An information processing method and device in a game, a computer device and a medium

By using mechanisms to generate obstacles and enhance defensive attributes in the game, the problem of reduced player experience and low retention rates caused by repetitive game content has been solved. This has enhanced the game's richness and player success rate, while reducing server resource waste.

CN115554703BActive Publication Date: 2026-04-14NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-10-13
Publication Date
2026-04-14

AI Technical Summary

Technical Problem

The existing games have similar content, which leads to a reduced player experience, low player retention, and wasted game server resources.

Method used

The game's richness and player success rate are enhanced by mechanisms that generate obstacles and improve defensive attributes. These mechanisms include generating obstacles when game skills miss enemy characters and increasing characters' defensive attributes to withstand attacks.

Benefits of technology

It increased the richness of the game and player retention, while reducing the waste of game server resources.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides an information processing method and device in a game, computer equipment and a medium. The method comprises the following steps: in response to a first game character releasing a first game skill, controlling the first game character to attack a second game character by using the first game skill; in response to the first game skill not hitting the second game character, generating an obstacle in a game scene of the game according to the first game skill; and in response to the second game character attacking the obstacle, improving a defense attribute of the second game character, so that the second game character can resist the attack when being attacked.
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Description

Technical Field

[0001] This application relates to the field of online game technology, and more specifically, to an information processing method, apparatus, computer equipment, and medium in games. Background Technology

[0002] In various game genres such as virtual reality applications, 3D mapping programs, military simulation programs, first-person shooter (FPS) games, multiplayer online battle arena (MOBA) games, massively multiplayer online games (MMOG), massively multiplayer online role-playing games (MMORPG), and single-player games, although the variety of game types is increasing, the content of some games is quite similar. If the game modes are too conventional, it can easily reduce the player experience and affect long-term player retention. Some players may leave due to overly common gameplay, and there is also the problem of wasted game server resources. Summary of the Invention

[0003] In view of this, the purpose of this application is to provide an information processing method, apparatus, computer equipment and medium for games, in order to solve the problem of low game playability and low player retention rate in the prior art, which leads to idle consumption of game servers.

[0004] In a first aspect, embodiments of this application provide an information processing method for a game, the game including a first game character and a second game character, the first game character having preset health points, the method including:

[0005] In response to the first game character releasing the first game skill, control the first game character to use the first game skill to attack the second game character;

[0006] In response to the first game skill failing to hit the second game character, an obstacle is generated in the game scene according to the first game skill;

[0007] In response to the second game character attacking the obstacle, the defense attribute of the second game character is increased so that the second game character can withstand the attack when attacked.

[0008] Secondly, embodiments of this application provide a method for information processing in a game, the game including a first game character and a second game character, the first game character having preset health points, the method including:

[0009] Based on the current position of the second game character, determine the third release area of ​​the first game character's third game skill; the third game skill is a continuous area-of-effect damage skill.

[0010] In response to the first game character releasing the third game skill, the third game skill is released according to the third release area;

[0011] In response to the second game character attacking a target virtual object in the game scene, the target third game skill corresponding to the target virtual object is determined based on the location where the target virtual object is shot down;

[0012] Stop the release of the target third game skill and the reference third game skill; the reference third game skill is a third game skill that is directly or indirectly connected to the target third game skill.

[0013] Thirdly, embodiments of this application provide an apparatus for information processing in a game, the game including a first game character and a second game character, the first game character having preset health points, the apparatus including:

[0014] An attack module is used to respond to the first game character releasing a first game skill and control the first game character to use the first game skill to attack the second game character;

[0015] A generation module is used to generate obstacles in the game scene of the game based on the first game skill in response to the first game skill failing to hit the second game character.

[0016] A blocking module is used to respond to the second game character attacking the obstacle by increasing the defensive attributes of the second game character so that the second game character can withstand the attack when attacked.

[0017] Fourthly, embodiments of this application provide an apparatus for information processing in a game, the game including a first game character and a second game character, the first game character having preset health points, the apparatus including:

[0018] The first determining module is used to determine the third release area of ​​the third game skill of the first game character based on the current position of the second game character; the third game skill is a continuous area damage skill.

[0019] The release module is used to respond to the first game character releasing the third game skill and release the third game skill according to the third release area;

[0020] The second determining module is used to respond to the second game character attacking a target virtual object in the game scene, and to determine the target third game skill corresponding to the target virtual object based on the location where the target virtual object is shot down;

[0021] A stop module is used to stop the release of the target third game skill and the reference third game skill; the reference third game skill is a third game skill that is directly or indirectly connected to the target third game skill.

[0022] Fifthly, embodiments of this application provide a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the steps of the above-described method.

[0023] Sixthly, embodiments of this application provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the above-described method.

[0024] This application proposes an information processing method in a game. First, in response to a first game character releasing a first game skill, the first game character is controlled to use the first game skill to attack a second game character. Second, in response to the first game skill failing to hit the second game character, an obstacle is generated in the game scene based on the first game skill. Finally, in response to the second game character attacking the obstacle, the second game character's defense attribute is increased so that the second game character can withstand the attack when attacked.

[0025] In some embodiments, the first game skill released by the first game character when attacking the second game character does not immediately disappear if it misses the second game character. Instead, it becomes an obstacle in the game scene, hindering the second game character's movement and increasing the game's richness. Furthermore, attacking the obstacle also increases the second game character's defensive attributes, enabling it to withstand attacks and increasing its success rate in the game. The further utilization of the obstacle evolved from the first game skill enhances the gameplay's richness. By increasing the richness of gameplay, player retention is improved, thereby reducing resource waste on the game server.

[0026] This application provides another method for information processing in a game. First, based on the current position of the second game character, a third release area for the third game skill of the first game character is determined; the third game skill is a continuous area-of-effect damage skill. Second, in response to the first game character releasing the third game skill, the third game skill is released according to the third release area. Third, in response to the second game character attacking a target virtual object in the game scene, the target third game skill corresponding to the target virtual object is determined based on the landing position of the target virtual object. Finally, the release of the target third game skill and the reference third game skill is stopped; the reference third game skill is a third game skill directly or indirectly connected to the target third game skill.

[0027] In some embodiments, when the third game skill is a continuous area-of-effect damage skill, the second game character attacks the target virtual object, causing the target third game skill that intersects with the target virtual object, as well as the reference third game skill that intersects with the target third game skill, to stop releasing. This is equivalent to simultaneously controlling multiple third game skills to stop releasing, quickly eliminating game skills in the game scene that can cause damage to the second game character, efficiently eliminating dangers in the game scene, increasing the second game character's chances of survival in the game scene, improving the richness of gameplay, thereby increasing player retention rate and reducing the resource waste of the game server.

[0028] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0029] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0030] Figure 1 A flowchart illustrating a method for information processing in a game, provided as an embodiment of this application;

[0031] Figure 2 A schematic diagram of the first type of first release region provided in the embodiments of this application;

[0032] Figure 3 A schematic diagram of the second type of first release region provided in the embodiments of this application;

[0033] Figure 4A schematic diagram of a first type of obstacle provided in an embodiment of this application;

[0034] Figure 5 This is a schematic diagram of a second type of obstacle provided in an embodiment of this application;

[0035] Figure 6 A flowchart illustrating a method for processing a third game skill in a game, provided as an embodiment of this application;

[0036] Figure 7 A schematic diagram of a target third game skill provided in an embodiment of this application;

[0037] Figure 8 A schematic diagram of a third game skill provided for an embodiment of this application;

[0038] Figure 9 A schematic diagram of the structure of a device for processing information in a game, provided in an embodiment of this application;

[0039] Figure 10 A schematic diagram of another device for processing information in a game, provided in an embodiment of this application;

[0040] Figure 11 A schematic diagram of the structure of a computer device provided in an embodiment of this application;

[0041] Figure 12 A schematic diagram of the structure of a computer device provided in an embodiment of this application;

[0042] Figure 13 This is a flowchart illustrating another method for processing information in a game, provided as an embodiment of this application. Detailed Implementation

[0043] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0044] Currently, there are more and more types of games, and the gameplay of most games is indeed very similar. For example, the game mode used in battle royale games is that players control game characters to attack enemy game characters in the game scene, and players will pick up items in the game scene. This type of game mode has been developed by many developers and given different game names to the game market. So even if players download different games, the game mode is indeed similar. This has led to some games losing some players and causing the game server to be underutilized.

[0045] Based on the above-mentioned deficiencies, this application provides a first method for information processing in games, such as... Figure 1 As shown, the game includes a first game character and a second game character. The first game character has preset health points, and the game includes the following steps:

[0046] S101, responding to the first game character releasing the first game skill, controlling the first game character to use the first game skill to attack the second game character;

[0047] S102, in response to the first game skill failing to hit the second game character, generate an obstacle in the game scene of the game according to the first game skill;

[0048] S103, in response to the second game character attacking the obstacle, increase the defense attribute of the second game character so that the second game character can withstand the attack when attacked.

[0049] The game information processing method in this application embodiment can run on a terminal device or a server. The terminal device can be a local terminal device. When the game information prompting method runs on a server, it can be a cloud game.

[0050] In one optional implementation, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game screen presentation are separate. The storage and execution of information processing methods within the game are completed on the cloud gaming server. The terminal device is used for data reception, transmission, and game screen presentation. For example, the terminal device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for processing game data is the cloud gaming server in the cloud. During gameplay, the target player's terminal device sends operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, and returns it to the terminal device via the network. Finally, the terminal device decodes the data and outputs the game screen.

[0051] In an optional implementation, the terminal device can be a local terminal device. The terminal device is an electronic device with touch functionality, such as a smartphone. The local terminal device stores a game program and is used to display game visuals. The local terminal device is used to interact with the target player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the target player in various ways, such as rendering it on the terminal device's display screen or providing it to the target player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to display the GUI, which includes a portion of the game scene. The processor is used to run the game, generate the GUI, and control the display of the GUI on the screen. The content displayed in the GUI includes game visuals, which can be game visuals of a portion of the game scene. The terminal device can respond to touch operations applied to the operating area of ​​the GUI, controlling the player-controlled character to perform virtual actions in the game scene, such as moving within the game scene or releasing skills. The game scene can include any one or more of the following game elements: terrain, rocks, flowers, rivers, buildings, virtual objects, game items, etc.

[0052] Generally, a virtual camera is set up in the game scene, and the game screen displayed on the graphical user interface is a portion of the game scene captured by the virtual camera. For example, in a first-person game, the virtual camera can be positioned above the player-controlled character's head (e.g., at eye level). The virtual camera moves with the player-controlled character, and its orientation follows the rotation of the player-controlled character's head. Therefore, the game screen displayed on the graphical user interface is a portion of the game scene within a preset area in front of the player-controlled character. Similarly, in a third-person game, the virtual camera can be positioned directly above or slightly above and behind the player-controlled character. Therefore, the game screen displayed on the graphical user interface includes a portion of the game scene, including the player-controlled character. If an account for the player-controlled game character is logged into the terminal device, then the player-controlled game character is controlled by the terminal device.

[0053] The game described in this application includes a game scene and a first game character and a second game character located within the game scene. The first game character has preset health points. Both the first and second game characters can be player-controlled or player-independent. Player-controlled game characters are created by the player sending control commands to the game character via a terminal device, allowing the player to execute corresponding actions based on these commands. Player-independent game characters are created by training and configuring artificial intelligence (AI) for virtual battles, or by configuring non-player characters (NPCs) for virtual battle scenes. During gameplay, the terminal device or server generates control commands for these non-player-controlled game characters based on changes in the game scene, enabling them to execute corresponding actions. In the game, the first and second game characters are adversaries. They may engage in combat within the game environment. Based on this adversarial relationship, the first and second game characters can exist in the following ways: when the first game character is player-controlled, the second game character can be either player-controlled or player-uncontrolled; conversely, when the first game character is player-uncontrolled, the second game character can be player-controlled. Besides the first and second game characters, the game environment also includes other game characters. These other virtual game characters can be virtual figures, virtual animals, anime characters, etc., other than the first and second game characters. These other game characters can be artificial intelligence (AI) trained and set up for combat in the virtual environment, or non-player characters (NPCs) set up for combat in the virtual scene.

[0054] The information processing method in this application can be applied to virtual reality applications, 3D map programs, military simulation programs, first-person shooter (FPS) games, multiplayer online battle arena (MOBA) games, massively multiplayer online games (MMOG), massively multiplayer online role-playing games (MMORPG), single-player games, etc.

[0055] The game information processing method in this application embodiment can be applied to real-time combat mode, in which players control the game character controlled by the player to move in the game scene through real-time commands.

[0056] S101, responding to the first game character releasing the first game skill, controlling the first game character to use the first game skill to attack the second game character.

[0057] In step S101 above, the first game skill released by the first game character is an attack-type skill, and the first game character uses the first game skill to attack the second game character. When the first game character is not controlled by the player, the release condition for the first game character to release the first game skill can be determined during the game through a preset target acquisition mechanism. The preset target acquisition mechanism can be to continuously target the enemy during the game, or to target the enemy who launched the attack after being attacked. The target mentioned here is the second game character mentioned in this application. When the first game character is controlled by the player, the release condition for the first game character to release the first game skill can be to control the first game character to release the first game skill in response to the player's release command for the first game character's first game skill.

[0058] S102, in response to the first game skill failing to hit the second game character, generate obstacles in the game scene of the game according to the first game skill.

[0059] In step S102 above, the obstacle is a virtual object in the game scene that obstructs the movement of the game character. The game character can include the first game character, the second game character, and other game characters mentioned above. The obstacle can be visible, such as a wall or a rock. The obstacle is located on the game character's current movement trajectory. After seeing the obstacle in advance, the game character can replan its movement trajectory to avoid the obstacle, thereby reducing the obstruction. Alternatively, when the game character moves to the location of the obstacle, if it cannot directly pass through the obstacle and continue along its previous movement trajectory, the game character can choose to go around the obstacle from the side or above, increasing the movement distance to continue moving in the game scene. The obstacle can also be invisible, such as a transparent area. The game character cannot see the transparent area. Only when the game character hits the transparent area and cannot pass through it, the game character continuously tries to find the boundary of the transparent area by moving until it finds the boundary, at which point the game character resumes normal movement in the game scene (i.e., is no longer obstructed by the transparent area).

[0060] Obstacles and the first game skill can be the same or different in form. For example, if the obstacle and the first game skill are the same in form, and the first game skill is an item, then the item will become an obstacle in the form of the item after it stops falling in the game scene. If the obstacle and the first game skill are different in form, and the first game skill is an item, then the item will form a transparent area at the location where the item stops falling in the game scene after it stops falling, and this transparent area will become an obstacle.

[0061] In practice, the second game character can move within the game scene. Therefore, when the first game character uses a first game skill to attack the second game character, the second game character can dodge the first game skill by moving. This may prevent the first game skill from hitting the second game character. When the first game skill misses, it creates an obstacle in the game scene. In other words, the first game skill in this application will cause some damage to the second game character if it hits, but will not cause damage if it misses, although it will hinder the second game character's movement within the game scene, thus increasing the richness of the gameplay.

[0062] S103, in response to the second game character attacking the obstacle, increase the defense attribute of the second game character so that the second game character can withstand the attack when attacked.

[0063] In step S103 above, the defensive attribute of the second game character can be a designated character attribute of the second game character. For example, the race of the second game character in the game is Ghost. Ghosts have Ghost attributes or stealth attributes, which make the attacks of the first game character able to penetrate the second game character and unable to cause damage to the second game character. Alternatively, it can be a skill attribute of a designated skill used by the second game character. For example, in the game scene, the second game character uses the building skill to set up a transparent wall in the game scene. This transparent wall is invisible to the eye and can block attacks. At this time, the attacks of the first game character cannot penetrate the transparent wall and thus cannot cause damage to the second game character. Alternatively, it can be that the second game character uses the blocking skill. Using the blocking skill allows the second game character to block attacks. That is, using the blocking skill allows the second game character to use weapons (shields) or other tools to block the attack of the first game character, so that the attack of the first game character cannot cause damage to the second game character.

[0064] Specifically, the methods to improve the defensive attributes of the second game character can include any one or more of the following:

[0065] The defensive attribute increase of the second game character is positively correlated with the number of times the obstacle is attacked by the second game character. That is, each time the second game character attacks the obstacle, the second game character's defensive attribute increases by a preset value. For example, each time the second game character attacks the obstacle, the second game character's defensive attribute increases by 10 defensive attribute values. Alternatively, the defensive attribute increase of the second game character is positively correlated with the attack strength of the obstacle attacked by the second game character. That is, the greater the attack strength of the second game character on the obstacle, the greater the increase in the defensive attribute value. For example, if the attack strength of the second game character's unarmed attack is less than the attack strength of the second game character using an item, the second game character's defensive attribute increases by 5 defensive attribute values ​​when attacking the obstacle unarmed, and by 15 defensive attribute values ​​when attacking the obstacle using an item. Or, the defensive attribute increase of the second game character is determined by the number of times the obstacle is attacked by the second game character. The second game character's defense attribute increases after reaching a preset number of attacks. In other words, the second game character's defense attribute only increases when the number of attacks against the obstacle reaches the preset limit. For example, if the preset limit is 10 attacks, the second game character's defense attribute will increase by 20 points when the second game character attacks the obstacle 10 times. During the first 9 attacks, the second game character's defense attribute remains unchanged. Alternatively, the second game character's defense attribute increases after the obstacle is destroyed. This is equivalent to the obstacle having a preset attribute value; the second game character's attacks reduce the obstacle's attribute value. When the obstacle's attribute value drops to a preset requirement, it is destroyed, thus increasing the second game character's defense attribute. For example, if the obstacle's preset attribute value is 100, the second game character's attacks reduce the obstacle's attribute value; when the obstacle's attribute value drops to 0, it is destroyed, thus increasing the second game character's defense attribute.

[0066] In practice, the second game character increases its defensive attributes by attacking obstacles in the game environment. When attacked, the increased defense allows it to withstand the attack. While obstacles hinder the second game character's movement, they also enhance its defensive capabilities, allowing it to continuously improve its survivability and thus increasing its overall gameplay. This enriches the gameplay experience, improves player retention, and reduces server resource waste.

[0067] The game information processing method provided in this application embodiment, through the above three steps, ensures that the first game skill released by the first game character when attacking the second game character does not immediately disappear if it misses the second game character. Instead, it becomes an obstacle in the game scene, hindering the second game character's movement and increasing the game's richness. Furthermore, attacking the obstacle increases the second game character's defensive attributes, enabling it to withstand attacks and increasing its success rate in the game. The method further utilizes the obstacles derived from the first game skill, enhancing the gameplay's richness. By increasing the gameplay's richness, player retention is improved, thereby reducing resource waste on the game server.

[0068] During gameplay, unpredictable attacks can create a sense of panic and prevent players from fully immersing themselves in the game, thus diminishing their experience. Therefore, in this application, the first game character will provide the player with certain prompts before unleashing their first game skill, allowing the player to prepare a defensive strategy in advance. In other words, the method in this application also includes:

[0069] Step 104: Within a first preset time period before the first game character releases the first game skill, determine the first release area of ​​the first game skill;

[0070] Step 105: Display the first release prompt information, which is used to indicate the first release area of ​​the first game skill.

[0071] In step 104 above, the first game skill is released upon reaching the first release area. The first preset time is manually set; there is a certain time difference (i.e., the first preset time) between the first game character activating the first game skill and its release. This time difference provides the player with preparation time to adjust their defensive strategy and avoid being hit by the first game skill. The location of the first release area is determined based on the current location of the second game character, or it can be randomly generated. The location of the first release area is determined based on the current location of the second game character; for example, it can be set directly to the location where the second game character is currently positioned. Figure 2 As shown, the current position of the second game character is taken as the center point of the first release area, and the area of ​​a preset size containing the center point is defined as the first release area. The position of the first release area is determined based on the current position of the second game character. It can be a first preset range containing the current position of the second game character, and multiple first release areas are randomly set within the first preset range, for example, as... Figure 3As shown, a preset range encompassing the current position of the second game character is determined based on the character's current location. This preset range is significantly larger than the first release area. Multiple first release areas are randomly selected within this preset range. The location of the first release area is randomly generated, meaning any location in the game scene can be a first release area.

[0072] In step 105 above, the first release prompt information is used to indicate the first release area of ​​the first game skill. The first release prompt information can take any of the following forms: highlighting the first release area, thickening the edges of the first release area, adding an overlay layer to the first release area, etc. By displaying the first release prompt information of the first release area, the player is prompted so that the game character controlled by the player can leave the first release area before the first game skill is released, thus avoiding the first game skill, reducing the player's game failure rate and improving the player's game experience.

[0073] To enhance the player experience, the game scenes are largely designed based on real-world environments. Therefore, the first game skill will encounter reaction forces similar to those in real-world scenarios during its execution, such as friction and gravity. Consequently, when the first game skill is blocked by these reaction forces, it creates an obstacle in the game scene, which is step S102, including:

[0074] Step 1021: In response to the first game skill being blocked in the skill release path, an obstacle is generated in the game scene of the game based on the position where the first game skill is blocked.

[0075] In step 1021 above, the first game skill being blocked can be due to the first game skill being blocked by a virtual object in the game scene. For example, if the first game skill is an item falling from the air in the game scene, the item will be blocked by a virtual object in the game scene (the ground in the game scene, a second game character, or other game characters, etc.), changing the previous falling trend of the item. Alternatively, the first game skill can be blocked by friction in the game scene. For example, if the first game skill is a stone with a shape close to a sphere, the stone will be subjected to friction from the ground when it rolls on the ground. The friction will gradually reduce the rolling speed of the stone until the rolling speed of the stone is zero and it stops moving.

[0076] In practice, if the first game skill is blocked in the skill release path in the game scene, the stopping position of the first game skill in the game scene will be determined according to the position where the first game skill is blocked, and finally the corresponding obstacle will be generated at the stopping position of the first game skill.

[0077] The location where the first skill is blocked is not necessarily the same as where it would stop moving in the game scene. For example, if the first skill is an item falling from the air, and there's a tree branch far from the ground in its path, the item won't stop moving immediately after being blocked. It will eventually land on the ground. Therefore, the blocked branch will alter its original path until it finally hits the ground. If the item lands on a horizontal plane, it will stop moving. If it lands on an inclined plane, gravity will cause it to continue moving along the angled path until it's blocked again, its speed gradually decreasing to zero, and it stops moving. Of course, these scenarios are relatively realistic. Games are virtual worlds, and any situation can be customized. Therefore, it's also possible to create an obstacle at the blocked location after the first skill is blocked.

[0078] The first game skill hitting the second game character can also be understood as the first game skill being blocked in its release path. Therefore, when the first game skill hits the second game character, the second game character's health decreases, and the first game skill also creates an obstacle. In other words, the method of this application also includes:

[0079] Step 106: In response to the first game skill hitting the second game character, control the second game character's health to decrease, and generate the obstacle in the game scene according to the position of the first game skill hitting the second game character.

[0080] In step 106 above, the second game character's health points represent the second game character's survivability in the game scene. When the second game character is attacked, its health points decrease. When the second game character's health points decrease to a preset requirement, the game will be settled. For example, if it is a single-player game, and the second game character's health points decrease to 0, the game will end and the second game character will be declared defeated. If it is a multiplayer game, and the second game character's health points decrease to 0, the second game character will be controlled to exit the game scene. The second game character's health points can also be increased in specified ways. For example, the second game character can use game skills that increase health points (e.g., the second game character drinks energy drinks to increase health points), the second game character can rely on the help of teammates (e.g., teammates heal the second game character to increase health points), and the second game character can perform specified tasks to increase health points (e.g., the second game character can go to a specified area in the game scene and increase health points in that area).

[0081] In practice, when the first game skill hits the second game character, the second game character's health will decrease. After the first game skill hits the second game character, an obstacle will be generated based on the second game character's position (e.g., nearby). The obstacle and the second game character are two independent virtual objects, and their positions may not be exactly the same. Therefore, the location of the obstacle and the location of the second game character may not be the same. The obstacle's location could be such that the first game skill knocks down the second game character, thus creating an obstacle at the location where the second game character was hit. For example, ... Figure 4 As shown, the second game character was at position a before being hit by the first game skill. After being hit, the second game character was knocked down and moved to position b. The first game skill would create an obstacle at position a. The obstacle's location could be such that the impact of the first game skill on the second game character was not significant, and the obstacle's obstruction caused the first game skill to change its direction, thus creating an obstacle near the second game character. For example, ... Figure 5As shown, the second game character was at position c before being hit by the first game skill. After being hit, the second game character's position remained unchanged, but the first game skill's direction of movement changed. The first game skill landed at position d from the position blocked by the second game character, forming an obstacle at position d. In this embodiment, after the second game character is hit, an obstacle that can be used to improve defensive attributes is formed nearby, increasing the efficiency of the second game character in improving defensive attributes. This reduces the learning curve for novice players.

[0082] Of course, after the first game skill hits the second game character, the first game skill can also disappear directly from the game scene. In other words, the method provided in this application also includes:

[0083] Step 107: In response to the first game skill hitting the second game character, control the second game character's health to decrease, control the first game skill to disappear in the game scene, and display the disappearance animation of the first game skill.

[0084] In step 107 above, the disappearance of the first game skill in the game scene can mean that the first game skill itself will no longer affect any virtual objects in the game scene, that is, it will not create new obstacles in the game scene. The disappearance animation can be manually set. For example, if the first game skill is an item, then the disappearance animation of the first game skill can be that the item turns into dust and gradually disappears.

[0085] The first game character can also unleash a second game skill, which allows the first game character to attack the second game character and inflict damage. Therefore, the method in this application also includes:

[0086] Step 108: Respond to the first game character releasing the second game skill, control the first game character to use the second game skill to attack the second game character;

[0087] Step 109: If the obstacle is located in the initial skill release path of the second game skill, then the skill release path of the second game skill is re-determined based on the position of the obstacle.

[0088] In step 108 above, the second game skill released by the first game character is an attack-type skill. Compared with the first game skill, the second game skill cannot create obstacles in the game scene. The form of the second game skill can be the same as that of the first game skill (for example, both the second and first game skills are item forms) or different (for example, the first game skill is an item form and the second game skill is a shockwave). In order to better distinguish the first game skill and the second game skill, it is preferable to set the forms of the first game skill and the second game skill to be different.

[0089] When the first game character is not controlled by the player, the condition for releasing the second game skill can be determined during the game through a preset target acquisition mechanism. This mechanism can either continuously target the enemy during the game or, after being attacked, target the enemy who initiated the attack. The target referred to here is the second game character mentioned in this application. When the first game character is controlled by the player, the condition for releasing the second game skill can be that the player controls the first game character to release the second game skill in response to a player's command to do so.

[0090] In step 109 above, when the second game skill is activated by the first game character, it has an initial release path, which is unchanged. However, before the second game skill is released, there are many possibilities, such as being blocked by virtual objects, including obstacles. If the second game skill is blocked by an obstacle in its release path, the initial skill release path will be adjusted to obtain a new skill release path. The new skill release path can be a change in the direction of the initial skill release path, allowing the second game skill to continue moving along the new path until it is fully released. Alternatively, the initial skill release path can be interrupted, causing the second game skill to stop moving at the interruption point and be fully released when it stops moving. The completion of the second game skill release can include any of the following: hitting a virtual object in the game scene or landing on the ground in the game scene. After the second game skill is fully released, it disappears from the game scene, and a disappearance animation is displayed. The disappearance animation can be the stone corresponding to the second game skill turning into dust and gradually disappearing. Because obstacles can alter the release path of a second game skill, the second game skill can be used to dodge obstacles. For example, if the second game skill is a shockwave, the release paths of the second game character and the shockwave are located in opposite directions of the obstacles, allowing the second game character to dodge the shockwave's damage.

[0091] To enhance player immersion and improve the overall experience, a prompt message is generated before the second skill is released to alert players to dodge it. During the movement of the second skill along its initial release path, the prompt message is displayed in the game scene to guide players to avoid it. After the second skill adjusts its release path, the prompt message corresponding to the initial release path is also adjusted, and the new prompt message is displayed. Therefore, the method in this application also includes:

[0092] Step 110: Determine the second release area based on the newly determined skill release path of the second game skill;

[0093] Step 111: Display the second release prompt information, which is used to indicate the second release area of ​​the second game skill.

[0094] In step 110 above, the location of the second release area is determined based on the current location of the second game character, or is randomly generated. The process of determining the second release area can refer to the process of determining the first release area in step 104 above.

[0095] In step 111 above, the second release prompt information is used to indicate the second release area of ​​the second game skill. The second release prompt information can take any of the following forms: highlighting the second release area, bolding the edges of the second release area, adding an overlay layer to the second release area, etc. By displaying the second release prompt information in the second release area, the player is prompted so that the game character controlled by the player can leave the second release area before the second game skill is released, thus avoiding the second game skill, reducing the player's game failure rate and improving the player's game experience.

[0096] In the game, you can set the second game skill to change its release path when it touches an obstacle. You can also set the second game skill to make the obstacle and the second game skill disappear from the game scene after touching an obstacle. In other words, you can use the second game skill to clear obstacles in the game scene to avoid the inconvenience caused by too many obstacles in the scene to the movement of the second game character.

[0097] When the second game character possesses a defensive attribute, this attribute can withstand attacks received by the second game character, reducing the loss of the second game character's health. However, the second game character's defensive attribute is not invincible; its defensive attribute will decrease after being attacked. Therefore, the method in this application also includes:

[0098] Step 112: In response to the first game character attacking the second game character, perform damage logic calculation on the second game character based on the current defense attribute of the second game character, and execute the corresponding damage logic calculation result.

[0099] In step 112 above, the damage logic calculation is used to calculate the defensive attributes consumed by the second game character after being attacked by the first game character.

[0100] In practice, the first game character attacks the second game character and hits the second game character. The second game character's defense attribute will play a certain role in resisting the attack of the first game character. Of course, resisting the attack of the first game character will also consume some of the second game character's defense attribute. After the defense attribute is consumed, the second game character's defense attribute needs to be readjusted. That is, damage logic calculation is performed on the second game character. After the damage logic calculation, the remaining defense attribute of the second game character is obtained (i.e., the damage logic calculation result). The remaining defense attribute of the second game character is used to continue to resist the attack for the second game character.

[0101] Damage calculation for the second game character can include any of the following calculation methods:

[0102] Step 1121: Based on the attack value of the first game character attacking the second game character, calculate the remaining defensive attributes of the second game character after resisting the attack using defensive attributes.

[0103] Alternatively, in step 1122, based on the attack of the first game character against the second game character, calculate the remaining defensive attributes of the second game character after resisting the attack using defensive attributes, according to a preset adjustment standard.

[0104] In step 1121 above, the higher the attack value of the first game character's attack on the second game character, the higher the defense attribute consumed by the second game character to resist the attack. The lower the attack value of the first game character's attack on the second game character, the lower the defense attribute consumed by the second game character to resist the attack. For example, if the attack value of the first game character's attack on the second game character is 50, the second game character will consume 50 defense attribute to resist the attack. If the attack value of the first game character's attack on the second game character is 20, the second game character will consume 20 defense attribute to resist the attack.

[0105] In step 1122 above, the preset adjustment standard can be pre-set by humans. For example, the preset adjustment standard can be a fixed value. That is, after the second game character is attacked by the first game character, the second game character will use a fixed value of defense attribute to resist the attack, so that the second game character's defense attribute will be reduced by a fixed value. For example, if the attack value of the first game character attacking the second game character is 50, then the second game character will consume 30 defense attribute when using defense attribute to resist the attack. If the attack value of the first game character attacking the second game character is 20, then the second game character will also consume 30 defense attribute when using defense attribute to resist the attack.

[0106] In step S103 above, the second game character can increase its defensive attributes by attacking obstacles. This increase in defensive attributes can be temporary, meaning that the defensive attributes increased by obstacles can only protect the second game character for a period of time. When the temporary defensive attributes of the second game character are consumed, the second game character's defensive attributes will revert to their initial state. Therefore, the method of this application also includes:

[0107] Step 113: If the second game character increases its defense attribute for a second preset time, then the defense attribute of the second game character is restored to its initial state; the initial state is the state of the second game character before its defense attribute was increased.

[0108] Alternatively, in step 114, if the attack situation of the second game character reaches the preset attack requirements after the second game character improves its defense attribute, then the defense attribute of the second game character is restored to the initial state.

[0109] In step 113 above, the second preset time is set manually. The initial state is the state before the second game character's defense attribute is increased. For example, if the defense value of the second game character is 0 before the defense attribute is increased, then the initial state of the defense attribute is 0.

[0110] In practice, the timer starts when the second game character increases its defense attribute. When the timer reaches the second preset time, if the second game character's defense attribute still includes defense attribute gained from attacking obstacles, then the defense attribute gained from attacking obstacles is directly deleted, and only the second game character's defense attribute before the increase is retained. For example, if the second game character originally had a defense attribute of 500, and increased its defense attribute to 1000 by attacking obstacles, and at the second preset time the second game character's defense attribute is greater than 500, then the second game character's defense attribute is adjusted to 500, that is, restored to the initial state before the defense attribute was increased.

[0111] In step 114 above, the defense attribute that the second game character gains by attacking obstacles allows the second game character to be invincible until the attack situation reaches the preset attack requirements. For example, the defense attribute of the second game character is a defense item obtained by the second game character by attacking obstacles. When the second game character is attacked a preset number of times, or when the attack value of the second game character is greater than the preset defense value, the defense item becomes invalid and the defense attribute of the second game character is restored to the initial state.

[0112] The first game character in this application can also output a third game skill. The processing of the third game skill includes the following steps, such as... Figure 6 As shown, the method of this application further includes:

[0113] S601, based on the current position of the second game character, determine the release position of the third game skill of the first game character; the third game skill is a continuous area-of-effect damage skill;

[0114] S602, in response to the first game character releasing the third game skill, release the third game skill according to the release position;

[0115] S603, responding to the second game character attacking the target virtual object in the game scene, determining the target third game skill corresponding to the target virtual object based on the position of the target virtual object;

[0116] S604, stop the release of the target third game skill and the reference third game skill; the reference third game skill is a third game skill that is directly or indirectly connected to the target third game skill.

[0117] In step S601 above, the third release area of ​​the third game skill is the area in the game scene where the third game skill is located. The third game skill is a skill output by the first game character to attack the second game character. The third game skill is an attack-type skill and a continuous area-of-effect damage skill. That is, as long as the third game skill attacks the second game character during its release, the second game character's health will decrease. Furthermore, unless there are specific conditions, the third game skill can remain in the game scene indefinitely. Specific conditions refer to the conditions that stop the release of the third game skill. The process of determining the third release area can refer to the process of determining the first release area in step S101 above. The position of the third release area is determined based on the current position of the second game character. It can be that the third release area is directly set wherever the second game character is currently located. Alternatively, the position of the third release area can be determined based on the current position of the second game character, or a second preset range containing the current position of the second game character can be determined, and multiple third release areas can be randomly set within this second preset range.

[0118] In step S602 above, the third game skill is a skill output by the first game character located within the third release area. The third game skill can be formed directly within the third release area when the first game character releases the third game skill. For example, the third game skill is a specific liquid. The specific liquid will have a water ripple animation within the third release area, and its color is different from the color outside the third release area. When the first game character releases the specific liquid, it can be that a patch of specific liquid directly gushes out from the third release area on the ground in the game scene, or it can be evolved from other game skills output by the first game character. For example, if the third game skill is a specific liquid, the first game character releases the specific liquid by spraying liquid through a coughing action. When the sprayed liquid falls into the third release area on the ground in the game scene, it forms the specific liquid.

[0119] The third game skill is evolved from other game skills output by the first game character, and specifically includes the following steps:

[0120] Step 6021: Release the flying item of the third game skill toward the third release area;

[0121] Step 6022: If the projectile hits the second game character, control the second game character's health to decrease;

[0122] Step 6023: If the projectile does not hit the second game character, then release the third game skill according to the third release area.

[0123] In step 6021 above, the projectile can be any other game skill released by the first game character mentioned above. The projectile can be an attack-type skill. When the projectile hits the second game character, the second game character's health is reduced.

[0124] Flying items can evolve into a third game skill in the game scene. Therefore, the flying items output by the first game character need to move along the release path that ends at the third release area.

[0125] In step 6022 above, if the second game character is in the release path of the projectile and the projectile hits the second game character, the second game character's health will be reduced. After hitting the second game character, the projectile can continue to move along the release path until it reaches the third release area to form the third game skill, or the projectile can stop releasing and disappear from the game scene, no longer able to cause damage to the second game character.

[0126] In step 6023 above, if the projectile does not hit the second game character, the projectile moves along the release path until it reaches the third release area to form the third game skill.

[0127] In step S603 above, the target virtual object can be used to control the object in the game scene that stops the release of the third game skill. The target virtual object can be set to be an object that is countered by the third game skill. For example, if the third game skill is a specific liquid, then the target virtual object can be a virtual prop that can eliminate the specific liquid. The virtual prop carried in the target virtual object can make the specific liquid disappear by burning. The knockdown position is the new position of the target virtual object after it is attacked by the second game character.

[0128] In practice, the second game character attacks the target virtual object, causing the target virtual object to stop the release of a third game skill in the game scene. However, not all third game skills have their third release areas closely connected. Logically, only third game skills that come into contact with the target virtual object will be stopped. Therefore, the second game character needs to attack the target virtual object to change its position (for example, if the target virtual object can place a virtual item that eliminates a specific liquid at a certain distance from the ground, the second game character needs to attack the target virtual object to make it fall to the ground, allowing the virtual item within it to also fall and come into contact with the third game skill). This allows the target virtual object to come into contact with the third game skill (i.e., the third release area of ​​the third game skill intersects with the position of the target virtual object). Furthermore, the target third game skill needs to be identified from among the multiple third game skills in the game scene. The target third game skill is the third game skill whose third release area intersects with the position of the target virtual object. For example, ... Figure 7 As shown, the gray area represents the third game skill. The third game skills z and y intersect with the target virtual object. Therefore, the third game skills z and y are identified as the target third game skills.

[0129] In step S604 above, the referenced third game skill is a third game skill that is directly or indirectly connected to the target third game skill, such as... Figure 8 As shown, there is no intersection between the third release area of ​​the third game skill x and the target virtual object, but there is an intersection between the third release area of ​​the third game skill x and the third release area of ​​the third game skill y, and there is an intersection between the third release area of ​​the third game skill y and the target virtual object. Since the third game skill y is the target third game skill, the third game skill x is determined as the reference third game skill.

[0130] In practice, after identifying the target's third game skill, the target's third game skill and the reference third game skill are stopped from being released.

[0131] In another embodiment provided in this application, through the above four steps, when the third game skill is a continuous area-of-effect damage skill, the second game character attacks the target virtual object, causing the target third game skill that intersects with the target virtual object in the game scene, as well as the reference third game skill that intersects with the target third game skill, to stop releasing. This is equivalent to simultaneously controlling multiple third game skills to stop releasing, quickly eliminating game skills in the game scene that can cause damage to the second game character, efficiently eliminating dangers in the game scene, increasing the second game character's chances of survival in the game scene, improving the richness of gameplay, thereby increasing player retention rate and reducing the resource waste of the game server.

[0132] The third game skill will deal damage to the second game character and will also affect the second game character's movement speed. Therefore, the method in this application also includes:

[0133] Step 605: In response to the second game character moving within the third release area of ​​the third game skill, control the second game character's health to decrease.

[0134] In step 605 above, when the second game character comes into contact with the third game skill, it will be attacked by the third game skill. Therefore, if the second game character moves within the third release area of ​​the third game skill, it is equivalent to the second game character coming into contact with the third game skill. Thus, as long as the second game character is within the third release area of ​​the third game skill, the second game character's health will decrease. Furthermore, the movement speed of the second game character within the third release area of ​​the third game skill is less than the movement speed of the second game character outside the third release area of ​​the third game skill. That is, the second game character has multiple ways to move on the ground, such as running, walking, and crawling, and the movement speed of each movement method is different. For example, the movement speed of running is greater than the movement speed of walking, and the movement speed of walking is greater than the movement speed of crawling. The movement speed of the second game character within the third release area of ​​the third game skill can be a fixed speed. For example, regardless of which movement method the second game character uses within the third release area, its movement speed is a fixed speed, and this fixed speed is less than the movement speed of the second game character crawling outside the third release area. The movement speed of the second game character within the third release area of ​​the third game skill can be determined based on the movement method of the second game character within the third release area. For example, the movement speed of the second game character running within the third release area is less than the movement speed of the second game character running outside the third release area, but the movement speed of the second game character running within the third release area can be greater than the movement speed of the second game character walking or crawling outside the third release area, etc.

[0135] To enable the second game character to quickly eliminate numerous third game skills in the game scene and reduce the damage caused by these skills, a target virtual object is used to control the cessation of third game skill release. However, the target virtual object may be far from the second game character, or the second game character's line of sight may be obstructed, making it difficult to quickly locate the target virtual object. To help the second game character find the target virtual object as quickly as possible, a prompt message for the target virtual object is generated. Therefore, the solution in this application also includes:

[0136] Step 606: In response to the third release area of ​​the third game skill approaching the target virtual object, generate location prompt information; the location prompt information is used to indicate the location of the target virtual object.

[0137] In step 606 above, the location prompt information is used to indicate the location of the target virtual object. The location prompt information may include any one or more of the following forms: highlighting the target virtual object, the movement route between the second game character and the target virtual object, the pointing arrow near the second game character pointing to the target virtual object, etc.

[0138] In practice, if the second game character knocks down the target virtual object, the knockdown location is likely to be near the target virtual object's pre-knockdown position in most cases. Therefore, if the third game skill is too far from the target virtual object's pre-knockdown position, the target virtual object cannot make contact with the third game skill after being knocked down, and thus cannot quickly stop the release of multiple third game skills. Therefore, the target virtual object can only stop the release of multiple third game skills when the third release area of ​​the third game skill is close to the target virtual object. Based on this, this application generates location prompt information when the third release area of ​​the third game skill is close to the target virtual object, using the location prompt information to guide the second game character to attack the target virtual object as quickly as possible, thereby achieving the goal of stopping the release of multiple third game skills.

[0139] The target virtual object also has a preset health value. The target virtual object will only be shot down when its health value is reduced to the minimum value. That is, step S603 of this application includes:

[0140] Step 6031: In response to the attack of the second game character on the target virtual object, control the target virtual object's health to decrease; the probability of the second game character hitting the target virtual object is negatively correlated with the distance between them;

[0141] Step 6032: In response to the target virtual object's health value decreasing to a preset value, determine the target third game skill corresponding to the target virtual object based on the target virtual object's location.

[0142] In step 6031 above, the probability of the second game character hitting the target virtual object is negatively correlated with the distance between them. That is, the closer the second game character is to the target virtual object, the greater the probability of the second game character hitting the target virtual object. The knockdown position of the target virtual object can also be determined based on the degree of damage to the target virtual object at the hit position. For example, the target virtual object has four hit positions, and each hit position will reduce the target virtual object's health. However, the degree of damage to each hit position is different. When the target virtual object is knocked down, it will tilt in the direction of the hit position with the greater degree of damage. It is like a lumberjack cutting down a tree. The lumberjack cuts two notches on the trunk at two positions (the two positions are on the same horizontal plane, but located in two different directions on the trunk). One notch is deep and the other is shallow. When the trunk falls, it will break in the direction of the deeper notch.

[0143] In step 6032 above, the preset value is set in advance by a person, for example, the health value is 0. When the health value of the target virtual object is reduced to meet the preset value, the target virtual object will be shot down. The position on the ground after the target virtual object is shot down is the shot-down position. The third release area that intersects with the shot-down position is determined, and the third skill in the third release area that intersects with the shot-down position is determined as the target's third game skill.

[0144] Using a target virtual object, multiple overlapping third game skills in the game scene can be controlled to stop being released. However, there will still be third game skills in the game scene that do not overlap with the target third game skill. These remaining third game skills will still cause some damage to the second game character. In other words, the method of this application also includes:

[0145] Step 607: In response to the second game character being located in the release area of ​​the currently existing third game skill, control the second game character's health to decrease according to a first decrease range; the first decrease range is greater than the second decrease range; the second decrease range is the decrease in health when the second game character was located in the release area of ​​the third game skill before the release of the target third game skill and the reference third game skill was stopped.

[0146] In step 607 above, after the target virtual object controls the third game skill and the reference third game skill to stop releasing, there will still be remaining third game skills in the game scene. Since multiple third game skills in the game scene have stopped releasing, in order to enrich the gameplay, the damage of the remaining third game skills in the game scene to the second game character can be increased. For example, before the release of the target third game skill and the reference third game skill is stopped, the damage of the third game skill to the second game character is a reduction of 5 points in the second game character's health per unit time. After the release of the target third game skill and the reference third game skill is stopped, the damage of the third game skill to the second game character is a reduction of 10 points in the second game character's health per unit time. To differentiate the damage dealt to the second game character by the third game skill before and after the release of the target and reference third game skills is stopped, a difference prompt can be generated when the release of the target and reference third game skills is stopped. This difference prompt indicates to the second game character that the damage caused by the third game skill in the game scene has been enhanced. For example, if the third game skill is a specific liquid, the surface of the specific liquid in the game scene is calm before the release of the target and reference specific liquids is stopped, and the surface of the specific liquid in the game scene is boiling after the release of the target and reference specific liquids is stopped.

[0147] This application also provides a second method for information processing in games, such as... Figure 13 As shown, the game includes a first game character and a second game character. The first game character has preset health points. The method includes:

[0148] Step a: Based on the current position of the second game character, determine the third release area of ​​the third game skill of the first game character; the third game skill is a continuous area-of-effect damage skill.

[0149] Step b: In response to the first game character releasing the third game skill, release the third game skill according to the third release area;

[0150] Step c: In response to the second game character attacking the target virtual object in the game scene, determine the target third game skill corresponding to the target virtual object based on the location where the target virtual object is hit;

[0151] Step d: Stop the release of the target third game skill and the reference third game skill; the reference third game skill is a third game skill that is directly or indirectly connected to the target third game skill.

[0152] The game information processing method in this application embodiment can run on a terminal device or a server. The terminal device can be a local terminal device. When the game information prompting method runs on a server, it can be a cloud game.

[0153] For a detailed introduction to cloud gaming and terminal devices, please refer to the above text, which will not be repeated here.

[0154] For a detailed explanation of steps a to d in this application, please refer to steps S601 to S604 above.

[0155] In the embodiments of this application, when the third game skill is a continuous area-of-effect damage skill, the second game character attacks the target virtual object, causing the target third game skill that intersects with the target virtual object and the reference third game skill that intersects with the target third game skill to stop releasing. This is equivalent to controlling multiple third game skills to stop releasing at the same time, quickly eliminating game skills in the game scene that can cause damage to the second game character, efficiently eliminating dangers in the game scene, increasing the second game character's chances of survival in the game scene, improving the richness of gameplay, thereby increasing player retention rate and reducing the resource waste of the game server.

[0156] Optionally, the movement speed of the second game character within the third release area of ​​the third game skill is less than the movement speed of the second game character outside the third release area of ​​the third game skill;

[0157] The method further includes:

[0158] Step e: In response to the second game character moving within the third release area of ​​the third game skill, control the second game character's health to decrease.

[0159] For a detailed explanation of step e in this application, please refer to step 605 above.

[0160] Optionally, the third release area releases the third game skill, including:

[0161] Step f: Release the flying item of the third game skill toward the third release area;

[0162] Step g: If the projectile hits the second game character, control the second game character's health to decrease;

[0163] Step h: If the projectile does not hit the second game character, then release the third game skill according to the third release area.

[0164] For a detailed explanation of steps f to h in this application, please refer to steps 6021 to 6023 above.

[0165] Optionally, the method further includes:

[0166] Step i: In response to the third release area of ​​the third game skill approaching the target virtual object, a location prompt information is generated; the location prompt information is used to indicate the location of the target virtual object.

[0167] For a detailed explanation of step i in this application, please refer to step 606 above.

[0168] Optionally, the target third game skill corresponding to the target virtual object is determined based on the location of the target virtual object, including:

[0169] Step j: In response to the second game character's attack on the target virtual object, control the target virtual object's health to decrease; the probability of the second game character hitting the target virtual object is negatively correlated with the distance between them;

[0170] Step k: In response to the target virtual object's health value decreasing to a preset value, determine the target third game skill corresponding to the target virtual object based on the target virtual object's location.

[0171] For a detailed explanation of steps j and k in this application, please refer to steps 6031 to 6032 above.

[0172] Optionally, after stopping the release of the target third game skill and the reference third game skill, the method further includes:

[0173] Step 1: In response to the second game character being located within the release area of ​​the currently existing third game skill, control the second game character's health to decrease according to a first reduction rate; the first reduction rate is greater than the second reduction rate; the second reduction rate is the rate at which the second game character's health decreases when the second game character is within the release area of ​​the third game skill before the release of the target third game skill and the reference third game skill is stopped.

[0174] For a detailed explanation of step 1 in this application, please refer to step 607 above.

[0175] Optionally, the method further includes:

[0176] Step m: Respond to the first game character releasing the first game skill, and control the first game character to use the first game skill to attack the second game character;

[0177] Step n: In response to the first game skill failing to hit the second game character, generate obstacles in the game scene according to the first game skill;

[0178] Step o: In response to the second game character attacking the obstacle, increase the defense attribute of the second game character so that the second game character can withstand the attack when attacked.

[0179] For a detailed explanation of steps m to o in this application, please refer to steps S101 to S103 above.

[0180] Optionally, the method further includes:

[0181] Step p: Within a first preset time before the first game character releases the first game skill, determine the first release area of ​​the first game skill;

[0182] Step q: Display the first release prompt information, which is used to indicate the first release area of ​​the first game skill.

[0183] For a detailed explanation of steps p to q in this application, please refer to steps 104 to 105 above.

[0184] Optionally, the location of the first release area is determined based on the current location of the second game character, or is randomly generated.

[0185] Optionally, the method further includes:

[0186] Step r: In response to the first game skill hitting the second game character, control the second game character's health to decrease, and generate the obstacle in the game scene according to the position of the first game skill hitting the second game character.

[0187] For a detailed explanation of step r in this application, please refer to step 106 above.

[0188] Optionally, the method further includes:

[0189] Step s: In response to the first game character releasing the second game skill, control the first game character to use the second game skill to attack the second game character;

[0190] Step t: If the obstacle is located in the initial skill release path of the second game skill, then the skill release path of the second game skill is re-determined based on the position of the obstacle.

[0191] For a detailed explanation of steps s to t in this application, please refer to steps 108 to 109 above.

[0192] Optionally, the method further includes:

[0193] Step u: Determine the second release area based on the newly determined skill release path of the second game skill;

[0194] Step v: Display a second release prompt message, which indicates the second release area of ​​the second game skill.

[0195] For a detailed explanation of steps u to v in this application, please refer to steps 110 to 111 above.

[0196] Optionally, the method further includes:

[0197] Step w: In response to the first game character attacking the second game character, perform damage logic calculation on the second game character based on the current defense attribute of the second game character, and execute the corresponding damage logic calculation result.

[0198] For a detailed explanation of step w in this application, please refer to step 112 above.

[0199] Optionally, the method further includes:

[0200] Step x: If the second game character increases its defense attribute for a second preset time, then the defense attribute of the second game character is restored to its initial state; the initial state is the state of the second game character before its defense attribute was increased.

[0201] Alternatively, in step y, if the attack situation of the second game character reaches the preset attack requirements after the second game character improves its defense attribute, then the defense attribute of the second game character is restored to the above-mentioned initial state.

[0202] For a detailed explanation of steps x to y in this application, please refer to steps 113 to 114 above.

[0203] Optionally, generating obstacles in the game scene based on the first game skill includes:

[0204] Step z: In response to the first game skill being blocked in the skill release path, an obstacle is generated in the game scene according to the position where the first game skill is blocked.

[0205] For a detailed explanation of step z in this application, please refer to step 1021 above.

[0206] Optionally, the defensive attribute of the second game character is positively correlated with the number of times the obstacle is attacked by the second game character; or, the defensive attribute of the second game character is positively correlated with the attack strength of the obstacle being attacked by the second game character; or, the defensive attribute of the second game character is increased after the number of times the obstacle is attacked by the second game character reaches a preset number; or, the defensive attribute of the second game character is increased after the obstacle is destroyed by the second game character.

[0207] This application provides an apparatus for information processing in games, such as... Figure 9 As shown, the game includes a first game character and a second game character, the first game character having preset health points, and the device includes:

[0208] The first attack module 901 is used to respond to the first game character releasing the first game skill and control the first game character to use the first game skill to attack the second game character;

[0209] Generation module 902 is used to generate obstacles in the game scene of the game based on the first game skill in response to the first game skill failing to hit the second game character;

[0210] The blocking module 903 is used to respond to the second game character attacking the obstacle by increasing the defensive attributes of the second game character so that the second game character can withstand the attack when attacked.

[0211] Optionally, the device further includes:

[0212] The first position module is used to determine the first release area of ​​the first game skill within a first preset time before the first game character releases the first game skill;

[0213] The first prompt module is used to display the first release prompt information, which is used to indicate the first release area of ​​the first game skill.

[0214] Optionally, the location of the first release area is determined based on the current location of the second game character, or is randomly generated.

[0215] Optionally, the device further includes:

[0216] The generation module is used to respond to the first game skill hitting the second game character, control the second game character's health to decrease, and generate the obstacle in the game scene according to the position of the first game skill hitting the second game character.

[0217] Optionally, the device further includes:

[0218] The second attack module is used to respond to the first game character releasing a second game skill and control the first game character to use the second game skill to attack the second game character;

[0219] The adjustment module is used to redetermine the skill release path of the second game skill based on the position of the obstacle if the obstacle is located in the initial skill release path of the second game skill.

[0220] Optionally, the device further includes:

[0221] The third determining module is used to determine the second release area based on the redefined skill release path of the second game skill;

[0222] The second prompt module is used to display a second release prompt message, which indicates the second release area of ​​the second game skill.

[0223] Optionally, the device further includes:

[0224] The calculation module is used to respond to the attack of the first game character on the second game character, perform damage logic calculation on the second game character based on the current defense attribute of the second game character, and execute the corresponding damage logic calculation result.

[0225] Optionally, the device further includes:

[0226] The first restoration module is used to restore the defensive attribute of the second game character to its initial state when the defensive attribute of the second game character has been increased for a second preset time; the initial state is the state of the second game character before the defensive attribute was increased.

[0227] Alternatively, the second restoration module is used to restore the defensive attributes of the second game character to the aforementioned initial state if the attack situation of the second game character reaches the preset attack requirements after the second game character has improved its defensive attributes.

[0228] Optional, the generation module includes:

[0229] The generation unit is used to generate obstacles in the game scene of the game in response to the first game skill being blocked in the skill release path.

[0230] Optionally, the defensive attribute of the second game character is positively correlated with the number of times the obstacle is attacked by the second game character; or, the defensive attribute of the second game character is positively correlated with the attack strength of the obstacle being attacked by the second game character; or, the defensive attribute of the second game character is increased after the number of times the obstacle is attacked by the second game character reaches a preset number; or, the defensive attribute of the second game character is increased after the obstacle is destroyed by the second game character.

[0231] Optionally, the device further includes:

[0232] The first determining module is used to determine the third release area of ​​the third game skill of the first game character based on the current position of the second game character; the third game skill is a continuous area damage skill.

[0233] The release module is used to respond to the first game character releasing the third game skill and release the third game skill according to the third release area;

[0234] The second determining module is used to respond to the second game character attacking a target virtual object in the game scene, and to determine the target third game skill corresponding to the target virtual object based on the location where the target virtual object is shot down;

[0235] A stop module is used to stop the release of the target third game skill and the reference third game skill; the reference third game skill is a third game skill that is directly or indirectly connected to the target third game skill.

[0236] Optionally, the movement speed of the second game character within the third release area of ​​the third game skill is less than the movement speed of the second game character outside the third release area of ​​the third game skill;

[0237] The device further includes:

[0238] The reduction module is used to control the reduction of the second game character's health in response to the second game character moving within the third release area of ​​the third game skill.

[0239] Optional, the release module includes:

[0240] The first release unit is used to release the flying item of the third game skill toward the third release area;

[0241] The reduction unit is used to control the second game character's health to decrease if the projectile hits the second game character.

[0242] The second release unit is used to release the third game skill according to the third release area if the projectile does not hit the second game character.

[0243] Optionally, the device further includes:

[0244] The third prompt module is used to generate location prompt information in response to the third release area of ​​the third game skill approaching the target virtual object; the location prompt information is used to indicate the location of the target virtual object.

[0245] Optionally, the target third game skill corresponding to the target virtual object is determined based on the location of the target virtual object, including:

[0246] The third attack module is used to respond to the attack of the second game character on the target virtual object and control the target virtual object's health to decrease; the probability of the second game character hitting the target virtual object is negatively correlated with the distance between them;

[0247] The shot-down module is used to respond when the target virtual object's health value decreases to a preset value, and to determine the target third game skill corresponding to the target virtual object based on the shot-down position of the target virtual object.

[0248] Optionally, after stopping the release of the target third game skill and the reference third game skill, the device further includes:

[0249] An enhancement module is used to respond to the second game character being located in the release area of ​​the currently existing third game skill, and to control the second game character's health to decrease according to a first reduction magnitude; the first reduction magnitude is greater than a second reduction magnitude; the second reduction magnitude is the magnitude of health reduction when the second game character is located in the release area of ​​the third game skill before the release of the target third game skill and the reference third game skill is stopped.

[0250] Fourthly, embodiments of this application provide another apparatus for information processing in games, such as... Figure 10 As shown, the game includes a first game character and a second game character. The first game character has preset health points. The method includes:

[0251] The first determining module 1001 is used to determine the third release area of ​​the third game skill of the first game character based on the current position of the second game character; the third game skill is a continuous area damage skill.

[0252] Release module 1002 is used to respond to the first game character releasing the third game skill and release the third game skill according to the third release area;

[0253] The second determining module 1003 is used to respond to the second game character attacking a target virtual object in the game scene, and to determine the target third game skill corresponding to the target virtual object based on the location where the target virtual object is shot down;

[0254] Stop module 1004 is used to stop the release of the target third game skill and the reference third game skill; the reference third game skill is a third game skill that is directly or indirectly connected to the target third game skill.

[0255] Optionally, the movement speed of the second game character within the third release area of ​​the third game skill is less than the movement speed of the second game character outside the third release area of ​​the third game skill;

[0256] The device further includes:

[0257] The reduction module is used to control the reduction of the second game character's health in response to the second game character moving within the third release area of ​​the third game skill.

[0258] Optional, the release module includes:

[0259] The first release unit is used to release the flying item of the third game skill toward the third release area;

[0260] The reduction unit is used to control the second game character's health to decrease if the projectile hits the second game character.

[0261] The second release unit is used to release the third game skill according to the third release area if the projectile does not hit the second game character.

[0262] Optionally, the device further includes:

[0263] The third prompt module is used to generate location prompt information in response to the third release area of ​​the third game skill approaching the target virtual object; the location prompt information is used to indicate the location of the target virtual object.

[0264] Optional, the release module includes:

[0265] The third attack module is used to respond to the attack of the second game character on the target virtual object and control the target virtual object's health to decrease; the probability of the second game character hitting the target virtual object is negatively correlated with the distance between them;

[0266] The shot-down module is used to respond when the target virtual object's health value decreases to a preset value, and to determine the target third game skill corresponding to the target virtual object based on the shot-down position of the target virtual object.

[0267] Optionally, the device further includes:

[0268] An enhancement module is used to respond to the second game character being located in the release area of ​​the currently existing third game skill, and to control the second game character's health to decrease according to a first reduction magnitude; the first reduction magnitude is greater than a second reduction magnitude; the second reduction magnitude is the magnitude of health reduction when the second game character is located in the release area of ​​the third game skill before the release of the target third game skill and the reference third game skill is stopped.

[0269] Optionally, the device further includes:

[0270] The first attack module is used to respond to the first game character releasing the first game skill and control the first game character to use the first game skill to attack the second game character;

[0271] A generation module is used to generate obstacles in the game scene of the game based on the first game skill in response to the first game skill failing to hit the second game character.

[0272] A blocking module is used to respond to the second game character attacking the obstacle by increasing the defensive attributes of the second game character so that the second game character can withstand the attack when attacked.

[0273] Optionally, the device further includes:

[0274] The first position module is used to determine the first release area of ​​the first game skill within a first preset time before the first game character releases the first game skill;

[0275] The first prompt module is used to display the first release prompt information, which is used to indicate the first release area of ​​the first game skill.

[0276] Optionally, the location of the first release area is determined based on the current location of the second game character, or is randomly generated.

[0277] Optionally, the device further includes:

[0278] The generation module is used to respond to the first game skill hitting the second game character, control the second game character's health to decrease, and generate the obstacle in the game scene according to the position of the first game skill hitting the second game character.

[0279] Optionally, the device further includes:

[0280] The second attack module is used to respond to the first game character releasing a second game skill and control the first game character to use the second game skill to attack the second game character;

[0281] The adjustment module is used to redetermine the skill release path of the second game skill based on the position of the obstacle if the obstacle is located in the initial skill release path of the second game skill.

[0282] Optionally, the device further includes:

[0283] The third determining module is used to determine the second release area based on the redefined skill release path of the second game skill;

[0284] The second prompt module is used to display a second release prompt message, which indicates the second release area of ​​the second game skill.

[0285] Optionally, the device further includes:

[0286] The calculation module is used to respond to the attack of the first game character on the second game character, perform damage logic calculation on the second game character based on the current defense attribute of the second game character, and execute the corresponding damage logic calculation result.

[0287] Optionally, the device further includes:

[0288] The first restoration module is used to restore the defensive attribute of the second game character to its initial state when the defensive attribute of the second game character has been increased for a second preset time; the initial state is the state of the second game character before the defensive attribute was increased.

[0289] Alternatively, the second restoration module is used to restore the defensive attributes of the second game character to the aforementioned initial state if the attack situation of the second game character reaches the preset attack requirements after the second game character has improved its defensive attributes.

[0290] Optional, the generation module includes:

[0291] The generation unit is used to generate obstacles in the game scene of the game in response to the first game skill being blocked in the skill release path.

[0292] Optionally, the defensive attribute of the second game character is positively correlated with the number of times the obstacle is attacked by the second game character; or, the defensive attribute of the second game character is positively correlated with the attack strength of the obstacle being attacked by the second game character; or, the defensive attribute of the second game character is increased after the number of times the obstacle is attacked by the second game character reaches a preset number; or, the defensive attribute of the second game character is increased after the obstacle is destroyed by the second game character.

[0293] The technical content mentioned in the information processing methods of the two games described above can all be set in the game mechanics of the same game. Combining the above-mentioned multiple game mechanics can enrich the gameplay and thus increase the game's playability. Based on this, this application provides a feasible embodiment based on the game mechanics mentioned above:

[0294] In the first phase, the Boss (a game character in the game scene that is not controlled by the player, which can be the first game character mentioned above, and also the big monster that players often refer to) will slightly shake its body and output ordinary items (which can be the second game skill mentioned above, such as items shaped like stones) to attack the player character (a game character in the game scene that is controlled by the player, which can be the second game character mentioned above). The ordinary items fall from the sky to the ground. If the ordinary items hit the player character, they will reduce the player character's health, and the ordinary items will shatter and disappear from the game scene. If the ordinary items fall to the ground, they will also shatter and disappear from the game scene.

[0295] The boss will also spray a first liquid by coughing. The first liquid will fall from the sky to the ground. If the first liquid hits the player character, it will reduce the player character's health. The first liquid will disappear from the game scene when it hits the player character or lands on the ground.

[0296] The Boss will also summon minions (game characters in the game scene that are not controlled by the player, also known as monsters by the player; the monsters have much less health than the Boss). When the minions attack the player character, the player character's health will decrease. When the player character attacks the minions, the minions' health will decrease. If a minion's health decreases to 0, the minion will disappear from the game scene.

[0297] The game ends when the player character's health drops to 0 after being attacked, and the player fails to complete the level. If the player character's health is greater than 0, the game continues.

[0298] When a player character hits the Boss, the Boss's health decreases. When the Boss's health decreases to the first preset requirement (for example, 30% health reduction), the second phase begins.

[0299] In the second phase, the boss's body shakes more violently and it unleashes both regular and special items (which could be the first game skill mentioned above, such as stone-shaped items) to attack the player character. Regular items fall from the sky to the ground; hitting a player character reduces their health, and the item shatters and disappears from the scene. If a regular item lands on the ground, it also shatters and disappears. Special items also fall from the sky to the ground; hitting a player character reduces their health, and the item shatters and disappears. If a special item lands on the ground, it forms an obstacle (which could be the obstacle mentioned above). Attacking the obstacle transforms it into a shield (which could be the defensive attribute mentioned in the second game skill above), allowing the player to block damage (such as damage from regular or special items).

[0300] The boss will also spray a second liquid by coughing (which could be the flying item mentioned above). The second liquid will fall from the sky to the ground. If the second liquid hits the player character, it will reduce the player character's health. Player characters hit by the second liquid will disappear from the game scene. When the second liquid lands on the ground, it will form a fourth liquid (which could be the third game skill mentioned above). Player characters can use shields to block the damage from the second liquid.

[0301] When a player character moves to the area containing the fourth liquid, their movement speed will decrease and their health will be reduced.

[0302] Virtual objects will appear in the game scene (which can be the target virtual objects mentioned above, such as equipment carrying a constantly burning flame). The player character determines the target fourth liquid (which can be the target third game skill mentioned above) based on the location where the virtual object is knocked down. The player character controls the target fourth liquid and the reference fourth liquid (which can be the reference third game skill mentioned above) connected to the target fourth liquid to disappear in the game scene.

[0303] After the virtual object is knocked down and the target fourth liquid and the reference fourth liquid connected to the target fourth liquid disappear from the game scene, the Boss will detonate the remaining fourth liquid in the game scene (detonating the remaining fourth liquid in the game scene can be manifested as the fourth liquid being in a boiling state), increasing the damage of the remaining fourth liquid to the player.

[0304] The Boss will also revive knocked-down virtual objects. During the revival process, the Boss will use the "Gaze" skill. Players within the damage range of the "Gaze" skill will have their health reduced. The more players within the damage range, the less health each player will lose.

[0305] The boss will also attack the player character with a shockwave skill. If the player character is hit by the shockwave, his health will decrease. If the player character uses a shield to resist the shockwave, he will not be damaged by the shockwave, but the shield will disappear.

[0306] The boss will also summon minions that attack the player character, reducing the player character's health. The player character attacks the minions, reducing the minions' health. If a minion's health drops to 0, it disappears from the game scene.

[0307] If the distance between the player character and the boss reaches the preset distance, the boss will use its arm to knock the player character away and control the player character's health to decrease.

[0308] The game ends when the player character's health drops to 0 after being attacked, and the player fails to complete the level. If the player character's health is greater than 0, the game continues.

[0309] When a player character hits the Boss, the Boss's health decreases. When the Boss's health decreases to the second preset requirement (for example, 60% health reduction), the third phase begins.

[0310] In the third phase, the boss's body shakes more violently and it unleashes special items that attack the player character. These items fall from the sky to the ground; if they hit a player, they reduce the player's health, shatter, and disappear from the scene. If an item lands on the ground, it forms an obstacle. Attacking this obstacle turns it into a shield, which the player can use to block damage.

[0311] The boss will also unleash shockwave attacks on the player character. Being hit by the shockwave will reduce the player character's health. If the player character uses a shield to resist the shockwave, they will not take damage, but the shield will disappear. Over time, the frequency of the boss's shockwave attacks increases.

[0312] The boss will control a large amount of third liquid to be output from the ground. If the player character moves to the area where the third liquid is located, the movement speed will be slowed down and the health will be reduced.

[0313] The boss will also prepare to unleash devastating attacks within a preset time period and expose its weak points. Players must protect themselves while avoiding attacking the weak points to reduce the boss's health.

[0314] If the Boss's health has not reached 0 by the end of the preset time period, the Boss will unleash a devastating attack, the game will end, and the Boss will win.

[0315] If the Boss's health reaches 0 before the end of the preset time period, the game ends and the player wins.

[0316] The game ends when the player character's health drops to 0 after being attacked, and the player fails to complete the level. If the player character's health is greater than 0, the game continues.

[0317] Corresponding to Figure 1 In the context of information processing in games, this application also provides a computer device 1100, such as... Figure 11 As shown, the device includes a memory 1101, a processor 1102, and a computer program stored in the memory 1101 and executable on the processor 1102. When the processor 1102 executes the computer program, it implements a method for information processing in the game, the method comprising the following steps:

[0318] In response to the first game character releasing the first game skill, control the first game character to use the first game skill to attack the second game character;

[0319] In response to the first game skill failing to hit the second game character, an obstacle is generated in the game scene according to the first game skill;

[0320] In response to the second game character attacking the obstacle, the defense attribute of the second game character is increased so that the second game character can withstand the attack when attacked.

[0321] Optionally, the method further includes:

[0322] Within a first preset time period before the first game character releases the first game skill, the first release area of ​​the first game skill is determined;

[0323] Display a first release prompt message, which indicates the first release area of ​​the first game skill.

[0324] Optionally, the location of the first release area is determined based on the current location of the second game character, or is randomly generated.

[0325] Optionally, the method further includes:

[0326] In response to the first game skill hitting the second game character, the system controls the second game character's health to decrease, and generates the obstacle in the game scene based on the location where the first game skill hits the second game character.

[0327] Optionally, the method further includes:

[0328] In response to the first game character releasing the second game skill, control the first game character to use the second game skill to attack the second game character;

[0329] If the obstacle is located in the initial skill release path of the second game skill, the skill release path of the second game skill will be re-determined based on the position of the obstacle.

[0330] Optionally, the method further includes:

[0331] The second release area is determined based on the redefined skill release path of the second game skill;

[0332] Display a second release prompt message, which indicates the second release area of ​​the second game skill.

[0333] Optionally, the method further includes:

[0334] In response to the first game character attacking the second game character, damage logic calculation is performed on the second game character based on the second game character's current defense attributes, and the corresponding damage logic calculation result is executed.

[0335] Optionally, the method further includes:

[0336] If the second game character increases its defense attribute for a second preset time, then the second game character's defense attribute will be restored to its initial state; the initial state is the state of the second game character before its defense attribute was increased.

[0337] Alternatively, if the second game character's defense attribute is increased and the attack situation of the second game character reaches the preset attack requirements, then the second game character's defense attribute will be restored to the above-mentioned initial state.

[0338] Optionally, generating obstacles in the game scene based on the first game skill includes:

[0339] When a first game skill in the skill release path is blocked, an obstacle is generated in the game scene based on the location where the first game skill is blocked.

[0340] Optionally, the defensive attribute of the second game character is positively correlated with the number of times the obstacle is attacked by the second game character; or, the defensive attribute of the second game character is positively correlated with the attack strength of the obstacle being attacked by the second game character; or, the defensive attribute of the second game character is increased after the number of times the obstacle is attacked by the second game character reaches a preset number; or, the defensive attribute of the second game character is increased after the obstacle is destroyed by the second game character.

[0341] Optionally, the method further includes:

[0342] Based on the current position of the second game character, determine the third release area of ​​the first game character's third game skill; the third game skill is a continuous area-of-effect damage skill.

[0343] In response to the first game character releasing the third game skill, the third game skill is released according to the third release area;

[0344] In response to the second game character attacking a target virtual object in the game scene, the target third game skill corresponding to the target virtual object is determined based on the location where the target virtual object is shot down;

[0345] Stop the release of the target third game skill and the reference third game skill; the reference third game skill is a third game skill that is directly or indirectly connected to the target third game skill.

[0346] Optionally, the movement speed of the second game character within the third release area of ​​the third game skill is less than the movement speed of the second game character outside the third release area of ​​the third game skill;

[0347] The method further includes:

[0348] In response to the second game character moving within the third release area of ​​the third game skill, control the second game character's health to decrease.

[0349] Optionally, the third release area releases the third game skill, including:

[0350] The projectile that releases the third game skill toward the third release area;

[0351] If the projectile hits the second game character, the second game character's health will decrease.

[0352] If the projectile does not hit the second game character, the third game skill is released according to the third release area.

[0353] Optionally, the method further includes:

[0354] When the third release area of ​​the third game skill approaches the target virtual object, a location prompt is generated; the location prompt is used to indicate the location of the target virtual object.

[0355] Optionally, the target third game skill corresponding to the target virtual object is determined based on the location of the target virtual object, including:

[0356] In response to the second game character's attack on the target virtual object, the system controls the target virtual object's health to decrease; the probability of the second game character hitting the target virtual object is negatively correlated with the distance between them;

[0357] When the target virtual object's health value decreases to a preset value, the target third game skill corresponding to the target virtual object is determined based on the target virtual object's location.

[0358] Optionally, after stopping the release of the target third game skill and the reference third game skill, the method further includes:

[0359] In response to the second game character being located within the release area of ​​the currently existing third game skill, the second game character's health is reduced according to a first reduction rate; the first reduction rate is greater than a second reduction rate; the second reduction rate is the rate at which the second game character's health is reduced when the second game character is within the release area of ​​the third game skill before the release of the target third game skill and the reference third game skill is stopped.

[0360] Specifically, the aforementioned memory 1101 and processor 1102 can be general-purpose memory and processor, without any specific limitations. When the processor 1102 runs the computer program stored in the memory 1101, it can execute the aforementioned information processing method in the game, thus solving the problem of game server idle time caused by low game playability and low player retention rate in the prior art.

[0361] Corresponding to Figure 1 In addition to the method for processing information in games, this application also provides a computer-readable storage medium storing a computer program. When a processor executes the above-described method for processing information in games, the steps include:

[0362] In response to the first game character releasing the first game skill, control the first game character to use the first game skill to attack the second game character;

[0363] In response to the first game skill failing to hit the second game character, an obstacle is generated in the game scene according to the first game skill;

[0364] In response to the second game character attacking the obstacle, the defense attribute of the second game character is increased so that the second game character can withstand the attack when attacked.

[0365] Optionally, the method further includes:

[0366] Within a first preset time period before the first game character releases the first game skill, the first release area of ​​the first game skill is determined;

[0367] Display a first release prompt message, which indicates the first release area of ​​the first game skill.

[0368] Optionally, the location of the first release area is determined based on the current location of the second game character, or is randomly generated.

[0369] Optionally, the method further includes:

[0370] In response to the first game skill hitting the second game character, the system controls the second game character's health to decrease, and generates the obstacle in the game scene based on the location where the first game skill hits the second game character.

[0371] Optionally, the method further includes:

[0372] In response to the first game character releasing the second game skill, control the first game character to use the second game skill to attack the second game character;

[0373] If the obstacle is located in the initial skill release path of the second game skill, the skill release path of the second game skill will be re-determined based on the position of the obstacle.

[0374] Optionally, the method further includes:

[0375] The second release area is determined based on the redefined skill release path of the second game skill;

[0376] Display a second release prompt message, which indicates the second release area of ​​the second game skill.

[0377] Optionally, the method further includes:

[0378] In response to the first game character attacking the second game character, damage logic calculation is performed on the second game character based on the second game character's current defense attributes, and the corresponding damage logic calculation result is executed.

[0379] Optionally, the method further includes:

[0380] If the second game character increases its defense attribute for a second preset time, then the second game character's defense attribute will be restored to its initial state; the initial state is the state of the second game character before its defense attribute was increased.

[0381] Alternatively, if the second game character's defense attribute is increased and the attack situation of the second game character reaches the preset attack requirements, then the second game character's defense attribute will be restored to the above-mentioned initial state.

[0382] Optionally, generating obstacles in the game scene based on the first game skill includes:

[0383] When a first game skill in the skill release path is blocked, an obstacle is generated in the game scene based on the location where the first game skill is blocked.

[0384] Optionally, the defensive attribute of the second game character is positively correlated with the number of times the obstacle is attacked by the second game character; or, the defensive attribute of the second game character is positively correlated with the attack strength of the obstacle being attacked by the second game character; or, the defensive attribute of the second game character is increased after the number of times the obstacle is attacked by the second game character reaches a preset number; or, the defensive attribute of the second game character is increased after the obstacle is destroyed by the second game character.

[0385] Optionally, the method further includes:

[0386] Based on the current position of the second game character, determine the third release area of ​​the first game character's third game skill; the third game skill is a continuous area-of-effect damage skill.

[0387] In response to the first game character releasing the third game skill, the third game skill is released according to the third release area;

[0388] In response to the second game character attacking a target virtual object in the game scene, the target third game skill corresponding to the target virtual object is determined based on the location where the target virtual object is shot down;

[0389] Stop the release of the target third game skill and the reference third game skill; the reference third game skill is a third game skill that is directly or indirectly connected to the target third game skill.

[0390] Optionally, the movement speed of the second game character within the third release area of ​​the third game skill is less than the movement speed of the second game character outside the third release area of ​​the third game skill;

[0391] The method further includes:

[0392] In response to the second game character moving within the third release area of ​​the third game skill, control the second game character's health to decrease.

[0393] Optionally, the third release area releases the third game skill, including:

[0394] The projectile that releases the third game skill toward the third release area;

[0395] If the projectile hits the second game character, the second game character's health will decrease.

[0396] If the projectile does not hit the second game character, the third game skill is released according to the third release area.

[0397] Optionally, the method further includes:

[0398] When the third release area of ​​the third game skill approaches the target virtual object, a location prompt is generated; the location prompt is used to indicate the location of the target virtual object.

[0399] Optionally, the target third game skill corresponding to the target virtual object is determined based on the location of the target virtual object, including:

[0400] In response to the second game character's attack on the target virtual object, the system controls the target virtual object's health to decrease; the probability of the second game character hitting the target virtual object is negatively correlated with the distance between them;

[0401] When the target virtual object's health value decreases to a preset value, the target third game skill corresponding to the target virtual object is determined based on the target virtual object's location.

[0402] Optionally, after stopping the release of the target third game skill and the reference third game skill, the method further includes:

[0403] In response to the second game character being located within the release area of ​​the currently existing third game skill, the second game character's health is reduced according to a first reduction rate; the first reduction rate is greater than a second reduction rate; the second reduction rate is the rate at which the second game character's health is reduced when the second game character is within the release area of ​​the third game skill before the release of the target third game skill and the reference third game skill is stopped.

[0404] Specifically, the storage medium can be a general-purpose storage medium, such as a portable disk or hard drive. When the computer program on the storage medium is run, it can execute the information processing methods described in the game, thus solving the problem of low game playability and low player retention rates in the prior art, which leads to server resource waste. In this application, the first game skill released by the first game character when attacking the second game character does not immediately disappear if it does not hit the second game character. Instead, it becomes an obstacle in the game scene, hindering the second game character's movement and increasing the richness of the game. Furthermore, attacking the obstacle will also increase the second game character's defensive attributes, enabling the second game character to withstand attacks and increasing the success rate of the second game character in the game. Moreover, the obstacle evolved from the first game skill is further utilized, increasing the richness of the gameplay. By increasing the richness of the gameplay, the player retention rate of the game is improved, thereby reducing the situation of server resource waste.

[0405] Corresponding to Figure 13 In the context of information processing in games, this application also provides a computer device 1200, such as... Figure 12 As shown, the device includes a memory 1201, a processor 1202, and a computer program stored in the memory 1201 and executable on the processor 1202. When the processor 1202 executes the computer program, it implements a method for information processing in the game, the method comprising the following steps:

[0406] Based on the current position of the second game character, determine the third release area of ​​the first game character's third game skill; the third game skill is a continuous area-of-effect damage skill.

[0407] In response to the first game character releasing the third game skill, the third game skill is released according to the third release area;

[0408] In response to the second game character attacking a target virtual object in the game scene, the target third game skill corresponding to the target virtual object is determined based on the location where the target virtual object is shot down;

[0409] Stop the release of the target third game skill and the reference third game skill; the reference third game skill is a third game skill that is directly or indirectly connected to the target third game skill.

[0410] Optionally, the movement speed of the second game character within the third release area of ​​the third game skill is less than the movement speed of the second game character outside the third release area of ​​the third game skill;

[0411] The method further includes:

[0412] In response to the second game character moving within the third release area of ​​the third game skill, control the second game character's health to decrease.

[0413] Optionally, the third release area releases the third game skill, including:

[0414] The projectile that releases the third game skill toward the third release area;

[0415] If the projectile hits the second game character, the second game character's health will decrease.

[0416] If the projectile does not hit the second game character, the third game skill is released according to the third release area.

[0417] Optionally, the method further includes:

[0418] When the third release area of ​​the third game skill approaches the target virtual object, a location prompt is generated; the location prompt is used to indicate the location of the target virtual object.

[0419] Optionally, the target third game skill corresponding to the target virtual object is determined based on the location of the target virtual object, including:

[0420] In response to the second game character's attack on the target virtual object, the system controls the target virtual object's health to decrease; the probability of the second game character hitting the target virtual object is negatively correlated with the distance between them;

[0421] When the target virtual object's health value decreases to a preset value, the target third game skill corresponding to the target virtual object is determined based on the target virtual object's location.

[0422] Optionally, after stopping the release of the target third game skill and the reference third game skill, the method further includes:

[0423] In response to the second game character being located within the release area of ​​the currently existing third game skill, the second game character's health is reduced according to a first reduction rate; the first reduction rate is greater than a second reduction rate; the second reduction rate is the rate at which the second game character's health is reduced when the second game character is within the release area of ​​the third game skill before the release of the target third game skill and the reference third game skill is stopped.

[0424] Optionally, the method further includes:

[0425] In response to the first game character releasing the first game skill, control the first game character to use the first game skill to attack the second game character;

[0426] In response to the first game skill failing to hit the second game character, an obstacle is generated in the game scene according to the first game skill;

[0427] In response to the second game character attacking the obstacle, the defense attribute of the second game character is increased so that the second game character can withstand the attack when attacked.

[0428] Optionally, the method further includes:

[0429] Within a first preset time period before the first game character releases the first game skill, the first release area of ​​the first game skill is determined;

[0430] Display a first release prompt message, which indicates the first release area of ​​the first game skill.

[0431] Optionally, the location of the first release area is determined based on the current location of the second game character, or is randomly generated.

[0432] Optionally, the method further includes:

[0433] In response to the first game skill hitting the second game character, the system controls the second game character's health to decrease, and generates the obstacle in the game scene based on the location where the first game skill hits the second game character.

[0434] Optionally, the method further includes:

[0435] In response to the first game character releasing the second game skill, control the first game character to use the second game skill to attack the second game character;

[0436] If the obstacle is located in the initial skill release path of the second game skill, the skill release path of the second game skill will be re-determined based on the position of the obstacle.

[0437] Optionally, the method further includes:

[0438] The second release area is determined based on the redefined skill release path of the second game skill;

[0439] Display a second release prompt message, which indicates the second release area of ​​the second game skill.

[0440] Optionally, the method further includes:

[0441] In response to the first game character attacking the second game character, damage logic calculation is performed on the second game character based on the second game character's current defense attributes, and the corresponding damage logic calculation result is executed.

[0442] Optionally, the method further includes:

[0443] If the second game character increases its defense attribute for a second preset time, then the second game character's defense attribute will be restored to its initial state; the initial state is the state of the second game character before its defense attribute was increased.

[0444] Alternatively, if the second game character's defense attribute is increased and the attack situation of the second game character reaches the preset attack requirements, then the second game character's defense attribute will be restored to the above-mentioned initial state.

[0445] Optionally, generating obstacles in the game scene based on the first game skill includes:

[0446] When a first game skill in the skill release path is blocked, an obstacle is generated in the game scene based on the location where the first game skill is blocked.

[0447] Optionally, the defensive attribute of the second game character is positively correlated with the number of times the obstacle is attacked by the second game character; or, the defensive attribute of the second game character is positively correlated with the attack strength of the obstacle being attacked by the second game character; or, the defensive attribute of the second game character is increased after the number of times the obstacle is attacked by the second game character reaches a preset number; or, the defensive attribute of the second game character is increased after the obstacle is destroyed by the second game character.

[0448] Specifically, the aforementioned memory 1201 and processor 1202 can be general-purpose memory and processor, without any specific limitations. When the processor 1202 runs the computer program stored in the memory 1201, it can execute the aforementioned information processing method in the game, thus solving the problem of game server idle time caused by low game playability and low player retention rate in the prior art.

[0449] Corresponding to Figure 1 In addition to the method for processing information in games, this application also provides a computer-readable storage medium storing a computer program. When a processor executes the above-described method for processing information in games, the steps include:

[0450] Based on the current position of the second game character, determine the third release area of ​​the first game character's third game skill; the third game skill is a continuous area-of-effect damage skill.

[0451] In response to the first game character releasing the third game skill, the third game skill is released according to the third release area;

[0452] In response to the second game character attacking a target virtual object in the game scene, the target third game skill corresponding to the target virtual object is determined based on the location where the target virtual object is shot down;

[0453] Stop the release of the target third game skill and the reference third game skill; the reference third game skill is a third game skill that is directly or indirectly connected to the target third game skill.

[0454] Optionally, the movement speed of the second game character within the third release area of ​​the third game skill is less than the movement speed of the second game character outside the third release area of ​​the third game skill;

[0455] The method further includes:

[0456] In response to the second game character moving within the third release area of ​​the third game skill, control the second game character's health to decrease.

[0457] Optionally, the third release area releases the third game skill, including:

[0458] The projectile that releases the third game skill toward the third release area;

[0459] If the projectile hits the second game character, the second game character's health will decrease.

[0460] If the projectile does not hit the second game character, the third game skill is released according to the third release area.

[0461] Optionally, the method further includes:

[0462] When the third release area of ​​the third game skill approaches the target virtual object, a location prompt is generated; the location prompt is used to indicate the location of the target virtual object.

[0463] Optionally, the target third game skill corresponding to the target virtual object is determined based on the location of the target virtual object, including:

[0464] In response to the second game character's attack on the target virtual object, the system controls the target virtual object's health to decrease; the probability of the second game character hitting the target virtual object is negatively correlated with the distance between them;

[0465] When the target virtual object's health value decreases to a preset value, the target third game skill corresponding to the target virtual object is determined based on the target virtual object's location.

[0466] Optionally, after stopping the release of the target third game skill and the reference third game skill, the method further includes:

[0467] In response to the second game character being located within the release area of ​​the currently existing third game skill, the second game character's health is reduced according to a first reduction rate; the first reduction rate is greater than a second reduction rate; the second reduction rate is the rate at which the second game character's health is reduced when the second game character is within the release area of ​​the third game skill before the release of the target third game skill and the reference third game skill is stopped.

[0468] Optionally, the method further includes:

[0469] In response to the first game character releasing the first game skill, control the first game character to use the first game skill to attack the second game character;

[0470] In response to the first game skill failing to hit the second game character, an obstacle is generated in the game scene according to the first game skill;

[0471] In response to the second game character attacking the obstacle, the defense attribute of the second game character is increased so that the second game character can withstand the attack when attacked.

[0472] Optionally, the method further includes:

[0473] Within a first preset time period before the first game character releases the first game skill, the first release area of ​​the first game skill is determined;

[0474] Display a first release prompt message, which indicates the first release area of ​​the first game skill.

[0475] Optionally, the location of the first release area is determined based on the current location of the second game character, or is randomly generated.

[0476] Optionally, the method further includes:

[0477] In response to the first game skill hitting the second game character, the system controls the second game character's health to decrease, and generates the obstacle in the game scene based on the location where the first game skill hits the second game character.

[0478] Optionally, the method further includes:

[0479] In response to the first game character releasing the second game skill, control the first game character to use the second game skill to attack the second game character;

[0480] If the obstacle is located in the initial skill release path of the second game skill, the skill release path of the second game skill will be re-determined based on the position of the obstacle.

[0481] Optionally, the method further includes:

[0482] The second release area is determined based on the redefined skill release path of the second game skill;

[0483] Display a second release prompt message, which indicates the second release area of ​​the second game skill.

[0484] Optionally, the method further includes:

[0485] In response to the first game character attacking the second game character, damage logic calculation is performed on the second game character based on the second game character's current defense attributes, and the corresponding damage logic calculation result is executed.

[0486] Optionally, the method further includes:

[0487] If the second game character increases its defense attribute for a second preset time, then the second game character's defense attribute will be restored to its initial state; the initial state is the state of the second game character before its defense attribute was increased.

[0488] Alternatively, if the second game character's defense attribute is increased and the attack situation of the second game character reaches the preset attack requirements, then the second game character's defense attribute will be restored to the above-mentioned initial state.

[0489] Optionally, generating obstacles in the game scene based on the first game skill includes:

[0490] When a first game skill in the skill release path is blocked, an obstacle is generated in the game scene based on the location where the first game skill is blocked.

[0491] Optionally, the defensive attribute of the second game character is positively correlated with the number of times the obstacle is attacked by the second game character; or, the defensive attribute of the second game character is positively correlated with the attack strength of the obstacle being attacked by the second game character; or, the defensive attribute of the second game character is increased after the number of times the obstacle is attacked by the second game character reaches a preset number; or, the defensive attribute of the second game character is increased after the obstacle is destroyed by the second game character.

[0492] Specifically, the storage medium can be a general-purpose storage medium, such as a removable disk or hard drive. When the computer program on the storage medium is run, it can execute the information processing methods described in the game, thus solving the problem of low game playability and low player retention rates in the prior art, which leads to idle resources on the game server. In this application, when the third game skill is a continuous area-of-effect damage skill, the second game character attacks the target virtual object, causing the target third game skill that intersects with the target virtual object and the reference third game skill that intersects with the target third game skill to stop releasing. This is equivalent to simultaneously controlling multiple third game skills to stop releasing, quickly eliminating game skills in the game scene that can cause damage to the second game character, efficiently eliminating dangers in the game scene, increasing the second game character's chances of survival in the game scene, improving the richness of gameplay, thereby increasing player retention rates and reducing idle resources on the game server.

[0493] In the embodiments provided in this application, it should be understood that the disclosed methods and apparatus can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0494] The units described as separate components may or may not be physically separate. 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 the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0495] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0496] If the aforementioned functions are implemented as 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 this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0497] It should be noted that similar labels and letters in the following figures indicate similar items. 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 used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0498] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A method for information processing in a game, characterized in that, The game includes a first game character and a second game character, wherein the first game character has preset health points, and the method includes: In response to the first game character releasing the first game skill, control the first game character to use the first game skill to attack the second game character; In response to the first game skill failing to hit the second game character, an obstacle is generated in the game scene according to the first game skill; In response to the second game character attacking the obstacle, the defense attribute of the second game character is increased so that the second game character can withstand the attack when attacked; The defensive attribute of the second game character is positively correlated with the number of times the obstacle is attacked by the second game character; or, the defensive attribute of the second game character is positively correlated with the attack strength of the obstacle being attacked by the second game character; or, the defensive attribute of the second game character is increased after the number of times the obstacle is attacked by the second game character reaches a preset number; or, the defensive attribute of the second game character is increased after the obstacle is destroyed by the second game character.

2. The method according to claim 1, characterized in that, The method further includes: Within a first preset time period before the first game character releases the first game skill, the first release area of ​​the first game skill is determined; Display a first release prompt message, which indicates the first release area of ​​the first game skill.

3. The method according to claim 2, characterized in that, The location of the first release area is determined based on the current location of the second game character, or is randomly generated.

4. The method according to claim 1, characterized in that, The method further includes: In response to the first game skill hitting the second game character, the system controls the second game character's health to decrease, and generates the obstacle in the game scene based on the location where the first game skill hits the second game character.

5. The method according to claim 1, characterized in that, The method further includes: In response to the first game character releasing the second game skill, control the first game character to use the second game skill to attack the second game character; If the obstacle is located in the initial skill release path of the second game skill, the skill release path of the second game skill will be re-determined based on the position of the obstacle.

6. The method according to claim 5, characterized in that, The method further includes: The second release area is determined based on the redefined skill release path of the second game skill; Display a second release prompt message, which indicates the second release area of ​​the second game skill.

7. The method according to claim 1, characterized in that, The method further includes: In response to the first game character attacking the second game character, damage logic calculation is performed on the second game character based on the second game character's current defense attributes, and the corresponding damage logic calculation result is executed.

8. The method according to claim 1, characterized in that, The method further includes: If the second game character increases its defense attribute for a second preset time, then the second game character's defense attribute will be restored to its initial state; the initial state is the state of the second game character before its defense attribute was increased. Alternatively, if the second game character's defense attribute is increased and the attack situation of the second game character reaches the preset attack requirements, then the second game character's defense attribute will be restored to the above-mentioned initial state.

9. The method according to claim 1, characterized in that, Generate obstacles in the game scene according to the first game skill, including: When a first game skill in the skill release path is blocked, an obstacle is generated in the game scene based on the location where the first game skill is blocked.

10. The method according to claim 1, characterized in that, The method further includes: Based on the current position of the second game character, determine the third release area of ​​the first game character's third game skill; the third game skill is a continuous area-of-effect damage skill. In response to the first game character releasing the third game skill, the third game skill is released according to the third release area; In response to the second game character attacking a target virtual object in the game scene, the target third game skill corresponding to the target virtual object is determined based on the location where the target virtual object is shot down; Stop the release of the target third game skill and the reference third game skill; the reference third game skill is a third game skill that is directly or indirectly connected to the target third game skill.

11. The method according to claim 10, characterized in that, The movement speed of the second game character within the third release area of ​​the third game skill is less than the movement speed of the second game character outside the third release area of ​​the third game skill; The method further includes: In response to the second game character moving within the third release area of ​​the third game skill, control the second game character's health to decrease.

12. The method according to claim 10, characterized in that, The third release area releases the third game skill, including: The projectile that releases the third game skill toward the third release area; If the projectile hits the second game character, the second game character's health will decrease. If the projectile does not hit the second game character, the third game skill is released according to the third release area.

13. The method according to claim 10, characterized in that, The method further includes: When the third release area of ​​the third game skill approaches the target virtual object, a location prompt is generated; the location prompt is used to indicate the location of the target virtual object.

14. The method according to claim 10, characterized in that, Determine the target third game skill corresponding to the target virtual object based on the target virtual object's location, including: In response to the second game character's attack on the target virtual object, the system controls the target virtual object's health to decrease; the probability of the second game character hitting the target virtual object is negatively correlated with the distance between them; When the target virtual object's health value decreases to a preset value, the target third game skill corresponding to the target virtual object is determined based on the target virtual object's location.

15. The method according to claim 10, characterized in that, After stopping the release of the target third game skill and the reference third game skill, the method further includes: In response to the second game character being located within the release area of ​​the currently existing third game skill, the second game character's health is reduced according to a first reduction rate; the first reduction rate is greater than a second reduction rate; the second reduction rate is the rate at which the second game character's health is reduced when the second game character is within the release area of ​​the third game skill before the release of the target third game skill and the reference third game skill is stopped.

16. A method for information processing in a game, characterized in that, The game includes a first game character and a second game character, wherein the first game character has preset health points, and the method includes: Based on the current position of the second game character, determine the third release area of ​​the first game character's third game skill; the third game skill is a continuous area-of-effect damage skill. In response to the first game character releasing the third game skill, the third game skill is released according to the third release area; In response to the second game character attacking a target virtual object in the game scene, the target third game skill corresponding to the target virtual object is determined based on the location where the target virtual object is shot down; Stop the release of the target third game skill and the reference third game skill; the reference third game skill is a third game skill that is directly or indirectly connected to the target third game skill; In response to the first game character releasing the first game skill, control the first game character to use the first game skill to attack the second game character; In response to the first game skill failing to hit the second game character, an obstacle is generated in the game scene according to the first game skill; In response to the second game character attacking the obstacle, the defense attribute of the second game character is increased so that the second game character can withstand the attack when attacked; The defensive attribute of the second game character is positively correlated with the number of times the obstacle is attacked by the second game character; or, the defensive attribute of the second game character is positively correlated with the attack strength of the obstacle being attacked by the second game character; or, the defensive attribute of the second game character is increased after the number of times the obstacle is attacked by the second game character reaches a preset number; or, the defensive attribute of the second game character is increased after the obstacle is destroyed by the second game character.

17. The method according to claim 16, characterized in that, The movement speed of the second game character within the third release area of ​​the third game skill is less than the movement speed of the second game character outside the third release area of ​​the third game skill; The method further includes: In response to the second game character moving within the third release area of ​​the third game skill, control the second game character's health to decrease.

18. The method according to claim 16, characterized in that, The third release area releases the third game skill, including: The projectile that releases the third game skill toward the third release area; If the projectile hits the second game character, the second game character's health will decrease. If the projectile does not hit the second game character, the third game skill is released according to the third release area.

19. The method according to claim 16, characterized in that, The method further includes: When the third release area of ​​the third game skill approaches the target virtual object, a location prompt is generated; the location prompt is used to indicate the location of the target virtual object.

20. The method according to claim 16, characterized in that, Determine the target third game skill corresponding to the target virtual object based on the target virtual object's location, including: In response to the second game character's attack on the target virtual object, the system controls the target virtual object's health to decrease; the probability of the second game character hitting the target virtual object is negatively correlated with the distance between them; When the target virtual object's health value decreases to a preset value, the target third game skill corresponding to the target virtual object is determined based on the target virtual object's location.

21. The method according to claim 16, characterized in that, After stopping the release of the target third game skill and the reference third game skill, the method further includes: In response to the second game character being located within the release area of ​​the currently existing third game skill, the second game character's health is reduced according to a first reduction rate; the first reduction rate is greater than a second reduction rate; the second reduction rate is the rate at which the second game character's health is reduced when the second game character is within the release area of ​​the third game skill before the release of the target third game skill and the reference third game skill is stopped.

22. The method according to claim 16, characterized in that, The method further includes: Within a first preset time period before the first game character releases the first game skill, the first release area of ​​the first game skill is determined; Display a first release prompt message, which indicates the first release area of ​​the first game skill.

23. The method according to claim 22, characterized in that, The location of the first release area is determined based on the current location of the second game character, or is randomly generated.

24. The method according to claim 16, characterized in that, The method further includes: In response to the first game skill hitting the second game character, the system controls the second game character's health to decrease, and generates the obstacle in the game scene based on the location where the first game skill hits the second game character.

25. The method according to claim 16, characterized in that, The method further includes: In response to the first game character releasing the second game skill, control the first game character to use the second game skill to attack the second game character; If the obstacle is located in the initial skill release path of the second game skill, the skill release path of the second game skill will be re-determined based on the position of the obstacle.

26. The method according to claim 25, characterized in that, The method further includes: The second release area is determined based on the redefined skill release path of the second game skill; Display a second release prompt message, which indicates the second release area of ​​the second game skill.

27. The method according to claim 16, characterized in that, The method further includes: In response to the first game character attacking the second game character, damage logic calculation is performed on the second game character based on the second game character's current defense attributes, and the corresponding damage logic calculation result is executed.

28. The method according to claim 16, characterized in that, The method further includes: If the second game character increases its defense attribute for a second preset time, then the second game character's defense attribute will be restored to its initial state; the initial state is the state of the second game character before its defense attribute was increased. Alternatively, if the second game character's defense attribute is increased and the attack situation of the second game character reaches the preset attack requirements, then the second game character's defense attribute will be restored to the above-mentioned initial state.

29. The method according to claim 16, characterized in that, Generate obstacles in the game scene according to the first game skill, including: When a first game skill in the skill release path is blocked, an obstacle is generated in the game scene based on the location where the first game skill is blocked.

30. A device for information processing in a game, characterized in that, The game includes a first game character and a second game character, the first game character having preset health points, and the device includes: The first attack module is used to respond to the first game character releasing the first game skill and control the first game character to use the first game skill to attack the second game character; A generation module is used to generate obstacles in the game scene of the game based on the first game skill in response to the first game skill failing to hit the second game character. A blocking module is used to respond to the second game character attacking the obstacle, and to improve the defensive attributes of the second game character so that the second game character can block the attack when attacked; The defensive attribute of the second game character is positively correlated with the number of times the obstacle is attacked by the second game character; or, the defensive attribute of the second game character is positively correlated with the attack strength of the obstacle being attacked by the second game character; or, the defensive attribute of the second game character is increased after the number of times the obstacle is attacked by the second game character reaches a preset number; or, the defensive attribute of the second game character is increased after the obstacle is destroyed by the second game character.

31. A device for information processing in a game, characterized in that, The game includes a first game character and a second game character, the first game character having preset health points, and the device includes: The first determining module is used to determine the third release area of ​​the third game skill of the first game character based on the current position of the second game character; the third game skill is a continuous area damage skill. The release module is used to respond to the first game character releasing the third game skill and release the third game skill according to the third release area; The second determining module is used to respond to the second game character attacking a target virtual object in the game scene, and to determine the target third game skill corresponding to the target virtual object based on the location where the target virtual object is shot down; A stop module is used to stop the release of the target third game skill and the reference third game skill; the reference third game skill is a third game skill that is directly or indirectly connected to the target third game skill. The first attack module is used to respond to the first game character releasing the first game skill and control the first game character to use the first game skill to attack the second game character; A generation module is used to generate obstacles in the game scene of the game based on the first game skill in response to the first game skill failing to hit the second game character. A blocking module is used to respond to the second game character attacking the obstacle, and to improve the defensive attributes of the second game character so that the second game character can block the attack when attacked; The defensive attribute of the second game character is positively correlated with the number of times the obstacle is attacked by the second game character; or, the defensive attribute of the second game character is positively correlated with the attack strength of the obstacle being attacked by the second game character; or, the defensive attribute of the second game character is increased after the number of times the obstacle is attacked by the second game character reaches a preset number; or, the defensive attribute of the second game character is increased after the obstacle is destroyed by the second game character.

32. A computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the method according to any one of claims 1-15 and 16-29.

33. A computer-readable storage medium storing a computer program thereon, characterized in that, When the computer program is run by the processor, it performs the steps of the method according to any one of claims 1-15 and 16-29.

Citation Information

Patent Citations

  • Linear skill display method and device, equipment and storage medium

    CN109917910A