Method, device, computer equipment and medium for information interaction in a game

By setting resource points and battle preparation permissions in GVG mode, the gameplay is enriched and player selectivity is improved, and the problems of single combat environment and low player retention are solved, and the game playability and resource utilization efficiency are achieved.

CN115554702BActive Publication Date: 2025-08-15NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211291602.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-10-19
Publication Date
2025-08-15
Estimated Expiration
2042-10-19

AI Technical Summary

Technical Problem

In the existing GVG mode games, the combat environment is single and the player playability is low, resulting in low player retention and empty game server resources.

Method used

By setting resource points in the game scene, the game characters are allowed to obtain resources and activate battle preparation permissions, determine the game characters participating in the battle based on the resource acquisition progress, build a battle environment and update the ownership area ownership information, enrich gameplay and improve player selectivity.

Benefits of technology

It improves player playability and experience, reduces player loss, and avoids game server resource waste.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115554702B_ABST
    Figure CN115554702B_ABST
Patent Text Reader

Abstract

The present application provides a method, apparatus, computer equipment and medium for information interaction in a game, the method comprising: in response to a game character acquiring resources from a resource point, updating the quantity of a first resource in a first camp where the game character is located or the quantity of a second resource in a second camp where the game character is located; in response to the acquisition progress of the resource point acquired by the game character in the first camp satisfying a first preset condition, activating a battle preparation authority; in the case where the battle preparation authority is activated, in response to the battle preparation condition being met, determining a first game character from the first camp to participate in the battle and a second game character from the second camp to participate in the battle, constructing a battle environment based on the first resource and the second resource within the ownership area, and in response to comparing the attack result of the first game character attacking the target stronghold with the second preset condition, updating the ownership information of the ownership area.
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Description

Technical Field

[0001] The present application relates to the field of online game technology, and more specifically, to a method, apparatus, computer equipment, and medium for information interaction in a game. Background Art

[0002] GVG (Group vs. Group), also known as the online game team growth model, ensures that team members are relatively stable and well-coordinated, sharing resources and fostering high levels of coordination and cohesion. This reduces the discord that can arise within PvE (player versus environment) or PvP (player versus player) teams. The GVG model is well-suited for virtual reality applications, 3D mapping programs, military simulations, first-person shooters (FPS), multiplayer online battle arena games (MOBA), massively multiplayer online games (MMOG), and massively multiplayer online role-playing games (MMORPG).

[0003] At the current stage, the combat environment of the GVG mode is relatively simple and usually pre-set. Players can only fight in preset scenes. The game mode is too conventional, which can easily reduce the player's experience and affect the long-term retention of players. The possibility of some players leaving due to the overly common gameplay increases greatly, and there is a problem of wasted game server resources. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide a method, device, computer equipment and medium for information interaction in a game, which is used to solve the problem in the prior art of idle game servers due to low playability of the game and low player retention rate.

[0005] In a first aspect, an embodiment of the present application provides a method for information interaction in a game, wherein the game includes a first camp and a second camp; the game scene of the game includes a property area, and resource points are set in the property area. The method includes:

[0006] In response to the game character acquiring resources from the resource point, updating the quantity of the first resource of the first camp where the game character is located or the quantity of the second resource of the second camp where the game character is located;

[0007] In response to the game character of the first camp obtaining resources from the resource point, the game character of the first camp obtaining resources from the resource point satisfies a first preset condition, activating the battle preparation permission;

[0008] When the battle preparation permission is activated, in response to a battle preparation condition being met, a first game character from the first camp and a second game character from the second camp are determined to participate in the battle, and a battle environment is constructed within the ownership area based on the first resources and the second resources, the battle environment being used to assist the first game character and the second game character in the battle, the battle environment including a target stronghold;

[0009] In response to comparing the attack result of the first game character on the target base with a second preset condition, the ownership information of the ownership area is updated, and the ownership information is used to indicate whether the ownership area belongs to the first camp or the second camp.

[0010] In a second aspect, an embodiment of the present application provides a device for information interaction in a game, wherein the game includes a first camp and a second camp; the game scene of the game includes a property area, and resource points are set in the property area. The device includes:

[0011] An acquisition module, configured to respond to a game character acquiring resources from the resource point and update the quantity of a first resource in a first camp where the game character is located or the quantity of a second resource in a second camp where the game character is located;

[0012] An activation module, configured to activate a battle preparation permission in response to the game character of the first camp's progress in acquiring resources from the resource point meeting a first preset condition;

[0013] a construction module for, in response to a battle preparation condition being met when the battle preparation permission is activated, determining a first game character from the first camp and a second game character from the second camp to participate in the battle, and constructing a battle environment within the ownership area based on the first and second resources, the battle environment being used to assist the first and second game characters in the battle, the battle environment including a target stronghold;

[0014] An updating module is used to update the ownership information of the ownership area in response to a comparison between the attack result of the first game character on the target base and a second preset condition, wherein the ownership information is used to indicate whether the ownership area belongs to the first camp or the second camp.

[0015] In a third aspect, an embodiment of the present application provides a computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the above method when executing the computer program.

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

[0017] The method for information interaction in a game proposed in an embodiment of the present application includes: first, in response to a game character acquiring resources from the resource point, updating the quantity of the first resource of the first camp where the game character is located or the quantity of the second resource of the second camp where the game character is located; second, in response to the acquisition progress of the resource acquisition of the resource point by the game character of the first camp meeting a first preset condition, activating the battle preparation authority; third, when the battle preparation authority is activated, in response to the battle preparation condition being met, determining the first game character from the first camp and the second game character from the second camp to participate in the battle, and constructing a battle environment within the ownership area based on the first resource and the second resource, the battle environment being used to assist the first game character and the second game character in fighting, and the battle environment including a target stronghold; finally, in response to comparing the attack result of the first game character attacking the target stronghold with the second preset condition, updating the ownership information of the ownership area, the ownership information being used to characterize whether the ownership area belongs to the first camp or the second camp.

[0018] In some embodiments, before the game preparation conditions are met, any game character in the first camp or the second camp can obtain resources in the ownership area, but the game characters participating in the battle can be some game characters determined from the first camp or the second camp. The first game characters and the second game characters participating in the battle determine the game outcome and ultimately determine the ownership information of the ownership area. The first resources and the second resources used to build the battle environment during the battle preparation process include that before the battle preparation, any game character in the first camp or the second camp can obtain resources in the ownership area. That is, in the first camp or the second camp of this application, the game character that obtains resources and the game character that participates in the battle are not necessarily the same. This allows players to selectively decide which activity to participate in (including collecting resources and participating in the battle), increasing player selectivity, thereby improving the player experience and reducing player churn. Moreover, even if the game characters in the first camp or the second camp do not participate in the battle, the resources they collect will be used to build the battle environment, so that the game characters that do not participate in the battle also contribute to the battle between the two camps, enriching the gameplay, improving the playability of the game, and reducing player churn. The solution provided by this application reduces player churn and can avoid the situation where game servers have idle resources.

[0019] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

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

[0022] Figure 2 A schematic diagram of a property area provided in an embodiment of the present application;

[0023] Figure 3 A schematic diagram of a protective cover provided in an embodiment of the present application;

[0024] Figure 4 A schematic diagram of the structure of a device for information interaction in a game provided by an embodiment of the present application;

[0025] Figure 5A schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0026] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of this application.

[0027] At present, in the GVG mode, most battles are carried out in a pre-set battle environment, and the outcome of the battle is entirely determined by the members participating in the battle. Members who do not participate in the battle have no sense of participation at all, which reduces the players' enthusiasm for the game, reduces the game's attractiveness to players, leads to the loss of some players, and there is a problem of wasted game server resources.

[0028] Based on the above defects, the embodiment of the present application provides a method for information interaction in a game, such as Figure 1 As shown, the game includes a first camp and a second camp; the game scene of the game includes a property area, and resource points are set in the property area, including the following steps:

[0029] S101, in response to a game character acquiring resources from the resource point, updating the quantity of a first resource in a first camp where the game character is located or the quantity of a second resource in a second camp where the game character is located;

[0030] S102, in response to the game character of the first camp's progress in acquiring resources from the resource point meeting a first preset condition, activating a battle preparation permission;

[0031] S103, in response to a battle preparation condition being met when the battle preparation permission is activated, determining a first game character from the first camp and a second game character from the second camp to participate in the battle, and constructing a battle environment within the ownership area based on the first resources and the second resources, the battle environment being used to assist the first game character and the second game character in the battle, the battle environment including a target stronghold;

[0032] S104, in response to the attack result of the first game character attacking the target base meeting the second preset condition, updating the ownership information of the ownership area, wherein the ownership information is used to indicate whether the ownership area belongs to the first camp or the second camp.

[0033] The method for information interaction in the game in the embodiment of the present application can be run on a terminal device or a server. The terminal device can be a local terminal device. When the method for information interaction in the game is run on a server, it can be a cloud game.

[0034] In an optional embodiment, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the operating entity of the game program and the entity presenting the game screen are separated. The storage and operation of the information interaction method in the game are completed on the cloud gaming server. The terminal device is used to receive and send data and present the game screen. For example, the terminal device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device that processes the game data is the cloud gaming server in the cloud. When playing the game, the target player operates the terminal device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the terminal device through the network. Finally, the terminal device decodes and outputs the game screen.

[0035] In an optional embodiment, the terminal device may be a local terminal device. The terminal device is an electronic device with touch functionality, such as a smartphone. The local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player via a graphical user interface (GUI), i.e., the game program is downloaded and installed via a conventional electronic device and then executed. The local terminal device may present the GUI to the player in a variety of ways, such as rendering it on the terminal device's display screen or presenting it to the player via holographic projection. For example, the local terminal device may include a display screen and a processor. The display screen is used to present the GUI, which includes a portion of a virtual game space. The processor is used to run the game, generate the GUI, and control the display of the GUI on the display screen. The content displayed in the GUI includes the game screen, which may be a portion of the game screen in the virtual game space. The terminal device can respond to touch operations applied to the operation area of the GUI to control the player-controlled character to perform virtual actions in the virtual game space, such as moving within the virtual game space or releasing skills. The virtual game space may include any one or more of the following game elements: terrain, rocks, flowers, rivers, buildings, virtual objects, game props, etc.

[0036] Generally speaking, a virtual camera is set in the virtual game space, and the game screen displayed on the graphical user interface is the portion of the virtual game space content captured by the virtual camera. For example, in a first-person game, the virtual camera can be set at the head (e.g., 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 direction 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 the portion of the virtual game space within a preset range in front of the game character controlled by the player. For another example, in a third-person game, the virtual camera can be set directly above or above the back of the game character controlled by the player. Therefore, the game screen presented on the graphical user interface is the portion of the virtual game space that includes the game character controlled by the player. If the account of the game character controlled by the player is logged in to the terminal device, the game character controlled by the player is controlled by the terminal device.

[0037] The game of the present application includes a first camp and a second camp, each of which consists of multiple game characters. The game characters in the first camp and the game characters in the second camp are in a hostile relationship with each other. The game characters can be set with preset health points. The game characters can be player-controlled game characters or non-player-controlled game characters. The player-controlled game characters are those to which the player sends control commands via a terminal device, and the game characters are controlled to perform corresponding actions according to the control commands. The non-player-controlled game characters are artificial intelligence (AI) trained to play in a virtual environment, or non-player characters (NPC) set in a virtual scene. During the game, the terminal device or server generates control commands for the non-player-controlled game characters based on changes in the virtual game space, so that the non-player-controlled game characters perform corresponding actions according to the control commands. The game scene of the game includes a property area. The property area is the area occupied by the first camp or the second camp in the game scene. The property area is provided with resource points. Resource points are locations in the game scene used to produce resources. The resources mentioned in this application can be used to enhance the combat effectiveness of game characters in the game. The location of resource points can be randomly set at any location in the game scene. That is, the location of resource points in the game scene can be unfixed. For example, when a new resource is needed in the game scene, the resource points corresponding to some new resources can be located at any location in the game scene. If the location of a resource point is not fixed, then the resource point will directly produce resources when the resource point is determined, that is, the resources of the resource point will appear directly in the game scene. Alternatively, the resource point can produce resources only after a preset period of time has passed after the resource point is determined. That is, the resources of the resource point will not appear in the game scene until a preset period of time has passed after the resource point location is determined. When the location of the resource point is not fixed, in order to ensure sufficient resources in the game scene, a preset number of resource points can be set in the game scene. In this way, when the resources of a resource point are collected, the resource point disappears and a new resource point is regenerated at any location in the game scene. The location of the resource point can also be a fixed location pre-set in the game scene. That is, some new resources can appear at a fixed location in the game scene. If the location of the resource point is fixed, the resources of the resource point may be hidden in the game scene all the time, requiring the game character to produce the resources of the resource point through mining operations, or the resources of the resource point may reappear in the game scene after a preset time period of time for the resources to be collected.

[0038] The method of information interaction in the game of the present application can be applied to any game that includes a GVG mode, and the game may include any of the following games: virtual reality application, three-dimensional map program, military simulation program, first-person shooter game (First-person shooting game, FPS), multiplayer online tactical competitive game (Multiplayer Online Battle Arena Games, MOBA), massively multiplayer online game (Massive Multi-Player Online Game, MMOG), massively multiplayer online role-playing game (Massive Multi-Player Online Role-Playing Game, MMORPG), etc.

[0039] The method for information interaction in the game in the embodiment of the present application can be applied in a real-time combat mode, in which the player controls the game character controlled by the player to act in the virtual game space through real-time instructions.

[0040] S101: In response to a game character acquiring a resource from a resource point, updating the quantity of a first resource in a first camp where the game character is located or the quantity of a second resource in a second camp where the game character is located. The game character in the second camp includes any one or both of the following: a game character controlled by a player and a game character not controlled by a player.

[0041] In the above step S101, the first resource is the sum of resources acquired by the game characters in the first camp at the resource points in the game scene, and the second resource is the sum of resources acquired by the game characters in the second camp at the resource points in the game scene. The first camp and the second camp are teams composed of multiple game characters, and the first camp and the second camp can be camps that acquire resources from resource points in the ownership area. The ownership area can belong to the second camp, or it can be an unowned area (that is, the ownership area does not belong to any party). The ownership area can be a certain area in the game scene, such as Figure 2 As shown, the ownership area is the area filled with horizontal lines.

[0042] In a specific implementation, any game character that enters the game scene can acquire resources from a resource point. After acquiring resources from a resource point, the game character will determine which camp the game character belongs to. After determining the camp the game character belongs to, the resources acquired by the game character will be added to the camp to which the game character belongs, that is, the number of resources in the camp to which the game character belongs will be increased. In this application, the game characters are divided into game characters belonging to the first camp and game characters belonging to the second camp. The game characters in the first camp and the game characters in the second camp are in a hostile relationship with each other. When the game character is a game character in the first camp, the number of first resources in the first camp is updated according to the number of resources acquired by the game character. When the game character is a game character in the second camp, the number of second resources in the second camp is updated according to the number of resources acquired by the game character.

[0043] The amount of the first resources of the first camp or the amount of the second resources of the second camp can be cumulative. The resources obtained by the game characters of the first camp or the game characters of the second camp after entering the game scene can be accumulated. The resources obtained by the game characters of the first camp or the game characters of the second camp at any time when entering the game scene can be accumulated.

[0044] S102: In response to the game character of the first camp obtaining resources from the resource point at a progress that satisfies a first preset condition, activate a battle preparation permission.

[0045] In step S102 above, the acquisition progress can be the number of resources acquired or the number of times resources have been acquired. The first preset condition can be manually set, and the specific setting method can be determined based on the acquisition progress. For example, if the acquisition progress is the number of resources acquired, the first preset condition can be a numerical value representing the number of resources; if the acquisition progress is the number of times resources have been acquired, the first preset condition can be a numerical value representing the number of times resources have been acquired. Battle preparation permission can be permission to allow the first camp and the second camp to fight in the game scene, or permission to allow the first camp or the second camp to issue a battle request to a hostile camp.

[0046] In the specific implementation, when the game characters of the first camp in the game meet the first preset condition for obtaining resource points, the battle preparation permission of the first camp will be activated, that is, the game characters in the first camp will be allowed to fight with the game characters in the second camp with which they have a hostile relationship.

[0047] S103, when the battle preparation permission is activated, in response to meeting the battle preparation conditions, a first game character participating in the battle is determined from the first camp and a second game character participating in the battle is determined from the second camp, and a battle environment is constructed within the ownership area based on the first resources and the second resources, the battle environment is used to assist the first game character and the second game character in the battle, and the battle environment includes a target stronghold.

[0048] In step S103, the battle preparation condition can be a condition in the game that allows battle preparation. The battle preparation condition can be manually set and can be any of the following: the battle preparation condition is met when the battle preparation permission is activated; the battle preparation condition is met at a second preset time after the battle preparation permission is activated; the battle preparation condition is met after a second preset time interval after the battle preparation permission is activated; or the battle preparation condition is met when both the first and second camps agree to fight after the battle preparation permission is activated. Battle preparation can be pre-battle preparations made by game characters in the first and second camps before an upcoming battle. Battle preparation can include the following operations: determining game characters in the first and second camps that can participate in the battle, constructing a battle environment within the ownership area, collecting resources from resource points, and determining target locations within the battle environment. Determining game characters in the first and second camps that can participate in the battle includes determining a first game character in the first camp who will participate in the battle and determining a second game character in the second camp who will participate in the battle. The battle environment is used to assist the first and second game characters in the battle, and target locations are set within the battle environment. The target locations are used to determine the ownership of the ownership area after the battle. Constructing a battle environment in the ownership area includes the first game character using the first resource and the second game character using the second resource to construct battle props for enhancing combat effectiveness in the ownership area, the battle props including offensive props and defensive props, the offensive props are constructed for the offensive side in the first camp and the second camp, and the defensive props are constructed for the defensive side in the first camp and the second camp, and determining the battle range for the first game character and the second game character to fight (which may be the range corresponding to the ownership area).

[0049] In a specific implementation, when battle preparation conditions are met, a first game character in the first camp and a second game character in the second camp can be determined to participate in the battle. The first and second game characters participating in the battle can be determined by the player controlling the first or second game character. For example, when battle preparation conditions are met, a battle participation request is sent to the player controlling the game character in the first camp and the player controlling the game character in the second camp, and the first and second game characters are determined based on the players' responses to the battle participation requests. The first and second game characters participating in the battle can be determined based on preset rules. For example, the game characters in the first and second camps are ranked according to their combat capabilities, and a preset number of game characters ranked at the top are determined as the first and second game characters participating in the battle. After the battle preparation conditions are met, the first resources of the first camp and the second resources of the second camp can be used to build a battle environment. While building the battle environment using the first and second resources, if the game characters in the first and / or second camps still acquire resources, the amount of the first and / or second resources can be accumulated accordingly in real time, or after the battle ends. After meeting the battle preparation conditions, you can also determine the target stronghold in the battle environment. The target stronghold can be predetermined by the system, or determined after communication between the first camp and the second camp, or determined by the second camp that owns the ownership area at the current moment, etc.

[0050] S104, in response to comparing the attack result of the first game character on the target base with a second preset condition, updating the ownership information of the ownership area, wherein the ownership information is used to indicate whether the ownership area belongs to the first camp or the second camp.

[0051] In step S104, the attack result is the outcome of the battle between the first and second game characters in the battle environment after the battle ends. The attack result can be the occupation of the target stronghold in the battle environment by the first game character at the end of the battle. The battle end can be the end of the battle time, the defeat of all first game characters in the first camp, the defeat of all second game characters in the second camp, or the occupation of all target strongholds in the battle environment by the first game characters in the first camp or the second game characters in the second camp. The second preset condition is the condition that determines the ownership information of the ownership area. The second preset condition can be manually set, for example, the second preset condition is that all target strongholds in the battle environment are occupied by the first game character, or the second preset condition is that 80% of the target strongholds in the battle environment are occupied by the first game character. The ownership information is used to indicate whether the ownership area belongs to the first camp or the second camp.

[0052] In the specific implementation, after the battle is over, the attack result of the first game character on the target stronghold is compared with the second preset condition, and the ownership information of the ownership area is updated according to the comparison result. For example, if the attack result of the first game character on the target stronghold is greater than or equal to the second preset condition, the ownership area is attributed to the first camp; if the attack result of the first game character on the target stronghold is less than the second preset condition, the ownership area is attributed to the second camp.

[0053] The method for information interaction in a game provided by an embodiment of the present application, in the above four steps, before the game preparation conditions are met, any game character in the first camp and the second camp can obtain resources in the ownership area, but the game characters participating in the battle can be some game characters determined from the first camp or the second camp. The first game characters and the second game characters participating in the battle determine the game outcome and ultimately determine the ownership information of the ownership area. The first resources and the second resources used to build the battle environment during the battle preparation process include that before the battle preparation, any game character in the first camp and the second camp can obtain resources in the ownership area. That is, in the first camp or the second camp of the present application, the game character that obtains resources and the game character that participates in the battle are not necessarily the same. This allows players to selectively decide which activity to participate in (including collecting resources and participating in the battle), thereby increasing player selectivity, thereby improving the player experience and reducing player churn. Moreover, even if the game characters in the first camp or the second camp do not participate in the battle, the resources they collect will be used to build the battle environment, so that the game characters that do not participate in the battle also contribute to the battle between the two camps, enriching the gameplay, improving the playability of the game, and reducing player churn. The solution provided by this application reduces player loss and can avoid resource waste on the game server.

[0054] In this application, the resources at the resource points are collected by the game characters entering the game scene, and the game characters entering the game scene are also voluntarily decided by the player controlling the game characters. That is, before step S101 of this application, the method of this application further includes:

[0055] Step 100: responding to a scene entry request issued by the game character in the game preparation interface, controlling the game character that initiated the scene entry request to enter the game scene.

[0056] In step 100, the game preparation interface is the content displayed on the graphical user interface of the terminal device before entering the game scene. The game preparation interface may display prompts for entering the game scene, such as the game character controlled by the player for entering the game scene, the scene entry control for issuing a scene entry request, etc. The scene entry request is used to control the game character that issues the scene entry request to enter the game scene. The scene entry request can be issued in any one or more of the following ways: issuing a scene entry request in response to the player controlling the game character touching the scene entry control in the game preparation interface; or issuing a scene entry request in response to the first preset gesture triggered by the player controlling the game character in the game preparation interface (for example, drawing the letter "V" by touch in the graphical user interface); or issuing a scene entry request in response to the first preset image obtained by the image acquisition device of the terminal device while displaying the game preparation interface (for example, the clapping gesture of the player obtained by the image acquisition device of the terminal device); or issuing a scene entry request in response to the first preset voiceprint obtained by the sound acquisition device of the terminal device (the sound of "enter the game scene" said by the player obtained by the voiceprint acquisition device of the terminal device) while displaying the game preparation interface.

[0057] In specific implementations, a game preparation interface is displayed on the screen of the player's terminal device. The player issues a scene entry request within this interface, which causes their controlled character to enter the game scene. Scene entry requests are always initiated by the player, allowing them to voluntarily choose whether or not to enter the game scene. After entering the game scene, the player's controlled character can choose to access game resources or not.

[0058] The game character in the game scene may encounter obstacles when collecting resources. Only by eliminating the obstacles can the game character successfully obtain the resources at the resource point. This application takes the game character in the first camp as an example for detailed description. That is, step S101 includes:

[0059] Step 1011: In response to an attack operation initiated by the game character of the first camp on a defense object at a target resource point, adjust the attribute value of the defense object;

[0060] Step 1012: In response to the attribute value of the defense object being lower than a third preset condition, determining that the game character of the first camp has completed acquisition of the target resource point, and updating the quantity of the first resource of the first camp.

[0061] In step 1011, the defense object is an object that protects the resources at the resource point from being harvested. The attribute value of the defense object represents the defense capability of the defense object. The higher the attribute value of the defense object, the higher the defense capability of the defense object, and the lower the attribute value, the lower the defense capability of the defense object. The defense object includes any one or more of the following objects: at least one game character in the second camp, defense facilities, and defense skills. If at least one game character in the second camp reaches the target resource point first, then the at least one game character in the second camp becomes the defense object for the target resource point. The defense facilities can be facilities set up by the system for the target resource point, or they can be facilities set up by game characters in the second camp at the target resource point. The defense facilities can be defensive buildings, defensive props, etc. The defense facilities can have attack capabilities. When threatened by a game character (for example, when attacked by a game character or when a game character enters the attack range of the defense facilities), they will use their attack capabilities to attack the corresponding game character. The defense facilities can also have defensive capabilities, that is, they prevent the resources at the target resource point from being harvested by the game character for a period of time, such as a wall set up around the target resource point. Of course, the defense settings can have both attack and defense capabilities. Defense skills are facilities set by the system for the target resource point, or they can be facilities set by the game characters in the second camp at the target resource point. Defense skills can be defense spells (for example, protective shield, such as Figure 3 As shown, the protective shield can protect the resources produced by the resource point).

[0062] In specific implementation, if the target resource point that the game characters of the first camp are going to collect has a defensive object, then when the game characters of the first camp want to collect the resources of the target resource point, they need to break the defensive object first. That is, the game characters of the first camp need to attack the defensive object of the target resource point. When the defensive object is attacked, the attribute value of the defensive object will be reduced.

[0063] In the above step 1012, the third preset condition is manually set. For example, the third preset condition may be that the attribute value is 0.

[0064] In the specific implementation, when the attribute value of the defense object of the target resource point is reduced to the third preset condition, the game character of the first camp can obtain the resources of the target resource point. After the game character of the first camp obtains the resources of the target resource point, the first resources of the first camp will be accumulated and the quantity of the first resources will be re-determined.

[0065] During the battle between the first game character and the second game character in the ownership area, if there is a third game character in addition to the first and second game characters in the ownership area, the third game character can be easily accidentally injured by the first and second game characters, and the attention of the first and second game characters can be distracted. The participation of the third game character in the battle may also affect the battle situation and reduce the fairness of the game. Therefore, when the first and second game characters are fighting, the third game character in the ownership area needs to be removed outside the ownership area, that is, after step S103, the following steps are included:

[0066] Step 1031, in response to the battle condition being met, controls the first game character and the second game character to fight in the ownership area using the battle environment, and controls the third game character in the ownership area to move to an area outside the ownership area; the third game character is a game character in the ownership area other than the first game character and the second game character.

[0067] In the above-mentioned step 1031, the battle condition may be a condition under which the first game character and the second game character can fight in the ownership area. The battle condition may be manually set. The battle condition may be any one of the following conditions: the battle condition is reached at the first preset moment after the battle preparation condition is reached (that is, after activating the battle preparation authority, receiving the battle request sent by the first camp to the second camp, and sending the first preset time to the first camp and the second camp respectively, when the first preset time is reached, executing step S104); the battle condition is reached after the first preset time interval after the battle preparation condition is reached (that is, starting the timing in response to activating the battle preparation authority, and executing step S104 when the timing reaches a predetermined time length); a condition jointly determined by the first game character and the second game character (that is, after activating the battle preparation authority, receiving the time selection instructions of the game characters of the first camp and the game characters of the second camp, and executing step S104 when the second preset time carried in the time selection instructions is reached). The third game character is a game character other than the first game character and the second game character in the ownership area. The third game character can be a game character other than the first game character in the first camp, a game character other than the second game character in the second camp, or a game character other than the game characters in the first camp and the second camp.

[0068] In a specific implementation, when combat conditions are met, the first and second game characters can directly engage in combat within the ownership zone using the combat environment. That is, the first and second game characters attack each other within the ownership zone. If the current ownership zone belongs to the second faction, the first game character will also attack the target stronghold in the combat environment. If the current ownership zone does not belong to either the first or second faction, both the first and second game characters will attack the target stronghold in the combat environment. Furthermore, when combat conditions are met, a third game character within the ownership zone will be controlled to move outside the ownership zone, minimizing the third game character's influence on the combat between the first and second game characters.

[0069] Whether in the battle preparation stage or during the battle, the game characters in the first camp and the second camp can voluntarily decide whether to participate in the battle. That is, the method of the present application also includes:

[0070] Step 105: During the battle preparation time, respond to a battle participation request initiated by a game character in the first camp or the second camp, and determine the game character that initiated the battle participation request as the first game character or the second game character participating in the battle;

[0071] Step 106: In the process of controlling the first game character and the second game character to fight in the ownership area using the battle environment, respond to the battle participation request initiated by the game character in the first camp or the second camp, and determine the game character that initiated the battle participation request as the first game character or the second game character participating in the battle.

[0072] In step 105, if a game character in the first camp or the second camp initiates a battle joining request during the battle preparation time, the game character that initiated the battle joining request will be determined as the first game character or the second game character. The battle joining request can be initiated in any one or more of the following ways: initiating a battle joining request in response to a player touching a battle joining control, initiating a battle joining request in response to a second preset gesture triggered by the player in a graphical user interface (for example, drawing the character "O" by touch in the graphical user interface), initiating a battle joining request in response to a second preset image captured by an image acquisition device of a terminal device (for example, a player's OK gesture captured by the image acquisition device of the terminal device), initiating a battle joining request in response to a second preset voiceprint captured by a sound acquisition device of the terminal device (the sound of the player saying "join the battle" captured by the voiceprint acquisition device of the terminal device). The second preset gesture is different from the first preset gesture mentioned above, the second preset image is different from the first preset image mentioned above, and the second preset voiceprint is different from the first preset voiceprint mentioned above.

[0073] In the above step 106, during the battle, that is, when the first game character and the second game character are attacking each other in the battle, if a game character other than the first game character in the first camp or a game character other than the second game character in the second camp initiates a request to join the battle, the game character that initiated the request to join the battle will be determined as the first game character or the second game character.

[0074] Based on steps 105 and 106, whether during battle preparation or combat, any game character in the first camp other than the first game character, or any game character in the second camp other than the second game character, who wishes to participate in the battle, can initiate a battle request and become the first game character or second game character eligible for combat at any time. This increases the opportunities for game characters in the first camp or the second camp to participate in combat, thereby increasing gameplay, enhancing the player experience, reducing player churn, and ultimately reducing game server waste.

[0075] If the second camp currently owns the ownership area, the first camp needs to compete with the second camp for the ownership of the ownership area. That is, the first camp is the attacking party and the second camp is the defending party. During the battle preparation, the game characters of the first camp will use the first resource to make offensive props for attack, and the game characters of the second camp will use the second resource to make defensive props for defense. That is, step S103 includes:

[0076] Step 1032: In response to the production request initiated by the game character of the first camp, an offensive prop is generated in the ownership area based on the first resource, and the offensive prop is used to assist the first game character in combat;

[0077] Step 1033, responding to the production request initiated by the game character of the second camp, generating defense props in the ownership area based on the second resource, and the defense props are used to assist the second game character in fighting.

[0078] In step 1032, offensive props are used to assist the first game character in combat. Offensive props may be generated in one or both of the following ways: props obtained by upgrading the first game character's original props using the first resource (upgraded props can be used at any stage of the game), and props crafted using the first resource during combat preparation for combat in a combat environment (props used in combat in a combat environment can only be used in the combat environment). Offensive props may be any one or more of the following: long-range attack props, close-range attack props, mobile vehicles, props capable of resisting attacks, and crafting props capable of crafting the aforementioned props (e.g., a manufacturing factory for crafting the aforementioned props). The first production request is a request initiated by a game character in the first camp to produce an offensive prop for the first game character to use during combat. The first production request can be initiated in any one or more of the following ways: initiating the first production request in response to a player touching a production control, initiating the first production request in response to a third preset gesture triggered by the player in a graphical user interface (for example, drawing the character "√" by touch in the graphical user interface), initiating the first production request in response to a third preset image captured by an image acquisition device of a terminal device (for example, a player's head-touching gesture captured by the image acquisition device of the terminal device), initiating the first production request in response to a third preset voiceprint captured by a sound acquisition device of the terminal device (the sound of the player saying "produce props" captured by the voiceprint acquisition device of the terminal device). The third preset gesture is different from the first preset gesture and the second preset gesture mentioned above, the third preset image is different from the second preset image and the first preset image mentioned above, and the third preset voiceprint is different from the first preset voiceprint and the second preset voiceprint mentioned above.

[0079] In the specific implementation, when the game character in the first camp initiates the first production request, it will use the first resource to generate offensive props within the ownership area. Regardless of whether it is the first game character participating in the battle in the first camp or the game character not participating in the battle, as long as the first production request is initiated, offensive props can be generated to assist the first game character in fighting. In other words, every game character in the first camp can contribute to the battle process, which increases the richness of the game's gameplay, reduces player loss, and thereby reduces the waste of game server resources.

[0080] In the above step 1033, the defensive props are used to assist the second game character in the battle. The defensive props can be generated in any one or both of the following ways: props obtained by upgrading the original props of the game character using the second resource (the props obtained after the upgrade can be used at any stage of the game), props used for fighting in the battle environment produced using the second resource during the battle preparation process (props used for fighting in the battle environment can only be used in the battle environment). The defensive props can be any one or more of the following props: long-range attack props, close-range attack props, mobile vehicles, props that can withstand attacks, production props that can produce the above props (for example, a production factory for producing the above props), etc. Of course, if the second camp is the owner of the ownership area, the defensive props can also be defensive devices to protect the stronghold, such as defensive buildings, defensive skills, etc. The defensive props can be the same as the offensive props mentioned above. The second production request is a request initiated by a game character in the second camp to produce a defensive prop for the first game character to use during combat. The second production request can be initiated in any one or more of the following ways: initiating the second production request in response to a player touching a production control, initiating the second production request in response to a third preset gesture triggered by the player in a graphical user interface (for example, drawing the character "√" by touch in the graphical user interface), initiating the first production request in response to a third preset image captured by an image acquisition device of a terminal device (for example, a player's head-touching gesture captured by the image acquisition device of the terminal device), initiating the second production request in response to a third preset voiceprint captured by a sound acquisition device of the terminal device (the sound of the player saying "produce props" captured by the voiceprint acquisition device of the terminal device). The third preset gesture is different from the first preset gesture and the second preset gesture mentioned above, the third preset image is different from the second preset image and the first preset image mentioned above, and the third preset voiceprint is different from the first preset voiceprint and the second preset voiceprint mentioned above.

[0081] In the specific implementation, when the game character in the second camp initiates the second production request, it will use the second resources to generate defensive props within the ownership area. Regardless of whether it is the second game character participating in the battle in the second camp or the game character not participating in the battle, as long as the second production request is initiated, defensive props can be generated to assist the second game character in fighting. In other words, every game character in the second camp can contribute to the battle process, which increases the richness of the game's gameplay, reduces player loss, and thereby reduces the waste of game server resources.

[0082] Because the game characters of the first camp and the second camp need to collect resources from the target resource point, prompt information of the resource point can be adaptively generated so that the game characters can collect resources in a timely manner. That is, the method of the present application also includes:

[0083] Step 107: Send resource acquisition prompt information to the first camp and / or the second camp, wherein the resource acquisition prompt information carries information about the resource points in the ownership area where resources can be acquired.

[0084] In the above step 107, the resource acquisition prompt information carries information about the resource points in the ownership area where resources can be acquired, wherein the resource acquisition prompt information may include any one or more of the following information: location information of the resource points in the ownership area where resources can be acquired, resource type information of the resource points in the ownership area where resources can be acquired, resource quantity information of the resource points in the ownership area where resources can be acquired, defense power information of the resource points in the ownership area where resources can be acquired, etc.

[0085] In a specific implementation, if neither the first camp nor the second camp owns the area of ownership, resource acquisition prompt information can be sent to both the first camp and the second camp, and the first camp and the second camp will receive the same level of resource acquisition prompt information. If one of the first camp and the second camp owns the area of ownership, resource acquisition prompt information can be sent only to the party that owns the area of ownership. Alternatively, high-level resource acquisition prompt information can be sent to the party that owns the area of ownership, while low-level resource acquisition prompt information can be sent to the party that does not own the area of ownership. High-level resource acquisition prompt information is more comprehensive than low-level resource acquisition prompt information. For example, low-level resource acquisition prompt information only contains the location information of resource points that can be acquired, while high-level resource acquisition prompt information contains multiple information such as the location information of resource points that can be acquired, resource type information, resource quantity information, and defense information. By sending resource acquisition prompt information to the first camp and the second camp, game characters in the first camp and the second camp can quickly find resource points and acquire resources.

[0086] Of course, once the ownership area is assigned to the corresponding owner, the production progress information for each resource point in the ownership area can also be sent to the owner. This resource point can include resource points where production has been completed or resource points where production has not yet been completed. Production progress notification information is used to ensure the production status of resources at the resource point. Production progress information includes either or both of the following information: the output of the resource at the resource point and the estimated time when the resource production at the resource point will be completed.

[0087] In the solution provided by this application, during combat, a game character can be assigned a corresponding health value. When the health value of a game character drops to a preset health value, the game character can be removed from the combat environment and prevented from re-entering the combat environment. Alternatively, the game character can be transferred to a resurrection point. After successfully resurrecting at the resurrection point, the game character can continue to enter the combat environment to fight. During combat, the game character's health value can remain unchanged when attacked, and the character can continue to fight in the combat environment.

[0088] The technical contents mentioned in the method of information interaction in the game mentioned above in this application are all game mechanisms that can be set in the same game. Combining the above multiple game mechanisms can make the game play 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 mechanism mentioned above:

[0089] There are two teams in the game, each composed of multiple players. Based on the team each player belongs to, the game characters controlled by each player are divided into the first and second camps, each of which contains multiple game characters. Within the game scene, there is a property area, which contains resource points that produce resources. Game characters can directly use the resources produced by these resource points to obtain virtual items or equipment. Game characters can also obtain occupation benefits by occupying a property area and becoming the owner of the property area. These benefits are distributed to the owner of the property area at a preset time. For example, the owner of the property area will receive 50 gold coins every Sunday at 8 pm. Game characters can exchange occupation benefits for virtual items or equipment. The range of virtual items or equipment that can be exchanged for occupation benefits is larger than the range of virtual items or equipment that can be obtained by using resources. This application uses the second camp as the owner of the property area as an example for detailed description.

[0090] After the game characters of the first camp enter the game scene, the number of times the game characters of the first camp obtain resources from the resource points in the ownership area and the cumulative number of resources obtained are counted.

[0091] When the number of times the game characters of the first camp obtain resources from the resource points in the ownership area reaches the preset number, the game characters of the first camp will send a battle request to the second camp and enter the battle preparation stage;

[0092] During the battle preparation phase, based on the battle participation requests initiated by the players controlling the game characters in the first camp and the second camp, the game characters corresponding to the players initiating the battle participation requests are determined as the game characters participating in the battle. The number of game characters determined to participate in the battle in the first camp and the second camp may be different.

[0093] During the battle preparation phase, characters in the first camp can use acquired resources to build attack structures. Attack structures can use acquired resources to upgrade items or produce new items for characters in the first camp participating in the battle. Characters in the second camp can use acquired resources to build defensive structures and set up protection devices to protect the target stronghold. Defensive structures can also use acquired resources to upgrade items or produce new items for characters in the second camp participating in the battle.

[0094] When the preset time is reached, the battle phase begins. During the battle phase, the ownership area will be used as a battlefield. Only the game characters who choose to participate in the battle in the first and second camps will be retained, and other game characters will be removed from the ownership area.

[0095] During the battle, the characters of the first camp will attack the characters, defensive buildings and target strongholds of the second camp. When the protection of the target stronghold is broken, the target stronghold will be occupied by the first camp.

[0096] When the game ends, if the first camp has occupied a preset number of target strongholds, the ownership area will be changed to the first camp. If the first camp has not occupied a preset number of target strongholds, the ownership area will still belong to the second camp.

[0097] Based on the above-mentioned method for information interaction in the game, the present application also provides a device for information interaction in the game, such as Figure 4 As shown, the game includes a first camp and a second camp; the game scene includes a property area, and resource points are set in the property area. The device includes:

[0098] An acquisition module 401 is configured to update the amount of a first resource in a first camp where the game character is located or the amount of a second resource in a second camp where the game character is located in response to the game character acquiring resources from the resource point;

[0099] An activation module 402 is configured to activate a battle preparation permission in response to the game character of the first camp's progress in acquiring resources from the resource point meeting a first preset condition;

[0100] A construction module 403 is configured to, in response to a battle preparation condition being met when the battle preparation permission is activated, determine a first game character from the first camp and a second game character from the second camp to participate in the battle, and construct a battle environment within the ownership area based on the first and second resources, the battle environment being used to assist the first and second game characters in the battle, the battle environment including a target stronghold;

[0101] The update module 404 is used to update the ownership information of the ownership area in response to the comparison between the attack result of the first game character on the target base and the second preset condition, and the ownership information is used to indicate whether the ownership area belongs to the first camp or the second camp.

[0102] Optionally, the device further includes:

[0103] The entry module is used to respond to the scene entry request issued by the game character in the game preparation interface, and control the game character that initiates the scene entry request to enter the game scene.

[0104] Optionally, the acquisition module includes:

[0105] an adjusting unit, configured to adjust an attribute value of a defensive object in a target resource point in response to an attack operation initiated by a game character of the first camp on the defensive object;

[0106] An updating unit is configured to respond to the attribute value of the defense object being lower than a third preset condition, determine that the game character of the first camp has completed acquisition of the target resource point, and update the quantity of the first resource of the first camp.

[0107] Optionally, the defense object includes any one or more of the following objects: at least one game character in the second camp, defense facilities, and defense skills.

[0108] Optionally, the device further includes:

[0109] The movement module is used to respond to the combat conditions, control the first game character and the second game character to fight in the ownership area using the combat environment, and control the third game character in the ownership area to move to an area outside the ownership area; the third game character is a game character in the ownership area other than the first game character and the second game character.

[0110] Optionally, the device further includes:

[0111] A first determining module is configured to respond to a battle participation request initiated by a game character in the first camp or the second camp during a battle preparation time, and determine the game character initiating the battle participation request as the first game character or the second game character participating in the battle;

[0112] The second determination module is used to respond to a battle participation request initiated by a game character in the first camp or the second camp while controlling the first game character and the second game character to fight in the ownership area using the battle environment, and determine the game character that initiates the battle participation request as the first game character or the second game character participating in the battle.

[0113] Optionally, the building blocks include:

[0114] a first production unit, configured to respond to a production request initiated by a game character of the first camp, and generate an offensive prop in the ownership area based on the first resource, wherein the offensive prop is used to assist the first game character in combat;

[0115] The second production unit is used to respond to the production request initiated by the game character of the second camp, and generate defense props in the ownership area according to the second resource, wherein the defense props are used to assist the second game character in fighting.

[0116] Optionally, the device further includes:

[0117] The prompt module is used to send resource acquisition prompt information to the first camp and / or the second camp, and the resource acquisition prompt information carries information about the resource points in the ownership area where resources can be acquired.

[0118] Optionally, the device further includes:

[0119] a first response module configured to respond to activation of the battle preparation permission and start a timer, and when the timer reaches a predetermined time, execute a step of responding to the first game character's attack result on the target stronghold meeting a second preset condition, and update ownership information of the ownership area, wherein the ownership information is used to indicate whether the ownership area belongs to the first camp or the second camp;

[0120] a second response module configured to, after activating the battle preparation permission, receive a battle request sent by the first camp to the second camp, and send a first preset time to each of the first camp and the second camp; and, when the first preset time is reached, execute a step of responding to the first game character's attack on the target stronghold satisfying a second preset condition, updating ownership information of the ownership area, the ownership information being used to indicate whether the ownership area belongs to the first camp or the second camp;

[0121] The third response module is used to receive time selection instructions for the game characters of the first camp and the second camp after activating the battle preparation authority, and when a second preset moment carried in the time selection instruction is reached, execute steps to respond to the attack result of the first game character on the target stronghold meeting the second preset condition, and update the ownership information of the ownership area, wherein the ownership information is used to characterize whether the ownership area belongs to the first camp or the second camp.

[0122] Optionally, the game characters of the second camp include any one or two of the following characters: game characters controlled by players and game characters not controlled by players.

[0123] Corresponding to Figure 1 The present application also provides a computer device 500, such as Figure 5 As shown, the device includes a memory 501, a processor 502, and a computer program stored in the memory 501 and executable on the processor 502. When the processor 502 executes the computer program, the method for information interaction in the game is implemented. The method includes:

[0124] In response to the game character acquiring resources from the resource point, updating the quantity of the first resource of the first camp where the game character is located or the quantity of the second resource of the second camp where the game character is located;

[0125] In response to the game character of the first camp obtaining resources from the resource point, the game character of the first camp obtaining resources from the resource point satisfies a first preset condition, activating the battle preparation permission;

[0126] When the battle preparation permission is activated, in response to a battle preparation condition being met, a first game character from the first camp and a second game character from the second camp are determined to participate in the battle, and a battle environment is constructed within the ownership area based on the first resources and the second resources, the battle environment being used to assist the first game character and the second game character in the battle, the battle environment including a target stronghold;

[0127] In response to comparing the attack result of the first game character on the target base with a second preset condition, the ownership information of the ownership area is updated, and the ownership information is used to indicate whether the ownership area belongs to the first camp or the second camp.

[0128] Optionally, before the step of responding to the game character acquiring resources from the resource point and updating the amount of the first resource in the first camp where the game character is located or the amount of the second resource in the second camp where the game character is located, the method further includes:

[0129] In response to a scene entry request issued by the game character in the game preparation interface, the game character that initiated the scene entry request is controlled to enter the game scene.

[0130] Optionally, the responding game character acquires resources from the resource point and updates the quantity of the first resource of the first camp where the game character is located, including:

[0131] In response to an attack operation initiated by the game character of the first camp on a defensive object at a target resource point, adjusting an attribute value of the defensive object;

[0132] In response to the attribute value of the defense object being lower than a third preset condition, it is determined that the game character of the first camp has completed acquisition of the target resource point, and the quantity of the first resource of the first camp is updated.

[0133] Optionally, the defense object includes any one or more of the following objects: at least one game character in the second camp, defense facilities, and defense skills.

[0134] Optionally, after the step of determining a first game character participating in the battle from the first camp and a second game character participating in the battle from the second camp, and constructing a battle environment within the ownership area based on the first resources and the second resources, the method further includes:

[0135] In response to the battle conditions being met, the first game character and the second game character are controlled to fight in the ownership area using the battle environment, and the third game character in the ownership area is controlled to move to an area outside the ownership area; the third game character is a game character in the ownership area other than the first game character and the second game character.

[0136] Optionally, the method further includes:

[0137] During the battle preparation time, responding to a battle participation request initiated by a game character in the first camp or the second camp, and determining the game character initiating the battle participation request as the first game character or the second game character participating in the battle;

[0138] In the process of controlling the first game character and the second game character to fight in the ownership area using the battle environment, responding to a battle participation request initiated by a game character in the first camp or the second camp, the game character initiating the battle participation request is determined as the first game character or the second game character participating in the battle.

[0139] Optionally, constructing a battle environment based on the first resource and the second resource within the ownership area includes:

[0140] In response to a production request initiated by the game character of the first camp, generating an offensive prop in the ownership area based on the first resource, wherein the offensive prop is used to assist the first game character in combat;

[0141] In response to a production request initiated by the game character of the second camp, a defensive prop is generated in the ownership area based on the second resource, and the defensive prop is used to assist the second game character in fighting.

[0142] Optionally, the method further includes:

[0143] Resource acquisition prompt information is sent to the first camp and / or the second camp, where the resource acquisition prompt information carries information about the resource points in the ownership area where resources can be acquired.

[0144] Optionally, the method further includes:

[0145] In response to activating the battle preparation permission, a timer is started, and when the timer reaches a predetermined time, a step is executed to update ownership information of the ownership area in response to the result of the first game character attacking the target base meeting a second preset condition, wherein the ownership information is used to indicate whether the ownership area belongs to the first camp or the second camp;

[0146] Alternatively, after activating the battle preparation permission, receiving a battle request sent by the first camp to the second camp, and sending a first preset time to the first camp and the second camp respectively, when the first preset time is reached, executing the step of responding to the result of the first game character attacking the target base meeting a second preset condition, updating the ownership information of the ownership area, the ownership information being used to indicate whether the ownership area belongs to the first camp or the second camp;

[0147] Or, after activating the battle preparation authority, time selection instructions are received for the game characters of the first camp and the game characters of the second camp. When a second preset moment carried in the time selection instructions is reached, a step is executed to respond to the first game character's attack on the target stronghold, and the attack result satisfies a second preset condition, and the ownership information of the ownership area is updated. The ownership information is used to characterize whether the ownership area belongs to the first camp or the second camp.

[0148] Optionally, the game characters of the second camp include any one or two of the following characters: game characters controlled by players and game characters not controlled by players.

[0149] Specifically, the memory 501 and processor 502 can be general-purpose memories and processors, which are not specifically limited here. When the processor 502 runs the computer program stored in the memory 501, it can execute the above-mentioned method for information interaction in the game, solving the problem of game server idleness caused by low game playability and low player retention in the prior art. Before the game preparation conditions are met, any game character in the first camp or the second camp can obtain resources in the ownership area. However, the game characters participating in the battle can be some game characters determined from the first camp or the second camp. The first game characters and the second game characters participating in the battle determine the game outcome and ultimately determine the ownership information of the ownership area. The first resources and the second resources used to construct the battle environment during the battle preparation process include any game character in the first camp or the second camp can obtain resources in the ownership area before the battle preparation. That is, in the first camp or the second camp of the present application, the game character that obtains resources and the game character that participates in the battle are not necessarily the same. This allows players to selectively decide which activity to participate in (including collecting resources and participating in battle), improving player selectivity, thereby improving the player experience and reducing player churn. Furthermore, even if the game characters in the first or second camp do not participate in the battle, the resources they collect will be used to build the battle environment, so that the game characters that do not participate in the battle also contribute to the battle between the two camps, enriching the gameplay, improving the playability of the game, and reducing player churn. The solution provided by this application reduces player churn and can avoid the situation where game servers have idle resources.

[0150] Corresponding to Figure 1 The embodiment of the present application further provides a computer-readable storage medium having a computer program stored thereon. The computer program is executed by a processor to perform the steps of the above-mentioned method for information interaction in the game, and the steps include:

[0151] In response to the game character acquiring resources from the resource point, updating the quantity of the first resource of the first camp where the game character is located or the quantity of the second resource of the second camp where the game character is located;

[0152] In response to the game character of the first camp obtaining resources from the resource point, the game character of the first camp obtaining resources from the resource point satisfies a first preset condition, activating the battle preparation permission;

[0153] When the battle preparation permission is activated, in response to a battle preparation condition being met, a first game character from the first camp and a second game character from the second camp are determined to participate in the battle, and a battle environment is constructed within the ownership area based on the first resources and the second resources, the battle environment being used to assist the first game character and the second game character in the battle, the battle environment including a target stronghold;

[0154] In response to comparing the attack result of the first game character on the target base with a second preset condition, the ownership information of the ownership area is updated, and the ownership information is used to indicate whether the ownership area belongs to the first camp or the second camp.

[0155] Optionally, before the step of responding to the game character acquiring resources from the resource point and updating the amount of the first resource in the first camp where the game character is located or the amount of the second resource in the second camp where the game character is located, the method further includes:

[0156] In response to a scene entry request issued by the game character in the game preparation interface, the game character that initiated the scene entry request is controlled to enter the game scene.

[0157] Optionally, the responding game character acquires resources from the resource point and updates the quantity of the first resource of the first camp where the game character is located, including:

[0158] In response to an attack operation initiated by the game character of the first camp on a defensive object at a target resource point, adjusting an attribute value of the defensive object;

[0159] In response to the attribute value of the defense object being lower than a third preset condition, it is determined that the game character of the first camp has completed acquisition of the target resource point, and the quantity of the first resource of the first camp is updated.

[0160] Optionally, the defense object includes any one or more of the following objects: at least one game character in the second camp, defense facilities, and defense skills.

[0161] Optionally, after the step of determining a first game character participating in the battle from the first camp and a second game character participating in the battle from the second camp, and constructing a battle environment within the ownership area based on the first resources and the second resources, the method further includes:

[0162] In response to the battle conditions being met, the first game character and the second game character are controlled to fight in the ownership area using the battle environment, and the third game character in the ownership area is controlled to move to an area outside the ownership area; the third game character is a game character in the ownership area other than the first game character and the second game character.

[0163] Optionally, the method further includes:

[0164] During the battle preparation time, responding to a battle participation request initiated by a game character in the first camp or the second camp, and determining the game character initiating the battle participation request as the first game character or the second game character participating in the battle;

[0165] In the process of controlling the first game character and the second game character to fight in the ownership area using the battle environment, responding to a battle participation request initiated by a game character in the first camp or the second camp, the game character initiating the battle participation request is determined as the first game character or the second game character participating in the battle.

[0166] Optionally, constructing a battle environment based on the first resource and the second resource within the ownership area includes:

[0167] In response to a production request initiated by the game character of the first camp, generating an offensive prop in the ownership area based on the first resource, wherein the offensive prop is used to assist the first game character in combat;

[0168] In response to a production request initiated by the game character of the second camp, a defensive prop is generated in the ownership area based on the second resource, and the defensive prop is used to assist the second game character in fighting.

[0169] Optionally, the method further includes:

[0170] Resource acquisition prompt information is sent to the first camp and / or the second camp, where the resource acquisition prompt information carries information about the resource points in the ownership area where resources can be acquired.

[0171] Optionally, the method further includes:

[0172] In response to activating the battle preparation permission, a timer is started, and when the timer reaches a predetermined time, a step is executed to update ownership information of the ownership area in response to the result of the first game character attacking the target base meeting a second preset condition, wherein the ownership information is used to indicate whether the ownership area belongs to the first camp or the second camp;

[0173] Alternatively, after activating the battle preparation permission, receiving a battle request sent by the first camp to the second camp, and sending a first preset time to the first camp and the second camp respectively, when the first preset time is reached, executing the step of responding to the result of the first game character attacking the target base meeting a second preset condition, updating the ownership information of the ownership area, the ownership information being used to indicate whether the ownership area belongs to the first camp or the second camp;

[0174] Or, after activating the battle preparation authority, time selection instructions are received for the game characters of the first camp and the game characters of the second camp. When a second preset moment carried in the time selection instructions is reached, a step is executed to respond to the first game character's attack on the target stronghold, and the attack result satisfies a second preset condition, and the ownership information of the ownership area is updated. The ownership information is used to characterize whether the ownership area belongs to the first camp or the second camp.

[0175] Optionally, the game characters of the second camp include any one or two of the following characters: game characters controlled by players and game characters not controlled by players.

[0176] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, it can execute the above-mentioned method of information interaction in the game, solving the problem of low game playability and low player retention rate in the prior art, which leads to idle game server. Before the game preparation conditions are met, any game character in the first camp and the second camp can obtain resources in the ownership area, but the game characters participating in the battle can be some game characters determined from the first camp or the second camp. The first game characters and the second game characters participating in the battle determine the game result and ultimately determine the ownership information of the ownership area. The first resources and the second resources used to construct the battle environment during the battle preparation process include any game character in the first camp and the second camp can obtain resources in the ownership area before the battle preparation. That is, in the first camp or the second camp of the present application, the game character that obtains resources and the game character that participates in the battle are not necessarily the same, allowing players to selectively decide which activity to participate in (including collecting resources and participating in the battle), thereby improving the player's selectivity, thereby improving the player's experience and reducing player churn. Furthermore, even if the game characters in the first or second camp do not participate in the battle, the resources they collect will be used to build the battle environment, so that the game characters that do not participate in the battle also contribute to the battle between the two camps, enriching the gameplay, improving the playability of the game, and reducing player churn. The solution provided by this application reduces player churn and can avoid the situation where game servers have idle resources.

[0177] 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 merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For 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 mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interface, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0178] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0179] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0180] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0181] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0182] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present application, or perform equivalent replacements for some of the technical features thereof. However, these modifications, changes, or replacements do not deviate from the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the scope of protection of the present application. Therefore, the scope of protection of the present application shall be subject to the scope of protection of the claims.

Claims

1. A method for information interaction in a game, characterized in that: The game includes a first camp and a second camp; the game scene includes a property area, and resource points are set in the property area. The method includes: In response to the game character acquiring resources from the resource point, updating the quantity of a first resource in a first camp where the game character is located or the quantity of a second resource in a second camp where the game character is located; the game character is a game character controlled by a player; In response to the game character of the first camp obtaining resources from the resource point, the game character of the first camp obtaining resources from the resource point satisfies a first preset condition, activating the battle preparation permission; When the battle preparation permission is activated, in response to a battle preparation condition being met, a first game character from the first camp and a second game character from the second camp are determined to participate in the battle, and a battle environment is constructed within the ownership area based on the first resources and the second resources, the battle environment being used to assist the first game character and the second game character in the battle, the battle environment including a target stronghold; In response to comparing the attack result of the first game character on the target base with a second preset condition, the ownership information of the ownership area is updated, and the ownership information is used to indicate whether the ownership area belongs to the first camp or the second camp.

2. The method according to claim 1, characterized in that Before the step of responding to the game character acquiring resources from the resource point and updating the amount of the first resource of the first camp where the game character is located or the amount of the second resource of the second camp where the game character is located, the method further includes: In response to a scene entry request issued by the game character in the game preparation interface, the game character that initiated the scene entry request is controlled to enter the game scene.

3. The method according to claim 1, characterized in that The responding game character acquires resources from the resource point and updates the quantity of the first resource of the first camp where the game character is located, including: In response to an attack operation initiated by the game character of the first camp on a defensive object at a target resource point, adjusting an attribute value of the defensive object; In response to the attribute value of the defense object being lower than a third preset condition, it is determined that the game character of the first camp has completed acquisition of the target resource point, and the quantity of the first resource of the first camp is updated.

4. The method according to claim 3, characterized in that The defense object includes any one or more of the following objects: at least one game character in the second camp, defense facilities, and defense skills.

5. The method according to claim 1, wherein After the step of determining a first game character participating in the battle from the first camp and a second game character participating in the battle from the second camp, and constructing a battle environment in the ownership area based on the first resource and the second resource, the method further includes: In response to the battle conditions being met, the first game character and the second game character are controlled to fight in the ownership area using the battle environment, and the third game character in the ownership area is controlled to move to an area outside the ownership area; the third game character is a game character in the ownership area other than the first game character and the second game character.

6. The method according to claim 5, characterized in that The method further comprises: During the battle preparation time, responding to a battle participation request initiated by a game character in the first camp or the second camp, and determining the game character initiating the battle participation request as the first game character or the second game character participating in the battle; In the process of controlling the first game character and the second game character to fight in the ownership area using the battle environment, responding to a battle participation request initiated by a game character in the first camp or the second camp, the game character initiating the battle participation request is determined as the first game character or the second game character participating in the battle.

7. The method according to claim 1, characterized in that The step of constructing a battle environment in the ownership area based on the first resource and the second resource includes: In response to a production request initiated by the game character of the first camp, generating an offensive prop in the ownership area based on the first resource, wherein the offensive prop is used to assist the first game character in combat; In response to a production request initiated by the game character of the second camp, a defensive prop is generated in the ownership area based on the second resource, and the defensive prop is used to assist the second game character in fighting.

8. The method according to claim 1, characterized in that The method further comprises: Resource acquisition prompt information is sent to the first camp and / or the second camp, where the resource acquisition prompt information carries information about the resource points in the ownership area where resources can be acquired.

9. The method according to claim 1, characterized in that The method further comprises: In response to activating the battle preparation permission, a timer is started, and when the timer reaches a predetermined time, a step is executed to update ownership information of the ownership area in response to the result of the first game character attacking the target base meeting a second preset condition, wherein the ownership information is used to indicate whether the ownership area belongs to the first camp or the second camp; Alternatively, after activating the battle preparation permission, receiving a battle request sent by the first camp to the second camp, and sending a first preset time to the first camp and the second camp respectively, when the first preset time is reached, executing the step of responding to the result of the first game character attacking the target base meeting a second preset condition, updating the ownership information of the ownership area, the ownership information being used to indicate whether the ownership area belongs to the first camp or the second camp; Or, after activating the battle preparation authority, time selection instructions are received for the game characters of the first camp and the game characters of the second camp. When a second preset moment carried in the time selection instructions is reached, a step is executed to respond to the first game character's attack on the target stronghold, and the attack result satisfies a second preset condition, and the ownership information of the ownership area is updated. The ownership information is used to characterize whether the ownership area belongs to the first camp or the second camp.

10. The method according to claim 1, characterized in that The game characters of the second camp include any one or two of the following characters: game characters controlled by players and game characters not controlled by players.

11. A device for information interaction in a game, characterized in that: The game includes a first camp and a second camp; the game scene includes a property area, and resource points are set in the property area. The device includes: An acquisition module, configured to respond to a game character acquiring resources from the resource point and update the quantity of a first resource in a first camp where the game character is located or the quantity of a second resource in a second camp where the game character is located; the game character is a game character controlled by a player; An activation module, configured to activate a battle preparation permission in response to the game character of the first camp's progress in acquiring resources from the resource point meeting a first preset condition; a construction module for, in response to a battle preparation condition being met when the battle preparation permission is activated, determining a first game character from the first camp and a second game character from the second camp to participate in the battle, and constructing a battle environment within the ownership area based on the first and second resources, the battle environment being used to assist the first and second game characters in the battle, the battle environment including a target stronghold; An updating module is used to update the ownership information of the ownership area in response to a comparison between the attack result of the first game character on the target base and a second preset condition, wherein the ownership information is used to indicate whether the ownership area belongs to the first camp or the second camp.

12. A computer device comprising a memory, a processor, and a computer program stored in 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 to 10 are implemented.

13. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 10 are executed.

Citation Information

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