Interaction methods, devices, and products based on weather effects in virtual games
By displaying target weather information and obtaining corresponding display and status impact parameters on the virtual game preparation interface, the problem of monotonous weather effects in the virtual environment is solved, thereby achieving greater diversity in virtual environment visuals and improving the realism of weather effects, thus enhancing user experience and efficiency.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-10-31
- Publication Date
- 2026-03-06
AI Technical Summary
The current methods for displaying weather effects in virtual environments are simplistic, resulting in a lack of variety and a monotonous visual experience.
The system displays target weather information in the virtual match preparation interface, obtains the corresponding display parameters and status impact parameters of the target weather, and displays the virtual environment screen of the target weather and the behavior execution animation of the virtual object group in the virtual match based on these parameters.
It enriches the diversity of virtual environment visuals, enhances the realism of weather effects and user experience, improves the efficiency of virtual game completion, and reduces server resource consumption.
Smart Images

Figure CN115591237B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of virtual environments, and in particular to an interactive method, device, and product based on weather effects in virtual games. Background Technology
[0002] In applications based on virtual environments, users can experience the visual effects of the virtual environment by controlling virtual objects within it.
[0003] To enhance the realism of the virtual environment experience for users, a weather system is added, allowing users to experience more diverse virtual environments. In this technology, artists pre-design weather textures for each map. When the terminal displays the virtual environment, it renders the corresponding weather textures to display the appropriate virtual environment visuals.
[0004] However, the above methods of integrating weather into the virtual environment are relatively simple, resulting in a rather monotonous virtual environment display. Summary of the Invention
[0005] This application provides a weather-effect-based interactive method, device, and product for virtual games, which can enhance the diversity of virtual environment visuals. The technical solution is as follows:
[0006] On the one hand, a weather-based interaction method is provided for virtual matches, the method comprising:
[0007] The game preparation interface is displayed, which includes weather information. The weather information is used to indicate at least one target weather condition in the virtual game. The participants in the virtual game include virtual object groups.
[0008] Obtain target weather display parameters and target state influence parameters corresponding to the at least one target weather. The target weather display parameters are used to determine the display effect of the target weather in the virtual environment. The target state influence parameters include parameters used to determine the state of the virtual objects in the virtual object group in the virtual game when they perform behavioral activities.
[0009] Based on the target weather display parameters, a virtual environment screen corresponding to the target weather is displayed in the virtual game;
[0010] Based on the target state influence parameters, the animation of the first behavior of the virtual object group under the target weather is displayed in the virtual game.
[0011] On the other hand, a weather-based interactive device for virtual games is provided, the device comprising:
[0012] The display module is used to display the game preparation interface, which includes weather prompts. The weather prompts are used to indicate at least one target weather condition in the virtual game. The participants in the virtual game include virtual object groups.
[0013] The acquisition module is used to acquire target weather display parameters and target state influence parameters corresponding to the at least one target weather. The target weather display parameters are used to determine the display effect of the target weather in the virtual environment. The target state influence parameters include parameters used to determine the state of the virtual objects in the virtual object group in the virtual game when they perform behavioral activities.
[0014] The display module is also used to display a virtual environment screen corresponding to the target weather in the virtual game based on the target weather display parameters;
[0015] The display module is also used to display the first behavior execution animation of the virtual object group under the target weather in the virtual game based on the target state influence parameters.
[0016] On the other hand, a computer device is provided, wherein the terminal includes a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, wherein the at least one instruction, the at least one program, the code set or instruction set is loaded and executed by the processor to implement the weather-based interactive method in a virtual game as described in any of the embodiments of this application.
[0017] On the other hand, a computer-readable storage medium is provided, wherein at least one piece of program code is stored in the computer-readable storage medium, the program code being loaded and executed by a processor to implement the weather-effect-based interactive method in a virtual game as described in any of the embodiments of this application.
[0018] On the other hand, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the weather-effect-based interaction method in a virtual game as described in any of the above embodiments.
[0019] The technical solution provided in this application includes at least the following beneficial effects:
[0020] Before entering a virtual match, a match preparation interface is displayed, showing at least one weather prompt corresponding to a target weather condition. After entering a virtual match, the virtual environment corresponding to the target weather is displayed based on the obtained target weather display parameters, that is, the weather effect corresponding to the target weather is displayed in the virtual environment of the virtual match. Furthermore, the behavior animation of the virtual object group under the target weather is displayed based on the obtained target state influence parameters. That is, when the virtual object group performs a behavior activity in the virtual match, the terminal will display the behavior activity effect affected by the target weather based on the target state influence parameters.
[0021] In other words, before entering a virtual match, the game preparation interface provides a preview of the target weather for the virtual match. This allows players to select appropriate virtual object groups based on the weather adaptability of the virtual match, making the player-controlled virtual object groups more compatible with the target weather, accelerating the completion of the virtual match, and reducing the server resource consumption. Within the virtual match, weather display parameters control the weather effects of the virtual environment, while state influence parameters control the state of member virtual objects within the virtual object group when performing actions. This enriches the diversity of the virtual environment's visual content and maps the weather effects in the virtual environment to the user-controlled virtual object groups through state influence parameters, enhancing the realism of the weather effects in the virtual environment and enriching the user's operating experience. Attached Figure Description
[0022] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0023] Figure 1 This is a structural block diagram of an electronic device provided in an exemplary embodiment of this application;
[0024] Figure 2 This is a schematic diagram of an implementation environment provided by an exemplary embodiment of this application;
[0025] Figure 3 This is a flowchart of a weather-effect-based interaction method in a virtual game provided by an exemplary embodiment of this application;
[0026] Figure 4 This is a schematic diagram of a game preparation interface provided in an exemplary embodiment of this application;
[0027] Figure 5This is a schematic diagram of weather alert information provided in an exemplary embodiment of this application;
[0028] Figure 6 This is a flowchart of a weather-effect-based interaction method in a virtual game provided by an exemplary embodiment of this application;
[0029] Figure 7 This is a flowchart of a weather-effect-based interaction method in a virtual game provided by an exemplary embodiment of this application;
[0030] Figure 8 This is a schematic diagram of negative warning information provided in an exemplary embodiment of this application;
[0031] Figure 9 This is a structural block diagram of a weather-effect-based interactive device in a virtual game provided in an exemplary embodiment of this application;
[0032] Figure 10 This is a structural block diagram of a weather-effect-based interactive device in a virtual game provided in an exemplary embodiment of this application;
[0033] Figure 11 This is a structural block diagram of a terminal provided in an exemplary embodiment of this application. Detailed Implementation
[0034] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0035] First, a brief introduction to the terms used in the embodiments of this application:
[0036] Virtual environment: This refers to the virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment; this application does not limit it to any particular type. The following embodiments use a three-dimensional virtual environment as an example.
[0037] Virtual objects refer to movable objects in a virtual environment. These movable objects can be virtual chess pieces, virtual characters, virtual animals, anime characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a 3D virtual environment. Optionally, virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual environment and occupies a portion of the space in the 3D virtual environment.
[0038] In this embodiment, the user-controllable virtual objects include a master virtual object and a virtual object group. The virtual object group is a group of virtual objects subordinate to the master virtual object, and the virtual object group includes multiple member virtual objects. For example, the user-controlled master virtual object is a general, the member virtual objects are archers, and multiple archers form an archery regiment.
[0039] Virtual match: refers to a game match in a virtual environment where at least two virtual objects engage in combat. Optionally, the virtual match is a single-game match where at least two virtual objects compete against each other. In some embodiments, a virtual match includes virtual objects from at least two factions. Virtual objects from different factions achieve victory in the virtual match by reaching specified combat objectives. For example, virtual objects from the first faction need to defend against attacks from virtual objects from the second faction within a specified area within a time limit, while virtual objects from the second faction need to attack a specified area within a time limit and capture specified points within that area within the time limit.
[0040] Weather: The weather indicated in this embodiment is virtual weather in a virtual environment. Optionally, the weather includes at least one of the following: sunny day, night, hot sun, light rain, heavy rain, thunderstorm, thunderstorm, cloudy day, strong wind, partly cloudy, humid, light snow, heavy snow, light fog, dense fog, typhoon, sandstorm, and dust storm.
[0041] Figure 1 A structural block diagram of an electronic device provided in an exemplary embodiment of this application is shown. The electronic device 100 includes an operating system 120 and an application program 122.
[0042] Operating system 120 is the foundational software that provides application 122 with secure access to computer hardware.
[0043] Application 122 is an application that supports a virtual environment. Optionally, application 122 is an application that supports a three-dimensional virtual environment. Application 122 can be any of the following: virtual reality application, three-dimensional map application, auto chess game, third-person shooter (TPS) game, first-person shooter (FPS) game, multiplayer online battle arena game (MOBA), tactical action game, three-dimensional strategy game (SLG), etc. Application 122 can be a single-player game program, an online multiplayer game program, or an application that provides cloud gaming.
[0044] This is illustrative; please refer to it. Figure 2 The diagram illustrates an implementation environment of an embodiment of this application. The computer system in this implementation environment includes a terminal 210, a server 220, and a communication network 230, wherein the terminal 210 and the server 220 are connected through the communication network 230.
[0045] Terminal 210 includes various forms of devices such as mobile phones, tablets, desktop computers, portable laptops, smart home appliances, and vehicle terminals.
[0046] Server 220 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud security, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
[0047] Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or local area network to achieve data computing, storage, processing, and sharing.
[0048] In some embodiments, the server 220 described above can also be implemented as a node in a blockchain system. Blockchain is a new application model of computer technologies such as distributed data storage, peer-to-peer transmission, consensus mechanisms, and encryption algorithms.
[0049] Terminal 210 runs a target application that supports virtual environments. Illustratively, terminal 210 displays a game interface through the target application. In the game interface, the user can enter a virtual game by starting a virtual game, thereby displaying the corresponding virtual game screen. The virtual game screen contains a master virtual object controlled by the target account currently logged into the terminal, and groups of virtual objects belonging to the master virtual object.
[0050] Server 220 is used to provide background services for the target application in terminal 210. Illustratively, terminal 210 and server 220 are each used to implement a portion of the logic of the target application, and terminal 210 and server 220 cooperate to achieve the application functions provided by the target application.
[0051] Schematic illustration: A target account is logged into the target application in terminal 210. When terminal 210 receives a virtual game start operation, it sends a virtual game start request to server 220. Server 220 determines at least one target weather condition from multiple candidate weather conditions based on the virtual game start request, and obtains the target weather display parameters and target state influence parameters corresponding to the target weather condition. It then sends these parameters to terminal 210. After obtaining the target weather display parameters and target state influence parameters, terminal 210 displays a virtual environment screen under the target weather condition based on the display parameters. This virtual environment screen includes a master virtual object controlled by the target account and a virtual object group. When the virtual object group receives a behavior control operation, the terminal displays an animation of the virtual object group's behavior under the target weather condition based on the target state influence parameters.
[0052] In other embodiments, the method of this application can also be implemented independently by terminal 210, without specific limitations. Illustratively, terminal 210's storage area pre-stores weather display parameters and state influence parameters corresponding to multiple candidate weather conditions. When terminal 210 receives a virtual game start operation, it determines at least one target weather condition from the multiple candidate weather conditions, retrieves the target weather display parameters and target state influence parameters corresponding to the target weather condition from the storage area, displays the virtual environment screen corresponding to the target weather condition in the virtual game according to the target weather display parameters, and displays the behavior execution animation of the specified behavior under the target weather condition according to the target state influence parameters when the virtual object group in the virtual game performs a specified action.
[0053] Please refer to Figure 3 It illustrates a flowchart of a weather-based interaction method in a virtual game, as shown in one embodiment of this application. In this embodiment, the method is applied to, for example... Figure 1 In the terminal shown, the method includes:
[0054] Step 310: Display the game preparation interface, which includes weather information.
[0055] Indicatively, the aforementioned weather information is used to indicate at least one target weather condition within a virtual match, and the participants in the virtual match include a group of virtual objects.
[0056] In some embodiments, the game preparation interface described above is the interface displayed after receiving a virtual game start operation. In one example, in response to the received virtual game start operation, a virtual game start request is sent to the server. The virtual game start operation is used to start a virtual game. That is, after receiving the virtual game start request, the server performs virtual game matching. After completing the virtual game matching process, it returns virtual game data to the terminal. The virtual game data includes at least one target weather determined from multiple candidate weather conditions during the matching process, and the accounts participating in the virtual game. The accounts participating in the virtual game include the target account logged into the current terminal.
[0057] In this embodiment, the virtual game includes a preparation phase and a game phase. During the preparation phase, the target account can select a group of virtual objects to participate in the current virtual game. Illustratively, after receiving at least one target weather condition corresponding to the virtual game synchronized by the server, the terminal displays weather information for the aforementioned at least one target weather condition in the game preparation interface corresponding to the preparation phase.
[0058] Optionally, the aforementioned weather alert information can be implemented in at least one of the following formats: text, image, or video. When the weather alert information is implemented in text format, the weather name corresponding to at least one target weather condition and the status impact information of the target weather on the virtual object group in the virtual game can be displayed on the game preparation interface. When the weather alert information is implemented in image format, the weather pattern icon corresponding to at least one target weather condition can be displayed on the game preparation interface. When the weather alert information is implemented in video format, the display animation of the target map corresponding to the virtual game under the target weather condition can be displayed on the game preparation interface, wherein the display animation can be overlaid on the game preparation interface in the form of a thumbnail. In some other embodiments, the aforementioned weather alert information can also be implemented in voice format, which is not limited here.
[0059] In one example, such as Figure 4 As shown, it illustrates a schematic diagram of a game preparation interface 400 provided in an exemplary embodiment of this application, in which weather prompt information 410 of the target weather corresponding to the virtual game is displayed.
[0060] In some embodiments, the game preparation interface also displays a target map corresponding to the virtual game. Schematic, weather display elements corresponding to the target weather are overlaid on the target map displayed in the game preparation interface.
[0061] In some embodiments, when a virtual match corresponds to multiple target weather conditions, the match preparation interface also displays the rotation order among these multiple target weather conditions. In one example, the match preparation interface displays a rotation queue corresponding to the multiple target weather conditions, illustratively, as shown below. Figure 5 The diagram illustrates weather alerts provided in an exemplary embodiment of this application. The game preparation interface 500 displays a rotating queue 510 for multiple target weather conditions corresponding to the current virtual game. The rotating queue 510 indicates that the weather in the virtual game alternates between sandstorm, sandstorm, and cloudy weather. In another example, the rotation order of multiple target weather conditions can be represented by displaying weather alerts sequentially. That is, the game preparation interface first displays the weather alert for the first target weather condition for a specified duration, and then displays the weather alert for the second target weather condition through a transitional display.
[0062] Schematic illustration: A virtual game includes a group of virtual objects; that is, the virtual game is a virtual game in which a group of virtual objects controlled by the currently logged-in target account participates. In some embodiments, the aforementioned group of virtual objects consists of multiple virtual objects belonging to a master virtual object, which is a virtual object controlled by the currently logged-in target account.
[0063] Optionally, the virtual objects in a virtual object group can belong to the same type of virtual objects. For example, all the virtual objects in the virtual object group are archers. Alternatively, the virtual object group may include virtual objects of different types. For example, the virtual object group may include object 1, object 2, and object 3, where object 1 and object 2 are artillerymen, and object 3 is a javelin thrower (a type of soldier that throws spears). There are no restrictions on this.
[0064] Step 320: Obtain at least one target weather display parameter and target state influence parameter corresponding to the target weather.
[0065] The aforementioned target weather display parameters are used to determine the display effect of the target weather in the virtual environment. Specifically, the target weather display parameters determine which weather display elements are used in the virtual environment of the virtual game under the target weather. For example, if the target weather is rainy, then the virtual environment will display weather display elements corresponding to rain, including falling raindrops, rain-soaked ground, puddles created by the terrain, and splashes of water from virtual objects passing through puddles. The aforementioned target state influence parameters include parameters used to determine the state of virtual objects within a virtual object group when performing actions in the virtual game. In other words, the target weather will affect the behavior of the virtual object group in the virtual game. The activity generates an impact, and the aforementioned target state impact parameter is used to indicate the weather impact effect when virtual objects in the virtual game perform actions such as walking, attacking, releasing skills, and searching for enemies in the target weather. For example, if the target weather is snowy, since people's movement speed will be slowed down in snowy weather, this will be reflected in the virtual game as the target state impact parameter indicating a reduction in the movement speed of the virtual objects in the group. When controlling the movement behavior of the virtual object group in the virtual game according to the target state impact parameter, the virtual objects in the group are controlled to move at the reduced movement speed, and the corresponding movement screen is displayed.
[0066] In some embodiments, in response to the terminal receiving a virtual game start operation, a virtual game start request is sent to the server based on the virtual game start operation. Upon receiving the virtual game start request, the server determines at least one target weather condition from multiple candidate weather conditions based on the virtual game start request, obtains the target weather display parameters and target state influence parameters corresponding to the target weather condition, generates virtual game data, and transmits the virtual game data to the terminal. The terminal receives the virtual game data returned by the server, which includes the target weather display parameters and target state influence parameters corresponding to at least one target weather condition. The terminal parses the virtual game data to obtain the target weather display parameters and target state influence parameters corresponding to at least one target weather condition.
[0067] In other embodiments, the terminal's storage area stores weather display parameters and state impact parameters. After receiving a virtual game start operation, the terminal determines at least one target weather from multiple candidate weather conditions and retrieves the target weather display parameters and target state impact parameters corresponding to the target weather from the storage area based on the determined target weather. Alternatively, after receiving a virtual game start operation, the terminal sends a virtual game start request to the server. The server determines at least one target weather from multiple candidate weather conditions based on the virtual game start request, synchronizes the at least one target weather to the terminal, and the terminal retrieves the corresponding target weather display parameters and target state impact parameters from the storage area based on the determined at least one target weather.
[0068] In some embodiments, the virtual game data further includes map data. Optionally, the map data may be sent by the server to the terminal or pre-stored in the terminal's storage area. In one example, the server determines the virtual game to which the target account participates based on the virtual game initiation operation, identifies the target map corresponding to the virtual game from multiple candidate maps, and sends the map data corresponding to the target map to the terminal through the virtual game data. That is, different weather effects can be applied to each candidate map, thereby increasing the reusability of the same map under different weather conditions and the diversity of user game strategies for the same map under different weather conditions. In another example, after determining the target map, the server indicates the map identifier corresponding to the target map to the terminal, and the terminal retrieves the pre-stored map data corresponding to the target map from the storage area based on the received map identifier.
[0069] In some embodiments, different maps may display differently under the same weather conditions; that is, different maps correspond to different weather display parameters. Illustratively, the server or terminal stores the correspondence between different maps and weather conditions, thereby determining the target weather display parameters used by the target map under the target weather based on the aforementioned map-weather correspondence. The weather display parameters can be stored categorized according to weather or map. Illustratively, the weather display parameters correspond to weather identifiers and map identifiers. After determining the target map and target weather for the virtual game, the target weather display parameters are determined based on the target map identifier corresponding to the target map and the weather identifier corresponding to the target weather.
[0070] In some embodiments, virtual object groups of different object types exhibit different behaviors under the same weather conditions; that is, virtual object groups of different object types correspond to different state impact parameters. Illustratively, the server or terminal stores the correspondence between different object types and weather conditions. Based on this correspondence, the target state impact parameters corresponding to the virtual object group during activity under the target weather condition are determined. When storing the state impact parameters, they can be categorized according to object type or weather. Illustratively, the state impact parameters correspond to object type identifiers and weather identifiers. After determining the object type and target weather of the virtual object group controlled by the target account within the virtual game, the target state impact parameters are determined based on the object type identifier corresponding to the object type and the weather identifier corresponding to the target weather.
[0071] In some embodiments, the target weather display parameters and target state influence parameters corresponding to the target weather are recorded through a configuration table.
[0072] Step 330: Display the virtual environment screen corresponding to the target weather in the virtual game based on the target weather display parameters.
[0073] In some embodiments, when a virtual scene under a target weather condition needs to be displayed in a virtual match, the virtual environment screen corresponding to the target weather is displayed according to the obtained target weather display parameters. Optionally, the virtual environment screen corresponding to the target weather can be displayed when the virtual match starts or during the match, and this is not limited here.
[0074] In some embodiments, the terminal pre-stores the correspondence between weather display parameters and weather display elements corresponding to each type of weather. When the terminal receives the target weather display parameter corresponding to the target weather, it searches for the weather display element corresponding to the target weather display parameter from the correspondence. The target application then displays the virtual environment screen under the target weather through the aforementioned weather display element.
[0075] The aforementioned weather display elements refer to the display elements included in the virtual environment screen displayed on the terminal according to the target weather corresponding to the virtual game. For example, when the weather is light rain, the weather display elements include raindrops displayed in the 3D virtual environment screen. The aforementioned weather display elements may also include changes in physical factors in the virtual environment caused by the weather. For example, when the displayed weather is light rain, the weather display elements may also include the ground wet by rain and water splashes generated on the ground when virtual objects pass by.
[0076] Optionally, the virtual environment interface corresponding to the virtual environment screen also includes target weather information. This target weather information is used to indicate the weather in the current virtual game and the impact of the weather on the virtual object group. For example, when the target weather is a sandstorm, the virtual environment interface displays a sandstorm icon corresponding to the sandstorm weather and displays the message "Reduced Range," indicating that when the virtual object group includes virtual objects using shooting items, the range that these virtual objects can attack with shooting items is reduced.
[0077] In some embodiments, when a virtual game includes multiple target weather conditions, each target weather condition also has a corresponding weather display duration in the virtual game. When the weather display duration corresponding to the current target weather ends, the virtual environment screen corresponding to the next target weather condition is displayed.
[0078] In some embodiments, the virtual environment screen also displays weather forecast information for the next target weather. That is, in response to the virtual game being in the i-th target weather, the virtual environment screen displays the weather forecast information corresponding to the (i+1)-th target weather, where i is a positive integer.
[0079] Step 340: Based on the target state influence parameters, display the first behavior of the virtual object group under the target weather in the virtual game to execute the animation.
[0080] In a virtual game, different weather conditions will have different effects on virtual objects in a virtual object group when the latter performs actions. To illustrate, after obtaining the target state influence parameters, the terminal adjusts the preset behavior parameters corresponding to the virtual object group based on these parameters, thereby controlling the behavior of the virtual object group in the virtual game according to the adjusted behavior parameters.
[0081] Optionally, the state influence parameters include at least one of the following parameters:
[0082] 1. Field of view influencing parameters
[0083] Schematic illustration: Virtual objects in a virtual environment have a field of view, which indicates the range of content that the virtual object can observe within the virtual environment. In some embodiments, the field of view of virtual objects in a group of virtual objects differs under different weather conditions, and the field of view of virtual objects in a virtual game is determined by the aforementioned field of view influence parameters.
[0084] 2. Parameters affecting movement speed
[0085] Schematic illustration: Virtual objects have a movement speed when moving within a virtual environment. In some embodiments, the movement speed of virtual objects within a group varies depending on the weather conditions, and the movement speed of virtual objects in a virtual game is determined by the aforementioned movement speed influence parameters.
[0086] 3. Attack Impact Parameters
[0087] 3a. Attack Speed Affecting Parameters
[0088] Indicatively, when a virtual object attacks in a virtual environment, it corresponds to an attack speed. The attack speed indicates the length of the interval between each attack during a continuous attack, and also indicates the number of consecutive attacks that the virtual object can complete within a certain time. For example, if the attack speed of the first virtual object is 40 times / min and the attack speed of the second virtual object is 30 times / min, then the attack speed of the first virtual object is higher than that of the second virtual object.
[0089] 3b. Attack range affected parameters
[0090] Schematic illustration: When a virtual object attacks in a virtual environment, it has an attack range, which indicates the range within which a virtual object can attack an enemy virtual object when performing an attack in the virtual environment. In some embodiments, the attack range of member virtual objects in a virtual object group differs under different weather conditions, and the attack range of member virtual objects in a virtual game is determined by the aforementioned attack range influence parameters.
[0091] 3c. Parameters affecting attack success rate
[0092] As an illustration, virtual objects have a certain failure rate when performing attack behaviors in a virtual environment, such as skill release failure or attack failure. In some embodiments, the virtual objects in a virtual object group have different attack success rates when performing attack behaviors under different weather conditions, and the attack success rates under different weather conditions are determined by the aforementioned attack success rate influencing parameters.
[0093] 4. Parameters affected by the number of objects
[0094] Indicatively, a virtual object group includes at least one member virtual object. In some embodiments, the number of member virtual objects in the virtual object group to which the master virtual object belongs varies under different weather conditions. The number of member virtual objects in the virtual object group is determined by the aforementioned object quantity influence parameter.
[0095] As an illustration, different object types of virtual object groups are pre-configured with a preset number of objects, and the object number influence parameter indicates the adjustment ratio of the preset object number. For example, the preset number of objects corresponding to an archer legion is 30. When the target weather is a sandstorm, the object number influence parameter for sandstorm weather indicates an adjustment ratio of 120%, so the number of archers corresponding to the archer legion in the virtual scene under sandstorm weather is 36.
[0096] Optionally, virtual object groups of different object types can correspond to different preset object numbers. Optionally, under the same object type, virtual object groups of different object levels correspond to different preset object numbers.
[0097] Optionally, under the same weather conditions, the number of objects in virtual object groups of different object types will affect the parameters differently.
[0098] In some embodiments, the target state influence parameter also applies to the master virtual object controlled by the target account. That is, the target state influence parameter also includes parameters for determining the state of the master virtual object when performing behavioral activities in the virtual game. Schematic, based on the target state influence parameter, the second behavior execution animation of the master virtual object under the target weather is displayed in the virtual game.
[0099] In some embodiments, the target state influence parameter also applies to virtual items in the virtual scene. That is, the target state influence parameter further includes parameters for determining the state of virtual items when they are used in the virtual environment of the virtual game. For example, based on the target state influence parameter, the virtual item usage screen under the target weather is displayed in the virtual game. The aforementioned virtual items are items configured in the virtual environment. Optionally, the virtual items can be controlled by a master virtual object, or they can be automatically triggered. For example, the virtual items can be implemented as siege cannons, swarms of bees, ballistae, etc.
[0100] In summary, the weather-based interaction method in virtual matches provided in this application displays a match preparation interface before entering a virtual match, showing at least one weather prompt message corresponding to a target weather condition in the match preparation interface; after entering a virtual match, the method displays the corresponding virtual environment screen based on the acquired target weather display parameters, that is, the weather effect corresponding to the target weather is displayed in the virtual environment screen of the virtual match; and the method displays the behavior execution animation of the virtual object group under the target weather based on the acquired target state influence parameters, that is, when the virtual object group performs a behavior activity in the virtual match, the terminal will display the behavior activity effect affected by the target weather based on the target state influence parameters.
[0101] In other words, before entering a virtual match, the game preparation interface provides a preview of the target weather for the virtual match. This allows players to select appropriate virtual object groups based on the weather adaptability of the virtual match, making the player-controlled virtual object groups more compatible with the target weather, accelerating the completion of the virtual match, and reducing the server resource consumption. Within the virtual match, weather display parameters control the weather effects of the virtual environment, while state influence parameters control the state of member virtual objects within the virtual object group when performing actions. This enriches the diversity of the virtual environment's visual content and maps the weather effects in the virtual environment to the user-controlled virtual object groups through state influence parameters, enhancing the realism of the weather effects in the virtual environment and enriching the user's operating experience.
[0102] Please refer to Figure 6 This document illustrates a flowchart of a weather-based interaction method in a virtual game, provided by an exemplary embodiment of this application. The embodiment illustrate the impact of target weather on a group of virtual objects in the virtual game. Steps 341 to 343 are subordinate steps to step 340. The method includes:
[0103] Step 341a: Determine the field of view range corresponding to the virtual object group based on the field of view influence parameters.
[0104] In this embodiment of the application, the target state influence parameters include the field of view influence parameters, which are used to control the field of view range corresponding to the virtual object group.
[0105] As an illustration, the virtual object is pre-configured with a preset field of view, and the aforementioned field of view influence parameter indicates the adjustment ratio of the preset field of view. For example, if the preset field of view corresponding to the virtual object is 100m, and the target weather is foggy, the field of view influence parameter for foggy weather indicates an adjustment ratio of 66%, then the field of view of the virtual object in the virtual environment under foggy weather is 66m.
[0106] Optionally, virtual objects of different object types can correspond to different preset field of view ranges. For example, the preset field of view range for archers is 100m, and the preset field of view range for shieldmen is 80m.
[0107] Optionally, under the same weather conditions, the field of view impact parameters for virtual objects of different object types are different. For example, when the target weather is foggy, the field of view impact parameter for archers in foggy weather indicates an adjustment ratio of 66% for the field of view range, while for shieldmen it is 40%.
[0108] Step 341b: Display the virtual environment screen corresponding to the virtual environment within the field of view.
[0109] As an illustration, after the terminal determines the field of view corresponding to the virtual object group based on the field of view influence parameters, it displays the virtual environment screen corresponding to that field of view.
[0110] In some embodiments, the virtual environment screen within the field of view only displays the virtual environment content within the field of view, which includes virtual buildings and virtual objects in the virtual environment.
[0111] In some embodiments, when a virtual object group receives an attack instruction from a target account, the attack behavior of the virtual objects of the group members is also affected by the aforementioned field of vision; that is, the virtual objects of the group members only search for targets within their field of vision.
[0112] In some embodiments, the terminal overlays weather display elements corresponding to the target weather onto the virtual environment according to the aforementioned field of view, thereby displaying a virtual environment scene under the target weather. For example, when the target weather is foggy, a first fog display element is overlaid within the field of view, and a second fog display element is overlaid outside the field of view, wherein the transparency of the first fog display element is higher than that of the second fog display element.
[0113] In some embodiments, when a thumbnail map is displayed in the virtual environment interface, the field of view corresponding to the virtual object group is displayed on the thumbnail map.
[0114] Step 342: In response to the target virtual object in the virtual object group being in a moving state, control the movement speed of the target virtual object based on the movement speed influence parameter, and display the corresponding object movement animation.
[0115] In this embodiment of the application, the target state influence parameters include movement speed influence parameters, which are used to control the movement speed of the virtual object group in the virtual environment.
[0116] As an illustration, virtual objects are pre-configured with a preset movement speed. This preset movement speed is the movement speed of the virtual objects in the virtual object group when the target state influence parameters do not include the movement speed influence parameter. The aforementioned movement speed influence parameter indicates the adjustment ratio of the preset movement speed. For example, if the preset movement speed of a virtual object is 1 m / s, and the target weather is snowy, the adjustment ratio of the movement speed influence parameter for snowy weather is 80%, then the movement speed of the virtual object in the snowy virtual environment is 0.8 m / s.
[0117] In some embodiments, the virtual object group corresponds to an object type. Optionally, virtual objects of different object types can correspond to different preset movement speeds. For example, the preset movement speed of an archer is 1 m / s, and the preset movement speed of a cavalryman is 5 m / s.
[0118] Optionally, the object type corresponding to the virtual object group can be an object type classified according to the attack method used by the virtual object, such as archer, musketeer, cavalry, etc.; or an object type classified according to the background story of the character corresponding to the virtual object group, such as northern soldier, southern soldier, pirate soldier, etc.
[0119] Optionally, under the same weather conditions, the movement speed influence parameters for virtual objects of different object types are different. Illustratively, in response to the object type of the virtual object group being a first object type, the target virtual object is controlled to move at a first movement speed, and a corresponding object movement animation is displayed; in response to the object type of the virtual object group being a second object type, the target virtual object is controlled to move at a second movement speed, and a corresponding object movement animation is displayed; wherein, the first movement speed is higher than the second movement speed, and the first movement speed is lower than the aforementioned preset movement speed. For example, when the target weather is snowy, the movement speed influence parameter for a southern soldier in snowy weather indicates an adjustment ratio of 50%, while for a northern soldier it is 80%.
[0120] Step 343: In response to receiving an attack control operation on the virtual object group, control the virtual object group to perform attack behavior based on the attack impact parameters, and display the corresponding attack animation.
[0121] In this embodiment of the application, the target state influence parameters include attack influence parameters, which are used to control the attack behavior of the virtual object group in the virtual environment.
[0122] In some embodiments, the attack impact parameters include attack speed impact parameters, that is, the target weather in the virtual environment will affect the attack speed of the virtual object group when it attacks in the virtual environment.
[0123] As an illustration, the virtual object group is pre-configured with a preset attack speed, and the aforementioned attack speed influence parameter indicates the adjustment ratio of the preset attack speed. For example, if the preset attack speed for a virtual object is 30 attacks / min, and the target weather is snowy, the attack speed adjustment ratio indicated by the snowy weather attack speed influence parameter is 80%, then the virtual object's movement speed in the snowy virtual environment is 24 attacks / min.
[0124] Optionally, virtual objects of different object types can correspond to different preset attack speeds. For example, the preset attack speed for archers is 30 attacks / min, and the preset movement speed for cavalry is 25 movements / min. Optionally, within the same object type, virtual objects of different object levels can correspond to different preset attack speeds.
[0125] Optionally, under the same weather conditions, the attack speed impact parameters for virtual objects of different object types are different. For example, when the target weather is snowy, the attack speed impact parameter for archers in snowy weather indicates an adjustment ratio of 50% for attack speed, while for cavalry it is 80%.
[0126] In some embodiments, the attack impact parameters include attack range impact parameters, that is, the target weather in the virtual environment will affect the attack range when the virtual object group attacks in the virtual environment.
[0127] As an illustration, the virtual object is pre-configured with a preset attack range, and the aforementioned attack range influence parameter indicates the adjustment ratio of the preset attack range. For example, if the preset attack range corresponding to the virtual object is 50m, and the target weather is a sandstorm, the attack range adjustment ratio indicated by the sandstorm weather attack range influence parameter is 80%, then the attack range of the virtual object in the virtual environment under sandstorm weather is 40m.
[0128] Optionally, virtual objects of different object types can correspond to different preset attack ranges. For example, the preset attack speed of an archer is 50m, and the preset movement speed of a cavalryman is 5m. Optionally, within the same object type, virtual objects may have different preset attack ranges when using different skills or attack behaviors.
[0129] Optionally, under the same weather conditions, the attack range influence parameters for virtual objects of different object types are different. For example, when the target weather is a sandstorm, the attack range influence parameter for archers in a sandstorm indicates an adjustment ratio of 50%, while that for cavalry is 80%.
[0130] In some embodiments, the effect of weather on the attack range of a virtual object group applies to virtual object groups using shooting tools. Illustratively, in response to a virtual object group attacking using shooting tools, the target range corresponding to the virtual object group is determined based on attack impact parameters; the virtual object group is then controlled to attack using shooting tools based on the target range, and a corresponding attack animation is displayed. For example, during a sandstorm, when the target account controls an archer group, the strong winds affect the arrows' attack distance, thus reducing the corresponding range of the virtual object group. The archer can only attack enemy virtual objects within the target range determined by the attack impact parameters.
[0131] In some embodiments, when the target weather belongs to a specified weather type, it will affect the range of the virtual object group. Illustratively, when the target weather includes precipitation or visibility impairment, the target range is a first range; when the target weather does not include precipitation or visibility impairment, the target range is a second range. The first range is smaller than the second range. The precipitation type includes at least one of light rain, heavy rain, torrential rain, showers, snow, sleet, and hail. The visibility impairment type includes at least one of fog, dense fog, light snow, heavy snow, smoke, haze, sandstorm, blowing dust, and dust storm.
[0132] In some embodiments, the attack impact parameters include attack success rate impact parameters, that is, the target weather in the virtual environment will affect the attack success rate when the virtual object group attacks in the virtual environment.
[0133] As an illustration, the virtual object is pre-configured with a preset attack success rate, and the attack success rate influence parameter indicates the adjustment ratio of the preset attack success rate. For example, if the preset attack success rate for the virtual object is 100%, and the target weather is a sandstorm, the attack success rate influence parameter for sandstorm weather indicates an adjustment ratio of 50%. Therefore, when the virtual object performs an attack in a virtual scene under sandstorm weather, there is a 50% probability of attack failure.
[0134] Optionally, virtual objects of different object types can correspond to different preset attack success rates. Optionally, within the same object type, virtual objects using different skills or attack behaviors have different attack success rates; virtual objects of different object levels have different attack success rates when performing attack behaviors.
[0135] Optionally, under the same weather conditions, the attack success rate of two virtual objects of different object types will have different impact parameters.
[0136] In some embodiments, the influence of weather on the attack success rate of a virtual object group applies to virtual object groups using shooting tools. Illustratively, in response to a virtual object group attacking using shooting tools, and where the shooting tools and at least one target weather element have an attribute-repulsive relationship, the virtual object group is controlled to attack using shooting tools with a preset failure probability, and the corresponding attack animation is displayed. The corresponding attribute relationship between shooting tools and weather is preset; that is, shooting tools have item attributes, and weather has weather attributes. When the item attributes and weather attributes have an attribute-repulsive relationship, the weather will affect the attack success rate of the shooting tools. For example, when the virtual object group is an archer, if the archer attacks by firing rockets, the rockets have a preset failure probability; similarly, when the virtual object group is a musketeer, during an attack using muskets, the bullets fired have a preset failure probability.
[0137] As an illustration, when an attack is launched using a shooting prop and the attack is deemed a failure, the terminal displays the virtual object's shooting control actions on the shooting prop, but no longer displays the ballistic effects corresponding to the shooting process, and the hostile virtual object will not be damaged.
[0138] In summary, the weather-based interaction method for virtual matches provided in this application displays a match preparation interface before entering the virtual match, and displays weather prompts corresponding to at least one target weather condition in the match preparation interface. After entering the virtual match, the method displays the corresponding virtual environment screen based on the target weather display parameters, that is, displays the weather effect corresponding to the target weather in the virtual environment screen of the virtual match; and displays the behavior execution animation of the virtual object group under the target weather based on the target state influence parameters, that is, when the virtual object group performs a behavior activity in the virtual match, the terminal displays the behavior activity effect affected by the target weather based on the target state influence parameters.
[0139] Within the virtual game, weather display parameters control the weather effects in the virtual environment, while state influence parameters control the state of virtual objects within the virtual object group when performing actions. This enriches the diversity of the virtual environment's visual content and maps the weather effects in the virtual environment to the user-controlled virtual object group through state influence parameters, enhancing the realism of the weather effects in the virtual environment and enriching the user's operating experience.
[0140] In this embodiment, the weather in the virtual battleground affects various states corresponding to the virtual object group, thereby further enhancing the realism of the weather effects in the virtual environment and enriching the user's operating experience.
[0141] Please refer to Figure 7 This document illustrates a flowchart of a weather-effect-based interaction method in a virtual game, provided by an exemplary embodiment of this application. The embodiment illustrately describes the game preparation phase of a virtual game. The method includes:
[0142] Step 710: Display the game preparation interface based on the virtual game start operation. The game preparation interface includes at least one weather prompt information corresponding to the target weather.
[0143] In this embodiment of the application, when the terminal receives the game start operation, it displays a game preparation interface, which includes at least one weather prompt information corresponding to the target weather.
[0144] In some embodiments, the game content provided by the target application includes open-world content and match content. The open-world content provides a virtual scene outside of virtual matches where the user can control a main virtual object to perform activities. The match content provides a virtual scene corresponding to a virtual match where the user controls the main virtual object and virtual object groups to participate. Illustratively, when no virtual match initiation operation is received, the user controls the main virtual object to perform activities within the open-world virtual scene.
[0145] Optionally, the virtual match start operation can be achieved through the interaction between the main virtual object and the non-player character (NPC) virtual object. For example, the player controls the main virtual object to talk to a specified NPC virtual object, thereby triggering the virtual match start operation.
[0146] Optionally, the virtual match initiation operation can be triggered via a match entry control on the game interface. Optionally, when triggering the virtual match initiation operation via the match entry control, the operation can be implemented as at least one of the following: a click operation, a long press operation, a double-click operation, or a drag operation on the match entry control. Optionally, the match entry control is also bound to a designated shortcut key; that is, the virtual match initiation operation is achieved by inputting the trigger signal corresponding to the designated shortcut key through an external device.
[0147] Optionally, the aforementioned virtual matches can be single-player virtual matches involving a single account or online virtual matches involving multiple virtual accounts; no limitation is imposed here.
[0148] In some embodiments, when a terminal receives a virtual game start operation, it sends a virtual game start request to the server based on the virtual game start operation. After receiving the virtual game start request, the server determines at least one target weather from the plurality of candidate weather conditions based on the virtual game start request, and indicates the at least one target weather to the terminal.
[0149] Optionally, the server determines at least one target weather condition from multiple candidate weather conditions using at least one of the following methods:
[0150] The first method synchronizes the weather in the virtual game based on the weather corresponding to the external virtual environment. Specifically, it obtains the target external weather corresponding to the external virtual environment where the master virtual object controlled by the target account is located; and determines at least one target weather that matches the target external weather from multiple candidate weather options. In one example, the aforementioned external virtual environment could be a large-scale virtual scene in which the master virtual object participates.
[0151] The second method determines the weather in the virtual game based on the geographical weather corresponding to the terminal's location. That is, it obtains the target geographical weather corresponding to the geographical location of the terminal corresponding to the target account; based on the preset matching relationship between geographical weather and game weather, it determines at least one target weather that matches the target geographical weather from multiple candidate weather options.
[0152] As an illustration, there is a preset matching relationship between geographic weather and virtual weather. For example, when the geographic weather is rainy, the virtual weather with the preset matching relationship includes light rain, heavy rain, and torrential rain. When a geographic weather has multiple corresponding virtual weather, at least one of the above-mentioned target weather can be determined by random selection.
[0153] In some embodiments, when there are multiple terminals participating in the virtual game, after determining the corresponding virtual weather based on the target geographical weather for each terminal, at least one of the above-mentioned target weather can be initially determined by random determination; or, all the virtual weather determined above can be randomly arranged as multiple target weather in the virtual game.
[0154] The third method involves determining the weather in a virtual game based on the weather preference information of the participating accounts. Specifically, it involves obtaining the weather preference information of at least one participating account in the virtual game; and then determining at least one target weather condition from multiple candidate weather conditions based on this information. Here, the participating accounts refer to accounts participating in the same virtual game.
[0155] Optionally, the weather preference information of the participating account can be set by the participating account itself; or, the weather preference information of the participating account can be determined based on the weather information corresponding to the winning games in the historical game data of the participating account. For example, the weather that appears most frequently in the historical winning games in which the participating account has participated can be used as the preferred weather of the participating account.
[0156] In some embodiments, when a virtual game includes multiple participating accounts and multiple preferred weather conditions are determined based on the multiple participating accounts, at least one target weather condition corresponding to the virtual game can be randomly determined from the multiple preferred weather conditions; or, based on the account level corresponding to the participating account, the preferred weather condition corresponding to the participating account with the lowest or highest account level among the participating accounts can be determined as the aforementioned target weather condition; or, all of the aforementioned multiple preferred weather conditions can be used as target weather conditions in the virtual game, and the order of the multiple target weather conditions in the virtual game can be determined by random arrangement.
[0157] Step 720: Display multiple candidate virtual object groups in the game preparation interface.
[0158] In illustrative terms, the above game preparation interface is used to provide the option to select at least one candidate virtual object from multiple candidate virtual object groups. A virtual object group is a group of multiple member virtual objects of the same type. The "type" indicates the type of the member virtual object; member virtual objects of the same type form a virtual object group. It also indicates that within a single virtual object group, different member virtual objects are of the same type.
[0159] Optionally, the number of member virtual objects in a virtual object group is configured by default, for example, virtual object group 1 has a fixed 50 member virtual objects; or, the number of member virtual objects in a virtual object group is configured by the player, for example, the player configures virtual object group 1 to contain 30 member virtual objects; or, the number of member virtual objects in a virtual object group changes with the game progress, for example, the number of member virtual objects increases as the level of the virtual object controlled by the player increases, and one member virtual object is added to virtual object group 1 for each level increase of the virtual object controlled by the player.
[0160] In some embodiments, the multiple candidate virtual object groups displayed in the match preparation interface are custom-configured by the target account outside of the virtual match; or, the multiple candidate virtual object groups displayed in the match preparation interface are configured by the target account through the object group management interface during the match preparation stage. The object group management interface is used to display all virtual object groups owned by the target account, and players can configure multiple virtual object groups that are allowed to be used in the virtual match through the object group management interface.
[0161] Step 730: Display the impact prompt information corresponding to multiple candidate virtual object groups based on at least one target weather.
[0162] Indicatively, the above impact information is used to indicate the impact of target weather on the combat performance of candidate virtual object groups in virtual matches.
[0163] Optionally, the aforementioned impact information can be either positive or negative. Positive information indicates the recommendation level of each candidate virtual object group when the target weather affects the candidate virtual object group; negative information indicates the degree of negative impact of the target weather on the candidate virtual object group.
[0164] In some embodiments, in response to positive prompts, on the game preparation interface, for multiple candidate virtual object groups corresponding to the target account, the terminal will display recommendation information for each virtual object group and the target weather corresponding to the virtual game, thereby helping the user to quickly select a virtual object group suitable for the target weather.
[0165] Optionally, the above recommendation information can be implemented in at least one of the following ways:
[0166] 1. Display the recommendation level of virtual object groups in text format;
[0167] Indicatively, multiple candidate virtual object groups are displayed in the object area of the game preparation interface. The object area includes sub-areas corresponding to each candidate virtual object group, and the recommendation level of each candidate virtual object group based on the target weather is displayed around the sub-areas. For example, when the target weather for the virtual game is a sandstorm, the multiple candidate virtual object groups include archers, musketeers, cavalry, and shield infantry. Archers are displayed with a recommendation level of 40%, musketeers with 45%, cavalry with 85%, and shield infantry with 100%.
[0168] 2. Display the recommendation level of virtual object groups by outlining them;
[0169] Schematic illustration: Based on the different recommendation levels of virtual object groups relative to the target weather, different outline effects are applied to the object areas of the virtual object groups. Optionally, the thickness of the outline lines of the object areas is positively correlated with the recommendation level; that is, the higher the recommendation level of the virtual object group, the thicker the outline lines of the object areas corresponding to that virtual object group. Alternatively, different colored outline lines are used for object areas corresponding to virtual object groups with different recommendation levels. For example, virtual object groups with a recommendation level of 75%–100% use gold outline lines, virtual object groups with a recommendation level of 50%–74% use red outline lines, virtual object groups with a recommendation level of 25%–49% use blue outline lines, and virtual object groups with a recommendation level of 0%–24% use white outline lines.
[0170] 3. Display the recommendation level corresponding to the virtual object group through a graphic;
[0171] As an illustration, virtual object groups are displayed with different icons based on their recommendation levels relative to the target weather. In one example, the candidate virtual object group with the highest recommendation level is marked with a star icon, while the candidate virtual object group with the lowest recommendation level is marked with a sad face icon.
[0172] It is worth noting that the recommendation level of a virtual object group relative to the target weather can be preset by the system; or it can be obtained by arranging the candidate virtual object groups selected in the object area according to their suitability for the target weather. That is, the recommendation level information corresponding to the candidate virtual object group indicates the relative recommendation level among multiple candidate virtual object groups displayed in the object area.
[0173] In other embodiments, regarding negative prompts, in the game preparation interface, for multiple candidate virtual object groups corresponding to the target account, if the target weather corresponding to the current virtual game has a negative impact on the virtual object group, the terminal will display the negative prompts corresponding to each virtual object group and the target weather corresponding to the virtual game.
[0174] Optionally, negative warning messages corresponding to the virtual object group can be displayed using patterns. For example, when it is determined that the target weather has a negative impact on the candidate virtual object group, the virtual object group is marked using a preset negative pattern, such as a downward arrow pattern as the negative warning message. In one example, such as... Figure 8 As shown, it illustrates a schematic diagram of negative prompt information provided in an exemplary embodiment of this application. In the game preparation interface 800, an object area 810 with multiple candidate virtual object groups is displayed. The target weather 820 corresponding to the current virtual game is a sandstorm. This target weather will affect the virtual object group using bows and arrows, reducing the range. Among the candidate virtual object groups included in the object area 810 is the mounted archery virtual object group 811. Therefore, a downward arrow pattern 812 is used to indicate that the target weather 820 has a negative impact on the mounted archery virtual object group 811.
[0175] In other embodiments, different display patterns can be used to indicate the negative impact of the target weather on candidate virtual object groups. Optionally, the display pattern includes at least one of the color, shape, and size of the pattern. For example, when the target weather is a sandstorm, the field of vision for all virtual object groups will be reduced, and the range of arrows will be further reduced for virtual object groups using bows and arrows. When the object area includes virtual object groups corresponding to archers and shield bearers respectively, the virtual object group corresponding to archers will be marked with a downward red arrow pattern, while the virtual object group corresponding to shield bearers will be marked with a downward yellow arrow pattern. That is, the degree of negative impact of the target weather on the virtual object group is distinguished by different display patterns.
[0176] Step 740: Based on the selection operation of the specified virtual object group among multiple candidate virtual object groups, display the master virtual object and the member virtual objects in the specified virtual object group in the virtual game.
[0177] In some embodiments, in response to receiving a confirmation operation on the game preparation interface, the user confirms entry into the virtual game and displays the virtual environment screen corresponding to the virtual game, which includes the master virtual object and the selected specified virtual object group.
[0178] Optionally, after displaying multiple candidate virtual object groups in the game preparation interface, the player selects at least one virtual object group from the multiple candidate virtual object groups as the specified virtual object group, thereby realizing the selection operation of the specified virtual object group.
[0179] Indicatively, multiple candidate virtual object groups include candidate virtual object group M, candidate virtual object group L, and candidate virtual object group N. Players select candidate virtual object group M as the designated virtual object group from the three candidate virtual object groups, thereby displaying the main virtual object and the member virtual objects in candidate virtual object group M in the virtual scene, allowing the member virtual objects in candidate virtual object group M to participate in virtual battles. Alternatively, based on combat needs, players select candidate virtual object group M and virtual object group N as the designated virtual object groups from the three candidate virtual object groups, thereby displaying the main virtual object, the member virtual objects in candidate virtual object group M, and the member virtual objects in candidate virtual object group N in the virtual scene, allowing the member virtual objects in candidate virtual object group M and the member virtual objects in virtual object group N to participate in virtual battles, etc.
[0180] In this embodiment, the match preparation interface displays weather information indicating the target weather for the virtual match. Players can refer to this weather information when selecting a specific virtual object group in the match preparation interface. For example, when the target weather is a sandstorm, the sandstorm weakens the attack effect of shooting items. Therefore, players should avoid selecting virtual object groups that use shooting items to improve their combat efficiency in the virtual match.
[0181] Step 751: In response to receiving a first control operation on the master virtual object in the virtual game, display the master virtual object's master control action animation under the target weather.
[0182] Indicatively, the first control operation is used to instruct the main virtual object to perform corresponding actions in the virtual scene. The main control animation is used to demonstrate the action form corresponding to the first control operation.
[0183] For example: if the first control operation is used to control the master virtual object to perform an attack action in the virtual scene, then based on the first control operation, the master virtual object is controlled to perform an attack in the virtual scene; or, if the first control operation is used to control the master virtual object to run in the virtual scene, then based on the first control operation, the master virtual object is controlled to run in the virtual scene; or, if the first control operation is used to control the master virtual object to crawl in the virtual scene, then based on the first control operation, the master virtual object is controlled to crawl in the virtual scene, and so on.
[0184] In some embodiments, the target state influence parameters of the target weather obtained by the terminal are used not only to determine the state of the virtual object group, but also to determine the state of the master virtual object, that is, the target weather will also have an impact on the master virtual object.
[0185] Step 752, in response to receiving a second control operation on a specified virtual object group in a virtual game, displaying an animation of the first behavior of the specified virtual object group under the target weather based on the target state influence parameters.
[0186] Indicatively, the second control operation is used to instruct the control virtual object group to cooperate with the main control virtual object in performing actions within the virtual scene.
[0187] In an optional embodiment, in response to receiving a second control operation for a specified virtual object group, the member virtual objects in the specified virtual object group are controlled to enter a target cooperation mode.
[0188] Optionally, after displaying the main virtual object and the member virtual objects in the specified virtual object group in the virtual game, the player can select the cooperation mode of the specified virtual object group, thereby selecting and controlling the virtual battle state of the specified virtual object group.
[0189] In an optional embodiment, a target mating mode is determined in response to receiving a trigger operation on the mating mode selection control.
[0190] As an illustration, multiple cooperation mode selection controls are displayed in the virtual environment interface. Different cooperation mode selection controls correspond to different cooperation modes. Based on the player's trigger operation on the cooperation mode selection control, the target cooperation mode for virtual battles of the virtual objects in the specified object group is determined.
[0191] Among them, the target cooperation mode is used to instruct the virtual objects of the team members to cooperate with the main virtual object in virtual battles.
[0192] In a schematic way, after the target cooperation mode is determined, the virtual objects of the team members move and attack in the virtual scene based on the target cooperation mode, thereby cooperating with the main virtual object to conduct virtual battles in the virtual scene.
[0193] For example, if the target cooperation mode is follow mode, then after determining the target cooperation mode, the member virtual objects in the specified virtual object group will follow the master virtual object in the virtual scene; or, if the target cooperation mode is hold mode, then after determining the target cooperation mode, the member virtual objects in the specified virtual object group will hold at a specified position in the virtual scene.
[0194] In some embodiments, in response to receiving a cooperation mode switching operation, the virtual objects of the members in the specified virtual object group are controlled to switch to the target cooperation mode.
[0195] Indicatively, when a member virtual object in a specified virtual object group is in a cooperative mode, upon receiving a cooperative mode switching operation, the member virtual objects in the specified virtual object group are controlled to switch to the target cooperative mode.
[0196] For example: When displaying member virtual objects in a specified virtual object group during a virtual match, the member virtual objects are in the default cooperation mode (e.g., cooperation mode A). After the player triggers the cooperation mode control corresponding to cooperation mode B, the member virtual objects in the specified virtual object group are switched to cooperation mode B (i.e., the target cooperation mode). Alternatively, after controlling the member virtual objects in the specified virtual object group to enter cooperation mode A, if the player wants the member virtual objects to cooperate with the main virtual object in cooperation mode B, the cooperation mode is switched, changing the current cooperation mode A to cooperation mode B, thus enabling the member virtual objects in the specified virtual object group to assist the main virtual object in cooperation mode B.
[0197] In some embodiments, the virtual object of the display group performs a first action animation in the virtual scene that corresponds to the target cooperation mode.
[0198] In illustrative terms, after a player selects a target cooperation mode, a first-line execution animation is displayed. This first-line execution animation demonstrates how virtual objects within a group perform actions corresponding to the target cooperation mode within the virtual scene. In this embodiment, when a virtual object in a group performs an action corresponding to the target cooperation mode, the action is determined based on target state influence parameters corresponding to the target weather. For example, if the target cooperation mode instructs a virtual object in the group to move forward, and the target state influence parameters indicate that the virtual object's movement speed decreases by 20% under the current weather conditions, then the virtual object will display the corresponding first-line execution animation at 80% of its preset movement speed.
[0199] Optionally, the first line of animation execution includes the member virtual object performing an animation corresponding to the target cooperation mode on the hostile virtual object.
[0200] Enemy virtual objects are used to indicate virtual objects that are in a different camp from the master virtual object. In the virtual scene, the camp corresponding to the master virtual object and the camp corresponding to the enemy virtual object engage in virtual battles.
[0201] Optionally, virtual objects in a designated virtual object group that belong to the same faction as the main virtual object can assist the main virtual object in attacking enemy virtual objects during virtual battles.
[0202] After the member virtual objects in the designated virtual object group enter the target cooperation mode, the member virtual objects assist the master virtual object according to the target cooperation mode. For example, when the target cooperation mode is implemented as follow mode, the member virtual objects follow the master virtual object to generate a multi-attack effect on the enemy virtual objects; or, when the target cooperation mode is implemented as hold mode, the member virtual objects arrange themselves into a designated formation at a designated location according to the instructions of the master virtual object, and establish a defensive barrier through the designated formation to reduce the enemy virtual objects' desire to search for them, thereby effectively protecting the guarded area or the master virtual object indicated by the designated formation.
[0203] Indicatively, the preset area behind the virtual objects of team members in a specified formation is taken as the garrison area indicated by the specified formation; or, the preset area surrounded by the virtual objects of team members in a specified formation is taken as the garrison area indicated by the specified formation, etc.
[0204] Optionally, in the defense mode, the virtual objects of the members in the designated formation attack the enemy virtual objects based on the player's control; or, in response to the enemy virtual objects being within the preset attack range of the designated formation, the virtual objects are automatically attacked.
[0205] In a schematic example, in target cooperation mode, when a member's virtual object attacks an enemy virtual object, the attack on the enemy virtual object is based on the virtual combat mode corresponding to the member's virtual object.
[0206] For example, in target cooperation mode, when a team member's virtual object is a melee infantry type, when controlling the team member's virtual object to attack enemy virtual objects, the team member's virtual object attacks enemy virtual objects within a certain range on the virtual ground. For instance, it can use its own configured virtual spear to attack enemy virtual objects within a certain range, thus displaying an attack animation. Specifically, the virtual combat method for melee infantry type virtual objects is: using a virtual spear to attack enemy virtual objects within a certain range.
[0207] Alternatively, in target-cooperative mode, when a team member's virtual object is a cavalry-type virtual object, when controlling the team member's virtual object to attack an enemy virtual object, the team member's virtual object attacks the enemy virtual objects within a certain range from horseback. For example, the team member's virtual object can use its own configured virtual swords to attack enemy virtual objects within a certain range, thus displaying an attack animation of the team member's virtual object against the enemy virtual objects. The virtual combat method for cavalry-type virtual objects is: using virtual swords to attack enemy virtual objects, etc.
[0208] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.
[0209] In summary, the weather-based interaction method for virtual matches provided in this application displays weather information for the target weather in the match preparation interface during the preparation phase of the virtual match. This allows users to better adapt their virtual object groups to the target weather during the preparation phase, improving user experience. Furthermore, by enhancing the adaptability between virtual object groups and weather, the efficiency of the virtual match is improved, reducing the resource consumption of the terminal and server. Simultaneously, the match preparation interface also displays the recommendation level of each virtual object group relative to the weather, helping users quickly identify the target virtual object group and improving the efficiency of virtual object group selection.
[0210] Please refer to Figure 9 The diagram illustrates a structural block diagram of a weather-effect-based interactive device in a virtual game, provided by an exemplary embodiment of this application. The device includes the following modules:
[0211] Display module 910 is used to display a game preparation interface, which includes weather prompts. The weather prompts are used to indicate at least one target weather condition in the virtual game. The participants in the virtual game include a virtual object group.
[0212] The acquisition module 920 is used to acquire target weather display parameters and target state influence parameters corresponding to the at least one target weather. The target weather display parameters are used to determine the display effect of the target weather in the virtual environment. The target state influence parameters include parameters used to determine the state of the virtual objects in the virtual object group in the virtual game when they perform behavioral activities.
[0213] The display module 910 is also used to display a virtual environment screen corresponding to the target weather in the virtual game based on the target weather display parameters;
[0214] The display module 910 is also used to display the first behavior execution animation of the virtual object group under the target weather in the virtual game based on the target state influence parameters.
[0215] In some alternative embodiments, such as Figure 10 As shown, the device further includes:
[0216] The sending module 930 is used to send a virtual game start request to the server in response to the received virtual game start operation;
[0217] The receiving module 940 is also used to receive virtual game data returned by the server, wherein the virtual game data includes target weather display parameters and target state influence parameters corresponding to the at least one target weather.
[0218] The server is used to determine at least one target weather from the plurality of candidate weather conditions based on the virtual game start request.
[0219] In some optional embodiments, the server determines the at least one target weather from the plurality of candidate weather conditions using at least one of the following methods:
[0220] Obtain the target external weather corresponding to the external virtual environment where the master virtual object controlled by the target account is located; determine at least one target weather that matches the target external weather from the plurality of candidate weather;
[0221] or,
[0222] Obtain the target geographic weather corresponding to the geographical location of the terminal corresponding to the target account; based on the preset matching relationship between geographic weather and game weather, determine at least one target weather that matches the target geographic weather from the multiple candidate weather;
[0223] or,
[0224] Obtain weather preference information corresponding to at least one participating account in the virtual game; determine at least one target weather from the plurality of candidate weather based on the weather preference information.
[0225] In some optional embodiments, the server is further configured to determine a target map from multiple candidate maps based on the virtual game start operation, and send the map data corresponding to the target map to the terminal through the virtual game data.
[0226] In some optional embodiments, the display module 910 is further configured to display the master virtual object and the member virtual objects in the specified virtual object group in the virtual game, wherein the master virtual object is the virtual object controlled by the currently logged-in target account, and the virtual object group is subordinate to the master virtual object;
[0227] The display module 910 is further configured to respond to receiving a first control operation on the master virtual object in the virtual game, and display the master control action animation of the master virtual object under the target weather.
[0228] The display module 910 is further configured to, in response to receiving a second control operation on the designated virtual object group in the virtual game, display the first behavior execution animation of the designated virtual object group under the target weather based on the target state influence parameter.
[0229] In some optional embodiments, the display module 910 is further configured to display multiple candidate virtual object groups in the game preparation interface;
[0230] The display module 910 is further configured to display the master virtual object and the member virtual objects in the specified virtual object group in the virtual game based on the selection operation of the specified virtual object group among the plurality of candidate virtual object groups.
[0231] In some optional embodiments, the display module 910 is further configured to display, on the game preparation interface, the impact prompt information corresponding to the plurality of candidate virtual object groups based on the at least one target weather.
[0232] In some optional embodiments, the target state influence parameter further includes a parameter for determining the state of the master virtual object when performing behavioral activities in the virtual game, and the display module 910 is further configured to display a second behavior execution animation of the master virtual object under the target weather in the virtual game based on the target state influence parameter;
[0233] or,
[0234] The target state influence parameters also include parameters for determining the state of virtual items when they are used in the virtual environment of the virtual game. The display module 910 is also used to display the virtual item usage screen under the target weather in the virtual game based on the target state influence parameters.
[0235] In some optional embodiments, the target state influence parameters include field of view influence parameters, which are used to control the field of view range corresponding to the virtual object group;
[0236] The display module 910 further includes:
[0237] Determining unit 911 is used to determine the field of view range corresponding to the virtual object group based on the field of view influence parameters;
[0238] Display unit 912 is used to display the virtual environment screen corresponding to the virtual environment within the field of view.
[0239] In some optional embodiments, the target state influence parameters include movement speed influence parameters, which are used to control the movement speed of the virtual object group within the virtual environment;
[0240] The display module 910 is further configured to respond to the target virtual object in the virtual object group being in a moving state, control the movement speed of the target virtual object based on the movement speed influence parameter, and display the corresponding object movement animation.
[0241] In some optional embodiments, the virtual object group corresponds to an object type;
[0242] The display module 910 is further configured to, in response to the virtual object group being of the first object type, control the target virtual object to move at a first moving speed and display the corresponding object movement animation;
[0243] The display module 910 is further configured to, in response to the virtual object group being of the second object type, control the target virtual object to move at the second movement speed and display the corresponding object movement animation;
[0244] Wherein, the first movement speed is higher than the second movement speed, and the first movement speed is lower than the preset movement speed, wherein the preset movement speed is the movement speed of the virtual object in the virtual object group when the movement speed influence parameter is not included in the target state influence parameter.
[0245] In some optional embodiments, the target state influence parameters include attack influence parameters, which are used to control the attack behavior of the virtual object group in the virtual environment;
[0246] The display module 910 is further configured to respond to receiving an attack control operation on the virtual object group, control the virtual object group to perform attack behavior based on the attack influence parameters, and display the corresponding attack animation.
[0247] In some optional embodiments, the determining unit 911 is further configured to, in response to the virtual object group being a virtual object group that is attacked by shooting props, determine the target range range corresponding to the virtual object group based on the attack influence parameters;
[0248] The display unit 912 is also used to control the virtual object group to attack using the shooting props based on the target range, and to display the corresponding attack animation.
[0249] In some optional embodiments, when the target weather includes precipitation or visibility impairment, the target range is a first range; when the target weather does not include precipitation or visibility impairment, the target range is a second range; wherein the first range is smaller than the second range.
[0250] In some optional embodiments, the display module 910 is further configured to respond to the virtual object group being a virtual object group that attacks with shooting props, and the shooting props and the at least one target weather having an attribute-repulsive relationship, to control the virtual object group to attack with the shooting props with a preset failure probability, and to display the corresponding attack animation;
[0251] The corresponding attribute relationship between shooting props and weather is obtained through preset.
[0252] In some optional embodiments, the virtual game corresponds to multiple target weather conditions;
[0253] The display module 910 is further configured to, in response to the virtual game being in the i-th target weather, display the weather forecast information corresponding to the (i+1)-th target weather on the virtual environment screen, where i is a positive integer.
[0254] In summary, the weather-effect-based interactive device for virtual matches provided in this application embodiment...
[0255] Before entering a virtual match, a match preparation interface is displayed, showing at least one weather prompt corresponding to a target weather condition. After entering a virtual match, the virtual environment corresponding to the target weather is displayed based on the obtained target weather display parameters, that is, the weather effect corresponding to the target weather is displayed in the virtual environment of the virtual match. Furthermore, the behavior animation of the virtual object group under the target weather is displayed based on the obtained target state influence parameters. That is, when the virtual object group performs a behavior activity in the virtual match, the terminal will display the behavior activity effect affected by the target weather based on the target state influence parameters.
[0256] In other words, before entering a virtual match, the game preparation interface provides a preview of the target weather for the virtual match. This allows players to select appropriate virtual object groups based on the weather adaptability of the virtual match, making the player-controlled virtual object groups more compatible with the target weather, accelerating the completion of the virtual match, and reducing the server resource consumption. Within the virtual match, weather display parameters control the weather effects of the virtual environment, while state influence parameters control the state of member virtual objects within the virtual object group when performing actions. This enriches the diversity of the virtual environment's visual content and maps the weather effects in the virtual environment to the user-controlled virtual object groups through state influence parameters, enhancing the realism of the weather effects in the virtual environment and enriching the user's operating experience.
[0257] It should be noted that the weather-based interactive device for virtual matches provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the weather-based interactive device for virtual matches provided in the above embodiments and the weather-based interactive method embodiments for virtual matches belong to the same concept, and the specific implementation process is detailed in the method embodiments, which will not be repeated here.
[0258] Figure 11 This illustration shows a structural block diagram of a terminal 1100 provided in an exemplary embodiment of this application. The terminal 1100 may be a smartphone, tablet computer, Moving Picture Experts Group Audio Layer III (MP3) player, Moving Picture Experts Group Audio Layer IV (MP4) player, laptop computer, or desktop computer. The terminal 1100 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.
[0259] Typically, terminal 1100 includes a processor 1101 and a memory 1102.
[0260] Processor 1101 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1101 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1101 may also include a main processor and a coprocessor. The main processor, also known as the Central Processing Unit (CPU), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1101 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1101 may also include an Artificial Intelligence (AI) processor, which is used to handle computational operations related to machine learning.
[0261] The memory 1102 may include one or more computer-readable storage media, which may be non-transitory. The memory 1102 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1102 is used to store at least one instruction, which is executed by the processor 1101 to implement the weather-effect-based interactive method in a virtual game provided in the method embodiments of this application.
[0262] This is illustrative; terminal 1100 also includes other components, as those skilled in the art will understand. Figure 11 The structure shown does not constitute a limitation on terminal 1100 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0263] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be implemented by a program instructing related hardware. This program can be stored in a computer-readable storage medium, which may be a computer-readable storage medium included in the memory described in the above embodiments; or it may be a standalone computer-readable storage medium not assembled into the terminal. The computer-readable storage medium stores at least one instruction, at least one program segment, a code set, or an instruction set. The at least one instruction, the at least one program segment, the code set, or the instruction set is loaded and executed by the processor to implement the weather-effect-based interactive method in any of the virtual games described in the above embodiments.
[0264] Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The sequence numbers of the embodiments in this application are merely descriptive and do not represent the superiority or inferiority of the embodiments.
[0265] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0266] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for weather effect-based interaction in a virtual game, characterized by, The method comprises: displaying a game preparation interface, the game preparation interface comprising weather prompt information for indicating at least one target weather in a virtual game; displaying a plurality of candidate virtual object groups in the game preparation interface; and displaying impact prompt information corresponding to the plurality of candidate virtual object groups in the game preparation interface based on the at least one target weather, the impact prompt information being used to indicate the combat impact of the target weather on the candidate virtual object groups in the virtual game, the impact prompt information comprising positive prompt information and negative prompt information; based on a selection operation on a specified virtual object group in the plurality of candidate virtual object groups, displaying a master virtual object and group member virtual objects in the specified virtual object group in the virtual game, wherein the master virtual object is a virtual object controlled by a target account currently logged in, and the virtual object group is subordinate to the master virtual object; obtaining target weather display parameters and target state influence parameters corresponding to the at least one target weather, the target weather display parameters being used to determine the display effect of the target weather in a virtual environment, and the target state influence parameters comprising parameters for determining the state of group member virtual objects in the virtual object group when performing behavior activities in the virtual game; displaying a virtual environment picture corresponding to the target weather in the virtual game based on the target weather display parameters; in response to receiving a first control operation on the master virtual object in the virtual game, displaying a master action animation of the master virtual object under the target weather; in response to receiving a second control operation on the specified virtual object group in the virtual game, displaying a first behavior execution animation of the specified virtual object group under the target weather based on the target state influence parameters.
2. The method of claim 1, wherein, The obtaining of the target weather display parameters and the target state influence parameters corresponding to the at least one target weather comprises: in response to a received virtual game start operation for starting the virtual game, sending a virtual game start request to a server; receiving virtual game data returned by the server, the virtual game data comprising the target weather display parameters and the target state influence parameters corresponding to the at least one target weather; wherein the server is configured to determine the at least one target weather from the plurality of candidate weathers based on the virtual game start request.
3. The method of claim 2, wherein, The determination of the at least one target weather from the plurality of candidate weathers by the server comprises at least one of the following manners: obtaining a target off-game weather corresponding to an off-game virtual environment where a master virtual object controlled by the target account is located, the master virtual object being a virtual object controlled by a target account currently logged in, and the virtual object group being subordinate to the master virtual object; determining the at least one target weather matching the target off-game weather from the plurality of candidate weathers; or obtaining a target geographical weather corresponding to a geographical location of a terminal corresponding to the target account. determine the at least one target weather from the plurality of candidate weathers based on a preset matching relationship between the target geographical weather and the game weather; or, obtain weather preference information corresponding to at least one participating account in the virtual game; determine the at least one target weather from the plurality of candidate weathers based on the weather preference information.
4. The method of claim 2, wherein, The server is further configured to determine a target map from a plurality of candidate maps based on a virtual game start operation, and send map data corresponding to the target map to the terminal via the virtual game data.
5. The method of any one of claims 1-4, wherein The target state influence parameter further comprises a parameter for determining a state of a behavior activity of a master virtual object in the virtual game, and the method further comprises: displaying a second behavior execution animation of the master virtual object in the target weather in the virtual game based on the target state influence parameter. or, The target state influence parameter further comprises a parameter for determining a state of a virtual prop being used in a virtual environment of the virtual game, and the method further comprises: displaying a prop use picture of the virtual prop in the target weather in the virtual game based on the target state influence parameter.
6. The method according to any one of claims 1 to 4, characterized in that, The target state influence parameter comprises a field of view influence parameter for controlling a field of view range corresponding to the virtual object group. The display of the virtual environment picture corresponding to the virtual environment in the target weather comprises: determining the field of view range corresponding to the virtual object group based on the field of view influence parameter; and displaying a virtual environment picture corresponding to the virtual environment within the field of view range.
7. The method according to any one of claims 1 to 4, characterized in that, The target state influence parameter comprises a moving speed influence parameter for controlling a moving speed of the virtual object group in the virtual environment. The display of the first behavior execution animation of the virtual object group in the target weather in the virtual game based on the target state influence parameter comprises: in response to a target virtual object in the virtual object group being in a moving state, controlling a moving speed corresponding to the target virtual object based on the moving speed influence parameter, and displaying a corresponding object moving animation.
8. The method of claim 7, wherein, The virtual object group corresponds to an object type. The controlling of the moving speed corresponding to the target virtual object based on the moving speed influence parameter, and the displaying of the corresponding object moving animation, comprises: in response to the object type of the virtual object group being a first object type, controlling the target virtual object to move at a first moving speed, and displaying a corresponding object moving animation; in response to the object type of the virtual object group being a second object type, controlling the target virtual object to move at a second moving speed, and displaying a corresponding object moving animation; wherein the first moving speed is higher than the second moving speed, and the first moving speed is lower than a preset moving speed, and the preset moving speed is a moving speed corresponding to a virtual object in the virtual object group when the moving speed influence parameter is not included in the target state influence parameter.
9. The method according to any one of claims 1 to 4, characterized in that, The target state influence parameter includes an attack influence parameter, which is used to control attack behavior of the virtual object group in the virtual environment; The first behavior execution animation of the virtual object group in the target weather in the virtual game is displayed based on the target state influence parameter, including: In response to receiving an attack control operation on the virtual object group, the attack behavior of the virtual object group is controlled based on the attack influence parameter, and the corresponding attack animation is displayed.
10. The method of claim 9, wherein, The attack behavior of the virtual object group is controlled based on the attack influence parameter, and the corresponding attack animation is displayed, including: In response to the virtual object group being a virtual object group that attacks through shooting props, the target range range corresponding to the virtual object group is determined based on the attack influence parameter; The virtual object group attacks through the shooting props based on the target range range, and the corresponding attack animation is displayed; Or, In response to the virtual object group being a virtual object group that attacks through shooting props, and the shooting props and the at least one target weather being in an attribute repulsion relationship, the virtual object group attacks through the shooting props with a preset failure probability, and the corresponding attack animation is displayed; Wherein, the corresponding attribute relationship between the shooting props and the weather is obtained by preset.
11. An apparatus for interaction based on weather effects in a virtual game, characterized by The device includes: The display module is used to display a game preparation interface, the game preparation interface includes weather prompt information, the weather prompt information is used to indicate at least one target weather in a virtual game; a plurality of candidate virtual object groups are displayed in the game preparation interface; the influence prompt information corresponding to the plurality of candidate virtual object groups is displayed in the game preparation interface based on the at least one target weather, the influence prompt information is used to indicate the combat influence of the target weather on the candidate virtual object groups in the virtual game, the influence prompt information includes positive prompt information and negative prompt information; based on the selection operation on a specified virtual object group in the plurality of candidate virtual object groups, a master virtual object and a team member virtual object in the specified virtual object group are displayed in the virtual game, wherein the master virtual object is a virtual object controlled by a target account currently logged in, and the virtual object group belongs to the master virtual object; The acquisition module is used to acquire target weather display parameters and target state influence parameters corresponding to the at least one target weather, the target weather display parameters are used to determine the display effect of the target weather in a virtual environment, and the target state influence parameters include parameters used to determine the state of a team member virtual object in the virtual object group when executing behavior activities in the virtual game; The display module is further configured to display a virtual environment picture corresponding to the target weather in the virtual game based on the target weather display parameter, display a first behavior execution animation of the virtual object group under the target weather in the virtual game based on the target state influence parameter, display a master action animation of the master virtual object under the target weather in response to receiving a first control operation on the master virtual object in the virtual game, and display a first behavior execution animation of the specified virtual object group under the target weather based on the target state influence parameter in response to receiving a second control operation on the specified virtual object group in the virtual game.
12. A computer program product, characterised in that, The computer readable storage medium stores computer program, and the computer program is loaded and executed by the processor to implement the weather effect based interaction method in the virtual game according to any one of claims 1 to 10.
13. A computer device, comprising: The computer device comprises a processor and a memory, and the memory stores a computer program, which is loaded and executed by the processor to implement the weather effect based interaction method in the virtual game according to any one of claims 1 to 10.
14. A computer-readable storage medium, characterized in that, The computer readable storage medium stores computer program, and the computer program is loaded and executed by the processor to implement the weather effect based interaction method in the virtual game according to any one of claims 1 to 10.
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