An Information Processing Method, Device, Computer Equipment and Medium in a Game

By removing scene objects, recording connection relationships, generating thumbnails and rebuilding in construction games, the cumbersome problem of players migrating buildings is solved, and efficiency and player experience is improved.

CN115475383BActive Publication Date: 2025-05-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211268263.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-10-17
Publication Date
2025-05-27
Estimated Expiration
2042-10-17

AI Technical Summary

Technical Problem

In construction games, players' migration process of building they build is too cumbersome and requires disassembly and reassembly, resulting in inefficiency.

Method used

Provides a method of information processing in the game, by receiving movement and migration instructions, dismantling scene objects, recording unit connection relationships, generating thumbnails, and reconstructing scene objects based on thumbnails, simplifying the migration and reconstruction process.

Benefits of technology

It improves the migration efficiency and reconstruction efficiency of scene objects, reduces the complexity of player operations, improves player experience, and reduces the load on the game server.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a method, an apparatus, a computer device, and a medium for information processing in a game. The method includes: in response to a received movement instruction for a first game character, controlling the first game character to move in the virtual game space; in response to a received migration instruction for a scene object located in a first scene area within the virtual game space, demolishing the scene object and recording the connection relationship of each unit in the scene object before demolition; generating a thumbnail of the scene object according to the connection relationship of each unit, and prop icons for each unit are shown in the thumbnail; in response to a received reconstruction instruction for the prop icon of the scene object in a second scene area, reconstructing the scene object in the second scene area according to the connection relationship of each unit in the scene object.
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Description

Technical Field

[0001] The present application relates to the technical field of online games. Specifically, it relates to a method, device, computer device, and medium for information processing in a game. Background Art

[0002] With the development of technology, online games have developed more and more rapidly, and there are more and more types of games. Among them, there are construction games. In construction games, players can obtain the building resources they need in the virtual game space. Then, through their imagination, players use the building resources in the virtual game space to gradually build their ideal buildings bit by bit. That is, in construction games, the buildings built by players are obtained by combining multiple small units.

[0003] However, with the change of the environment in the virtual game space, the buildings built by players may no longer be suitable for the current environment. Then, players need to move the buildings to a more suitable environment. During the process of moving the buildings, players need to first disassemble the buildings. After reaching the destination, they need to reassemble them again. The migration process is too cumbersome. Summary of the Invention

[0004] In view of this, the purpose of the present application is to provide a method, device, computer device, and medium for information processing in a game, which is used to solve the problem that the migration of the buildings built by players in construction games in the prior art is too cumbersome.

[0005] In a first aspect, an embodiment of the present application provides a method for information processing in a game. The game includes a virtual game space. The method includes:

[0006] Respond to the received movement instruction for the first game character, and control the first game character to move in the virtual game space;

[0007] Respond to the received migration instruction for the scene object located in the first scene area in the virtual game space, demolish the scene object, and record the connection relationship between each unit in the scene object before demolition;

[0008] Generate a thumbnail of the scene object according to the connection relationship between each unit. The thumbnail shows prop icons for each unit;

[0009] Respond to the received reconstruction instruction for the prop icon of the scene object in the second scene area, and reconstruct the scene object in the second scene area according to the connection relationship between each unit in the scene object.

[0010] Second aspect, an embodiment of the present application provides a device for information processing in a game. The game includes a virtual game space. The device includes:

[0011] A movement module, configured to control the first game character to move in the virtual game space in response to a received movement instruction for the first game character;

[0012] A demolition module, configured to demolish a scene object located in a first scene area in the virtual game space in response to a received migration instruction for the scene object, and record the connection relationship of each unit in the scene object before demolition;

[0013] A generation module, configured to generate a thumbnail of the scene object according to the connection relationship of each unit, and prop icons for each unit are displayed in the thumbnail;

[0014] A construction module, configured to reconstruct the scene object in the second scene area according to the connection relationship of each unit in the scene object in response to a received reconstruction instruction for the prop icon of the scene object in the second scene area.

[0015] Third aspect, an embodiment of the present application provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor. When the processor executes the computer program, the steps of the above method are implemented.

[0016] Fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the steps of the above method are executed.

[0017] For the method for information processing in a game proposed by the embodiment of the present application, first, in response to a received movement instruction for the first game character, control the first game character to move in the virtual game space; second, in response to a received migration instruction for a scene object located in a first scene area in the virtual game space, demolish the scene object, and record the connection relationship of each unit in the scene object before demolition; third, generate a thumbnail of the scene object according to the connection relationship of each unit, and prop icons for each unit are displayed in the thumbnail; finally, in response to a received reconstruction instruction for the prop icon of the scene object in the second scene area, reconstruct the scene object in the second scene area according to the connection relationship of each unit in the scene object.

[0018] In some embodiments, when a scene object in a virtual game space needs to be migrated, only a migration instruction for the scene object needs to be issued, and the scene object can be directly demolished. Then, a thumbnail can be generated based on the connection relationships of the various units in the scene object. When a reconstruction instruction is received, the demolished scene object can be directly restored based on the detailed connection relationships between the prop icons representing the various units in the thumbnail. For the demolition and reconstruction of the scene object, only a simple instruction can be used to achieve, which improves the migration efficiency and reconstruction efficiency of the scene object. Moreover, the thumbnail generated based on the connection relationships of the various units in the scene object can also facilitate real-time viewing by players, enabling players to find a more suitable second scene area in the virtual game space according to the appearance of the scene object represented by multiple prop icons in the thumbnail, improving the success rate of reconstructing the scene object in the second scene area, enhancing the player experience, reducing player churn, and reducing the idle consumption of the game server.

[0019] To make the above objects, features, and advantages of the present application more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, provides a detailed description as follows. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings required for use in the embodiments. It should be understood that the following drawings only show some embodiments of the present application and should not be regarded as limiting the scope. For those of ordinary skill in the art, other relevant drawings can be obtained based on these drawings without creative efforts.

[0021] Figure 1 Schematic flowchart of a method for information processing in a game provided by an embodiment of the present application;

[0022] Figure 2 Schematic diagram of a packaging group provided by an embodiment of the present application;

[0023] Figure 3 Schematic diagram of a building object provided by an embodiment of the present application;

[0024] Figure 4 Schematic diagram of a non-building object provided by an embodiment of the present application;

[0025] Figure 5 Schematic diagram of a second scene area provided by an embodiment of the present application;

[0026] Figure 6 Schematic diagram of a territory provided by an embodiment of the present application;

[0027] Figure 7 Schematic diagram of a building object not being breached provided by an embodiment of the present application;

[0028] Figure 8 Schematic diagram of a building object being broken in an embodiment of the present application;

[0029] Figure 9 Schematic diagram of the structure of a device for information processing in a game in an embodiment of the present application;

[0030] Figure 10 Schematic diagram of the structure of a computer device in an embodiment of the present application. Detailed implementation manners

[0031] To make the objectives, 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 with reference to the accompanying drawings in the embodiments of the present application. Apparently, the described embodiments are only some of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and illustrated herein generally may be arranged and designed in a variety of different configurations. Therefore, the detailed description of the embodiments of the present application provided herein is not intended to limit the scope of the claimed present application, but merely represents selected embodiments of the present application. All other embodiments obtained by those skilled in the art based on the embodiments of the present application without creative efforts shall fall within the protection scope of the present application.

[0032] At present, in construction games, if a player wants to relocate the building they have built, the player needs to disassemble the built building, and then, after arriving at the destination, use the disassembled building materials to rebuild the building. Moreover, during the rebuilding process, due to some differences in the building steps, it may be impossible to restore the original appearance of the building, which brings a lot of inconvenience to the player. The relocation of the building built by the player is too cumbersome, reducing the player's interest in the game and resulting in the loss of players, and the situation of wasted game server resources.

[0033] Based on the above defects, an embodiment of the present application provides a method for information processing in a game, as Figure 1 shown, including the following steps:

[0034] S101, in response to a received movement instruction for a first game character, controlling the first game character to move in the virtual game space;

[0035] S102, in response to a received relocation instruction for a scene object in a first scene area in the virtual game space, demolishing the scene object and recording the connection relationship between each unit in the scene object before demolition;

[0036] S103. Generate a thumbnail of the scenario object according to the connection relationships of the various units, where prop icons for the various units are shown in the thumbnail.

[0037] S104. In response to a reconstruction instruction for the prop icon of the scenario object in the second scenario area, reconstruct the scenario object in the second scenario area according to the functional relevance of the various units in the scenario object.

[0038] The method for information processing in the game in the embodiments of the present application can run on a terminal device or a server. Among them, the terminal device can be a local terminal device. When the method for prompting information in the game runs on the server, it can be a cloud game.

[0039] In an optional implementation manner, a cloud game refers to a game mode based on cloud computing. In the operating mode of a cloud game, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the method for information processing in the game are completed on the cloud game server. The role of the terminal device is for data reception, sending, and the presentation of the game screen. For example, the terminal device can be a display device with a data transmission function close to the user side, such as a mobile terminal, a television, a computer, a handheld computer, etc.; however, the terminal device for game data processing is the cloud game server in the cloud. When playing a game, the target player operates the terminal device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the terminal device through the network, and finally, the terminal device decodes and outputs the game screen.

[0040] In an optional embodiment, the terminal device may be a local terminal device. The terminal device is an electronic device with touch function, such as a smart phone. The local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the target player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on the electronic device and run. The manner in which the local terminal device provides the graphical user interface to the target player may include various ways. For example, it may be rendered and displayed on the display screen of the terminal device, or provided to the target 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, which includes a partial virtual game space. 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. The content displayed in the graphical user interface includes a game screen, and the game screen may be a game screen of a partial virtual game space. The terminal device may respond to a touch operation on the operation area in the graphical user interface to control the character controlled by the player to perform virtual actions in the virtual game space, such as moving in the virtual game space or releasing skills. The virtual game space may include any one or more of the following game elements: landforms, rocks, flowers and plants, rivers, buildings, virtual objects, game props, etc.

[0041] Generally speaking, a virtual camera is set in the virtual game space, and the game screen displayed on the graphical user interface is the content of a partial virtual game space captured by the virtual camera. For example, in a first-person game, the virtual camera may be set at the head (such as the eye position) of the game character controlled by the player. The virtual camera moves with the movement of the game character controlled by the player, and the orientation of the virtual camera rotates with the rotation of the head of the game character controlled by the player. Therefore, the game screen presented on the graphical user interface is a partial virtual game space within a preset range in front of the game character controlled by the player. Another example is that in a third-person game, the virtual camera may be set directly above or above and behind the game character controlled by the player. Therefore, the game screen presented on the graphical user interface is a partial virtual game space including the game character controlled by the player. If an account of the game character controlled by the player is logged in on the terminal device, the game character controlled by the player is controlled by the terminal device.

[0042] The game of the present application includes a virtual game space and multiple game characters located in the virtual game space. The game characters can be set with preset health values. The game characters can be game characters controlled by players or game characters not controlled by players. The game characters controlled by players are those to which players send control instructions through a terminal device and control the game characters to perform corresponding actions according to the control instructions. The game characters not controlled by players are artificial intelligence (AI) set in virtual environment battles through training or non-player characters (NPCs) set in virtual scenario battles. During the game process, the terminal device or the server generates control instructions for the game characters not controlled by players according to the changes in the virtual game space, so that the game characters not controlled by players perform corresponding actions according to the control instructions.

[0043] The method for information processing in the game of the present application can be applied to any game including construction gameplay. The game can include any one of the following games: virtual reality application program, three-dimensional map program, military simulation program, first-person shooting game (FPS), multiplayer online battle arena games (MOBA), massive multi-player online game (MMOG), massive multi-player online role-playing game (MMORPG), single-player game, etc.

[0044] The method for information processing in the game in the embodiment of the present application can be applied in an instant combat mode. In the instant combat mode, players control the game characters controlled by players to move in the virtual game space through real-time instructions.

[0045] S101. In response to the received movement instruction for the first game character, control the first game character to move in the virtual game space.

[0046] In the above step S101, the movement instruction is used to control the first game character to move in the virtual game space. For example, control the first game character to move from position A to position B by running.

[0047] S102. In response to the received migration instruction for the scene object located in the first scene area in the virtual game space, demolish the scene object and record the connection relationship of each unit in the scene object before demolition.

[0048] In the above step S102, the migration instruction is used to control the demolition of the scene objects. The first scene area can be the area range carried in the migration instruction, which is used to indicate which scene objects within the area need to be demolished. The scene objects are objects that can change their positions within the first scene area, or can also be understood as objects belonging to the first game character within the first scene area. For example, virtual buildings built by the first game character, virtual props made by the first game character, and sports vehicles purchased by the first game character, etc. The connection relationship is used to characterize how the various units that make up the scene object are connected or distributed. The unit can be the smallest unit that makes up the scene object. For example, if the scene object includes a building, the units can include: the template for building the building, the stones for building the building, the sediment for building the building, the foundation for building the building, etc.

[0049] In a specific implementation, the migration instruction can be issued by the player controlling the first game character through touching the graphical user interface (for example, the player issues a migration instruction to the first game character by touching the migration control in the graphical user interface), or can also be issued by the server when detecting a certain specific condition (for example, detecting that a mudslide is about to occur in the first scene area, then a migration instruction will be issued before the mudslide arrives). When receiving the migration instruction for the first scene area, the scene objects in the first scene area will be demolished, that is, the scene objects in the first scene area will not be displayed in the virtual scene space. At the same time, the connection relationship between the various units in the scene object before demolition will also be recorded to facilitate the subsequent reconstruction of the demolished scene object.

[0050] S103. Generate a thumbnail of the scene object according to the connection relationship of the various units, and prop icons for the various units are shown in the thumbnail.

[0051] In the above step S103, the thumbnail contains prop icons of the various units that make up the demolished scene object, as well as the connection relationship between the prop icons. In order to be able to distinguish between the various units, the prop icon of the unit can be obtained by reducing the unit according to a certain proportion, or can also be a simple icon designed for the unit, etc. The thumbnail can be always displayed in the graphical user interface, or can be displayed in the graphical user interface through the trigger condition of the thumbnail (for example, there is a thumbnail control displayed in the graphical user interface, and the player issues a thumbnail display instruction by touching the thumbnail control, and controls the thumbnail to be displayed in the graphical user interface according to the thumbnail display instruction). The player can understand what the scene object looked like before being demolished through the various prop icons displayed in the thumbnail.

[0052] In specific implementation, after determining the connection relationships between the units in the scene object to be demolished, corresponding prop icons can be generated based on the units, and the prop icons of the units can be spliced according to the connection relationships between the units to generate a thumbnail of the scene object to be demolished, so that players can understand the appearance of the scene object before demolition in real time during the subsequent game process. In this way, players can select a suitable new reconstruction location according to the appearance of the scene object before demolition.

[0053] S104. In response to the received reconstruction instruction for the prop icon of the scene object in the second scene area, reconstruct the scene object in the second scene area according to the connection relationships between the units in the scene object.

[0054] In the above step S104, the reconstruction instruction is used to reconstruct the demolished scene object. The reconstruction instruction can be issued by the player controlling the first game character through touching the graphical user interface (for example, the player issues a reconstruction instruction to the first game character by touching the reconstruction control in the graphical user interface), or can be issued by the server when detecting a certain specific condition (for example, when detecting that the matching degree between the second scene area in the virtual game space and the scene object is relatively high, the server will issue a reconstruction instruction to the first game character). The reconstruction instruction can carry the second scene area, and the second scene area can also be determined by the player during the game process. The second scene area is the area for reconstructing the scene object, and it can be only the same size as the projection area of the scene object to be reconstructed on the ground in the virtual game space, or can include and be larger than the projection area of the scene object to be reconstructed on the ground in the virtual game space.

[0055] In specific implementation, after receiving the reconstruction instruction for the prop icon of the scene object, the scene object will be reconstructed in the second scene area according to the connection relationships of the prop icons in the thumbnail (that is, the connection relationships between the units in the scene object). The specific construction process can be that the scene object directly appears in the second scene area, or can be to automatically build the scene object step by step in the second scene area using the units based on the connection relationships between the units. During the reconstruction process, the scene object can be directly restored, and there is no need for the player to control the first game character to rebuild the scene object step by step, avoiding the situation where the original appearance of the scene object cannot be restored and improving the efficiency of building the scene object.

[0056] In the method for processing game information provided in the embodiments of the present application, through the above four steps, when a scene object in the virtual game space needs to be migrated, only a migration instruction for the scene object needs to be issued, and the scene object can be directly demolished, and a thumbnail can be generated based on the connection relationship between each unit in the scene object. Then, when a reconstruction instruction is received, the demolished scene object can be directly restored based on the connection details between the prop icons representing each unit in the thumbnail. For the demolition and reconstruction of the scene object, only a simple instruction can be used to achieve, improving the migration efficiency and reconstruction efficiency of the scene object. Moreover, the thumbnail generated based on the connection relationship between each unit in the scene object can also facilitate the player to view in real time, so that the player can find a more suitable second scene area in the virtual game space according to the appearance of the scene object represented by multiple prop icons in the thumbnail, improving the success rate of reconstructing the scene object in the second scene area, enhancing the player experience, reducing player churn, and reducing the idle consumption of the game server.

[0057] The units that make up the scene object may be diverse, and each unit may have different functions. Since the scene object is built based on the player's imagination, in the built scene object, the connection relationships between some units are relatively close, and the connection relationships between some units are relatively distant. Therefore, when disassembling the scene object, it is not necessary to disassemble each unit into pieces. It is also possible to group the units with relatively close connection relationships together for disassembly. That is, step S103 includes:

[0058] Step 1031, demolish the scene object, and divide the multiple units in the scene object into at least one packing group according to the connection relationship between different units in the scene object; each packing group contains at least one unit in the scene object;

[0059] Step 1032, generate different prop icons according to the multiple packing groups; each prop icon corresponds to a packing group;

[0060] Step 1033, form a thumbnail based on the prop icons of the multiple packing groups.

[0061] In the above step 1031, the packing groups can be divided based on the functional relationship or positional relationship in the scene objects. For example, when divided according to the functional relationship, the packing groups in the scene objects can include building packing groups (such as houses, which contain multiple units that make up the house), workbench packing groups (such as workbenches), pet units (such as pet dogs), livestock units (such as cows), etc. When divided according to the positional relationship, in the scene objects, those that have a direct or indirect connection with the same object (such as a foundation) can be determined as a packing group (for example, the houses placed on the same foundation, the vases placed in the houses, and the workbench placed on the foundation, or, for example, multiple livestock that are away from the foundation but within the same fence).

[0062] In specific implementation, when demolishing the scene object, multiple units in the scene object will be divided into at least one packing group containing at least one unit according to the connection relationship between each unit in the scene object.

[0063] For example, as Figure 2 shown, in the first scene area, there are multiple livestock units enclosed by a fence unit, and a house built with multiple wooden board units and stone units on a foundation. According to the connection relationship of each unit in the first scene area, each unit in the house is directly or indirectly connected to the foundation, so the multiple units that make up the house can be divided into a packing group. Since multiple livestock units are enclosed by the same fence unit, the livestock units and the fence unit can be divided into the same packing group.

[0064] When dividing the packing groups, the specific division method can include the following steps:

[0065] Step 10311, determine the units that belong to the same scene object according to the position information, function information, and connection relationship of different units;

[0066] Step 10312, if the scene object is a building object, determine different units in the scene object as a first packing group; all units that make up the building object are included in the first packing group;

[0067] Step 10313, if the scene object is a non - building object, divide multiple units in the scene object into multiple second packing groups according to the connection relationship of different units in the scene object; each second packing group includes one unit.

[0068] In the above step 10311, there may be multiple units within the same scene area. Each unit may have different functions within the first scene area, and be distributed at different positions. Moreover, precisely because of the differences in functions or positions among different units, the connection relationships between the units are also different. For example, if the scene object is a house, then there should be an adhesion relationship between the stone unit and the foundation unit in the house; there can be a hanging connection relationship between the mural unit, mirror unit and the stone unit in the house; there can be a placement relationship between the cabinet unit and the foundation in the house, etc. It is precisely based on the positions, functions and connection relationships of the above units that the units belonging to the same scene object can be accurately determined.

[0069] In the above step 10312, if the scene object is a building object, the building object is built on the foundation. Generally, the depth of the foundation is very deep. In this way, the foundation can be used to bind the building object to the ground in the scene, making the building object not easily collapse and being more adaptable to various terrains. For example, as Figure 3 shown, the depth of the foundation of the building object is 10 meters. The second scene area is set on a slope. When the building object is rebuilt in the second scene area, that is, when the building object is set on the slope, it can be seen that a part of the foundation of the building object will be exposed above the ground, but most of the foundation will still be buried underground, binding to the terrain. This also enables the building object to maintain balance and not tilt on the slope. Therefore, if all the constituent units of the building object are packed into a single packing group, then during reconstruction, the building object can be directly rebuilt within the second scene area. It is precisely because of the foundation that the building object has that enables the building object to better adapt to the second scene area during reconstruction. Therefore, the building object is packed as a whole, thereby improving the reconstruction efficiency during reconstruction.

[0070] In the above step 10313, non-building objects do not have a foundation themselves. If the first scene area is flat and the non-building object is also built according to the flat situation, then when the non-building object is directly placed in the second scene area for reconstruction, the non-building object cannot be bound to the terrain of the second scene area. Moreover, if the second scene area is a slope, directly placing the non-building object in the second scene area will cause the non-building object to be tilted, and it may not even be fixed in the second scene area, bringing inconvenience to the first game character's use of the non-building object. For example, as Figure 4As shown in the figure, if the non-building object is an oval object, when the non-building object is placed in the second scene area, the non-building object will move downward along the slope due to the influence of gravity. That is, it will move from the initial placement position a to position b and even move outside the second scene area, which brings great inconvenience to the first game character's use of the non-building object. Therefore, in this application, for the non-building object, the multiple units it contains will be split into multiple second packaging groups, and each second packaging group includes one unit. In this way, when reconstructing the non-building object in the second scene area, the positions and / or connection relationships of the individual units in the non-building object can be changed again, so that the reconstructed non-building object can adapt to the new terrain of the second scene area.

[0071] There may be many units that make up the scene object in the virtual game scene. To give players more flexibility in operation, the units belonging to the same scene object can also be divided into multiple third packaging groups, and each third packaging group can include at least one unit. That is, step 1031 includes:

[0072] Step 10314, determine the units belonging to the same scene object according to the position information, function information, and connection relationship of different units;

[0073] Step 10315, for each scene object, divide the multiple units in the scene object into multiple third packaging groups according to the position information, function information, and connection relationship of different units in the scene object; each third packaging group includes at least one unit.

[0074] For a detailed introduction to the above step 10314, reference can be made to the above step 10311.

[0075] In the above step 10315, the position information, function information, and connection relationship of the units in each scene object are analyzed. In the scene object, the units with relatively close positions, relatively close function information, and relatively close connection relationships are divided into the same packaging group. For example, if the scene object is a building, the building includes multiple rooms, each room includes multiple units, and each room has a corresponding function. Then it is equivalent that the units in each room are relatively close in position, relatively close in function information, and also relatively close in connection relationship. Therefore, the units in the building object can be divided into multiple third packaging groups according to the rooms.

[0076] The virtual game space can contain multiple game characters. To ensure the rights and interests of each game character, the positions where the game characters build scene objects will be restricted. That is, the method of this application includes:

[0077] Step 105: Receive a territory creation instruction for the virtual game space, determine the territory range, and after successfully establishing the territory, generate boundary prompt information for the territory; the territory creation instruction carries the territory range for creating a territory in the virtual game space.

[0078] Step S104 includes:

[0079] Step 1041: Determine whether the second scene area is within the territory.

[0080] Step 1042: If the second scene area is within the territory, then execute the step of responding to the reconstruction instruction for the prop icon of the scene object in the second scene area, and reconstruct the scene object in the second scene area according to the functional relevance of each unit in the scene object.

[0081] Step 1043: If the second scene area is not within the territory, then generate a prompt message indicating that reconstruction is not possible.

[0082] In the above Step 105, the territory creation instruction is used to create a territory belonging to the first game character. The construction permission that the first game character has within its own territory is greater than that outside its own territory. For example, the first game character can only build scene objects within its own territory and cannot build scene objects outside the territory. Or the retention duration of the scene objects built by the first game character within the territory is much longer than that of the scene objects built by the first game character outside the territory. The territory range is used to represent the area size and location of the territory belonging to the first game character. The territory range can be pre-set or planned by the first game character itself. The boundary prompt information of the territory is used to prompt the first game character of the specific location of its own territory, so as to prevent the first game character from building scene objects outside the territory, which may cause inconvenience to the first game character in using the scene objects. The boundary prompt information can be any one or more of the following: set a highlight at the boundary position of the territory, adjust the color of the ground within the territory range to be different from the ground outside the territory range, and display the boundary line within a preset range of the distance from the first game character when the first game character approaches the boundary position of the territory.

[0083] In the above Steps 1041 to 1043, the prompt message indicating that reconstruction is not possible is used to prompt the player that the second scene area is not within the territory.

[0084] In a specific implementation, when reconstructing a scene object based on the second scene area, it is determined whether the second scene area is located in the territory according to the current position of the second scene area. If the second scene area is located in the territory, the scene object is reconstructed based on step S104. If the second scene area is located in the territory, the player is prompted to re-determine the second scene area so that the scene object can be reconstructed in the territory. If the second scene area is located outside the territory, a prompt message indicating that the reconstruction cannot be performed is generated.

[0085] For example, Figure 5 As shown, when the second scene area is outside the territory, the boundary line of the territory will be displayed in bold.

[0086] In the virtual game space, the game characters can choose the territory they want to create. However, since there are multiple game characters in the virtual space, the territories selected by the game characters may overlap. This may result in insufficient territory for the game characters to build scene areas, or overlap between scene objects, resulting in a very messy game screen displayed in the virtual game space and a poor player experience. Therefore, step 105 of the present application includes:

[0087] Step 1051, receiving a territory creation instruction for the virtual game space, and determining whether the territory range carried in the territory creation instruction overlaps with the territory already created by the second game character;

[0088] Step 1052: if the territory range carried in the territory creation instruction overlaps with the territory already created by the second game character, then generating territory overlap prompt information;

[0089] Step 1053, if the territory range carried in the territory creation instruction does not overlap with the territory already created by the second game character, the territory range is determined, and after the territory is successfully established, boundary prompt information of the territory range is generated.

[0090] In the above step 1051, the territory creation instruction carries the territory range when the first game character creates the territory. The second game character is the game character that holds the territory created in the virtual game space. The territory overlap prompt information is used for the first game character to readjust the territory range, and the territory overlap prompt information may include any one or more of the following prompt information: pop-up prompt, voice prompt, highlight prompt in the overlapping area, etc.

[0091] In specific implementation, after each game character creates a territory, the system will record the territory range corresponding to each game character. Therefore, after receiving a territory creation instruction, it will perform a territory overlap detection based on the territory range already created by the second game character. If there is an overlap between the territory being created by the first game character and the territory already created by the second game character, a territory overlap prompt message will be generated to prompt the first game character to readjust the territory range. If there is no overlap between the territory being created by the first game character and the territory already created by the second game character, the current territory range will be determined as the territory of the first game character.

[0092] For example, as Figure 6 shown, there is a territory A already created by the second game character in the virtual game space. When the first game character creates territory B and there is an area overlap with territory A, a pop-up window will be displayed to prompt the first game character to re-determine the territory range.

[0093] There are multiple game characters in the virtual game space. To increase the richness of the game play, the game characters in the virtual game space can interact with each other. However, if there is no restricted interaction, it will have certain adverse effects on the construction objects, such as an increase in the wear degree of the construction objects, etc., which will have a certain impact on the construction progress of the game characters. Therefore, it is necessary to restrict the interaction in the virtual game space, that is, the method of this application further includes:

[0094] Step 106, receive a first interaction instruction from a third game character for an interactive object in the scene object, and determine whether the third game character has the interaction permission to interact with the interactive object;

[0095] Step 107, if the third game character has the interaction permission to interact with the interactive object, control the third game character to interact with the interactive object;

[0096] Step 108, if the third game character does not have the interaction permission to interact with the interactive object, generate a prompt message for prohibiting interaction.

[0097] In the above steps 106 to 108, the third game character can be a game character in the virtual game space other than the first game character. The first game character can be the same game character as the second game character mentioned above, that is, a game character with its own territory, or a game character without its own territory. The interaction object is a virtual object in the virtual game scene that can interact with the game character. For example, the door in a building, the game character can open and close the door. Another example is an equipment that can produce virtual items using virtual resources. The first interaction instruction is an instruction used to control the interaction between the interaction object and the game character. For example, an open door instruction (used to open the door in a building), a move instruction (used to move a cabinet), etc. The interaction permission is used to verify the identity of the game character that can interact with the scene object. Only when the third game character is granted the interaction permission can it interact with the scene object. The third game character without the interaction permission cannot interact with the scene object. The prompt information for prohibiting interaction is used to prompt the third game character that it does not have the interaction permission to interact with the interaction object. The prompt information for prohibiting interaction can adopt any one or more of the following prompt methods: pop-up prompt, voice prompt, stroboscopic prompt at the interaction object, etc.

[0098] In specific implementation, after receiving the interaction instruction of the third game character for the interaction object, the interaction permission of the third game character for the interaction object will be verified. Among them, the interaction permission information of the third game character can be carried in the interaction instruction, or can be the interaction permission information of the third game character newly obtained after receiving the interaction instruction. If the interaction permission information indicates that the third game character has the interaction permission with the interaction object, then control the interaction object to perform the corresponding action according to the interaction instruction to achieve the interaction with the third game character. If the interaction permission information indicates that the third game character does not have the interaction permission with the interaction object, then generate the prompt information for prohibiting interaction for the third game character to prevent the third game character from continuously sending interaction instructions to the interaction object that cannot be interacted with.

[0099] The above-mentioned third game character with the interaction permission can include any one or two of the following characters:

[0100] The game character among the friend virtual characters of the first game character that has been granted the interaction permission by the first game character;

[0101] The game character in the battle group where the first game character is located that has been granted the interaction permission by the first game character; the battle group includes multiple game characters including the first game character.

[0102] To enrich the gameplay, a hostile virtual character that can interact with the first game character is set in the virtual game space. The hostile virtual character can be a player character or a non-player character. The scene object built by the first game character in the virtual game space can play a certain protective role for the first game character. That is, the method of this application further includes:

[0103] Step 109, when the first game character is located in the scene object and the scene object is not broken, in response to the attack instruction of the hostile virtual character against the first game character, control the first game character not to reduce its health value;

[0104] Step 110, when the first game character is located in the scene object and the scene object is broken, in response to the attack instruction of the hostile virtual character against the first game character, control the first game character to reduce its health value.

[0105] In the above step 109, the attack instruction is used to represent the attack issued by the hostile virtual character and hitting the target object. The target object can be a game character or a virtual object in the virtual game space, etc.

[0106] In specific implementation, if the first game character is located inside the scene object, the scene object plays a certain protective role for the first game character. When there is an attack on the first game character outside the scene object, the scene object can resist the attack on the first game character without being damaged, so that the health value of the first game character does not decrease.

[0107] In the above step 110, the scene object has a preset attribute value. The attribute value can include any one or more of the following values: health value, defense value, consumption value, etc. When the scene object is attacked, it will also be damaged to a certain extent. That is, the attribute value of the scene object will also decrease. When the attribute value of the scene object decreases to the break requirement, the scene object will be broken, and thus it can no longer play a protective role for the first game character located in the scene object. In this way, when the hostile object attacks and hits the first game character, the health value of the first game character will decrease.

[0108] Specifically, the scene object being broken includes the following steps:

[0109] Step 111, in response to the attack instruction of the hostile virtual character against the blocking unit in the scene object, control the attribute value of the blocking unit to decrease;

[0110] Step 112, in response to the attribute value of the blocking unit decreasing to the first preset condition, the scene object is broken.

[0111] In a real - world scenario, an attack weapon has a certain attack strength. When the defense strength of the target being attacked is greater than the attack strength of the attack weapon, the attack weapon has no effect on the target. In games, in order to enhance the player experience, the design in the virtual game space basically replicates the real - world scenario. Therefore, there may be some virtual objects with relatively strong defense strengths among the scene objects. Where there are virtual objects with relatively strong defense strengths, there will also be virtual objects with relatively weak defense strengths. When a virtual object with a relatively weak defense strength among the scene objects is attacked, its attribute value will decrease, and in this way, the scene object may be broken.

[0112] In the above steps 111 and 112, the blocking unit is a virtual object in the scene object whose attribute value will decrease after being hit. The first preset condition is set in advance and can be a fixed value, for example, 0.

[0113] In specific implementation, in response to the attack instruction of the hostile virtual character against the blocking unit in the scene object, that is, when the hostile virtual object hits the blocking unit in the scene object, the attribute value of the blocking unit will decrease. When the attribute value of the blocking unit decreases to the first preset condition, the blocking unit is destroyed, and a scene animation of the blocking unit being destroyed will be generated, that is, the scene object is broken.

[0114] For example, as Figure 7 shown, the scene object is a building, and the self - blocking unit is the door in the building. The first game character is inside the scene object. When the door is not broken, the first game character cannot be attacked from outside the scene object. As Figure 8 shown, when the door is broken, a hole will appear. Through the hole, the hostile virtual character can observe the first game character, and then the attack of the hostile virtual character can hit the first game character through the broken door.

[0115] In the virtual game space, virtual resources can be used to control the scene object to maintain the form required by the player. That is, the method of the present application further includes:

[0116] Step 113, receiving a collection instruction for the virtual resources set in the virtual game space, controlling the first game character to collect the virtual resources, and updating the resource quantity of the virtual resources owned by the first game character according to the virtual resources collected by the first game character;

[0117] Step 114, in response to the increase in game time, deducting a predetermined quantity of virtual resources from the resource quantity of the virtual resources owned by the first game character at regular intervals; the predetermined quantity of virtual resources is used to maintain the form of the scene object unchanged in the virtual game space.

[0118] In the above step 113, the virtual resource is a virtual object in the virtual scene space that can be obtained by the game character and can be used to maintain the shape of the scene object unchanged in the virtual game space. For example, ores, gems, gold coins, etc. in the virtual game space. The collection instruction is used to control the first game character to collect the virtual resource, so that the first game character can obtain the virtual resource.

[0119] In specific implementation, the virtual resources can be randomly set in the virtual scene space (for example, the first game character does not know the specific location of the virtual resources and needs to search in the virtual scene space to obtain them), or can be set at preset positions in the virtual scene space (for example, the first game character can determine the location of the resources according to the prompt information of the virtual resources, and then obtain the virtual resources at the location of the virtual resources). After the first game character finds the virtual resources, it controls the first game character to collect the virtual resources through the received collection instruction and becomes the holder of the virtual resources. After the first game character obtains new virtual resources, it will re-count the quantity of the virtual resources it already has and update the quantity of the virtual resources owned by the first game character.

[0120] In the above step 114, a predetermined quantity of virtual resources is deducted from the quantity of virtual resources owned by the first game character at regular intervals, and the deducted predetermined quantity of virtual resources is used to maintain the shape of the scene object constructed by the first game character. After deducting the predetermined quantity of virtual resources, the quantity of virtual resources owned by the first game character will be updated again.

[0121] If the first game character does not have enough virtual resources to maintain the shape of the scene object constructed by the first game character, the scene object can be demolished at a preset speed. For example, every hour, the area of the scene object will shrink by 1 square meter, etc. In order to enable the scene object to maintain its original appearance and not be demolished due to insufficient virtual resources of the first game character, a resource shortage prompt message for the first game character can be generated when the virtual resources of the first game character are less than the preset resource quantity, and the resource shortage prompt message is used to prompt the first game character to obtain virtual resources in time.

[0122] When the first game character reconstructs the scene object in the second scene area, since the environment of the second scene area is different from that of the first scene area, it may not be directly reconstructed. Instead, a reference object can be used to make adjustments in the virtual scene space to determine a more appropriate repositioning. That is, step S104 includes:

[0123] Step 1041, in response to the received reconstruction instruction for the prop icon of the scene object in the second scene area, generate a reference object of the scene object in the virtual game space;

[0124] Step 1042: In response to the received adjustment instruction for the reference object, adjust the placement area of the reference object in the virtual game space.

[0125] Step 1043: In response to the received confirmation instruction for the reference object, determine the placement area where the reference object is currently located as the second scene area, and reconstruct the scene object in the second scene area according to the connection relationship of each unit in the scene object.

[0126] In the above steps 1041 to 1043, the reference object is a replacement object for the scene object. The reference object and the scene object can be the same in shape, color, and size, or the reference object can be set to be transparent. In this way, when adjusting the placement area of the reference object, the influence of the reference object on the surrounding environment can be observed through the reference object. The adjustment instruction is used to adjust the placement area of the reference object in the virtual game space, and the placement area is the area occupied by the reference object in the virtual game space. The confirmation instruction is used to control the placement of the scene object in the placement area where the reference object is currently located.

[0127] In specific implementation, after receiving the reconstruction instruction for the prop icon of the scene object in the second scene area, a reference object of the scene object will be displayed in the virtual game space. Through the adjustment instruction, continuously adjust the placement area of the reference object in the virtual game space until a confirmation instruction is received. After receiving the confirmation instruction, determine the placement area where the reference object is currently located as the second scene area where the scene object will be placed, and then reconstruct the scene object in the second scene area according to the connection relationship of each unit in the scene object that has been recorded. The reconstruction process can be that the scene object directly appears in the second scene area, or each unit in the scene object is pieced together one by one to form the scene object. In this application, by first selecting the location of the second scene area through the reference object and then reconstructing the scene object after determining the second scene area, it avoids the process of having to demolish and rebuild the scene object again when the selected location is considered inappropriate after the scene object is built, improves the reconstruction efficiency, enhances the player experience, reduces player churn, and thus reduces the situation of wasted game server resources.

[0128] All the technical content mentioned in the above method for information processing in the game in this application can be game mechanisms that can be set in the same game. Combining the above multiple game mechanisms can make the gameplay of the game more diverse, and thus increase the playability of the game. Based on this, this application provides a feasible embodiment of an application terminal device obtained based on the game mechanisms mentioned above. The terminal device provides a graphical user interface:

[0129] In a virtual game space, there is a territory belonging to a first game character. Inside the territory, there are building objects built by the first game character. The building objects include buildings and workbenches. The buildings have foundations, while the workbenches do not. Both the buildings and the workbenches are composed of multiple units. Taking the territory range as the first scene area, when a player wants to change to a new territory, the player controlling the first game character touches the migration control in the graphical user interface to generate a migration instruction for the first scene area. Based on the migration instruction, the buildings and workbenches in the first scene area are demolished. When demolishing, the connection relationship between each unit that makes up the scene object in the first scene area is recorded, and based on the position information, function information, and connection relationship of each unit, the packing group where each unit is located is determined. After demolishing the scene object, a thumbnail of the scene object is generated. In the thumbnail, there are prop icons corresponding to multiple packing groups, and each packing group includes at least one unit. The thumbnail can be directly placed in the backpack of the first game character. After the demolition of the scene object is completed, since the first game character needs to change to a new territory, the beacon used to mark the current territory (the territory range for marking the territory) needs to be retrieved, that is, the current territory is deactivated.

[0130] The player controls the first game character to move. After determining a position where a territory can be created, the player controls the first game character to place a signal at the specified position, and the territory range centered on the beacon is determined as the new territory of the first game character. If, when creating a territory, the territory range centered on the beacon overlaps with the territories already created by other players, a territory overlap prompt message is generated. If the territory range centered on the beacon does not overlap with the territories already created by other players, the territory creation is completed. The player controlling the first game character touches the prop control in the thumbnail to generate a reconstruction instruction for the scene object corresponding to the prop control. If the prop control is generated based on a packing group containing multiple units, the reference object of the scene object formed by the multiple units in the packing group based on the position information, function information, and connection relationship is placed inside the territory. If the reference object is not completely inside the territory, a cannot be reconstructed prompt message is generated. If the reference object is completely inside the territory, the player issues an adjustment instruction to adjust the placement area of the reference object. When the player determines a relatively suitable placement area, the player issues a confirmation instruction to place the scene object corresponding to the reference object in the placement area, and the position where the scene object is located is the second scene area.

[0131] To maintain the form of the scene object within the territory, the player can control the first game character to search for virtual resources in the virtual game space that can maintain the form of the scene object. After the first game character picks up the virtual resources, the quantity of the virtual resources of the first game character will be updated. To maintain the form of the scene object, a reserved quantity of virtual resources will be deducted from the virtual resources owned by the first game character at regular intervals, and the quantity of the virtual resources of the first game character will be updated again.

[0132] Of course, the player can also build new scene objects in the virtual game space. Building new scene objects requires the player to search for building materials in the virtual game space, and only by using the building materials can new scene objects be built within the territory.

[0133] There will be hostile virtual characters in the virtual game space that can attack the first game character. When the player controls the first game character to search for virtual resources or building materials, the player may encounter hostile virtual characters. The hostile virtual characters will attack each other with the first game character. If the health value of the hostile virtual character drops to 0 during the attack, the hostile virtual character will disappear in the virtual scene space. If the health value of the first game character drops to 0, the first game character will flash to the scene object within the territory and use the scene object to resurrect. Resurrection requires a fixed time length. That is, during the resurrection process, the first game character cannot move in the virtual game space. If the first game character is within the scene object in the territory, the hostile virtual character will also attack the first game character. However, the scene object will play a certain protective role for the first scene object. Only after the hostile virtual character breaks through the scene object can the hostile virtual character attack the first game character located within the scene object. Only when the health value of the hostile virtual character drops to 0, or the health value of the first game character drops to 0, will the battle end. When the health value of the hostile virtual character drops to 0, the hostile virtual character will disappear in the virtual scene space. When the health value of the first game character drops to 0, the first game character will flash to the scene object in the territory and use the scene object to resurrect. Resurrection requires a fixed time length. When the first game character is not in the territory, the hostile virtual character will also attack the scene object in the territory and cause certain damage to the scene object. During the process of the first game character resurrecting using the scene object, the scene object and the first game character will not be attacked.

[0134] The player can also grant interaction permissions to friends and the war group they belong to. Players with interaction permissions can control the corresponding game characters to interact with the scene objects in the player's territory.

[0135] Based on the above method for information processing in a game, the embodiments of the present application also provide a device for information processing in a game, as Figure 9As shown, the game includes a virtual game space, and the device includes:

[0136] A movement module 901, configured to control the first game character to move in the virtual game space in response to a received movement instruction for the first game character;

[0137] A demolition module 902, configured to demolish a scene object located in a first scene area in the virtual game space in response to a received migration instruction for the scene object, and record the connection relationship between each unit in the scene object before demolition;

[0138] A generation module 903, configured to generate a thumbnail of the scene object according to the connection relationship between each unit, and prop icons for each unit are shown in the thumbnail;

[0139] A construction module 904, configured to reconstruct the scene object in the second scene area according to the connection relationship between each unit in the scene object in response to a received reconstruction instruction for the prop icon of the scene object in the second scene area.

[0140] Optionally, the demolition module includes:

[0141] A demolition unit, configured to demolish the scene object, and divide multiple units in the scene object into at least one packaging group according to the connection relationship between different units in the scene object; each packaging group contains at least one unit in the scene object;

[0142] A first generation unit, configured to generate different prop icons respectively according to multiple packaging groups; each prop icon corresponds to a packaging group;

[0143] A second generation unit, configured to form a thumbnail based on the prop icons of multiple packaging groups.

[0144] Optionally, the first generation unit includes:

[0145] A first determination subunit, configured to determine the units belonging to the same scene object according to the position information, function information and connection relationship of different units;

[0146] A first generation subunit, configured to, if the scene object is a building object, determine different units in the scene object as a first packaging group; the first packaging group includes all units constituting the building object;

[0147] A second generating subunit, configured to, if the scenario object is a non-building object, divide multiple units in the scenario object into multiple second packaging groups according to the connection relationships between different units in the scenario object; each second packaging group includes one unit.

[0148] Optionally, the first generating unit includes:

[0149] A second determining subunit, configured to determine the units belonging to the same scenario object according to the position information, function information, and connection relationships of different units;

[0150] A third generating subunit, configured to, for each scenario object, divide multiple units in the scenario object into multiple third packaging groups according to the position information, function information, and connection relationships of different units in the scenario object; each third packaging group includes at least one unit.

[0151] Optionally, the apparatus further includes:

[0152] A creation module, configured to receive a territory creation instruction for the virtual game space, determine a territory range, and generate boundary prompt information for the territory after successfully establishing the territory; the territory creation instruction carries the territory range for creating a territory in the virtual game space.

[0153] The construction module includes:

[0154] A judgment unit, configured to judge whether the second scenario area is within the territory; if the second scenario area is within the territory, then execute the step of responding to a reconstruction instruction for a prop icon of the scenario object in the second scenario area, and reconstruct the scenario object in the second scenario area according to the functional relevance of each unit in the scenario object; if the second scenario area is not within the territory, then generate a prompt information indicating that reconstruction is not possible.

[0155] Optionally, the judgment unit includes:

[0156] A judgment subunit, configured to receive a territory creation instruction for the virtual game space, and judge whether the territory range carried in the territory creation instruction overlaps with the territory already created by a second game character; if the territory range carried in the territory creation instruction overlaps with the territory already created by the second game character, then generate a territory overlap prompt information; if the territory range carried in the territory creation instruction does not overlap with the territory already created by the second game character, then determine the territory range, and generate boundary prompt information for the territory range after successfully establishing the territory.

[0157] Optionally, the apparatus further includes:

[0158] An interaction module, configured to receive a first interaction instruction from a third game character for an interactive object among the scene objects, and determine whether the third game character has the interaction permission to interact with the interactive object; if the third game character has the interaction permission to interact with the interactive object, then control the third game character to interact with the interactive object; if the third game character does not have the interaction permission to interact with the interactive object, then generate a prompt message for prohibiting interaction.

[0159] Optionally, the third game character with interaction permission includes any one or two of the following characters:

[0160] A game character among the friend virtual characters of the first game character for which the first game character has enabled the interaction permission;

[0161] A game character in the battle group to which the first game character belongs and for which the first game character has enabled the interaction permission; the battle group includes multiple game characters including the first game character.

[0162] Optionally, the device further includes:

[0163] A first attack module, configured to, when the first game character is located in the scene object and the scene object is not broken, in response to an attack instruction from a hostile virtual character for the first game character, control the first game character not to reduce its health value;

[0164] A second attack module, configured to, when the first game character is located in the scene object and the scene object is broken, in response to an attack instruction from the hostile virtual character for the first game character, control the first game character to reduce its health value.

[0165] Optionally, the second attack module includes:

[0166] An attack unit, configured to, in response to an attack instruction from the hostile virtual character for a blocking unit in the scene object, control the attribute value of the blocking unit to decrease;

[0167] A breaking unit, configured to, in response to the attribute value of the blocking unit decreasing to a first preset condition, break the scene object.

[0168] Optionally, the device further includes:

[0169] A collection module, configured to receive a collection instruction for virtual resources set in the virtual game space, control the first game character to collect the virtual resources, and update the resource quantity of the virtual resources owned by the first game character according to the virtual resources collected by the first game character;

[0170] A maintenance module, configured to, in response to an increase in game time, deduct a reserved quantity of virtual resources from the quantity of virtual resources owned by the first game character at every predetermined time interval; the reserved quantity of virtual resources is used to maintain the form of the scene object unchanged within the virtual game space.

[0171] Optionally, a construction module, including:

[0172] A reconstruction unit, configured to, in response to a reconstruction instruction for a prop icon of the scene object in a second scene area received, generate a reference object of the scene object in the virtual game space;

[0173] An adjustment unit, configured to, in response to an adjustment instruction for the reference object received, adjust the placement area of the reference object in the virtual game space;

[0174] A determination unit, configured to, in response to a confirmation instruction for the reference object received, determine the placement area where the reference object is currently located as the second scene area, and reconstruct the scene object in the second scene area according to the connection relationship between each unit in the scene object.

[0175] Corresponding to Figure 1 the method for in-game information processing in Figure 10 As shown in, an embodiment of the present application further provides a computer device 1000, which includes a memory 1001, a processor 1002, and a computer program stored on the memory 1001 and executable on the processor 1002. Wherein, when the processor 1002 executes the computer program, the method for in-game information processing is implemented, and the method includes:

[0176] In response to a movement instruction received for the first game character, control the first game character to move in the virtual game space;

[0177] In response to a migration instruction received for a scene object located in a first scene area within the virtual game space, demolish the scene object, and record the connection relationship between each unit in the scene object before demolition;

[0178] Generate a thumbnail of the scene object according to the connection relationship between each unit, and prop icons for each unit are shown in the thumbnail;

[0179] In response to a reconstruction instruction received for a prop icon of the scene object in a second scene area, reconstruct the scene object in the second scene area according to the connection relationship between each unit in the scene object.

[0180] Optionally, generating a thumbnail of the scenario object according to the connection relationships of the respective units, where prop icons for the respective units are shown in the thumbnail, includes:

[0181] Demolish the scenario object, and divide multiple units in the scenario object into at least one packaging group according to the connection relationships of different units in the scenario object; each packaging group contains at least one unit in the scenario object;

[0182] Generate different prop icons according to multiple packaging groups; each prop icon corresponds to a packaging group;

[0183] Form a thumbnail based on the prop icons of multiple packaging groups.

[0184] Optionally, dividing multiple units in the scenario object into at least one packaging group according to the connection relationships of different units in the scenario object includes:

[0185] Determine the units that belong to the same scenario object according to the position information, function information, and connection relationships of different units;

[0186] If the scenario object is a building object, determine different units in the scenario object as a first packaging group; the first packaging group includes all units that make up the building object;

[0187] If the scenario object is a non-building object, divide multiple units in the scenario object into multiple second packaging groups according to the connection relationships of different units in the scenario object; each second packaging group includes one unit.

[0188] Optionally, dividing multiple units in the scenario object into at least one packaging group according to the connection relationships of different units in the scenario object includes:

[0189] Determine the units that belong to the same scenario object according to the position information, function information, and connection relationships of different units;

[0190] For each scenario object, divide multiple units in the scenario object into multiple third packaging groups according to the position information, function information, and connection relationships of different units in the scenario object; each third packaging group includes at least one unit.

[0191] Optionally, the method further includes:

[0192] Receive a territory creation instruction for the virtual game space, determine the territory range, and generate boundary prompt information for the territory after successfully establishing the territory; the territory creation instruction carries the territory range for creating a territory in the virtual game space.

[0193] The response to the received reconstruction instruction for the prop icon of the scene object in the second scene area includes:

[0194] Determine whether the second scene area is within the territory;

[0195] If the second scene area is within the territory, then execute the step of responding to the received reconstruction instruction for the prop icon of the scene object in the second scene area, and reconstruct the scene object in the second scene area according to the functional relevance of each unit in the scene object;

[0196] If the second scene area is not within the territory, then generate a prompt information indicating that reconstruction is not possible.

[0197] Optionally, the receiving a territory creation instruction for the virtual game space, determining the territory range, and generating boundary prompt information for the territory after successfully establishing the territory includes:

[0198] Receive a territory creation instruction for the virtual game space, and determine whether the territory range carried in the territory creation instruction overlaps with the territory already created by the second game character;

[0199] If the territory range carried in the territory creation instruction overlaps with the territory already created by the second game character, then generate a territory overlap prompt information;

[0200] If the territory range carried in the territory creation instruction does not overlap with the territory already created by the second game character, then determine the territory range, and generate boundary prompt information for the territory range after successfully establishing the territory.

[0201] Optionally, the method further includes:

[0202] Receive a first interaction instruction from a third game character for an interactive object in the scene object, and determine whether the third game character has the interaction permission to interact with the interactive object;

[0203] If the third game character has the interaction permission to interact with the interactive object, then control the third game character to interact with the interactive object;

[0204] If the third game character does not have the interaction permission to interact with the interactive object, then generate a prompt information indicating prohibited interaction.

[0205] Optionally, the third game character with interaction permission includes any one or two of the following characters:

[0206] A game character among the friend virtual characters of the first game character for which the first game character has enabled the interaction permission;

[0207] A game character in the battle group where the first game character is located for which the first game character has enabled the interaction permission; the battle group includes multiple game characters including the first game character.

[0208] Optionally, the method further includes:

[0209] When the first game character is located in the scene object and the scene object is not broken, in response to an attack instruction of a hostile virtual character against the first game character, controlling the first game character not to reduce the health value;

[0210] When the first game character is located in the scene object and the scene object is broken, in response to the attack instruction of the hostile virtual character against the first game character, controlling the first game character to reduce the health value.

[0211] Optionally, the scene object being broken includes:

[0212] In response to an attack instruction of the hostile virtual character against a blocking unit in the scene object, controlling the attribute value of the blocking unit to decrease;

[0213] In response to the attribute value of the blocking unit decreasing to a first preset condition, the scene object is broken.

[0214] Optionally, the method further includes:

[0215] Receiving a collection instruction for virtual resources set in the virtual game space, controlling the first game character to collect the virtual resources, and updating the resource quantity of the virtual resources owned by the first game character according to the virtual resources collected by the first game character;

[0216] In response to the increase of the game time, deducting a reserved quantity of virtual resources from the resource quantity of the virtual resources owned by the first game character at regular intervals; the reserved quantity of virtual resources is used to maintain the form of the scene object unchanged in the virtual game space.

[0217] Optionally, in response to a reconstruction instruction for a prop icon of the scene object in a second scene area, reconstructing the scene object in the second scene area according to the functional relevance of each unit in the scene object, includes:

[0218] In response to a reconstruction instruction for a prop icon of the scene object in the second scene area, generate a reference object of the scene object in the virtual game space;

[0219] In response to an adjustment instruction for the reference object, adjust the placement area of the reference object in the virtual game space;

[0220] In response to a confirmation instruction for the reference object, determine the current placement area of the reference object as the second scene area, and reconstruct the scene object in the second scene area according to the connection relationship of each unit in the scene object.

[0221] Specifically, the above-mentioned memory 1001 and processor 1002 can be general memories and processors, which are not specifically limited here. When the processor 1002 runs the computer program stored in the memory 1001, it can execute the above-mentioned method for information processing in the game, solving the problem in the prior art that the migration of the buildings built by players in construction games is too cumbersome.

[0222] Corresponding to Figure 1 In the method for information processing in the game in, 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 run by a processor, it executes the steps of the above-mentioned method for information processing in the game, and the steps include:

[0223] In response to a movement instruction received for the first game character, control the first game character to move in the virtual game space;

[0224] In response to a migration instruction for a scene object located in the first scene area in the virtual game space, demolish the scene object and record the connection relationship of each unit in the scene object before demolition;

[0225] Generate a thumbnail of the scene object according to the connection relationship of each unit, and prop icons for each unit are displayed in the thumbnail;

[0226] In response to a reconstruction instruction for a prop icon of the scene object in the second scene area, reconstruct the scene object in the second scene area according to the connection relationship of each unit in the scene object.

[0227] Optionally, the generating a thumbnail of the scene object according to the connection relationship of each unit, and prop icons for each unit are displayed in the thumbnail, includes:

[0228] Remove the scene object, and divide multiple units in the scene object into at least one packing group according to the connection relationships of different units in the scene object; each packing group contains at least one unit in the scene object;

[0229] Generate different prop icons respectively according to multiple packing groups; each of the prop icons corresponds to a packing group;

[0230] Form a thumbnail based on the prop icons of multiple packing groups.

[0231] Optionally, the step of dividing multiple units in the scene object into at least one packing group according to the connection relationships of different units in the scene object includes:

[0232] Determine the units belonging to the same scene object according to the position information, function information and connection relationships of different units;

[0233] If the scene object is a building object, determine different units in the scene object as a first packing group; the first packing group includes all units constituting the building object;

[0234] If the scene object is a non-building object, divide multiple units in the scene object into multiple second packing groups according to the connection relationships of different units in the scene object; each second packing group includes one unit.

[0235] Optionally, the step of dividing multiple units in the scene object into at least one packing group according to the connection relationships of different units in the scene object includes:

[0236] Determine the units belonging to the same scene object according to the position information, function information and connection relationships of different units;

[0237] For each scene object, divide multiple units in the scene object into multiple third packing groups according to the position information, function information and connection relationships of different units in the scene object; each third packing group includes at least one unit.

[0238] Optionally, the method further includes:

[0239] Receive a territory creation instruction for the virtual game space, determine the territory range, and generate boundary prompt information for the territory after successfully establishing the territory; the territory creation instruction carries the territory range for creating a territory in the virtual game space;

[0240] The step of responding to the received reconstruction instruction for the prop icon of the scene object in the second scene area includes:

[0241] Determine whether the second scene area is within the territory;

[0242] If the second scene area is within the territory, execute the step of responding to the received reconstruction instruction for the prop icon of the scene object in the second scene area, and reconstruct the scene object in the second scene area according to the functional relevance of each unit in the scene object;

[0243] If the second scene area is not within the territory, generate a prompt message indicating that reconstruction is not possible.

[0244] Optionally, the receiving the territory creation instruction for the virtual game space, determining the territory range, and after successfully establishing the territory, generating the boundary prompt message of the territory, includes:

[0245] Receive the territory creation instruction for the virtual game space, and determine whether the territory range carried in the territory creation instruction overlaps with the territory already created by the second game character;

[0246] If the territory range carried in the territory creation instruction overlaps with the territory already created by the second game character, generate a territory overlap prompt message;

[0247] If the territory range carried in the territory creation instruction does not overlap with the territory already created by the second game character, determine the territory range, and after successfully establishing the territory, generate the boundary prompt message of the territory range.

[0248] Optionally, the method further includes:

[0249] Receive the first interaction instruction of the third game character for the interactive object in the scene object, and determine whether the third game character has the interaction permission to interact with the interactive object;

[0250] If the third game character has the interaction permission to interact with the interactive object, control the third game character to interact with the interactive object;

[0251] If the third game character does not have the interaction permission to interact with the interactive object, generate a prompt message prohibiting interaction.

[0252] Optionally, the third game character with interaction permission includes any one or two of the following characters:

[0253] The game characters among the friend virtual characters of the first game character who have been granted the interaction permission by the first game character;

[0254] Game characters in the battle group where the first game character is located and has interactive permissions enabled by the first game character; multiple game characters including the first game character in the battle group.

[0255] Optionally, the method further includes:

[0256] When the first game character is located in the scene object and the scene object is not broken, in response to an attack instruction of a hostile virtual character against the first game character, control the first game character not to reduce its health value.

[0257] When the first game character is located in the scene object and the scene object is broken, in response to an attack instruction of the hostile virtual character against the first game character, control the first game character to reduce its health value.

[0258] Optionally, the scene object being broken includes:

[0259] In response to an attack instruction of the hostile virtual character against a blocking unit in the scene object, control the attribute value of the blocking unit to decrease.

[0260] In response to the attribute value of the blocking unit decreasing to a first preset condition, the scene object is broken.

[0261] Optionally, the method further includes:

[0262] Receive a collection instruction for virtual resources set in the virtual game space, control the first game character to collect the virtual resources, and update the resource quantity of the virtual resources owned by the first game character according to the virtual resources collected by the first game character.

[0263] In response to the increase of game time, deduct a predetermined quantity of virtual resources from the resource quantity of the virtual resources owned by the first game character at regular intervals; the predetermined quantity of virtual resources is used to maintain the form of the scene object unchanged in the virtual game space.

[0264] Optionally, in response to a reconstruction instruction for the prop icon of the scene object in a second scene area, reconstruct the scene object in the second scene area according to the functional relevance of each unit in the scene object, including:

[0265] In response to a reconstruction instruction for the prop icon of the scene object in a second scene area, generate a reference object of the scene object in the virtual game space.

[0266] In response to an adjustment instruction for the reference object, adjust the placement area of the reference object in the virtual game space.

[0267] In response to the received confirmation instruction for the reference object, determine the placement area where the reference object is currently located as the second scenario area, and reconstruct the scenario object in the second scenario area according to the connection relationships of the various units in the scenario object.

[0268] Specifically, the storage medium can be a general storage medium, such as a removable disk, a hard disk, etc. When the computer program on the storage medium runs, it can execute the method for information processing in the above game, solving the problem in the prior art that the migration of the buildings built by players in construction games is too cumbersome. When the scenario object in the virtual game space needs to be migrated in this application, only a migration instruction for the scenario object needs to be issued, and the scenario object can be directly demolished, and a thumbnail can be generated based on the connection relationships of the various units in the scenario object. Then, when a reconstruction instruction is received, the demolished scenario object can be directly restored based on the connection details between the prop icons representing the various units in the thumbnail. For the demolition and reconstruction of the scenario object, only a simple instruction can be used to achieve, improving the migration efficiency and reconstruction efficiency of the scenario object. Moreover, the thumbnail generated based on the connection relationships of the various units in the scenario object can also facilitate the player to view in real time, so that the player can find a more suitable second scenario area in the virtual game space according to the appearance of the scenario object represented by the multiple prop icons in the thumbnail, improving the success rate of reconstructing the scenario object in the second scenario area, enhancing the player experience, reducing player loss, and reducing the idle consumption of the game server.

[0269] In the embodiments provided in this application, it should be understood that the disclosed methods and devices can be implemented in other ways. The device embodiments described above are only illustrative. For example, the division of the units is only a logical function division, and there can be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection can be through some communication interfaces. The indirect coupling or communication connection of the devices or units can be in an electrical, mechanical or other form.

[0270] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0271] In addition, each functional unit in the embodiments provided in this application may be integrated into one processing unit, may exist physically alone for each unit, or two or more units may be integrated into one unit.

[0272] If the above-mentioned function is implemented in the form of a software functional unit and sold or used as an independent product, it may be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of this technical solution, may be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs that can store program codes.

[0273] It should be noted that similar reference numerals and letters indicate similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. In addition, the terms "first", "second", "third", etc. are only used for descriptive distinction and cannot be understood as indicating or implying relative importance.

[0274] Finally, it should be noted that: the above-mentioned embodiments are only specific implementation manners of this application, used to illustrate the technical solutions of this application, rather than limiting it. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed in this application can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be subject to the protection scope of the claims.

Claims

1. A method for information processing in a game, characterized in that, the game includes a virtual game space, and the method includes: responding to a received movement instruction for a first game character, and controlling the first game character to move in the virtual game space; responding to a received migration instruction for a scene object located in a first scene area in the virtual game space, demolishing the scene object, and recording the connection relationship of each unit in the scene object before demolition; demolishing the scene object, and dividing a plurality of units in the scene object into at least one packaging group according to the connection relationship of different units in the scene object; each packaging group includes at least one unit in the scene object; generating different prop icons according to a plurality of packaging groups; each prop icon corresponds to a packaging group; generating a thumbnail of the scene object based on the prop icons of the plurality of packaging groups, and the prop icons for each unit are shown in the thumbnail; responding to a received reconstruction instruction for the prop icon of the scene object in a second scene area, and reconstructing the scene object in the second scene area according to the connection relationship of each unit in the scene object.

2. The method according to claim 1, characterized in that, the step of dividing a plurality of units in the scene object into at least one packaging group according to the connection relationship of different units in the scene object includes: determining units belonging to the same scene object according to the position information, function information and connection relationship of different units; if the scene object is a building object, determining different units in the scene object as a first packaging group; the first packaging group includes all units constituting the building object; if the scene object is a non-building object, dividing a plurality of units in the scene object into a plurality of second packaging groups according to the connection relationship of different units in the scene object; each second packaging group includes one unit.

3. The method according to claim 1, characterized in that, the step of dividing a plurality of units in the scene object into at least one packaging group according to the connection relationship of different units in the scene object includes: determining units belonging to the same scene object according to the position information, function information and connection relationship of different units; for each scene object, dividing a plurality of units in the scene object into a plurality of third packaging groups according to the position information, function information and connection relationship of different units in the scene object; each third packaging group includes at least one unit.

4. The method according to claim 1, characterized in that, the method further includes: receiving a territory creation instruction for the virtual game space, determining the territory range, and generating boundary prompt information for the territory after successfully establishing the territory; the territory creation instruction carries the territory range for creating a territory in the virtual game space; the step of responding to a received reconstruction instruction for the prop icon of the scene object in a second scene area includes: Determine whether the second scene area is within the territory; If the second scene area is within the territory, then execute the step of responding to the reconstruction instruction of the prop icon for the scene object in the second scene area, and reconstruct the scene object in the second scene area according to the functional relevance of each unit in the scene object; If the second scene area is not within the territory, then generate a prompt message indicating that reconstruction is not possible.

5. The method according to claim 4, wherein, The receiving the territory creation instruction for the virtual game space, determining the territory range, and after successfully establishing the territory, generating the boundary prompt message for the territory includes: Receiving the territory creation instruction for the virtual game space, and determining whether the territory range carried in the territory creation instruction overlaps with the territory already created by the second game character; If the territory range carried in the territory creation instruction overlaps with the territory already created by the second game character, then generate a territory overlap prompt message; If the territory range carried in the territory creation instruction does not overlap with the territory already created by the second game character, then determine the territory range, and after successfully establishing the territory, generate the boundary prompt message for the territory range.

6. The method according to claim 1, wherein, The method further includes: Receiving a first interaction instruction from a third game character for an interactive object in the scene object, and determining whether the third game character has the interaction permission to interact with the interactive object; If the third game character has the interaction permission to interact with the interactive object, then control the third game character to interact with the interactive object; If the third game character does not have the interaction permission to interact with the interactive object, then generate a prompt message prohibiting interaction.

7. The method according to claim 6, wherein, The third game character having the interaction permission includes any one or two of the following characters: A game character in the virtual friend characters of the first game character for which the first game character has enabled the interaction permission; A game character in the battle group for which the first game character has enabled the interaction permission in the battle group where the first game character is located; the battle group includes multiple game characters including the first game character.

8. The method according to claim 1, wherein, The method further includes: When the first game character is located in the scene object and the scene object is not broken, in response to an attack instruction from a hostile virtual character against the first game character, control the first game character not to reduce its health value; When the first game character is located in the scene object and the scene object is broken, in response to the attack instruction from the hostile virtual character against the first game character, control the first game character to reduce its health value.

9. The method according to claim 8, wherein, The scene object being broken includes: In response to the attack instruction from the hostile virtual character against the blocking unit in the scene object, control the attribute value of the blocking unit to decrease; In response to the attribute value of the blocking unit decreasing to a first preset condition, the scenario object is broken.

10. The method according to claim 1, wherein, the method further includes: Receiving a collection instruction for the virtual resources set in the virtual game space, controlling the first game character to collect the virtual resources, and updating the resource quantity of the virtual resources owned by the first game character according to the virtual resources collected by the first game character; In response to the increase of the game time, deducting a reserved quantity of virtual resources from the resource quantity of the virtual resources owned by the first game character at regular intervals; the reserved quantity of virtual resources is used to maintain the form of the scenario object unchanged in the virtual game space.

11. The method according to claim 1, wherein, In response to receiving a reconstruction instruction for the prop icon of the scenario object in the second scenario area, reconstructing the scenario object in the second scenario area according to the functional relevance of each unit in the scenario object, including: In response to receiving a reconstruction instruction for the prop icon of the scenario object in the second scenario area, generating a reference object of the scenario object in the virtual game space; In response to receiving an adjustment instruction for the reference object, adjusting the placement area of the reference object in the virtual game space; In response to receiving a confirmation instruction for the reference object, determining the current placement area of the reference object as the second scenario area, and reconstructing the scenario object in the second scenario area according to the connection relationship of each unit in the scenario object.

12. An information processing device in a game, wherein, the game includes a virtual game space, and the device includes: A movement module, configured to control the first game character to move in the virtual game space in response to a movement instruction received for the first game character; A demolition module, configured to demolish the scenario object in response to a migration instruction for the scenario object located in the first scenario area in the virtual game space, and record the connection relationship of each unit in the scenario object before demolition; A generation module, configured to demolish the scenario object, and divide multiple units in the scenario object into at least one packaging group according to the connection relationship of different units in the scenario object; each packaging group contains at least one unit in the scenario object; Generating different prop icons according to multiple packaging groups; each prop icon corresponds to a packaging group; Generating a thumbnail of the scenario object based on the prop icons of multiple packaging groups, and the prop icons for each unit are shown in the thumbnail; A construction module, configured to reconstruct the scenario object in the second scenario area according to the connection relationship of each unit in the scenario object in response to a reconstruction instruction for the prop icon of the scenario object in the second scenario area.

13. A computer device, comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein, when the processor executes the computer program, the steps of the method according to any one of claims 1-11 above are implemented.

14. A computer-readable storage medium, on which a computer program is stored, wherein, when the computer program is run by a processor, the steps of the method according to any one of claims 1-11 above are executed.

Citation Information

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