first screen includes at least two virtual characters, and the at least two virtual characters have a set relationship. According to a resource allocation instruction, a way to allocate resources among the at least two virtual characters is determined. The at least two virtual characters obtain the resources allocated according to the resource allocation method. By applying the embodiments of the present invention, it can be realized that resources in the game can be effectively allocated between the current branch players and the game players who come to support according to the development of the current branch players, enabling the players to cooperate wholeheartedly, thereby achieving victory in the game and improving the gaming experience of the game players.
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Description

Technical Field

[0001] This application relates to the field of games, and in particular, to a method, device, and equipment for resource allocation in games. Background Art

[0002] With the development of mobile communication technology and the diversification of terminal functions, the demand for online games on touch terminals such as mobile phones and tablets is also increasing. In some games, such as MOBA games, among the upper, middle, and lower lanes, game virtual characters need to clear the opponent's minions to obtain gold to buy equipment, so as to gain more advantages in the subsequent game and thus win the game. However, sometimes in addition to the game characters in the current lane clearing the minions in their own lane, when teammates in other lanes come to support, they will casually help the current lane teammates clear the minions, and then the minion gold will fall into the hands of the teammates who come to clear the minions. At this time, it will affect the gold of the game characters in the current lane, and thus affect the development of the current game characters. Therefore, when teammates come to support and clear the minions, how to not affect the development of the current lane teammates is a technical problem that needs to be solved. Of course, under the existing technology, there are also some other similar situations, and similarly, when teammates provide help, it will affect the gold situation of the protagonist. Summary of the Invention

[0003] In view of this, this application provides a method, device, and equipment for resource allocation in games to solve the technical problem that players in the prior art cannot determine the proportion of resource allocation according to their own situations, thereby reducing the gaming experience of game players.

[0004] A method for resource allocation in a game provided by the present invention includes:

[0005] Displaying a first screen, the first screen including at least two virtual characters having a set relationship;

[0006] According to a resource allocation instruction, determining a way to allocate resources among the at least two virtual characters; the at least two virtual characters obtaining the resources allocated according to the resource allocation way.

[0007] Optionally, the at least two virtual characters include: a controlled virtual character and a teammate virtual character, and correspondingly, the set relationship is a teammate relationship; the determining a way to allocate resources among the at least two virtual characters according to the resource allocation instruction includes the following: according to the resource allocation instruction, determining a way to allocate the resources corresponding to the task among the at least two virtual characters after the teammate virtual character has executed a task that meets the requirements.

[0008] Optionally, at least one of the at least two virtual characters has a corresponding relationship with the first screen.

[0009] Optionally, when the teammate virtual character approaches the controlled virtual character, a first control is displayed; the first control is used to receive a first trigger operation for starting the resource allocation instruction. Optionally, the tasks meeting the requirements include at least one of the following tasks: clearing the minion wave, killing jungle monsters, or killing enemies.

[0010] Optionally, the first control includes a graphic element capable of expressing a proportional change range.

[0011] Optionally, the first trigger operation is a click and / or a swipe.

[0012] Optionally, the way of allocating resources is to allocate resources according to a set proportion.

[0013] Optionally, the set proportion includes one of the following allocation methods: exclusive to the controlled virtual character, exclusive to the teammate virtual character, or evenly distributed between the controlled virtual character and the teammate virtual character.

[0014] This application also provides a device for resource allocation in a game, including:

[0015] A virtual character display module for displaying a first screen, the first screen including at least two virtual characters having a set relationship;

[0016] A resource allocation module for determining the way of allocating resources between the at least two virtual characters according to a resource allocation instruction; the at least two virtual characters obtain the resources allocated according to the resource allocation method.

[0017] This application also provides a terminal device, including:

[0018] A processor and a memory;

[0019] The memory is used to store one or more computer instructions, wherein the one or more computer instructions are executed by the processor to implement any of the foregoing methods.

[0020] This application also provides a computer-readable storage medium, on which one or more computer instructions are stored, and the one or more computer instructions are executed by a processor to implement any of the foregoing methods.

[0021] Compared with the prior art, the method for resource allocation in a game provided by the present application includes: displaying a first screen, where the first screen includes at least two virtual characters having a set relationship; determining, according to a resource allocation instruction, a way to allocate resources among the at least two virtual characters; and the at least two virtual characters obtaining the resources allocated according to the resource allocation method. When other virtual characters come to support, after completing the tasks that meet the requirements, the method displays an operable first control in the first screen shown to the players on the current branch, enabling the players on the current branch to adjust the resource ratio obtained by the supporting teammates according to their actual development situation, so that the teammates in the same team can all develop well, thereby defeating the enemy and achieving victory, greatly improving the game experience of the game players. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] Figure 1 is a flowchart of a method for resource allocation in a game according to an embodiment of the present invention.

[0023] Figure 2 are several graphic elements of resource allocation exemplified in an embodiment of the present invention.

[0024] Figure 3a is a schematic diagram of a scroll bar that can freely adjust the allocation ratio in an embodiment of the present invention.

[0025] Figure 3b is a schematic diagram of a scroll bar that fixedly adjusts the allocation ratio in an embodiment of the present invention.

[0026] Figure 4 is a schematic diagram of a pie chart evenly divided into five equal parts in an embodiment of the present invention.

[0027] Figure 5 is a schematic diagram of the corresponding allocation ratio of 4 space bars in an embodiment of the present invention.

[0028] Figure 6a is a schematic diagram of selecting an allocation ratio of 0% provided by an embodiment of the present invention.

[0029] Figure 6b is a schematic diagram of selecting an allocation ratio of 100% provided by an embodiment of the present invention.

[0030] Figure 6c is a schematic diagram of selecting an allocation ratio of 50% provided by an embodiment of the present invention.

[0031] Figure 7 is a device diagram of resource allocation in a game according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0032] In the following description, numerous specific details are set forth to provide a thorough understanding of the present invention. However, the present invention can be implemented in many other ways different from those described herein, and those skilled in the art can make similar generalizations without departing from the spirit of the present invention. Therefore, the present invention is not limited by the specific embodiments disclosed below.

[0033] It should be noted that the terms "first", "second", "third", etc. in the claims, the description, and the drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data can be interchanged under appropriate circumstances so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "comprising", "having", and their variants are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products, or devices.

[0034] Next, some nouns or terms that appear during the description of the embodiments of the present application will be explained.

[0035] A virtual environment is achieved by running an application on a terminal, enabling a user terminal, such as a computer, a smart phone, etc., to display the execution result of the application instruction (or provided) in a continuous image or continuous picture manner, having a visual effect similar to the real environment. This virtual environment can be a simulation based on the real world, or a simulated and fictional virtual world, or even a purely virtual and fictional world. The virtual environment can be presented in forms such as a two-dimensional virtual environment and a three-dimensional virtual environment.

[0036] A virtual character is an active object in a virtual environment achieved by running an application on a terminal. Usually, after executing a user operation instruction, it performs various actions or tasks through its activities in the virtual environment. Correspondingly, the virtual character can be a virtual person, a virtual animal, or other similar active objects, etc. Common forms of manifestation include: people, animals, plants, monsters, machines, weapons, and war chariots, etc.

[0037] A virtual environment usually consists of at least one map. During the game process, the activities of the virtual character in the virtual environment are presented in the form of continuous pictures. It can simulate real-world scenarios in the game, and the user can, according to a preset mode, control the virtual character in the game to perform actions such as walking, running, jumping, climbing, and fighting in the virtual environment, with relatively strong interactivity.

[0038] Branch roads refer to the fact that in the above virtual environment, there are generally three roads, namely the upper road, the middle road, and the lower road. The upper road is located in the upper left corner of the game map and is also called the confrontation road. Each side of the game sends one of its heroes to fight on the line. The middle road is the road in the middle of the map. Generally, each side of the game also sends one hero from its team to fight on the line. The lower road is located in the lower left corner of the game map and is also called the development road. Each side of the game sends two of its heroes to fight on the line.

[0039] The minion wave, in other words, the economy. In games like MOBA, heroes, that is, the above-mentioned virtual game characters, need a certain amount of economy to upgrade their levels and buy equipment. The lead in levels and the quality of equipment can determine the victory of both teams. At different stages of the game, the composition of the minion wave will also be different. At the beginning stage of the game, the minion wave consists of a certain number of minions. In the mid-game stage, the minion wave consists of a certain number of minions and big minions. In the late-game stage, the minion wave consists of a certain number of minions, big minions, and super minions. The economic value from low to high is: minions, big minions, super minions.

[0040] Jungle area. In MOBA games, generally, except for the above-mentioned branch roads, the rest basically constitutes the jungle area. When each side selects virtual game characters, they will specifically select a teammate to clear the jungle in the jungle area. There are generally different jungle monsters in the jungle area. Here, we only need to know that killing jungle monsters can obtain different amounts of economy, and the role of jungle monsters is actually equivalent to the above-mentioned minion wave.

[0041] In the prior art, in a MOBA game such as Honor of Kings, there are two teams, and each team has five game players. Before the game starts, each player selects a virtual character they like to play to complete the game. However, since a MOBA game requires teamwork and has three lanes and a jungle area, each player needs to select a virtual character corresponding to a lane or the jungle area according to the specific situation of the team and the virtual character they are good at. During the game, both sides of the game can obtain economy by killing the virtual characters of the other side, clearing the minion waves of the other side, and clearing the jungle monsters of their own side, so as to improve their levels and economy. Using the economy to purchase equipment can greatly enhance their attack and defense capabilities and gain an advantage in the battle against the other side. However, the current mechanism for distributing minion wave economy is that whoever clears the minion waves, or whoever clears the jungle monsters, or whoever kills the enemy, will obtain the economy obtained above. However, if a virtual character from another lane comes to support the virtual character in the current lane and clears the minion waves of the virtual character in the current lane by the way, the economy will be distributed to the virtual character that helps clear the minion waves. At this time, it will affect the development of the teammates in the current lane. Based on this, the present invention provides a method for reasonably distributing the economy obtained by other virtual characters that help a game player of a virtual character in the current lane clear the minion waves according to the actual situation of the virtual character they control in the game between the virtual character in the current lane and the other virtual characters that come to help clear the minion waves for them.

[0042] Figure 1 is a flowchart of a method for resource allocation in a game according to an embodiment of the present invention, as Figure 1 shown, the method includes the following steps:

[0043] Step S101, display a first screen, the first screen includes at least two virtual characters, and the at least two virtual characters have a set relationship.

[0044] Specifically, in a MOBA game, generally, a virtual character needs to obtain economy to ensure its own development. There are generally three ways to obtain economy: one is that game players in different lanes control their virtual characters to clear the minion waves of the enemy in the current lane, one is that game players in a lane control their virtual characters to kill the virtual characters of the enemy in the current lane, and the other is that the jungler clears the jungle monsters (small monsters) in their own jungle area. Of course, the jungler can also obtain economy and damage bonuses for the whole team by killing the big BOSS (Lord or Infernal Dragon) in the virtual environment. This case is not involved in the present invention, so it will not be described in detail here.

[0045] Therefore, the first screen in the present invention can be understood as in the above three situations, where players on different branches are controlling their virtual characters to clear the minions in the current branch or kill the enemy virtual characters in the current branch. It is also possible that when the jungler is clearing the jungle area of their own side, the virtual characters of teammates on other branches may come to help the teammates in the current branch gain an economic advantage. At this time, since at least one teammate from other branches comes to support, in the first screen shown to the player in the current branch, there are at least two virtual characters including the virtual character of the current player. And the at least two virtual characters include: a controlled virtual character and a teammate virtual character. The controlled virtual character is the virtual character operated by the player in the current branch, and the teammate virtual character is the virtual character of other branches operated by other players. There is a set relationship between the at least two virtual characters. Because economic distribution can only be obtained when clearing enemy minions, killing enemy virtual characters, or defeating jungle monsters in the jungle area. Correspondingly, this set relationship is generally teammates. And since each virtual character has its own corresponding first branch. Therefore, at least one of the at least two virtual characters has a corresponding relationship with the first screen. That is to say, generally, the first screen at this time is a screen where the controlled virtual characters on the top, middle, and bottom lanes in the branch complete clearing the minions or fighting against enemy heroes in their current branch, or the controlled virtual character in the jungle area clears the jungle monsters.

[0046] In copy-based games, players obtain resources such as items, weapons, and treasure chests rewarded to the players by the current level by clearing different levels. And during the process of players clearing different levels, they may form teams or encounter enemies. Therefore, in the first screen of the current player clearing the copy, the relationship between the at least two virtual characters presented may be teammates, or may be passers-by or enemies; in the scenario of this embodiment, the at least two virtual characters have a set relationship, which mainly refers to the teammate relationship, and may also include the passer-by relationship. In extreme cases, it may also be a hostile relationship.

[0047] Step S102, according to the resource allocation instruction, determine the way to allocate resources between the at least two virtual characters; the at least two virtual characters obtain the resources allocated according to the resource allocation method.

[0048] The resource allocation instruction is an instruction on how to allocate the resources obtained by the teammate virtual character in the game by the player of the controlled virtual character between the controlled virtual character and the teammate virtual character. The resource allocation instruction is implemented by the player operating the controlled virtual character through the operation of the first control. Then, the game system realizes the resource allocation according to the specific operation of the game player on the first control. How to operate will be specifically elaborated later and will not be explained in detail here.

[0049] However, in order for the teammate's virtual character to obtain the above resources, it must complete the tasks that meet the requirements. For example, in MOBA, the tasks that meet the requirements generally include at least one of the following tasks: clearing the soldier line, killing wild monsters, or killing enemies. Here is a brief explanation of the above tasks: in the game, when the game player of the current branch controls the controlled virtual character to clear the soldier line on the branch corresponding to his own, or fights with the enemy virtual character of the current branch, at this time, the teammate virtual character coming to support from other branches will clear the enemy soldier line of the current branch, or help the teammate controlled virtual character of the current branch to fight with the enemy virtual character to kill the enemy virtual character. In addition, it may also be that the controlled virtual character in the wild area of our side is clearing the wild area. At this time, the teammate virtual characters of other branches close to the wild area may want to obtain some economy and resources and come to the wild area to brush some wild monsters.

[0050] In dungeon-type games, there is usually a main convener (i.e. a controlled virtual character) when going through a dungeon. He needs to summon multiple teammates (teammates' virtual characters) to go through the dungeon together to complete tasks. At this time, tasks that meet the requirements can be completed for the teammates' virtual characters to complete the tasks required by the current level. For example, it generally includes killing the opponent's virtual characters in other teams, or killing monsters in the level; the rewards generated by these tasks should be handled by the current dungeon main convener player (controlled virtual character). The rewards in dungeon-type games are generally treasure chests, equipment, or artifacts.

[0051] Therefore, only when the teammate virtual character comes to support the controlled virtual character, and the supporting teammate virtual character must complete the task that meets the requirements, can the resources obtained by the teammate virtual character be allocated. However, there is no specific relationship between the setting time of the resource allocation instruction and the task. Here, two different embodiments of the specific resource allocation instruction setting and task completion are listed. Of course, other embodiments that can implement this setting are also included, and no more details are given here.

[0052] Method 1: According to the resource allocation instruction, determine the method of allocating the resources corresponding to the task between the at least two virtual characters after the teammate virtual character performs the task that meets the requirements.

[0053] That is to say, the time when the game player of the controlled virtual character sets the resource allocation instruction is when the teammate virtual character rushes to support the controlled virtual character, and the teammate virtual character has not completed the task that meets the requirements. After the teammate virtual character completes the task that meets the requirements, the game system directly allocates the resources obtained by the teammate virtual character between the teammate virtual character and the controlled virtual character according to the resource allocation instruction set in advance by the game player of the controlled virtual character.

[0054] Method 2: after the teammate virtual character performs a task that meets the requirements, the resources corresponding to the task are allocated between the at least two virtual characters according to a resource allocation instruction.

[0055] That is to say, after the teammate virtual character that comes to support completes the task that meets the requirements, the game player of the controlled virtual character will set the resource allocation instructions. In fact, only in this case will the first control for setting resource allocation be displayed to enable the player to start the steps of setting resource allocation instructions. After the setting is completed, the game system will allocate the generated relevant resources between the teammate virtual character and the controlled virtual character according to the resource allocation method currently set by the game player of the controlled virtual character.

[0056] However, regardless of whether the resource allocation instruction is set after the task is completed or before the task is completed, the specific method of setting the resource allocation instruction is the same, which is described in detail here:

[0057] The first control is displayed in the blank area of the first screen. The blank area of the first screen in the game is generally the upper right corner. Therefore, the first control is displayed in the upper right corner of the first screen. The first control generally includes a graphic element that can express the range of proportional changes, such as Figure 2 As shown, it can be a scroll bar, a fan-shaped graph, or a space with a certain spacing. Game players can also set it to other graphic shapes according to their needs. Game developers can set several shapes of the first control in the setting options in advance, so that game players can choose the shape of the first control in the pre-set options according to their preferences before the game starts or during the game.

[0058] Since the space on the mobile phone screen is limited when playing games, in order to save screen space and allow players to have a good gaming experience, when the teammate virtual character does not come to support, there is no need to display the first control in the first screen of the controlled virtual character game player. In other words, the first control will only be displayed when the teammate virtual character is close to the controlled virtual character. After displaying the first control, the game player of the current branch will determine the reasonable allocation of resources based on the controlled virtual character and the economic status of the controlled virtual character, and then based on the trigger operation of the first control. In other words, the first control is used to receive a first trigger operation, and the first trigger operation is used to start the resource allocation instruction. Here is a detailed explanation of its implementation process in the above implementation method:

[0059] In the above-mentioned first method, the first triggering operation is an operation performed when the virtual character of the teammate has not completed the required task. That is, after the first control is displayed and before the virtual character of the teammate completes the required task, at this time, the player of the controlled virtual character starts the resource allocation instruction through the first triggering operation on the first control to determine the resource allocation method. Furthermore, when the virtual character of the teammate completes the required task, the game system will directly allocate the resources obtained by the virtual character of the teammate and the controlled virtual character according to the allocation method determined by the first triggering operation of the player of the controlled virtual character. In the above-mentioned second method: the time of the first triggering operation is after the virtual character of the teammate completes the required task, that is, after the virtual character of the teammate completes the required task, the player of the controlled virtual character starts the resource allocation instruction through the first triggering operation on the first control to determine the resource allocation method, and then allocates the generated relevant resources between the virtual character of the teammate and the controlled virtual character according to the allocation method.

[0060] The first triggering operation can be a slide or a click. The specific first triggering operation of slide or click is determined according to the graphic shape of the first control selected by the game player in the game settings. If the shape of the first control selected by the player is a scroll bar or a pie chart, the first triggering operation is a slide. If the shape of the first control selected by the player is a space with a certain spacing, the first triggering operation of the player at this time is a click. The method of finally allocating resources between the two virtual characters is determined according to the first triggering operation of the player. The method of allocating resources generally includes allocating resources according to a set ratio. The range of the first control can generally be adjusted appropriately according to the shape of the graphic. Specifically, as Figure 3a shown, the range of the scroll bar is generally 0-100%, and it can be freely slid. Of course, it can also be divided into different fixed stages, as Figure 3b shown, each segment represents a different ratio, such as 0%, 20%, 40%, 60%, 80%, 100%. The fan-shaped area is also 0-100%, and it can also be designed according to a certain ratio, but generally the obtained ratio is determined according to the number of divided fan-shaped parts. Let the ratio of each part be Y%, and a total of X parts are divided, then Y=(100 / X)%. As Figure 4 shown, the fan-shaped area is evenly divided into five equal parts, and the proportion of each part is 20%. The ratio of the space is generally determined according to the number of spaces. The more the number of spaces, the smaller the ratio range. Since the upper right corner area in the first screen is limited, the number of spaces is generally at most 8. As Figure 5As shown, when the number of spaces is 4 and the default unselected state is 0%, the distribution ratios shown in the figure are 25%, 50%, 75%, and 100% from left to right. After the current branch gamer selects a certain distribution ratio, the color of the graphic elements in the area where the distribution ratio is selected will change. It may change from the original blank white to black, or it may change to other colors. The specific color change can be set according to the preferences of the game developer or gamer. The adjustment ratio mentioned above is a dynamic process, that is, the gamer can adjust the distribution ratio of the resources obtained by supporting teammates at any time according to the rhythm and situation of the game. The present invention also includes a static adjustment ratio. That is, after the first control appears for the first time, the gamer adjusts the ratio according to the specific game situation. After that, whenever the resources of the current branch are distributed in the game, the resources are distributed according to the ratio set by the gamer for the first time. That is, after the first control for distributing the resource ratio appears for the current branch gamer, if the current gamer sets the resource distribution ratio to 20%, then hereafter, whenever the virtual characters of other branch teammates come to help the controlled virtual character of the current branch complete the support, 20% of the resources obtained are distributed to the virtual characters of the other branch teammates who come to support, and the remaining 80% is distributed to the controlled virtual character of the current branch. The graphic elements and ratios mentioned above are just one example, and other different graphic elements and ratios that can achieve resource distribution also belong to the embodiments of this invention and will not be elaborated here.

[0061] In dungeon games, since the rewards obtained may be non-economic rewards including weapons or treasure chests. At this time, it is not very appropriate to use the method of distributing resources by the distribution ratio. Therefore, the first control at this time may be the specific resources rewarded for the current game level. For example, a treasure chest or a weapon may appear simultaneously. At this time, the current gamer can decide according to his actual situation whether to distribute the treasure chest or the weapon to other teammate virtual characters appearing around at this time. For example, if the other teammate virtual character picks up the reward, a certain reward needs to be given. The first trigger operation at this time includes sliding or clicking.

[0062] Since the specific shape of the first control is set according to the preferences of the game player, the content of the first trigger operation will naturally vary. After the game player on the current branch checks their own development status and equipment, they have a judgment on the game situation in their hearts. At this time, the game player will decide to drag or click the first control to a set ratio according to the shape of the current first control. At this time, the economy obtained by the virtual character of the supporting teammate will be distributed between at least two virtual characters according to the set ratio selected by the controlled virtual character on the current branch. These at least two virtual characters will obtain the corresponding allocated resources according to the above set ratio. The set ratio includes one of the following distribution methods: the controlled virtual character enjoys it alone, the teammate virtual character enjoys it alone, and it is evenly distributed between the controlled virtual character and the teammate virtual character. A simple explanation of the above three situations is as follows: As Figure 6a shown, the fact that the controlled virtual character enjoys it alone means that the game player on the current branch may find that the controlled virtual character has been frequently targeted by the enemy in the early stage, so the current development status is not very ideal, and the virtual character they control is the main output in the current team. Therefore, at this time, the game player may choose to set the ratio range of the first control at 0%, that is, in Figure 6a , the small square of the first control that appears is not selected. At this time, all the resources obtained by the virtual character of the supporting teammate after completing the task are obtained by the controlled virtual character. As Figure 6b shown, the fact that the teammate virtual character enjoys it alone means that at this time, the game player on the current branch finds that the development status and equipment of the controlled virtual character they control are relatively advantageous, while the equipment of the virtual character of the supporting teammate who comes to support is relatively poor. In order for the game to win, at this time, he may choose to set the ratio to 100%. Therefore, Figure 6a the color change area in changes by 4, and the total change ratio adds up to 100%, that is, the virtual character of the supporting teammate obtains 100% of the economy of clearing the minions, killing the enemy, and clearing the jungle monsters by himself. As Figure 6c shown, the fact that it is evenly distributed between the controlled virtual character and the teammate virtual character means that during the game, the economic situation between the virtual character controlled by the player on the current branch and the virtual character of the supporting teammate who comes to support is not very different. At this time, the set ratio will be selected as 50%. That is to say, the virtual character of the supporting teammate obtains half of the help in completing the task for the controlled virtual character, and the other half is obtained by the controlled virtual character. The above are only three common situations of the distribution ratio. For specific other distribution ratios, the game player can adjust them by themselves during the game. No more elaboration will be made here.

[0063] In the in-game copy, that is, when weapons and treasure chests appear around at least two virtual characters, after the currently player-controlled virtual character clicks on an unwanted weapon or treasure chest, the clicked treasure chest or weapon will automatically become ownerless, and other teammate virtual characters can pick it up according to their needs. Or the player can slide the weapon or treasure chest they need onto the virtual character they control, and at this time, the weapon or treasure chest slid by the player automatically becomes the property of the player. Another possible situation is that after the player slides an unwanted weapon or treasure chest onto another teammate virtual game character they want to give the weapon or treasure chest to, at this time, the aforementioned other virtual game character automatically obtains the weapon or treasure chest allocated by the current player, and the remaining weapons or treasure chests not slid by the player automatically become the property of the player. The present invention rationally allocates resources such as weapons and treasure chests in the in-game copy through the above three methods.

[0064] Figure 7 It is a structural diagram of a game resource allocation device 700 according to an embodiment of the present invention.

[0065] The device includes the following units:

[0066] The virtual game character display module 701 is used to display a first screen, and the first screen includes at least two virtual characters, and the at least two virtual characters have a set relationship;

[0067] The resource allocation module 702 is used to determine the way of allocating resources among the at least two virtual characters according to a resource allocation instruction; the at least two virtual characters obtain the resources allocated according to the resource allocation method.

[0068] Optionally, the at least two virtual characters include: a controlled virtual character and a teammate virtual character, and correspondingly, the set relationship is a teammate relationship; the method of determining the way of allocating resources among the at least two virtual characters according to the resource allocation instruction includes: determining, according to the resource allocation instruction, the way of allocating the resources corresponding to the task among the at least two virtual characters after the teammate virtual character has performed a task that meets the requirements.

[0069] Optionally, at least one of the at least two virtual characters has a corresponding relationship with the first screen.

[0070] Optionally, the tasks that meet the requirements include at least one of the following tasks: clearing the minion wave, killing jungle monsters, killing enemies.

[0071] Optionally, the first control includes a graphical element that can express a range of proportional changes.

[0072] Optionally, the first trigger operation is clicking and / or swiping.

[0073] Optionally, the manner of allocating resources is to allocate resources according to a set ratio.

[0074] Optionally, the set ratio includes one of the following allocation manners: exclusive to the controlled virtual character, exclusive to the teammate virtual character, and evenly distributed between the controlled virtual character and the teammate virtual character.

[0075] An embodiment of the present invention provides a terminal device, including:

[0076] One or more processors; and

[0077] One or more machine-readable media storing instructions thereon, which when executed by the one or more processors, cause the electronic device to execute the method described in the embodiments of the present invention.

[0078] An embodiment of the present invention also provides one or more machine-readable media storing instructions thereon, which when executed by one or more processors, cause the processors to execute the method described in the embodiments of the present invention.

[0079] This application provides an embodiment of resource allocation in a game. It should be noted that the steps shown in the flowchart of the method can be executed in a computer system such as a set of computer-executable instructions. At the same time, in some cases, the steps shown can be executed in a logical order different from that shown in the flowchart of the method.

[0080] The method embodiment can be executed in computing devices such as mobile terminals and computer terminals. Taking execution in a mobile terminal as an example, the mobile terminal can be a smart phone, a tablet computer, a laptop computer and other terminal devices. The mobile terminal can include at least one processor and a memory, where the memory is used to store the computer program corresponding to the method; the processor is used to execute the computer program corresponding to the method, and can be a central processing unit, a graphics processing unit, a microprocessor, a neural network processor, an artificial intelligence type processor and other processing devices. In addition, the mobile terminal can also include a transmitter for communication, a display for displaying the game scene, and an input / output device, etc. Those skilled in the art can understand that the above description of the structure of the mobile terminal is only a schematic description, and it does not limit the structure of the above mobile terminal. For example, the above mobile state can also include more components, or different components.

[0081] Although this application is disclosed above with preferred embodiments, it is not used to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the protection scope of this application should be determined by the scope defined by the claims of this application.

[0082] In a typical configuration, a computing device includes one or more processors (CPUs), an input / output interface, a network interface, and memory.

[0083] The memory may include non-permanent memory in the form of computer-readable media, random access memory (RAM) and / or non-volatile memory such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.

[0084] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. The information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, compact disc read-only memory (CD-ROM), digital versatile discs (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices, or any other non-transitory medium that can be used to store information that can be accessed by a computing device. As defined herein, computer-readable media does not include transitory media such as modulated data signals and carrier waves.

[0085] 2. Those skilled in the art will appreciate that the embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment, or an embodiment combining software and hardware aspects. Moreover, the present application may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) that contain computer-usable program code.

[0086] Although the present invention is disclosed above in preferred embodiments, it is not intended to limit the present invention. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present invention. Therefore, the protection scope of the present invention should be determined by the scope defined by the claims of the present invention.

Claims

1. A resource allocation method in a game, characterized in that Including: Display a first screen, the first screen including at least two virtual characters, and the at least two virtual characters having a set relationship; The set relationship is a teammate relationship; When a teammate virtual character approaches a controlled virtual character, display a first control; The first control is used to receive a first trigger operation for starting the resource allocation instruction, and the first trigger operation is an operation of selecting a set proportion for the first control; According to the resource allocation instruction, determine the way of allocating resources among the at least two virtual characters. The way of allocating resources includes allocating resources according to a set proportion. According to the resource allocation instruction, determining the way of allocating resources among the at least two virtual characters includes: according to the resource allocation instruction, determining the way of allocating the resources corresponding to the task among the at least two virtual characters after the teammate virtual character has performed a task that meets the requirements. The tasks that meet the requirements include at least one of the following tasks: clearing the minion wave, killing jungle monsters, killing enemies; The at least two virtual characters obtain the resources allocated according to the resource allocation method.

2. The resource allocation method in a game according to claim 1, wherein, The at least two virtual characters include: a controlled virtual character and a teammate virtual character.

3. The resource allocation method in a game according to claim 1, characterized in that, At least one of the at least two virtual characters has a corresponding relationship with the first screen.

4. A resource allocation method in a game according to claim 1, wherein, The first control includes a graphic element capable of expressing a range of proportion changes.

5. A method for resource allocation in a game according to claim 1, wherein The first trigger operation includes clicking and / or swiping.

6. The resource allocation method in the game according to claim 1, characterized in that The set proportion includes one of the following allocation methods: the controlled virtual character exclusive, the teammate virtual character exclusive, evenly distributed between the controlled virtual character and the teammate virtual character.

7. A resource allocation device in a game, characterized in that, Including: A virtual character display module for displaying a first screen, the first screen including at least two virtual characters, and the at least two virtual characters having a set relationship; The set relationship is a teammate relationship. When a teammate virtual character approaches a controlled virtual character, display a first control. The first control is used to receive a first trigger operation for starting the resource allocation instruction, and the first trigger operation is an operation of selecting a set proportion for the first control; A resource allocation module for determining, according to the resource allocation instruction, the way of allocating resources among the at least two virtual characters. The way of allocating resources includes allocating resources according to a set proportion. According to the resource allocation instruction, determining the way of allocating resources among the at least two virtual characters includes: according to the resource allocation instruction, determining the way of allocating the resources corresponding to the task among the at least two virtual characters after the teammate virtual character has performed a task that meets the requirements. The tasks that meet the requirements include at least one of the following tasks: clearing the minion wave, killing jungle monsters, killing enemies. The at least two virtual characters obtain the resources allocated according to the resource allocation method.

8. A terminal device, characterized in that, Including: A processor and a memory; The memory is used to store one or more computer instructions, and the one or more computer instructions are executed by the processor to implement the method according to any one of claims 1 to 6.

9. A computer-readable storage medium having one or more computer instructions stored thereon, characterized in that, The one or more computer instructions are executed by a processor to implement the method according to any one of claims 1 to 6.

Citation Information

Patent Citations

  • Virtual resource processing method in role playing game, equipment and storage medium

    CN112569604A